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This is ClockWorx, a three-dimensional diceless game mechanic for use in any role playing game. Your character is composed of Traits, with each Trait ranging from 1 to 6 (6 being the best). You have 12 points to distribute between three or more Traits (chosen by you). Traits can be anything, from a technical expertise to a natural affinity. Traits may even be superlative attributes (such as flawless skin, huge muscles or a piercing stare). Example - Kris's character (a grizzled engineer) has the following three Traits: Scrounge 3, Repair 3 and Tough 5. To perform an action, the GM picks a number between 1 and 12 (or can roll a 12-sided die to determine this, but then it's not really diceless game, is it?). The player whose character is performing the action then tries to guess that number. Example - Kris is trying to fix a leaky steam valve. The GM picks the number 4. Kris guesses 3. If you have a Trait that relates somehow to your action, you may move forward or back a number less than or equal to your Trait's score. Example - Kris' character has the Repair Trait at 3. Because he is 3 or less away from the target of 4, he is successful. If you don't have an appropriate Trait, you must guess the GM's number exactly. Guessing the exact number when you do have an appropriate Trait means you have gotten a "critical success" -- the best result that you can get. The game is called "three dimensional" because you not only move around the clockface, you can actually move inside. If you are close enough to the target number so that you have Trait points "left over" to move, you can then move inside that target number. The number of points "inside" the number are added to your experience total. Example - Kris was only one number from the GM's target number of 4. After "moving" one point (from 3 to 4), Kris has 2 points left over -- these go inside the target number and Kris gains 2 experience points. Achieving a Critical Success when you do possess a relavant Trait enables you to double the number of experience points you would normally receive. It costs 12 points to gain a new Trait, 24 points to increase a 1 point Trait to 2, 36 to increase a 2 point to 3 and so on... Example - If Kris had guessed the target number on the nose, he would have earned 6 experience points (3 x 2)! |