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In a Wicked Age
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===Basics=== Characters have six attributes: *For Myself *For Others *With Love *With Violence *Covertly, and *Directly. Each attribute is represented by a die, as an example, one character may have a d12 for "For Myself". Conflicts are resolved by picking two attributes, and rolling them for each character. The character with the highest single die roll wins the initiative, declares what he's doing and who (of the players who rolled for initiative) must 'answer' (i.e. roll against) him. The answering character then rolls against the first score. If the answering character rolls twice the initiators score or more, the initiator is eliminated; if the answering character rolls half or less then they are eliminated. Otherwise, whoever rolls a higher total gains the advantage. Advantage is 1d6 added to your highest die for the next round. Initiative then passes to anyone remaining who didn't either make a roll or answer one. This completes a round of conflict. On the third round of conflict the high rolling character eliminates the lower. There is no fourth round. The winner(s) narrate the results of the conflict, and may inflict either injury or exhaustion on the losers, reducing their dice. They can also inflict any effect they can negotiate with the loser instead of injury of exhaustion—for instance, being disarmed, or seduced. A player character who lasts at least one round against a character with larger dice has his name added to the "We Owe" list. If you choose to delete your character's name from this list, you gain an advantage die, or may bring the same character into a later adventure. The "We Owe" list serves as a form of experience points, as well as determining the character's relative importance to the story. It encourages a "heroic" mindset of taking on difficult challenges.
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