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  1. Basic Mechanics
  2.  
  3. Mechanics-----------------------------------
  4. The Sburb RPG relies on a pool of six-sided dice as generated by the amount of relevant tags your character has in addition to their stats. You add +2 dice when you have a tag that applies to the situation and subtract -2 dice when a tag is unfavorable or leaves you at a disadvantage. You can use one stat tag, one skill tag, one kid aspect tag, one item tag and one enviromental tag per pool.
  5.  
  6. When you roll, count the amount of dice that show the five or six side. These are called successes. You want as many of these as possible, but often just one is enough. Two or more would be necessary for tasks and trials that require a little more than just basic skill and luck. Refer to the following chart if you need to gauge things.
  7.  
  8. Successes Tasks
  9. 1 Things you do on a regular basis.
  10. 2 Slightly difficult things.
  11. 3 Things you're unused to do doing.
  12. 4 Monumentous tasks.
  13. 5+ Epic or godly tasks.
  14.  
  15. If a character would fail a roll, they can perform a re-roll. This is done by a player declaring a re-roll, and then marking off one of their re-roll boxes. They then roll the failed dice pool and hopefully succeed.
  16. - 1st re-roll, the GM narrates the success or failure. Player can decide to re-roll again if they failed. If they fail and don't roll again, they then accept a temporary, minor consequence of their actions.
  17. - 2nd re-roll, the GM narrates the continued failure or success. If they fail, then they can re-roll a third and final time. If they fail and don't re-roll, they find themselves incapacitated. The GM narrates what happens on a pass.
  18. - 3 re-roll, the GM narrates the dire straits the character faces. This is the do-or-die roll. Failure results in either the character having a Very Bad Thing happen to them or the player can choose to kill the character. If you succeed, then the player describes what happens.
  19.  
  20. You get a number of re-roll boxes to mark off. You can only mark off the boxes once before you have to wait till the end of the session to refresh and erase them. You get re-rolls for:
  21. [ ] A Carried Object
  22. [ ] A Found Item
  23. [ ] A Sudden Ally
  24. [ ] A Remembered Thing
  25. [ ] A Geographic Feature
  26. [ ] A Mythological Role (AKA Title Re-roll)
  27. ----------------------------------------------
  28.  
  29. Tag-System-Notes------------------------------
  30. The game's pretty rules-light, and a lot of it relies on the players and the GM coming up with creative BS on the fly. One could make a big database of tags to describe their exact effects, but that would probably be a monstrous undertaking, given that they'd need to catalog just about everything that a player or their character might conceivably have in their house. Tags would be player and GM described, each one doing what they say they do. If it would help or hinder, players and GMs can use any tags that they feel would be reasonable.
  31.  
  32. You've got tags for things. It's sort of how we define things in this game. You have the basic stats. You roll that many dice equal to the stat.
  33.  
  34. * Stats can have tags, which are like specializations of that stat. You could have a Body rating at 1, but still be [strong] to match an average person. You just have a terrible immune system or something.
  35. * Skill tags are things you're good at, like [Practical Jokes] or [Forest Lore].
  36. * Kid Aspects tags are things that you have, but aren't skills or relevant to your main stats, like [Filthy Rich] or personality traits.
  37. * Items are made with tags, so this is easy. You got a gun? It has the [Shoot Shit to Death] tag, which applies when you're shooting something to death. Item tags can add dice to a roll and also give out narrative hints if you re-roll using the item.
  38. * Environmental tags are things that a GM notes about a scene, such as [Darkness] or [Slippery]. You can use those things to your advantage or have them used against you.
  39.  
  40. The idea behind the item tags was to give you a narrative excuse for what happens if you need a re-roll in addition to giving you bonuses or penalties. Let's say Kyle's trying to do a contest where he needs to climb his land's strange terrain. He makes it halfway up before some strange flying creatures start harassing him, threatening to knock him off. He pulls out the Shocking Development, and starts rapid-firing electrified rods at the beasts and drives them off long enough to climb to the top of the cliff.
  41.  
  42. Mechanically, Kyle's player failed the roll to climb up the cliff and the GM introduced a likely threat in the form of the bird creatures. Kyle decides to blow the re-roll granted by the Shocking Development, to try and 'put out the eyes' of the bird-things. He re-rolls the climbing roll and finally succeeds, avoiding a harsh injury by falling or getting carried off by the birds.
  43. ----------------------------------------------
  44.  
  45.  
  46.  
  47.  
  48.  
  49.  
