The Rules
Welcome to The Tales of Irnh. This is a game of the stories of the androids of Irnh. It is a game made up entirely of Tales. While each Tale is independent of the ones before, the decisions made before may have a bearing on how you tell the Tales that follow. The Tales tell some of the history of a race of beings beset by tragedy.
These rules were taken almost directly from the rules for Tales of Pendragon, the game that inspired Across the Sea of Stars and now The Tales of Irnh.
Traits |
All characters are defined by three very general traits: Diplomacy, Economics, and Technology. These represent a wide variety of possible dimensions in describing a character. Each character will have numbers for each of these traits. The normal range is from 2 to 7. Some roles may have higher traits. For example, Utility 66-Unicycloid-Messenger-1812, might have traits like:
IMPORTANT NOTE: We encourage you to use role-playing as the first option when trying to convince someone to do something, rather than use these traits. While they can be used to resolve a situation, it is probably more interesting to talk it out. There are a few places where an actual combat may occur, and these traits are meant more for those cases. We don't expect there to be many uses of this mechanic. |
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Diplomacy trait |
Diplomacy is the art of negotiation, and it can involve words or combat. Diplomacy is the art of saying 'Nice doggie' until you can find a rock. Will Rogers Diplomacy is the art of letting someone have your way. Daniele Vare In many ways, diplomacy can be considered as how much muscle you have to get your way. It doesn't matter if you use war or peace to negotiate, all is fair in diplomacy. |
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Economics trait |
Economics is the art of numbers. Economics is the art of trying to satisfy infinite needs with limited resources. Albert Camus Economics is the art of making most out of life. George Bernard Shaw In many ways, economics can be considered as any mental effort involving numbers or calculations. It is the mathematics of society, the logistics of life and death, and the limits on every endeavor. Economics is much more than "supply and demand" or money. |
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Technology trait |
Technology is science and understanding made manifest. Technology is the art of guiding the forces of nature according to human purposes. Unknown Technology is the art of applying scientific knowledge. Unknown In many ways, technology represents machines and how to use them. It represents the means to understand the Universe at large, and to explore it. Technology is the better mousetrap, the fusion bomb, a simple lever, a hyperdrive, the ability to make aluminum, digital watches, and everything in between. |
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Challenges |
All conflicts in The Tales of Irnh are resolved by a challenge. You may challenge someone to fight them, to persuade them about some important idea, or to get them to do something. To challenge someone, speak to them using the word "challenge" and employ the name of a trait. Suppose that Utility 66-Unicycloid-Messenger-1812 wants to ask the much lower clade Companion 12-Endless-Legs-C007 for a chance to dance together. Unicycloid-Messenger might say: "With Diplomacy, my good Companion 12-Endless-Legs-C007, I challenge you to take the dance floor and show me your moves!" The challenged must respond with a trait of their own: "My dear Utility 66-Unicycloid-Messenger-1812, can't you see I am as agile on two legs as you are on one roller!" While the Companion did not actually use the term Economics in the response, it should be clear that it was the intent. If in doubt, ask. The winner of the challenge is the one with the higher total of the two traits. As shown above, suppose that the Utility android has a Diplomacy [the trait Unicycloid-Messenger challenged with] of 4 and an Economics [the trait the Companion responded with] of 2, totaling 6. There are three possibilities in this challenge: |
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Winning a Challenge |
To win the challenge in the example, Unicycloid-Messenger's total of 6 has to beat the total of Endless-Legs. So, if Endless-Legs had a Diplomacy of 4 and an Economics of 1, then the Companion's total would be 5. The Utility's roller is clearly superior, and Unicycloid-Messenger wins the challenge. As the victor, Unicycloid-Messenger can require the loser to perform a forfeit. Forfeits are described in detail below. |
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Tying a Challenge |
If Endless-Legs had a Diplomacy of 5 and an Economics of 1, that would make a total of 6 for the Companion, tying Unicycloid-Messenger's score. Ties go to the challenger, so two legs would still not help enough in the challenge. As the challenger, Unicycloid-Messenger still wins. |
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Losing a Challenge |
If Endless-Legs had a Diplomacy of 6 and an Economics of 1, that would make a total of 7 for the Companion, beating Unicycloid-Messenger's score. Those two legs helped to defeat Unicycloid-Messenger's single roller. As the loser, the Utility android may have to perform a forfeit for the Companion. |
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Challenges where both declare the same trait |
Suppose the challenge had started when Unicycloid-Messenger said: "With Economy of motion and numbers of moves, I challenge you to take the dance floor and show me your moves!" Suppose that Endless-Legs had replied: "My dear Utility 66-Unicycloid-Messenger-1812, can't you see I am as agile on two legs as you are on one roller!" In this case, both are challenging with Economics. When both traits in the challenge are the same, double the value of the trait and use that to resolve the result. Unicycloid-Messenger's 4 becomes 8 (4 + 4). Endless-Legs's 1 becomes a 2 (1 + 1). The Companion might have a clever reason to answer the challenge with a low valued trait, a choice which may be entirely appropriate to the story. |
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Challenges involving three or more characters |
When a challenge is announced, anyone present may announce that they are helping one side or the other. They must say so immediately (within a count of three) and announce who they are siding with. Each person assisting a challenger adds 1 to the total of traits of that challenger. It does not matter what traits are being used or the traits of those lending a hand; each assistant still counts as one. Suppose Unicycloid-Messenger has a total of 6, and is assisted in a challenge by Bureaucrat 36-Logical-Process-1040. It does not matter that Logical-Process has a Diplomacy score of 5 or an Economics score of 2. The Utility android just gets one additional point for the Bureaucrat, bringing the 6 up to a 7. If the Companion has two allies, it only adds 2 to Endless-Legs's score. Regardless of the number of people on either side, the winning side only gets to claim one forfeit. This can either be a forfeit for a specific losing character or the same forfeit for all the losing characters. | ||||||||
Forfeits |
A winner in a challenge can require the loser to perform some actions. The forfeit should be one task or effect that is appropriate to the challenge. For example, suppose that Unicycloid-Messenger won the challenge with Endless-Legs. How did the Tale play out? How should the Tale play out? If Unicycloid-Messenger was glib and convincing, then the challenge could have been one of wits. Unicycloid-Messenger could ask Endless-Legs to step on the dance floor, in an attempt to make friends. If it was a more serious conflict and Unicycloid-Messenger used martial arts in the combat, then the Utility android could capture, wound, or even kill Endless-Legs. Unicycloid-Messenger could also force Endless-Legs to flee. If Endless-Legs was carrying some treasured object, then Unicycloid-Messenger could force the Companion to hand it over. Unicycloid-Messenger could demand that Endless-Legs be a dance partner for the Ultimate Dance Competition or some other favor. This is deliberately vague and open ended. Do what is best for the Tale. The winner of a challenge gets to pick one reasonable result. The loser should go along with that choice. |
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Death |
It is highly unlikely but possible for a character to die within a Tale. Sprawl where you died, or sit back out of the way and relax. Another Tale will follow shortly, along with a new character. |
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Props |
Props exist for their Tale and do not carry on into another. |