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Jun 13th, 2016
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  1. Player Attributes
  2. Positive Affinity (+, Pls): governs brute force and vigor; positive affinity (melee) Threads
  3. Negative Affinity (-, Mns): governs finesse and agility; negative affinity (ranged) Threads
  4. Neutral Affinity (N, Ntr): governs perception and reaction; neutral affinity (utility) Threads
  5. Bravery (B, Brv): governs charisma and willpower, affects Threads you use
  6. the amount of Threads slots that can be occupied is determined by the Bravery, scales from 0 to 6 (just like Bravery)
  7.  
  8. Player Health
  9. Two HP counters - "Armor" (Wounds) and "Shield" (Fatigue)
  10. Pact system binds two people's Shield together
  11. Shield can be improved and healed with Threads, Armor can't - purely by medical means
  12. 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
  13. Mundane damage cannot hurt a creature in combat as long as its Shield isn't 0
  14. Wounds are equal to the sum of Positive and Negative Affinities of a character, they are decreased as character takes Wounds damage
  15.  
  16. Combat
  17. Reductions
  18. Combat occurs on two separate "screens".
  19. The order of initiative is as following: Player with higher Agility, Player with lower Agility, Noise on each separate screen.
  20. Players can't change equipped Threads/Threads while in combat.
  21. Chaining Reductions
  22. 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.
  23. Disengaging a Reduction
  24. Players can disengage a Reduction with a delay of one turn. When the Players disengage a Reduction, their Shield is instantly replenished.
  25. 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.
  26.  
  27. The Reapers' Game
  28. Goal/quest-based, DM sets one primary objective, one secondary objective and one hidden (Game-subversive) objective for the Day
  29. the Day ends when the Players complete the primary objective issued by the DM
  30. 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.
  31. Players don't get experience for Reductions (but Threads do)
  32.  
  33. Planes
  34. Order of Planes
  35. Human Plane
  36. Regular Noise Plane
  37. Player/Reaper Plane
  38. Taboo Noise Plane
  39. Angel Plane
  40. Tags
  41. Special decals can allow a being from a lower Frequency Plane interact with a higher Frequency Plane (e.g., humans with Players etc.)
  42. 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
  43.  
  44. Threads
  45. Thread Properties
  46. Class: better class - better Thread; there are restrictions on how many Threads of the same class you can use - more rigid towards higher classes;
  47. Angel, Reaper, A, B, C
  48. Brand (Sign): based on Chinese Zodiac
  49. Rat, Ox, Tiger, Rabbit, Dragon, Snake, Horse, Sheep, Monkey, Rooster, Dog, Boar and Cat as a 13th sign
  50. 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
  51. Richter, Russell, Tony, Graham, Jake, Don Juan, Rasmus, Willem, Richard, Ted, Aubrey and Brandon as a 13th mask
  52. Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces and Ophiuchus as a 13th corporation
  53. Affinity
  54. Positive (+), Negative (-), Neutral (0), Not Applicable (N/A)
  55. N/A affinity is usually assigned to passive effect Threads
  56. Psych (initial draft)
  57. Available Psychs are specific to various Brands
  58. the Threads' effects are scaled by Players' Affinities
  59. Thread Evolution
  60. Thread Experience/PP Counter
  61. tracks Thread experience, starts at a number specific for the Thread, and decreases with acquired experience
  62. not all Threads evolve or have an active effect
  63. Thread Progression
  64. Every time the Thread levels up (its PP Counter reaches zero), one of the following things happens:
  65. - it advances in class, becoming a new, better Thread of the same psych and brand
  66. - it changes its psych to that of the same brand and class
  67. - it is mastered, increasing its stats permanently, but halting its evolution
  68.  
  69. For example, [Pyrokinesis (C)/Dragon] can become [Psychokinesis (C)/Dragon], [Energy Rounds (C)/Dragon] etc., [Pyrokinesis (C)*/Dragon] or [Pyrokinesis (B)/Dragon].
  70. Thread Fashion
  71. Every Brand has its own unique fashion theme and its Active/Passive effects are usually themed too
  72.  
  73. Main Resolution Mechanic
  74. Roll Thread Rank, keep Player's Attribute for psychic abilities/combat
  75. Roll Background, keep Player's Attribute for mundane activities/combat
  76.  
  77. Character Sheet
  78. Affinities - 4 affinities, a small line directly above them to write in a number
  79. Backgrounds - freeform, a couple of lines to write them down
  80. use slots for Backgrounds?
  81. Thread Deck - 6 slots to denote currently worn threads
  82. 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)
  83. Inventory - anything not currently worn, but carried - reasonably limited?
  84.  
  85. Thread Compendium
  86. Rat
  87. Ox
  88. Tiger
  89. Rabbit
  90. Dragon
  91. Snake
  92. Horse
  93. Sheep
  94. Monkey
  95. Rooster
  96. Dog
  97. Boar
  98. Cat
  99.  
  100. General System Things
  101. Foreword
  102. Glossary
  103. Basics Overview
  104. What is an RPG
  105. What Reaper's Game is based on (Lite, TWEWY)
  106. What are the Core Attributes (Affinities, Backgrounds etc.)
  107. What are the Core Mechanics of Reaper's Game (Roll-keep)
  108. Character Creation
  109. Attributes
  110. Standard Attribute Arrays (footnote)
  111. Backgrounds
  112. Standard Backgrounds Examples (footnote)
  113. Threads
  114. Classes
  115. Brands
  116. Affinities
  117. Psychs
  118. Inventory
  119. Playing the Game
  120. Core Mechanics
  121. Tests
  122. Opposed Tests
  123. Unopposed Tests
  124. Automatic Success
  125. Forced Success
  126. Circumstantial Modifiers (shouldn't be used, already accounted in difficulty)
  127. Health
  128. Wounds
  129. Death Spiral
  130. Fatigue
  131. Pact System
  132. Pact Partners
  133. Combat
  134. Reductions
  135. Chaining Reductions
  136. Shield Recovery
  137. Combat Actions
  138. Using a Thread
  139. Using a Combat-Related Background
  140. Moving (movement doesn't matter unless you are trying to dodge or disengage)
  141. Defending
  142. Disengaging a Reduction
  143. Character Advancement
  144. Reflecting Attributes
  145. Advancing Backgrounds
  146. Acquiring Threads
  147. Non-Player Characters
  148. Setting-Specific Things
  149. Setting Info
  150. Geography
  151. Technology
  152. Society
  153. Economy
  154. Fashion
  155. Thread Compendium
  156. Enemy Compendium
  157.  
  158. Quotes To Include
  159. "You Are What You Wear"
  160. "Trust Your Partner“
  161. "Open Up Your Senses"
  162. "The Clock is Ticking"
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