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Infinity RPG - Alpha v1-2
  © Copyright Modiphius Entertainment. Not for distribution Infinity Roleplaying Game Alpha Playtest v1.0 Core Mechanics This section provides an overview of the concepts central to the Infinity roleplaying game including skill tests, momentum, Infinity   points, and the Heat   pool. Dice Rolls A number of actions performed by the player characters or NPCs require dice rolls. When rolling dice, lower results are better than higher results. This is true with both d20s and Combat Dice [CD], but there are slight differences with how the two dice types are evaluated. [[Begin Sidebar Text]] What’s a CD? A CD is a special type of six sided die. When a [CD] dice rolls a 1 it gives a result of 1, likewise a roll of 2 reports a 2. If a 6 is rolled, it may trigger a special effect depending on the rule or equipment granting the dice. Results of 3, 4, or 5 are ignored. For example, Brand Barton successfully shoots a Ganger with his Combi Rifle. The weapon has a damage rating of 1+[CD]5. The player rolls five six-sided dice and generates [1,1, 2, 4, 5]. The attack inflicts 4 base damage (4 damage from the dice (1+1+2) + 1 static value). [[/Sidebar]] The Skill Test The main game mechanic that determines character success or failure is called the skill test . A skill test is required when a character attempts a task where the outcome is in doubt, or there are consequences for failure. When asked to perform a skill test, a player rolls two d20s, hoping for low results on one or both dice. A task can be affected by several other elements, including attributes, skills, bonus success, and difficulty. Skills test Difficulties are described as D1, D2 or more, requiring that number of successes. Attributes Each character is defined by eight attributes. These attributes indicate a character’s inherent abilities, or their physical and mental limits. Agility, Intelligence, and Strength are examples of attributes. Most attributes for player characters range from 6 to 12. Higher  © Copyright Modiphius Entertainment. Not for distribution attribute ratings reflect greater ability. To perform a basic skill test, a player rolls 2d20 and tries to roll equal to or lower than the tested skill’s attribute  on one or both dice. For example, Adam is asked to make a skill test that uses his character’s Intelligence.  Adam’s character has Intelligence 9 and no related training in the skill. When making a skill test based on Intelligence, Adam wants to roll 9 or less on at least one of the two d20s he will roll. Skills & Expertise Skill tests call on a particular skill, which is a focused application within an attribute. For example, Knowledge and Science are skills based on the Intelligence attribute. A player may have one or more ranks of expertise training  with a particular skill, or may be asked to attempt a skill test using a skill in which he has no expertise training. When making a skill test using a skill with which a player has ranks of expertise training, expertise ranks are added to the related attribute to indicate the target number a player must roll equal to or less than on a d20 in order to achieve a success.  Adam’s character is asked to make a Science skill test. Adam’s character has two ranks of Expertise in the Science skill. Adam adds these ranks of Science Expertise to his Intelligence rating of 9. Adam will generate a success on a result of 11 or less (9 + 2) on one or more d20s. Success & Focus When performing a skill test, a player generally needs to generate a success on one or both of the d20s rolled in order to pass. If the player rolls equal to or less than the attribute, plus ranks of skill expertise, he generates one success as outlined above. Skill training can also improve one’s Focus with a particular skill. Focus indicates the range on a d20 within which a player generates additional success when using the related skill. If a player rolls equal to or less than the skill’s Focus rating on a d20, the skill test generates one additional success. Since basic skill tests have the player rolling 2d20, it is possible for multiple dice to roll equal to or less than a skill’s Focus rating, which would then trigger one additional success for each die that falls within the skill’s Focus rating.  Adam makes a Science skill test against his character's Intelligence 9 and Computer Expertise 2. Adam also has Computer Focus 2, meaning any die result of 1 or 2 on a d20 will generate an additional success. Adam rolls 2 and 8 on his 2d20. Both numbers are equal to or less than the character’s Intelligence + Computer Expertise, which generates two successes (one for each die). The 2 is also equal to or less than the character’s ranks of Computer Focus, which generates one additional success. For this skill test, Adam has  generated a total of three successes. Some special talents, equipment, teamwork, or highly specialised training may increase the number of successes generated while performing specific types of skill tests. Repercussion Repercussion may trigger severe consequences beyond the scope of a simple failure on the skill test. Repercussion occurs when a character rolls one or more natural 20s, or generates results within a character’s repercussion range, determined by the amount of Stress from which the character is currently suffering. When a repercussion occurs, the GM has the opportunity to either impose a Complication to the task resolution for each natural 20  © Copyright Modiphius Entertainment. Not for distribution rolled, or add two HEAT points to his pool. Complications are dealt with in more detail in the core rules but can include things like no longer being in cover, dropping