Challenges

 

‘Challenges’ refers to any time a character attempts to affect another character.  This covers not only combat, but social interactions, mind games, lies, and any other use of an Ability.

 

There are three levels of Challenges I suggest you use.

1. Normal: This is the full system described below, with the D6 roll.  It’s slower, but the most fair.

2. Faster: The system below, but without the D6 roll.  Just total up your Attribute+Ability+Modifiers, compare to your opponent, and whoever’s higher wins.  You don’t need to pull out your dice.  This is good for challenges where one person has a good advantage over the other.

3. Fastest: The players agree on who won.  This is good for enhancing the roleplay, or if one person has a clear and overpowering advantage over the other.  You don’t even have to pull out your character sheet.

 

Choosing Abilities: Generally you will also use the same Ability as your opponent – Intimidation resists Intimidation, Influence resists Influence, Science vs. Science, Politics vs. Politics, and so on.  There are some exceptions; Alertness resists Stealth, Dodge resists Brawl, etc.

However, you may choose whatever Attribute or Ability you want, as long as you and your opponent agree on it.  (Heck, if you agree, you can use Etiquette to resist being thrown out a window, I don’t care!).  The important thing is to keep the game moving, and don’t get hung up on the mechanics.

 

Normal Challenges

1. The ‘Attacker’ (the person trying to do something) chooses an Attribute and an Ability, adds them together, and adds any bonuses for Weapons or Willpower, to get their Trait Total.

2. The Defender does the same, choosing their defensive Attribute and Ability.

3. They both roll a six-sided die, and add that number to their Trait Total.  Whoever has the higher Trait Total wins, and ties go to the Defender.

(It may seem awkward to use dice in a LARP, but it works well.  Practice holding your character sheet in one hand and rolling the D6 in the other.  It’ll become natural quickly.)

 

Attribute + Ability (If you have one you can use) + weapon/item bonus + 2 for spending Willpower (if you wish to) + one D6 roll = Trait Total

 

Barb has Offense 4 and Brawl 3, and attacks Will.  She rolls 4 on her D6, bringing her total to 11 (4 + 3 + 4).

Will has Dexterity 2 and Dodge 3.  He spends a Willpower (+2 to his Trait Total), then rolls a 3 on his D6, bringing his total to 10 (2 + 3 + 2 + 3).  Barb successfully strikes Will.  If Will had rolled a 4, he would have dodged the attack – his Trait Total would also be 11, and the defender wins on ties.

 

Challenges allow you some control over your opponent, but not too much.  For example, you couldn’t say ‘I intimidate you into telling me who’s behind this murder’, but you could say ‘I make myself intimidating and fearsome to you, hoping to scare you into letting some tidbit of information slip out.’

            The exception is if you’re using Mind magic – then you certainly can control what the other person is thinking!

Social Challenges can be difficult to understand, so they have their own page for clarification.

 

Challenges and Objects / ST Obstacles / Plot Devices

If you’re trying to overcome an obstacle left by an ST, the obstacle will have a certain necessary Ability marked on it.  If you have that Ability, you can overcome the obstacle – no D6 roll needed.  If not, even your best efforts won’t be successful.  As an example, you might come across a lock which says ‘Requires Larceny 2 to open, Larceny 3 to open silently.’

 

Bonus for Weapons and Items

Weapons: If you’re bringing a weapon to the game, the ST will give you a card with the weapon’s statistics on it.  Generally, these statistics will include:

Bonus: How many points the item adds to your Trait Total.  Nearly all items will only give +1.  Only exceptional items will give +2 or +3.  Your personal ability is more important than what gun you’re holding.

Damage: Bashing or Lethal.  All weapons do one level of damage, unless clearly marked.

Range: The maximum distance the weapon can be used from.  (Melee, 1 Turn, or 2 Turns.)  Range is further explained in the Combat section.

Durability: How much damage the weapon can take before it breaks, either in Lethal or Bashing.  If the weapon can only absorb Bashing damage (such as wooden items) then the first Lethal hit will break it.  Opponents can do damage to weapons by specifically stating they attack the item.

 

Items: If you’re bringing other items to the game, tell an ST, and he may give you a card for them as well.  This includes incriminating photos (bonus on Influence), a beautiful dress (bonus on Performance), a sports car (bonus on Drive), etc.  These items will list the following statistics:

Bonus: How many points this item adds to your Trait Total.  Again, +1 is the norm, or even +0 if it’s not significant.

Abilities: Which Abilities this Bonus can apply to.

Durability: If applicable, how much damage the object can take before breaking.