G AME MECHANIC SWHAT IS THIS?Ficsation is a tabletop roleplaying game. One player acts as the Game Master, controlling a fictional world and the challenges within in, while the other players at the table play as characters.Conflicts are resolved by rolling an assigned number of ten sided dice,or d10s. Unlike most tabletop RPGs where players create their own characters, characters in Ficsation are pulled from various media--video games, comics, and the like. Ficsation is absolutely free, and the entire game (that has been made so far) is available on this website.CHARACTERSThe list of characters can be found in--well, the Characterssection. Simply choose one and be on your way. Each character has a brief description, and a few sub-sections that explain how the character functions in play. All characters have a maximum of 10 Health Points, though characters that are meant to be hardier may have self-heals, better defense rolls, or be able to nullify damage in different ways. Health Points are explained my thoroughly later.Checks: This section describes how the character’s skillset and task resolution works. For most challenges, you’ll simply roll 1d10 and take whatever result the die lands on. If you roll higher than the challenge’s assigned difficulty, you have succeeded at the task. For skills that your character is great at (but come up frequently, like combat checks), you’ll roll 2d10 and take the higher outcome. For skills that your character is great at (but come up less frequently) or checks to knowrather than do,you’ll roll 3d10 and take the highest. The numbers you usually need to roll over are 3, 5, or 7. A challenge of 3 is a task, but not much effort. A challenge of 5 is pretty average difficulty, something that takes time and focus but is doable. A challenge of 7 is very difficult, and will truly put your talents to the test.XP: XP are experience points, and one of the few numbers you need to keep track of. At the end of a gaming session, the GM will award XP. For a light, easy game, you’ll likely get 3 XP, and for tougher, more dramatic games, you’ll likely receive 5 XP. Each character can also earn XP on their own by fulfilling certain criteria, appropriate to that character’s goals and personality. These will all be listed on the character sheet. You can spend XP in the following ways:•You can unlock one of your character’s Level Up Choices for 10 XP•You may reroll a single check for 3 XP•You may recover 1d10 worth of HP for 5 XP•You may use an ability you haven’t unlocked yet, once, for 3 XPYou Begin With: This section will list an ability that your character has by default. The character starts with this, and no XP needs to be spent on acquiring it.Level Up Choices: This is a list of abilities, powers, and artifacts unique to your character. When you first begin playing a character, you may choose one of these to join the ability you picked up from the You Begin Withsection. Other abilities must be earned by acquiring XP. You can spend 10 XP to gain one new ability from the list. Under some conditions, an ability is said to be shut off or shut down. This means the ability can no longer be used, but will be reactivated when the character gets a full rest (see below).BONUSESThere are two types of bonuses that abilities, equipment, and effects can apply. Some bonuses change how many dice you roll for a skill check (stating you may roll 2d10 and take the higher instead of 1d10, for example), and some bonuses apply a flat bonus (like +2) to the final outcome of the dice. These bonus types stack with each other, but not themselves. So, you can have an increase to your number of dice for one check, and get a +2 on the check, but you can’t have the number of dice increased multiple times or get multiple +2 bonuses to a check. If multiple versions of the same bonus flavor are applicable, take whichever bonus is highest. For example, if one ability gives you +3 and another gives you +2, you get the +3 (and not +5).COMBATOn occasion, you may be drawn into a fight. Combat works a little differently than normal play.TURNS AND ACTIONSWhile you may normally act whenever you like, once combat begins actions are relegated to rounds. One round of combat is considered to be about 10 seconds in-game. Unless the party is surprised or ambushed, player characters all get to take their turn, then all the NPCs and enemies get to take their turn. This constitutes one whole round of combat. What order individual players go in is up to the players themselves, and what individual order the bad guys go in is up to the GM.There are two types of actions you may take on your turn--main actionsand side actions. Any action that attempts to deal damage, as well as the use of some abilities, is considered a main action. You may only take one main action per round, unless otherwise specified. Anything else--drinking a potion, drawing a sword, speaking, moving--is considered a side action. You may take any number of side actions per turn, but you may only do each side action once. So, you can draw a gun, hand it to someone, and explain how to use it, but you cannot pass an infinite number of guns to an infinite number of people. Most characters can move about 30 feet, total, on their turn.It should be