3DX System

Terms of Mechanics

Below are a list of often used terms when dealing with The Murk RPG.

Character Sheet Terms

  • Body - The Attribute covering physicality of a character.

  • Mind - The Attribute covering mental capacity, education, and information.

  • Spirit - The Attribute covering spiritual wholeness, willfulness.

  • Initiative - The Attribute covering speed of mind and body.

  • Faith - The Attribute of a Faithful's ability to talk with their God.

  • Esoteria - The trained Attribute of a Esoterist in using magic.

  • Wealth - The Attribute for buying and finding items.

  • Injury - A temporary score used to track potential damage in a scene.

  • Suffering - A longterm penalty to living that is associated with great stress or injury.

Game Terms

  • Attribute - The basic makeup of a character's mechanics.

  • Difficulty Rating - The number associated with the difficulty of a specific task.

  • Potential - A currency used to empower and reward players.

  • Roll-off - A competitive roll used when in direct contest with other players.

  • Magnitude - The potency of an Esoteric Spell

  • Power - The amount of connectivity to a god in numeric value

Basic Roll

The Murk uses a 3DX system with 2 dice nearly always being D6s and the third being a Attribute die based on the type of roll and the character's skillset.

These dice are totalled along with any flat bonuses given, and then compared to a Difficulty Rating.

If the roll's Total meets or Exceeds the Difficulty Rating, that roll is deemed a success and the intent is accomplished.

If a roll fails to meet the Difficulty rating and the Attribute die rolls a 1, this is called a Botch

A number of things can add or subtract from rolls, namely Equipment, Suffering, and Potential.

Rolling Philosophy

The system aims to provide mechanics that can address most inquiries, while ensuring that the system serves the purpose of storytelling rather than overpowering it. Therefore, many of our mechanics are intentionally designed to be straightforward, following a set of essential principles that foster enjoyable and seamless gameplay. Here are some guidelines that all play can be expected to follow.

Roll for Consequences, not Results

We assume that individuals are reasonably proficient in carrying out everyday tasks in normal circumstances. If you're a skilled marksman, it's expected that you can shoot a gun accurately at a firing range for leisure. Professional drivers don't need to roll dice to remember which pedal is the brake and which is the gas. In fact, in a typical life, there are rarely challenges to one's basic skills.

However, the characters in the Murk don't lead ordinary lives. While their skills are significant, what truly matters is the outcome of their failures. The Game Master (GM) should only request a dice roll if there are consequences tied to a potential failure. These consequences can range from minor setbacks to game-changing developments in the story. The ultimate goal is to advance a captivating narrative, and no gaming table wants to get caught up in skill checks that bear no impact on the story or its characters.

Let it Ride

In order to maintain a smooth and engaging gameplay experience, we avoid getting stuck in a cycle of repetitive skill checks. We don't want sessions to become weighed down by a series of sneak checks for every guard encountered, or multiple driving checks for each turn while evading adversaries. That's where the "Let it Ride" rule comes into play. According to this rule, there should be no need for repeated skill checks unless the situation undergoes a significant change. This means that, for a single scene, most skills will only be rolled once outside of combat, ensuring a more fluid and immersive storytelling experience.

Embrace the Rule of Cool

In The Murk, we value the concept of "cool" moments that can push the boundaries of the rules in a fun and exciting way. While the characters in the game may not possess immense power, allowing players to occasionally stretch the rules to create memorable and enjoyable experiences often leads to the most thrilling parts of a session. If something is fun and cool, we encourage you to let it play out, embracing the spirit of adventure and imagination that makes The Murk truly special.

Making Attribute Rolls

With the exception of Injury Rolls and Active Abilities, every roll made in The Murk will be a designated Attribute Roll. This means the following dice will be used.

  • 2 six sided dice
  • 1 attribute die equivalent to the attribute the action requires rolled

This will be totalled, and then any flat bonuses or penalties will be added to determine success or complication.

Potential

Potential is a currency that is leveraged by players when the chips are down and something needs to occur. Potential can be saved up and stored during an episode, or spent as it comes.

Actors spend Potential doing a number of things

  • For every 1 Potential spent on a roll, add 1 to the roll unless otherwise noted.
  • Every Archetype has active abilities that require spending a number of Potential to activate.
  • Those using Faith can exchange Potential for Power in a 1 to 1 trade during a scene.
  • Those using Esoteria can leverage Potential to shield them from the effects of Backlash.

Gaining and Losing Potential

Characters can gain Potential in a number of ways.

  • The GM can reward Potential in relation to a complication they have presented to a Character.
    • This is often based on a Trait and will be accompanied by a Severity die based on the difficulty
  • The Character gains 1 Potential when their Attribute die rolls higher than a 6 on any 3DX roll
  • The Character gains X Potential when the d6s of the 3D6 roll are tied, X being the result of their Attribute die roll.

Characters can lose Potential in the following ways.

  • Rolling a 1 on the Character's Attribute die during a 3DX roll causes the loss of 1 Potential
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