Game Mechanic Generator

[main]

1,To determine whether the [task] is successful, [rollordraw]. If the [result] is [compareto] [thetargets], the attempt [successorfail]. [checkmargin]
 * main

5,Skill Check 5,Attribute Check 5,Skill Roll 2,Saving Throw 2,spell 2,seduction attempt 1,murder attempt 5,attempt 5,attack 2,defense
 * task

7,roll [dicetype] 1,draw a number of cards equal to the character's [targetnumber]
 * rollordraw

10,a number of [dice]'s equal to the character’s [targetnumber] 10,[num][dice][plusorminus] 3,4dF 2,1[dice]-1[dice] 4,+[apocstyle] 1,soem d02’s
 * dicetype

3,d20 1,d4 5,d6[andcountthe] 1,d8 4,d10 1,d12 1,d100 1,dF
 * dice

2,+[num] 2,-[num] 6,
 * plusorminus

1, and count the BODY 19,
 * andcountthe

100,1 80,2 60,3 40,4 20,5 20,10 20,[Dice.1d20] 10,[Dice.1d100] 1,[Dice.1d1000]
 * num

1,[check] 3,
 * checkornot

3,[add] 1,[check]
 * addorcheck

1, and check for successes
 * check

5,result 5,total 3,number of successes
 * result

1, and add them together 1, and add the character’s Attribute and Skill values 1, and add all appropriate bonuses and penalties 1, and add the character’s Skill + Stat
 * add

1,hot 1,cool 1,cold 1,sharp 1,weird 1,charm 1,tough 1,violent 1,hopeless 1,warm 1,nice 1,hope 1,ennui 1,[attribute]
 * apocstyle

2,less than 5,less than or equal to 1,equal to 5,greater than or equal to 2,greater than
 * compareto

3,the character's [targetnumber] 10,the opponent's [targetnumber] 7,the target's [targetnumber] 1,the pony's [targetnumber] 20,the attack's [attackvalue] 10,the difficulty 20,the difficulty of the task as determined by the [gmortable]
 * thetargets

3,[attribute] 1,roll 1,Skill value 1,Armor Value 1,Skill + Stat 1,target number as determined by the [table]
 * targetnumber

1,damage roll 1,hazard level 1,danger level 1,avoidance value 1,combat penalty 1,intensity 1,psychic damage amount 1,skill penalty 1,piercing bonus 1,type
 * attackvalue

3,attribute value 10,Strength 10,Dexterity 10,Constitution 10,Intelligence 10,Wisdom 10,Charisma 5,Willpower 5,dodge roll 2,net worth 1,Hope 1,Ennui
 * attribute

1,GM 4,[table]
 * gmortable

5,attack matrix 1,population growth table 3,saving throw table 1,fear vs. anger table 1,hope vs. ennui table 5,[x] table 1,seduction attempt table 2,wandering monster table 3,random difficulty table 1,random space hazards table
 * table

5,character level vs. [y] 3,monster hit dice vs. [y] 1,chance of death 1,random spell 1,random damage 1,BOFH random excuse
 * x

1,Armor Class 1,poison 1,dodge value
 * y

5,succeeds 1,fails
 * successorfail

1,If the character [checkmarg], the result is [typeofsuccessorfail]. 3,
 * checkmargin

1,rolls a natural 1 1,rolls the minimum 1,rolls the maximum 1,rolls a natural [num] 1,rolls a [num] on the Wild Die 1,rolls a matched set of two or more dice of the same value 1,achieves a success result on each die in the pool 1,rolls all 1’s 1,rolls less than half of what he needed 1,rolls more than twice what he needed 1,exceeds the target number by [num]
 * checkmarg

1,a critical success 1,a critical failure 1,a critical hit 1,a fumble 1,increased by one level of effect for every [num] by which the roll beat the target 1,increased by +1 for every die that comes up the max value, or is at -1 for every 1 rolled
 * typeofsuccessorfail