  50.  
  51. Character-Creation----------------------------
  52. Kids are built with three basic stats, Mind, Body, and Finesse as well as tags. You build a character from the ground up using build points. Your total build pool is 45 points to be spent how you see fit. Any leftover points are added to your Plot Point roll, maximum 3.
  53.  
  54. Cost Chart
  55. Name Point Cost
  56. Stats Varies
  57. - A Stat at 2 6
  58. - A Stat at 3 9
  59. - A Stat at 4 12
  60. - A Stat at 5 15
  61. Stat Tags 3
  62. Skill Tags 2
  63. Kid Aspect Tags 1
  64. (Like Always Awake)
  65.  
  66. Character also starts with 1d6 PLOT POINTS, which can be used to create Callbacks to earlier things (Such as firing your PDA out the window and finding it later) or make a statement about a scene. They can be spent to erase a used re-roll boxes, one for one. Players gain 1 Plot Point a session at the end of the session, with more coming in if they would suffer for the betterment of the story during play.
  67.  
  68. Each kid has a custom stat called a MYTHOS TRAIT, created at Character Creation. These personalized stats allow you to gain and hold Mythos Points. But, other than that, it wouldn't be much.There are three places you put down a 1 MP condition, a 3 MP condition and 10 MP condition. 1 Point conditions are easy to satisfy and provide 2-3 points a game while 3 Point conditions show up only rarely, and a 10 Point condition may happen only once in an entire game.
  69.  
  70. Let's go with Dawn for this example. Her player marks down the following as her Mythos Trait: Lass Sass. This gives her player an idea on the 1 Point condition: Creating sick burns. Now this can be a very common thing, but the GM hands out the point, not by simply fulfilling the conditions. 3 Points is decided to be "Going against convention", something her dead mother taught her well, and the 10 Points condition is whenever she manages to best her eternal friend-rival, Jack. This happens once in a blue moon, but its something she can be proud of.
  71.  
  72. With these points, you can buy up higher stats, add, subtract, or change the tags your character has; buy up dice for a roll, and even buy plot points with them. Check this trade chart for details.
  73.  
  74. Points Bonus
  75. 1 +1 die to a single roll, decided before the roll.
  76. 3 Buy an automatic success, activate Fraymotifs.
  77. 10 Buy 1 Plot Point.
  78. New rank x 5 Increase a Stat (2 costs 10, 3 costs 15. Going from 1 to 3 costs 25).
  79. 3 Change or Remove a character tag.
  80. 6 Add a character tag.
  81.  
  82. Once these things have been decided, you have a few more decisions to make about the character. Simple ones, but meaningful choices nonetheless.
  83.  
  84. First, you must decide on your TItle. A Title is a combination of a Class and Aspect assigned to you by Sburb as you enter the Medium. It dictates your powers and role within the game. Keep in mind, a Title is something meant to challenge a kid, allow them to grow into someone who can win the game.
  85.  
  86. Your primary Strife Specibus as well as any other ones you might use. These hold your weapons and allow you to equip them, so keep them handy. Weapons can be as simple and straightforward as Swordkind or as strange and esoteric as Mirrorkind. Get creative with these.
  87.  
  88. The Fetch Modus for your Sylladex. The Sylladex is your inventory system that keeps even the largest items stored away in Captchalog cards. You start out with five cards, likely finding or even making more along the way.
  89.  
  90. Your Guardian is someone who takes care of and keeps an eye on you while you’re still within the reality of Earth. You might love them, hate them, be creeped out by them or any number of things. Detail their name and relationship to and with you.
  91.  
  92. Be sure to note which moon of Skaia you dream on, be it either Prospit or Derse. Choose one, keeping in mind that Derse dreamers are people who'd rather get things settled behind the scenes with cunning, stealth, and guile. Prospit dreamers tend to be in-charge, taking the spotlight, and often leading from the front.
  93.  
  94. Next up, you can detail your land within the Incipisphere. This is a moving planet that you are teleported into once you get the game started. You could choose to detail it in such a way that one facet of the name refers to one of your character’s interests and the other somehow relates to the Aspect portion of their Title. Or, you could roll it up on this fancy d100 chart and get both facets!
  95.  
