James Bell
CREATOR
6 months ago

Project Update: Sneak Peek: Basic System, Advantage, Attributes

Hello Outlanders,

Many of us have seen the Storypath system arrive and evolve over the past several years, and have become pretty familiar with the basics of how the mechanics work and how characters interact with the game. 

But not all of us. For some, Onyx Path isn't introducing just a brand new game but also a new system that may be a little different than what they've experienced before. Or, some may be familiar with earlier iterations of Storypath from Scion Second Edition or the Trinity Continuum line but not familiar with some of the differences with Storypath Ultra, the latest version of the rules.

On Tuesday, backers will have access to Chapters 5 and 7 which are the rules-focused chapters in the book, explaining the Storypath Ultra system and how to play the game as well as everything you need to know to run the game for your friends.

Today we'll get a little sneak peek from Chapter 5. Much of this may be familiar to many of you, but for some this is just your first bit digging into the "game" part of the "roleplaying game."

Playing the Game

The core assumption in At the Gates is that your characters are competent at basic tasks. The only reason to pick up the dice and roll is when the result of their actions carry uncertainty, and failure might push the story in a new or different direction.

Any time the outcome of an action is variable, could result in a consequence for failure, or performing the action successfully could set off a chain reaction of unintended consequences, then the player rolls dice to help determine the outcome of the action. This means players should not be rolling dice for everything their character wants to do, especially if the results of the action are uninteresting, or if the failure simply results in the character retrying the action. Instead, consider if there’s something fun that could result from the action being performed poorly or improperly. If you’re ever uncertain about an action’s results, roll the dice.

Rolling the Dice

Storypath requires the use of multiple 10-sided dice (d10). Whenever a character is taking an action that comes with risks, the player forms a dice pool for their action using a Skill and an Attribute. Usually, the Storyguide, the person running the game, tells the player which Skill and Attribute to use after the player describes the action she wants her character to take, but the player may also suggest a Skill and Attribute combination that she feels is appropriate. Players roll dice against a difficulty set by the Storyguide, and must accrue hits equal to or greater than the difficulty for their character to accomplish the action. 

The player collects a number of d10s equal to the number of dots she has in her Skill plus her Attribute combined and rolls. Each die that meets or exceeds the target number of 8 is considered a hit. Any die showing a 10 is considered a double hit, which means the die counts as two hits instead of just one. Special abilities may grant double 9s, which conveys the double hit ability to dice showing 9s as well as 10s.

When rolling for actions, players have access to a special mechanic called Enhancement; which are additional hits that are used in the same way as hits from rolling dice. If the result of the die roll comes up with at least one die at the target number or above, the player can apply her Enhancement to the roll as additional hits.

If the player accumulates hits equal to or greater than the difficulty, the character takes the action as described by the player. This is considered a successful result. Afterward, the player may choose to spend extra hits to purchase Tricks, which allow the character to do more with her action than originally intended, such as take an extra action or gain a benefit.

Some actions come with Complications applied, which create unintended consequences of succeeding in the action. When the player nets enough hits to overcome the difficulty, but there are Complications applied, this is a success with consequences. When an action has a Complication, the Complication is noted in parentheses next to the difficulty. (Ex. Bribing a caravan guard is difficulty 1(2) because it has a Moderate +2 Complication.) The Complication’s number does not factor into the ability for the character to take the action, only to avoid the consequences of succeeding in the action. If the player succeeds and buys off any Complications, then that is considered an extraordinary success. 

A player may choose to accept the consequences of a Complication and instead spend her additional hits to purchase Tricks if she so wishes. If she has enough hits, she may choose to buy off the Complication and purchase one or more Tricks that would apply to the action. 

Rolling Breakdown
  • Roll d10s equal to Skill + Attribute
  • Count all dice showing an 8 or above as a hit. 10s count as 2 hits
  • If any dice show hits, add Enhancement
  • Use hits to overcome the difficulty of the action as set by the Storyguide

Roll Results
  • Disaster; the player does not garner enough hits to overcome the difficulty, but chooses to allow any Complications to occur anyway. (Gain 2 Momentum.)
  • Failure; the player does not garner enough hits to overcome the difficulty. Complications do not occur.
  • Success; the player accumulates a number of hits equal to or greater than the difficulty and may purchase Tricks with remaining hits.
  • Success with consequence; the player suffers consequence for any Complications on the action. Players may avoid unintended consequences by using leftover hits to buy off Complications. Players may also purchase Tricks instead of buying off Complications.
  • Extraordinary success; the player buys off any Complications, and may purchase Tricks to make their action better.

