Façade:

Generic Roleplaying System Rules

Version 0.1 (Unpolished First Draft)

 

Part 1: Basic Rules

The heart of the Façade system is a stepped dice system.  Basically, to resolve a dice-based action a player rolls a combination of dice.  The average roll for these dice is the trait that is being tested.  Therefore, a character should succeed at a difficulty equal to his skill half of the time.  To find what type and number of dice are required for each trait level, consult the following chart, which is reprinted for reference on the character sheet:

Trait Rating

Dice Rolled

Trait/Difficulty Description

01

 

 

d2

Infantile

02

 

 

d4

Pitiful

03

 

 

d6

Childish

04

 

 

d8

Minimal

05

 

 

d10

Poor

06

 

 

d12

Below Average

07

1d10

+

d4

Low Average

08

1d10

+

d6

Average

09

1d10

+

d8

High Average

10

1d10

+

d10

Above Average

11

1d10

+

d12

Over Average

12

2d10

+

d4

High

13

2d10

+

d6

Very High

14

2d10

+

d8

Extra High

15

2d10

+

d10

Amazing

16

2d10

+

d12

Masterful

17

3d10

+

d4

Heroic

18

3d10

+

d6

Epic

After rolling the dice, the roll’s level of success or failure can be estimated by using the following chart as a guide (success values are basically determined by subtracting the difficulty from the roll and dividing by 3 and rounding down):

Result

Success Level

Meaning

Under by 3 or more

-

Complete Failure

Under by 1 or 2

-

Near Miss *

Succeeded by 0-2

0

Minimal Success

Succeeded by 3-5

1

Minor Success

Succeeded by 6-8

2

Full Success

Succeeded by 9-11

3

Good Success

Succeeded by 12-14

4

Major Success

Succeeded by 15-17

5

Amazing Success

Succeeded by 18-20

6

Masterful Success

Succeeded by 21-23

7

Heroic Success

Succeeded by 24-26

8

Legendary Success

Succeeded by 27+

9

Epic Success

* (May not have the results of complete failure, at GM option)

Critical Failure or Success

There are no specific rules for critical success or failures.  The GM can consider any roll that fails by a wide margin and consists of 1s and 2s on the dice to be a critical failure.  This should only be applied when rolling with above-average traits or against very low difficulties; otherwise an inordinate number of botches would occur to unskilled individuals.  Likewise, any successful roll that has all of the dice showing their highest number or one less may be treated as a critical success with the GM’s option as to its result.  Either of these should only occur when it forwards the plot or increases the fun of the game.

Automatic Failure / Success

If the stunt rules are not being used (see the Optional Rules section) any roll that has no chance of meeting the difficulty should be considered an automatic failure.  An invalid with no climbing knowledge is incredibly unlikely to make it up even a tree with a large number of handholds.  If the stunt rules are in effect, any player that cannot describe a good enough stunt to add to an inferior dice roll automatically fails.  As for automatic success, most normal actions can be assumed to succeed automatically.  In a non-contested situation a player can take an automatic minimal success if his trait exceeds the difficulty by 3 or more.  If his trait exceeds the difficulty by 7 or more he may take an automatic minor success.  If the GM thinks that there should still be a chance of failure the automatic success rules are not in effect.

Passive Contests

Whenever a character attempts to do something to another character that is not actively opposing him, be it pick his pocket, convince him of something that he’s not arguing against, stab him in the back, etc., there exists a passive contest.  The active player rolls whatever trait or trait combination is appropriate for what he is trying to do against a difficulty equal to whatever trait or trait combination the passive character would use to resist.  Success is determined as normal.  Passive contests are also used for any contest that does not involve animate opposition, from picking a lock to writing a computer program.

Active Contests

Whenever a character attempts to do something to another character that actively opposes him, be it to pick the pocket of a watchful target, out-debate someone, or backstab an alerted individual, etc., there exists an active contest.  Both players roll their appropriate traits or trait combinations.  Whoever rolls higher is the winner, and the loser’s result should be subtracted from the winner’s to find the level of success.

Cooperation

If two or more characters attempt to work together, there exists an attempt at cooperation.  One character should be declared the primary actor, and everyone else trying to help should be considered secondary.  Each secondary character should roll whatever trait or trait combination is being used to help.  After all of the rolls are made take the lowest roll and compare it to the active character’s trait in a passive contest.  If it is successful, temporarily add the Success Level to the active character’s trait.  Proceed to the next-lowest secondary roll and compare it in a passive contest to the temporary trait level of the active character.  If it is successful then add the Success Level to the temporary trait level of the active character as before.  Proceed up the rolls until all secondary rolls are counted, and then roll the primary character’s temporary trait total towards whatever task was being attempted.  Very low secondary rolls may actually reduce the primary character’s temporary total, at GM option.  Obviously, there will be a limit to how many characters can effectively help at once.  The GM may wish to arbitrate contests involving a large number of individuals separately or with each helper having a static minor benefit rather than making a roll.

Extended Contests

Some contests may require more than one roll.  Either the GM requires a certain number of successes to fully complete some project or the player wishes to spend extra time to achieve greater success.  Whether it’s even possible to take extra time on the challenge is up to the GM.  There are three methods of handling an extended contest:

Note that these systems may all be combined if the situation warrants it.

Time and Rolls

Outside of combat, each roll takes as long as the GM decides is appropriate, and performing multiple actions within this time period is up to the GM as to whether doing so would make sense.  Combat time is handled in the combat section.  Outside of combat, time should be handled in whatever combination of normal time and storytelling notation (scene, chapter, etc.) that the group is comfortable with.