  96. Roll 1d100 twice for a random Land of X and Y
  97. 1 - Frogs 51 - Energy
  98. 2 - Desert 52 - Oil
  99. 3 - Storm 53 - Peace
  100. 4 - Ash 54 - Dust
  101. 5 - Speed 55 - Shade
  102. 6 - Flow 56 - Tyranny
  103. 7 - Angels 57 - Lava
  104. 8 - Roads 58 - Wastes
  105. 9 - Dew 59 - Light
  106. 10 - Savagery 60 - Wind
  107. 11 - Revolution 61 - Wrath
  108. 12 - Relic 62 - Rainbows
  109. 13 - Darkness 63 - Sunrise
  110. 14 - Rust 64 - Temples
  111. 15 - Ichor 65 - Glass
  112. 16 - Rain 66 - Night
  113. 17 - Craters 67 - Mirth
  114. 18 - Crystal 68 - Tears
  115. 19 - Frenzy 69 - Mist
  116. 20 - Gathering 70 - Artifice
  117. 21 - Sand 71 - Vaults
  118. 22 - Eclipse 72 - Mazes
  119. 23 - Maps 73 - Hordes
  120. 24 - Stars 74 - Stillness
  121. 25 - Flowers 75 - Roots
  122. 26 - Drift 76 - Sun
  123. 27 - Ruins 77 - Machines
  124. 28 - Generators 78 - Metal
  125. 29 - Tar 79 - Mirrors
  126. 30 - Glaciers 80 - Treasure
  127. 31 - Zephyr 81 - Ore
  128. 32 - Tundra 82 - Ivory
  129. 33 - Pulse 83 - Festivity
  130. 34 - Coils 84 - Frost
  131. 35 - Castles 85 - Divides
  132. 36 - Ships 86 - Dungeons
  133. 37 - Rock 87 - Graves
  134. 38 - Tents 88 - Haze
  135. 39 - Gore 89 - Towers
  136. 40 - Thought 90 - Heat
  137. 41 - Tombs 91 - Traps
  138. 42 - Flotsam 92 - Fire
  139. 43 - Sound 93 - Silence
  140. 44 - Clockwork 94 - Caves
  141. 45 - Rivers 95 - Passion
  142. 46 - Demons 96 - Breeze
  143. 47 - Ink 97 - Parchment
  144. 48 - Trees 98 - Branches
  145. 49 - Brains 99 - Coral
  146. 50 - Fae 100 - Pumpkins
  147.  
  148. Once you have a land, you’re going to need an overarching quest inside of it! Check this cool d4 chart for details.
  149.  
  150. Roll 1d4 for your quest
  151. 1 - Your quest is to protect your land and consorts from an impending doom, be it an invading
  152. horde or a deadly plague.
  153. 2 - Your quest is to bring back life and energy back into a wasted and broken land. It isn't dark
  154. and empty, just missing a vital something.
  155. 3 - Your quest is to create something your land desperately needs or improve it overall. It can be
  156. any type of creation.
  157. 4 - Your quest is to figure out the rules and systems governing the world and learn to work it
  158. towards your advantage.
  159.  
  160. In addition to the name and quest of your land, detail its inhabitants. These guys, called Consorts, are NPCs out to help you in your quest. Often, these guys are reptiles or amphibians, so choose a species and add a quirk to them.
  161.  
  162. The Denizen who guards the massive hordes of grist you’ll need to complete the Ultimate Alchemy also needs a name. Often times, these names relate to mythological gods and characters from old stories. Not to mention, it also decides what browser you’re going to be using on your computer. (Note that browser choice has no real bearing on mechanics, just that you get teased by your fellow players for it.) Once you get to it, your Server GM will give it stats and make the fight suitably epic.
  163.  
  164. With all that done, you just need to mark down your Health Vial, which holds your ever important Hit Points. You have a number of Hit Points equal to your Body score x2, with an additional 2 added to the total if you have a stat tag that adds to anything relating to your stamina or vitality.
  165. ----------------------------------------
  166.  
  167. Echeladders-----------------------------
  168. Your Echeladder has several important rankings, 3 times the number of players in your session to be exact. These have names that help to foreshadow things you want to happen with your session of Sburb. Be sure to note these down when inspiration strikes. As you rank up for important accomplishments, like Alchemizing a top tier weapon or defeating your first Ogre, you gain a boost to your grist and boondollar reserves, as well as add +1 to your Health Vial per rung of the Echeladder you have completed.
  169. ----------------------------------------
  170.  
  171. God-Tiers-------------------------------
  172. God Tier. It's big, it's bad, and possible if things go cosmic. You've got two Quest Beds, one in your moon and one on your planet. If you or your dreamself dies on one of them, both combine into a being of god-like power. As a benefit, you can spend the collected points for your personal stat at a reduced cost for the plot point ability (five for one, instead of ten) and you get an automatic +2 to all your stats, results of 4, 5, and 6 now count as successes for you, not to mention your Title powers get cranked up to eleven, like a subtle breeze becoming a raging tornado.
