AME MECHANIC  S WHAT IS THIS? Ficsation   is   a   tabletop   roleplaying   game.   One   player   acts   as   the   Game   Master ,   controlling   a   fictional   world   and   the   challenges within   in,   while   the   other   players   at   the   table   play   as   characters.    Conflicts   are   resolved   by   rolling   an   assigned   number   of   ten sided   dice,    or   d10s .   Unlike   most   tabletop   RPGs   where   players   create   their   own   characters,   characters   in   Ficsation   are   pulled from   various   media--video   games,   comics,   and   the   like.   Ficsation   is   absolutely   free,   and   the   entire   game   (that   has   been   made   so far) is available on this website. CHARACTERS T he   list   of   characters   can   be   found   in--well,   the   Characters    section.   Simply   choose   one   and   be   on   your   way.   Each   character   has   a brief   description,   and   a   few   sub-sections   that   explain   how   the   character   functions   in   play.   All   characters   have   a   maximum   of 10   Health   Points ,   though   characters   that   are   meant   to   be   hardier   may   have   self-heals,   better   defense   rolls,   or   be   able   to   nullify damage in different ways. Health Points are explained my thoroughly later. Checks:   This   section   describes   how   the   character’s   skillset   and   task   resolution   works.   For   most   challenges,   you’ll   simply   roll 1d10   and   take   whatever   result   the   die   lands   on.   If   you   roll   higher   than   the   challenge’s   assigned   difficulty,   you   have succeeded   at   the   task.   For   skills   that   your   character   is   great   at   (but   come   up   frequently,   like   combat   checks),   you’ll   roll   2d10 and   take   the   higher   outcome.   For   skills   that   your   character   is   great   at   (but   come   up   less   frequently)   or   checks   to   know   rather   than   do,    you’ll   roll   3d10   and   take   the   highest.   The   numbers   you   usually   need   to   roll   over   are   3,   5,   or   7.   A   challenge   of 3   is   a   task,   but   not   much   effort.   A   challenge   of   5   is   pretty   average   difficulty,   something   that   takes   time   and   focus   but   is doable. A challenge of 7 is very difficult, and will truly put your talents to the test. XP:   XP   are   experience   points ,   a nd   one   of   the   few   numbers   you   need   to   keep   track   of.   At   the   end   of   a   gaming   session,   the GM   will   award   XP.   For   a   light,   easy   game,   you’ll   likely   get   3   XP,   and   for   tougher,   more   dramatic   games,   you’ll   likely   receive   5 XP.   Each   character   can   also   earn   XP   on   their   own   by   fulfilling   certain   criteria,   appropriate   to   that   character’s   goals   and personality. These will all be listed on the character sheet. You can spend XP in the following ways: You can unlock one of your character’s Level Up Choices   for 10 XP You may reroll a single check for 3 XP You may recover 1d10 worth of HP for 5 XP You may use an ability you haven’t unlocked yet, once, for 3 XP You   Begin   With:   This   section   will   list   an   ability   that   your   character   has   by   default.   The   character   starts   with   this,   and   no   XP needs to be spent on acquiring it. Level   Up   Choices:   This   is   a   list   of   abilities,   powers,   and   artifacts   unique   to   your   character.   When   you   first   begin   playing   a character,   you   may   choose   one   of   these   to   join   the   ability   you   picked   up   from   the   You   Begin   With    section.   Other   abilities must   be   earned   by   acquiring   XP.   You   can   spend   10   XP   to   gain   one   new   ability   from   the   list.   Under   some   conditions,   an ability   is   said   to   be   shut   off   or   shut   down .   This   means   the   ability   can   no   longer   be   used,   but   will   be   reactivated   when   the character gets a full rest (see below). BONUSES There   are   two   types   of   bonuses   that   abilities,   equipment,   and   effects   can   apply.   Some   bonuses   change   how   many   dice   you   roll for   a   skill   check   (stating   you   may   roll   2d10   and   take   the   higher   instead   of   1d10,   for   example),   and   some   bonuses   apply   a   flat bonus   (like   +2)   to   the   final   outcome   of   the   dice.   