Core Rules

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Skill Checks

When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given skill. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet.

If the number rolled is equal to or lesser than the character's proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome.

If the number rolled is higher than the character's proficiency with that skill the character has failed the check, and the GM will narrate the outcome.

Critical successes and failures

When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.

When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a condition, losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.

Advantage and disadvantage

When making a skill check, the character may have advantage :-) or disadvantage :-( on using the particular skill. This may be gained from use of a career ability, use of an item, as a consequence of a condition, or simply instructed by the Game Master to make the check with advantage or disadvantage.

When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.

When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and must use the higher result, decreasing their chance of success.

(GM) When to ask for a check

As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.

Example play

To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.

Skills Matrix

This lists the skills and their counterpointed opposite, and with example ways that you can use or define them.

Italitics are to suggested used for the skill in a combat situation.

Example uses and descriptors Example uses and descriptors
Aid Healing, Assisting, Counselling Trickery Deception, Sneaking, Lying, Sleight of hand, Stealth, Forgery,
Force Physical strength, Manual Labour, Toughness, Intimidation, Breaking Senses Perception - All 6: Vision, Smell, Taste, Hearing, Touch, Presence
Nature Practical knowledge of Animals, Plants, the Landscape and climate Technology Practical knowledge to human tools and devices
Logic Knowledge - Book Smart - Processing of information Agility Coordination, Running, Jumping, Climbing, Speed, Martial Arts
Influence Inspire, Manipulation, Charm, Debate, Inform Handiwork Crafting, Lock-picking, Handling, Mechanics, Precision and Accuracy

Conditions

what are conditions

Condition:
Penalty Resolution

Condition penalties

Removing conditions

Condition maximum

Protection

Body Armour

Strong Constitution

Positive Demeanour  

Force of Conviction

Faith in abilities

Support Network

Unwavering Willpower

Lucky Gambler

Winning Personality

Connections

Respirator

(GM) Giving conditions

Example conditions

Exhausted

Bleeding

Upset

Disheartened

Hungry

Poisoned

Creating new conditions

Optimism | Pessimism

optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.

Optimism and pessimism are spendable resources within Biosphere Guardians. Optimism is communal pool available to all players. It is very important that this resource is communal, because of socialism. You can have no maximum number of Optimism in your pool at anyone time and any unspent Optimism is wasted at the end of a session.

Using Optimism

You can spend one Optimism in the following ways:

  • Erm... actually: Reroll a failed ability check.
  • I prepared for this: State that you have a piece of useful equipment or plans during a situation that are helpful. Be reasonable and remember that the GM gets final say.
  • Brief Respite: Remove one negative condition from yourself. This is limited to one per session for each character.

Gaining optimism in game

You start each session with one Optimism in your pool and can earn more at the discrepancy of the GM. The GM may provide Optimism for the following:

  • A creative idea / solution said by a player.
  • The group working collaboratively to complete a task (even if the task resulted in a failure).
  • Working for the benefit of the biosphere even at personal sacrifice.

At the end of every session the party will determine how well they are progressing their Biosphere by asking the following questions:

  • Did we progress the political situation of our biosphere?
  • Did we progress the ecology of our biosphere?
  • Did we progress the technology of our biosphere?
  • Did we progress the resolution of the threat to our biosphere?
  • Did we work together?

The GM WILL Discuss with the players if the answer is yes to the following. For each yes the next session starts with +1 optimism in the communal pool, meaning that each session can start with up to 6 Optimism. For each question that the answer is no the GM gains 1 Pessimism. f neither yes or no nothing is gained or lost.

Pessimism:

Similarly to Optimism each session starts with 1 Pessimism. This is only useable by the GM and is in a separate pool. Just like Optimism it has no limit and resets at the end of each game. The GM can spend pessimism in the following ways:

  • Up the ante: introduce a threat to the situation such as a wondering guard, a spreading wildfire or a stubborn politician.
  • Add obstacle: before a player rolls for a task the GM spends a Pessimism to impose disadvantaged. For example picking a lock with disadvantage because it is rusty.