Masque: rudimentary pooled dice- matching game rules for paper & pencil sword & sorcery adventure play. Copyright 2019 by Droll. This game is generally one of encounters between player and monster actors. Every actor has a Build trait, representing one's relative build- up or stature in game terms. Each player's actor chooses one of four roles: Lancer of initial Build 12, Curate 10, Bravo 8, or Magnus 6. A player troupe may be composed of any combination of roles. Once an encounter, or "set- to", is initiated between a troupe and a monster entourage, it's conducted in bits. In a set- to, any number of monsters may oppose any number of players, but usually just up to 3 as desired on either side may be engaging each other (upstage) in any one bit. In spacious settings involving numerous opponents, multiple upstage groupings of up to 3 on 3 might be directed; or the presence of actors with very high Builds might at times subject them to more crowded appearances, but those would be atypical stagings. When a side of a particular grouping strikes, it deals a hit for up to each of its upstage actors, with the hits normally allotted randomly among the upstage opponent actors, or among those downstage when none are upstage. At the end of each bit, any upstage mark (again, usually 3 per side) may be either entered from or exited to downstage (but not both on one mark or by the same actor), if it hasn't already been during the bit. In a bit, each active upstage actor rolls one to three build dice whose combined number of faces are less than or equal to the actor's current build: this is called the actor's casting. After all initial castings, other modifications and options get adjudged - players' first, unless any of the monster allies is a role actor. Every monster's die of 4 or more faces showing its maximum value, termed a natural, would add another die roll of the same type to one's casting, but a monster whose final casting results in all ones will suffer a hit with its result nullified. Only the side with the higher combined build total is considered to strike its opponents, except that when outnumbered upstage, a side showing a final d6 or better natural is awarded the strike unless any opponent shows an equal or better natural. The striking side qualifies to voluntarily deal a hit for those in diminishing order of final results who at least meet the average for their dice rolled, alloted against upstage opponents while any remain, then those downstage: and when facing upstage opponents, dealing an overall minimum of one hit attributed to the actor with the highest casting result. An upstage actor on the striking side who doesn't thus qualify to hit gets forced downstage in the following restaging portion of that bit. Tied build totals just occasion a bit of parley between the sides. A monster hit twice during a set- to, whether in the same or separate bits, is taken out of action: vacating (without dramatically exiting) an upstage mark. Selection of a target for a pending hit won't include any actor taken out of action. A player's or opponent's role actor hit twice during a set- to has its current build decremented upon each pairing of hits taken and thereupon suffers another +|d3 -d2| (or simply assign the values 0,0,1,1,1,2 to a d6 roll) immediate extraneous ("Add- on") hits. An actor disregards any singleton hit once a set- to ends. An actor reduced to a current build of 1 is out of action. As well as by some other less ordinary means, an actor's lowered current build may often be incremented should either one's troupe somehow successfully avoid an improvident set- to, or else one remain downstage throughout a set- to; following which one's single d20 check result comes up greater than current build (or 20: automatically incrementing & rerolling). When a player's casting includes one's original Build die type (Lancer d12, etc), and a full die of that type results in a natural, if the player at option voluntarily designates one die in any of the opponents' build dice and rerolls the natural to substitute as one's own result, the designated opponent die is affected in accordance with the player's assumed role. For this role natural effect ("Role Fx"), a Lancer forces the designated die to be rerolled as well, while adding +d6 into the Lancer's casting. A Curate revises the designated die by subtracting one's rerolled result from its value, and upon the opponent's modified final casting remainder of 0 or less the associated actor doesn't contribute to the build dice total and will be immobilized (stuck upstage, but not casting) through (1 -remainder) subsequent bits. A Bravo whose casting with the reroll at that point is equal to or greater than the designated die's value deducts the designated die & value from the opponents' total and incorporates it into the troupe's total as if that die were another player actor; so it might add a hit too. A Magnus forces a designated die showing an even numbered face to just ratchet down to the next lower odd face; but forces one showing an odd number, as well as added opponents' build dice having the same number of sides as the designated die chosen up to one's rerolled value in total, to be revised arbitrarily to values of 1. Overall, should a player's reroll be another natural, then the same options are once again available with the designation of any current opponent die. A player gains Chops principally by being credited with a hit during a set- to. A player whose attacks caused a hit in two separate bits to the same or separate targets, or whose other option similarly sufficed to put some opponent out of action adds 1 to Chops after the set- to. A player who dealt but one hit may be