Mechanics

Game and House Rules for Aetherium 1879.
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arcanus
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Mechanics

Post by arcanus » Sat Sep 14, 2024 5:04 pm

Fate Chips
Are a mechanism allowing players and NPCs to have a degree of control over their destiny's (notably Dice rolls but for higher chips character advancement).

Player characters roll 3d3 each sunrise in story, each dice grants a chip:
  • Roll of One - Grants a White Chip.
  • Roll of Two - Grants a Red Chip.
  • Roll of Three - Grants a Blue Chip.

Luck Good Qualities or Complications affect Chips as Follows:
  • Characters with the Lucky Good Quality (15 Endeavour) treat a Roll of One as a Red Chip. (so therefore cannot get a White Chip)
  • Characters with the Bad Luck Complication (-15 Endeavour), only roll 2d3 and receive only 2 chips.
  • Characters with the Very Lucky Quality (30 Endeavour)treat a Roll of One as a Red Chip and two as a Blue Chip. (so therefore cannot get a White Chip)
  • Characters with the Very Bad Luck Complication (-30 Endeavour), only roll 1d3 and receive only 1 chip.
  • Characters with the Extrordinary Luck Good Quality (50 Endeavour) roll 3d3 plus 1d4, treating a Roll of One as a Red Chip on all dice and a 4 on the D4 gives them a Green Chip. (so therefore cannot get a White Chip)
  • Characters with the Tragic Bad Luck Complication (-50 Endeavour), only roll 1d3 and receive only 1 chip and only receive a Red Chip on a 2 or 3. (so therefore cannot get a Blue Chip).
Characters with the Good Fortune Quality receive an extra chip, rolling an additional d3 (so between White and Red), this combines with the above but cannot grant an additional Chip.

Chips Grant the following bonuses once and are spent once used.
  • White Chip - minus 1d3 damage, or +1 rolls
  • Red Chip - minus 1d6 damage, or +3 rolls, or dice bump one step up to max d12
  • Blue Chip - minus 1d8 damage, or +5 rolls, or dice bump two steps to max d14 or d20 to d24, or d24 to d30
  • Green Chip- Minus 2d6 damage, or +10 rolls, or bump three steps to max d16 or two dice bumps d20 to d30, d24 to d50, immune to crit fails
  • Bronze Chip - Minus 2d10 damage, or +15 rolls, or bump four steps to max d16 or three dice bumps d20 to d50, d24 to d60, immune to crit fails
  • Silver Chip - Minus 2d12 damage, or +20 rolls, or bump five steps to max d16 or four dice bumps d20 to d60, d24 to d100, immune to crit fails
  • Gold Chip - Minus 2d20 damage, or +30 rolls, or bump six steps to max d16 or four dice bumps d20 to d100, d24 to d120, immune to crit fails

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arcanus
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Mechanics

Post by arcanus » Mon Sep 23, 2024 10:15 am

Chips and Rewards
Higher Chips (Bronze, Silver and Gold) can be Banked or Cached.

Green and above are Banked Chips, in that they aren't lost at the end of a day as per lower chips, nor do they refresh at the beginning of the day (unless a character has Extraordinary Good Luck, however Green chips are still not lost if unspent).

A character may Cache higher chips (Bronze, Silver and Gold), so instead of trading the chip for a bonus, they can cache them for a bonus to skill points or endeavour, they may only do this on new rewards (not previously unspend points), as follows:
  • Bronze Chip - 1d4 x 5% increase on Skill Points or 1d3 x 5% increase on Endeavour.
  • Silver Chip - 1d4 x 10% increase on Skill Points or 1d4 x 5% increase on Endeavour.
  • Gold Chip - 1d4+2 x 10% increase on Skill Points or 1d6 x 5% increase on Endeavour.

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