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- A simplified version of the unisystem.
- Players vote for various actions, The first 3 are taken into account or majority vote in 10 minutes.
- To resolve an action that requires a roll, the players roll 1d10 and add or subtract any relevant modifiers, if the result is equal to or greater than 9, then the action was a success, The QM takes the first three rolls and uses the best roll, rolls of 10 are considered autosuccess and give +2 to the next action roll, rolls of 1 remove the highest success from the rolls, effectively using only one roll.
- (System and Items are Subject to Change)
- Attribute tests
- Simple: (attribute x 2) + 1d10
- Difficult: (attribute) + 1d10
- Skill tests
- (Attribute+Skill) + 1d10
- Spending Experience
- Attribute: Attributes may be improved no more than one level 5 experience points.
- Existing Skill: The cost of the next level (e.g., to go from level 3 to 4 costs 4 points)
- Existing Special: Skill The cost of the next level + 1 (e.g., to go from level 3 to 4 costs 5 points)
- New Skill: 6 points for level 1
- New Special Skill 8 points for level 1
- Quality: 3-5 Points if purchased
- Remove Drawback: 10 Points
- Spending Money
- Money may be spent to further improve your ability to do your job, it can also be used to buy food items, non-work related items and dates, which aid in social interaction.
- Purchasing Equipment happens only at the end of the Session, the beginning of the next session, John will have the new equipment prepared for his arrival.
- Apron: Keeps you dry (damage reduction)
- Hose: shoots crud on dishes (Increases base damage)
- Dishwasher: Increases damage multiplier)
- Combat
- Though John may be doing dishes, this is considered a combat encounter, Encounters are based around Rushes or Waves, Each wave has a set Dish Point or DP total that John has to deplete before he, himself loses his Sanity.
- Servers act as Healers for the wave giving back dish points as they return dishes back to your pit. this happens Once every 3 rounds of combat at a healing rate of 1d4 for a slow shift, 1d6 for an average shift and 1d8 for a busy shift.
- Kitchen dish is considered a separate entity from the wave and John must choose whether to clean kitchen dish or attack the wave for his action, but they do not heal DP.
- If John fails an attack roll, he takes sanity damage equal to the damage he’d deal if the attack was successful, damage reduction is applied after the damage is totaled. If he loses his sanity he begins to lash out and go into a panic, potentially causing him to walk out or be a hindrance to the restaurant, If The shift isn’t a busy shift, John has 3 rounds to succeed a Simple Wil Test simple if the Shift in order to recover his Sanity, If the shift is a busy shift, John has 1 round to Succeed a Difficult Wil Test to recover half his sanity. If John loses his sanity 3 times during a shift he’ll walk out, having in story consequences.
- Example:
- A thursday night is an average shift with 1 wave that has 50 DP and the kitchen has given 15 DP of Kitchen Dish
- Round 1: John chooses to attack the Wave and succeeds his first attack and deals 6 damage to the wave (rolled 3 on 1d4, 3x2 = 6 damage) the wave now has 44 DP left.
- Round 2: John attacks the Kitchen dish this time and succeeds dealing 8 damage (Rolled 4 on 1d4, 4x2 = 8 damage) Kitchen Dish no has 7 DP left.
- Round 3: Kate walks to your pit window and tosses in some dishes healing it for 5 bringing the wave to 49 DP Frustrated John attempts to attack the wave but fails dealing 6 damage to himself (Rolled 3 on d4 3x2 = 6) bringing himself to 17/23 Sanity.
- Abilities
- John has access to abilities that have varying effects from temporary damage boosts, to healing. Using an Ability takes up a round action.
- Example:
- Round 4: John decided to heal himself with his once a session heal ability, using his action and heals for 12 Sanity (4 x Wil = 12) bring himself back to his maximum.
- Summons
- Summons are powerful abilities that change the tide of your shift, John calls upon the help of one of his friends to aid him in completing his job. You may only use one summon per session so choose who you summon carefully, you earn more Summons by going on dates.
- Example:
- Round 5: John wants things to be brought down to size and Summons Nick to take care of the dishes while he eats a Chicken Sandwich. Nick Deals 35 damage to the wave (7x5 = 35) bringing it down to 14 DP out of it’s original 50.
- Food
- Food gives temporary stat boosts and is fairly inexpensive but the cost adds up so don’t make too much use of these.
- Example:
- Still Round 5: While Nick is Summoned he allows you an extra action for non-dish related activities, John decides to order a chicken sandwich, a food item with a cost of $10 but yields a +1 bonus to base damage before the multiplier on the next attack.
- Complications
- If two 1s are rolled during an action roll, the action is an automatic failure and there is a complication, an even that throws a wrench into the machine so to speak.
- Example:
- Round 6: Margo walks to the pit bringing a small batch of dishes only healing the wave for 2 damage bringing it to 16/50 DP. John with his newfound damage bonus tries to bring the pit onto it’s last legs but two 1s are rolled by the players, A bus comes to the restaurant, bringing the DP total by 10 and giving 10 more DP so it’s total is brought to 26/60 DP. John fails his roll and eats it dealing 10 damage to himself (rolled 4, 4+1 x 2 = 10) bringing himself to 7/23 Sanity this is very bad, he’ll need to succeed the shift soon before he breaks down.
- Closing
- once all combats have been succeeded, John needs to finish cleaning procedures, This is solved with a series of Cleaning Checks, John needs to succeed 3/5 Sucesses to finish closing on time, if John doesn’t close on time, he’ll get a bit more money, but the chances for a raise are decreased.
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