NOWHERE LAND
PART 13 · PART XIII: COMPLEX SYSTEMS

Advanced Mechanics

Advanced mechanics expand the core system with optional rules for complex scenarios, mounted combat, and aerial encounters.

Advanced Mechanics Overview

These mechanics handle situations where basic rules aren't enough: entire parties working together, competitive scenarios, dynamic pursuits, and long-term projects.

Group Checks

When the entire party attempts the same task together (climbing a cliff, sneaking past guards, navigating a storm).

Group Check Rules

Step 1: Everyone rolls the same skill (e.g., Athletics for climbing)

Step 2: Count successes (roll ≥ TN) vs failures

Result: If majority succeed, the group succeeds. If majority fail, the group fails.

Example: 4 PCs climb a cliff (TN 12). Results: 14, 10, 13, 15. Three succeed, one fails. Majority succeeds—the group makes it, but the one who failed takes 1 Wound from a minor fall (caught by allies).

Help Action

One PC can Help another on a check. The helper doesn't roll—they grant +2 dice to the target's check. Only one Help per check.

Example: Elias has Stealth +2. Mira Helps him (+2 dice). Elias rolls 4 dice total.

Contests

When two participants compete directly (arm wrestling, debate, chase, opposed magic).

Contest Rules

Step 1: Both sides roll relevant skills

Step 2: Compare totals. Higher wins. Ties: both fail or stalemate.

Margin of Victory: Winning by 4+ = decisive victory. Winning by 8+ = overwhelming victory (extra benefits).

Example: Mira (Persuasion) vs Guard (Insight). Mira rolls 15, Guard rolls 11. Mira wins by 4 (decisive)—guard believes her lie completely.

Extended Contests

For longer competitions (debate tournament, crafting competition), use best of 3 rounds. First to win 2 rounds wins overall.

Example: Kael vs rival in swordsmanship contest. Round 1: Kael wins. Round 2: rival wins. Round 3: Kael wins (2-1 victory).

Chases

When one party flees and another pursues, use the Chase System.

Chase Mechanics

Setup: Determine starting Lead (distance in abstract units: 0-5)

  • Lead 0: Caught (chase ends)
  • Lead 1-2: Close pursuit (can attack/interact)
  • Lead 3-4: Distant (visual contact only)
  • Lead 5+: Escaped (chase ends)

Each Round:

1. Quarry rolls relevant skill (Athletics, Stealth, Survival, or Pursuit)

2. Chaser rolls same skill

3. Compare: Winner gains +1 Lead. Tie: no change. Loser: -1 Lead.

Complications:

Each round, Trickster can add obstacles (crowds, hazards, barriers). Failing an obstacle check costs -1 Lead.

Extended Challenges

Multi-step tasks requiring multiple checks over time (research, investigation, ritual).

Extended Challenge Structure

Setup: Define goal and required Successes (typically 3-10)

Checks: PCs roll relevant skills. Each success counts toward total. Each failure adds Complication or costs time.

Resolution: Once total Successes reached, challenge complete.

Example: Decipher ancient text. Need 6 Successes. Kael (Lore) rolls 3 times over 3 days: Success, Failure (waste 1 day), Success. Mira (Investigation) helps: Success, Success. After 5 checks (4 Successes), one more needed.

Tiered Information

For investigation challenges, reveal information based on success margin:

  • Success by 0-3: Basic clue
  • Success by 4-7: Detailed clue + context
  • Success by 8+: Breakthrough insight + hidden connection

Edge Case Combat

Unusual combat situations not covered in basic rules.

Mounted Combat

Fighting while on horseback or other mounts. Gain +2 dice to attacks vs dismounted foes. If mount takes damage ≥ 3 Wounds in one hit, test Athletics (TN 8) or be thrown (1 Wound, prone).

Aerial Combat

Flying combatants (via Potentials, wings, or mounts). Gain +4 TN to be hit by melee attacks (unless attacker also flying). Ranged attacks at no penalty.

Underwater Combat

All attacks at -2 dice unless using piercing weapons (spears, daggers) or water-adapted. Drowning: Hold breath for Forma rounds. After that, test Forma (TN 8, +2 per round) or take 2 Wounds per round.

Grappling

Contested Forma (or Brawl) check. Winner restrains opponent. Restrained: cannot move, -2 dice to attacks. Escape: contest Forma again on your turn.

Mass Combat

Armies or large groups. Treat each side as one entity. Forma = average, Anima = morale. Resolve as one attack per round. Wounds = casualties. When Wounds ≥ half army size, test Anima (TN 12) or rout.

Crafting & Rituals

Detailed rules for creating items or performing supernatural rites.

Masterwork Crafting

Extended Challenge: Need 5 Successes. Each check = 1 day work. Final check determines quality:

  • Success by 0-3: Standard item
  • Success by 4-7: Masterwork (+1 bonus)
  • Success by 8+: Legendary (+2 bonus or unique property)

Ritual Magic

Using Potentials as rituals (extended casting). Multiply Reverie cost ×3 but gain additional effects or duration ×10. Requires 1 hour per Reverie spent.

Example: Traveler's Leap (1 Reverie, 30 ft teleport) as ritual: 3 Reverie, 3 hours, teleport entire party 300 ft.

See Also

  • Combat - Basic combat rules foundation
  • Skills - Skill descriptions for all checks
  • Potentials - Ritual magic applications
  • Equipment - Masterwork crafting outcomes