Ranks
Ranks are used to define specific narrative or mechanical significance to each step of an asset's dice rating.
Last updated
Ranks are used to define specific narrative or mechanical significance to each step of an asset's dice rating.
Last updated
An asset's dice rating represents its innate qualities and overall utility. For example, the qualities of a sword might include the strength of its steel, the sharpness of its edge, and its balance. As the dice rating for the asset improves, it implies the item's innate qualities are better and therefore help a character succeed. For simplicity, the game system doesn't define specific qualities for assets or how they are specifically improved with each dice rating progression.
Ranks are used to add that specificity. They can define how the quality and utility of a type of asset improves as the dice rating increases. Ranks are used to attach custom rules to the progression of a specific asset type.
Ranks are a versatile mechanic that can be applied to many different types of assets. The following are some examples of how ranks can be used.
RARITY/COST: Ranks can define an increasing rarity and associated cost increase. For example, magical artifacts with a higher rank may unlock special powers or abilities.
EFFECT: Ranks can be used to define specific mechanical or narrative effects for a type of asset. For example, body armor could be defined as light, medium, and heavy. Each rank might provide specific drawbacks and benefits for each rank.
SENIORITY: Ranks can be used to define specific narrative benefits for a character's seniority within a hierarchy. A position of authority like the employment level in an organization might unlock access to additional corporate resources like information, equipment, or control of other employees.
STATUS: A rank can be used to represent some permanent status within the game world. Higher ranks might unlock specific levels of credit or grant a bonus for acquiring resources within the game setting or influencing non-player characters.
To define a ranking, identify a type of asset and create a table outlining the specific qualities and utility for each step in the dice rating.
EXAMPLE: ARMOR
Armor protection defines classes of armor and their benefits and drawbacks.
RATING | RANK | DESCRIPTION |
---|---|---|
D4
None
Normal clothing offers little to no protection beyond minor scrapes and scuffs.
D6
Light
Light armor offers basic protection and is designed for agility and stealth. It typically includes materials such as padded fabrics, leather, and other flexible composites. Examples include a thief’s leather vest or an archer's padded gambeson. This type of armor is favored by those who prioritize speed and maneuverability over confrontation. This type of armor is capable of absorbing 1 point of harm from an attack but adds a level of stress to the asset for each hit.
D8
Medium
Medium armor provides a balanced approach between protection and mobility. It often incorporates hardened leather, chainmail, or combinations of metal and padded layers. An example could be a chain shirt covered with a leather breastplate, worn by soldiers or rangers. This type of armor is capable of absorbing 2 points of harm from an attack but adds a level of damage to the asset for each hit.
D10
Heavy
Heavy armor offers the highest level of protection, typically constructed from thick metal plates, or Kevlar, covering most of the body. Full plate mail or a heavy breastplate are common examples. This armor significantly reduces mobility in favor of maximum defense. This type of armor is capable of absorbing up to 3 points of harm from an attack but adds a level of damage to the asset for each hit. Wearing heavy armor also imposes a disadvantage to actions that require mobility or dexterity and reduces overall movement speed and distance.