  173. ----------------------------------------
  174.  
  175.  
  176.  
  177. After this, things are still a little raw and need work
  178.  
  179. Alchemizing-----------------------------
  180. Over the course of your session, you are going to need to create a bunch of items, using up your grist reserves and building more capable and powerful items.
  181.  
  182. You have the basic || and && combinations. The || (Called OR) combination takes the shape of one of the component items and the function of the other. && (AND) combinations take a sort of fusion of both items in shape and functions.
  183.  
  184. Our sample character Kyle has an old Airsoft handgun laying around, and his chum Dawn sends over the Captcha code for a bunch of needles she has for some strange reason. Combining the gun and needles in a || combo results in the Plunger gun, which he can use to suck and inject fluids and it looks like a gun with a syringe for a barrel. If Kyle uses it in a && function, he gets a Pointed Question, which works like a needle-shooting device that may or may not be the Medic's needle gun from TF2.
  185.  
  186. Mechanically, items have aspect tags and a shape tag. The air gun has the [Shoots out Air and Eyes] aspect and the [Handgun] shape. The needles have the [Dosage Delivery] aspect and the [Syringe] shape. ||'ing it makes it so that you have to choose one of the aspects and one shape. The Plunger has the [Dosage Delivery] aspect and the [Handgun] shape. &&'ing it would give it both Aspects and either shape but is more expensive on your grist reserves.
  187.  
  188. Impressed with this new weapon, but worried for Dawn and her possible drug habit, Kyle goes off hunting imps for Grist to make newer, better weapons.
  189.  
  190. Though it might be one of those things that requires a lot of GM/player cooperation to hammer out kinks. For example, a paintball gun and an airsoft gun might both have the tag [Shoots out Air and Eyes], but a tag like [Makes Messes] might be equally appropriate for the former.
  191.  
  192. Build Grist is probably going to be one of the more problematic parts, since how does one appropriately appraise the various things that you can build? Someone mentioned a tier based system, so let's go with that. Tier one stuff is easily just some single combo || and && stuff. Tier two and higher involves more combinations in that formula. Back to Kyle, who's upgrading his Pointed Question. As a tier one object, the cost realted to a tier one build. As he adds more and more crap to it, the grist cost gets higher and higher. He adds in a car battery to the combo, making it look like this: Pointed Question && Car Battery.
  193.  
  194. He keeps the shape of the Pointed Question, and adds in the batteries [High Voltage] aspect. Once he's done, he has a tier two weapon called the Shocking Development, which fires out electrified metal bolts at things. If you combine two items that are above tier 1, you add their tiers together to get their final tier. Two Tier 2 items make a Tier 4 item, while a Tier 3 and a Tier 4 make a Tier 7 item.
  195. Depending on what you're making and how you're making, you have a multiplier. && combinations have no modifier. || combos have a 25% reduction in price, as it's cheaper to change around either the form or the function, but adding more functions is expensive.
  196.  
  197. Weapons have no cost modifier, clothing and armor 25% decrease, and general gizmos and gadgets a 50% decrease. A gizmo or gadget is something that isn't a weapon, but has cool uses, sort of like the disco-pimp cane Jack has or Byron's SportCo grapple gun thing.
  198.  
  199. You do the math for the && or || part first, getting a subtotal, and then do the math for the item's intended use next for the sub-subtotal with possibly a little more math for some modifiers that should be cooked up soon.
  200.  
  201. Initial Tier Costs:
  202. Tier 1 - 10 Tier 6 - 1,000,000
  203. Tier 2 - 100 Tier 7 - 10,000,000
  204. Tier 3 - 1,000 Tier 8 - 100,000,000
  205. Tier 4 - 10,000 Tier 9 - 1,000,000,000
  206. Tier 5 - 100,000 Tier 10 - 10,000,000,000
  207.  
  208. You can add on certain Quality tags that reduce or increase the prices of items by a certian percentage, with a few examples here:
  209.  
