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Story Bones Classic
Introductory rules for Story Engine.
Contributor: Precis IntermediaCreated: Aug 18, 2006Modified: Jan 18, 2019System: Story Engine

©1998, 2006 Precis Intermedia. All rights reserved. This is the bare bones version of the Story Engine rules system, stripped to its most fundamental parts. It is fully functional and ready to run—like any “lite” version of a game, however, the options have been removed and the complexity distilled to the main elements. For experienced roleplayers or ambitious beginners, we recommend the full version of the Story Engine Universal Rules . Translating Story Bones to the Story Engine is easy, although some of the terms and dice rolls are different. The core of any roleplaying game is the story. Game turns in these rules are played out as scenes within the story. Most scenes can be “roleplayed” without any rules, but when the outcome is not obvious or a challenge is needed, a handful of dice is rolled to determine the outcome of the scene. Think of each player as an author and the rules as a tool to allow them to help tell the stories of their characters. There is a heroic element to it, because the players get to choose when to use their resources, saving them for critical or climactic moments. Rules Overview

Characters have a handful of phrases or adjectives called Descriptors. Whenever there is a situation that requires a dice roll, the players add up their Descriptors to determine the amount of dice they can roll (called the Die Pool). Characters have one extra die as well—it is called the Base Die. The goal is to roll enough odd numbers (called Odds) to beat the Target Number. The outcome is decided by how close the roll is to the Target Number. This is the Success Range. The players can add dice to the throw by spending Descriptors (see Burning Descriptors). They can also set some of their dice aside as automatic Odds (see Traits). Bidding takes place whenever the scene involves an opponent. In these scenes, the Target Number is determined by the total Odds rolled by the opponent. Both sides are able to spend Descriptors (by “burning” them) to raise their dice totals. Narrator
The narrator is the person who runs the story. He determines the outcome of events, prepares the plot, and portrays all the characters in the story that the players do not control. Characters
Each player portrays a role, or character, in the story. The story in the game usually revolves around these characters, who are the central part of the game. Each player should think of himself as the main author for his character during the game, deciding what that character does and behaves as the story progresses. Actions
Actions taken by your character may or may not require a roll of the dice. The narrator tells you when you need to roll, although rolls are generally only required when you are attempting something difficult or risky. Dice
Any kind of dice can be used, because all that matters is whether an odd or even number is rolled. Odd numbers count towards your total and even numbers are ignored. When taking actions, the player tries to roll a certain number of Odds, determined by the Target Number. If he rolls that many Odds or more, the action succeeds. Creating a Character

Choose your Concept
What is the central concept of your role? Are you a treasure hunter? A self-involved dilettante or a lost soul seeking enlightenment? A roguish hero or a criminal mastermind? This concept helps you play your role, and the narrator can suggest concepts that should work well in the story. Choose your Race and Gender
If you know the races of the world in which your story is set, choose one for your role. Otherwise, it is best to stick with a human role to keep it easy. Pick a gender and an age, too, while you are at it. If you can draw, sketch your character. Even if you cannot draw, try to get a clear idea of how your role looks. Big eyes? Dark hair? Stocky? Long fingers? Choose your Descriptors
Choose four adjectives or phrases to define your role. Are you tall? Are you friendly? Are you fiendishly clever? One of these four things should be a quirk or flaw—one of those wonderful failings that we all have, such as nearsightedness or even pouts at the drop of a hat. These four phrases are called Descriptors. The flaw is referred to as a Quirk. Choose your Traits
Choose three knacks or skills that help define your role. Are you good with machines? Are you a talented pianist? Can you walk a tightrope? In a game about piracy, you may want Traits like Great Balance, Swordplay or Improvised Sailing, and in a story about court intrigue you may want Traits like Diplomat, Dueling or Gossip. You get these Traits at the basic level, or as Weak Traits, but they can later be raised to Mild and Strong Traits. Special Powers
Starting characters do not have Special Powers unless the narrator permits them. Players have a chance to develop special powers through Story Points as the game progresses. Special Powers include Telekinesis, Shapechanging, Night Sight and Witchcraft, or other “supernatural” abilities or gifts. Like Traits, they are unique to each game and depend on the story and genre. Scenes

