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  1. SBURB RPG Take 2
  2.  
  3. CORE MECHANIC: SPIN
  4. When making a skill based roll, you attempt to roll 3d6 and roll below half an attribute + your skill's rating. Meeting or beating this number, referred to as the Target Number, results in the generation of Spin points. Refer to the chart below as to just how much Spin you can generate in a roll.
  5.  
  6. - Beating the TN by 0-2 nets you no Spin, just basic success.
  7. - Beating the TN by 3-5 gets 1 Spin
  8. - Beating the TN by 6-8 gains 2 Spin
  9. - Beating the TN by 9-10 gains 3 Spin
  10. - Beating the TN by 11 or more adds up to 4 Spin
  11.  
  12. Spin can be spent in one of three ways: to make a roll superior to another, reduce the time for an extended roll, or affect the narrative by adding your own spin to it.
  13. * Making a roll superior involves you spending the spin you generate on a roll to say, I did this better than you did. Often, this is used for contested rolls, such as determining if a Mythos Skill happens to work on someone or not and they have a chance to resist it. Both parties spend an amount of Spin, the defender going first. The attacker responds by spending Spin, trying to match it or exceed it. If they do either, than the power effects the defender.
  14. * Making a roll happen sooner is done by spending Spin to reduce the amount of time it takes to perform an action. Say that coding a program takes an hour per skill roll and the function of the program requires you to make three successful skill rolls. For each point of Spin you generate on the initial skill roll, you can spend it point for point, to increase the target number of the next skill roll, using momentum to go just a little farther each time.
  15. * Adding your own spin to the narrative involves you generating Spin on a simple success based skill roll. If you succeed, you can spend Spin for additional benefits. Say someone is making an item and they wish to roll some sort of relevant crafting skill. They do so and score point of Spin on the roll. That person can spend that Spin to have the GM say, "You successfully make this thing, and you do it in such a way that it hardly effects your reserve of supplies." This method is all about adding "ands" to the success.
  16.  
  17. TYPES OF ROLLS
  18. - Simple - A simple success roll is one where you simply try to roll 3d6 to match or roll under your skill rating for an ability. Spin spent on these sorts of rolls allows the GM to add more bonuses based on how much Spin you spend, generally adding an additional 'and' for each point, or making something a whole lot better for more.
  19. - Extended - Extended success rolls often require one to make multiple skill rolls as they go, having to score a certain number of successful skill rolls in order to complete the task. The GM sets up the amount of successful rolls you would need in order to pull off the extended task and the amount of time each roll would take up as your character works at it. With these kinds of rolls, you can spend Spin generated to increase the TN of the next roll, one for one and for that roll only. This represents your character utilizing their momentum and keeping at the task at hand.
  20. Number of Successful Rolls Extended Roll Difficulty
  21. 1 Very Easy
  22. 2 Easy
  23. 3 Average Difficulty
  24. 4 Tough
  25. 5 Very Tough
  26. - Contested - A contested roll involves two or more parties rolling against each other, seeing who happens to be more skilled than the other. Each participant rolls a skill roll and generates spin. Each one then spends Spin in whatever order is decided, often with defenders going before attackers. He who spends the most Spin is victorious. If there is a tie, then the one with the most skill is victorious. If a tie still persists, then often it is the defender of the situation who wins.
  27.  
  28. ATTRIBUTES AND ATTRIBUTE ROLLS
  29. SBURB RPG player characters possess five separate attributes that are used within the game. These attributes define them, physically, mentally, and mystically within the strange definitions of SBURB. These five attributes are: Body, Finesse, Brains, Willpower, and Title. An explanation as to what is what follows:
  30.  
  31. - Body - Body is a character's overall fitness, strength, and stamina.
  32. - Finesse - Finesse is one's agility and manual dexterity rolled into one handy-dandy rating.
  33. - Brains - Brains is how smart and cunning one is, and is often used with skills that rely on persuading and manipulating others.
  34. - Willpower - Willpower is your sense of self and ability to stick to whatever you're doing.
  35. - Title - This is your mythological title within SBURB itself and it influences your Mythos Skill usage.
  36.  
