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Core Engine

Foundational Rules

Foundational Rules

When it comes to playing or running Shattered World, this is at the core of the engine that makes everything go. The core rules are nominally addressed to players, but apply to Game Masters (GM’s for short) as well. Once you understand this procedure, it should hopefully be smooth sailing for you. You will declare an action that your character will attempt, and then determine whether or not it succeeds. You will need to know to what degree your character’s action succeeds. What you’re attempting and who or what you’re targeting is declared by you, the player, as you initiate the attempted action. When it occurs, whether or not it succeeds and to what degree are all determined by the dice rolls. The resulting consequence(s) is(are) a collaborative process of these rules, logic, and storytelling between the players and the GM.

More specifics to follow.

The Core Mechanic

Whenever you attempt an action that has some chance of failure, you roll your Action Die (specifics to follow—starts at a d4). To determine if your character succeeds at a task you do this:

  1. Roll the indicated di(c)e.
  2. If the result on the di(c)e is the maximum possible roll, it is an automatic standard success unless the standard success is less desirable result than the number produced by the roll. If the result on the di(c)e is a 1, it is automatically a failure regardless of modifiers. There are, however, no critical failures.
  3. Add any relevant modifiers, in this order:
    • Every relevant +/- modifier in the game stacks, always.
    • Where there are additional modifiers listed for a specific class or for those who are proficient, for example, Resist Toxins on the Endurance table, that number is added to the base modifier.
    • After the first, every multiplier or divisor from relevant ×/÷ modifiers adds (divisors subtract) together to create the final factor. That means if you have a ×2 multiplier from a critical hit and a ×2 multiplier from [for example] a rune, your final multiplier is ×3. If you have a ×3 multiplier from a critical hit and a ÷2 from something else, your final factor is 2.
    • All divisions in the game are rounded to whatever is mathematically correct (.49 or lower rounds down, .5 or higher rounds up). The one and only exception is 0 results always become 1.
  4. Compare the final result to a target number. If the action is successful, the difference indicates base damage inflicted.

If the result of your Action Dice roll equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail. The target number subtracted from your successful roll generally indicates the degree of success. If the result meets the target number precisely, zero Damage always becomes one.

In some cases (typically combat) your action will inflict Damage to the target. In others (typically non-combat), your measure of success beyond the target number indicates what to subtract from their pool. When the target’s pool reaches zero your action has succeeded. Instances in which a player is not acting “against” someone, the player will roll against a target number (sometimes referred to as “Difficulty Class” or “DC” for short), or sometimes one of the PC’s own Abilities.

A failure to succeed at your action may sometimes reduce your own ability pool, but will never reduce your own hit points.

Your Action Die at the beginning of your career is a d4, excluding a few select Field Role skills or actions that your character specializes in, which enjoy a bump to a higher die (d8 at the start). This is referred to as Field Role Dice (FRD) and it’s merely the next slot down the chart for those. See below for AD Buy-Ins. See Field Roles to learn which actions that your character excels at. Note that all rolls for humans are FRD—they do not use AD at all. The rules never explicitly indicate to roll FRD, always AD. It is implicit that you should always apply FRD rolls to the appropriate situations.

Standard Success

A roll is a standard success when it is the highest possible result on the Field Role or Action Die, or when the player has the option to choose standard success and does not wish to roll any dice. Standard Success indicates that the target number to succeed was exceeded by 1, if and only if the highest result would otherwise have been a failure.

Mechanical (Non-Roleplay) Actions

These rules do not override narrative roleplay, however, almost every mechanical action works in the same basic structure, including but not limited to combat, casting a spell, attempting to use a skill, or checking an ability. The Game Master (GM) always has the final say, and at any time can handwave this mechanic and declare that you just succeed.

There are two basic modes resolving mechanical actions: normal, and sudden death. The players usually collaborate and choose which they are using with a few exceptions: for example, interacting with traps is always sudden death. (Don’t take that “death” term too literally—it is a commonly used term meaning gameplay works by ending the encounter with the first to achieve a certain condition, usually a successful check, as opposed to successful checks whittling away at, say, hit points, until they reach zero and victory is achieved by one side or the other. More on this later.)

The cycle of rounds works in a familiar way:

  1. Phase 1: If any parties are ambushing, you check for surprised combatants. Surprised combatants cannot act or defend themselves at first. Only ambushers (if any) can act in the first round. If no parties are ambushing, ignore this step.
  2. Phase 2: Determine initiative and declare intentions. Players choose whether they want fast or slow initiative. (Rolling is optional). If you choose slow initiative or roll initiative, characters can use all of their actions. If you choose fast initiative, characters may use only one action. Players also declare the action(s) they intend their character(s) to take at this time.

Initiative Order

Priority Initiative
1 PC’s choosing Fast Initiative
2 NPC’s choosing Fast Initiative
3 Initiative Roller(s) Act in order of Rolls
4 PC’s choosing Slow Initiative
5 NPC’s choosing Slow Initiative
  1. Phase 3: Act in order of initiative. Your action will depend on the situation, and could be one of many things. For example, if you are in combat, you will likely wish to move up to an enemy and attack. This is done in the act phase. If you are using a skill, you would roll that check now. If the skill involves any movement, it is assumed to take place in the act phase.

You may continue to repeat phase 3 in the order of the initiative that was already established until the encounter is resolved. For a more fluid experience, you may use the Initiative Redetermination Triggers (Optional Rule) found in the Combat chapter.

In combat, everything [in-universe] is happening simultaneously (see Combat). But every other situation has an order.

