LOA - Rules and Things

Journey with us to an alternative 1898, where history rubs shoulders with imagination. Where ‘what was’ is replaced by ‘what might have been’. Leagues of Adventures presents, for your edification – ‘The Dreaming Spires, episode one of the Great Game Campaign’.

“... A time when science itself stands poised to usher in a new golden age, or doom the world to terrible war.
In the ancient university of Cambridge, the scion of an aristocratic family has gone missing, unearthing a plot which threatens to plunge the British Empire into chaos.
Can the intrepid globetrotters solve the Cambridge conspiracy before it’s too late? What secrets lie hidden beneath its dreaming spires?”

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LOA - Rules and Things

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Character Generation (numbers refer to LOA Core there are other Archetypes, Skills, leagues etc, in various supplements. However for our purposes we will restrict characters to those found in the core rulebook only for the time being)

Step 1: Archetype (p. 17)
Choose an Archetype or make up one of your own. Your Archetype represents your character’s role. You should also read the Rank Resource notes. Every char¬acter automatically begins as a member of a League, a body dedicated to a specific goal or cause. Looking at the sample Leagues now will give you a better understand¬ing of the type of character you might want to play.

Step 2: Motivation (p. 21)
Choose a Motivation or make up one of your own. Your Motivation represents your character’s driving goal and gives him a reason to be in the game.

Step 3: Primary Attributes (p. 25)
Choose Attributes. You have 15 Attribute points to buy Primary Attributes ratings, which are purchased on a one-for-one basis. You must put at least one point, but no more than five points, in each of the six Attributes.

Step 4: Secondary Attributes (p. 28)
Calculate Secondary Attributes. Your Secondary At¬tribute ratings are calculated based on your Primary Attributes:
Size = 0 (Average Human)
Move = Strength + Dexterity
Perception = Intelligence + Willpower
Initiative = Dexterity + Intelligence
Defense = Body + Dexterity – Size
Stun = Body
Health = Body + Willpower + Size

Step 5: Skills (p. 30)
Choose Skills. You have 15 Skill points to purchase Skill Levels, which are purchased on a one-for-one basis. You may purchase up to five Levels in any one Skill.
Zero-Level Skills: Globetrotters begin play with four Skills at Level 0. Two of these may be freely chosen by the player, and represent his character’s background. The other two must come from the character’s League (see page 59). Note that some Leagues allow the choice of one or more free Skills, representing a variety in membership.
Skill Specializations (Optional): You may want to have your character specialize in a particular aspect of a Skill. Every time your Specialization applies to an action, you receive a +1 bonus to your Skill roll. Skill Specializa¬tions cost a half-point each, and you must have at least one Skill Level in a Skill to purchase a Specialization for it. You may only have one Specialization in any one Skill at character creation. Advanced Skill Specializations may be purchased with Experience points during play.

[b]Step 6: Talents & Resources (p. 39) [/b]
Choose one Talent or one Resource. Talents repre¬sent your character’s special abilities while Resources represent your character’s power, wealth, and influence. Talents are never lost, but Resources may be gained or lost during play.
Zero-Level Resources: Globetrotters begin with Followers and Rank at Level 0. These represent a trusty servant and membership status within a League.

Step 7: Flaws (Optional) (p. 66)
Choose a Flaw. Flaws represent your character’s physi¬cal, mental, or social shortcomings. If your character is hurt or hindered by his Flaw during play, you earn Style points that may later be spent for bonus dice on a roll. Taking a Flaw at character creation gives your character one starting Style point.

Step 8: Experience (p. 72)
Spend starting Experience points. Your character starts play with a certain amount of life experience. You have 15 Experience points to spend on Primary At¬tributes, Skill Levels, Skill Specializations, or additional Talents and Resources. Unspent Experience points may be carried into play with Gamemaster approval.

Trait -- Experience Point Cost
Primary Attribute -- New Attribute Level x 5 points
Skill -- New Skill Level x 2 points
Skill Specialization -- 3 points
Talent -- 15 points
Resource -- 15 points
We do not see things as they are, we see things as we are.
- Anais Nin
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Re: LOA - Rules and Things

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Rules Overview

Step One: Declare Action (p. 98)
Describe your character’s action and determine its type: standard, extended, opposed, or reflexive action. Also determine the Skill or Attribute roll required to re¬solve the action and its type: standard roll, extended roll, opposed roll, or reflexive roll.

Step Two: Determine Difficulty (p. 99)
The Gamemaster determines the Difficulty rating of your character’s action based on the task being attempted and the Skill or Attribute involved.

Step Three: Calculate Dice Pool (p. 99)
Calculate your dice pool based on the appropriate Skill or Attribute ratings and add or subtract any modifiers.

Step Four: Take the Average (p. 101)
Take the average of your dice pool to see if you need to roll any dice. If your average successes equal or exceed the Difficulty rating of the task, your character succeeds without rolling any dice. (Skip to Step Six, below).

