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Code: Layered Rules Summary

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Sep 9th, 2016
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  1. The setting is Earth, the year 2116.
  2.  
  3. The world has been devastated by a massive war called the Aggression. Although the fighting is over, mechanical monstrosities called "Vectors" created by a super AI still hold sway over the world, and the places where people are able to live are limited. Fighting back against the monsters can only be done by people who are compatible with the data of heroes and masters of old called "Codes" and can manifest "Layers"--in other words, "Layereds." The PCs take on the role of Layereds in order to protect the people, and fight to take back the world.
  4.  
  5. Archeon
  6. "Source Information Constituent Particles." Anti-matter particles that awaken various phenomenon in reaction to the psychic energy of living beings. This energy can of course freely generate matter.
  7.  
  8. Code
  9. A program that reproduces the minds of heroes, masters, and even monsters that appear in folklore and legend. By resonating your own mind with that of a Code, you are able to influence Archeon, as well as generate a Layer.
  10.  
  11. Layer
  12. A Layer generates the abilities and talents of a Code by influencing Archeon. A variety of things can be produced, such weapons and armor, or even the figure of legend themselves.
  13.  
  14. Layered
  15. Humans who are compatible with Codes, and are able to handle Layers.
  16.  
  17. Enforcer
  18. A type of artificial human, which has the Code of a hero or master installed within their bio-body.
  19.  
  20. Vector
  21. Autonomous combat machines. They are weapons capable of autonomous activity due to having the Codes of monsters installed within them, and many have the appearance of the Code they have installed within them.
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  23. -----
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  25. Check Rules
  26. - Roll a number of dice equal to the stat the GM has indicated.
  27. - Count the number of dice with results lower than the TN (this is generally 6).
  28. - Treat any dice with a result of 1 as a Critical.
  29. - The number of dice below the TN, plus the number of critical dice, plus modifiers from abilities and items, equals your check's result. (In other words, when you critical, you count that die twice.)
  30.  
  31. If your result is greater than or equal to the difficulty, you succeed. If it is less than the difficulty, you fail.
  32.  
  33. Skill Checks
  34. - Roll a number of dice equal to your skill level + the stat governing that skill. The rest is the same as a normal check.
  35.  
  36. Fumble
  37. If not a single die rolls below your TN, the check becomes a fumble. If a fumble occurs, effects that improve the result, such as from items or abilities, are all negated.
  38.  
  39. Methods of ACN Use
  40. By spending ACN, you can acquire the following effects.
  41.  
  42. - Enhance Check Dice
  43. By spending 1 ACN before making a check, you may increase the number of dice you roll for that check by 5. You may do this multiple times per check.
  44.  
  45. - Increase Result
  46. By spending 1 ACN after a check, you may increase the result by 1. You may only do this once per check.
  47.  
  48. - Pay for Abilities
  49. If an ability requires it, you may use that ability by paying ACN.
  50.  
  51. -----
  52.  
  53. Bad Status Summary
  54. Poison - Each Cleanup Process, you lose [Poison Rating x 5] HP. - Poison can only be recovered from via items or abilities.
  55. Pressure - Increase the cost of abilities (not including ACN) by Pressure's level. - Pressure is recovered from during Cleanup.
  56. Hatred - The hit check of your attacks that do not include the target of Hatred take a -2 penalty to the result. - Recovered from at the end of your Main Process.
  57. Dazed - Reduce the dice in all checks you make by 2. - Recovered from at the Cleanup Process.
  58. Capture - You cannot perform physical attacks, and reduce the dice in your Reactions by 1. - Recovered from with a minor action.
  59. Paralysis - Reduce the result of all checks by 1. - Recovered from with a minor action.
  60. Confusion - You cannot move, and reduce the checks of your major actions by 1 die. - Recovered from with a minor action.
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