  210. * [Polymorphical] which lets an item have two form tags, allowing you to switch between them. It can only be used with && combinations and allows to switch between both forms. (10% increase)
  211. * [Duedly] which if you would deal minimum damage with a weapon, you do 2, rather than 1. (20% increase)
  212. * [Anathematical] - Your item is detrimental to things of a certain type. When you create the item, designate a creature or theme. When you use it against something that you've specified, you receive +2 dice. (20% price increase)
  213. * [Magic] - The item has inate powers that are beyond mortal comprehension. This results in an additional item-based re-roll with the item. (50% increase)
  214. * [Hardened] - The armor or clothes are reinforced, protecting you against damage. Enemies do one less damage to you. (25% increase)
  215. * [Incredibly Shitty] - This item sucks hard core. If you use it even once, it breaks afterwards. Cannot be applied to one use items. (90% price reduction)
  216.  
  217. As an example, Jack is combining an old streetlight formerly used by an Ogre with his Uncle's trusty pimp cane. It's going to be a Tier 1 item and a gadget, so the base cost is 10 and the gadget modifier takes half off, so he’s at 5. He takes the || route and gets the [Light up the Night] aspect from the light and the [Cane of Pimps] shape, decreases the costs by 25 percent, down to 4 grist (rounding up). However, Jack has net to zero grist to his name after Kyle used it all up to make the Pointed Question and then the Shocking Development. He adds the Unbelievably Shitty modifier to it reducing the thing to 1 grist at the expense of it breaking the first time he decides to use it.
  218. -----------------------------------------------------------
  219. Goal: Expanded Cost modifier table.
  220.  
  221. Grist-Stuff-------------------------------
  222. Okay, so for grist, maybe say something like:
  223. =GRIST WORTH PER ENEMY=
  224. Imps: 3 Units of 1 Type / 1 Unit of 3 Types Each
  225. Ogres: 27 Units of 1 Type / 9 Units of 3 Types Each
  226. Basilisks: 36 Units of 1 Type / 12 Units of 3 Types Each
  227. Gicyclops: 54 Units of 1 Type / 9 Units of 6 Types Each
  228.  
  229. And etc. Now I know that's probably not a very good ratio-per-strength difference, but it's a very rough idea. Anybody have better amount/ratio ideas? I'm not very good at RPG economics.
  230.  
  231. Each item would require various types of grist, preferably a split of specific solids and liquids between each player that they could share between each other with two unique types for each player.
  232.  
  233. Cori and Dawn spawn in with the Sap and Mercury types while Jack and Kyle have the Concrete and Gypsum units, respectively. Kyle's tier one Pointed Question would have required something like 3 Gypsum bits and 2 of Dawn's Mercury units.
  234.  
  235. As you go up, there's more static bits, like gold, diamonds, and steel that are a requirement for higher level recipes.
  236.  
  237. On minor idea I've had; perhaps the more esoteric grist types could be reflective of given worlds. For example, if a player has the Land of Mirrors and Shade, the low-tier unique grist from that land might be Mercury Grist, possibly upgraded to Silver Grist for mid-tier items and Platinum Grist for high-tier ones.
  238.  
  239. Also, should we have some kind of system for what kinds of grist go into what items? Like weapons take X grist, armor takes Y, etc.?
  240.  
  241. Well, one can vary costs within the tiers by a small amount. After a while, you'd just need stupid high amounts of higher tier material. But, world specific and reflecting grist would be a good thing along with mixing in some generic bits that players would pick up, regardless of their world.
  242.  
  243. Tier one items are worth 1, tier 2 worth 10, tier 3 worth 100, tier 4 worth 1,000, and tier 5 worth 10,000. A recipe doesn't call for things that the item is made out of. Instead you have to supply some of your personal materials (such as the Gypsum units for Kyle) and, depending, an amount of generic build grist like steel. If someone else hands you the recipe via captcha code, you'd need some of their special grist (Dawn's mercury units since she supplied the needles in the Point Question example). Some tiers of alchemized items would require certain tiers of materials, at the least, as well.
  244.  
  245. TIER 1 MATERIALS [1x grist]
  246. Copper, Brass, Iron,Tin
  247. Lead, Concrete, Oak, Maple
  248. Beech, Glass
  249.  
  250. TIER 2 MATERIALS [10x grist]
  251. Bronze, Steel, Mahogany, Aluminium
  252. Hematite, Ash (wood), Lodestone, Horn
  253. Marble, Quartz, Granite
  254.  
  255. TIER 3 MATERIALS [100x grist]
  256. Quicksilver, Cinnabar, Ebony, Obsidian
  257. Amber, Silver
  258.  
  259. TIER 4 MATERIALS [1,000x grist]
  260. Emerald, Amethyst, Star-Steel, Gold
  261. Electrum, Corundum, Platinum
  262.  