allowed to round up an odd number of Chops to the next even number. Individual players can usually gain no more than 1 to Chops in a single set- to. Once a player has accrued Chops equal to one's Build trait, one may deduct that number from Chops and increment the Build trait. Dice Notation: A "die" for the purpose of these rules is described as a regular randomizer generating n face results denoting equally probable values of 1.. n. A six- sided die for example is represented as "d6", with 2 such dice represented as "2d6". Implementations of nonpolyhedral forms are certainly permissible, so that a d2 or d3 result may readily be devised as a quotient of a rolled d6, or a d5/ d10 of a d20, as well as having a d9 factored from d3 quotients of d6s yet being treated as a single die, or a d24 factored from a d12 & d2 (for instance) likewise. An exception lies in the treatment of any reference to a "d1", which instead of being assumed as a constant 1 is rolled as (d2 -1) for a range of results from 0 to 1, statistically representing a 1 bestowed on alternating usages. Stretching a point just a modicum for the sake of novelty and continuity also inclines us to permit the adoption of a passable "doubled die" similitude for fisting such oddballs as a d7, d11 or d13. By this means, two dice of the same type (2d6 for a d7, 2d10 for a d11, or 2d12 for a d13) are rolled and summed, with any value less than or equal to their average (=the face count of the simulated die) taken as the result, while any greater value deducts the average for the result. This again is treated as a single die roll for tallying purposes. Such an option doesn't typically offer much of advantage to players, unless some other beneficial features are added. For example an item like an Upsurge staff (M): Roll and tally a d7 in place of just one full d6 of a Cast, treating results of either 7 or 6 as a natural, but a matching value in such a chosen reroll permanently discharges the staff & replaces that added d7 with a d4 (naturals +rerolls). Initial Dice: The term "initial di(c)e" simply points to the casting values for build dice that are rolled together of the types referred to in one's Cast stat. When such a die type or it's face value becomes altered by some effect or other, then the revised condition is indicated. So, for example, "any natural showing" as versus "an initial natural showing" which itself might possibly have been modified to or disqualified from a natural after adjustments/ Role Fx rerolls had been accomplished. Added rerolls, magic and other applied effects could potentially cause one's final casting to be composed of more than three dice, but even though constant- value modifiers and externally imposed adjustments might be incorporated, there may never be more than three in any actor's Cast/ initial dice (negative rolls included; so a Ghoul's 2d6 -d4 is stuffed). Should one's chosen Cast dice combination provide for only a maximum totalled result of less than the allowance granted by one's current build, under normal circumstances any such underage obtains no practical consideration. Cast formulae allow for adders of only dice, not constants, although negative constants may be used. Again, magic and other effects could apply a bonus constant onto final castings. An actor may choose a Cast combination that exceeds one's Build by +1 and tack on an overall negative modifier of -1, which gets applied to the actor's initial casting tally against the lowest value of the smallest die type rolled (thus, the "full" die qualifier in a player actor's Role Fx rules). For example, a role actor with current build 11 could choose an initial casting of 2d6 -1, or 3d4 -1, or d10 +d1, or d5 +d4 +d3 -1, (as well as d11, or d6 + d5, or d8 +d3) etc. Cast Modifiers: An actor's Cast once rolled might be modified by any special items being used, but such are not considered as belonging to one's Cast, even though they contribute to one's casting. Negative modifiers might cause an actor's final casting to be less than 1, in which case that casting is zeroed and the actor would deal no hit in any case. Also see this heading under Monster Extras. Modifiers that are used to constitute a single die roll won't be rerolled as naturals, and natural rerolls won't have any modifiers. For example, a Goblin rolling its initial d4= 4 with a modifying d6= 4.. 6 even on a 6, wouldn't reroll the d6 and would reroll the d4 by itself in checking for subsequent naturals. Average Roll Comparisons: The average value for any die is half the sum of its high and low faces. For example, a d4's average is 2.5 or (1 +4) /2, so to meet its average one would have to roll a 3 or more. A d1 as defined here averages 0.5 or (0 +1) /2. To determine if an actor's casting in a bit meets the average, averages for all one's dice finally rolled are combined according to their given signs, with any modifiers tacked on, then the result of one's casting would have to equal or exceed that number. To illustrate some of this, a Bravo of current build 8 with a Cast of d8 would need a 5 or more to meet its average of 4.5. With a current build of 9, a Bravo usually takes Cast d8 +d1: still requiring 5 or 4.5 +.5 to meet its average. Such a Cast allows for the Bravo's Role Fx with a natural on the d8. On the other hand, a Bravo of current build 7 may choose a Cast of d8 -1, but would have no Role Fx capability (that's in contrast to the capacity of Monster Extras per their Naturals +Rerolls heading). Timing In Play: For which evolving precedence questions arising outside of these guidelines may always be arbitrarily resolved by die roll. Casting Timing: Every upstage actor is permitted a Cast roll at the start of a