4th Earth RAW: Sprinkles

4th Earth RAW: Sprinkles are individual, official mechanics that MAY be sprinkled on top of 4th Earth RAW: Vanilla or your own 4th Earth RAW specification.

Note: Sprinkles add complexity to gameplay.

Turn-based action resolution

Section titled Turn-based action resolution

Version: 0.1.1

Action deck

Section titled Action deck

Difficulty rating based

Section titled Difficulty rating based

Modified die roll

Section titled Modified die roll

Advanced Technology and Magic

Section titled Advanced Technology and Magic

Version: 0.1.0

The following mechanics MAY be applied to both advanced technology Tools and magic.

Rarity of Tool or Spell

Section titled Rarity of Tool or Spell
RarityModification
Ubiquitous0
CommonPlus 1
UncommonPlus 2
RarePlus 3

Target of Tool or Spell

Section titled Target of Tool or Spell
TargetModification
Inanimate objectPlus 1
SelfPlus 2
AnotherPlus 3

Intent of Protagonist

Section titled Intent of Protagonist
IntentModification
Survival0
HealPlus 1
HarmPlus 2

Distance from Protagonist

Section titled Distance from Protagonist
DistanceModification
Touch0
DistancePlus 1
RangedPlus 2

Internal or External to Target

Section titled Internal or External to Target

Some advanced technology or magic MAY move from the Protagonist to the target (external) while others may start within the target (internal).

AttributeModification
Internal0
ExternalTarget Difficulty Rating divided by 4; rounded down.

Allies

Section titled Allies

Version: 0.1.0

Criticality

Section titled Criticality

Version: 0.1.0

Criticality represents success and failure beyond the intention of the Character for mundane and aggressive Actions.

Mundane Success: Criticality

Section titled Mundane Success: Criticality

A critical success on a non-combat (mundane) action, results in the following changes to the Target Action Battery.

The Player rolls one, 12-sided die.

Die valueAffect on Target Action Battery
Even numberPlus 1
1, 5, or 9Plus 2
3 or 7Plus 3
11Plus 5

Mundane Failure: Criticality

Section titled Mundane Failure: Criticality

Critical, mundane failure is the opposite of a Critical, mundane success.

Aggressive Success: Criticality

Section titled Aggressive Success: Criticality

This implementation presumes 4th Earth RAW: Vanilla. Players MAY replace Potential Energy with the label they use to calculate a draining affect on the health battery (damage).

The Player rolls one, 12-sided die.

Die valueEffect
Even numberPlus 1 to Protagonist Target Action Battery, or, any other non-health Battery if the Target Action Battery is full.
1, 5, or 9Multiply base Potential Energy by 1.5; MUST be rounded up or down.
3 or 7Multiply base Potential Energy by 2.
11Trauma: Roll another 12-sided die and apply result from the Critical, Aggressive Success Extension table.

Aggressive Success Extension Table: Criticality

The Player rolls one, 12-sided die.

Die valueEffect
1Antagonist Difficulty Rating reduced by 2, Recurring and Compounding
2, 5, or 8Multiply base Potential Energy by 2, target Antagonist.
3, 6, or 9Multiply base Potential Energy by 2.5, target Antagonist; MUST be rounded up or down.
4 or 7Reduce Antagonist’s spirit Battery by 1; use health Battery if Spirit battery is unavailable or at 0.
10Reduce Antagonist’s health Battery by 1, Recurring and Compounding.
11Multiply base Potential Energy by 3, target Antagonist.
12Antagonist can’t act for 2 rounds; no longer considered an Active Character.

A note on Recurring and Compounding: A Protagonist is fighting an Antagonist with a Difficulty Rating 6; based on Proficiency Ranks in the Protagonist’s Action. The Player rolls a Critical, success resulting in the Difficulty Rating being reduced by 2, becoming a Difficulty Rating 4. Every following round, the Antagonist’s Difficulty Rating will be 4 (Recurring). If the Player manages to roll the same Critical, aggressive success a second time, the Antagonist’s Difficulty Rating becomes 2 (compounding). This could increase to the point where the Antagonist’s Difficulty Rating becomes 0.