  263. TIER 5 MATERIALS [10,000x grist]
  264. Adamant, Diamond, Mithril, Panacea
  265. Amazonium, Orichalcum
  266. ------------------------------------------
  267.  
  268. Combat-Stuff-----------------------------------
  269. In-depth combat is something that would have come up eventually. You've got your mook fights against Imps and then there's tackling your first Ogre. Boss creatures and players would have a Health Vial rating equal to your Body stat times two + Some arbitrary number for creatures and [Tough] characters getting an extra two points. Rolls would be similar, contested affairs. Body to hit for the attacker, Finesse to dodge for the defender. If the attacker succeeds, they deal 1 damage plus the net amount of successes. Lower someone's vial to 0 and they're knocked out, where a finishing blow would kill them. Sudden sneak attacks don't receive a dodge roll,
  270.  
  271. The system switches over to normal resolution for mook baddies.
  272.  
  273. Using more of our sample characters: Cori's in a fight with this super modified ogre just after she got Dawn inside the game. She's in a bad way, where she just failed a roll of in combat between her and the ogre. So, Cori marks off one of her inventory related re-rolls and gets a pass. The GM narrates how she blows up the ogre with one of her home-grown Slaugtermelons (Watermelon || Dynamite, watermelon shape, dynamite explosions). You get up to three re-rolls in a single contest, each one relying on a box you can mark off once per session. If you fail, Bad Stuff (TM) happens. If you bomb the third re-roll, then you can either have the GM narrate the worst things happening to you, or even kill of the character. That last bit is your decision, though.
  274. ----------------------------------------------
  275.  
  276. Fraymotifs-------------------------------
  277. Fraymotifs are pretty much super attacks in fighting games or in anime. Some of them can require a partner to do while others are completely solo in nature, with three of your own and one done with each other player. Names tend to be play on musical things and relate to all the component characters. It's the difference between doing the Burning Finger and the Erupting Shuffle Alliance Attack, really.
  278.  
  279. For example (again, borrowing fellow anon's example party) let's say our Priest of Rage and our Witch of Blood are planning a joint assault on a boss enemy that they both need to kill. From the Rage aspect they take raw destructive energy; with Blood, they get literal. The result is the fraymotif Haemosplosion, which creates a chain-reaction of exploding enemies. The result is a perfect tool for cleaning out the boss's minions so they can engage it on equal terms.
  280.  
  281. Fraymotifs are created by rolling on a d6 (2d6?) chart to get the conditions on which your Fraymotif can be used and then rolling 2d6 a number of times equal to the amount of Fraymotifs you have, assigning each die to a different result on the chart for your Aspect.
  282. For combination Fraymotifs, both players roll on the condition chart and choose one result. Both roll 1d6 on their aspect chart and combine their individual results.
  283.  
  284. Conditions
  285. 1: At low HP (1/4th Health Vial Maximum)
  286. 2: Weilding an item of a specific material (Brass, steel, Ivory).
  287. 3: Fighting against a superior foe in some respect (Size, power, speed, etc).
  288. 4:
  289. 5:
  290. 6:
  291.  
  292. Blood
  293. 1:
  294. 2:
  295. 3:
  296. 4:
  297. 5:
  298. 6:
  299.  
  300. Breath
  301. 1: -3 to all dodge rolls for one enemy OR -1 to dodge rolls for all enemies.
  302. 2: +2 to Finesse for the users of this Freymotif for a number of turns equal to the Breath player's Finesse roll.
  303. 3:
  304. 4:
  305. 5:
  306. 6:
  307.  
  308. Doom
  309. 1: Remove/end one harmful effect currently affecting you.
  310. 2:
  311. 3:
  312. 4:
  313. 5:
  314. 6:
  315.  
  316.  
  317. Heart
  318. 1:
  319. 2:
  320. 3:
  321. 4:
  322. 5:
  323. 6:
  324.  
  325. Hope
  326. 1: +3 to any one stat until the end of the encounter.
  327. 2: Heal target player or NPC for a number of health equal to your successes on a roll of a stat of your choice.
  328. 3: Halve your total Echeladder ranks and add the total as additional dice to your next roll.
  329. 4:
  330. 5:
  331. 6:
  332.  
  333. Life
  334. 1: Heal a target a number of damage equal to your Echeladder rank.
  335. 2: Entangle enemies in roots, giving them a -3 to Finesse for 3 turns.