Open and Rolled
Scenes that require a dice roll are called Rolled Scenes, and those that do not need to be resolved with dice are called Open Scenes. Most scenes should be Open ones unless the actions of the players are risky or the outcome is unpredictable. Every so often, an Open Scene should be rolled to lend an additional element of chance to the story. The Die Pool
The Die Pool is the number of dice that a player rolls to attempt actions in a Rolled Scene. All characters have one Base Die, and can also add one die for each Descriptor (not counting Quirks). This total is their Die Pool. Players can increase their pool by working together (combining Die Pools) or by “burning” Descriptors and Quirks (see below). All Descriptors count towards the total in a die pool—all starting characters have the same Die Pool in this version of the rules. Actions
Whenever anyone declares an action in a Rolled Scene, the narrator determines a Target Number or Opposing Total. If any characters are working together on the same action, they get to add their Die Pools together for the roll. Before the dice are actually rolled, Descriptors may be burned for additional dice. Additional dice may also be awarded for strategy or advantages on either side. Once the final Die Pool is decided, the dice are rolled. If the roll is made against a Target Number, the goal is to roll a number of Odds equal to or greater than that Target Number. If the roll is made against an Opposing Total, the goal is to roll more Odds than the opponent does (re-roll in case of ties). The number of Odds rolled GREATER THAN the number needed are called Target Odds, and they determine the success range of the action. Burning Descriptors and Quirks
Players can get additional dice for scenes by “burning” Descriptors and Quirks. The player simply has to use the Descriptor in a sentence to show how it might help the character: “I am so nimble that I can get under the portcullis before it closes” or “I’m friendly enough that the bartender tells me what I need to know.” Unless it is a real stretch, the player gets an extra die for their pool for that action. Players can burn as many unspent Descriptors as they want per action, but each specific Descriptors can only be burned once per session. Put a check mark next to it to indicate that it has been used. Burnt Descriptors still count towards the Die Pool, however. Quirks are used the same way as Descriptors, although it is usually harder to find a use for them: “I’m so nearsighted that I avoid the sorcerer’s magic gaze” or “I’m such a glutton that I think my stomach can handle the poison.” Using Traits
When a Trait is relevant for an action, it gives the character Auto Odds—these dice from the Die Pool are set aside and counted as Odds without rolling. Weak Traits allow 1 Auto Odd, Mild Traits allow 2 Auto Odds and Strong Traits allow 3 Auto Odds. In a fight, Traits like swordsman, boxer and tactician are most likely appropriate (depending on the kind of fight). In a chase scene, Traits like horse riding, streetwise and climbing might all be appropriate. The narrator is the final judge, however, but generalized Traits like jack of all trades or improvisation should be discarded in favor of more specific (and more imaginative) ones. Target Numbers and Opposing Totals
The Target Number reflects how difficult the task is in itself—advantages like ambushing or careful aim add dice to the character’s pool instead of lowering the Target Number (see Getting Extra Dice). Example: Ashland is trying to pick a lock. The lock is not a very good one, so the Target Number is 2 (Easy). The fact that Ashland has a lock-pick set does not lower the Target Number, but it gives him extra dice. When an opponent is involved, the Opposing Total is used. The number of Odds rolled by the opponent(s) determines the Target Number. Getting Extra Dice
When a character has an advantage when performing an action they are awarded extra dice. Advantages come from circumstances (ambushing, good cover in a firefight, advantage of ground, etc). When at a disadvantage, dice are added to the Opposing Total instead of deducting from the character’s pool (in the case of a straight Target Number, the Target Number is increased). Each good idea or tactical advantage generally adds one die for all characters that benefit from it. A really good idea or major tactical advantage gets two, and an amazing idea or overwhelming tactical advantage gets three dice. The following difficulty levels are guidelines—the Target Numbers can be whatever seems fair for the situation.
•  EASY (2 Odds required): This task should not be taken for granted, but with a little effort can be achieved.
•  HARD (3 Odds required): This task is tricky and should be taken seriously. With good effort and focus it can be completed.
•  REALLY HARD (4 Odds required): An attempt is not likely to succeed, and may even be dangerous. With a lot of luck and a great effort it can be accomplished.
•  EXTREMELY HARD (6 Odds required): This is a feat for a specialist. With training you might stand a good chance, otherwise it would take a lot of luck and an amazing effort to accomplish.
•  IMPOSSIBLE (8 Odds required): This task seems almost impossible. No one short of a highly trained professional even has a shot at this.
Descriptors for Items
Special items and equipment can also have their own Descriptors. A sword could have hits like thunder and eyeglasses could have see like a hawk. Only special items have Descriptors, either because they are incredibly well-designed or because of their magical nature. These Descriptors can be burned, and they also count towards the user’s Die Pool when they are being used as intended (the sword only adds “hits like thunder” when wielded, and the glasses only add “see like a hawk” while worn). Success Rate
There are “degrees of success (or failure)” for every action as determined by the Success Rate:
•  Complete Success (4 or more Target Odds): The action was accomplished fully and with style!
•  Basic Success (2-3 Target Odds): The action was accomplished, but without much room to spare.
•  Partial Success (0 to 1 Target Odds): The action was accomplished, but badly!
•  Partial Failure (Missed by 1): The action failed, but not by much.
•  Basic Failure (Missed by 2-3): The action failed and nothing was gained.
•  Complete Failure (Missed by 4 or more): The action failed completely and embarrassingly!
Injury