bit. Operations upon a casting's initial dice are then affected by initiative: normally the troupe acts prior to the monsters' options such as rerolling of naturals and modifications, but should the monsters be guided by a role actor then the monster side would be awarded the initiative & first options. Opponent monsters in that case get to have the initative only so long as a role actor on their side is still active, either upstage or downstage. Nullifications then get adjudged before build totals are compiled. Casting ties for hits by actors on the same side get awarded to the lesser Build else randomly. Attacking Timing: Hits use an associated terminology of being "attributed" to an attacker, "allotted" to a defender, "dealt" to a target, and "caused" (overall - by being dealt, Add- on, cursed, penalized, etc) to an actor. Targets of hits are allotted randomly per the rules, not selected by the attackers (unless a special case should permit; note that a player's Role Fx selected targeting doesn't affect one's random hit allotment). A target caused a hit which hasn't been paired with a preexisting or subsequent hit is referred to as having a singleton hit. `Example of Ogre against Magnus when both roll "initial natural"s (per specs in Initial Dice) - Ogre might or might not hit the same actor as it may ram Restaging Timing: Generally, a downstage actor is not required to attempt to move upstage once the introductory arrangement of actors in a set- to has been specified, and an upstage actor is not required to make one's Cast roll, even in the case of Saving Throws (qv). `?see example encounter for possible conditions - eg an upstage actor with no upstage opponent might choose not to try to hit a downstage opponent against whom one'd have a fair chance to hit with a less than average result should it return upstage Readying of any number of items is generally performed during restaging. Any actor may change the ready status of any of its owned items whether up- or downstage, moving or not. In order to exchange an item with another actor, the two should typically be together either up- or downstage, and on adjacent marks if upstage. Retrieval of an item considered to have been dropped or otherwise fallen in a particular mark may be accomplished at the end of any restaging by an actor occupying that mark or on an adjacent one if the object mark remains vacant; and requires a successful SV (per Saving Throw below) made by the individual actor attempting to ready it against all opponents currently upstage as though making to strike. Marks use an associated terminology of being "vacant" due either to: 1) neither being "occupied" nor "trampled" ("entered" and/ or "exited") since the start of the bit, or 2) having been most recently "vacated" by an actor taken out in the bit. Moves made on both sides are considered to be simultaneous by default. Example of Mast Rats which are given priority in upstaging to an opponent mark, then later may be kicked out after opponents are done moving: bit 1, In the bit's restaging an opponent downstages - a downstage Rat can't move in because that mark was occupied & exited at the commencement of restaging; bit 2, Assuming the Rats' upstage is filled the Rat has priority over other upstaging actors to move in to the vacant opponent mark and does - an opponent then upstages to that mark as well since the Rat's entry doesn't deter it as would normally be the case; bit 3, The Rat's casting is added as usual and the opponent takes the -d6 casting penalty - if the opponent downstages by force or choice in restaging the Rat might remain else must be downstaged after others have finished. Monster Extras: These listings are considered as base stats for the noted types' makeup. All monsters seem to exhibit at least an elementary defensive intelligence beyond an instinctual fight or flight. A player or an opponent role actor may usually be of any race or gender without one's Build and capabilities being materially influenced thereby, regardless of variations in the underlying monsters' base racial stats. Cast Modifiers: As given under Dice Notation, an actor's casting less than 1 is zeroed and one deals no hit. For the nullifying hit purpose of noting when "all" 1s compose a monster's casting, the final result of only up to 2 of the initial dice with the greatest number of faces in one's Cast are considered. As examples, a Turbul Bat with Cast d6 -d2 can get some results less than 1, but only takes a hit when both dice faces show 1s; a Ghoul with Cast 2d6 -d4 generally overlooks the d4 since it's the third die noted and takes a hit if both d6s are 1s (subject to recovery on d4=1 per Ghoul stats); and a Troll with Cast d10 +2d4 might color code or roll one of the d4s independently, or just assume a 50% chance of a nullifying hit when the d10 and one d4 show 1s. A die that gets "stepped up/ down", or "flipped over" according to instructions is changed to its next higher/ lower face (within min/ max), or to its opposite face (presumed to have a value of the higest face +1 -the current face); with any pertinent operations (natural rerolls, etc.) adjudged after the generated result. `Best/ Least Max Notation= signified using a logical "or" symbol '|' (instead of '+' / '-') - The | alone (without a best/ least max suffix) is an "either or" designator: for instance, d6 =>d8 |6 would pass automatically on a d6 result of 6, or if its result otherwise equals or exceeds the d8 result. - only the highest (for best max) or lowest (for least max) of the compared dice's faces counts toward the actor's initial build dice casting restrictions; not the combined dice or faces - in an initial casting, retain only the indicated