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Roll For Shoes

2,437 bytes added, 05:30, 13 April 2019
Created page with "Rules: *To create a character, you pick a profession and an adjective to describe the guy. A name, as well as other appropriate details, would also be nice but are not requir..."
Rules:

*To create a character, you pick a profession and an adjective to describe the guy. A name, as well as other appropriate details, would also be nice but are not required.

*To do stuff, say what you do and roll a number of d6s.

*The number of the d6s you roll is determined by the level of a trait you have.

*After rolling, each die that reads four or higher counts as a success. If the number of successes is higher than that of the opposing roll (either another player or the DM), the thing you wanted to happen happens. If it isn't, something appropriately inconvenient happens with a severity in line the stakes involved and gm whim.

*Should your roll result in nothing but ones, you have "double botched"; the roll fails automatically, and the gm is encouraged to cook up something double appropriate for your exceptional failure.

*At the beginning of the game, you have only three traits: "whatever you picked as your adjective" 3, "whatever you picked as your profession" 3, and "do nearly anything" 1

*Depending on the traits you chose and what you work out with the gm, the gm may occasionally have you make rolls you don't want to succeed on. Other than succeeding the roll being a bad thing and failing it a good one, the trait roll works the same for all other purposes.

*If you roll all sixes on your roll, you may take a new trait one level higher than the one you used to make the roll.

*New traits must in someway reflect the net outcome of the action (Say, Athletics 2 if you were climbing a wall, or Diabetes Resistance 2 if you were eating a cake).


*After traits (if any) are awarded, sixes then “explode.” Count them as an success and roll the die again. Keep rolling this way every time you roll a six.

*For every roll you fail, you get 1 XP. For every roll you double botch, you get 2 XP.

*XP can be used to change a die into a six for advancement purposes but not for success purposes.

*XP can also be used to change a die into a one for both advancement purposes *and* success purposes. If this causes you to double botch, you DO NOT get any XP.

*On occasion, the GM may assign (or take away) "dices" to represent less-than-permanent conditions and resources. For the most part, dices *usually* function just like traits, but they should be tracked and recorded separately; dices tend to fluctuate wildly throughout the game and occasionally have special mechanics associated with them.

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