  336. 3:
  337. 4:
  338. 5:
  339. 6:
  340.  
  341. Light
  342. 1: All 1 results on the die rolls become 3 for success turns.
  343. 2: Invert all die rolls less than six (1->6, 2->5, etc.) on everyone for three turns or just yourself for six.
  344. 3: -1 to all enemy rolls and +1 to all of your and your ally's rolls
  345. 4:
  346. 5:
  347. 6:
  348.  
  349. Mind
  350. 1:
  351. 2:
  352. 3:
  353. 4:
  354. 5:
  355. 6:
  356.  
  357.  
  358. Rage
  359. 1: Make a Body roll. You or an ally gains a bonus to Body equal to your successes for 3 turns.
  360. 2:
  361. 3:
  362. 4:
  363. 5:
  364. 6:
  365.  
  366. Space
  367. 1: -2 Finesse to one target for a number of turns equal to your Mind roll.
  368. 2: Disarm all enemies.
  369. 3: Halve the remaining HP on a foe, round down.
  370. 4: Automatically successfully dodge the next attack made against you. This lasts until the end of the fight.
  371. 5: +3 Body to you or one ally for three turns as you get bigger.
  372. 6: -3 Body to one enemy for three turns as they suddenly shrink
  373.  
  374. Time
  375. 1: +3 dice to dodge rolls for both Fraymotif users.
  376. 2: Make one target invulnerable, but unable to act for a number of turns equal to your Mind roll.
  377. 3: Return one target's HP to what it was 2 turns ago.
  378. 4: Your next attack counts as a sneak attack.
  379. 5: Do a rewind, avoiding any damage that the next attack made against you would do.
  380. 6:
  381.  
  382. Void
  383. 1: Invisible for success turns. Enemies cannot make dodge rolls against your attacks.
  384. 2: Nullify the next attack that targets you, as you make it null and void.
  385. 3: Your next unarmed attack roll gains +3 dice and one automatic success when determining damage.
  386. 4:
  387. 5:
  388. 6:
  389. ------------------------------------------
  390.  
  391.  
  392. Enemies--------------------------
  393. Enemies would have basic forms and stats, each one getting modified the more people prototype and such. This could be handled with more aspects and such, which elaborate on what people add in as things go on.
  394.  
  395. Back to the sample characters, Kyle and Dawn are part of a four player session and set up the server -> player chain like this:
  396. Dawn -> Kyle -> Jack -> Cori -> Dawn
  397.  
  398. Kyle starts out by prototyping his pet chameleon, Percival Prometheus III, Esquire. He gives the GM the go-ahead to use the chameleon's [Triple Horns] and [Grabby Tongue] tags. Now the imps and ogres have horns, and long tongues they can shoot out.
  399.  
  400. Jack prototypes a baseball. Everyone calls him a retard and but he keeps going with it. The GM adds in a [Thick, Stitched Hide] to the enemies
  401. .
  402. Cori's a lot smarter than Jack, and she adds in a Venus Flytrap. The enemies then get [Large Mouths] with which to bite things.
  403.  
  404. Dawn's the last player in, so she decides to prototype her recently dead mother's ashes. Mom was a pretty talented artist when she was around, so the GM decides to add to the enemies a [Colorful Palette] which lets them vomit acidic rainbows everywhere..
  405.  
  406. (>Venus fly trap sprite
  407. "Feed me, Cori! Feeeeed meeee!")
  408. -----------------------------------------------
  409. Goal: Make some monsters.
  410.  
  411. GAME-MASTERING--------------
  412. I've been hammering out a style of GM-less play that involves each player GMing for another in a Server Host-Player chain. The player's server host sets the scene for the player and the player works towards the goal for the scene. Then the player part of the chain then becomes the GM for the next player. It' look a little like this, really:
  413.  
  414. Player 1 GMs for Player 2 who GMs for Player 3 who GMs for Player 1.
  415.  
  416. When the loop completes and player one finishes their scene, the loop continues. Scenes would likely be mostly concurrent, so all the player's actions are happening somewhat at once with Pesterchum chatter in between.
  417.  
  418. If some or all don't feel up to the challenge of game mastery, a GM can go around the group, starting with the player with the most Plot Points and begin the loop and creation of scenes. Once the last player goes, things go back around and more scenes are created, as one would do with the server-player GM method.
  419. -----------------------------------------------
  420.  
  421. Status-Conditions------------------------
  422. * [Confusion] - Mind To resist, 3 round duration, failure incurs a roll on the confusion chart.