value as well as its die type, with ties retaining the die of fewest total faces - eg Goblin's Cast of d4 |d6 least max: either die =1 leaves the 1 -> regardless of any accrued value, one's casting for that bit is zeroed & the Goblin takes a hit (though if the 1 was on the d6 alone, future Casts will get to add it in as a +d(sum), giving a total of 2 initial dice); on d4 =4 with d6 >3, it retains +rerolls d4. Naturals +Rerolls: Although a role actor's Role Fx is activated upon one's option only by a natural on a "full" die (per Dice Notation header's Initial Dice, Average Roll Comparisons illustration), which rerolled value gets substituted for that die, upon a monster actor's option any die showing a natural may be rerolled and added to its retained die prior to the application of Cast Modifiers. So a Hybor Lizard with Build 5 Cast d6 -1 rolling a natural 6 may add one's rerolling of as many 6s as reoccur before subtracting the -1. Monsters' Average Rolls: A monster determines whether one's final casting meets one's average just as given in Average Roll Comparisons under Dice Notation, albeit one's final dice may be enlarged by natural rerolls. A computation aid for the average results of each monsters' Cast is noted in its stats with an '@' symbol to indicate a multiplier for the number of such ordered dice in a final casting. The averages for their best/ least max dice are focused on the die being retained, rather than the distribution of such roll results, partly as an element of their makeup and also that their natural rerolls may be single- die as usual. Negative dice modifiers' naturals also generate added dice, which affects the average score. For instance if a Ghoul's Cast of 2d6 -d4 results in a natural reroll both for one of the d6s and the d4, then to meet the average one's casting would have to be 6 or more (3 *3.5 -2 *2.5 =5.5). `Banzhee (banzai!), Dyvurge, Crestor, Rondaur, liv, para, `Cromar(an)g: Build Cast . (haranguer) cave dwelling, (beaver- like) tool- making, spined/ ruffed 4- legged lizard. `Tarceps: Build Cast . cloven- hoofed, mountain climbing/ ranging, horned, kangaroo- like marsupial with satyr- like confrontational attitude. `Scarab (-aeus): Build Cast . . `Magnafly: Build Cast . . `mangle, rend, demonstrate an unlooked- for adaptability Goblin: Build 4 Cast d4 |d6 least max @2.5. Every d6 value one retains throughout a set- to accrues to add +d(sum) to one's future Casts; even 1s occuring there, though nullified for that bit's casting. Generally found harassing the dwarves out of the eastern mountains, they're slowly tunneling westward while their Warg riders probe on wide- ranging hunts. Orc: Build 4 Cast d4 @2.5. One upstaging to replace an allied actor taken out adds that actor's Cast dice to one's Cast (total limit 3) for the next bit. Having been trained to capitalize on the sacrifice of comrades, they're wary and suspicious of friend & foe alike. Rounder: Build 4 Cast d4 |d3 best max @2.5. On retaining a d3, in the following bit one substitutes Cast d4 |d6 best max @3.5 (ie d6= 4 becomes a d4 natural, while 5.. 6 is scored as if by an external adder without reroll). Out of a mixed bag of skulkers styled runagate (renegade): perhaps a cult or folk offshoot's carpetbagging scavenger, or a hanger- on with outlandish raiders, or more in the line of a ne'er- do- well half- orc outcast (`Ferny & his ilk about Bree). Seem to show a communal propensity for shortened, gladiator- style feints. Hobgoblin: Build 5 Cast d5 @3. One rolling an initial 1, yet occupying a mark adjacent to an ally with a current initial die of 2 or more (randomly if need be), with low priority upon side's option steps up one's own while stepping down the other's. Commoner: Build 5 Cast d5 |d4 best max @3. One d5 natural's added die of less than or equal to the initial d4 value gets stepped up. `though presumptively selfsufficient, are notably quick to mob up and confront any societal suspect with scythes & pitchforks (merry men, stalwarts of town or country) Gnome: Build 6 Cast d6 |d8 least max @3.5. On d8 =>7 one's Cast loses the d8 for the rest of the set- to while the d6 gets stepped up that once. `hardy as, but less bulky than (`& sometimes termed "petty") dwarves - outwardly retiring and obsequious, but hardened and underhanded when pressed Halfling: Build 7 Cast d4 +d3 @2.5 +@2. If the d3's rolled d6 face value <=d4 initial value, one suckers the attack of an opponent on a facing mark, whose final casting gets nullified if average or better. `may be prone to taunting one's larger opponents Elf: Build 8 Cast d8 @4.5. One with an initial natural may in place of the added die cause all allied active upstage adjacent actors (even role actors) on that side (self excepted) to add a d4 (naturals +rerolls) to their castings. `formidably cooperative teamings Dwarf: Build 8 Cast 2d4 @2.5 +@2.5. The value of any rerolled die less than the lowest initial die of all allied active upstage Dwarves on that side adjacent to that one (self excepted) gets stepped up. `rigidly supportive of their own kind Turbul Bats: Build 5 Cast d6 -d2 @3.5 -@1.5. On a bit in which one's side is struck, prior to restaging every Bat that wasn't hit whose casting met one's average picks a random upstage opponent who will be forced downstage in restaging. Each such actor is a flight of several large Bats winging in concert to make an unbalancing thrashing attack of buffeting wings, teeth & claws. Squadrons of these cultivated arcane familiars are occasionally to be glimpsed against the moonlight ringing in tight spirals round the pinnacles of tall old towers. Hybor Lizard/ Snake, Frog/ Toad, Beetle/ Crawler: Build 5 Cast d6 -1 @3.5 -1. Upon being caused