System

Aftermath uses the FS3 system, developed by Faraday. The basics of the system can be found at www.aresmush.com/fs3.

Rules Philosophy

This is a system-lite game, not intended for a lot of rolls to be made. Your Attributes and Skills are best viewed as a measure of how well your character performs that particular task when under pressure. Naturally, any time an act affects another character, that character's player has the right to ask for a roll. But the hope is that inconsequential rolls will be waived, allowing a scene to progress smoothly.

As long as there are no objections from anyone involved in the scene, it is perfectly acceptable to just assume success or failure based on role-play.

Another way to think of this is:

Don't bother rolling unless…

  • …the results of the action are significant to the scene…and
  • …the outcome of the attempted action is in question.

In other words, if it's fairly certain that your character will succeed, don't waste time and break immersion with a roll. Likewise, if the outcome of the action doesn't really affect the scene beyond flavor, bringing the system into play doesn't serve much purpose. Some people like the random quality that dice bring, but remember that you are impacting others' immersion. Even failure doesn't have to be random. You can always choose to have your character try and fail if it will make the scene more interesting.

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Rolling the Dice

The basic syntax for rolling the dice is simple:

+roll <Ability Name>

If any modifiers are applied to the the roll, it will look something like this:

+roll <Ability Name>+2

Opposed Rolls

Usually, when an action can be contested by another character, an Opposed Roll is called for. The syntax for making an Opposed Roll is:

+roll Character1=<Ability Name> vs Character2=<Ability Name>

Apply modifiers the same way as for a normal roll.

In any opposed roll, there is an Instigator and a Respondent. The Instigator is the character who is taking action that requires a response (e.g. attacking someone, trying to sneak past a guard, actively trying to tell a lie, etc.). The Respondent is the character that must respond to the action (e.g. defending against an attack, spotting a sneaking culprit, catching someone in a lie, etc.).

If uncertain which character is the Instigator, ask yourself whose actions will change the situation. The one that is altering things is the Instigator, while the one whose roll will maintain the status quo is the Respondent.

Sometimes, when making an opposed roll, the result is a draw. Frequently, it isn't obvious what the actual result is when this happens. A draw means the situation has not changed. In nearly every case, this means the Respondent wins, because the Instigator is trying to alter the situation.

NPC Rolls

Sometimes you might need to make a roll for an NPC that has no actual stats. The code does allow for this, however it only works as an Opposed Roll (see above). Usually this isn't an issue, as one typically doesn't need to roll for NPCs unless the action is contested.

The roll is made like any other Opposed Roll, except that the name of the character is "NPC" followed by the total ranks of the Abilities in question. For example, if Micah is in a brawl with an NPC with Body 2 and Fighting 5 (for a total of 7), the syntax would look like this:

+roll Red=Fighting vs NPC7=Fighting

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Luck Points

Luck Points can be spent to improve rolls in a number of ways.

  • Before your own roll, spend a point to receive a +5 modifier. This must be added manually to the +roll syntax.
  • Before someone else rolls (friend or enemy), spend a point to apply a +5 or -5 modifier to their roll. This must be added manually to the +roll syntax.
  • After your own roll, spend a point to get a re-roll and choose the better of the two rolls. If re-rolling for an Opposed Roll, re-roll only your own roll.
  • Spend a point to cancel a luck point used against you (for example: if someone gave you a modifier you can spend a luck point to avoid it).

Only one Luck Point can apply to a given roll, so you cant give yourself a bonus and someone else a penalty in the same Opposed Roll. Also, you can't have multiple people all spending luck to help someone.

The syntax for spending Luck Points is as follows:

+luck/spend 1=<reason>

Please be clear when stating the reason for the Luck expenditure. "Being awesome" isn't a reason. "Shooting out the tires of a burglar's truck" is. If you know the burglar's name, even better.

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