These   bonus   types   stack   with   each   othe r,   but   not   themselves .   So,   you   can   have   an increase   to   your   number   of   dice   for   one   check,   and   get   a   +2   on   the   check,   but   you   can’t   have   the   number   of   dice   increased multiple   times   or   get   multiple   +2   bonuses   to   a   check.   If   multiple   versions   of   the   same   bonus   flavor   are   applicable,   take whichever bonus is highest. For example, if one ability gives you +3 and another gives you +2, you get the +3 (and not +5). COMBAT On occasion, you may be drawn into a fight. Combat works a little differently than normal play. TURNS AND ACTIONS While   you   may   normally   act   whenever   you   like,   once   combat   begins   actions   are   relegated   to   rounds .   One   round   of   combat is   considered   to   be   about   10   seconds   in-game.   Unless   the   party   is   surprised   or   ambushed,   player   characters   all   get   to   take their   turn,   then   all   the   NPCs   and   enemies   get   to   take   their   turn.   This   constitutes   one   whole   round   of   combat.   What   order individual players go in is up to the players themselves, and what individual order the bad guys go in is up to the GM. There   are   two   types   of   actions   you   may   take   on   your   turn-- main   actions    and   side   actions .   Any   action   that   attempts   to deal   damage,   as   well   as   the   use   of   some   abilities,   is   considered   a   main   action.   You   may   only   take   one   main   action   per round,   unless   otherwise   specified.   Anything   else--drinking   a   potion,   drawing   a   sword,   speaking,   moving--is   considered   a side   action.   You   may   take   any   number   of   side   actions   per   turn,   but   you   may   only   do   each   side   action   once.   So,   you   can draw   a   gun,   hand   it   to   someone,   and   explain   how   to   use   it,   but   you   cannot   pass   an   infinite   number   of   guns   to   an   infinite number of people. Most characters can move about 30 feet, total, on their turn. It   should   be   noted   that   the   30   foot   movement   is   in   combat,    where   one   is   trying   to   keep   their   guard   up   and   be   wary   of danger.   Outside   of   combat--on   a   straight   run,   with   no   obstacles--the   average   human   runs   about   10-15   mph,   roughly   150- 220   feet   in   a   10   second   round.   A   peak   human   (that   is,   a   person   at   comic   book   level   peak   natural   athleticism)   can   reach about   25-30   mph,   while   some   characters   in   Ficsation   are   defined   as   running   about   “as   fast   as   a   car,”   somewhere   in   the   50- 80   mph   area.   That’s   all   before   dice   rolls--a   character   can    push   themselves   beyond   their   normal   limits.   If   you’re   ever   unsure whether Character A can outrun Character B, roll for it. Characters   are   assumed   to   occupy   a   roughly   5   foot   by   5   foot   square,   if   you’re   using   a   grid   or   map   for   combat.   When someone   is   trying   to   move   through   the   space   of   the   opposite   team,   or   pass   an   opposing   force   within   5   feet,   a   player   rolls an   athletics   or   acrobatics   style   check   to   either   maneuver   or   force   their   way   by   the   enemy,   or   to   prevent   the   enemy   from passing by. ATTACKING/DEFENDING Whenever   you   attempt   to   deal   damage,   it   is   considered   an   attack.   An   attack   can   be   a   single   sword   swing,   or   it   can   be   a complicated   series   of   maneuvers--feints,   tricks,   flips,   and   flurries   of   blows,   for   instance.   When   you   make   an   attack   check,   you’ll   roll   a   number   of   d10s   based   on   the   style   of   your   attack   and   your   character’s   stats,   and   take   the   highest   result--this number   is   subtracted   from   your   enemy’s   health   points ,   or   HP .   Most   enemies   will   also   have   a   defense   score,   which   will reduce any damage they take. This number is static. So,   if   you   roll   1d10   and   the   result   is   a   6,   and   the   enemy   has   a   defense   score   of   3,   you   will   reduce   the   enemy’s   HP   by   3.   If   an enemy’s   HP   reaches   0,   they   are   defeated.   