⏴ Introduction Combat ⏵

 

 


SUMMARY

ROLLING A TEST ⏷

BASIC SKILL TEST ⏷

OPPOSED TEST ⏷

PROLONGED TESTS ⏷

CHARACTER ATTRIBUTES ⏷

TRAUMA AND LIES ⏷

SKILLS ⏷


ROLLING A TEST

Summary ⏶

In most role-playing games, the success of an action depends on a roll of the dice, otherwise known as a Skill test.

These tests allow players to act during play, exploring and confronting the world around them using their characters' skills, strengths and weaknesses.

These tests also allow the Exarch to create and maintain narrative tension throughout the game. To achieve this, the Exarch can increase or decrease the difficulty of the action according to the situation.

Attributes

Character attributes are divided into Paths and Skills. Paths determine the agent's history, personality and values whereas Skills define the agent's specific abilities.

PATH OF LEGACY

PATH OF HOPE

PATH OF DOGMA

Beasts

Empathy

Zeal

Healing

Eloquence

Authority

Erudition

Resiliance

Tracking

Crafts

Artistry

Faith

Languages

Etiquette

MIR

PATH OF SECRETS

PATH OF FEAR

PATH OF LIES

Instinct

Combat

Manipulation

Survival

Marksmanship

Infiltration

Investigation

Unarmed Combat

Dexterity

Twisting

Intimidation

Politics

Myths of The Ruin

Strength

Clandestine Networks

Success

To obtain a success during a test, the player must roll a result equal to or higher than a 7 on a D12. A result of 12 is considered a critical success, and is worth 2 successes.

Difficulty level

Some challenges are within everyone's reach and can be performed without rolling any tests, while others are more arduous and require extraordinary skill.

To measure this, an action is given a difficulty level. The Exarch sets the number of successes required to complete the action.

Difficulty of the action

Difficulty level

Trivial

Automatic

Very Easy

1

Easy

2

Moderate

3

Difficult

4

Very Difficult

5

Unlikely

6

Near impossible

7

 

Example: Alex rolls 6D12 for an Easy action requiring 2 successes. He gets 1, 5, 4, 6, 11 and 12. Two of his rolls exceed 7, and the 12 counts as a critical success, meaning that Alex obtains a total of 3 successes, one more than required to complete the action.

Rolling a basic test

  • Declare an action: The player explains the action they want to perform, and the Exarch decides which Skill will be required for it.
  • Set the Difficulty: The Exarch sets the Difficulty level for the action, which the player must meet or exceed in order to succeed.
  • Roll the dice: The player rolls as many dice as their Skill level and their level in the Path associated with that Skill. Each die obtaining a result of 7 or more is a success, with a 12 being worth 2 successes.

If the total number of successes obtained is equal to or above the Difficulty level set by the Exarch, the action is successful!

 

 

TEST TYPES & MODIFIERS

The Exarch can use different types of test, depending on the desired effect:

 

Which test for which situation?

Basic test: A Basic test simulates the result of a one-off action, such as using an object, obtaining a piece of information or jumping from one rooftop to another.

To give emphasis to a more complex action, the Exarch can also use more advanced tests:

Opposed tests: for actions pitting your abilities against those of an NPC, such as sneaking past guards, or lying to an important character.

Prolonged tests: for actions which take more time to complete, such as digging out a tunnel, studying in a library or scoping out a large crowd.

 

Hidden Difficulty

The Exarch can also choose to hide the Difficulty level of a test from the players.

  • In certain social situations, the way in which a result is perceived can be subjective. For example, failing a test might mean that the character misinterprets the intentions of the person they are speaking to, without realizing it.
  • During a prolonged test, the players might not be told how long it will take to complete, adding to the tension of the scene.

Advantages and disadvantages

A character can benefit from various bonuses or suffer disadvantages on a test. The Exarch can add or remove dice from a player's pool, depending on the context of the action and the condition their character is in.

Situation modifiers: The general environment of a scene (torrential rain, lack of light, elevated position…) can help or hinder characters, with a maximum modifier of +2D to -2D.

Negative conditions: A character's physical Wounds and emotional state can reduce the number of dice a player can use in combat or during an Intrigue. These conditions are explained in the following chapters.

A player's dice pool can never be reduced below 1 when making a test.

Shared action (group test)

A player can help another player during a test. They must declare they are helping before the dice have been rolled.

The supporting player rolls a test of the same Skill, and every success they obtain adds 1 die to the pool of the player they are helping. A player can only be helped by a maximum of two other characters during a test.