If failure in a scene can lead to injury, the narrator should make that clear before the dice are rolled. The number of Health Levels lost due to injury is determined by the success range of the scene—for every Target Odd rolled, the losing side takes a level of injury. In group rolls, the injuries can be given out randomly if it is not obvious who was hurt. Health and Injury
Characters are always healthy unless they have become injured or ill over the course of the story. Characters possess Health “levels” that affect their abilities. Since the characters start at Healthy, two injuries would take them to Out, and one more would kill them.
•  Healthy: Other than minor scrapes, bruises or the common cold, a character at Healthy is considered to be fully functional for purposes of the game.
•  Injured: An injured (or very ill) character is in bad shape, having suffered a bad wound or powerful illness. Injured characters do not get their Base Die.
•  Out: A character who is Out is either grievously wounded or seriously ill. These characters are completely unable to do anything.
•  Dead: Dead characters are dead. Though the player may bring in a new role or take over another role, this character is considered to be dead for purposes of the story.
Healing
Characters generally heal a Health level every three to five days if given proper care. Strong medicines, special herbs, healing rituals, futuristic technology and magic can all help speed up the process. The narrator should use his judgment and the healing time should reflect the kind of injury that the character sustained. Story Points

At the end of each game, the narrator awards Story Points for roleplaying and plot advancement. These points can be used to give the character additional Descriptors and Traits (or even Special Powers) and may also be used during games to replenish up to four “burnt” Descriptors. These are merely guidelines, and narrators can give more or less as they see fit. Characters should generally get one to three points per game. Each character receives one point for each of the following events:
1.  Making it through the game session alive.
2.  Learning something important about their character or the story.
3.  Major contributions to the success of the group by the character.
4.  Plot success: award this point to characters that accomplish major goals.
5.  Chapter’s end: During long-term stories, there may be “chapters” within the story.
Adding to the Character
As the story progresses, the characters develop and grow. To reflect this, Story Points can be spent to add more Descriptors and Traits, improve Traits, and buy Special Powers.
•  Descriptors: The cost of a new Descriptor is equal to the total of the character’s existing Descriptors (not counting Quirks). A starting character would have to spend three Story Points for a fourth Descriptor and four Story Points for a fifth, for example.
•  Quirks: The cost of a new Quirk is equal to the total of the character’s existing Quirks. The maximum amount of Quirks that can be bought this way is equal to half the character’s Descriptors (not counting Quirks). A starting character would have to spend one Story Point for a second Quirk and two Story Points for a third (providing they had at least double this amount of Descriptors).
•  Traits: It costs three Story Points for each level of a Trait, including the first. A Weak Trait costs three Story Points, a Mild Trait costs an additional three Story Points, and a Strong Trait costs another three (for a total of nine Story Points for a Strong Trait).