  423. * [Bound] anyway this condition binds your fraymotifs, magic, psionics and other abilities making them unable to be used. Mind to resist, can only be removed via an item or a passive players recovery abilities.
  424. * [Blind][Deaf][Scentless] - You use Body to resist this. -4 penalty to related rolls. There'd be a 3 round duration and the tag would be either [Blind], [Deaf], or [Scentless] whichever would screw with the character in question more.
  425. * [Cursed] fairly standard, -2 to a specific subset of rolls, mind to resist, can be removed by a light alligned player, or a Doom player that can do buffs, or you have to get a potion or blessing or whatever to throw this off.
  426. * [Sleep] - where you slumber with Mind saves to wake up until you get attacked or until you hit your Mind Save.
  427. * [Poison] - None of this Main stat gets lowered BS, nuhuh. We go old school. Poison eats up HP until you're conked out, won't kill yah but it makes dyin' easier. Body Rolls to defeat the poison.
  428. ------------------------------------------
  429.  
  430.  
  431.  
  432.  
  433. FOR FUN STUFF
  434.  
  435. Glitch-Tables---------------------------------------------
  436. Sometimes, the Sburb data is flawed. Games never run as straight as you want them too, despite them being thousands of years old via weird time shit. Here’s a d66 list of things that may just go wrong during a session of Sburb using the flawed data. No more that three rolls on this table, otherwise you could end up with a completely unplayable, unwinnable session.
  437. d66 Game Malfunction List
  438. 1: Coding Errors
  439. 1: Player receives Class of the wrong gender.
  440. 2: Echeladder lacks an upper limit and no top rung.
  441. God Tier is technically impossible.
  442. 3: All puzzles are somehow rendered unsolvable.
  443. 4: One player receives minimal build grist for some
  444. reason.
  445. 5: Void Session. Scratching is necessary.
  446. 6: One player is left without a Land.
  447.  
  448. 2: Land Issues
  449. 1: Player receives a land with three name components,
  450. creating the Land of x, y, and z.
  451. 2: Terrain is otherwise hazardous to the player's
  452. existence.
  453. 3: Two or more players are assigned the same land.
  454. 4: Denizen is already defeated and gone, as is their
  455. horde. Or more than one Denizen to a planet.
  456. 5: Second portal is unreachable, actually out in the
  457. incipisphere.
  458. 6: All NPCs are automatically hostile to players.
  459.  
  460. 3: Player Error
  461. 1: Accidentally trigger an in game event much to
  462. early.
  463. 2: NPCs are bugged due to a scratch on the disk,
  464. gold-fish like memories for all.
  465. 3: One player is playing on max difficulty by mistake.
  466. Enemies are jacked to the max, yo.
  467. 4: Find guide to the game. Guide is sometimes
  468. malicious, other times useful.
  469. 5: Auto-Grimdark for one Derse dreamer.
  470. 6: One player is spliced into another groups session.
  471.  
  472. 4: Malicious Influence
  473. 1: Players are subject to a ~ath programing curse.
  474. 2: Player finds a device that allows them to
  475. communicate with an otherwise malicious entity.
  476. 3: Dersite agents, up to and including the Queen, begin
  477. to act independently of the Black King.
  478. 4: Horrorterrors begin to take an interest in the struggle
  479. on the Battlefield. Their support tilts one side to
  480. assured victory.
  481. 5: Role Reversal. Prospit is the evil side while Derse
  482. are the plucky rebels.
  483. 6: Denizen is under the control of something much,
  484. much worse and empowered by it.
  485.  
  486. 5: Inevitable Events
  487. 1: One player will somehow lose all the grist.
  488. 2: Ectocloning accident.
  489. 3: Tier Two prototyping goes hideously awry.
  490. 4: One player suffers a mostly-permanent death due to
  491. the folly of another.
  492. 5: Someone breaks the game, and not in a good way.
  493. 6: Dead parents all around.
  494.  
  495. 6: Cosmic Accidents
  496. 1: A player gets caught up in a dream bubble storm.
  497. 2: Your universe has cancer and time is ticking.
  498. 3: Earth's First Guardian has gone rogue.
  499. 4: Aliens from a different session somehow arrive,
  500. steals all the screen time and everyone's hearts.
  501. 5: Horrorterrors from the Furthest Ring arrive on
  502. Skaia.
  503. 6: Usurper. Someone has stolen the Derse royalty's
  504. prototyping rings. Instead of the Black King,
  505. players now face the Usurper.
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