Failure and Disaster

If the player fails to meet the difficulty of the challenge with her hits, then she fails at her action. If she nets zero hits on her roll, then the action is considered an automatic failure, and Enhancement is not applied to the action. If the action carries a Complication, the player may choose to turn any failure into a disaster by allowing the Complication to proceed, even though the action is not successful.

Failure on an action does not imply that the character failed to act, but that his attempt was unsuccessful in some way. He might miss his mark, say the wrong thing to a guard, or get spotted by a struther while sneaking around a nest. 

The result of a failure should always push the story forward and may even include the character succeeding in her attempt, but creating a larger issue in doing so. Failure should always be interesting and introduce a new story element or change the story’s direction based on the character’s attempted action.

On a failure, the player gains a point of Momentum, which goes into a group pool for any player to use in the future. On disaster, the player gains two points of Momentum. 

Momentum

Momentum is a shared resource pool that any player may spend from to gain a variety of benefits. Each game session begins with Momentum points equal to the number of players around the table, regardless of how many Momentum points were available at the end of the previous session. More Momentum is added to the pool by players rolling failures and disasters, using the Bolster Trick, as well as via specific Arts.

Momentum can be used in the following ways:

  • Add an Enhancement hit to an action on a one for one basis. Spend Momentum after the dice have been rolled, and only if the dice roll has at least one hit (as per normal for Enhancement). Normal restrictions for Enhancement apply.
  • Spend 2 Momentum points to change a failure into a success or a success with consequence, if a Complication is present. If you choose this use, you cannot spend more Momentum points for Enhancement for Tricks or to turn the action into an extraordinary success. Other sources of Enhancement apply normally.
  • Spend one point of Momentum to describe a story element in a scene that is now a fact. For example, the player may decide the strange goat-man is a long-lost Caparan uncle, or that the rogue summoner is actually a member of an underground movement to overturn the Vitrumarian president. This is subject to Storyguide approval.
  • Spend 1 Momentum point to gain a piece of evidence about an investigation.
  • Certain Arts require Momentum expenditure to activate. Arts also have special rules that track how much Momentum is in the pool. To learn more about Arts, see p. XX.



Advantage

Sometimes, characters in At the Gates are so incredibly different in certain aspects, that they are beyond normal comparisons. Instead of simply using the base system for taking actions when dealing with these situations, we turn to Advantage to describe it.

Advantage is a comparison tool that determines if one character has… well, a major advantage over another in a certain arena. It’s only relevant when two characters are in opposition to one another, or a character is in opposition to a noteworthy force. Advantage is numbered, but those numbers represent a level of difference and nothing more. Characters have no Advantage over others unless a specific power or ability says they do. Some abilities that give Advantage stack with one another, but that will always be spelled out — otherwise, if multiple possible Advantages apply, the player or Storyguide picks the best or more appropriate one.

Characters can gain Advantage in different arenas, and their Advantage applies only to actions within that arena. The arenas are Durability, Intellect, Power, Social, and Speed. Most Advantage types are direct comparisons, such as two characters with a Social Advantage will compare that Advantage to one another. In the case of Durability, a character with a Durability Advantage is simply harder to attack (Durability Enhancement applies directly to their Defense) and requires Power Advantage to overcome.

Characters with Advantage tally up their total Advantage and compare it to each other and use the results below when taking an action against that character:

  • Gain +2 Enhancement for every point of Advantage a character has over the other. 
  • Suffer +1 difficulty for every point of Advantage a character has under the other.
  • In an opposed action, the character with higher Advantage gains the difference in Advantage as Enhancement on their action, but the character with lower Advantage does not suffer a difficulty increase.
  • If the difference in Advantage is three or more, neither character rolls, and the character with higher Advantage automatically succeeds. This success is always phenomenal, meaning that an attack deals damage and the attacking character can purchase any Tricks they want.

Enhancement from Advantage breaks the normal Enhancement rules for both stacking and the maximum Enhancement bonus on a single action.

Some non-character set pieces in a scene might also gain Advantage for the purposes of comparison. For example, a character may attempt to shoot an airship out of the sky, or race against a rolling bolder. While the airship and the bolder are both inanimate objects and do not roll dice, they may have Advantage. The character acting against them must compare Advantage and either gain Enhancement or suffer difficulty on the action. These special case Advantages are assigned by the mechanics that create them, such as area effects or special abilities.