Part 2: Characters

A character’s statistics in the Façade system can be broadly divided into four categories: attributes, skills, backgrounds, and derived statistics.  Attributes represent a character’s intrinsic capabilities, skills represent capabilities learned through study or experience, backgrounds represent statistical representations of a character’s history, and derived statistics are a catchall for stats based on but separate from the other categories.

Attributes

The attributes of a character are further divided into category, specific, limit pools, and modifiers.

Category and Specific Attributes

There are five attribute categories, each with three specific attributes in each one.  Categories are rated from 0-18 on a normal human scale.  Specific attributes are rated from 0-6 and are added together to produce the category attribute.  A character with 3 in a specific attribute, and, therefore, 9 in a category attribute is the human average.  0 in an attribute represents the minimum possible, denoting terrible illness or other deep-seated problems.  A character with a 0 attribute automatically fails any active contest involving that attribute, even if he has a trait total due to skills.  A 1 attribute is pitiful, and a 2 attribute is still below average.  A 4 attribute represents someone who is considered high or above average.  An attribute at 5 is exceptional, and an attribute at 6 is a phenomenal level of untrained ability.

Body

The Body category represents a character’s general health and muscle mass, noting how well internal systems work and how much physical effort the character can put into something.  Body is used for a rough estimate of character height and weight.  For modern characters add Body in inches to 4’6” for human females and to 5’0” for human males to determine standard height.  Multiply Body by three and add to 90 lbs. for human females, and for human males multiply Body by five and add to 110 lbs.  Body is subdivided into the specific attributes Strength, Stamina, and Health.

Action

Where the Body category represents the muscles and organs of the character’s body, the Action category represents the movement capabilities of the body.  Measuring speed, coordination, manual dexterity, and raw motive capabilities, it is divided into the specific attributes Finesse, Grace, and Agility.

Mind

This category involves a character’s brainpower.  It represents logic and reasoning abilities, self-examination, and attention to detail.  It is divided into Reason, Insight, and Perception.

Persona

The Persona of a character represents his ability to deal with other people in a social situation.  It details likeability, conversational skill, power of persuasion, and all-around ability to get one’s way in society.  It is divided into Poise, Charisma, and Wits.

Soul

The last category of the character represents a variety of different factors.  It sums up all the intangible factors of a person that aren’t exactly part of mental or social ability.  It is divided into Creativity, Luck, and Will.

Limit Pools

Each category attribute has a corresponding Limit Pool attached to it.  Body has Strain, Action has Fatigue, Mind has Stress, Persona has Passion, and Soul has Exhaustion.  Each of these pools represents the mounting problems that activity causes an individual.  Whenever the Pool of a category reaches that category attribute (e.g. if the character has Body 6 and Strain reaches 6) all rolls based on that category or its specific attributes cannot be at a lower difficulty (e.g. at 8 Strain all rolls involving Body, Strength, Stamina, or Health would be a minimum difficulty of 8).  This difficulty minimum continues until Limit drops back below the category.  When the category pool reaches double the category, all rolls involving that category or its specific attributes automatically fail until the Pool level drops back down below double the level.  The different pools also have different additional results for doubling out.

The primary way to gain Limit is by failing rolls.  Whenever a player fails a roll unless otherwise noted he gains a level of whatever pool was appropriate for the roll.  A failed Strength-based roll gains a point of Strain, a failed Grace-based roll gains a point of Fatigue, a failed Insight-based roll gains a point of Stress, and so on.  Each pool has other ways in which it can be increased, detailed below.

In general, Pool points will begin to dissipate at about the same rate as they were gained, as soon as the character gets out of the situation that caused them.  A character who is building up Passion due to a heated argument will not reduce it until he goes somewhere else for a while, one who is increasing in Stress due to a frustrating riddle will not lose any until he stops thinking about it, and one who is gaining Fatigue will need to stop dancing and rest for a little while.  A special case is made in combat; Strain and Fatigue gained by making attacks begins to bleed off as soon as the character stops making attacks (e.g. starts dodging) even if still involved in the combat.  Some uses of traits or physical items may also reduce pools, and different pools may have different ways they can be reduced in special circumstances.

Strain

This Pool represents the process whereby a person becomes physically tired and unable to move due to expended energy and built-up body acids.  Other causes of Strain are using items too heavy for the character to use effectively (especially weapons in combat), illness, poison, extreme exertion, and wound complications.  A character that reaches double his Body in Strain must immediately sit down and rest (due to body stress and cramps), taking no further physical actions beyond massaging muscles or taking deep breaths, and a character that exceeds double Body passes out until Strain falls to 0 or someone else wakes him up.  A character may take on 1 point of Exhaustion per Body-based roll to add his Will to the number of points of Strain that can be taken while still active.  As soon as he can no longer take Exhaustion he passes out.  (E.g. A character with 10 Body and 4 Will may have up to 24 Strain without passing out as long as the last 4 points are paid for with Exhaustion every roll)  Sleep, a good massage, or a soak in hot water can all increase the speed at which Strain is lost.

Fatigue

When a person becomes more and more Fatigued the joints are locking up with tiredness and the muscles are overstretched and overexerted.  Certain chemicals or illnesses can cause Fatigue, as can being contorted into unusual shapes.  A character that exceeds double Action in Fatigue will be very tired the next day, taking an increase to all Action-based rolls the next day equal to the most that Fatigue exceeded double Action.  A character may use Will to augment Fatigue the same was as it can be used to augment Strain (above).  Sleep, massage, and soaking are also good cures for Fatigue.