noted that the 30 foot movement is in combat,where one is trying to keep their guard up and be wary of danger. Outside of combat--on a straight run, with no obstacles--the average human runs about 10-15 mph, roughly 150-220 feet in a 10 second round. A peak human (that is, a person at comic book level peak natural athleticism) can reach about 25-30 mph, while some characters in Ficsation are defined as running about “as fast as a car,” somewhere in the 50-80 mph area. That’s all before dice rolls--a character canpush themselves beyond their normal limits. If you’re ever unsure whether Character A can outrun Character B, roll for it.Characters are assumed to occupy a roughly 5 foot by 5 foot square, if you’re using a grid or map for combat. When someone is trying to move through the space of the opposite team, or pass an opposing force within 5 feet, a player rolls an athletics or acrobatics style check to either maneuver or force their way by the enemy, or to prevent the enemy from passing by.ATTACKING/DEFENDINGWhenever you attempt to deal damage, it is considered an attack. An attack can be a single sword swing, or it can be a complicated series of maneuvers--feints, tricks, flips, and flurries of blows, for instance. When you make an attack check,you’ll roll a number of d10s based on the style of your attack and your character’s stats, and take the highest result--this number is subtracted from your enemy’s health points, or HP. Most enemies will also have a defense score, which will reduce any damage they take. This number is static.So, if you roll 1d10 and the result is a 6, and the enemy has a defense score of 3, you will reduce the enemy’s HP by 3. If an enemy’s HP reaches 0, they are defeated. When you defeat an enemy, you choose whether they’re rendered unconscious or killed outright. If your attack check does not exceed the enemy’s defense score at all, you will still deal a minimum of 1 damage.Your character has health points, as well--all characters, unless otherwise specified, have a maximum of 10 HP. Enemies have a static attack score--when you are attacked, you will roll a defense checkagainst that attack score. So, say an enemy has an attack score of 6. You roll 2d10, and get a 1 and a 4. You take the 4 as your outcome, reducing the enemy’s incoming attack by that much… effectively dealing you 2 damage. Your HP is reduced from 10 to 8. If your defense check exceeds the enemy’s attack score, you take no damage. If your HP reaches 0, you are rendered unconscious.Only players roll. The GM never rolls. All enemy defense and attack scores are static, and none of their abilities rely on random variables.MULTIPLE TARGETSYou may attack multiple targets simultaneously. You will roll one time, and that outcome will be applied to all targets. However, for every target you attack beyond the first, you suffer a cumulative -2 to the roll. For example, say you wish to attack 3 targets at once--you would suffer -4 to the roll. If you rolled a 6, you would deal 2 damage to each of the targets, minus their individual defense scores. Some abilities let you attack multiple targets without penalty.DEFEAT AND DEATHA player that is dropped to 0 HP is rendered unconscious. HP never dips below 0; if an attack would drop a player character to negative HP, it stops at 0. Characters rendered unconscious can be re-awakened after combat is over. Enemies are able to kill unconscious characters, but must use a main action to do so; typically, minions and other minor foes are more focused on defeating the entire party, rather than finishing off any one particular character. If the entire player party is rendered unconscious, they may be taken prisoner or finished off, depending on the priorities of their enemies.RESTINGWhen a character does nothing strenuous for at least eight hours, they are considered to have taken a full rest.When you take a full rest, you recover all HP you have lost up to your maximum, and any abilities that have been shut down become reactivated. Resting removes some, but not all, status effects.FOLLOWERSSome characters have followers--minions, henchmen, or companions that follow their orders. A follower does not gain additional actions--the character may take a main action on their turn, or the follower can, but they do not both get to take a main action. The main character, and their followers, collectively get one main action and the normal limit on side actions for a single character. Most followers do not have access to their master character’s abilities or stats, but may have abilities or stats of their own, and their own HP. Followers that reach 0 HP are considered critically injured, but will be revived when the main character takes a full rest.EXTREME COLDCharacters and enemies exposed to extremely cold environments begin to suffer for it after an extended period of time. At an effective wind chill temperature of 0 degrees Fahrenheit, characters and enemies alike will automatically take 1 damage every half hour, and be inflicted with Freezing status. At a wind chill temperature of -20 Fahrenheit, those not immune to the effects of extreme cold will take 1 damage every minute, and at -50 degrees or below, anyone not immune to the cold will take 1 damage every round.