I recently came across WoF thanks to Brennen, and while I like most of the system, I feel it could use a few tweaks to completely round out the system and make it a finished product. So I am thinking I will throw something together with a few ideas from a couple different games and if I get a chance, do a play-test before I leave for training. I decided I would use this blog as a sort of journal in the process.
Essentially you roll xD6 dice whenever you want to do something. Easy, fast and simple. Extra Dice can be granted by the GM based on the situation, these dice are rolled and the result simply added to the total. Bonus Dice act a little different, they are rolled along with the normal dice, but then only the highest dice are added. For example, if you have Physical 3d6 and the GM grants you an extra die, you roll 4d6, but only added the highest 3 rolls. Penalty Dice work the same, but you only take the lowest die rolls.
Contests, Difficulty and Whammies.
Contests are called for by the GM whenever a player performs and action that would not be automatic. Using the appropriate attribute (see below), players will roll a number of dice and attempt to roll equal to or higher than a difficulty set forth by the GM.
5 – Average
10 – Tough
15 – Demanding
20 – Challenging
25 – Formidable
Anytime a Contest is rolled and the winner of the contest beats the opposition or the Difficulty by 5 points, this is called a Whammy. Multiple Whammies are possible with each additional 5 points, thus beating an opponent by 10 would result in two Whammies.
Other characters may help another perform an action. To do so, simply add the dice the helping character would roll to perform the action normally as Bonus Dice to the primary character’s for his Contest.
Characters will have three stats, Physical, Mental, and Social. These three attributes showcase the main abilities inherent in all beings. These will be rated in a xD6 style:
0d – Incapable of acting in this regard.
1d – Limited ability to perform actions.
2d – Average or Normal level of ability.
3d – Talented or gifted.
4d – Exceptional ability.
5d – Masterful ability.
6d – Limit of natural ability.
The rating in these Attributes also serves as a manner of health or hit points for the character, as they take Stress Dice (see below) to these Attributes, the character becomes less and less able to continue actions using that Attribute.
Players are given eight die to distribute among their three Attributes. They may place these as they wish, but each Attribute must have at a minimum a 1d and no higher than a 5d. Average for most characters would be a 2d.
Within these three Attributes, players will choose Focuses, a Focus being something that the character is particularly good at. Players have three die to spend on Focuses, and can spend these as they wish, getting three seperate Focuses, a single Focus, etc. Each die spent adds a die rating to the chosen Focus based on the related Attribute. A Physical Focus might be Martial Arts, Swordmanship, or Hunting. A Mental Focus could be Physicist, ESP, or Detective. A Social Focus might be Etiquette, Persuasion, or Intimidate.
Aspects are short descriptive tools that set a character apart from others. These can be as broad or narrow as the GM decides he wants for his game and can range from things that are important to the character, to special interests or skills, to fears and phobias, to contacts that could come up in a game. Remember they can be either helpful or complicating and are used to help flesh out the character in the game. Sample Aspects are “Protects his younger brother at all costs”, “Unnatural fear of spiders”, “Uncanny ability to notice small details”, “Refuses to let another person better him….at anything”, “Un-trusting of others”.
During a game a player can invoke an Aspect if they feel it pertains to a situation, granting the player an Bonus Die for the Contest. Another player or the GM can invoke an Aspect at any time and these can take the form of Bonus or Penalty Dice added to the Contest.
When a character attempts an action and fails, he is given a Stress Die to that Attribute, thus you can take a Stress Die to Physical in one Contest then in another take a Stress Die to you Mental Attribute. If the opponent got a Whammy, an additional Stress Die is award for each Whammy. Stress Die cause the Attribute’s rating to fall, one die for each Stress Die. If you have equal to more Stress Die than you have a rating in that Attribute then you are unable to use that Attribute (or any related Focus). If a character has more stress than physical, he is knocked out, if he has more stress than mental, you’re insensible and babbling or confused, and if you have more stress than social, you’re incoherent or shocked.
Destiny Dice are a number of dice a character has that a player can use to influence the situation in certain ways. GMs can award exceptional role-playing or creativeness by handing out additional Destiny Die during a game. Every character starts with three die that can be spent in the following ways:
- Prior to any Contest roll, add a single Bonus Die to the next roll.
- Declare a fact to influence the game (such as “I pull a rope from my backpack!” or “I suddenly remember I have met the stranger years before.”)
- After any Contest roll, add a single point to be added to the total.
GMs may also award Destiny Dice to players by tempting them to certain actions during a game, usually with regard to a character’s Aspects. For example, if a character had an Aspect such as “Always looks out for himself” and finds himself in a situation where he could abandon his fellow characters in their time of need, the GM could offer Destiny Dice (in whatever amount) to the player to call on the Aspect influencing the character’s action. However, the player does not have to accept this offer and can have his character act as he wishes, if he accepts the Destiny Dice, he must act as decreed by the GM.
Order of Play.
Whenever it becomes important to determine the order in which characters act, the character
with the higher total number of dice in the Attribute or Focus they are using for the Contest goes first. Ties go at the same time, any Stress Dice being applied only after both sides have acted.