Example: Yvette is attempting to parlay with the Orydonian congress, which collectively has a 2 Social Advantage. Yvette has a special ability that gives her +1 Social Advantage when making a speech, so comparatively, the council has a net 1 Social Advantage above her. Yvette’s persuasion action is made normally, but the Storyguide adds +2 Enhancement to the council’s Integrity action to resist it.



Attributes

Attributes reflect a character’s inherent capabilities. While Skills represent her learned abilities, Attributes represent mental and physical training. Attributes fall into three different Arenas: Mental, Physical, and Social. Within each arena are three different Attributes that make up the character’s composite abilities.

The Mental Arena’s Attributes are the genius of Intellect, the quick-wittedness of Cunning, and the discipline and attention to detail of Resolve.

The Attributes of the Physical Arena are the brute strength and speed of Might, the deftness of Dexterity, and the vital toughness of Stamina.

The Social Arena is divided between the charisma of Presence, the subtle graces of Manipulation, and the cool and collected nature of Composure.

Mental

Mental Attributes represent cognitive functions, and anything done by sheer power of thought, deductive reason, leaps of logic, mental fortitude, intuition, acts of concentration, and willpower in the face of adversity.

Intellect: Intellect covers a character’s raw computing power. It is used for deduction, problem solving, and processing information. 
Use Intellect when trying to recall specific facts, calculate the trajectory of an object, determine how to fix a broken machine, understand an ancient script, or find a safe place to sleep at night.

Cunning: Cunning covers mental tasks that require speed over power. 
Use Cunning when trying to notice something hidden, understand a political situation, solve a riddle or puzzle, apply emergency medical care, or get away from pursuers in a chase. 

Resolve: Resolve measures a character’s strength of will and resistance to trickery or mental pressure.
Use Resolve when trying to study evidence, search archives, move silently, follow tracks, resist persuasion, understand scientific theories, or stay focused under pressure.

Physical

Physical Attributes cover the control the character has over her body and its interactions with the environment. Feats of strength, coordination, and resistance to illness and injury are reflected in these Attributes.

Might: Might is raw physical power and brute strength.
Use Might when trying to forge a sword, lift or throw heavy objects, intimidate, punch someone with your fist, swing a sword, or climb walls.

Dexterity: Dexterity covers motor control, fine movements, and hand-eye coordination. 
Use Dexterity when trying to jump over a chasm, pick a lock, dance, walk over treacherous ground, maintain balance, shoot a bow, build a delicate machine, or impress people with physicality. 

Stamina: Stamina covers how well a character can resist physical threats, and endure physical pain, injury, and illness.
Use Stamina when trying to run long distances, continue in a fight despite injury, recover faster, meditate, or resist diseases or poison. 

Social

Social Attributes gauge a character’s ability to interact with others. This covers both positive and negative social interactions and how handily a character can interact with and sway others.

Presence: Presence measures a character’s ability to convince other people.
Use Presence when trying to give orders, influence another person, give a speech, interrogate a prisoner, sing, act, or train an animal. 

Manipulation: Manipulation measures a character’s ability to fine tune their social skills and to analyze social cues. The “hard sell” requires a high Presence. Intricate trickery requires Manipulation. 
Use Manipulation when trying to manage people, lie convincingly, perform sleight of hand, notice social cues, or seduce someone.

Composure: Composure measures a character’s ability to resist social manipulation. It measures a character’s ability to remain calm when being interrogated by the town guard or make sure that negotiations go their way. 
Use Composure when trying to resist manipulation, stay firm under pressure, remain calm during an emergency, cut through guild bureaucracy, or notice deception.




Again, these are just snippets from the rules, and Chapter 5 will outline the entire system, explaining Enhancements and Complications and so many more tools to make this game exciting and challenging! I'm a big fan of Storypath Ultra's bit on Advantage, and feel it's a solid implementation of rules that have been hotly debated in years past.

On Sunday, we'll get another sneak peek, this time from the Storyguide Chapter digging into how to reflect various aspects of the genre in your games, from politics and intrigue to exploring and travel.

I know how excited we are to get to Chapter 6, which is full of all the magic bits in the book... and we'll get there. But first, we'll get Chapters 5 and 7 in our next backer manuscript section on Tuesday. As mentioned, this will cover the rules and Storyguiding advice, but it will also include... the Fishing Minigame! So, you won't want to skip past it!

(I love that there's a fishing minigame. That's so perfect)

Have a great weekend, please continue to spread the word, and I'll be back with our next sneak peek update on Sunday!

#AtTheGates


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