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- | ====== Operations ====== | ||
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- | Operations as defined by the Annulus ruleset includes anything that adventurers do to manipulate, analyze, investigate or reform mechanisms, objects, structures or scenes to achieve a desired result. This includes but isn't necessarily limited to activities such as: | ||
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- | * Picking a lock. | ||
- | * Hacking into a database. | ||
- | * Disabling a mechanical trap. | ||
- | * Patching up a wounded companion. | ||
- | * Picking up the trail of a fugitive. | ||
- | * Forging official documents. | ||
- | * Sabotaging a wagon wheel. | ||
- | * Jamming a door shut. | ||
- | * Hotwiring a motorcycle. | ||
- | * Fixing an engine. | ||
- | * Checking a crime scene for clues. | ||
- | * Drawing a magic circle. | ||
- | * Building a raft from driftwood and junk. | ||
- | * Unclogging a toilet. | ||
- | * Performing surgery. | ||
- | * Escaping from confinement. | ||
- | * Removing a key from around the neck of a sleeping ogre. | ||
- | * Making a decent copy of the writings in a ruin. | ||
- | * Reforging a sword of legend. | ||
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- | All operation activities use the same method to resolve success or failure and are known as Operation Challenges. | ||
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- | ==== Setting Up ==== | ||
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- | The difficulty of a given operation challenge is measured in dice, with two-die operation jobs being the simplest. As more and more dice are added to a job, it comes to represent a greater and greater level of challenge. | ||
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- | To set up an operation challenge, the GM rolls a number of 12-sided dice equal to the challenge level of the job in question and places them in a line in the order they were rolled. For example, if the GM rolled a 3, 5 and a 3 for a three-die challenge, they would line them up like this: | ||
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- | [7][9][7] | ||
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- | The goal of a tinkering challenge is to make it so every die in the challenge is exactly one number different from every die it neighbors. For example, a sequence of [1][2][3] is a valid solution, as is [3][2][1] and [1][2][1]. If for some reason an operation challenge has only one die, then it is an automatic success no matter what number is displayed on said die. | ||
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- | ==== Operation Actions ==== | ||
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- | In the above example of [7][9][7], the three numbers are not a valid sequence since the [9] is 2 points different from both of the [7]s beside it. Fortunately, | ||
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- | A creature could therefore change the above example into this: | ||
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- | [7][8][7] | ||
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- | with just 1 action, leading to a success and completing whatever goal the operation was meant to accomplish. | ||
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- | ==== Jams ==== | ||
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- | Every time a creature makes an operation action on any die in an operation chain, they must first roll a six-sided die to see if they screwed something up or otherwise made things more difficult for themselves. On a result of 1 or 2 the die that they were about to tinker with " | ||
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- | A jammed die cannot be manipulated any further in any way. If dice are jammed in such a way that solving the operation challenge is impossible (such as by having two adjacent dice with numbers more than 1 point apart both jam) then the operation challenge fails. | ||
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- | ==== Hidden Dice ==== | ||
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- | Sometimes not all the parts of an operation are immediately apparent. When the GM rolls the requisite number of dice for a challenge, they first secretly roll an equal number of six-sided dice in a line in the order that they are rolled where none of the players can see. These six-sided dice correspond to the player-visible twelve-sided dice. Any of the six-sided dice that display a result of 1, however, are considered " | ||
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- | For example, say a GM decides that a given challenge has a difficulty of four dice. They secretly roll four six-sided dice and get the following results: | ||
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- | [5][1][4][3] | ||
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- | The presence of a 1 means that one of the dice in the challenge is hidden, so the GM rolls 3 12-sided dice in plain view of the players. The players solve the current challenge in all ways as if it were a 3-die challenge, except that upon " | ||
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- | ==== Sequence ==== | ||
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- | As a review, this is the basic sequence of events for a tinker challenge: | ||
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- | - GM secretly rolls as many six-sided dice as the challenge calls for and lines them up. | ||
- | - Gm then rolls a number of 12-sided dice corresponding to the number of six-sided dice that are not displaying 1s and lines them up for the players. | ||
- | - Player points to a die and declares what they wish to do to it (such as " | ||
- | - Player rolls for jamming. If the result is not a jam, their declared plan of action is carried out. | ||
- | - If the result is a jam, the die they were pointing to immediately jams on its current number and is not changed in any way than before they made their declaration. | ||
- | - Player continues until either finishing the challenge or enough dice are jammed in such a way as to make that impossible. | ||
- | - If the challenge is finished with no hidden dice, the players acheive their objective. If not, a single hidden die is revealed and inserted into the chain in the appropriate location. | ||
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- | ==== Op Abilities ==== | ||
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- | Op abilities are special tricks or mechanical advantages your adventurer can use to make overcoming operation challenges easier. See the Op Abilities page for more details. | ||
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- | ==== Collaboration ==== | ||
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- | Multiple creatures can work together to pass a single operations challenge, each taking a turn to make adjustments or use advantageous op abilities they may possess. However, only up to four creatures may collaborate on a single challenge at once. Once four distinct creatures have all interacted with a single challenge in pursuit of the same goal, no more may participate. | ||