  37. Each attribute is rated from 1 to 10, with a 1 being infirm, under developed, and otherwise shitty and 10 being unbelievable and peak perfection. Most average people have a rating of 4 to 6 in each attribute, with a few exceptions, depending on what they've chosen to focus on. Characters receive 20 points to distribute on a 1 for 1 basis in each stat. Characters are required to have at least 1 point in a stat, unless otherwise talked out with the GM beforehand.
  38.  
  39. Sometimes, you need to make a roll that is straight up part of your abilities and has no reliance on skills. This is called an Attribute Roll. When making an Attribute Roll, you multiply your rating in an attribute by 1.5, rounding up, to get your TN for that roll. Body related Attribute Rolls often involve pushing yourself beyond your physical limits, such as staying awake for long periods of time and going without food for a long while. Finesse Attribute Rolls involve dodging or catching incoming object, be they stabs or objects tossed at you by a friend. Brains Attribute Rolls are used for memory, recalling facts or figures, and puzzling things out. Willpower Attribute Rolls often involve throwing off mental control and resisting outside influences. Title has no Attribute Rolls associated with it.
  40.  
  41. ASPECTS
  42. Each character has something unique about them that sets them apart from others. Some might have brains, other brawn, or some have finely developed social skills. Your character has 3 Aspects about them that will aid, and possibly harm them along their journey. These aspects should be descriptive and add to the character and they may have a small chance of hindering a character on occasion.
  43.  
  44. When an Aspect might come into play for Skill Roll, the player adds an additional +2 to the TN. If an Aspect would otherwise hinder you in some situations, you take a -2 to the TN in question.
  45.  
  46. SKILLS
  47. A character also possesses skills, which form the other half of a Skill Roll. A player gets a 30 skill points to distribute amongst the 17 skills, all of which are rated from 0 to 10. You buy ranks in a skill, one skill point for a rank. No skill may start higher than 5 at the beginning of play.
  48.  
  49. If you'd have to make a Skill Roll and lack any ranks in them, you can still roll, but at a penalty. This is called Defaulting. The GM determines how difficult the Skill Roll would be and gives you the Defaulting Difficulty. Easy uses of a skill allows you to roll at simply just half your related Attribute. Tough uses of a skill lets you roll a skill at the related attribute at a -3 to the TN, where TNs at or lower than 3 cannot be attempted. Hard difficulty skill uses cannot be defaulted on.
  50.  
  51. Skills with an asterisk by them are macroskills, consisting of many different types of skills all rolled into one ability. When you place skill points into a macroskill, you must choose a specialization of that macroskill.
  52.  
  53. Skill Name Linked Stat
  54. Acrobatics (Finesse)
  55. This is your skills with jumping, tumbling, and otherwise doing weird acrobatic things like doing a pirouette of the handle of a sword.
  56. Animal Handling (Brains)
  57. When dealing with animals, this is the skill to use. Most of the time, you can use this skill on things of animal-like intelligence at a -2.
  58. Athletics (Body)
  59. This is the running, climbing, and swimming portion of the physical skills, which are very useful when moving around and exploring the world.
  60. Computers (Brains)
  61. This is the skill used whenever you want to do something on a computer more complicated than opening and using a familiar program or surfing the net. Activities like this often include hacking and program coding.
  62. *Craft (Finesse)
  63. When you need to make something from scratch, you roll a crafting skill roll, be it a whittled shiv or a masterfully forged sword. Examples include: Swordmakery, Baking, or Making Webcomics.
  64. Empathy (Brains)
  65. This skill is often used when you need to put yourself in someone else's shoes and figure out their motivations. Most often, it's used in contested rolls when being rolled against manipulative skills.
  66. *Firearms (Finesse)
  67. x
  68. Intimidation (Brains/Body)
  69. If you need to get someone to do what you want them to by making threats, Intimidation is the skill to use. Use Brains when you're making cunning threats or Body is you're just threatening to beat the stuffing out of someone.
  70. *Knowledge (Brains)
  71. x
  72. Manipulate (Brains)
  73. x
  74. Medicine (Brains)
  75. x
  76. *Melee (Body)
  77. x
  78. Perception (Willpower)
  79. x
  80. *Perform (Finesse/Brains)
  81. x
  82. Stealth (Finesse)
  83. x
  84. Survival (Willpower)
  85. x
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