Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Simple Mechanic Explanation
- >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.
- >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.
- >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)
- >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.
- >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)
- Stat Explanation
- >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.
- >RESTRAINT: How sturdy is your mind? Your Sanity Points. Rolled when resisting anomalous influences, managing intense stress, or pushing past mental limits.
- >WILLPOWER: How attuned are you to the supranatural? Determines how well you can use anomalous abilities and equipment, and understand anomalous phenomena.
- >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.
- >TALENT: How skilled are you? Rolled when performing tasks which require technical expertise, such as lockpicking, repairing machinery, impressive backflips, etc etc.
- >CHARM: How well do you handle people? Rolled when negotiating with others, calming someone in a murderous frenzy, pulling a con, etc.
- >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.
- >COGNIZANCE: How smart are you? Rolled when trying to remember specific facts, understand complex puzzles, or any task requiring your brainpower.
- COMBAT MECHANICS
- >The goal of combat is to gather more SUCCESSES than the enemies. If you have more successes, you win the attack.
- >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.
- >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.
- >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.
- >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.
- >When you or an enemy is at half FLESH, they'll take a penalty to their VIOLENCE dice pool.
- >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.
- >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.
- FAVOR
- >When a Company feels like a person deserves any semblance of attention, they give them a FAVOR.
- >Favor is a resources you spend at any time to gain +4d6 when attempting a CONNECTIONS roll with a specific company.
- >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.
- >You may have multiple favors with the same Company and the more you have, the more pull you have over the Company.
- FREE ACTIONS
- >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.
- >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.
- MIND READ TEXT
- >Passively, you'll receive short snippets of text written in <"This kind of format"> with the text inside highlighted blue.
- >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.
- >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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement