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" Cała podstawowa mechanika Freeform Universal"

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Wynik Rzutu Co uzyskujesz ?
6 Tak, oraz… Udało Ci się, oraz jeszcze jakiś plus
4 Tak… Udało Ci się
2 Tak, ale… Udało Ci się, z komplikacjami
5 Nie, ale… Nie udaje Ci się, ale porażka nie jest całkowita
3 Nie… Nie udaje Ci się
1 Nie, oraz… Udało Ci się i to nie koniec problemów

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Gamemaster: The thundering sound of the charging horse’s hooves is getting louder and louder. You’ve strained yourself hard already heading for the woods in the distance, and you fear you probably won’t make it before the ork scorcher comes within shooting range.
Broomé: I’ll press on, flying low over the grass. I keep heading for the woods, looking for possible spots allowing for cover. Can I find any?
Gamemaster: You’re fleeing from imminent danger, meaning you’re Distracted. You get a penalty die.
Broomé: [rolls dice] Meh, it’s a “No, and…”
Gamemaster: Alright. No, you don’t see any spots for cover in your immediate area, and looking for any slows you down more than you wanted to. In full gallop, the ork draws his bow and takes a shot at you.
Broomé: Can I evade?
Gamemaster: Let’s see, he shoots from a horse while charging, which makes aiming harder. Plus, you are a tiny Windling. There’s two bonus dice for you!
Broomé: [rolls dice] That’s a “Yes” and ++, so I get a “Yes, and…”!
Gamemaster: Yes, you fly a sudden turn so the arrow misses you by a few feet. In addition (and), your change of direction buys you some time, as the Scorcher gallops by and needs to rear his mount around.
Broomé: I should have done this earlier. I’ll let myself drop to the ground and use the time to prepare a spell.
Gamemaster: Better hurry up then. As the ork scorcher slows down to turn around, you see him drawing another arrow from his saddle.
Broomé: [Spends Karma] I’ll be using Earth Darts. Can I throw a volley of Earth Darts at the ork scorcher?
Gamemaster: He’s in your line of sight, so yeah.
Broomé: It’s still just the main die. Alright, I’ll better prepare for a re-roll then. [rolls die] “No.” Sigh. [Spends Karma] Here I go again! [rolls die] A “Yes, but…”, whew!
Gamemaster: Yes, you throw a bunch of pebbles at the scorcher, which transform into darts and pierce him. However (but), neither he nor his horse seem scared by the darts and continue relentlessly in your direction. Breaking the darts sticking in his body off, the scorcher takes aim and looses his arrow at you.
Broomé: Damn it, Can I dodge?
Gamemaster: Sure, but you’re not in the air anymore.
Broomé: [rolls dice] YES, AND!!!
Gamemaster: Yes, you dodge the arrow, and you roll sideways into a deeper patch of grass, out of the scorcher’s line of sight.
Broomé: Haha! Time to turn the tide. I’ll lie in cover, waiting for him to look for me. He’ll need to get close to spot me in the high grass after all. I’ll prepare my Earth Darts spell again, and let it rip when I see him. I’ll lie as close to the ground as possible, so he needs to be very close.
Gamemaster: So what is your actual question?
Broomé: Hrm. Can I throw a volley of Earth Darts at the ork scorcher and his horse once he spots me coming closer in the high grass?
Gamemaster: Excellent. You hear him slowing down, still sitting on his horse looking for you as expected. His bow is drawn as well, so he might be able to loose the arrow at the same timeÐ that’s likely to happen as a negative side-effect. It’s a cautious wait-and-fire-action on both sides, so I’d leave Conditions out of this. He has the high ground, and you’re in coverÐ no bonuses or penalties there. Anything else?
Broomé: As I said, he needs to be very close. I think that should be very effective. I’ll also use Blood Magic to get another bonus die.
Gamemaster: Yes, of course. Two bonus dice for you then!
Broomé: [Spends Karma, notes down a Bleeding Cut Wound, rolls dice] 5, +, and another +! That’s “Yes, and …, and…”!
Gamemaster: Whoa. Yes, your volley of darts hits both rider and mount, both screaming in pain. The mount rears up (and), throwing off its rider, and you inflict a considerable amount of damage (two Wounds instead of just one).
Gamemaster: Oh, and he’s at a total of three Wounds now, so you can take him out if you want to.
Broomé: Nevermind about that. I’ll take off and shoo his horse further away from him, then I’m off to the woods. I’ll likely meet him again, and it will be fun to taunt him with this…

The and and but are qualifiers that modify how good the success was or how bad the failure was. When you get a qualifier, you make an extra statement about how the action succeeded or failed. This extra statement can add a Condition to a character or a Detail to a scene.

Bonuses and penalties come from the following sources:
* A Tag
* A Condition
* A piece of Equipment
* A Detail
* Punkty Pary
* Other Circumstances
Bonus and penalty dice cancel each other out. Roll any leftover dice along with the main die.

When scoring at least one +, you can adjust the result of your main die up by one, turning any “No” result into a “Yes” result. When scoring at least one -, you must adjust the result from your main die down by one, provided it turns a “Yes” result into a “No” result. If you already scored a “No” result, it simply stays the same. On a ++, your result gets even better by adding a beneficial “and…“ statement. On a –, your result gets even worse by adding an “and…“ statement.

You start the game with a number of Karma Points equal to your Karma Pool. You can temporarily have more Karma than your Karma Pool allows.
During the game, you earn Karma Points by…

  • Being awesome
  • Getting in trouble

You can spend Karma Points to…

  • Add a bonus die to any of your rolls
  • Re-roll all of your dice
  • Use a Talent or Spell
  • Use a Legendary Item

To activate a talent, you either spend a Karma Point or make an Activation Test. When spending Karma, the talent simply takes effect as described or intended by you. When making a roll, you word a suitable question based on how you intend to use the talent and consider the modifiers (Discipline Talents gain a bonus die). The result will help you describe what happens.

Type

  • Action talents require an action (see p.46) to activate.
  • Support talents do not require an action to activate.

Effect
Most talent effects allow you to do things a mundane character cannot do (or at least wouldn’t be able to perform without special equipment or years of practice).

Taint
Whenever the character ends up with a “No, and…” result when using a talent or spell, he may suffer backlash from tainted magic. He receives a Condition based on the severity of the situation (the more powerful the talent used, the worse the Condition).

  • Choose a Concept
  • Choose Drives
  • Choose Character Tags
  • Choose Talents and Spells
  • Choose Skills
  • Choose Equipment
  • Choose Relationships
  • Determine Karma and Wounds
  • Write a Description

Przykładowe Znaczniki

This is by no means an exhaustive list, just some ideas to get you started:

  • Body: Agile, Ambidextrous, Handsome, Huge, Overweight, Poor Constitution, Quick, Short, Slow, Strong, Tall, Thin, Ugly, Full of Vigor, Weak
  • Personality: Aggressive, Attentive, Bloodthirsty, Bold, Charismatic, Extroverted, Forgiving, Honorable, Intimidating, Manipulative, Optimistic, Pragmatic, Reserved, Sensitive, Witty
  • Edge: Astute, Confident, Courageous, Creative, Disciplined, Eloquent, Energetic, Intuitive, Passionate, Patient, Persuasive, Reasonable, Resourceful, Spontaneous, Sympathetic
  • Flaw: Amoral, Aloof, Fanatical, Immature, Insulting, Intense, Lazy, Jealous, Judgmental, Malcontent, Mocking, Reactionary, Rude, Suspicious, Vengeful

Wpływ nacji

Poniżej to propozycje na wpływ nacji, czyli dodatkowy znacznik wynikajacy ze środowiska z jakiego pochodzi Adept.

Nacja Wpływ
Agnaj Wstręt do technologii
Azland Postępujesz jak zwierze z twojego herbu
Człowiek Imperium Wychowanie w kolektywie
Katsurczyk Honor i oddanie się społeczności
Mauri Wiara w hierarchię zasobów many
Murriannin Self-made man, bądź jak Murrey
Neopoldczyk Zawsze jest czas na herbatę
Nowopolanin Słowo to też narzędzie
Rahtafarin Plan Rah jest wielki
Smokowiec Na jaszczurach to się znam
Wodniak Jak się unosi na wodzie to popłynie

Startowa ilość talentów

Krąg Talenty
Nowicjusz 5
Czeladnik 10
Opiekun 15
Mistrz 20

Dyscyplin Talents

Each Circle of Mastery allows you to mark a few talents as your Discipline Talents. Discipline Talents represent your individual vision of this Discipline, and are easier to activate. Pick the talents that fit your character concept best.
The table below lists the number of Discipline Talent marks available to you for each Circle. You don’t have to use all of them right now; you can also use them later when learning new talents

Krąg Discipline Talenty Skills
Nowicjusz 4 2
Czeladnik 3 3
Opiekun 2 4
Mistrz 1 5

Wybór Umiejętności

Liczba z tabeli powyżej.
Jedna zawsze artystyczna

  • Artisan: Every adept is also an artisan of some kind. Crafting art serves

primarily to help define your personality, but also as a way to prove yourself untainted by the Horrors. Choose an artisan skill fitting your concept, such as Arrow Fletching, Body Painting, Braiding, Calligraphy, Carving, Dancing, Embroidery, Poetry, Sculpting, Singing, Tattooing, and so on. Make sure your art is reflected in your character’s description (see p.98).

  • Knowledge: Choose a field of knowledge your character knows, such as

Horror Lore, Jungle Creatures, Legends & Lore, Barsaive History, or Theran Military Tactics. Your choice should fit your background (see p.81), but need not necessarily complement your Discipline.

  • Language: Throalic (the dwarf language) is the common language of Barsaive,

spoken by all player characters in addition to their racial tongue. Keep this in mind when picking an additional language skill. Common languages are: Theran, Sperehiel (Elvish), Or’zet (Orkish), Human, Obsidiman, Windling, T’skrang, and TrollÐ all with various local accents.

  • Other Skills: Any mundane ability can be trained and learned as a skill. Some

examples include Acting, Acrobatics, Disguise, Fencing, Hunting, Investigation, Physician, Picking Pockets, Riding, and so on.

