| A | B | C | D | E | F | G | H | I | |
|---|---|---|---|---|---|---|---|---|---|
1 | |||||||||
2 | |||||||||
3 | |||||||||
4 | |||||||||
5 | |||||||||
6 | |||||||||
7 | |||||||||
8 | |||||||||
9 | |||||||||
10 | |||||||||
11 | SDN runs on a homebrewed 2D10 Roll-Under system. That might sound a little complicated if you aren't familiar with TTRPGS (tabletop role-playing games), but once you read through the rules, I'm sure you'll find it simple enough. For those of you who have played Dispatch, I hope the mechanics feel a little familiar. | ||||||||
12 | |||||||||
13 | BASIC RULES | ||||||||
14 | So, the basics. Each character starts with five ATTRIBUTES: Combat, Intellect, Mobility, Vigour, and Charisma. Each of these starts at one; however, when you create your character, you can spread seven points between these attributes to flesh them out. These will be your bread and butter, and will play a role in pretty much every roll you make! | ||||||||
15 | When you wish to take an action as your character, you would announce that action to the table. You will then be asked by your DISPATCHER (The person running the game) to make a roll corresponding to one of these five attributes. For example, if you wanted to hack a computer, you would be asked to make an Intellect roll. You would then grab your 2d10 and attempt to roll under the related attribute score. | ||||||||
16 | |||||||||
17 | |||||||||
18 | If the total of both of the results on your dice is less than your attribute score, congratulations, you just achieved a HEROIC success! This means you achieve what you set out to do without any complications. Don't worry if your dice roll over, however, as there is a second way to succeed. If at least one of your dice rolled under your attribute score, you may choose it and achieve a VILLANOUS success. This means you still achieve your goal; however, it comes at a price. This manifests usually as an immediate complication (Using our previous example, this could manifest as you successfully hacking the computer but triggering a hidden security protocol, setting off an alarm); however, your Dispatcher may choose to make note of the complication and use it further down the line. | ||||||||
19 | |||||||||
20 | |||||||||
21 | If neither die is lower than your attribute score, the roll fails, and you face the consequences, as revealed by the Dispatcher. | ||||||||
22 | Now, if you were just a normal person, that would be the end of it. However, you, my friend, are a SUPERHERO! or... at least have superpowers of some sort. This is where those come into play. | ||||||||
23 | There are two ways your superpowers manifest: through TRAITS and, well, POWERS. You start with two traits and one power, though some traits will give you an additional power to begin with. Both traits and powers can affect certain rolls or give you options to bypass or tackle these rolls in a different way. When you make a roll, be sure to check your traits and powers and see if you can gain an advantage using them. | ||||||||
24 | |||||||||
25 | |||||||||
26 | |||||||||
27 | COMBAT RULES | ||||||||
28 | In some cases, your actions may lead to combat. When combat is announced, each player rolls a single d10 and then adds their mobility to the result. This is your initiative score, and decides when it is your turn in combat. If there is a tie, the person with the highest mobility score goes first in the order. | ||||||||
29 | On your turn, you may move and take one action, unless stated otherwise by a trait you have. Movement is based on your mobility stat and is segmented into three ranges: Near for those with less than 4 mobility, Medium for those with less than 7 mobility, and Far for those with 7 or more mobility. Anything within arm's reach is close, and anything further than far is Very Far. | ||||||||
30 | Actions are a little more loosely defined, and can near enough be anything (within reason!) Examples include breaking down a door, picking up an unconscious teammate, or attacking an opponent. Most of these actions work as stated before in the basic rules section of this explainer. However, attacking works a little differently. | ||||||||
31 | Every character, be it you, a friend, or a foe, has something called a Defence score. This is most commonly your mobility attriibute, though certain powers will let you use other attributes and may even add on to that score. This score acts as a representation of how hard someone is to hit, and is subtracted from the combat attribute of someone who is attacking. For example, Player A has a combat score of 6, and wishes to attack enemy B, who has a Defence score of 3. Usually, Player A would have to roll below a 6 on one of their die (or on the total of both) to land a hit. However, due to enemy B's defence score, they would now have to roll below a three to successfully hit, as enemy B's defence score is taken away from Player A's combat attribute. | ||||||||
32 | On a successful attack, damage is dealt to the target's Health score equal to a roll of your damage die plus half your combat, rounded up. At level one, your damage die is 1d4, which upgrades to 1d6 at level 4, 1d8 at level 7, and 1d10 at level 10. This damage varies with character level, as well as some Traits and Powers that also affect damage. On a heroic success, the damage rolled on the dice is doubled. | ||||||||
33 | When a characters health is reduced to half, they become injured. This halves their base Attribute scores, though it may activate some Traits or Powers. | ||||||||
34 | When a characters health score reaches zero, they are downed. Non-player characters that are downed are assumed dead. | ||||||||
35 | |||||||||
36 | |||||||||
37 | |||||||||
38 | |||||||||
39 | |||||||||
40 | |||||||||
41 | |||||||||
42 | |||||||||
43 | |||||||||
44 | |||||||||
45 | |||||||||
46 | |||||||||
47 | |||||||||
48 | |||||||||
49 | |||||||||
50 | |||||||||
51 | |||||||||
52 | |||||||||
53 | |||||||||
54 | |||||||||
55 | |||||||||
56 | |||||||||
57 | |||||||||
58 | |||||||||
59 | |||||||||
60 | |||||||||
61 | |||||||||
62 | |||||||||
63 | |||||||||
64 | |||||||||
65 | |||||||||
66 | |||||||||
67 | |||||||||
68 | |||||||||
69 | |||||||||
70 | |||||||||
71 | |||||||||
72 | |||||||||
73 | |||||||||
74 | |||||||||
75 | |||||||||
76 | |||||||||
77 | |||||||||
78 | |||||||||
79 | |||||||||
80 | |||||||||
81 | |||||||||
82 | |||||||||
83 | |||||||||
84 | |||||||||
85 | |||||||||
86 | |||||||||
87 | |||||||||
88 | |||||||||
89 | |||||||||
90 | |||||||||
91 | |||||||||
92 | |||||||||
93 | |||||||||
94 | |||||||||
95 | |||||||||
96 | |||||||||
97 | |||||||||
98 | |||||||||
99 | |||||||||
100 | |||||||||