The Manhattan Project
1D10 LARP System
For those who’ve played in the one-die system before, the important notes are that we’ve decided to limit the extra roll from 10-, 9-, and 8-again to one, and scrapped any special botching systems you may be familiar with. Full details below.
The core concept works the same as Troupe has for a while – a pool of stat + skill, against either a set difficulty or another character’s pool. The most important difference is that instead of rock-paper-scissors, the conflict resolution uses a single d10 + your pool.
Similar to tabletop WoD, how well your character does is measured in successes, with most tasks only requiring a single success to accomplish. When you roll a die and add your pool, you get your first success at a total of eight (for example, a roll of three + a pool of five), and every three points above eight is another success. For example, the totals required for one to five successes are as follows:
|Total||Number of Successes|
There are a couple of cases where things work a little differently. A roll of 10 (or, with certain powers and/or equipment, even 8 or 9) allows you to roll the die a second time, adding both rolls to your pool for your total. Rolling a second 10 in a row doesn’t let you keep adding.
When your pool is reduced to or below 0, you have what is called a Chance Roll – possibly a lucky break, but you’re likely to fail. You only succeed a Chance Roll if you actually roll a 10 on the die, and if you roll a 1 on the die, you botch – also known as a Dramatic Failure.
Finally, if you get a total of 5 or more successes (20+ on your roll) you have an Exceptional Success, which may grant additional effects (especially when activating supernatural powers).
Instant: An Instant Action takes little time, but still requires focus. In combat, you get one instant action per turn (attacking, activating most powers, etc).
Reflexive: Similar to a Free Action from D&D, you can take several Reflexive actions per turn (within reason). Examples include talking, activating simple powers, or resisting an opponent’s power.
All characters may take a reflexive movement each turn (unless somehow restrained).
Simple: The one keyword not in the book, a simple action is one where you just roll, either making enough successes or not.
Extended: These are actions that take a variable amount of time to complete – picking a lock, building a car, or trying to find that one bit of information in a library. The player rolls until they have accumulated however many successes are needed (perhaps five to pick a simple lock – up to 25 to build something large and/or complicated), with each roll taking up an appropriate amount of time (examples: a combat round for lockpicking, an hour for research, or a day for large-scale construction).
Resisted: Resisted rolls are where you subtract an opponent’s pool from your roll – generally either Defence or a Resistance trait (Resolve, Stamina, or Composure). Nearly all attack rolls will be resisted by Defence and/or Armour.
Contested: A contested action is one where you are directly competing against another character (running a race, solving a puzzle, or scoring points in a contest). Both roll their pools and compare successes, with the higher roll winning. Supernatural creatures will usually add their Power Stat (Blood Potency for Vampires, Primal Urge for Werewolves, etc) to their Resistance traits when rolling vs. supernatural effects.
Some rolls are both contested and extended – in those cases, you continue rolling until one of the characters reaches the required number of successes.
Useful things to know:
- There are very few reroll (/retest) powers in NWoD.
- Ties almost always go to the defender.
- Spending a point of Willpower adds 3 to your pool for a roll (generally adding a success) or adds 2 against a Resisted roll (including attack rolls. Spending a Willpower for +2 Defence can be a lifesaver in emergencies).
- You may only spend one Willpower per turn (including Willpower spent to activate powers).
- Each attack on an enemy lowers their Defence by 1 until their next action. Ganging up on a person is a valid tactic, and yes, you should try to avoid being ganged up on. Armour doesn’t degrade.
- You can give up your Defence for a +2 to your offensive pool in melee. This is called an All Out Attack.
- You can give up your attack to double your Defence until your next turn (does not double Armour or the bonus from spending Willpower). This is known as Full Defence.
- You cannot All Out Attack and Full Defence in the same round.
- Certain Merits allow you to add an appropriate skill (Melee or Brawl) to your normal Defence instead of doubling it like a normal Full Defence (representing your skill at parrying).
- Defence does not apply against most firearm attacks (unless your attacker is within arm’s reach), but Armour does. If you think you’ll get shot at, get some armour!
- In combat, you can give up your action to move double your Speed. You can also Charge an opponent, moving up to double your speed before attacking in melee but giving up your Defence for the round. Charging cannot be combined with other actions that involve giving up your Defence.
- Grappling has its own page.