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Dystopian Sky: The RPG Experience
Dystopian Sky: Skirmish can also be played as a rules-light role-playing game, meaning it focuses on narrative-driven gameplay with minimal reliance on complex rules and mechanics. Players collaborate to explore a fictional world, battle monsters, and discover treasure. The game is typically played around a table with 2 to 5 players, plus a Game Master. The Game Master serves as the narrator and rulekeeper, while the other players control their own Characters, shaping the story through their actions.
A Rules-Light RPG
The Dystopian Sky system uses a streamlined D20 mechanic and four core Stats, Agility, Brawn, Focus, and Tech, to resolve Skill Checks. By minimizing complex calculations and lengthy rule lookups, the game flows smoothly, allowing players to stay immersed in the narrative.
■ A flexible rules framework gives the Game Master creative freedom to adapt the game to the players' choices and evolving story.
■ Players create characters by choosing a name, Background, and Trauma.
■ The Game Master may allow players to select multiple Backgrounds or Trauma to further customize their characters.
■ Use the Skirmish Map as both a battleground and a storytelling tool. Set the scene with your Crew, role-play interactions, and explore the environment before engaging in combat. After the battle, continue the story, letting the outcome of the skirmish shape the next phase of the adventure. Each session can seamlessly blend role-playing and tactical skirmishes for a dynamic gameplay experience.
■ If something exciting or dramatic fits the story, the Game Master and players should go for it, rules can be bent or even broken to keep the fun flowing. The goal is to create a memorable and enjoyable story for everyone.
The Game Master’s Role
The Game Master (GM) is the storyteller, guiding the adventure and describing what the players see, hear, and experience.
■ The GM acts as a referee, interpreting the rules and deciding when to follow or adjust them.
■ The GM creates the adventure, including story elements, challenges, and NPCs. The GM can use the Dystopian Sky universe or adapt content from other sources.
■ The GM controls all NPCs, from monsters to friendly characters like innkeepers.
■ The GM can even incorporate their own Crew into the story, using them as NPCs or antagonists.
■ The GM's job is to ensure that the game is engaging and enjoyable for everyone.
The Player’s Role
Players decide what their characters will do in the situation.
■ Players can describe what their character says and does, and the GM will describe the results.
■ Players roll dice to determine if their actions are successful. The GM may add bonuses or penalties to the roll based on the player's Roster.
■ Players can use strategic thinking and teamwork to solve problems and overcome challenges.
■ Don’t get too hung up on the rules. Just say what you want to do and let your GM figure out how to implement it into the game. Be creative and remember to have fun!
Skill Checks
The GM decides which of the 4 Stats (Agility, Brawn, Focus, and Tech) is most relevant to the task. These stats are your modifiers that will be added to each dice roll.
■ Just like in skirmish, Agility represents the target number an enemy must roll to successfully land an attack. However, Agility starts at a much higher number than the other stats. Because of this, you must divide your total Agility by 3, then round up to the nearest whole number. For example, Agility of 13 would have a modifier of 5 and would be represented on the Roster as 13 (5).
■ The player rolls a twenty-sided die (D20) and adds the relevant Stat to the result.
■ Compare the total to the Difficulty Class (DC) set by the GM, which represents the difficulty of the task. A higher DC means a more difficult task. A GM can use the character’s Agility stat as a baseline for DC, adjusting up or down as needed.
■ If the total equals or exceeds the DC, the ability check is a success. If it's lower, it's a failure.
■ The GM may also allow players to roll at advantage or disadvantage. To roll at advantage, the player rolls two D20s and chooses the higher number. To roll at disadvantage, the player chooses the lower number.
Agility
The Agility stat represents a Unit's dexterity, reflexes, and coordination. It governs a variety of physical skills that require precision and finesse.
■ Acrobatics: Governs a Unit’s balance, flexibility, and ability to perform stunts or feats of physical coordination.
■ Dodge: Governs a Unit's ability to avoid attacks and environmental hazards through swift movements.
■ Performance: Governs a Unit’s ability to entertain or express themselves through dance, music, or other artistic forms.
■ Piloting: Governs a Unit’s skill in controlling vehicles, from spacecraft to ground transports.
■ Sleight of Hand: Governs a Unit's dexterity and precision with their hands, useful for tasks like picking pockets or manipulating small objects.
■ Stealth: Governs a Unit’s ability to move silently and remain undetected in a variety of environments.
Brawn
The Brawn stat represents a Unit’s physical power, resilience, and capacity for hard labor and combat.
■ Breaking Objects: Governs a Unit’s ability to force open doors, break locks, or smash through barriers using pure physical force.
■ Labor: Governs a Unit’s strength, stamina, and practical skills for tasks involving physical effort or manual labor.
■ Intimidation: Governs a Unit’s ability to influence others through physical presence or forceful demeanor.
■ Push: Governs a Unit’s ability to forcefully move or shove another Unit or object.
■ Strength: Governs a Unit’s ability to perform physical feats that require sheer power and endurance.
Focus
The Focus stat represents a Unit’s mental acuity, perception, and ability to interact with the world through intellect and willpower.
■ Deception: Governs a Unit’s ability to lie, manipulate, and conceal its true intentions.
■ Insight: Governs a Unit’s ability to discern the motives and emotions of others.
■ Investigation: Governs a Unit’s ability to examine crime scenes, search for clues, and solve puzzles.
■ Perception: Governs a Unit’s awareness of its surroundings and attention to detail.
■ Persuasion: Governs a Unit’s charisma and communication skills to sway others.
■ Survival: Governs a Unit’s knowledge of nature, tracking, hunting, identifying wildlife, predicting weather, and avoiding natural hazards.
■ Tactics: Governs a Unit’s strategic decision-making, particularly in combat situations.
Tech
The Tech stat represents a Unit’s technical expertise, mechanical aptitude, and knowledge of the digital and technological world.
■ Cybernetics: Governs a Unit’s knowledge and ability to interact with cybernetic implants, devices, and systems.
■ Hacking: Governs a Unit’s ability to infiltrate computer systems, bypass security, and control digital devices.
■ History: Governs a Unit’s understanding of past events, ancient civilizations, and the evolution of technology.
■ Lockpicking: Governs a Unit’s ability to pick locks, crack safes, and bypass physical security measures.
■ Medicine: Governs a Unit’s ability to provide medical care, treat injuries, and diagnose illnesses.
■ Nature: Governs a Unit’s knowledge of the natural world, including plants, animals, and environmental patterns.
■ Religion: Governs a Unit’s understanding of religious beliefs, practices, and deities.
■ Repair: Governs a Unit’s ability to fix and restore damaged objects, vehicles, weapons, and machinery.
■ Robotics: Governs a Unit’s understanding of robots, their components, and functionality.
■ Tinker: Governs a Unit’s ability to build, modify, and repair gadgets, weapons, and technological devices.
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