Here is where I will post the rules of the game; note that a lot of the rules will have to be discovered during play, these are just the basics.<br/><br/><strong>Success and Failure</strong><br/><br/>Similar to White Wolf's games, Need uses a success threshold system.  Instead of adding your dice together, each die is individually either a success or a failure.  Regardless of die size, a 1 or a 2 is a failure and anything higher is a success.  Because of this, larger dice have a much lower chance of rolling failures.<br/><br/>One of the things that makes this system unique is that your failures count as successes against you; this will be explained in more detail below.<br/><br/>In case of a tie, the highest single die determines the winner (this also makes large dice power powerful tiebreakers).  In the case of tie for highest single die, I will flip a coin to decide the winner.<br/><br/><strong>Solo Rolls</strong><br/><br/>This is the simplest kind of roll, used when you are trying to accomplish something with no particular opposition.  Simply roll your trait, and if you have more successes than failures you succeed.  Because only your failures count against you, the player always wins ties in the case of a solo roll.<br/><br/><em>Example: Olivia is trying to buy a piece of expensive jewelry, and so rolls her Rich Parents trait (2d10) to see if she can afford it.  She rolls a 7 and a 2 - one success and one failure.  This is a tie, but the 7 - her successful die - is higher than the 2, so she wins the roll and is able to purchase the jewelry.</em><br/><br/><strong>Contested Rolls</strong><br/><br/>A contested rolls typically occurs when one character is doing something, and another character is trying to stop them.  Each character rolls an appropriate trait, and the character with more successes is, well, successful.<br/><br/><em>Example: Jason is trying to sneak past Mike without being seen.  Jason doesn't have a very appropriate trait for sneaking, so he defaults to his Physical trait (2d6).  Mike, on the other hand, has an appropriate trait for spotting Jason - Eyes of the Hawk (3d10).  Jason rolls a 3 and a 6 - two successes.  Mike rolls a 3, a 9, and a 1 - two successes and a failure.  Mike's failure counts as a success for Jason, so the final tally is Mike 2, Jason 3; Jason manages to sneak past unseen.</em><br/><br/>Instead of rolling one of your own traits, you also have the option of forcing your opponent to roll one of their weaknesses, in addition to their normal roll.  In this case you are hoping that they will roll enough failures to give you the win.<br/><br/><em>Example: Once again, Jason is trying to sneak past Mike, rolling his Physical trait (2d6).  Opting for a different tactic, Mike decides to force Jason to roll his Muscle Spasms in Left Hand weakness (3d3); at some point while he is trying to sneak past, Jason has a nasty spasm that threatens to make him drop what he is holding and give away his location.  Mike doesn't roll anything; Jason rolls both traits at the same time.  He rolls poorly, getting 2, 4, 1, 3, and 1.  He has two successes, but his 3 failures count as successes for Mike; this time Jason is spotted.</em><br/><br/>There is another kind of contested roll, which is a character attempting to surmount a particularly difficult obstacle.  In this case the game master (me) sets a difficulty for the obstacle in question, represented by a dice pool, and the character rolls an appropriate trait against the obstacle.<br/><br/><em>Example: This time, Olivia is trying to buy herself a car.  This is quite an expenditure, so a Solo Roll doesn't make sense.  Instead, the game master decides that the cost of the car is an obstacle with a dice pool of 3d6, and Olivia rolls her Rich Parents trait (2d10) against it.  Olivia rolls an 8 and a 9, and the game master rolls a 3, a 5, and another 3.  Olivia has 2 successes, but the obstacle has 3 - the car is out of her price range for the moment.</em><br/><br/><strong>Conflicts</strong><br/><br/>Conflicts are the most complicated kind of rolls.  A conflict occurs when two or more characters are dedicated to opposing each other.  In theory, any contested roll could be expanded into a conflict - which is appropriate depends on how much the characters care about the events in question.  Because conflicts are long, drawn out processes, they should only be used when dramatically appropriate.<br/><br/>Conflicts involving more than two characters are even more complex, so I will keep it to a simple, one-on-one contest for now.  The first step in a conflict is for each character to declare what they are trying to achieve.  For example "Kill my opponent", "convince her to sleep with me", or "talk him out of joining the club".  Note that it's possible for these to be wildly divergent goals - Esther mind have blood on her mind, while Mike is trying to talk her into bed.<br/><br/>Once goals have been declared, the conflict proceeds as a series of contested rolls, following the normal rules for those, with a few difference.  Each "round", each character either rolls a trait or forces their opponent to roll a weakness.  Whoever loses suffers a Strike.  When a character has suffered three Strikes, they have lost the conflict.  What makes conflicts interesting, however, is that with the exception of attribute traits (Personal, Spiritual, Physical, and Professional) no trait may be used more than once per conflict.  Once you have rolled a given trait - whether of your own volition or because its a weakness you were forced to roll - you can't roll that trait again (or be forced to roll it again) for the rest of the conflict.<br/><br/>Hopefully these rules makes sense; conflicts are the most complicated part of the system and I will provide step-by-step guidance when one comes up.  For that reason, I won't be providing an example of a conflict.<br/><br/><strong>Injury</strong><br/><br/>When you suffer an overwhelming defeat, you risk your traits being injured.  This is something I'll go into in more detail when it happens; this is mostly a "fair warning" notice.  You suffer an injury if, for any reason, you lose a roll and the other side has four or more successes total.<br/><br/>If the other side happens to have eight or more successes total (possible only if you are being ganged up on in a multi-person conflict) you risk suffering a very serious injury - hopefully this doesn't happen to anyone.  :-)