Stress

Stress represents a level of preoccupation and mental unfocusing that keeps a character from performing well mentally.  Too many responsibilities and demands on a character’s time can result in Stress, and its major danger is that it is usually quite hard to get rid of as long as any deadlines are near, and the overall Stress will not decrease if there is any source still adding it.  A character that reaches Stress equal to double Mind will tend to drop everything and go play video games or something, having reached the Phuket Point.  A character that continues performing Mind-based activities after reaching double-Stress (due to personal need or an overbearing boss) does not automatically fail Mind-based rolls like the other pools, but all Mind difficulties are at a minimum difficulty of the Stress level.  Further Stress gained goes instead to Passion, which can provoke an outburst.  The best ways to remove Stress faster than normal are sex, drugs, and rock-and-roll.

Passion

This Pool is used to determine how emotional a character has gotten.  While the character can often be provoked into an emotional state based on history and the player’s desires, Passion represents a state when the character has lost control on his emotional balance.  A character in the throes of Passion may go into a rage, a sobbing fit, terrible fear, hysterics, or an act of poorly-thought-out romance.  Further causes of Passion may come from any failures in front of an audience, certain drugs and other stimuli, Stress boil-over (see above), or a specific attempt by another character to rouse the character’s Passion.  All levels of Passion should be roleplayed, the character becoming more prone to any emotion the higher Passion climbs.  When Passion reaches double Persona the character should fall into an unthinking bout of whatever emotion is appropriate, or the effects can be narrated by the GM if the player is not doing so effectively.  Deep, soothing breaths, counting down from ten, and other exercises are said to help reduce Passion.

Exhaustion

Exhaustion represents the loss of a character’s fires of the soul.  Other causes of Exhaustion are using Will or Luck to achieve some end or using special powers.  A character that reaches double Soul in Exhaustion has “run out of juice.”  He is easily convinced to do things that he would normally argue against, finds himself not as lucky as usual, and doesn’t have the energy to get up and do anything imaginative.  There are no additional penalties for this state besides not being able to make Soul-based rolls, but it should be roleplayed.  Some people swear by Meditation as a way to refocus and re-center, removing Exhaustion.

Modifiers

Modifiers are specific traits that are tied to attribute categories.  They increase or decrease the total trait for rolls in specific circumstances.  For example, a character that is Good at Puzzles (1) gains +1 Reason to solve a puzzle or +1 Perception to find the right piece.  A character that is an Excellent Dancer (2) gains +2 Grace when dancing and may gain +2 to Persona-based rolls against those that are fascinated by dancers.  A character that Sucks at Relationships (1) gains –1 Wits or Charisma when making rolls to keep a romantic relationship going.  A character that is Easily Strained (1) treats his Body as one lower when comparing it to Strain.  In general, the more points a modifier is worth, the more it costs or gives back for its taking.  Further, a modifier that affects several attributes or takes effect in a lot of situations will have a higher value as well.  Modifiers only very infrequently add or subtract more than 6 to any trait.  More example modifiers follow, and see the character creation section for more information.

Example Modifiers

The cost of a modifier varies depending on how the GM wants to run character creation, but each modifier should be marked with one of the following notations to determine how expensive they are:

The notation will vary from game to game (e.g. in a game which features a running theme of dance competitions, the Dancer modifier will be a Medium or Major modifier, where it might be Minor or Simple in a normal game).

Body
Action
Mind
Persona
Soul

Skills

Where attributes represent a character’s basic abilities, what his mind and body can do due to their level of development, skills represent what a character has learned through study and practice, information that is contained in the mind for how to make use of raw capabilities.  A skill total is added to an appropriate specific attribute to come up with a trait total.  Skill totals range from 0-12 to create the standard 0-18 result when added to 0-6 attributes.  Skills are divided into three levels – Broad, Focus, and Specialty – all ranging from 0 to 4.

When a character is required to make a skill-based roll, the GM will typically ask for an attribute + Specialty skill roll.  The character then adds that attribute rating to the ratings of the Specialty skill in question and the Focus skill and Broad skill that it is part of.  For example, a character with Perception 3, Alertness 2, Empathy 4, and Sense Motive 1 required to make a Perception + Sense Motive roll would roll a total trait of 10.  If the character had 0 ratings in Alertness and Sense Motive he would only roll a trait total of 7.

For most rolls there is no penalty to having 0 in one or more of the categories of a skill, beyond simply having a lower trait than the maximum.  Even if a character has no skill whatsoever in something, he may still choose to roll his base attribute in most cases.  At any time that it is appropriate a character may default to a category attribute rather than rolling specific attribute + skill, but must add the same amount to the difficulty as was added to the normal trait total by doing this (e.g. a character making a difficulty 10 roll with attribute of 4 and skill total of 2, trait total 6, may choose to instead roll his category attribute of 10 against difficulty 14.  The difficulty increased by four because trait total 10 is four better than trait total 6).

Some rolls may not be attempted without some level of skill, whether it is Broad, Focus, or Specialty, at the GM’s option.  For example, it is very difficult to remember the name of a country’s third dynasty if one has never studied any history.  In general, the less likely a subject is to be taught in a beginner’s course the more likely it is to require a Focus or Specialty skill roll.

Backgrounds

A character’s backgrounds represent aspects of the character that are not part of the character’s mind, body, or soul.  In most cases, if a character is transported to a new location (with no contact with his old one) the traits that are lost will be backgrounds.  In short, backgrounds are ties to the setting of a game, usually developed well before the present.

