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Target Numbers

 

Dice

Target Numbers

When Not To Roll

Using Skills

Penalty For Being Unskilled

Automatic Success

Using Skills Against Others

Modifiers

The Primary Bonus

Legacies

 

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Dice

Immortal is foremost a game of narration, not of mathematical statistics and unwieldy dice rolling. In its perfect incarnation, the game uses no mechanics at all, relying instead on the impartial judgment of the narrator, his willingness to create a story tailored to the enjoyment of his players, and the trust of those players to allow him to weave the story.

This ideal method of play is not suitable for everyone. Some players and narrators like more structure to the game, a framework of rules which provides consistency and minimizes objections to the narrator’s decisions, especially where game combat is concerned.

Immortal utilizes ten-sided dice to determine the outcome of various tests to the character’s abilities. In most cases, players make the rolls for their characters, although the narrator makes rolls for all non-player characters or sometimes makes secret rolls to determine challenges of the players themselves. The use of dice reflects the randomness of chance present even in real life. No two battles are the same, nor is the performance of a character. He may be at peak readiness during one battle or mentally unsure during the next.

Immortal color codes it’s dice according to the attribute that is being challenged. A blue roll means that a blue ten-sider (d10) is rolled; the blue roll means the character’s perception is being challenged since blue is the hue of the aura which governs perception. Players do not have to possesses colored dice to play Immortal. Any d10 will do. When rolling it, the player simply indicates the color of the roll he is making.

 

Target Numbers

Whenever a challenge to a character’s abilities arise, a target number comes into play. The narrator decides how difficult a certain action, under the present game circumstances, is to perform. He sets a target number to represent the difficulty in overcoming any obstacle to the character’s success. A character might, for example, encounter a deep chasm over which he wants to leap. The narrator decides on a target number of 12, indicating that the chasm is quite wide and therefore difficult to leap.

Players roll the d10 against target numbers and add the proper attribute being challenged. The roll + attribute must equal or exceed the target number, or the action fails.

 

For Example: The narrator tells his player to make a orange roll (indicating that his strength is challenged) to determine if his character successfully leaps over the chasm. The player declares his orange roll, rolls a d10 and adds to the result his own strength. Let’s say he rolls a 5 and adds his strength of 5. His result is a 10, not enough to clear the other side of the chasm.

 

For Example: Having failed to clear the chasm, the character is now in danger of falling into it. The player tells the narrator that his character will attempt to grab hold of the other side of the chasm to prevent his falling. The narrator decides the target number for successfully accomplishing this feat is a 9, and that it will be a yellow roll because agility is now the attribute being challenged. The player rolls a 4, adds his agility of 6 for a total of 10. He successfully clings to the side of the chasm. Now he can pull himself up without ceremony, unless the narrator decides that the edge is crumbling and another agility challenge is in order.

 

When Not To Roll

Target numbers should never be overused. If a player is being challenged to roll dice for every action, the game soon becomes bogged down. Narrators should reserve target numbers for moments of intense drama where the random element of the dice can alter the future of the characters. If, in the example of leaping the chasm above, the player had missed his second roll, his character would have plunged into the chasm. The narrator should be prepared for this possible outcome and have plans. Perhaps the chasm leads to a place where the fallen character can explore, maybe to the advancement of the plot. If the narrator wants to keep all the characters together, he should not require the player to roll to determine if his character leaps the chasm. He should just allow it.

 

Using Skills

The narrator may decide that a situation calls for a certain skill to complete a task. A good example is computer programming. A character who attempts to hack into a secure Internet account will need more than the red (will) roll and his attribute. He will need knowledge too. This is where the levels of skill are applied to the roll.

 

For Example: Allyns the Arachne Emissary wishes to tap into an Internet account and leave a message from his employer to an enemy. Because Allyns, like the rest of his people, like to use fear against their enemy, the message is probably a promise of exquisitely painful death.

Alex, the player, is told by his narrator that the target number for breaking into this account is a 15, pretty tough. Furthermore, the roll requires the use of a skill, hacking. Alex smiles gleefully, since his character possesses a hacking skill of 4 (a master level.) Alex makes Allyn’s red roll (a 6) adds his will (6) and adds his hacking skill of 4. The total roll is a 16. Allyns successfully hacks into the account.

 

Penalty for being Unskilled

Narrators have two choices when confronted by players who do not have the skill required to successfully complete an action. Option one is to deny any attempt to perform the action without the skill. In other words, had Alex not possessed the hacking skill, his narrator could have told him that it is impossible, short of using his supernatural powers, to leave his death threat.

