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HandlerQM

MECHANICS

Oct 22nd, 2023 (edited)
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  1. Simple Mechanic Explanation
  2. >You have 8 stats, with 3 being normal in that field. You roll d6s equal to the amount of points in the corresponding stat. e.g having 4 VIOLENCE lets you roll 4d6 when attempting a VIOLENCE check.
  3. >When you succeed a DC, you do the thing you want to do. When you fail a DC, you typically take FLESH or RESTRAINT damage, though other stats may take damage depending on the situation.
  4. >When a health stat reaches 0, you enter a critical state where one more hit will either kill you (FLESH) or cause a mental breakdown (RESTRAINT)
  5. >When a non-health stat reaches 0, you'll automatically fail any rolls requiring that stat, and will suffer crippling penalties until it is restored.
  6. >Skill checks have a variety of challenge levels they can reach. From easiest to most difficult, VERY EASY --> EASY --> MEDIUM --> MODERATE --> CHALLENGING --> RISKY --> VERY HARD/IMPOSSIBLE)
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  8. Stat Explanation
  9. >FLESH: How much blood can you shed? Your Health Points. Rolled when attempting to endure intense pain, do prolonged heavy labor, or any other physical taxing feat.
  10. >RESTRAINT: How sturdy is your mind? Your Sanity Points. Rolled when resisting anomalous influences, managing intense stress, or pushing past mental limits.
  11. >WILLPOWER: How attuned are you to the supranatural? Determines how well you can use anomalous abilities and equipment, and understand anomalous phenomena.
  12. >VIOLENCE: How willing and able are you to hurt someone? Rolled the most during combat. It may also be used in intimidation or performing feats of strength, like breaking down doors.
  13. >TALENT: How skilled are you? Rolled when performing tasks which require technical expertise, such as lockpicking, repairing machinery, impressive backflips, etc etc.
  14. >CHARM: How well do you handle people? Rolled when negotiating with others, calming someone in a murderous frenzy, pulling a con, etc.
  15. >CONNECTIONS: How many favors do you have under your belt? Rolled when attempting to bargain with the Companies of the City and other entities in high power.
  16. >COGNIZANCE: How smart are you? Rolled when trying to remember specific facts, understand complex puzzles, or any task requiring your brainpower.
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  18. COMBAT MECHANICS
  19. >The goal of combat is to gather more SUCCESSES than the enemies. If you have more successes, you win the attack.
  20. >A SUCCESS is rolling a 5 or 6. A PARTIAL SUCCESS, worth half of a point, is a 3 or 4. 1 to 2 is a failure and earns no points.
  21. >Certain items may boost your dice to a d8, d10, or d12. 7-8 = 2 successes. 9 - 10 = 3 successes, 11-12 = 4 successes This isn't super common, however.
  22. >When you win an attack, you do FLESH damage to at least one target. When an enemy reaches 0 FLESH, they are killed and removed from the table.
  23. >When you or an ally loses an attack, you lose FLESH. If you or an ally reaches 0 FLESH, they enter a critical stat where one more attack kills them.
  24. >When you or an enemy is at half FLESH, they'll take a penalty to their VIOLENCE dice pool.
  25. >You win when all of the enemies are dead or incapable of fighting back. You lose when you're incapable of fighting back or have to run.
  26. >Winning a fight allows you to loot the enemies for supplies, money, and other goodies. Losing a fight usually results in bad shit happening. For obvious reasons.
  27.  
  28. FAVOR
  29. >When a Company feels like a person deserves any semblance of attention, they give them a FAVOR.
  30. >Favor is a resources you spend at any time to gain +4d6 when attempting a CONNECTIONS roll with a specific company.
  31. >Simply having one will also improve how people associated with that Company talk and interact with you. For example, hospitals will likely offer to heal you at a cheaper price with a FAVOR (STERILE). The benefits you get depends on the company in question.
  32. >You may have multiple favors with the same Company and the more you have, the more pull you have over the Company.
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  34. FREE ACTIONS
  35. >A player can vote for as many of these as they wish, as long as they're willing to take the resulting stat check or resource cost.
  36. >If less than half of the players vote to do the free action, it will usually be skipped over. If at least half wish to do it, it will be done.
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  38. MIND READ TEXT
  39. >Passively, you'll receive short snippets of text written in <"This kind of format"> with the text inside highlighted blue.
  40. >These are the thoughts of people nearby. They may offer you insight into their true motives, how they see you, and how they view the world.
  41. >You have no control over what thoughts you hear from people but you can tune out a person's thoughts at will without much trouble, assuming [UNSTABLE] doesn't kick in.
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