The cost of backgrounds during character creation, like modifiers, will vary depending on how useful the background will be in the game, and is up to the GM.  Unlike modifiers, backgrounds gained after character creation during the course of the story cost nothing but GM approval, unless the GM has developed some other system for background growth.  Also unlike modifiers, the way of keeping track of backgrounds varies widely.  Some backgrounds, like character wealth, may be rated based on relative level.  Some backgrounds, like special items, may be rated individually with a relative level being inappropriate.  Regardless, there are three types that most backgrounds will fit into: standard, exponential, and individual.

Separate from background type, most backgrounds will fall under four distinct classifications:  resources, relationships, status, and special circumstances.  Characters may gain extra points by taking the liabilities:  debts, dysfunction, notoriety, and special problems.

Resources

These backgrounds represent anything the character specifically owns, is owed, or leads to other things being owned or owed.  They will run the gamut of background types.  In general, most things that a character could put on a tax return, such as savings, income, and job type, or things that a character can buy and expend, such as favors and secrets, can be considered a Resource.  Specific examples follow:

Relationships

These backgrounds represent individuals and groups that the character is involved with in a positive way.  Any background that involves people willing to help the character in a variety of ways because of a personal relationship (i.e. because of more than just an owed favor or monetary compensation) should be considered a relationship.  Specific examples follow:

Status

These backgrounds represent something a character is known for that tends to give him preferential treatment and other privileges.  In general, a character with these backgrounds will either have earned them through recognized hard work or have obtained them by a fortuitous chance of being in the right place to get noticed while doing something good.

Special Circumstances

Backgrounds in this classification defy being placed in one of the other three areas.  Usually they will reflect unusual but valuable aspects of the character’s history or unique items that do not qualify as simple resources.  In a game that features supernatural or high-tech aspects this background will have more variety.  In such cases the GM will likely have a list of new backgrounds for this classification.  Sample backgrounds follow:

Liabilities

In opposition to normal backgrounds, a liability is a hindrance to the character.  Most liabilities will work like backgrounds in reverse, and should usually be of the same value as the same level of a positive background.  Example liabilities follow:

Debts

The opposite of resources, debts are things that the character owes, either to a specific individual or to society at large.

Dysfunction

The opposite of relationships, dysfunctions are people that do not like the character and may actively wish him ill.

Notoriety

The opposite of status, a character with notoriety is known, but in a bad light.  Note that some parts of status and notoriety may be combined (e.g. a famous actor nonetheless held in good-natured contempt for his drug habit or a fugitive criminal who is still grudgingly respected for his ability to evade pursuit and for not killing his attackers).

Special Problems

The opposite of special circumstances, a character with special problems has a number of negatively unusual history bits.

Derived Statistics

The last part of a character’s traits in the basic Façade system is derived statistics.  This represents pretty much anything else on the character sheet that is based on the other traits in some way.  In a game with standard human characters the only likely derived statistics are health, damage potentials, and other combat-related statistics that are covered in the combat section.

Part 3: Combat

The Façade system is intended to allow simulation of several different types of combat.  Eventually, the system will have methods for resolving fantasy battles, martial arts contests, gritty realism, simple dramatics, tactical combat, and other genres.  Those offered currently will tend to be more generic, intending to come close to real world results while allowing some degree of fictional tropes.  Where possible, advice for making the system as presented work in a different genre will be provided.

Several different systems can be built on a basic platform of ideas, so the first section will include these.  Subsequent sections will include different methods for engaging in combat.  The last sections will include the currently compiled statistics for combat-related equipment.

Combat Basics

A few systems will remain constant in most games.  These are intended to be modular enough to fit into different genres with minimal tweaking.  They are the systems for weapons, armor, and taking damage.

Weapons

Tables for weapons are presented later, but some information on how they are used should be useful beforehand.  Each weapon has a number of statistics that are useful to the game rules, apart from such things as weight.  Martial arts maneuvers will have similar statistics.

Armor

Wearing protective clothing is often the best way to avoid being killed by weaponry.  Armor is divided into several statistics for the use of the game.

Health and Damage

The basic system for health and damage is intended to reflect the real world, where humans can easily be seriously injured and die if they get into fights.  It tries to simulate the fact that an unarmored individual can quickly be stabbed or shot to death, and may even be punched or kicked to death in a reasonable amount of time.  Games intending to make characters more resistant to damage should increase the number of health levels an individual has, or institute additional damage reduction based on Body attributes.

Façade’s character sheet includes space for recording Bruising damage, Crushing damage, Deadly damage, and hits to various locations.  A human without special circumstances or powers will have 1-18 Bruising levels, 1-12 Crushing levels, and 1-6 Deadly levels of damage that can be taken.  The individual descriptions of these are included below.

Some wounds inflict penalties.  For the normal damage system, keep track of how many times the character has been hit in various locations in the areas provided.  Damage is unimportant, just that it hit and what type of damage was done.  For example, a character that takes 4B to the Torso, 2C to the Torso, 1B to the Arms, and 2C to the Legs would note Torso Hits: B, C; Leg Hits: C; Arm Hits: B.  These hit notations disappear when the total damage of the area is healed, or the GM may wish to track the wounds individually with their values and keep track of their healing.

In the normal system, all hits to the head and Crushing and Deadly hits to the torso each reduce the Skill Total for all physical actions.  Hits to arms and legs reduce physical actions with those appendages.  For example, the character in the above example would be at –1 to all physical actions due to the one Crushing torso hit, and would be at an additional –1 to actions involving using the arms or the legs due to the hits to those locations.

Genre Systems

The following sections illustrate how to do combat in several different ways, suited to the genre of the game.  In time, there should be a version of the system to suit most styles of play.

