Second Dawn System
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Second Dawn uses a variant of the WACKD Live system originally developed by Adam K.
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[edit] Basic Mechanic
Characters have three attributes: Physical, Mental and Social. For each attribute, you have a defense and a pool rating. Your defense value never changes. Your pool rating only determines the maximum number of points (or “pool points”, or “karma” if we forgot to change the word somewhere) you may hold at any time.
When you wish to use a power (sometimes called an “ability”, same thing) on someone, that power will have a card, which you will show to the target. Assuming that the power involves a challenge, the card will, among other things, show a strength.
Each player then secretly selects a number.
- The initiator’s value is strength + # of points spent (minimum 1).
- The defender’s value is defense + # of points spent.
- If allies are allowed, they add 0 + # of points spent.
- In combat, an ally who has no Combat powers adds 0 + half # of points spent.
The higher total wins the challenge. If the initiator wins, the card’s effect takes place. If the defender wins, nothing happens. Defender wins ties.
If the initiator has no available pool points in the relevant attribute, they cannot initiate that challenge (though they may be able to use non-challenge abilities).
Normally, powers do not allow people to ally on either side. A power with the “Group” quality allows allies.
The human range for Defenses and Pool Ratings is from 1-5. The average value in the world is 3, or marginally above for the characters here. The vast majority of values range from 2-4.
Modification: If your power has a variable Strength listed (e.g., based on user’s Defense), you should tell your opponent what value you are actually using.
[edit] Power Cards
Power cards contain a few more fields of note.
- Challenge indicates the type of challenge, if any.
- Qualities; see below.
- Requirement is something you must do before you can use the power.
- Effect describes of the in-game result, when it might not otherwise be obvious. Please take these at face value; e.g., if it says “A touch on the arm,” your character should really think of the event as a normal and unremarkable touch on the arm, even if the System indicates that you have been given a horrible infectious disease of doom.
- System describes the system effect.
Other fields do exist, and should be self-explanatory.
[edit] Qualities vs. Symbols
Characters have symbols on their nametags. Powers and Items have qualities on their cards. If a quality is an English word (e.g. “Group”), its meaning is obvious to anyone reading the card. If the quality is a code (e.g. “R”), then you cannot perceive or interpret it unless you have a power that specifically allows you to do so.
Some examples:
- “Group” powers allow people to aid, on either side unless stated otherwise.
- “Obvious” powers should be shown to everyone close by. Normally, you only show the power to your target.
- “Broken” items may not be used. Do not discard them, however; someone may be able to repair them. (If you wish to break an item, use your judgment to determine whether or not it’s realistically possible; if so, just write in “Broken.”)
- “One-use” powers or items should be discarded (not Broken) after use.
[edit] Combat
Combat challenges are almost always Obvious and Group. If you are attacked, you may reveal a Combat power of your own. Then, combat can be resolved in a single challenge; whichever person wins applies their power to their opponent. (Nothing happens on a tie.) If the defender has no Combat power, then it works like any other challenge; they use their Defense rating, and nothing happens if the defender wins.
Normally, people who aid are not affected by the combat result on either side, only the initiator and their intended target.
If you are trying to provide aid, but you have no combat ability of your own, halve your total (round down).
Modification: The usual result of combat is becoming disabled. A disabled character may not initiate any powers, and may not move without assistance (and therefore may be dragged around). Certain abilities may only be used on a disabled person. Such abilities are highly subject to distractions; anyone else present trying to interrupt will make them impossible.
Modification: If you have a disabled character in your custody, they may be shaken down. If you do so, you may look through their items and take any one. If you’ve been shaken down, you may not be shaken down again for 15 minutes.
Generally, “non-lethal” combat will result in the loser becoming disabled until the winner lets go of them, while “lethal” combat will result in the loser becoming disabled permanently (or until cured). The combat power will specify this.
[edit] Recoveries
All character sheets will have a set of “recoveries” listed. These are your personal ways of acquiring more Points. If you meet one of those conditions, you may choose to gain the amount of points listed, in any combination of your attributes.
All characters also have the following universal recovery:
- Have a five-minute conversation with someone new (+1 point, once per character)
Locations may provide additional recoveries, only usable therein.
Any recovery (or power, for that matter) that requires a conversation of set length will only apply to conversations in which no power is used.
[edit] Economy
One common Quality to be found on items is “Valuable.” This is a categorical statement, rather than a precise one; it is up to you to decide whether or not one Valuable item is worth somewhat more or less than another. Some rare items may be “Extremely Valuable.”
[edit] Charges
Some Items have Charges. If you use the item, put a mark in one of the boxes there, so that if the item changes hands, the new owner knows how many charges remain. As with “Broken” items, do not discard the card if the charges run out, there may be ways to recharge it.
[edit] Locations
In addition to descriptions and recoveries, location signs will have two ratings: Crowd and Security. These values represent the approximate number of NPC partygoers and security guards in the location, respectively. If you do anything remarkable, destructive or obviously illegal (including any fight more serious than fisticuffs) in a location with either a crowd or security rating above 0, see a GM, because people will find out! If the location is full of players who’re likely to spread the word on their own, you may not need to do so; use your judgment. Also, there’s no rush.
Modification: In order to make this process more explicit, it is now impossible to perform lethal attacks in locations with Security. This has been printed on the power card for such attacks, so you can’t forget.
Note that personal weapons of all sorts (except black science, of course) are entirely legal to carry, but their use at the party is forbidden due to security needs.
Modification: Note that powers which bypass fixed values (i.e., crowd/security ratings) generally have a Strength of 1. This means, conveniently enough, that you must spend a number of Points equal to the printed target value. For example, if the target value is 1, you must spend 1 Pool Point to raise your total from 1 to 2, since defender wins ties.
[edit] Ratings
Your character sheet will have a set of “ratings” at the top of the System section. Most of these are not apparent. The primary exception is “Pilot,” which represents your ability to drive, sail, pilot or fly moving vehicles of various sorts. A Pilot rating of 0 means you can do no such thing.
Even if you can interpret a rating, your character will not have quantitative knowledge of it. You may know that you can fly a spaceship, but you can’t tell people that you can fly with a 2.
[edit] Luck
Doing nice things for the game will earn you luck. The main sources of Luck are lending props, sharing significant amounts of costuming, and having gotten your survey in by February 11th.
A point of Luck can be spent at any time as if it were a Pool Point from any attribute, regardless of your Pool Rating or many points you currently hold. Thus, it can cover in emergencies, or allow you to get a higher total than normally should be possible.
[edit] Freedom
Modification: If you think your character should be able to do something not covered by your list of abilities, see a GM.
[edit] Being a Punk
Please don’t hit people repeatedly with the same challenge (or a pile of challenges using the same attribute) during a single scene. Similarly, if someone defends themselves in Combat, let them escape before you try to do anything else.
Don’t be a punk. This is not a zero-sum game; it’s not about making sure your character wins.