Kinder narrators may opt to allow the attempt without the necessary skill. In this event, the target number increases by 5 against the roll of the player to determine the outcome of success. If the roll fails, the character may not make a roll requiring that same skill thereafter until he gains at least 1 rank in the skill. In other words, option one takes effect.

 

Automatic Success (Recommended Optional Rule)

The need to roll can be eliminated if a person has a high enough skill rank to defeat the target number automatically. One rank of skill automatically defeats 3 points of the target number. The automatic success roll gives a player the option of building his skill instead of his attributes to overcome challenges.

 

For example: Allyns’ target number was a 15 to hack into his victim’s Internet account. If he possessed a hacking skill of 5 (instead of the 4) he could declare automatic success. A rank of skill equals 3 against the target number. 5 times 3 = 15. Allyns could not, however, convert his 4 ranks to 12 and add 3 from his roll. Automatic success only succeeds if the skill rank x 3 equals or exceeds the target number.

 

Using Skills Against Others

Probably the most commonly used skills in Immortal are those which enhance combat. Martial arts, weapon skills, dodging and others are often the key to victory against lesser skilled opponents. Using a skill against another opponent is identical as using one against an inanimate object or situation. Keep in mind, however, that your opponent is applying skills to his own roll.

Quicknote: Automatic success can never be applied in a situation where one skill opposes another.

 

Modifiers (Hostiles) (An Optional Rule)

Quicknote: Hostiles (modifiers) will complicate the resolution of combat and other challenges. You can play the game without them. They exist to more accurately simulate real situations. Narrators should discuss with players whether these additional rules will enhance play. If not, they should be ignored.

Modifiers are additional target numbers separate and distinct from the main target number (the primary) players roll against. They represent additional difficulties present during an attempted action.

For example: Allyns is attempting to hack into his enemies Internet account to leave some provocative threats. The narrator determines that the difficulty is 15. In this scenario, the narrator also determines that Allyns is rushed. . .there are people coming down the hall, forcing him to complete his task in a hurry without making mistakes while avoiding detection. This is where the modifier, known as a hostile, comes into play. Allyns must now defeat the first target number (the primary) but also must defeat the secondary target number for being rushed (the hostile.) As in the above example, Allyns had a primary of 15 which he defeated with a total of 16. The narrator decides how rushed Allyns is and sets a hostile target number of 12. Allyns rolls a second d10 to defeat the red (will) hostile. He rolls a 5, adds his will attribute (6) for a total of 11. He cannot add his hacking skill since the difficulty involves concentration under pressure more than knowledge. Because

Allyns’ total is an 11 against the 12 target number of the hostile, he would normally fail the entire attempt to crack the security of his enemy’s account.

 

The Primary Bonus (Optional)

Allyns might have failed his attempt to hack into the account but for the blessing of the primary bonus. This rule is simple: Any points scored above the primary target number can be applied against the target number of hostiles. You will remember in the example Alex scored a 16 when he needed only a 15 to succeed. His extra point can be put to other uses, applied against the hostile. Alex’s score of 11 now becomes a 12 and successfully defeats the secondary target number. He not only succeeds in hacking into the account and leaving his note, but will be gone without a trace before the individuals coming down the hall reach the room.

 

Legacies (Optional Skills)

Hostiles are, for the most part, distractions or inconveniences. Examples include fog, which hinders vision; close-quarters, which makes swinging a weapon more difficult; or fear, which makes taking any action difficult. Normal skills are not applied toward hostiles because they are knowledge base, rather than advantages that allow the character to ignore the distractions or inconveniences.

There are a number of skills which can be used against hostiles. These are innate gifts possessed by a character rather than learned information.

 

For example: Allyns has a legacy he calls concentration. He buys this legacy as he would a normal skill (with a cost complexity always at 5). The legacy allows him to remain focused despite any noises or other distractions that might occur, allowing him to do his work with utmost efficiency. The legacy is designated a red roll since it involves concentration, an exercise of will.

Having the spider as his true form, he buys the legacy at rank 4 to model the cold detachment of arachnids. When asked to roll against the hostile arising from being rushed, Allyns’ suggests that his concentration legacy would serve him. The narrator agrees and allows him to add 4 to his roll, giving him a total of 15, 16 if he counts his primary bonus. Of course he overcomes the 12 target number of the hostile with impunity.

Even better, the narrator allows the automatic success rule in his game. Since Allyns has his legacy at rank 4, he automatically defeats the hostile without rolling (4 times 3=12, matching the target number of the hostile.)


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