hits by any means while downstage, one has a 50% chance per hit to cancel it instead. Waist- high, mutant hybrids of these and other such species. Expect odd variations around primary descriptors (eg Snakes of viper/ constrictor/ mesmer/ flyer, etc sorts), and particulars of such variations (eg vipers of hooded/ pit/ rattler/ spitting, etc types). Such actors are singular monstrous specimens (eg bloated centipodal Crawler), vs collective actor counters of Bats, Rats & so forth. Those appearing alone, or else in groups of disparate types, are unusual and bode ill. Mast Rats: Build 6 Cast 2d3 @2 +@2. If their side's marks are filled as restaging commences, a downstage Rat may be upstaged to an empty opponent mark with priority over other actors, to make one's casting and downstaging directly from there. An opponent may move into an otherwise accessible mark entered, occupied or exited by a Rat, but in a Rat- occupied mark subtracts -d6 (naturals +rerolls) from its casting (min 0); and though the Rat's casting is unaffected, one must be downstaged from a mark that was co-occupied by an opponent throughout a bit. Each such actor may be considered as a pair of large, gaping- jawed Rats occupying the same mark. Those which have taken hold in this country seem to have acquired an unnatural ferocity and a predilection to acting in ravenous gangs, though individuals are known to sneak their way onboard ships at anchor. Merekite: Build 7 Cast 2d4 -1 @2.5 +@2.5 -1. Make a swirling onset, with one's casting in the first bit of a set- to and after one's upstaging move a dive attack that would double the value of an initial double (2x 2s, 3s or 4s). Originated as foraging bands of a raptor- featured sea bird. Deviant varieties have adapted to backwaters where they defend their ranges from intruders. Their strident calls may still prompt a sea yearning. Warg: Build 9 Cast d6 +d3 @3.5 +@2. If one's d3 results in the number of any empty opponent mark, one gains a momentary flanking bound addition of a +d4 roll (naturals +rerolls) @2.5. `dire wolf, hurdling & ripping. Spidure: Build 10 Cast 2d5 @3 +@3. If one's final d5s bracket (total greater but with any lesser) the high die value of an opponent on a facing mark, that actor is partially enmeshed and its high die with any natural rerolls nullified for that bit. Venomous types might cause +|d4 -d3| Add- on hits upon each pairing of hits taken. Monstrously overgrown bug- uglies the size of chests, trailing strands of webbing, on legs that elevate them and reach out to straddle targets. Ghoul: Build 11 Cast 2d6 -d4 @3.5 +@3.5 -@2.5. With either initial d6 showing the same value as the d4, one who's been hit (even when just struck for a second hit, or when all initial dice are 1s) applies one's casting but opts to remove one hit along with any possibility of individually dealing a hit (should its side be striking). Repulsive figures haunting gravesites while stalking any visiting mourners, and despoiling the graves themselves; some becoming furious Wendigo- like wretches. Witcher: Build 12 Cast d12 @6.5. In a bit their side strikes, one who is forced downstage in restaging also forces an opponent whose casting that one exceeded by >=+d12 to downstage and remain so long as any Witcher is downstage, or until the opponents' upstage was empty since the beginning of a bit. As "watcher" figures like guardian scarecrows, effigies, totems, or familiars of typically composite makeup (surmounting by once- staked heads is known of), having intermittent mobility. May be intent upon interception & alarm (Sinbad's animating Skeletons), blockade & misdirection (Alice's Tweedledee & -dum), immobilization & confinement (Odysseus' Sirens), assault & abduction (Dorothy's Winged Monkeys), or delay & confounding (Macbeth's Weird Sisters). Pyethonda (`pied, ?plural as with Maiar vs -ae): Build 13 Cast d13 (=doubled d12 per Dice Notation) @7. Upon casting a natural, the hit target of one with an adjacent empty mark on its side is held and pulled into that mark, where it loses a random special ability and deducts the holder's casting from its own build dice contribution (min 0) until its holder downstages or is taken out; then gets downstaged normally. `enormous, near giant- size, serpentine constrictor - marsh or waterborne and somewhat sluggish crossing land (where one's skin is shed) - cancelled special ability prc=? - low % for one's hits to be realloted to a held actor Ogre: Build 14 Cast d8 +d6 @4.5 +@3.5. On one's second alloted hit, Cast loses the d6 else hit. One's initial natural (1 or both) will also ram and nullify the casting of a single random upstage opponent if it shows no initial natural, to then force it downstage in restaging. `wielding heavy makeshift sledges. Fell G'root: Build 16 Cast 2d6 +d4 @3.5 +@3.5 +@2.5. Each upstage one's initial d4 value igets combined into a lump reduction to the opponents' build total to determine the striking side. Requires an individual's better than average casting after subtracting the d4 modifier of one on a facing mark (if any) in order to voluntarily downstage on a side's nonstriking bit. `as Huorn if considered to be semi- mobile (limb- lithe), or as an overarching plant form having carnivorous/ thorny outreaching tendrils/ pods/ sacs; with reductions imposed as tree shadow, or constriction, or surrounding overgrowth effects (may allow for SV; or RR if sentient) Salamander: Build 17 Cast d8 +d5 +d4 @4.5 +@3 +@2.5. A bit wherein one's initial d4 >d5 forces any actor who merits a hit against that one to choose to take a hit (from one's deflagration) in order to deal the hit. `likely an early firedrake subspecies, they are prone to travelling rivers -> bask inland. Troll: Build 18 Cast d10 +2d4 @5.5 +@2.5 +@2.5. Hits from castings whose highest die value doesn't exceed the Troll's better of its initial d10 or 2d4 get further alloted on d6: 1) no effect, 2.. 