•  Special Powers: If the narrator permits them, Special Powers cost seven Story Points. Some Special Powers require special Traits as well, like the Magic Arts power that uses Flux Traits to determine the specific powers of the Arts. (Special Powers are covered in the full rules).
Running Scenes in Story Bones

The time frame for actions varies based on the situation and the action itself. Speed and movement is just a matter of common sense; the narrator can draw a diagram of the scene to help visualize what is happening is preferred. 1. Declare Actions
The players announce what actions they are taking. There is no particular order to declaring actions, as long as everyone gets a chance to declare. 2. Determine Target Numbers
The narrator decides on a Target Number for the actions being taken. If there is an opponent, the narrator says so and the Target Number is decided by an Opposing Total instead. 3. Assign Extra Dice
The narrator assigns extra dice if either side has an advantage. 4. Determine the Die Pools
Players total their Die Pools, adding any extra dice that were assigned in step 3. Players attempting the same action combine their pools. Players can also burn Descriptors for extra dice at this point. 5. Roll the Dice
The dice are rolled and the Odds are totaled (Auto Odds are set aside and counted as Odds). 6. Determine the Success Range
The narrator works with the players to determine what happened based on the degree of success. Example with Starting Characters
Jorthid and Ashland are trying to get away from some thugs who have chased them down an alley. Ashland tries to kick open a door so they can get away while Jorthid holds off the thugs.
1.  Ashland is kicking in the door. Jorthid is fending off the thugs. The two thugs (as a group) are attacking Jorthid and Ashland.
2.  The Target Number for kicking in the door is 2 (Easy). The Target Number for the fight is determined by the Opposing Total.
3.  The thugs have an extra die each because they are armed (with clubs and knives).
4.  The thugs combine their pools for a total Die Pool of 10 (including their extra dice). Ashland has a Die Pool of 4. Jorthid burns a few Descriptors (because he is desperate!) for a Die Pool of 7.
5.  Ashland rolls 3 Odds. The thugs roll 5 Odds. Jorthid rolls 4 Odds.
6.  Ashland has a Partial Success and barely manages to get the door open. Jorthid has a Partial Failure and gets hit in the head with a club for an injury.
Translation to the Story Engine

This section is included to help convert Story Bones to the full rules, Story Engine (and vice-versa). The main difference is the simplification of scene resolution. In the full rules, scenes can have almost any scope or scale and events can be resolved in a variety of ways. In addition to the many options and added features of the complete rules, Aspects (see below) are used in scenes to help give context to the Descriptors and provide areas of prowess/focus for characters.
 Story Bones  Story Engine 
 Traits  Trait Affinities 
 Flux Traits  Flux Affinities 
 Target Numbers  Target Number/Hard Rate 
 Special Powers  Prime/Gift Affinities 
•  Aspects: Descriptors need to be assigned to one of the four different Aspects (Mind, Matter, Spirit, and Chaos).
•  Die Pool: The Die Pool is determined differently, based on the Aspect of the scene.
•  Target Numbers: The Target Numbers have a different scale.
•  Story Points: There are more uses for Story Points, and costs are different.

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