I was playing a Final Fantasy Game

Rolling!final_fantasy_fangirl-1920x1200

Create your pool

Roll a number of dice equal to your Skill plus additional dice from Tags and other perks

Meet the challenge

Move dice from your dice pool to your Struggle Pool based upon the challenge set by the GM, plus any additional dice from the use of certain powers, and voluntary increase of the challenge.

Make a Wager!

Increase your Effect by removing dice from your Die Pool and adding them to your Wager Pool.

Roll your Dice

Roll all the dice that are left in your pool. You generate successess by rolling under your Stat. Getting a number of successes equal to the Resistance of the Plot Element means you have generatea 1 hit. Additional success will not generally have any Effect (you should have Wagered more dice)

Danger?!

Remove dice that match your Danger dice and put them in your Struggle Pool.

Spend your Wagers

Spend the dice that you Wagered to increat the power of the Effect (whatever that may be). You can of course spend Wagers on multiple Effects.

Struggle Pool

For every 2 dice in your Struggle Pool at the end of a roll you will gain a single Fate Die. This is why voluntarily adding dice to your Struggle Pool is good as it will help you to make that number even.

GM Manuever

Detailed later….

 

Your 3 Stats

Action – +vs Guile

Experience – +vs Action

Guile – +vs Experience

 

You must roll under your stat on a d10 to generate a success. If rolled against the VS increase the value of the stat, to a maximum of  9. Rolling a 0 never generates a success and instead creates a complication, and is added to the struggle pool at the end of resolving a roll. Rolling a 1 generates a Nudge which can be used for a variety of different effects described later.

 

Your 6 Skills

Courage – Heal one Stress

  • Heal one stress level

Cunning – Recover 1 energy

  • Regain 1 energy

Power – +1 Wager when dealing stress

  • When your intent is to deal stress to an obstacle you do +1 effect

Prowess – +1 Nudge when you succeed

  • If you succeed on the roll you are considered to have rolled an extra “1.”

Wisdom – +1 Wager when making a declaration

  • When your intent is to declare something in the scene you do so with +1 effect

Beauty – +1 Drama Die

  • You gain one extra Drama Die

 

Roll a number of dice equal to your Skill, and gain the listed benefit immediately. This determines your starting die pool. You generate a success on a roll of 2-9.

 

The 3 Currencies

Stress

Every point of stress done to you increases the stress track on your character plaque. You will use a Red token to track this on the slider by staring your stress at “0” and moving it the right.  On the track you will a inner box every three stress boxes. Fill this in with a “/ “ the first time your token lands on or passes this box. For every “/” you have marked on your slider pick up another Black (Danger) die. Recovery of Stress does not remove Black dice.

 

Energy

You will spend energy for all sorts of special attacks, extra actions, and sometimes just to balance over powered abilities. All characters start with 15 energy at the start of a session and it will deplete throughout the session. You will use a blue token to track this on the same slider you use for stress on your character plaque, but it will start on the opposite side. As the token lands on, or passes, same squares with inner boxes, you will fill these with a “ \” the first time. Then pick up a Fate die for every “\” you just marked down.

Advancement

During interlude scenes player will erase all the “X” they have made on their slider, and take an equal number of eXperience points. Leave all partialy filled boxes.

 

The 2 Meta Currencies

Black Dice (Danger)

Roll these dice with all dice that are rolled. For every die in your die pool that matches a Black die remove the skill die and add it to your Struggle pool. One Black die may cancel any number of dice as long at they match.

 

Fate Dice

May be rolled at point as a bonus die. They may be rolled after a pool is rolled, but Black dice are kept on the table, and Fate dice may be canceled by them as well. Once rolled they count as normal dice in your pool for all other purposes. You can also spend a Fate die to recover 1 energy. They are spend to empower certain affects. In an interlude scene you may spend 2 to remove a Black Die from your pool, or 1 to recover a point of stress. Every Fate die that gets spend also generates one eXperience point immediately.

 

Dealing with Challenges

A difficulty can be set by the GM that will range from 0-10. This difficulty removes a number dice from your Die Pool and moves them to the Struggle Pool. You can also voluntarily add additional dice to the Struggle Pool before making your roll if you want to increase your challenge.

 

Wagers

When you succeed on a roll you may spend your Wagered dice to increase the Effect or add different effects. This is determined by the action that is being completed.

 

Actions

Stress

Do stress to the Plot Element.

Asset

Create a charged bonus. You may right down a new plot element. It will give you a number bonus dice equal to the number Wagers you spend on it +1 (for the initial Hit). Everytime someone calls upon it, one of the dice will be spent. Once all the dice are spent it may still remain, but has no further mechanical effect. If a scene is resolved before a Asset is expent reduce the number of dice in the Asset by one, if it still has dice, and it is deamed appropriate for it to remain it will carry over to the next scene. Assets can also be used to increase the Danger point cost for the GM in a scene at a rate of 1 danger point per bonus die. Having a Asset bestow bonus dice and hamper danger point expenditure increases the difficulty to make a Hit by 2.

