awen basics

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AwenBasic Exchanges

Components

The Core Of A Character......Is a group of ten traits, each rated from 1 to 4.

Higher ratings are more flexible, but not more powerful.

4: Swift Raider3: Fellbeast Rider Canny Axeman2: Crow-Changer Hulking Jotunn Polar One1: Nimble Striker Able Leader Cold Brute Grim Fencer

Opposition is rated...Either as a whole enemy character, or (more often) as a simple threat rating.

Threat1: Weak2: Moderate3: Difficult4: Heroic5: Legendary6: Demi-Divine

Rolls

Dice are used.Up to four dice will be used by a starting character on most rolls. These are normal six-sided dice.All resolution is of one-on-one events, between a character and the opposition in their way (though the character and opposition can each have help). If there are many characters involved, doing many things, each thing being done is a separate thing to resolve.

Start with actions.Whenever an action is declared that the Guide thinks ought to be resolved with dice, the Guide says so, and also says what the opposition is "trying" to do in return.

I stab him while he's distracted

(Declaration)

He sees you coming,

and stabs you first(Opposition)

The player backs it up.The player names traits that they think apply to their action, one at a time.

For each trait that fits, they pick up one die.

They can only name a trait if it's rating is higher than the number of dice they have when they name it.

I'm stabbing him, so...

Nimble Striker 1Hulking Jotunn 2Canny Axeman 3

Swift Rider 4

All Good?So, four dice.

The Guide grabs dice too.The opposition gets dice, either just like a character, or equal to the threat rating it has.

Hmm. I don't have

traits prepared for this guy, but he's pretty serious stuff in a

fight... So. Threat four.

Roll the Dice!The player and the Guide roll all their dice, and arrange them from highest to lowest.

PLAYER:

GUIDE:

Compare HighestEach side names their best die. If one is higher, they win. Discard ties, and compare next highest until you have a winner. That's "a success".

PLAYER:

GUIDE:

TIE PLAYER WINS THE ROLL!

More Success?After determining the winner compare the next two dice. If the winner also wins that comparison, they have "Two successes".

PLAYER:

GUIDE:

TIE PLAYER WINS THE ROLL!

TWO SUCCESSES!

When To StopKeep comparing dice until the winner of the roll ties or loses. If you get past all of the dice one side has, they lose all further comparisons.

PLAYER:

GUIDE:

TIE PLAYER WINS THE ROLL!TWO SUCCESSES!

TIED - STOP HERE.

Outcomes

Outcomes come fromdeclarations

Once a winner has been determined and their successes counted, go back to their original declaration of action (or the response).

I stab him while he's distracted

(Declaration)

There are a few kinds of outcome...

● The outcome is a flat yes-or-no.

● The winner is trying to inflict injuries on the loser; anything from physical harm to a bad reputation.

● The winner is building successes towards a project - cross a mountain pass, craft an item, or the like.

● The winner is attempting to remove injuries from a target.

In this case, it's injuries.

● So, each success places one 'injury trait' on the target.

● These are rated with whichever numbers the attacker wishes, from 1 to 10.

● So, with two successes....

I'll give him...

Bleeding at 1, and the same again 2.

That's The Very Basics.

Advanced rules include....● Using injury traits against a target to gain dice, as if

injuries were traits - or having your injuries used against you.

● Sets of injury traits "becoming hostile", and taking action, trying to remove the character from play.

● Environmental conditions having ratings, and being called in as traits.

● Boons; abilities that let you take one die from the roll below a rating, and change it to that rating.

~END~Thanks for Reading!

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