something, etc. Momentum When a player passes a skill test, there are a number of ways in which it can be resolved. For many tests, the only important result is whether or not the test was successful. Other times, the magnitude of success is important. When performing a skill test, the number of successes generated is compared to the skill test’s difficulty rating. As long as the skill test generated a number of successes equal to or greater than the difficulty rating, the character passes the test. However, when the number of successes generated is greater than the difficulty rating, the skill test not only passes, but results in a higher quality or magnitude of effect. The difference between the number of successes generated and the difficulty rating becomes momentum   —  a resource the player can use to fuel a variety of different effects. For example, in combat, this momentum may allow a character to inflict additional damage, target a specific location, or disarm an opponent.  Adam’s character generates three successes after passing an Average (Difficulty 1) Science test. Not only does the character pass the test, he has two momentum (three successes minus D1 rating) that he can spend to improve the magnitude or quality of the computer test, such as completing the task in less time, or learning an additional piece of information. Some special talents or affiliation abilities may increase the amount of momentum a character generates while performing specific types of skill tests. nfinity  Points Player characters have access to a special type of resource called Infinity   points or IPs. This reflects the fact that the player characters are cut from a different cloth than the average person. Whether or not they are viewed as heroes, the player characters are destined for greatness. These IPs are used to accomplish a wide variety of possible goals. Since a character’s pool of available Infinity   points refreshes at the beginning of each session, players are encouraged to spend Infinity   points to influence the story and perform heroic actions. A character cannot have more than five Infinity   points at any given time. Since players will be rewarded with additional Infinity   points during play, they should be sure to use their Infinity   points often enough that they can benefit from bonus points awarded by the GM. Infinity   points may also be awarded by the GM during a session to reward players for good roleplaying, clever plans, successfully overcoming difficult challenges, or using teamwork. Players may have other opportunities to gain Infinity   points by achieving certain goals within an encounter, reaching a milestone in the story, or choosing to be the one to suffer the consequences of some dire event. As a general guideline, there should be two to three opportunities for players to gain Infinity   points per hour of play. Here are just a few of the ways Infinity   Points can be spent during play:  © Copyright Modiphius Entertainment. Not for distribution Add an Auto-Success d20 to a Skill Check . A player can add an extra d20 to any skill test for one Infinity   point. The extra die is placed on the “1” face and automatically generates successes as if it were rolled as part of the skill test.  Perform an Additional Action . During combat, a player can usually only perform one combat action on his turn. By spending a Infinity   point, he can perform a second combat action.  Recover Light Wounds . A player can catch his breath and recover all light wounds in one hit location by spending a Infinity   point. eat  Points The GM begins play with a number of tokens in his Heat  pool. The Heat  pool reflects the growing threat of the opposition. Over the course of a session, the Heat  pool will fluctuate greatly. The eat  Economy Heat  points will, throughout the course of a game, move back and forth from the GM’s pool. Ideally, this will happen frequently and in great quantity — players will pay points into the pool by taking a variety of actions, while the GM will spend those points to keep the game moving and developing. It is worth considering an important matter of terminology when discussing Heat  points early on. A variety of actions and other options that a character may undertake — for example, Response Actions in combat — cost one or more Heat  points. The nature of this cost is expressed in two ways, depending on whether the character undertaking the action is a player character or a non-player character. Player characters, who have no Heat  pool of their own to draw upon, always  pay    Heat  points into the GM’s pool. Non player characters, who draw upon the GM’s Heat  pool, always spend   points from that pool. Non player characters typically employ the Heat  pool in place of the numerous pools of resources that a player character can employ. NPCs cannot bank momentum, but instead can convert Momentum to Heat points. NPC’s do not use reloads and other equipment resources as player characters do — the Heat  pool serves in place of these resources, ensuring that the GM only has a single pool of points to manage. A variety of different game events allow the GM to add more tokens to the Heat  pool. For example, The final conflict with a major adversary or An alien environment   with strange gravity   might generate Heat  points. However, the players are the main source of Heat  points, and may inadvertently or consciously increase the Heat  pool. Here are just a few examples of how the players may add Heat  points:   Repercussion . When a character suffers one or more Repercussions on a skill test, one of the possible outcomes is adding two points to the Heat  pool for each Repercussion. 
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