3) take 1st hit else 1), 4.. 5) Cast loses a d4 else 6), 6) hit. One who hits with a 1 on either d4 allots the hit to a random adjacent mark (even if unoccupied). `lumbering, thick- skinned metaform of earthy makeup with a paranoid disposition subject to singleminded rages. ?: Build Cast . . Opponent Role Actors: `nonplayer actors - As an example of such format: a Vampire "Vlad" =Curate Build 14 Cast per build. Such an actor chooses build dice in accordance with one's current build level, just as an actor of a troupe will do. Role Fx Limits: Whenever a target opponent is of the same role as the actor using the Role Fx, rerolling a Build die type natural gives the usual effects on the designated opponent die as noted, but typically any further effect won't be applicable. So for example, if a Bravo whose cast includes a d8 natural chooses to target an opponent Bravo role actor and the casting with the reroll at that point exceeds the designated die, the target die will be nullified, but won't be added to the casting for the acting Bravo's side. For the most part with the four standard Role Fx, this is mutually applied to players' as well as nonplayer role actors. Build Baseline: A particular opponent (nonplayer) role actor's descriptive data may have its Build stat annotated with a slash symbol '/' and a number or value indicating that such a one is to be considered taken out when its current build drops to or below that value instead of to the usual minimal allowance of 1. As an example of such format, "Vlad" =Curate Build 14 /5 Cast per build, would expire upon being reduced to current build 5 or less. Bonus Ability: Can be attached to either Build or Cast, typically as a mostly quantitative modifier. Vlad" =Curate Build 14 /5 Cast bonus 3rd die +d2 -2 =lighting, would mean that when the actor chooses to roll two Cast dice, a third die (a d2 in this case) is added as a bonus in excess of one's current build total. The -2 modifier stands for an ambient light level commensurate with wide area illumination, and so may be reduced to -1 or +0 in shadowy or dimly lit conditions. Role Fx Substitution: Under the same constraints (normally) as given in the Role Fx Limits header of this section, an actor's effect that's subsequent to the alteration of the designated opponent's die might be substantially revised. Here we'd maybe have "Vlad" =Curate, Fx =Add- on +d1 Build 14 /5 Cast bonus 3rd die +d2 -2 =lighting. Note in this case that one's Curate Role Fx would still reduce any designated opponent's die by one's rerolled die value, but without further immobilizing effect; as the changed Role Fx now applies only to an other- than- Curate role actor target of one's attributed hit. That effect indicates that a target of the Role Fx whose current build is reduced by Vlad's hit in the bit takes an additional +d1 (0.. 1) hit whenever the +|d3 -d2| ordinary Add- on hits are diced for in resolving that hit. Perhaps at the end of a set- to, a singleton hit subsequent to such an attack would not be erased as usual, instead requiring periodic Saving Throws to prevent the inculcation of vampiric bloodlust until it can be removed somehow. Exceptional Trait: Can be attached to either Build or Cast, typically as some form of special conditioning. As an example, Shapeshifters may gain a Cast enhancement of: One whose casting results in any two positive dice showing odd face values, at one's option merges them as a die of their sum's type >d2 and rolls on with a further such die. Convulsively transitional types such as Lycanthrope, Dryad, etc generally have this capacity only on initial dice rolled, but reactively volatile types like Will- o- wisp, Doppelganger, etc who come up with 3 odd initial dice could have the extended capacity to use it in processing an odd reroll as well. So now, "Vlad" =Curate, Fx =Add- on +d1 Build 14 /5 Cast initial =Shapeshift, bonus 3rd die +d2 -2 =lighting, can thus use even an initial 1 on the bonus d2 (it shows a '+' in front, despite being coupled with an overall casting -2 modifier), in combination with another initial odd- valued die of 3 or better, to transform to a natural reroll of that combined value. Stock Items: These examples indicate the suggested formative design of items that players might find advantageous. Items such as these are not commonly available, but may typically be discovered as spoils in use by monsters, or accessories of other nonplayers, that the troupe might encounter, or at odd times in treasure troves, or with awarded boons. `exchange of items during a set- to is only allowed between downstage actors unless specifically noted otherwise in an item's description `naturals: By the rules, a player has a Role Fx effective on optionally rerolling a natural result of a Build die type for one's role. The difference between that and a monster's natural reroll is that the player's first roll normally isn't added to the second result. Items that grant some abilities for natural rerolling to a player can enable a combination with one's Role Fx, such that should the role's Build die type be indicated by the item's description, then the first value could be added on even in conjunction with exercise of the Role Fx. A +n weapon or armor modifier can be appended to any named variety of a particular description (eg +1 Alley armor), as well as just to a generic item identifier (eg +1 armor). For instance, Anglachel might be described as a -4 Smiting blacksword (L/ B): A hit dealt by its user also causes the