Equipment

When creating an equipment tags, make the adjective tell something useful and/or interesting about it. However, there is no need to distinguish it any further if there is nothing exceptional about the item. However, such items require a short description. This description is usually only a sentence or two long and features suitable tags for the item in italics.

  • An equipment tag can only have a single adjective—none is

acceptable (as per above), but more than one is not. That said, a Crossbow is okay, as are an Accurate Crossbow or a Long-Range Crossbow. An Accurate Long-Range Crossbow is not allowed.

  • Choose specific, descriptive nouns; Curved Sabre is better than

Sword, Guard Helmet is better than Helm. You can use more than one noun, but keep the tag as short as possible.

Mounts

Cavalryman character should start the game with a mount, and Beastmaster characters should have an animal companion.

Karma and Wounds

Nowicjusz Czeladnik Opiekun Mistrz
Pula Punktów Pary 3 4 5 6
Pkt. Obrażeń
Wojownik3 4 5 6
Podróżnik2 3 4 5
Naukowiec1 2 3 4

Zdobywanie Punktów Doświadczenia

Your character gets an average of two Character Points (CP) per session, rewarded as follows:

adventure Progress

Each character contributing to bring the story forward in a significant way gains 1 CP at the end of the session (roughly 3-4 hours of game time). Some stories require several sessions to complete, such as a daring quest, convincing a group of raiders to protect their home village, or discovering the source of a plague killing their people. Whether single-part or multi-part, whenever an adventure is concluded, each player in the group receives 1 extra CP at the end of the session.

individual Progress

Whenever your actions relating to your Drives have added to the story in a significant way, you gain 1 CP at the end of the session. Your actions and character development will eventually cause your Drives to become irrelevant. For example, you may have achieved the vengeance you have been seeking, you have finally found your lost relatives, have learned the secrets, or found that legendary staff. When this happens, you will need to change or alter your Drives (see p.35) to make them relevant again. This is highly individual, but rewards you 1 extra CP at the end of the session.

Wydawanie Puntków doświadczenia

Character Points can be spent to learn new talents and spells and to gain new equipment. The cost varies depending on your Circle and the type of ability you wish to purchase. The table below shows what can be done:

Changing tags and equipment

If appropriate, players can change one Character Tag between game sessions. This alteration should relate in some way to the experiences and story in which their character just participated. Mundane equipment can be changed at any time during an adventureÐ only Legendary Items and Blood Charms require Character Points to be spent in order to unlock their powers.

Changing Group Tags

Group Tags can be changed at no cost. However, they reflect how the people of Barsaive perceive the group and their deeds. As a result, Group Tags should be reviewed and adapted after each adventure and whenever the group sells one of their journals to the Great Library (see the sidebar on p.40).

training times

Learning new abilities and improving existing ones takes timeÐ and, when relying on the services of a trainer, resources and/or favors. This can be done between adventures or whenever the character has a few hours’ time for training. You’re doing it right as long as it’s clear that the character makes an effort to train, and the time spent on that training is believable for you and your group.

instructors

Trainers or instructors (or even training manuals) are needed when learning new abilities. They are required when undergoing a Trial (see below). A trainer must have access to the ability the player character wants to learn and be willing to teach them. Adepts can be trained by instructors of other Disciplines.

Learning Talents from Other Disciplines

Player characters can round out their talent selection by learning a limited number of talents available to other Disciplines. This requires an instructor willing to teach him the desired talent. What usually is not an issue for talents available to more than one Discipline gets considerably harder with talents available only to one or two Disciplines. An adept can learn no more than one such talent per Circle. Talents learned this way cannot be marked as Discipline Talents!

tabla kosztów Pkt.Doś.
NowicjuszCzeladnikOpiekun Mistrz
Change Tags, Drives,Equipment x x x x
Learn a new Skill3 3 3 3
Learn a new Talent2 3 4 5
Learn a new Talent from another Discipline* 3 4 5 6
Mark a Talent as Discipline Talent @ 1 1 1 1
Add a Blood Charm 1 1 1 1
Add a Legendary Item 2 2 2 2

x) zmiana pojedyńcza pomiędzy sesjami, za darmo, za pozwoleniem MG.
*) Only one such Talent can be purchased per Circle. Requires a willing instructor!
@) The number of talents you can mark as Discipline Talents is limited !

Zasady są oparte o FU: The Freeform/Universal RPG system stworzony przez Nathana Russella, na licencji CC BY 3.0 czyli Creative Commons Attribution 3.0 Unported.
This work is based on FU: The Freeform/Universal RPG (found at http://nathanrussell.net/fu), by Nathan Russell, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).
Zasady zostały zmodyfikowane przez Carsten Damm i reszte ekipy Vagrant Workshop specjalnie dla systemów Equinox Storygame i Earthdawn:age of Legend , licencja zasad dalej CC BY 3.0
Lista talentów i tłumaczenie podstawowych zasad to dzieło Kornela Misiejuka, licencja też CC BY 3.0
Logo „The Powered By FU” należy do Nathana Russella i jest używane za jego pozwoleniem.
The Powered By FU logo is © Nathan Russell and is used with permission.