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RPG Laboratory

Basic Rules:

Basic Skill Tests:
The first step is to select your action. This should be described in a reasonable amount of detail. If a plan is shown to be well planned, the task will be easier to do.

All tasks are rated by a difficulty number; the base for any task is 10. The game master must then decide if any extra forces are working against the player and increase the difficulty. The game master must then choose how well the plan was thought out and decrease the difficulty. NOTE: If the GM does not believe that the character has the skill to actual pull off the plan he can deny it or issue a challenge (See Below).

Example: A fighter is spotted by a guard while inside a bandit’s base. The guard stops him and the player decides to say, “I’m here to relieve you. ” The game master decides that there is no reason for the guard to be especially suspicious and chooses a base of 10 with no penalties. The Game Master then decides that because the fighter looks like a bandit might, that it is a believable plan and chooses to reduce the difficulty by 3. This means the actual target number is 7.

The player must roll the number of six sided dice equal to his required stat or skill. Next the player must roll the dice and check for any ones.. If at least half of the dice are ones, then the action is a fluke (See Below). If the action is not a fluke, compare the total of the dice, ignoring ones, to the difficulty. If the total is greater then the action is successful, if not the action fails.

Challenges:
If the Game Master believes that it is unlikely character could have thought of the action but it is possible he may issue a challenge. The player must make an attribute roll against the target number 8. If any ones are rolled or the total is less than 8, the action fails.

For example: The fighter with 2 intelligence is now spotted by a Wizard in a wizards tower. The player says, “I work here. I’m here to pick up eye of newt because it’s a material component for my conjuration spell.” The Game Master doubts the character could no this but gives him a chance by challenging it. The player rolls his 2 intelligence dice and comes up with a 6 and a 4. The Game Master just stares in awe for a moment because that fighter had apparently brought a wizards scroll into the john to use as toilet paper and actually learned something.

Flukes:
Flukes are when things go severely wrong for the players action. This could include hurting himself or healing his enemy.

Fluke Insurance:
Before a roll a player makes a roll, he may choose to purchase fluke insurance. 2 experience points is enough to protect against a single one that is rolled. Any amount of insurance may be purchased if the player is willing to spend the experience.

When the character makes the skill roll, he may ignore a single one per point of insurance. Any dice that are ignored also count toward the dice total.

After the skill test all the insurance is lost, even if it wasn't needed.