Simple Combat

This combat system is minimal and left vague for dramatic descriptions of combat without any heavy rules.  It is intended for games where combat should be quick and depend more on description rather than tactical know-how.  Combat turns in this system are from 1 to 6 seconds long, whatever is appropriate.  In this system all damage and effects happen at the end of the turn, effectively at the same time or very close to it.

Step 1:  Initiative

Characters in direct competition compare Action scores.  The lowest score declares his action first, and then the next lowest, and so on.  This gives faster characters time to react to slower characters.  If characters have the same Action then they should declare privately to a third party if there is any debate as to what they will do.

Step 2:  Actions

Characters roll the appropriate Skill Total for their actions in an order decided by the GM.  For any unopposed actions, use a Passive contest with a difficulty set by the GM.  For opposed actions use an Active contest.  Remember to impose the correct Limit Pool for a failed roll (probably Fatigue) and to impose Strain for using too-heavy weapons (This is necessary to make dodging or otherwise not attacking a reasonable action, as it may tire out the opponent).  For example, Richard and Conner are both trying to hit one another with swords.  Both roll their Agility + Swords and compare their rolls.  Richard rolls 10 and Conner rolls 6.  Richard wins and Conner takes a point of Fatigue.

Step 3:  Results

Compare results.  In non-damaging cases, a successful character notes success normally by the success level chart.  For dealing damage, compare the winner’s roll to the loser’s.  If there is a tie or it only exceeds the other by 1, then a Glancing Blow is scored (dealing ½ damage, and possibly poison if the weapon is envenomed).  If the winner wins by 2 or more, full damage is scored.  If the winner scores double the opponent’s roll a Strong blow is scored.  If the winner wins by triple the opponent’s roll a Savage blow is scored.  At the GM and player option, a character may trade a better level of damage for hitting a specific location.  Use the normal rules for weapons, armor, and damage.  Extending the previous example, Richard deals 3 Deadly levels (3D) with his broadsword to Conner.  If he had rolled 12 or better, he would have had double Conner’s success and so dealt double damage with a Strong blow.  Conner is wearing leather armor that Protects against 2D and Reduces the last point, so Conner takes 1B.  Had Conner not been wearing armor, he would be in a sad, sorry situation right now.

Step 4:  End of Turn

Apply damage and results to the character and note any new conditions.  Repeat until combat is ended.

Dramatic Combat

This type of combat is more detailed than Simple Combat.  It is intended to have enough complexity to represent most combat actions in a game without a very specific genre while remaining simple enough to go by at a reasonable speed.  This is the default combat system for the Façade system.  Turns in Dramatic Combat are about 2 seconds long unless the GM rules otherwise.

Step 1:  Initiative

Everyone in the combat compares Action.  If those with the same Action have reason to want to get a better initiative, they should make an Active Contest of Action, with that Initiative being striated by the results.  Lowest Initiative goes first, then second lowest, and so on.  However, anyone with a better Initiative may interrupt the action of someone with a lower Initiative if they still have an action.  For example, Richard, Conner, and Jamis all have Action 11.  They roll Action, and wind up with respective totals of 9, 4, and 14.  On Initiative 11 Conner will be slightly below Richard who will be slightly below Jamis.  Conner acts first and declares that he is attacking Richard, who, since he has the better Initiative, decides to preempt Conner’s action and use a Full Dodge for that turn.

Essentially, this means that a character may choose to take an action at any Initiative Click lower than his Initiative total.  After this is passed, he may only take defensive actions against directed attacks, and then only if he has a Passive or Active action left to use (see below).  If multiple characters want to interrupt the same action the one with the higher Initiative interrupts first.  If they have the same Initiative totals, then they should roll dice or play rock-paper-scissors to determine who goes first.

Step 2: Actions

The Dramatic Combat system uses the labels Active and Passive to register actions in combat.  Active refers to attacks and other highly-charged actions in combat, such as attempting to break down a wall or activating most special abilities or powers, usually anything that could make a change to another character or the environment.  Passive actions are usually defense or movement of greater than a few feet (small movements in combat are not penalized), or just about anything that is unlikely to affect another character or the environment, including personal healing.

In a normal turn, without any events or effects that alter the normal rules, a character may choose to take a fully Active action, a fully Passive action, or an Active and Passive action.  A fully Active action involves forgoing movement or defense to gain a bonus to an action or to make multiple Active actions at penalty.  A fully Passive action involves spending the entire turn avoiding or blocking attacks or attempting to move a great distance.  A turn spent with both an Active and a Passive action usually means one attack and one parry or dodge.

Expanded rules for the various actions are below.  Unless otherwise modified, an attack consists of rolling a Passive Contest of an appropriate attribute (usually Agility) added to a Martial skill against a difficulty of the opponent’s Action score.  If the target has a Passive action left he may attempt to block or dodge, or if he has an Active action left he may choose to go Fully Defensive.  This is acceptable even if the attacker has a better Initiative score, and occurs after it is determined that the attacker would be successful without the Defense.  Level of success ([roll total – Action score]/3) is compared to the following chart to determine how effective the strike was, after finding the results of the Defense:

Extra #

S.

