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- Player Attributes
- Positive Affinity (+, Pls): governs brute force and vigor; positive affinity (melee) Threads
- Negative Affinity (-, Mns): governs finesse and agility; negative affinity (ranged) Threads
- Neutral Affinity (N, Ntr): governs perception and reaction; neutral affinity (utility) Threads
- Bravery (B, Brv): governs charisma and willpower, affects Threads you use
- the amount of Threads slots that can be occupied is determined by the Bravery, scales from 0 to 6 (just like Bravery)
- Player Health
- Two HP counters - "Armor" (Wounds) and "Shield" (Fatigue)
- Pact system binds two people's Shield together
- Shield can be improved and healed with Threads, Armor can't - purely by medical means
- unPacted Players and regular humans only have Armor, and die when it reaches 0, Reapers and Pacted Players have both Shield and Armor, their Shield is disabled until the end of the Day when their Shield reaches 0, and die (are erased) when their Armor reaches 0
- Mundane damage cannot hurt a creature in combat as long as its Shield isn't 0
- Wounds are equal to the sum of Positive and Negative Affinities of a character, they are decreased as character takes Wounds damage
- Combat
- Reductions
- Combat occurs on two separate "screens".
- The order of initiative is as following: Player with higher Agility, Player with lower Agility, Noise on each separate screen.
- Players can't change equipped Threads/Threads while in combat.
- Chaining Reductions
- Players can chain Reductions to get better rewards, but if they disengage the Chain Reduction, all of the Noise is respawned, as if never Erased.
- Disengaging a Reduction
- Players can disengage a Reduction with a delay of one turn. When the Players disengage a Reduction, their Shield is instantly replenished.
- When the Players' Shield reaches 0, they're forcefully disengaged from a Reduction, and their Shield isn't replenished until the end of the Day.
- The Reapers' Game
- Goal/quest-based, DM sets one primary objective, one secondary objective and one hidden (Game-subversive) objective for the Day
- the Day ends when the Players complete the primary objective issued by the DM
- If the Players fail to fulfill the primary objective in time, they are marked for Erasure by the DM, and the Players are disqualified from the Game, though they can still act until the end of the Game, if they are resourceful enough to not get Erased.
- Players don't get experience for Reductions (but Threads do)
- Planes
- Order of Planes
- Human Plane
- Regular Noise Plane
- Player/Reaper Plane
- Taboo Noise Plane
- Angel Plane
- Tags
- Special decals can allow a being from a lower Frequency Plane interact with a higher Frequency Plane (e.g., humans with Players etc.)
- Tags can be applied to an area, allowing all interactions between two Planes in it, or to a creature, allowing it to interact with other creatures from target Plane
- Threads
- Thread Properties
- Class: better class - better Thread; there are restrictions on how many Threads of the same class you can use - more rigid towards higher classes;
- Angel, Reaper, A, B, C
- Brand (Sign): based on Chinese Zodiac
- Rat, Ox, Tiger, Rabbit, Dragon, Snake, Horse, Sheep, Monkey, Rooster, Dog, Boar and Cat as a 13th sign
- Mus Rattus, D+B, Tigre Punks, Lapin Angelique, Dragon Couture, Hip Snake, Pegaso, Sheep Heavenly, Jupiter of the Monkey, Pavo Real, Natural Puppy, Wild Boar and Gatito as a 13th brand
- Richter, Russell, Tony, Graham, Jake, Don Juan, Rasmus, Willem, Richard, Ted, Aubrey and Brandon as a 13th mask
- Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces and Ophiuchus as a 13th corporation
- Affinity
- Positive (+), Negative (-), Neutral (0), Not Applicable (N/A)
- N/A affinity is usually assigned to passive effect Threads
- Psych (initial draft)
- Available Psychs are specific to various Brands
- the Threads' effects are scaled by Players' Affinities
- Thread Evolution
- Thread Experience/PP Counter
- tracks Thread experience, starts at a number specific for the Thread, and decreases with acquired experience
- not all Threads evolve or have an active effect
- Thread Progression
- Every time the Thread levels up (its PP Counter reaches zero), one of the following things happens:
- - it advances in class, becoming a new, better Thread of the same psych and brand
- - it changes its psych to that of the same brand and class
- - it is mastered, increasing its stats permanently, but halting its evolution
- For example, [Pyrokinesis (C)/Dragon] can become [Psychokinesis (C)/Dragon], [Energy Rounds (C)/Dragon] etc., [Pyrokinesis (C)*/Dragon] or [Pyrokinesis (B)/Dragon].
- Thread Fashion
- Every Brand has its own unique fashion theme and its Active/Passive effects are usually themed too
- Main Resolution Mechanic
- Roll Thread Rank, keep Player's Attribute for psychic abilities/combat
- Roll Background, keep Player's Attribute for mundane activities/combat
- Character Sheet
- Affinities - 4 affinities, a small line directly above them to write in a number
- Backgrounds - freeform, a couple of lines to write them down
- use slots for Backgrounds?
- Thread Deck - 6 slots to denote currently worn threads
- a circle (Thread's design), a line (name of the Thread), a line (Thread's psyche, rank and brand), a box/smaller circle (PP counter)
- Inventory - anything not currently worn, but carried - reasonably limited?
- Thread Compendium
- Rat
- Ox
- Tiger
- Rabbit
- Dragon
- Snake
- Horse
- Sheep
- Monkey
- Rooster
- Dog
- Boar
- Cat
- General System Things
- Foreword
- Glossary
- Basics Overview
- What is an RPG
- What Reaper's Game is based on (Lite, TWEWY)
- What are the Core Attributes (Affinities, Backgrounds etc.)
- What are the Core Mechanics of Reaper's Game (Roll-keep)
- Character Creation
- Attributes
- Standard Attribute Arrays (footnote)
- Backgrounds
- Standard Backgrounds Examples (footnote)
- Threads
- Classes
- Brands
- Affinities
- Psychs
- Inventory
- Playing the Game
- Core Mechanics
- Tests
- Opposed Tests
- Unopposed Tests
- Automatic Success
- Forced Success
- Circumstantial Modifiers (shouldn't be used, already accounted in difficulty)
- Health
- Wounds
- Death Spiral
- Fatigue
- Pact System
- Pact Partners
- Combat
- Reductions
- Chaining Reductions
- Shield Recovery
- Combat Actions
- Using a Thread
- Using a Combat-Related Background
- Moving (movement doesn't matter unless you are trying to dodge or disengage)
- Defending
- Disengaging a Reduction
- Character Advancement
- Reflecting Attributes
- Advancing Backgrounds
- Acquiring Threads
- Non-Player Characters
- Setting-Specific Things
- Setting Info
- Geography
- Technology
- Society
- Economy
- Fashion
- Thread Compendium
- Enemy Compendium
- Quotes To Include
- "You Are What You Wear"
- "Trust Your Partner“
- "Open Up Your Senses"
- "The Clock is Ticking"
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