Step Five: Roll Dice (p. 102)
Roll your dice pool and count the number of suc¬cesses rolled.
The Ubiquity system does not require special dice to play.
A given number of dice are rolled. Each individual dice that produces an even number is a success, those that produce an uneven number are a failure. Only successes count.
(For Example: Four d6 are rolled scoring 4253 the 4 and the 2 count as successes. No matter how many dice are rolled only the even numbers count).

Step Six: Resolve Action (p. 102)
Compare the number of successes versus the Diffi¬culty rating of the task. If the number of successes equals or exceeds the Difficulty, then the action is successful. If the number of successes is less than the Difficulty, the action fails.
Step Seven: Try Again (p. 103)
If your character’s action failed, he may try again with Gamemaster approval. Trying again imposes a –2 penalty on your dice pool. Return to Step Five. The Gamemaster may impose limits on the number of retries.
We do not see things as they are, we see things as we are.
- Anais Nin
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Re: LOA - Rules and Things

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Combat Overview

Step One: Roll Initiative (p. 108)
Roll Initiative to determine when your character’s ac¬tions are resolved during the combat turn. The character with the most successes takes the first action, and the character with the fewest successes goes last.

Step Two: Combat Actions (p. 108)
Your character may attack, defend, and move each turn. Declare your character’s Attack action and deter¬mine the Skill or Attribute roll required to resolve it. Defense actions are reflexive and do not need to be declared. Move actions must be declared but do not require a dice roll to resolve.

Step Three: Attack (p. 113)
The first attacker calculates his attack rating, includ¬ing appropriate modifiers, then rolls his modified dice pool.

Step Four: Defense (p. 114)
The defender calculates his Defense rating, including any appropriate modifiers. He rolls his modified dice pool and compares the number of successes rolled to his opponent’s attack roll.

Step Five: Damage (p. 118)
If the attacker rolls more successes than his oppo¬nent, his attack is successful. Each extra success inflicts one point of damage. If the attacker rolls fewer successes than the defender, his attack missed. If both characters roll the same number of successes, the attacker narrowly misses or strikes the defender without enough force to do any damage.

Step Six: Health (p. 119)
If the attack inflicts damage, mark off the appropriate number of Health levels and resolve any additional dam¬age effects, such as stun or knockback.
If your character is reduced to negative Health, he falls unconscious.
If he is reduced to –5 Health, he dies. After damage is resolved, return to step three and go on to the next character in the Initiative order.
We do not see things as they are, we see things as we are.
- Anais Nin
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Re: LOA - Rules and Things

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Style Points (p. 103)
Arguably the most important resource in the game, Style points may be spent to give your character a boost and allow him to perform extraordinary feats. You can buy bonus dice, reduce damage, and even boost your character’s Talents with Style points. They may also be spent to help your character’s friends and allies.
At the end of each adventure, all Style points are lost. At the start of each session, a player may be given extra Style points for real-world actions like hosting the game (see below). There is no advantage to hoarding Style points.

Style points may be spent during play for a variety of benefits;
Bonus Dice: The most common use of Style points is purchasing bonus dice for a particular action. You re¬ceive one bonus die for every Style point spent.
Boosting Talents: Talents may be temporarily boosted with Style points. Your character’s Talent is improved by one Level for every two Style points spent.
Damage Reduction: Damage inflicted on your char¬acter may be reduced with Style points. Your character takes one less point of damage for every two Style points spent.
Other: The Gamemaster may also allow you to spend Style points for other benefits, such as altering a plot point or making a seemingly random event turn out in your character’s favor.

Sharing Style Points (p. 104)
Style points always belong to the player character that earned them. They may never be given away or traded to another character. However, you may spend Style points on behalf of another character, such as an Ally or Follower.
(For example: Nellie knows that Roxborough must make the shot, their lives depend on it. Therefore she spends three of her Style Points to add to his chances of success. There is no limit to the number of characters who may add their Style Points to the pool)

Chance Dice (p 105)
What do you do if you need more dice but you’ve run out of Style points? Desperate times call for desperate measures. This is where Chance dice come into play. When the odds are against you, you have to take a bigger risk in order to succeed. If you want some extra dice to roll, you can always ask the Gamemaster for Chance dice.
For each two bonus dice you receive, the Difficulty rating of your character’s task is in-creased by one point. You may gain up to ten bonus dice in this manner, which also increases the Difficulty rating of the task by up to five points.
You may not Take the Average when using Chance dice.
We do not see things as they are, we see things as we are.
- Anais Nin
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Re: LOA - Rules and Things

Post by Priest »

Posting Conventions (things to be aspired to)

These are quite simple, and follow those used elsewhere on the forum;
1. Post as often as you can (more is better). If too long a delay beween post, I reserve the right to NPC your character so that progress is not held up (especially when combat occurs).
2. Please put your characters name at the top of you posts. (Or use a suitable picture)
3. Names should be emboldened.
4. Anything you say should be colored 'Blue'(or a suitable colour)
5. Anything you think should be italicised and coloured 'Green'.(Or use the 'ic-think' controls)
6. OOC stuff (including dice rolls) should be coloured 'Red'. (Or use the 'ooc' controls)
We do not see things as they are, we see things as we are.
- Anais Nin
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