Torso

Legs

Arms

Head

Specific

-3

-

-

-

-

-

-

-1-2

-

Scratch

-

-

-

-

0-2

0

Glancing

Scratch

-

-

-

3-5

1

Glancing

Glancing

Scratch

-

-

6-8

2

Full

Glancing

Glancing

Scratch

-

9-11

3

Full

Full

Glancing

Glancing

Scratch

12-14

4

Strong

Full

Full

Glancing

Glancing

15-17

5

Strong

Strong

Full

Full

Glancing

18-20

6

Savage

Strong

Strong

Full

Full

21-23

7

Savage

Savage

Strong

Strong

Full

24-26

8

Savage

Savage

Savage

Strong

Strong

27+

9

Savage

Savage

Savage

Savage

Strong

Thus, a character who succeeded by 9, gaining a level 3 success, may choose to have made a Full (normal damage) blow to the torso, have made a Full blow to the legs, a Glancing (half damage) blow to the arms or head, or a Scratch (1B damage) to any location.  A similar strike will do less damage to harder-to-hit locations, but can be used to target less-armored locations or to make it harder to move.  The only way to “pull a punch” is assumed to be taking the less-damaging effect, and a blow to a specific location can include a smaller spot on any existing location.  For example, an attack with a level 2 success can be taken as a Full blow to the torso or can be used to Scratch the opponent on the head.  If the success had been level 3 the blow could have been an insulting Scratch to the opponent’s cheek.  This does mean that a character with a level 6 or better success cannot do less than Full damage even if he wants to, and should have chosen to act as if his attack total was lower rather than rolling the full total against an easy-to-hit opponent.

Remember to impose Limit Pool for failed rolls or too-heavy weapons.

Step 3: Results

Compare damage to armor and record health lost.  This takes effect immediately, not at the end of the turn, so all Limit and penalties associated with acting while wounded apply to actions after taking damage.  Few player characters are likely to choose to drop after taking their quota of Deadly damage, but unimportant GM characters probably should fall down unconscious or attempt to crawl off once they are out of Deadly levels.

Step 4: End of Turn

Note any effects that should be noted and then return to step 2.  Repeat until the combat ends.

Actions in Dramatic Combat

Active
Passive
Fully Active
Fully Passive

Combat Equipment

Melee Weapons

Weapon

Dam.

Str.

Min.

Reach

Bastard Sword

4D

5

3

Large

Battleaxe

3D

4

2

Med.

Broadsword

3D

4

2

Med.

Greatsword

5D

7

4

Large

Halberd

5D

6

3

Large

Hatchet

2D

2

-

Small

Knife/Dagger

1D

1

-

Small

Large Chain

4C

5

2

Large

Mace

4C

4

2

Med.

Maul

6C

7

4

Large

Nunchuku

2C

2

-

Med.

Rapier

2D

2

-

Med.

Shortsword

2D

2

1

Small

Spear

3D

4

2

Large

Staff

3C

2

-

Large

Warhammer

3C

4

2

Med.

Martial Arts

Attack

Damage

Other

Headbutt

Strength B

Can’t Parry/Block it

Judo Throw

Target’s Str B

Goes Suc. Lev. in yards

Kick

Strength B

Must have space to use

Knee

Strength –1 B

Can’t target Head

Leaping Kick

Strength +3 B

Must have space

Martial Kick

Strength +1 B

Must have space to use

Martial Strike

Strength/2 B

No extra Strain

Punch

Strength/2 B

+1 Strain when hitting

Tackle/Grapple

Strength/2 B

Athletics to keep hold1

1 – Bypasses Armor on second and further rounds.

Ranged Weapons

Weapon

Dam.

Str.2

Min.

Range

Shortbow

2L

2

-

60’

Longbow3

4L

4

2

100’

Comp. Bow

3L

2

-

100’

Crossbow3

3L

-

-

100’

Knife

1L

1

-

15’

Big Rock

3C

3

-

10’

Small Handgun3

2L

1

-

60’

Big Handgun3

3L

2

-

90’

Small SMG3,4

3L

2

-

70’

Large SMG3,4

4L

3

-

150’

Rifle3

3L

3

-

600’

Shotgun

4L

4

2

60’

Assault Rifle3,4

4L

5

2

450’

2 – Reduce bow damage by amount of extra Strain taken.

3 – Treat bullets (not shotgun shells), crossbow quarrels, and longbow arrows as twice as damaging for purposes of bypassing the Reduction on armors.

4 – Capable of auto fire.  When firing auto, add +1 (three round burst) or +3 (empty clip) to both the Success Level of a successful attack and to the Strength rating.

Armor

Basic Armor Values

Armor

Protection

Reduction

 

B

C

D

 

Thick Cloth (Sweater)

1

-

-

-

Thin Leather (Leather pants)

2

-

-

1

Thick Leather (Leather Jacket)

3

1

1

2

Kevlar (Bulletproof Vest)

2

1

1

2*

Boiled Leather (Leather Armor)

2

1

2

3

Boiled Hide (Thick Armor)

4

2

2

4

Thin Wood (Wood banding)

1

-

1

1

Thick Wood (Shield)

3

3

3

4

Thin Plastic (Reinforcing)

2

1

2

3

Thick Plastic (PVC Plate)

5

3

3

5

Light Chain (Chainmail)

3

1

3

6

Heavy Chain (Ringmail)

4

2

4

6

Thin Metal (Light Plate)

3

2

3

5

Thick Metal (Full Plate)

6

3

5

7

Plasti/Ceramsteel

7

4

6

8

* 16 vs. Bullets

Armor

Protect.

Red

Cover.

Restrictions

Leather Jacket

3B/1C/1D

2

T,A

None

Leather Pants

2B/0C/0D

1

L

None

Leather Armor

2B/1C/2D

3

T,A

None

Chain Shirt

3B/1C/3D

6

T,A

-1 Dex

Flak Vest

6B/3C/5D

7

T

+1 Str. to used weapons

Kevlar Vest

2B/1C/1D

2

T

16 red. vs. guns

Shield, Small

3 to all

NA

Parry

Str. 3

Shield, Large

4 to all

NA

Parry

Str. 4

Tech Clothes

2B/1C/2D

3

T,L,A

Concealable

Footb. Helmet

5B/3C/3D

5

H

-1 Per.

