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Here are some of the changes I've made for the multiplayer version I'm running/ working on: 

Some special creatures will have Danger and Defense. 

Danger Factor (DF) is the chance of something happening to the character that is currently acting, they range from 0 to 3. Danger is rolled by the player making the attempt they are doing. Dice count for both player and creature. If playing face to face, use different colored dice to represent Danger level. If in roll20, the use the dice to the far left and count to the right. Example; Remy is attacking a Royal Elite with a die pool of 4d. This Elite has 2 Danger Levels. In roll20, Remy rolls 4+2+1+5, the highest is 5, so mixed success. The 4 and 2 are danger dice, so add the 4+2=6 scratches. So 1 condition and a scratch left over. See Scratches for more.

Defense Factor (Def)  is easy, subtract any Defense from the total dice of the players attempt before they roll. Example: Marcel attacks an Armored Knight with a Defense of 1. He puts together a pool of 4d, but only gets to roll 3d because of the Armored Knight's Defense. 

Scratches five (5) scratches equal a "consequence" on a character or friendly NPC, with less than 5 not being important till more are added to the total to make 5 or more.  At the end of an adventure any scratches left over will vanish upon downtime. If the final scratch to total 5 was gained via failure, treat as Fail.

Wounds are the number of Succeed results needed to defeat the creature, obstacle or situation. Most creatures only need 1 success to down.  If a creature or obstacle does not have a Wounds listed, it is a 1 Wounds thing. Characters can get more than once Succeed per turn, each 6 counts as a success, so 6x2  is 2 successes, etc. A player can spread around it's successes but have to start with the creature or situation it is fighting. Also not every encounter needs to be solved by violence.

Treasure, most creatures (and areas) will have some kind of loot to them. If the situation is cleared successfully, in addition to whatever the dungeon guide says, the players may search the room/enemies unless they are under some kind of time pressure (once per player using whatever skills and items they can bring to bear) and  compair the highest roll to the following; 1-3 Nothing, 4-5 1 Loot, 6 1d3 Loot. Remember a Delver can carry 4 Loot without it taking an inventory slot (5 Loot is a Treasure).