The Resolve System

You may spend Resolve tokens on a number of things, through you only receive them from either time spent in combat, if another Player asks for help, or if the DM gives them to you in the for an action that would normally reward you with something along the lines of "style points’, etc.

You may spend Resolve tokens to (Move, Attack, Block, Ask for Help, or Respond). When you do so, you must roll a D6. The outcome of this roll determines whether or not the declared action resolves or not. When you spend a Resolve token, and declare an action, you must beat a 5, on your roll, or the action will not resolve.

Example: Player declares an attack on a Mob, Spends a Resolve token, rolls a D6 in which the outcome is a four, therefore the attack does not resolve.

Example 2: player declares an attack on a Mob. Player spends a Resolve token, rolls a D6 in which the outcome is a 5, therefore the attack resolves, and the player successfully attacks the Mob.


Stats modify the outcome of the roll.

There are six Stats that modify the outcomes or D6 rolls.

Praxis - Wisdom - Eldrridge - Knowledge checks
Acuity -
Intelligence - Avvery - Response checks
Destiny - Luck - Sherridan - Fate checks
Instinct -
Dexterity - Kiesse - Dodge checks
Charm - Charisma - Greene - Social checks
Vigor -
Strength - Lloche - Block checks

Each Family has a Patron Stat.
When you create your character, you have a 0 in all of your stats. Upon choosing your Family, you receive an automatic + 1 to your Family’s Patron Stat. From here on out, the only way to raise your combat skills is to spend Skill Points which you earn by leveling up.

( This may seem like a lot now, until you realize that every character gets a skill point when they level up, so even if, Hypothetically, a player spent ALL of their skill points on these stats instead of buying ANY feats at all, by level 20, the player, if they distributed the points evenly, would only have a 3 in each skill, and would still lose roughly 2/3’s of their rolls.)

When attacking, or performing any other kind of action, the action will have a corresponding stat to it. While the base number to succeed on a roll is 5, this number can be significantly lowered to the Player’s advantage. Players can subtract their stats from the total number needed to succeed on a check, in order to modify the outcome.

Example: A member of the Avvery Family is attempting to sweet talk a shopkeeper into giving him a discount. The Avver’s stats are as follows:

Praxis - 0
Acuity -
3
Destiny - 1
Instinct -
2
Charm - 0
Vigor -
0

The Avvery makes a Social check in an attempt to get the discount, but rolls a 3 and fails, because of his 0 in charm.

Now, a Greene Family member tries, and his stats look a little bit different.

Praxis - 0
Acuity -
1
Destiny - 1
Instinct -
2
Charm - 2
Vigor -
0

The Greene Family member tried to claim the discount for himself, and rolls for it.

The outcome of the roll is a three. The Greene family member succeeds in the roll. The stat that would be subtracted from the target number, being five, was in this case “Charm.” which means that because the Green family member has a 2 in charm, the target number for him to beat would be 3. because 5-2=3. Get it?

When attempting ANY D6 governed roll, A NATURAL SIX IS ALWAYS A SUCCESS.

The Resolve System

Part One: Shadows of Amestris superdumpus superdumpus