Full Plate

6B/3C/4D

7

T,L,A,H

+2 Str. To used weapons, -1 Per, -2 Agi

Part 4 : Systems

This section details the various actions in the game other than combat that could benefit from a more detailed system of how they work.  The systems are divided by which attribute category they use most, or are similar to in the case of stunts.  This section will grow as more systems are developed for sticky situations in the game.

Body Systems

First Aid

If a character is bleeding, an Insight + Appropriate First Aid roll (difficulty is the Total Damage the character has taken, minus that character’s Health attribute) will be sufficient to keep the character stable, though further medical attention may be required soon.  This can be re-attempted every minute if failed, but a very low roll may make the problem worse, at GM option.

Healing

This is probably an unrealistic system, and a GM for a game focusing more on the dangers of combat and realistic wounds is advised to alter it to fit.  A character without serious medical treatment (nothing more than cursory care or over-the-counter medicine) heals Health in Bruising levels every day, Health in Deadly levels every month, and Health in Crushing levels every 6 months.  These healing times overlap, and heal one at a time rather than all levels at once at the end of the period.  Crushing damage that heals on its own may leave poorly-set bones and Deadly damage may leave disfiguring scars, at GM option.  If the character has a lot of bed rest during the healing period then treat his Health as +2, but if he undertakes action more strenuous than a normal day-to-day existence (such as getting into combats) then treat Health as –2.

A character with skilled medical treatment heals faster.  If treated by a doctor (who makes a Medicine roll appropriate to the damage and time spent) and prescribed drugs or healthy activities then the character’s Health is increased by the doctor’s success level for healing the treated wounds.  If the character also has complete medical care (e.g. a hospital stay or a dedicated home nurse) then the doctor’s success level is doubled.  This stacks with the bonus for complete bed rest, so that an average-Health character (Health 3) with a doctor’s complete attention and a good treatment (3 success levels) and bed rest will have a Health 11 for healing the treated damage (Health 3 + 3 successes x2 + 2 for bed rest = 11).

Arcane Damage

Damage comes in many ways other than by being smacked around in combat.  These are a few of the other ways that a character can be hurt, and special rules for them.

Enduring Pain

Roll Stamina + Endurance (Torture) skill.  The difficulty is the total number of damage levels taken.  Each success level is a Wound that can be ignored (starting with Wounds to the torso).

Strength and Carrying Capacity

The table below indicates load weights and character Strength.  The percentage modifies character bodyweight.  A Light load is hardly noticeable by the character.  A Comfortable load is easily borne, but may slightly increase Fatigue or Strain from strenuous activities.  A Heavy load doubles all Strain and Fatigue gained while burdened with it.  An Unbearable load is like a Heavy load, but may also only be taken [Body] feet at a time before resting.  If a player makes an overweight character (compared to the rates under Body) for the purposes of being able to lift more, the GM is advised to consider the extra weight as a constant load on the character, but allow the increased weight-based lifting capacity.  A character carrying dead weight or a very bulky item may be able to carry slightly less, and a character with a properly-distributed load might be able to carry slightly more.

Str

Light

Comfortable

Heavy

Unbearable

0

3%

5%

10%

20%

1

8%

15%

30%

60%

2

10%

20%

40%

80%

3

12%

25%

50%

100%

4

20%

40%

80%

160%

5

30%

60%

120%

240%

6

40%

75%

150%

300%

Feats of Strength

A character may temporarily add a bonus of up to Will to Strength to move heavy objects.  This is not a direct addition, but an additive one.  For example, A character adding 3 Will to 3 Strength uses double the values of the Strength 3 line of the chart, not the Strength 6 line.  The character takes Exhaustion equal to amount of Will added for every two seconds of lifting.  The GM is advised to impose a penalty to all of the character’s physical actions equal to the amount of Will used for a day or more, representing pulled muscles and adrenaline low.  This penalty can be waived if the feat of strength was incredibly appropriate to the storyline.

Action Systems

Running

A character’s basic sprinting speed, after a good start, is as follows:

Agi

Feet/Second

Miles/Minute

0

1

0.01

1

3

0.04

2

6

0.07

3

12

0.10

4

18

0.15

5

24

0.20

6

32

0.25

For every [Stamina] seconds roll Agility + Running (Sprinting), difficulty 9.  Each failed roll adds Fatigue as normal.  Subtract a character’s Fatigue from Feet/Second.  A character may opt to move at a run instead of a sprint and use the Miles/Minute chart.  For this chart roll Agility + Running (Distance) every [Stamina] minutes, difficulty 9.  Each point of Fatigue reduces Miles/Minute by 0.01.  A character that runs slower than this can run at [Agility+1] miles per hour, making an Agility + Running (Distance) roll against diff. 9 every [Stamina x 10] minutes.  Fatigue has no real effect on this level of distance running, save for its normal effects on Action rolls and having to stop moving.  For the record, a character taking a non-Fatiguing stroll moves at [Agility/2] miles per hour.

Stunts

The GM may award up to 5 extra d4s for any roll, of any type, before or after the initial roll.  These should be awarded for especially well-described actions or whenever an action is especially dramatically appropriate.

Persona Systems

Inspiring Passion

To Inspire Passion in another character, roll Wit + Appropriate Skill (Seduction, Debate, Intimidation, etc.) + any appropriate Modifiers (e.g. Attractive can add to Seduction, even though it is not usually a Wit modifier).  The difficulty is the target’s Persona as a Passive Contest, though two characters attempting to Inspire Passion in one another may make an Active Contest.  The level of success is the number of Passion that can be added to the target’s total.  Taking longer between Inspire Passion rolls makes the Passion bleed off more slowly, as usual (a quick insult is easier to shrug off than an hour-long berating).  The character that is being made more Passionate should roleplay the appropriate emotion, especially if Passion is maxed out.

