Pull Off Rules

These rules divide the gameplay for the New Dawn Memories campaign into three modes depending on intensity of the situation the characters are in.

# Free Play

This is the standard mode of play. For every successful ability check made in this mode you immediately gain a number of experience points equal to 5 multiplied by your characters current level.

# The Pull Off

This is the mode of play that signifies high tension situations, but not as high tension as Initiative. For every successful ability check in this mode you increase the amount of experience points you receive in the next collective experience payout by 5 %.

## Planning

Before the Pull Off mode starts, the planning phase dictates the condition of the starting point of the Pull Off. These are the steps the players need to take in the planning phase.

### **1. Number of days for planning**

The players need to decide on the number of days used to plan the mission. The more days spent on planning, the higher the chances for benefits during the Pull Off.

### **2. Approach**

The party decides on an approach and provides the necessary detail. Depending on the success of the approach, the starting position of the party can be favorable (8 mission clock ticks), unfavorable (6 mission clock ticks), risky (4 mission clock ticks), or uncontrolled (2 mission clock ticks).

* Athletics, Arcana, Survival, Intimidation checks
* Weapon and Spell Attack rolls
* Any other skill, feat, or ability described in the context of this approach
 Covert
* Acrobatics, Sleight of Hand, Stealth, Investigation, Insight, Nature, Perception, Deception checks
* Appropriate spells
* Any other skill, feat, or ability described in the context of this approach
 Deceit
* Sleight of Hand, History, Religion, Deception, Performance, Persuasion checks
* Appropriate spells
* Any other skill, feat, or ability described in the context of this approach
 Social
* History, Nature, Religion, Animal Handling, Medicine, Performance, Intimidation, Persuasion
* Appropriate spells
* Any other skill, feat, or ability described in the context of this approach

### **3. Pull Off roll**

After deciding on the skills, abilities or other talents they want to use, the Players roll their chosen check. The DC is the Mission's DC minus the number of days spent on planing. Depending on the success of each of the checks, the players chose to do, the starting position is set for the Pull Off, which is represented by the number of ticks on the mission clock.

 At least two players succeeded on their check
 The majority of players (or at least half of them) succeeded on their check
 All players suceeded on their check

## Mission DC

Every Mission has a difficulty level. The greater the difficulty, the greater the reward upon completing the mission. This level is represented by the Mission DC and can be determined and told you about by someone who planned the mission for you, or by a group Intelligence (Investigation) check DC 15.

## Mission Clock

The Mission clock represents the time until there is no other way around it, an initiative is rolled. Keep in mind that rolling for initiative does not mean combat necessarily. Initiative just represents an escalation of the situation where every detail in behavior counts, be it an attack, movement, or verbale altercation.

Every failed roll during the Pull Off phase, be it an attack roll, a skill or ability check, or a save, increases the Mission Clock by one tick. Rolling a natural 20 decreases the Mission Clock by one tick.

## Flashbacks

When an operation is underway, you can invoke a flashback to roll for an action in the past that impacts your current situation. A flashback isn’t time travel. It can’t “undo” something that just occurred in the present moment.

> **Invalid Flashback Example:**
>
>
> DM: "As you approach the yard, you see a watch dog at the front door sleeping."
>
>
> Player: "I use my flashback to tell you that I killed that dog yesterday."
>
>
>
>
> **Valid Flashback Example:**
>
>
> DM: "As you approach the yard, you see a watch dog at the front door sleeping."
>
>
> Player: "I use my flashback to tell you that yesterday I bought sleeping pills and gave it to the dog."
>
>
> DM: "OK, you spent 5 silver pieces on the pills and give me an Animal Handling check in the past."
>
>
> Player: "16."
>
>
>
> DM: "OK. The dog accepted your treat. As far as all of you can tell, the dog is unconcious."
>
>

When rolling for the approach check, a player can decide to spend one of their flashbacks to roll again in order to succeed on the check and create a more favorable starting position.

# Initiative

As stated before, Initiative is the classic D&D Initiative in which detailed actions are required and every round of real-time play is slowed down to 6 seconds per round of in-game time.