The player cannot receive more additional dice than their overall level in the Skill required for the test. If they have 0 in that Skill, they can still receive 1 die.

How can I make Skill tests more immersive?

Skill tests are to role-playing what dialogue is to theater. Here are a few tips to energize the exchanges around your table and help your players get into the spirit of the game:

Have them embody their character: Encourage players to speak using the first person when they describe their character's actions. This will help them to get into the role and feel more involved.

Ask for details: Push your players to explain what they are doing in more detail. Not only will this help you to understand what they are trying to accomplish, your players will feel rewarded when their efforts pay off.

Failure tells a story: When an action fails, players can be tempted to try again...and again, and again. Instead of weighing down the scene by repeating the same tests over and over, encourage them to come up with a different approach. Creativity always matters more than Skill tests.


BASIC SKILL TESTS

Summary ⏶

Facing a dangerous situation

The player rolls their pool of dice: if they obtain a number of successes equal to or higher than the Difficulty level set by the Exarch, the action is a success.

To make a Skill test, the player rolls a number of dice equal to their level in the required Skill, plus the level of that Skill's Path.

Example: Loriane needs to roll a test to persuade a guard to allow her to interrogate a prisoner. After explaining and roleplaying her action, the Exarch informs her that the associated Skill for this roll is Eloquence, which is in the Path of Hope. Loriane has an Eloquence score of 3, and a score of 2 in the Path of Hope, giving her a total of 5 dice to roll.

 

 

OPPOSED TESTS

Summary ⏶

Facing off against an opponent

To give more emphasis to an NPC's action, you can make an opposed test instead of a basic test. The player and their opponent each make a roll, and the one with the highest number of successes wins. If there is a tie, the character who initiated the test wins.

If one of the two participants rolls a double 12, they automatically win the opposed test, regardless of how many successes their opponent rolled.
If both participants roll a critical success, then the one with the highest overall number of successes wins.

Example: To avoid being spotted by a guard, Diane's character Callia rolls an Infiltration test against the guard's Instinct. Callia obtains 3 successes, whereas the guard only gets 1, so her character sneaks by unnoticed.

Some situations can be resolved in this way, however Combat or social Confrontations have their own special rules.

PROLONGED TESTS

Summary ⏶

Sacrificing time to get better results

Some actions are more complex and take time. In such cases, the Exarch can ask for characters to perform a prolonged Skill test. In addition to the Skill required for the test, the Exarch sets the total number of successes to be achieved and the timeframe, meaning the time interval between each test.

A prolonged Skill test may require several rolls to reach the Difficulty Level set by the Exarch. The character can retry the test once the time interval has elapsed.

The test is successful once the number of successes rolled equals or exceeds the test's Difficulty level.

If a character obtains 0 successes during a roll for a prolonged test, then the test fails.

 

Example: To cure themselves of a serious illness, the character rolls a test every day until the sum of successes reaches the required Difficulty Level, i.e. 8 successes in total :

Skill

Timeframe

Difficulty

Healing (Legacy)

1 day

8 successes

A test of this type is written as follows: Healing (Legacy) (1 day) 8 successes.

Timeframe of a prolonged test

Depending on the desired action, the timeframe for a prolonged test may vary. However, only a simple prolonged test can be carried out during combat.

Task complexity

Timeframe

Simple (prolonged Skill action)

1 turn

Moderate (requires sustained concentration)

1 hour

Complicated (requires specific preparation or components)

1 day

Very complicated (requires lengthy preparation or rare ingredients)

1 week

Adding a time limit

Some actions can only be carried out for a limited amount of time, and the Exarch can limit the number of attempts:

Healing (Legacy) (1 day, 3 max.) 8 successes.

 

CHARACTER ATTRIBUTES

Summary ⏶

The Paths

The 6 Paths represent a character's ideals. The level of a Path ranges from ● to
●●●●●●.

 

The Path of Legacy

Those who follow the Path of Legacy feel that knowledge must be carefully transmitted to avoid repeating the mistakes of the past. Information must be shared to avoid misinterpretation.

It is the Path of scholars and teachers, as well as craftsmen and storytellers.

The Path of Secrets

Those who follow the Path of Secrets know that knowledge is a dangerous thing that must be controlled. Many, in their folly, are still tempted by the power and mystery of The Ruin. Maintaining the ignorance of the masses is the only way to ensure order.

It is the Path of spies, and those who seek occult mysteries.

The Path of Hope

The followers of the Path of Hope believe in the power of dialogue, and that any authority based on brute force is doomed to fail.