Aggressive Failure: Criticality

Section titled Aggressive Failure: Criticality

The Player rolls one, 12-sided die.

Die valueEffect
Even numberMinus 1 from Protagonist’s Target Action Battery, or, any other non-health Battery, if the Target Action Battery is at 0
1, 5, or 9Minus 2 from Protagonist’s Target Action Battery, does not impact other Life Batteries, if Target Action Battery is at 0
3 or 7Protagonist damages self at one-to-one Scale, 0 resistance, Potential Energy divided by 2 (round down); Potential Energy MUST be greater than 0.
11Trauma: Roll another 12-sided die and apply result from the Critical, Aggressive Failure Extension table.

Aggressive Failure Extension Table: Criticality

The Player rolls one, 12-sided die.

Die valueEffect
11Tool used is rendered useless for future Rounds. If no Tool is used, multiply Potential Energy by 3, target the Protagonist.
OtherApply Critical, Aggressive Success Extension table replacing the word “Antagonist” with “Protagonist.”

Death, resurrection, and reincarnation

Section titled Death, resurrection, and reincarnation

Version: 0.1.0

Inter-Character battery point transfer

Section titled Inter-Character battery point transfer

Version: 0.1.0

This Sprinkle affords one Character to assist another Character by transferring Life Battery points to the other Character.

Opposing Difficulty Rating

Section titled Opposing Difficulty Rating

Version: 0.1.0

This Sprinkle is designed to aid:

  1. solo-adventuring (the Player is not rolling for another, non-Player Character),
  2. introduce opposing rolls (Players can go “head-to-head” with rolls), or
  3. both.

Partials and Complications

Section titled Partials and Complications

Version: 0.1.0

This Sprinkle presumes the Criticality Sprinkle insofar as the Criticality Die is used. Players MAY choose to use this Sprinkle standalone.

Resistance

Section titled Resistance

Version: 0.1.0

Resistance results in a modification to Protagonist Potential Energy (PE) when performing aggressive Actions in a way that causes physical damage; draining the health Life Battery.

Every Character SHOULD have some type of flesh with varying degrees of thickness.

ThicknessResistancePE adjustment
ThinNegative 1Plus 1
Average00
Thick1Minus 1

Characters MAY have some type of armor.

GradeResistancePE adjustment
None00
Light1Minus 1
Medium2Minus 2
Heavy3Minus 3

Players MAY apply different modifications for specific areas of the Character (being hit where a Character isn’t armored, for example).

Re-roll

Section titled Re-roll

Version: 0.1.0

Scale

Section titled Scale

Version: 0.1.0

Scale is a way of measuring the size difference between Characters in a Setting or Scene.

Antagonist Difficulty Rating: Scale

Section titled Antagonist Difficulty Rating: Scale

Imagine a human trying to hit a fly. The human is hundreds of times larger than the fly. The fly is very difficult to hit without tools and being sneaky.

Resistance: Scale

Section titled Resistance: Scale

Presumes Resistance Sprinkle or similar implementation.

Imagine a fly hitting a human. The human is hundreds of times larger than the fly. The human will most likely not take damage enough to matter, even if bitten by the fly.

Stance

Section titled Stance

Version: 0.1.0

Stance affords Characters to be more or less aggressive, at a cost.

Antagonist Difficulty Rating: Stance

Section titled Antagonist Difficulty Rating: Stance
P: OffensiveP: NeutralP: Defensive
A: OffensiveMinus 2Minus 10
A: NeutralMinus 10Plus 1
A: Defensive0Plus 1Plus 2

Glossary

Section titled Glossary
Compounding
Compounding means the effect can be applied multiple times.
Recurring
Recurring means the effect is applied every Round.