Action Cards - Deprecated

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This game comes with a set of action cards, capable of resolving actions from simple to complex in seconds. At first glance, all of the entries may seem daunting, but only a subset of the information will be used in each draw. The fundamental rule of action cards is: One action, one card*. This means that no matter how complex the action, every thing you need can be found on a single card.

*There are rare cases when subsequent draws can occur, but they are not mandatory. These additional draws do not increase the complexity of the action, only the magnitude of the result.

Binary Skill Check

This is the simplest type of action, yet it is also very common. Some examples of binary skill checks are: Can I climb this tree in time? Can I pick this lock? Can I jump across this chasm? Any check that returns a pass/fail result is a binary skill check.

To resolve a binary skill check, find the appropriate die type column and cross-reference the number of dice in the pool. The result is any entry in the given square or higher in the appropriate row. In effect, each square is one die.

Example: Sid Scorpio is attempting to outrun a Kyr commando on (some planet) and he comes to a deep crevice in the rock, with a 50 meter fall to a craggy doom below. He knows his only chance is to jump, so he declares his intention. The card drawn is x, and his attribute is 3d10. In the d10 column the results are a, b and c. He chooses m and compares it to the task difficulty of n.