All Statistics are notations giving the player an indication of her or his character’s degree of ability in that particular area (as one familiar with RPG’s would probably expect). They also function as resource pools. Each Statistic will be notated as xx / xx, meaning, say 15/20 Physical Fitness. As your adventuring day goes along, you will sometimes lose points in a given ability(ies). When your character takes a full 8 hour rest, all Statistics excluding Hit Points are normally restored to their normal maximums.

Achievements and Buy-Ins

Nearly every action your character takes can potentially earn her or him Achievements and Experience Points. One Achievement equals one Experience Point (often abbreviated as “XP”). XP are used as “currency” to “Buy-In” for certain character upgrades, representing their steady rise in power as they become more experienced. The cost of buy-ins may be indicated with the cost sometimes followed with a /e or /x notation. The notation indicates that the Buy-in is purchased in levels. The notations indicate escalating costs (/e) or exponential cost (/x). A 1/e buy-in starts at a cost of 1xp for the first purchase, 2 for the second, etc. The cost of the first purchase is multiplied by the number of purchases, so a 3/e buy-in costs 6xp on the second purchase, 9 on the third, etc. A 1/x buy-in starts at a cost of 1xp and increases exponentially, so 2 for the second, then 4, 8, 16, 32, etc. 2/x Indicates 2, 4, 8, etc. 3/x indicates 3, 9, 27, etc. and so on.

Achievements are to be recorded twice: One for Current XP, and the second for Total Achievements. The Total Achievements is sometimes needed by the GM to determine appropriately balanced encounter levels—traditional RPG experience levels do not exist in the Shattered World game. Your current XP is how much you have to “spend,” so to speak, on your features and upgrades. It will probably be at 0 most of the time, especially early in the game (because you’ll be spending it as soon as you earn it). This is typically an activity that should take place between the actual adventure action, but this is the group’s prerogative.

Achievements come from many sources, including but not limited to, performing skills, roleplaying, combat, disarming traps, diplomacy, and more. Your character will earn achievements in ways you might not expect, also—for example, losing at combat—that’s an experience.

Achievements are categorized under two major umbrellas: Feats and Milestones. Each individual Achievement categorized as a Milestone can be collected once only in your character’s lifetime. Experience from Feats can be collected repeatedly throughout the character’s lifetime. Achievements will be found under Universal, Special (see Species), and Field Role (see Field Roles) categories. Certain Species have experiences particular to them, and only that Species will have such a Milestone or Feat as the case may be. Each Field Role has its own set of responsibilities and experiences, and as such will have a list of Milestones and Feats unique to it. After which, each Subrole will again have its own responsibilities and experiences.

You can earn Feats and Milestones from the universal category, your own Special, your own Field Role category, and, your own Subrole category. These are all subdivided into either Milestones (again, once only), and Feats (∞). Secondary field roles that you’ve purchased abilities from (see Buy-Ins below) qualify your character to earn Milestones and Feats from that secondary Field Role, and again with tertiary.

Universal Achievements

Universal Achievements, as the name implies, are for everybody regardless of Species or Field Role.

Milestones(×1) Feats(∞)
Defeat first legendary enemy Craft anything
Abandon a quest Perform a skill successfully
Buy startup equipment Defeat any enemy
Stalemate an [established] enemy of the party in combat Critically succeed at performing an action
Suffer defeat at the hands of an [established] enemy of the party Save one or more party members
Talk to strangers at the inn Capture enemy standard
Advance an age category Capture important enemy
Be Resurrected Complete a quest successfully
Operate a Portal Persuade/Influence an NPC
Collect your first 1,000so worth of treasure Collect actionable information from any source
Collect your first 10,000so worth of treasure Heed call to action
Collect your first 100,000so worth of treasure Effective combat tactic
Hear rumors at the pub Complete a secondary quest
Surrender Accept a quest
Get captured Defeat primary enemy/villain of campaign or adventure
Defeat Your First Dragon Defeat Your First Undead
Complete a quest successfully Hear actionable intel at the pub
Encounter Bloodstone GM Fiat

Universal Buy-Ins

Universal Buy-Ins, as the name implies, are for everybody regardless of Species or Field Role.

Buy-in Cost Effect Special Prerequisite(s)
Exceptional Ability, Each 5/x2 Ability Score Cap to 40
+2 to that score
None None
Uncanny Ability, Each 8/x2 Ability Score Cap to 50
+2 to that score
Exceptional Abilities Only Exceptional Abilities Only
Super Ability, Each 16/x2 Ability Score Cap to 60
+2 to that score
Uncanny + Proficient Abilities Only Uncanny + Proficient Abilities Only
Godly Ability 32 No maximum
Cannot critically fail any roll pertaining to this ability.
Super + Proficient Ability only Super + Proficient Ability only
Buy Into Adjacent Field Subrole ×2 Normal Extra cost to purchase Buy-Ins from Subroles within your primary Field Role Min. 25 Achievements, Proficiency in appropriate ability, must accept foible Min. 25 Achievements, Proficiency in appropriate ability, must accept foible
Buy Into Additional Field Role ×2 Normal Costs double to purchase Buy-Ins from first Field Role outside your own; excludes hit points Min. 25 Achievements, Proficiency in appropriate ability Min. 25 Achievements, Proficiency in appropriate ability
Buy Into Second Additional Field Role ×3 Normal Costs triple to purchase Buy-Ins from second Field Role outside your own; excludes hit points Min. 50 Achievements, Proficiency in appropriate ability Min. 50 Achievements, Proficiency in appropriate ability
Increase UAM 1/e UAM +1 Universal Action Modifier

Action Dice and Field Role Dice

The dice that will be rolled for any mechanical actions they wish to attempt. In any case where the text indicates that you should roll your action di(c)e, it is assumed that you will roll your Field Role Dice if applicable—you will never be explicitly instructed to roll FRD.

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