When   you   defeat   an   enemy,   you   choose   whether   they’re   rendered   unconscious or   killed   outright.   If   your   attack   check   does   not   exceed   the   enemy’s   defense   score   at   all,   you   will   still   deal   a   minimum   of   1 damage. Your   character   has   health   points,   as   well-- all   characters,   unless   otherwise   specified,   have   a   maximum   of   10   HP . Enemies   have   a   static   attack   score --when   you   are   attacked,   you   will   roll   a   defense   check    against   that   attack   score.   So,   say an   enemy   has   an   attack   score   of   6.   You   roll   2d10,   and   get   a   1   and   a   4.   You   take   the   4   as   your   outcome,   reducing   the enemy’s   incoming   attack   by   that   much…   effectively   dealing   you   2   damage.   Your   HP   is   reduced   from   10   to   8.   If   your   defense check exceeds the enemy’s attack score, you take no damage. If your HP reaches 0, you are rendered unconscious. Only   players   roll.   The   GM   never   rolls.   All   enemy   defense   and   attack   scores   are   static,   and   none   of   their   abilities   rely   on random variables. MULTIPLE TARGETS You   may   attack   multiple   targets   simultaneously.   You   will   roll   one   time,   and   that   outcome   will   be   applied   to   all   targets. However,   for   every   target   you   attack   beyond   the   first,   you   suffer   a   cumulative   -2   to   the   roll.   For   example,   say   you   wish   to attack   3   targets   at   once--you   would   suffer   -4   to   the   roll.   If   you   rolled   a   6,   you   would   deal   2   damage   to   each   of   the   targets, minus their individual defense scores. Some abilities let you attack multiple targets without penalty. DEFEAT AND DEATH A   player   that   is   dropped   to   0   HP   is   rendered   unconscious.   HP   never   dips   below   0;   if   an   attack   would   drop   a   player character   to   negative   HP,   it   stops   at   0.   Characters   rendered   unconscious   can   be   re-awakened   after   combat   is   over.   Enemies are   able   to   kill   unconscious   characters,   but   must   use   a   main   action   to   do   so;   typically,   minions   and   other   minor   foes   are more   focused   on   defeating   the   entire   party,   rather   than   finishing   off   any   one   particular   character.   If   the   entire   player   party is rendered unconscious, they may be taken prisoner or finished off, depending on the priorities of their enemies. RESTING When   a   character   does   nothing   strenuous   for   at   least   eight   hours,   they   are   considered   to   have   taken   a   full   rest.    When   you   take a   full   rest,   you   recover   all   HP   you   have   lost   up   to   your   maximum,   and   any   abilities   that   have   been   shut   down   become reactivated. Resting removes some, but not all, status effects. FOLLOWERS Some    characters    have    followers--minions,    henchmen,    or    companions    that    follow    their    orders.    A    follower    does    not    gain additional   actions--the   character   may   take   a   main   action   on   their   turn,   or   the   follower   can,   but   they   do   not   both   get   to   take   a main   action.   The   main   character,   and   their   followers,   collectively   get   one   main   action   and   the   normal   limit   on   side   actions   for   a single   character.   Most   followers   do   not   have   access   to   their   master   character’s   abilities   or   stats,   but   may   have   abilities   or   stats   of their   own,   and   their   own   HP.   Followers   that   reach   0   HP   are   considered   critically   injured,   but   will   be   revived   when   the   main character takes a full rest. EXTREME COLD Characters   and   enemies   exposed   to   extremely   cold   environments   begin   to   suffer   for   it   after   an   extended   period   of   time.   At   an effective   wind   chill   temperature   of   0   degrees   Fahrenheit,   characters   and   enemies   alike   will   automatically   take   1   damage   every half   hour,   and   be   inflicted   with   Freezing   status.   At   a   wind   chill   temperature   of   -20   Fahrenheit,   those   not   immune   to   the   effects   of extreme   cold   will   take   1   damage   every   minute,   and   at   -50   degrees   or   below,   anyone   not   immune   to   the   cold   will   take   1   damage every round.