target's current build to be ratcheted down on successive rolls of d20 <=17 or (user's casting) least max. And Narsil might be described as a +3 Warding longsword (L/ M): Once hit by the user, a target who deals a hit to the user must have obtained a natural in its current or an interim casting or instead takes the hit itself. `further types might be: activated in upstage one- on- one, or else facing marks positions; affected by comparison of relative Builds, Fairing (fairy ring) scroll, Cantrip, +n (weapon) (all): The +n bonus is treated as a +d(n) boost to the wielder's final casting for such purposes as comparison with other striking actors as well as with meeting one's own dice roll average in qualifying for a hit (so a bonus die's average is not totalled with other summed averages), but is not incorporated in the side's build total unless one's is the side's sole casting, and is not added in any case if not less than the value being added to. The range of n is -5.. +5, with +0 symbolic of an ordinary, ineffectual item, and negative values symbolic of a cursed item in place of a bonus item, for which -d(n) is deducted, and only provisionally affects the build total in the same fashion. Items of weaponry are generally in use but one at a time, though if items with similarly operative modifiers are stacked on a user (perhaps +2 Cavalier boots, with the bonus effective when the die is added) the sum effect of their modifiers is accrued in ascending order, with the second's modifier halved (absolute value's quotient rounded up & signed), and the third's divided by three, etc. +n (armor) (all): A wearer who's taken a singleton hit would, at the end of any bit after all restaging, roll d8 unless & until losing it or taking the complement hit, and on a result of n or less the odd hit is removed. The range of n is -5.. +5, with +0 symbolic of an ordinary, ineffectual item, and negative values symbolic of a cursed item in place of a bonus item, for which if the d8 is |n| or less a complement hit is caused to the wearer automatically (not dealt nor allotted, so no Add- on, etc). Unlike items of weaponry, which are generally in use but one at a time, defensive items often are stacked on a user; for example, one might have +1 armor, a +2 shield and a -2 helm simultaneously effective. More than one such item diced for in a bit would be checked in ascending order of modifiers (ties by choice), devising as with +n weaponry. Pirate glaive (L/ B/ M): If the user upstages in the same bit as an opponent & to the facing mark, one's next casting adds a bonus of +2d8 -(that opponent's final high die value). Fencing foil (L): A user whose casting exceeds the casting of one's allotted target for an attributed hit may redirect the hit to a chosen alternative upstage opponent actor. Dueling rapier (all): When the user is hit by an opponent actor, one's subsequent hits may be redirected at that target actor, with an added hit if that target is allotted by die roll. Battery mace (C/ B): A user who was dealt no hit for the bit and whose casting didn't meet its average, adds that casting's value into one's casting on the next bit. (`"He's hooking.. he's hooking..!") Manifold scabbard (B): A long, pointed & barbed, openwork sheath that when wielded in a user's offhand allows any d4 or better natural as well as any even value connoting such a natural to be added and rerolled in one's castings until the end of a set- to (when its scattered pieces can't be reassembled). For example, a d8 result of 6 is added and a d6 rerolled, subject to either a natural 6 or a 4, when the 4 is added and a d4 rerolled. (`"Which do you think is more valuable - the sword or the scabbard?") Defile bow (L/ B): On the first bit of a set- to, an upstage user whose initial casting high die value betters the least of the opponents' adds @+d4 per upstage opponent to one's own casting. (`"?One after another.") Holdout dagger (B/ M): Until taking a hit in a set- to, once a bit a downstage user allotted a hit first rolls two of one's Build dice adding any magic item modifier and deals a hit to the attacker on an average or better result; cancelling one's allotted hit on either Build natural or if the attacker's taken out. It may at some point be thrown for a roll against another downstage actor's attacker, on that actor's Build dice, but is then useless for the rest of the set- to. (`"It's disgusting that a police officer should know how to use a weapon like that.") Arrant staff (C/ M): A user's dealt hit causing an opponent mark to be vacated treats it as exited instead. Facing an empty mark, the user's casting gains +d8 (naturals +rerolls) against upstage opponents. Cavalier boots (all): A user who chooses a single rolled die to set aside from one's casting (deduct before any followup rolling if a natural) may add that die with its value into one's casting on the next bit. Shuffle boots (B/ M): A user with no reduction in current build who exits downstage is treated as having not moved. So, though the mark one left can't be reoccupied, one may immediately upstage if another empty and untrampled mark exists. Scud shield (C/ B/ M): Instead of taking an allotted hit, an upstage user whose casting met its average may exit downstage, subject to future callup by the actor who gets the reallotted hit. Alley armor (L/ C): When more than one hit in a bit would be allotted to a user of this slab- sided suit, @+d6 per subsequent allotting modifies those individual castings' qualifying averages. Prop ring (all): A user having a current build of less than its rated Build may still roll its initial Build die type in casting with typical Role Fx on a natural; however any final result on that die