It is the Path of diplomats, citizens and merchants, but also that of artists and idealists.

The Path of Fear

Those who follow the Path of Fear believe that only a strong governing force can stand against chaos and decadence.They feel that strength and violence are necessary evils.

It is the Path followed by warriors, criminals or those who believe in order above all else.

The Path of Dogma

Those who follow the Path of Dogma know that Truth is the foundation of all civilization, the driving force behind creation and justice.

It is the Path of the faithful, those who value the law, as well as those who seek revolution.

The Path of Lies

Those who walk the Path of Lies know that the Truth is just a point of view, a farce designed to fool the weak-minded. Lies are the true mortar that holds society together.

It is the Path of the politician and the disillusioned pragmatist.


TRAUMA AND LIES

Summary ⏶

At the root of every story, there is tragedy. In MIR, this core suffering is called Trauma. Characters who suffer from Trauma establish deep convictions in order to heal from the Wounds of the past. This process is called the Lie. The Paths a character follows are determined by both their Trauma and their Lie:

·         A character's Trauma represents the Path in which they are weakest, a part of their personality they wish to hide or avoid. Any tests made using this Path force the character to confront their Trauma.

·         The Lie represents the character's strongest Path. This is the part of the character's personality that they are the most proud of, and that they will most often use to reach their goals. Any tests made with this Path reinforce the character's belief in their Lie.

SKILLS

Summary ⏶

Skill levels range from ● to ●●●●●●. The higher the level, the more skilled the character is in that particular domain.

Language

The official language of the MIR is Systerin. The language of the Empire is spoken by all agents and political leaders. Agents from other nations also speak their own native language.

 

Skills

The Path of Legacy

Beasts

Your bond with animals and ability to approach, calm or train them. This skill enables you to use them as mounts or beasts of burden.

Healing

Your ability to heal wounds and sicknesses, or to identify the origin of an ailment.

Erudtion

Your ability to solve riddles and find information in places of learning.

Crafts

Your skill in a specific craft. You know how to create, repair or carry out an action related to this trade. Using this skill may require specific equipment.

Languages

Your ability to speak and write in different languages and dialects.

Path of Secrets

Instinct

Your reflexes allow you to react before a threat fully reveals itself. You are sometimes able to sense future events.

Survival

Your ability to move through different environments, and identify edible and medicinal plants in the forest.

Investigation

Your ability to recover clues from a scene, and notice the significance in seemingly unimportant details.

Twisting

You feel the presence of manifestations of The Ruin such as Stigmata, Echoes or Catalysts, Forbidden Knowledge and the Exiled. Understanding the nature of the Twisting may require additional research.

Myths of The Ruin

The study and knowledge of mysteries, tales and other occult practices, both forbidden and authorized by the MIR.

The Path of Hope

Empathy

You are able to understand the emotions of others.

Eloquence

You can use your considerable charisma and force of logic to change someone's mind.

Resiliance

You are tough enough to take a blow without sustaining injury, or to withstand a physical ordeal over time.

Artistry

You have a certain level of artistic skill, whether in creating your own art or understanding the artistic vision of another.

Etiquette

You understand the notion of good manners, social customs and the rules of high society.

The Path of Fear

Combat

Your ability to fight using melee weapons.

Marksmanship

Your ability to fight using ranged weapons, and your general precision when throwing an object.

Unarmed Combat

Your ability to disable an opponent or capture them using non-lethal force.

Intimidation

Your ability to obtain information using threats or torture.

Strength

Your ability to perform physical actions.

The Path of Dogma

Zeal

Your mental fortitude, determination to reach an objective and face your fears.

Authority

Your capacity to give orders and ensure you are obeyed.

Tracking

Your ability to track animals, people and Echoes. Studying their tracks allows you to learn more about them.

Faith

Your religious devotion and ability to understand sacred rites and texts.

MIR

Your knowledge of the laws of the MIR. Your ability to determine if a person's acts or speech are permitted, or if they go against the laws of the Pact.

The Path of Lies

Manipulation

Your capacity to influence a person's behavior, to lie to them, or to corrupt them. Allows you to hide or feign your feelings for another.

Infiltration

Your ability to move without being seen, or to follow a person discreetly.

Dexterity

Your ability to pocket an item, pick a lock or disarm a trap.

Politics

Your ability to understand a region's political intricacies, why they are important and who the opposing forces are.

Clandestine Networks

Your ability to locate rare items and members of the criminal underworld, or to survive the streets. Using this skill can be risky, as your contacts will most often be at odds with the local authorities, or even the MIR itself.