Playing The Game
7th Extinction is an engaging game designed for groups of two or more players, with the ideal group size ranging between three to six players. The more players involved, the greater the diversity and excitement in the game! Your imagination serves as the only boundary. In 7th, there are two essential roles:
The Gamemaster (GM):
- Leads players through the immersive story and gameplay.
- Paints a vivid picture of the environment, including landscapes and weather.
- Portrays interactions with Non-Player Characters (NPCs).
- Makes fair judgments on rules without hindering the enjoyment of the game.
- Crucially, allows players' actions to have a direct effect on the game, whether positive or negative.
The Player:
- Takes charge of their character's actions.
- Actively engages in the game, propelling the story forward in a unique way.
- Enjoys the thrilling adventure!
The Basics In 7th Extinction, the core resolution mechanic is designed for flexibility and effectiveness across various in-game scenarios. This system ensures a seamless flow of gameplay, enabling players and the gamemaster to quickly determine the necessary dice, execute rolls, and understand how these outcomes influence the story.
Action Resolution When players undertake any action, from hacking a security system to firing a weapon or piloting a vehicle, they perform a dice check against a Target Number.
Determining the Dice Actions in the game typically require one of two types of dice checks: Skill checks or Trait checks.
Skill Checks Skills reflect a character's proficiency in specific areas, ranging from knowledge-based expertise to practical abilities. These are crucial for accomplishing distinct tasks and actions within the game's narrative.
Trait Checks Traits denote a character's inherent physical or mental attributes. For tasks not covered by a trained skill or for challenges like resisting exhaustion, players will roll their Trait dice to determine their success in the task at hand.
Conflict In some situations, interactions and scenes can be played out in a freestyle manner, with little need for rolls or a strict order of play. Players and the GM can organically take turns as the scene unfolds, engaging in a fluid exchange of actions and dialogue. However, other situations may require a more structured order of play, such as a tense negotiation escalating into a confrontation or a physical conflict.
SKILLS
In a roleplaying game, a skill is a character's proficiency or expertise in a particular area of knowledge or ability that can be used to accomplish specific tasks or actions within the game's narrative. Skills are tied to one of the character's Traits, skills can be improved through training, known as spending Advancement Points.
For example, a character may have a skill in Armed Combat, which would allow them to use a sword more effectively in combat than a character without that Skill. Similarly, a character may have a skill in Medicine, which would allow them to better tend to wounds and injuries. Some skills often have specific rules and mechanics associated with them in the game, this will be explained under each specific skill in detail.
It is not intended for players to roll a Skill Check when performing basic, routine tasks associated with a Skill. These interactions should just be roleplayed to keep the flow of the game moving. Only when a player’s character is under pressure (taking fire from the enemy) duress, physical or mental exhaustion or performing a complex task should a Skill Check be required.
Some skills have overlapping abilities with another, for example, Intuition and Intelligence skills would allow different characters in the same situation to come to the same conclusion.
Knacks
Knacks are specialised facets of a broader skill, honing in on specific techniques or areas of expertise. Think of Skills as general categories, and Knacks as the detailed practices within those categories. For example, "Athletics" is a skill that encompasses a range of physical competencies, but the Knack "Climbing" zeros in on a character's proficiency in scaling terrains or structures.
As characters evolve, gear acquisitions or newly learnt Quirks can amplify these Knacks, providing bonuses to these niche proficiencies.
Understanding Skill Levels
In the game, each skill level is represented by a specific type of dice, symbolising the character's proficiency in a given area. Players start with a d4, indicating a "Novice" proficiency. As they hone their skills, they progress to a d6 for "Apprentice", d8 for "Journeyman", d10 for "Expert", and reach the pinnacle with a d12 for "Master" level. The die type not only signifies their expertise but also determines the potential outcome of their skill checks. A higher dice means a greater chance of succeeding in more complex challenges related to that skill.
When thinking of a character's abilities or that of an NPC, you can use the following as a guide when describing each level.
d4 “Novice”
At this foundational level, individuals are just beginning their journey. They possess a basic understanding of the skill, but their experience is limited. Mistakes are common, but each one is a stepping stone to the next level.
d6 “Apprentice”
With some hands-on experience under their belt, the apprentice has moved beyond the basics. They can perform tasks related to the skill with a moderate success rate, though they still rely on guidance from those more experienced.
d8 “Journeyman”
At the journeyman level, individuals are competent and can reliably execute tasks without supervision. They've encountered and overcome numerous challenges, and while they might not know everything, they're well on their way.
d10 “Expert”
Experts are well-respected in their field. They not only have vast experience but also a deeper understanding that allows them to innovate and adapt. They often serve as teachers or leaders, guiding those at earlier stages.
d12 “Master”
The pinnacle of skill attainment. Masters possess an innate connection to their craft, blending years of experience with a profound depth of understanding. They're not just practitioners but also visionaries in their field, pushing boundaries and setting standards for others to follow.