of a value more than its current build contributes nothing to the side's build total. Remand rod (M): At an upstage user's option during restaging, a chosen upstage actor on either side is moved downstage and obtains possession of (is left holding) the rod. Omen scroll (C/ M): When declared instead of a user's Role Fx, any future die in all then- upstage (both sides) actors' castings with a final result of either that designated opponent's or rerolled user's die value will cause a hit against the user's opponents regardless of normal striking while the set- to lasts. Animos potion (C): When quaffed and while the user remains upstage, every bit the opponent side strikes, each upstage opponent that fails to hit takes a hit itself and the user recovers a lost build point, or a lost hit if none, for every two such hits throughout the set- to. Healing salve (all): When used, one's next dicing for recovery of lost build points is a roll of 3d20 plus an added reroll of the 3d for every face of 20 that occurs in any roll; with an increment of current build for each qualifying face in the final result arranged from low to high. Personna Options: Normally will be specified along with some prescribed results as an element of a designated encounter, or more broadly even governing the course of play as a voluntary alternative director for a perceived trial (like avoiding a set- to for a build recovery check). But could also be proposed as an attribute of a player's acquired personal capability or item functioning. Along with the value of these strategic concerns overlaid on the tactical operations inherent in the actors' roles, the options mentioned here further bring the game into the purview of the roleplaying genre, as they would definitely be adjusted in accordance with an actor's imagined race, sex, reputation, appearance, etc as well as role, in relation to that of any opponents encountered. Reaction Roll: A RR is always focused on a single object individual, although it might be representative of a group's reaction to that individual, and might include modifiers reflecting any group accompanying the individual. `type= d% with most favorable result >=90, and 00 treated as 100 so 99 & 00 both good but 00 includes special favor; but digits are read both forward & backward: eg a result of 18 is secondarily considered as 81, so a result of a suggested offense is noted but tolerated for the nonce, being questionably intentional, and perhaps prompting a further RR using the first result as a modifier (-18?) for clarification. `modifiers= Notoriety (Note), Possession (Po(i)se), Assurance (Sure; incl amen-/ amiability) - or overall typically half one's Build subtracted from the required score Yahoo Currycomb (any): Slipping this brush for hides with its overhand holding strap onto one's hand improves a RR `?% in regard to any horse- like creature, though simultaneously degrading a RR in regard to the bulk of humanoids. Elvish Camp song (any): `establish bond between varying lineages of Elf groupings, or even other races - approved rendition (`=?) erases any detrimental Reaction modifier applied for uncomplimentary Elven group or racial prejudices Trenchant attendance (M): `"I'm waiting!" complimentary yet commanding air of eager and important application hardly to be put off or overlooked Ingratiating presents (C/ B): `"Wait'll you see this/ him!" facility of address in introduction & delivery of offers & gifts making suchlike look not unattractive Steadfast commendation (L/ C): "Let's do it!" unswerving selfconfidence promoting reassurance Saving Throw: A SV generally employs the same mechanism as an attack: comparing build totals from opposing forces, but instead of affecting upstage actors the situation will determine which actors are involved. Otherwise static effects, as forces against the group, would get rolled up on a specified selection of dice representing the particular degree of influence generated per each instance. `modifiers= Stealth (in maneuver, incorporating careful observance), Alacrity (in composure, incorporating appreciation of threats), Control (in reaction, including integrity of a group) Surprise: Determine if a group is surprised by SV, but then a surprised group's actors may make individual single RRs against an opponent actor and a score determned by the result of the SV: with successes allowing/ requiring those actors to organize into an upstage and cast build dice against the surprising group on the first bit of a set- to. `SV may be even be applicable versus an undesireable RR, vis Turin's curse of swaying doubters into precipitous actions - and so, accumulation of SV capabilities may be likened to a last- ditch mechanism of resistance toward bad habits whose inherent addiction precludes total recovery or rejection (as an imposed curse) when avoidance falters off- track Fetlock Bangle (any): Attaching this clip- on Houyhnhnm charm or circlet to a mount's lower leg allows that creature to add its Cast to the build dice of any SV in which its rider is involved. Headlong mail coif (L/ C): A group that fails a SV against a volley of missiles is treated as having an imaginary extra member for hit allotment if the user is an included target who rolled average or more on any d6 or better of one's individual casting for the SV. Webwise cool (C/ B): `the escapology capacity to telescope time Tactical grasp (L/ M): `perceive whether subject group acts as being allied & expecting support Anomalous index (C/ M): `bonus to noting things & expressions out of place `'actors' as 'factors' `?& in ref factored die results `fleeing - monsters could also break off upon reduction of numbers Begin at entry {1}.\ 1 `._ 2 `._ 3 `._