Heroes' Rules

version 1.0

Rolling the Dice

On each die, 4 - 6 = 1 success.
A pool of N dice will yield 0 - N successes, with N/2 being the average.

Order of Conflict

  1. Set Stakes
  2. Establish Domain, the Arbiter
  3. Call on the Gods for Divinity Dice
  4. Count Advantage Dice
  5. Choose Pace
  6. Contest Rolls
  7. Determine Consequences
  8. Narrate Outcome

Set Stakes

All parties in the Conflict determine what is at stake should their side win.
Good Stakes are ones which, won or lost, will produce interesting story.

Domain and the Arbiter

If a God spends Divinity to have Domain, he is the Arbiter.
Otherwise, the GM is the Arbiter.
The Arbiter determines which claims for Advantage dice and wounds are reasonable.

Calling on the Gods

If you ask a God to aid you, He may give you dice up to your Devotion to Him.
Alternately, you may use your Hubris as your devotion, and score a Hubris Point. (NB - The Gods hate when you do this.)

Simple Tests

Dice Pool = Devotion + applicable Backgrounds + Advantage Dice

Sample Target Numbers: Easy (1) Normal (2) Difficult (3) Hard (4) Mythic (8)

# successes < TN : Failure. The Hero loses the Stakes.
# successes < (2 x TN) : Success. The Hero gets the Stakes.
# successes >= (2 x TN) : Glorious Victory. The Hero gets the Stakes and the Arbiter should give him a bonus victory of some kind too.

Contests

The Pace is the number of victories needed to win the Contest:
    1 : Quick Contest
    2 : Extended Contest
    3 : Epic Contest

In each round of a Contest, participants will roll two separate dicepools:
Attack Dice = Devotion help you win.
Defense Dice = Devotion reduce the Defeat you suffer.
Divide Advantage dice between these two pools.

All participants roll both pools.
Whoever garners the most Attack Successes wins the round.
Everyone takes Defeat = Opponent's Attack Successes - Your Defense Successes

Wounds

At the Contest's end ...

# Light Wounds received = # Defeats / Contest Pace, rounded up.
If a character takes 3+ Light Wounds, two of them become a Serious Wound.

Light Wounds remove one die from the Hero's pool in one Contest. Then they are gone.
Serius Wounds remove one die from pools in all Contests, until healed.

A healer may roll once a day to amelerioate a Hero's condition:
3 successes heals a Light Wound
5 successes heals a Serious Wound, only 1/day.

Hazards

eg. A lava flow, a swarm of angry hornets, etc.
A Hazard never rolls defense dice, merely attack dice.

Minions

A group of Minions has two stats:
Numbers represents how many Minions there are.
Threat represents how tough they are, typically 2-4.

Minion Attack Pool = MIN( Numbers, (Devotion x 2))
Minion Defense Pool = Devotion
Minions do not suffer Defeats. Instead, they lose Numbers = (Amount of Defeat / Pace), rounded up.

If Minions band with a Hero they may add their Threat in Advantage Dice to his pools.
In lieu of taking Defeat, he may reduce their Numbers.

Teaming Up

Heroes may team up to pursue the same Stakes.
Each round, choose a primary, who rolls as normal.
Other Heroes roll as normal too, but only contribute successes on Attack Dice which come up '6'.
These Heroes still take Defeat just as everyone else does.

Multi-Directional Contests

If there are multiple factions, they will have to discuss the Stakes each pair is vying for.
There can be victors in different partial contests each round.
Only one faction can win each partial contest, however.
Each round, every faction may choose to deal Defeat to as many other factions as it wishes.
The Arbiter is encouraged to tweak these rules to match the situation.

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