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The GM presents the upcoming Scenario [GM Turn] The Player presents the upcoming Scenario [Player Turn]
The GM begins by setting a scene, a development, and a challenge The Player begins by setting a scene, a development, and a challenge
Often, the rough end point is known The rough end point is known
The GM may present means and skill options that will overcome the challenge The Player sets the means and skill they will test
The Players may suggest alternate means (and skills) to overcome the challenge The GM approves the scene and the test
The mouse who volunteers first or thinks of the plan must make the Test -or-
If the group is discussing options, the Patrol Leader may delegate who makes the Test
EQUAL or OVER the Ob rating LESS than the Ob rating Over the Vs result EQUAL to the Vs Less than the Vs
The test is Successful The test is Failed The test is Successful The test is Tied The test is Failed
Passed Test! A mouse may spend a Fate point to create Exploding Dice
You’ve overcome the obstacle or opponent! Add and roll an additional die to the pool for EACH Axe initially rolled
The testing mouse fills in a Pass bubble; any mouse marks traits as appropriate Continue to add and roll additional dice for EACH additional axe rolled
You & allies & GM narrate to the end of the scene wherein you emerge victorious
Over the Vs result EQUAL to the Vs Less than the Vs
The test is Successful The test is Tied The test is Failed
Failed Test! A mouse may spend a Fate point to create Exploding Dice
Alas, the obstacle or your opponent got the better of you Add and roll an additional die to the pool for EACH Axe initially rolled
The testing mouse fills in a Failure bubble; any mouse marks traits as appropriate Continue to add and roll additional dice for EACH additional axe rolled
The GM can either have you fail to overcome the obstacle, and add a Twist -or-
The GM can let you succeed but at a Cost A mouse may break a tie in the Opponent’s Favour by Invoking a Trait
A cost is usually a Condition; assisting mice via Teamwork suffer lesser consequences The test fails. [Earn two Checks]
The GM & you & allies narrate to the end of the scene wherein you are unsuccesful
The may narrate the new twist or save it for a future scene
The test goes to a Tiebreaker Test
Magic four Twists: weather, wilderness, animals, mice
If the base test was of a Physical nature, the tiebreaker is a Health test
If the base test was of a Mental or Social test, the tiebreaker is a Will test
If the base test was a Will or Health test, the tiebreaker is a Nature test
If the base test was a Nature test, the tiebreaker is a Will or Health test
This is a straight test; no aid allowed [Nature, if tested, is not taxed ]