Part 5 : Character Creation and Advancement

The method of character creation is entirely up to the GM and the power level and type of game that is being run.  What follows are several different methods of creating a character in the Façade system, and more will inevitably be added.

Weighted Point Buy (Basic System)

In this creation method characters are given a number of points to spend on the three non-derived categories of character traits.  Afterwards, bonus points are awarded to round out the character.  Negative Modifiers and Liabilities are either converted to Bonus Points, or only usable in the areas in which they were gained (e.g. Modifier points gained can only be spent on Attributes or more Modifiers), at GM option.  The character points listed reflect characters in their late teens or twenties that have not really done anything amazingly adventurous before, but who are slightly above average in statistics, and the GM may wish to award more points for more experienced characters or less for characters that should be weaker.

Attributes

Characters receive 100 AP (Attribute Points) to buy Attribute Levels.

Att/Mod Level

0

1

2

3

4

5

6

Cost for Att Level

0

1

2

3

4

5

6

Total Cost (from 0)

0

1

3

6

10

15

21

Minor Mod/total

0/0

1/1

0/1

1/2

0/2

1/3

0/3

Simple Mod/total

0/0

1/1

1/2

1/3

1/4

1/5

1/6

Medium Mod/total

0/0

2/2

1/3

2/5

1/6

2/8

1/9

Major Mod/total

0/0

2/2

2/4

2/6

2/8

2/10

2/12

Extreme Mod/total

0/0

3/3

2/5

3/8

2/10

3/13

2/15

For Example, it costs 6 AP to buy a level 3 Attribute, and then would cost 4 more AP to raise it to level 4.  Level 3 of a Medium Modifier costs 5 total AP, but only 1 more AP to raise it to level 4.

Skills

Characters receive 200 SP (Skill Points) to buy Skill Levels.

The GM should decide whether Skills are bought Standard (raising Broad, Focus, or Specific Skills are unrelated) or Cascade (SP are spent into Specific skills, and that raises Focus and Broad Skills that include the Specific Skill).

If using the Cascade method, apply the total SP spent into Specific Skills to the Focus Skill that it falls under, and then apply the value of the Focus Skill to the Broad Skill that it falls under (e.g. spending 5 SP on Roll will also result in 5 SP being spent on Dodge, which results in 5 AP into Athletics).  This results in requiring mastery of 3 Specific Skills to master a Focus Skills, and 3 mastered Focus Skills to master a Broad Skill, and the costs are equivalent to the Standard method in this way.  If a Focus Skill reaches 4, all Specific Skills under it have a progression of (0/.5/.5/1/1) replacing (0/1/1/1/2).  If a Broad Skill reaches 4, all Focus Skills under it have a progression of (0/2/2/3/3) instead of (0/2/3/5/5).

Skill (Standard)

0

1

2

3

4

Broad

0

2

3

3

4

Total Broad

0

2

5

8

12

Focus

0

1

1

2

2

Total Focus

0

1

2

4

6

Specific

0

.5

.5

.5

.5

Total Specific

0

.5

1

1.5

2

Skill (Cascade)

0

1

2

3

4

Broad

0

5

10

15

15

Total Broad

0

5

15

30

35

Focus

0

2

3

5

5

Total Focus

0

2

5

10

15

Specific

0

1

1

1

2

Total Specific

0

1

2

3

5

Backgrounds

Characters received 50 BP (Background Points) to buy Background Levels.  GMs may instead wish to award points based on character age.  A suggestion for this change is to award [square root of Age x10] or [age x2] in BP.

Standard Backgrounds

Minor

Simple

Medium

Major

Extreme

Cost per Level

1 BP for 2

1 BP for 1

3 BP for 2

2 BP for 1

5 BP for 2

 

Exponential Backgrounds

1

2

3

4

5

6

7

8

9

10

11

12

Minor

1

0

1

1

1

2

1

3

1

4

1

5

Total

1

1

2

3

4

6

7

10

11

15

16

21

Simple

1

1

2

2

3

3

4

4

5

5

6

6

Total

1

2

4

6

9

12

16

20

25

30

36

42

Medium

1

2

3

4

5

6

7

8

9

10

11

12

Total

1

3

6

10

15

21

28

36

45

35

66

88

Major

1

3

4

6

7

9

10

12

13

15

16

18

Total

1

4

8

14

21

30

40

52

65

80

96

114

Extreme

2

4

6

8

10

12

14

16

18

20

22

24

Total

2

6

12

20

30

42

56

72

90

110

132

156

Extra Points

Characters receive 50 EP (Extra Points) to round out their characters.  Each EP can be traded for 1 AP, 2 SP, or 1 BP.

Advancement

As the character creation system is weighted, the GM can simply award EP for experience.  No advice is available yet for rate of advancement, but 3-10 EP per game is probably fair.

Weighted Pool Buy

The second method for character creation is much like the Weighted Point Buy method, using the same cost tables, save that characters receive one large pool of points to spend, rather than splitting them amongst the three areas.  In this system every character receives 90 AP and 20 SP.  Then the GM awards a pool of other points, that can be referred to as WP (Weighted Points).  The typical award for a character is 100 WP.  Each WP is basically equivalent to 2 EP, and can be spent to gain 2 AP, 4 SP, or 2 BP.  This results in a character in this method being about as valuable as from the previous method, but with more flexibility.  Advancement in this system consists of simply handing out more WP for experience.