The core Orbit mechanic is a 2-die roll-over system built around abilities and a shared metacurrency.

Table of Contents

Introduction

The system uses a 2-die roll-over mechanic based on Abilities. Each character has 6 abilities (see below).

Characters also have Push Points (the game’s metacurrency. The actual name depends on the rest of the system this gets latched on to), which allows them to push themselves beyond their normal limits.

Main roll

The base roll is simple:

Risk roll

Sometimes a PC might want to not care about contingencies and go straight for the metaphorical kill, even at their own risk. This is the risk roll. Roll 1 die (subject to advantage), and treat it as if it were a pair of dice for the purposes of the main roll’s degrees of success: any result is automatically a strong result, and there’s no mixed success.

Ability dice

Ability scores are tracked by increasing die size. The starting point for all abilities is d6.

Assigning Abilities

Based on character creation choices, base ability scores can change. For example, an excellent marksman might start with a d8 or d10 in Aim instead of the usual d6. Conversely, a simple farmhand might start with a d4 in Charisma.

Push Points and Pushes

Each character has a pool of Push Points. A Push Point can be used to push oneself, letting the character behave, for a moment (a single roll, a single action), as if they were better at the skill. This means, most notably, increasing the die size by one step following the usual progression:

If a die is going to be pushed beyond d12, choose one:

Push dice are rolled alongside the main roll, and their result is added to the result of both dice in the main roll. Each die may be separately subject to advantage. A Push die starts at size d4. Extra Push Points can be used to increase its size, using the progression outlined above.

You can double the effect of a push1 1making paid points behave as . (e.g. ) (with GM consent) by introducing a complication. Instead of a complication, the World can tally a due.

The World (personified in the GM) can keep a tally of the PC’s dues. A sort of symbol of the unfair luck they might have had, or of the favours fate handed them. Fate, however, doesn’t do gifts, and luck turns around.

Dues

Dues, accumulated within Bargains with Fate, are tokens the GM gets to spend to insert world or NPC moves while outside of the timing defined by the normal resolution system. For example, the GM might spend a token to:

Generally, Difficulty Classes are:

DifficultyDCWhen to Use
Easy2+Simple tasks
Pretty Hard4+Routine challenges for competent folk
Oompfy6+Significant obstacles
Increadibly Hard8+Expert-level tasks
Legendary10+Heroic feats

Favorable circumstances may grant advantages or disadvantages.

Advantages and Disadvantages

Advantages and disadvantages can stack, or cancel each other out2 2more advantages or disadvantages stack together, advantages and disadvantages cancel each other out. The final number of kept rolls is the same number of dice as the original unmodified roll. Advantage / Disadvantage applies to any additional dice (like push dice) at the GM’s discretion.

Advantage: Add a die of identical size to the one being rolled, after any pushes. Take the highest results. You can convert advantage into one push up to (and including) d8, two pushes up to d12, or three pushes after reaching d20.

Disadvantage: Add a die of identical size to the one being rolled, after any pushes. Take the lowest results.

As with Gumshoe3 3one of the touchstones of this system, with Ironsworn, YZE and DH, characters are presumed to be competent. No rolls are needed for activities that any denizen of the Game’s World would be able to do. Additionally, as ability levels increase, this minimum baseline for success also rises.

Example Core Skill list

Any RPG generally will need skills to handle social encounters and basic interactions with the world.

The only skills that I believe are needed to cover the bases are Strength, Dexterity and Perception. They are the core of what a character needs to tell the resolution system in order for it to work.

Beyond those, I believe strong arguments can be made for Charisma, Intelligence, Luck, and Endurance. I personally use them, however it can be argued that Charisma and Intelligence should be left to the players, Endurance can be folded into strength, and Luck can be left to the dice. It’s your choice!

Naturally, all names can be changed to better fit the vibe of the setting. For example, I renamed Charisma to “Gift of the Gab” in the Western Example Setting.

  1. 1making paid points behave as . (e.g. )
  2. 2more advantages or disadvantages stack together, advantages and disadvantages cancel each other out
  3. 3one of the touchstones of this system, with Ironsworn, YZE and DH