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[Mechanics of Play]
Ambrosia uses a double-tiered
resolution mechanic, however one of them is
literally a trump for any situation. Please refer
to the following sections.
Rolling Against Challenges
When a Hero runs into a situation that
would be impossible to solve easily, has to fight
another character, or if something is left to the
fate or whimsy of the universe, they must make
a die roll with their appropriate attribute. The
number of dice that they get is equal to how
many points they put in said attribute.
A roll is considered a success based on how
many dice are thrown.
Quadrant 1
Quadrant 2
This Quadrant has your Hero's 3
attributes listed in it. Each one has a different
effect on gameplay in addition to the ability to
use them in challenges, the meanings and
effects are listed below;
Strength
How tough your Hero is.
The more points you have in Strength, the
more of a beating your Hero can take, and dish
out!
[Combat]
When the chips are down, sometimes a Hero
needs to bust out the fisticuffs and get their
scruff on. During each combat round, each
player takes the following actions;
3b Damage
For however many successes you have
against your opponent, they take that many
points in damage. Subtract that from the total
stamina of your Hero and move to the next
player in the round.
1 Round Placement
X Elixirs and Combat
Each player notes their Hero's Smarts
stat. The Hero with the largest Smarts goes
first, and the order is followed until the hero
with the lowest Smarts gets a turn.
If there is a tie, the winner is the one
with the higher Speed attribute.
2 Attacking
If your Hero wishes to attack someone
or something, they roll one die plus an
additional one per point of Strength they have.
The goal is to roll as many successes as
possible. If you fail rolling a success, you miss,
and combat goes to the next player.
3 Dodging / Defending
When a Hero is attacked, you may
attempt to dodge or defend against the attack.
Take one die plus an additional one per point of
Speed you have, and roll them. If you score as
many or more successes than your attacker did,
then the attack is successfully blocked/dodged!
3a. - Counterstrike
If you roll a higher number of successes
than your attacker did, then they must in turn
respond with their own Dodge/Defend. If they
do not meet or exceed your number of
successes, then they take damage as though you
had successfully attacked them.
[Alternate Rules]
I want to thank you for giving this game your attention, and a shot at your table.
There are a tonne of RPGs out there that you could have chosen, so thank you again for picking this
one.
Ambrosia is a great game for conventions or other events where you can pick up and play games. The
character creation is quick and painless, and the game can be as short or as long as you want it to be!
A lot of people said that the game seemed sad when I was explaining it to them during it's creation. I
smiled and said 'Yes, it can be sad, any Hero's end is a sad event, but it can also be triumphant! A time
for celebration, even with a passing...'
Keep that in mind when running this game, it is more about having fun than anything else, and if the
thought of everyone slowly passing away isn't for your group, then that is up to you as the GM to make
a judgment call.
This game is dedicated to my shelled friend who sat and listened to me prattle on about game design
for countless hours in any given week.
You know who you are, and it's your fault this game exists!