Finish the Fight

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Finish the Fight Finish the Fight 1 | P a g e Inspiration Listen up marines! I do not have time for your scared kid Success/Failure. Merely take the difference between your putty patty. Right now, out there in the black void you call roll result and your Threshold and round down the next space is a whole lotta aliens that want you, me, and every integer and add one. Merely succeeding or failing gives you human on this god forsaken rock dead. And all I got is welps that extra one to your degrees and every ten points of like you I gotta beat into shape with fine tools the corps has difference beyond that gives another. If you’re having blessed me with. trouble dividing by ten, just shift the decimal place over one When I have finish molding into shape every single one of position to the left, 11 becomes 1.1 which rounds down to you will be one man alien killing machines. When I am done 1. with you, you’ll be able to take this set of toe nail clippers Some characters will have a Threshold above 100 on a and kill any alien son of a bitch dumb enough to get test. These characters are highly skilled at their job and between you and your god given objective. The Covenant have no chance to fail at the current roll. If Degrees of will tell stories to their children of the unstoppable human Success aren’t important then just assume they warriors that came in and kicked their damn ass using automatically pass the roll with a roll of 50 on the test. nothing more than two sticks and a rock. They will sing songs of regret of when they came and burned Harvest to Opposed Test the ground and discovered a race of badass, sexual Sometimes you roll against another character and this is Tyrannosaur Rex-being mother fuckers on this rock, who when Degrees of Success come into play. Both characters came and kicked their god damn boot so far up their roll their Skill Test and compare their Degrees of Success to delicate alien asses that they shit boot polish for the next one another. If the one character fails and the other week. succeeds, then the one that succeeds on the test is the victor. If both of them succeed then the one with the higher Mechanics Degrees of Success is the winner. Halo: Finish the Fight is a d100 based system. There are two major sets of Characteristics that characters have to Extended Test describe their abilities: Attributes and Skills. Often, a single roll is enough to determine how well you Together these are used on the Skill Test roll for the game accomplish things but other times you want to know how to determine how well a character succeeds or fails at long it takes you to accomplish something. For this sorta something they’re trying to do. situation, you use an Extended Test. The GM determines how many total successes the character needs and how Skill Test long each roll takes in duration, but otherwise this roll is a When characters attempt to perform an action that isn’t normal Skill Test. The character adds his Degrees of trivial by nature, the Game Master (GM) calls for a Skill Test. Success on the roll to his Running Total, this is how many A Skill Test is trivial to calculate by nature. The GM successes his accumulated. Once he gets the required determines what Attribute and Skill you use and assigns a number of successes, the character succeeds on the test. difficulty to the test. Using this you calculate the Threshold Sometimes failure is bad though, the GM should you need to accomplish the test. determine before the test begins whether a failure slows To determine your Threshold, add your Attribute rating the character down or not. If they don’t, then a failure is plus Skill rating together, then add or subtract the modifier merely wasted time. If they do, subtract the Degrees of from the difficulty the GM gave for the test along with any Failure from the Running Total. extra modifiers to the roll. This number is your Threshold for the test. Some rare tests don’t have a Skill to add. Opposed Extended Tests Next you roll a d100, normally accomplished by rolling There are times where two characters are actively two d10’s and assigning one as the ten’s digit and the other opposing each other but a single roll won’t cut it. For this as the one’s digit. Compare the result of the roll to the you use an Opposed Extended Test. There are actually two Threshold, if you rolled at or under your Threshold you kinds of these: Directly Opposed and Indirectly Opposed. succeeded. Otherwise you have failed the test. For a Directly Opposed Extended Test you perform an Sometimes it’s important to know how well you succeed Opposed Test with one Running Total which is favoring one or fail at the test. To do this you calculate your Degrees of character or another. The victor of the test subtracts the 2 | P a g e loser’s Degrees of Success from his own and adds it to his Jinxes come in a variety of forms and aren’t necessarily running total. Additionally, Degrees of Failure are instead hit point loss. They can be sprained limbs, injured hands, added to the victor’s own. The Running Total only adds the damaged armor, or any other sort of mishap. Additionally current victor’s amount, so if the loser starts winning the the GM may choose to pool them into one large mishap if test you subtract the Degrees of Success from the current the character really failed hard enough, such as limb loss leader. Should it reduce back to zero, no one is in the lead, or worse. and it becomes possible for the other character to take the As a benefit, a character gets back one point of Luck to lead. rebalance the scales a bit. A character cannot use Luck to For example, Sandy and Bill are opposing each other. Bill directly rebalance the effect a Jinx. For example, you gets 5 Degrees of Success while Sandy only gets 3. Bill is cannot use Luck to heal damage from a Jinx nor to reattach now got a Running Total of 2 (5-3 = 2) on the test. Sandy a lost limb. They are essentially plot penalties the then fails on her next test by 3 degrees while Bill gets character takes to succeed at a roll. another 1 degree. Bill gained a total of 4 Degrees of A character doesn’t necessarily have to take enough Success (1 from his plus 3 from Sandy’s failure). He’s now Jinxes to succeed at a roll, he may merely get just enough up by 6. On his next test Bill only gets 1 Degree of Success to less his failure instead. while Sandy gets a whooping 8. She reverses the Running Total so she now is in the lead by one degree (8-1 = 7 Difficulty degrees; 7 degrees minus 6 from the Running Total = 1 Not all takes are equal unfortunately. Some are rather degree). Sandy repeats this two more times until she gets simple things, while others are more in the realm of the the 10 successes she needs to win this test. gods. Regardless of this, a roll should have a difficulty Indirect tests are much easier and often are used for race modifier applied to the character’s Threshold based on sort of competition. Both characters make an Extended what the GM decides it will be. The default difficulty for a Test and the first to get the total successes needed wins. test is a -0 if none are stated. The one with the higher Running Total is in the lead at that Difficulty modifiers should stack and there is no point in the test. theoretical limit to how high or low they can but. The GM is entirely allowed to say that something is impossible to do Jinxes no matter how skilled you are. Additionally if your threshold Sometimes, you need more than skill to win, you need to for the task is above 100, you may simply auto succeed, be just plan lucky. Lady Luck always comes to collect on assuming it isn’t a high stress test, with one Degree of you eventually. This comes in the form of Jinxes, Success. circumstantial effects that penalize the player. A character may also opt to take a 50 on a roll if they Essential a Jinx causes a bad effect to a character. These wish, assuming they have penalty of time to constantly but are to keep the game from being purely dice rolling and this makes them take ten times longer on the roll. This is introduce variety into combat. Jinxes aren’t a purely fine for simple things, but on long term projects might not malevolent force though, a character gets Luck back from be extremely useful. them. See the following difficulty table to get an idea of what The way Jinxes work is that if a player fails a roll, the GM kinda modifier a test should have. The attached adjectives asks the player (or the player can ask for one) if they would are good description to figure out how much of a bonus or like a Jinx. If they accept, the player gains a bonus on their penalty the test should receive.
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