Hold

You may spend your Wagers to generate Hold. This is a Meta Mechanic used to fuel other powers your character might have, or dramatic fates your character is  suffering from.

 

Dramatic Fates

These are little personality dramas that make your character an interesting person. When your create a Dramatic Fate add it to your sheet and  add it to the relationship map. You will also need to connect it to one other element on the relationship map as well. The Dramatic Fate details the connection you have with that plot element. Then choose one of the Effects from the list below.

Dramatic Fate Limits

  • Things!

Recovery

You may only recover during a Interlude scene or with the aid of a Special Effect. During an Interlude scene you may spend one Fate Dice to recover Stress 1 for 1. Or recover Danger Dice at a cost of 2 Fate per 1 Danger Die.

 

During an extended rest scene, which usually only takes place between session, you will recover all of your Stress track, and up to 3 of your Danger Dice. You may recover less at the discretion of the GM, or various special effects.

 

Defeat

Stress to your character comes in 2 different forms. Stress and Danger Dice. These are bestowed upon your character from taking Stress. When you take Stress you mark a number of corresponding boxes off. For every 3rd box you will mark a “/” in the box and take a Black Danger Die. Danger Dice cancel out other rolled dice when they match, and may match any number of dice (those dice are then moved to your Struggle Pool). A PC is taken out in a conflict if at any point the Danger Dice remove all dice from your pool, or you take more than 15 Stress.

 

Tags

Are simpel 1-3 word descriptions that add a little bit of description to your character. Usually they will detail the use of one of your Skills in some way. Tags are rated 1-3 in value. During a turn you may call upon one of your Tags to give an Extra die to your pool. It may do this a number of times equal to its rank. Tags may also be called upon negatively by you or the GM, and when done so they remove dice from your Die Pool and add them to the Struggle Pool.

 

During an interlude you may recover 3 bonus dice from Tags. Also, every time a Tag is used negatively it will recharge one use.

 

 

Powers

 

Death: The Subtle Arcanum of decay and death, capable of removing souls and affecting or creating ghosts and undead.

Fate: The Subtle Arcanum of luck and destiny, capable of defining the random and forcing the hand of Fate.

Forces: The Gross Arcanum of energy and kinetics, capable of controlling flames and electricity and stopping bullets.

Life: The Gross Arcanum of creatures and plants, capable of healing wounds, enhancing physical capabilities and creating impossible hybrid beasts.

Matter: The Gross Arcanum of inanimate objects and inert elements, capable of transmuting materials and enhancing mundane objects.

Mind: The Subtle Arcanum of thoughts and dreams, capable of reading and controlling thoughts and emotions and enhancing mental capacities.

Prime: The Subtle Arcanum of pure magical force and structure, capable of dispelling magic, enchanting items, manipulating Mana and creating illusory constructs.

Space: The Gross Arcanum of distance and separation, capable of observing and affecting far distances, creating overlapping dimensions and allowing teleportation.

Spirit: The Subtle Arcanum of Spirits and their Realm, capable of summoning and controlling spirits and forging links through the Gauntlet.

Time: The Gross Arcanum of the passage of time and aging, capable of manipulating the flow of time and jumping over periods of time.

 

 

http://wiki.white-wolf.com/worldofdarkness/index.php?title=Mage:_The_Awakening

 

http://www.uffsite.net/ff7/materias.php

 

 

Entropy The Subtle Arcanum of decay and death, capable of removing souls and affecting or creating ghosts and undead.
Fate The Subtle Arcanum of luck and destiny, capable of defining the random and forcing the hand of Fate.
Forces The Gross Arcanum of energy and kinetics, capable of controlling flames and electricity and stopping bullets.
Life The Gross Arcanum of creatures and plants, capable of healing wounds, enhancing physical capabilities and creating impossible hybrid beasts.
Matter The Gross Arcanum of inanimate objects and inert elements, capable of transmuting materials and enhancing mundane objects.
Mind The Subtle Arcanum of thoughts and dreams, capable of reading and controlling thoughts and emotions and enhancing mental capacities.
Prime The Subtle Arcanum of pure magical force and structure, capable of dispelling magic, enchanting items, manipulating Mana and creating illusory constructs.
Space The Gross Arcanum of distance and separation, capable of observing and affecting far distances, creating overlapping dimensions and allowing teleportation.
Spirit The Subtle Arcanum of Spirits and their Realm, capable of summoning and controlling spirits and forging links through the Gauntlet.
Time The Gross Arcanum of the passage of time and aging, capable of manipulating the flow of time and jumping over periods of time.

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