Opposed Skill Flips

An Opposed Skill Check is referred to as an “Opposed Skill Flip.” Here is the general process:

  1. Identify the Skills in Opposition: The Game Master (GM) determines the skills being opposed. For example, a character using Stealth to sneak past a guard would be opposing the guard’s Notice [SP] skill.
  2. Identify Flip Modifiers and Shifts: The GM decides on any flip modifiers (flip mods) or flip shifts that apply. These can affect the number of cards flipped or the final result of the flip, respectively.
  3. Flip Cards: Each participant flips a number of cards equivalent to their skill rank adjusted by any flip mods.
  4. Determine Results: Participants select one card to keep and add the value of the associated Aspect (the character’s inherent attributes that influence their skills and abilities). Any additional flip shifts are then applied to derive the final value.
  5. Resolve the Opposition: The participant with the higher final value is the winner. In the case of a tie, the Aspect values of the participants are compared, with the higher one winning. If there’s still a tie, the character who initiated the opposed skill flip is the winner.

Unopposed Skill Flips

An unopposed skill check in your game system proceeds as follows:

  1. Determine the Difficulty Target Number (DTN): The Game Master (GM) provides the player with a DTN for the task they’re attempting. The DTN represents the difficulty of the task, with higher numbers corresponding to harder tasks.
  2. Character Makes the Flip: The player flips a number of cards equal to his Skill Rank plus or minus any flip mods. Flip mods may be assigned by the GM based on situational factors.
  3. Choose a Card: After the flip, the player selects one card to use, usually the highest, although other factors might influence this decision.
  4. Add Associated Aspect: The player then adds the current value of the Aspect associated with the skill they’re using to the chosen card’s value.
  5. Account for Flip Shifts: The player factors in any additional flip shifts, positive or negative, into their total. These might come from conditions, advantages, or other circumstantial effects.
  6. Compare Result to the DTN: Finally, the player compares their total value to the DTN. If the total equals or exceeds the DTN, the character succeeds at the task. If the total is less than the DTN, the character fails.

Skill Flip Modifiers

“Skill Flip Modifiers” take into account external factors that might impact the outcome of a skill check. Two types of modifiers exist:

  • Flip Shifts: These apply to minor benefits, problems, or circumstances that could affect the outcome of a skill flip. Flip Shifts can increase or decrease the final value of the flip.
  • Flip Modifiers: These apply to more significant benefits or problems, such as serious environmental conditions or access to special tools. Flip Modifiers increase or decrease the number of cards flipped.

Combat Terminology

  • Time Scales: Combat in the 99 Towers system is broken down into segments called phases. These are represented on a 10×10 grid, known as the Combat Clock. Each square on this grid represents a phase, a point in time when actions can occur.
  • Initiative and Action: When a character enters a combat scenario, they flip for Initiative to determine their reaction speed relative to others. This sets their initial position on the Combat Clock. Each action that a character takes consumes a certain amount of time, moving their position on the Combat Clock accordingly.
  • Handling Ties: Multiple characters can occupy the same phase on the Combat Clock. Ties are resolved first by Initiative, then by Soft Strength, and finally by a flip of a card if the first two are equal.
  • Rounds and Encounters: A round is defined as 10 phases, while an encounter encompasses the entirety of the Combat Clock from start to finish. Some effects may last for several rounds.
  • Start of Phase Activities: Certain effects occur at the start of each phase, before players act. These include ongoing damage, the starting or stopping of status effects, etc. The order of these effects is usually inconsequential, but if it does matter, the GM will determine the order.
  • Zero Phases: Certain game effects occur at the start of “zero” phases, which are phases that end with the number 0 (0, 10, 20, 30, etc.). For instance, magic users may recover mana at the start of each zero phase.