Fast Play

The Fast Play section is designed to give you a brief overview of Seasons Pass, including the key concepts and roles involved in the game.

Concepts

The core concept of the Seasons Pass game is that you the players form a team of mercenaries. To that end, we suggest that you build your characters together and arrange yourselves to cover diverse roles. Many of the game rules, especially in combat situations reflect the team oriented nature of the game. Initiative, for example, is rolled as a team, and you all go at the same time, which places the emphasis on team tactics. Another combat concept in Seasons Pass is that combat is realistic to the point that cover and concealment are necessary for survival.

It's important to understand that this game takes place in a modern setting, hence Warrants. In Seasons Pass, deadly combat is one of your last resorts. Out and out killing will get you a warrant unless it's totally justifiable. Also, combat in Seasons Pass is extremely lethal and the specter of Total Party Kill is a real danger. This means that the standard game technique of going in guns blazing is going to leave you or your friends dead, or worse, arrested.

Character Creation

There are a number of steps involved in Character creation and more detailed explanation is given in the Character Creation section.

Step 1: Choose a role that your character will fullfil. These roles are Military, Scholar, Technician, Face, and Mage.

Step 2: Choose a Profession. The professions available to your Character are a direct result of your choice of Role. For example, if you choose Scholar as your Role, the professions available to you are: Researcher, Surgeon, Teacher, and Student. Your profession also comes with a Trait and some starting equipment.

Step 3: decide whether you wish to purchase a Racial package. Since each character begins a standard human being, you must purchase racial packages to change that. Also because each character begins as a standard human, each of these packages may be purchased either at creation or at a later time. For the basic cost, you will gain several advantages that come to al members of that race, however, the powers that a certain race is known for may cost extra. For example, if you purchase the cyborg package, you will have to choose whether you wish to be a Hard-Bodied, Soft-Bodied, or Organic cyborg. Let's say, you chose the Hard-Bodied cyborg. You would receive the following advantages and disadvantages: No Pain, No Fatigue, Easy to Mark, Space Adaptation, Energy Resistance, and Vulnerability: Electric Damage. In order to gain any Attribute bonuses and/or special abilities, you would have to purchase a specific chassis.

Step 4: Allocate the rest of your starting Experience. These may be spent on Racial Powers and other Traits, attributes, Skills, Advantages and Disadvantages.

Step 5: Purchase the remainder of your equipment. A starting character gets 5 equipment points and 10 points of Pocket Change.

These 5 easy steps will allow you to create a complete character.

Dice

In Seasons Pass, two types of dice are used. The first, which is used for attributes and skill specialties, is the 10 sided die (d10). For skill groups, as well as some other types of rolls the six sided die (d6) is used. In order to make a roll, a combination of these are rolled and the number of successes, 5+ on d6's and 6+ on d10's, are added up.

In Seasons Pass almost all die rolls come down to a simple formula: Attribute + Skill Group + Skill Specialty (if applicable). These numbers form the dice pool that you are rolling. If the number of successes is equal to or higher than the target number, then the roll is successful.

For example, say that Steve has ●●● in Dexterity, ●●●● in Guns, and ●● in Pistols. If Steve wanted to shoot the gun out of his opponent's hand with his six gun, he would roll dice dice equal to his Dexterity + Guns + Pistols, which adds up to 5d10 and 4d6, 3d10 come from Dexterity with the others coming from his specialty in Pistols and the 4d6 all come from the Skill Group Guns.

Law of Awesome

This game is intended to allow both the GM and the players to do really fun and cool things.

seasons_pass/fast_play.txt · Last modified: 2011/06/04 15:34 by brian
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