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SR: Anarchy Rulz v1.0

Oct 9th, 2016
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  1. Anarchy (House) Rulz
  2.  
  3. Edge and Plot Points:
  4. Plot Points and Edge are combined into a single pool of narrative metacurrency, called Edge. Each character starts with an Edge of 3, and can bank up to a maximum of 5.
  5.  
  6. Edge refreshes at the completion of every mission. Edge can be gained during a mission by doing something cool, and is granted either by the GM or by a player.
  7.  
  8. At any point where someone does something cool on their Narration, a player or the GM can say "I think that gives you an Edge" to another player and give the character a point of Edge. This can only be done once per player per Narration. A player cannot give the same player's Character a point of Edge twice in a row.
  9.  
  10. When Edge is spent by a player character, the GM gets a point of Edge. When the GM spends a point of Edge, each player character involved in that Scene gets a point of Edge.
  11.  
  12. Things Edge can do:
  13. Excellence: You may count a result of 4, 5, 6 as hits for this action.
  14. Execution: Reroll all dice if you didn't score a hit.
  15. Backup: Call in a useful thing (either an NPC or a Shadow Amp) from one of your Contacts. This lasts for the rest of the Scene.
  16. Double Time: You may take an extra movement action
  17. Spread the Love: Apply your successful Attack's hits to another target.
  18. Combat Adrenaline: You heal {Starting Edge} boxes of Physical or Stun damage
  19. Gremlins: A character's spirits/devices/whatever stop working until their next Narration.
  20. Live Dangerously: Add up to {Starting Edge} Glitch Dice to a character's roll.
  21. Take the hit: If your ally would be successfully hit by an attack, you may roll your defense in their stead.
  22. Best Served Cold: Immediately take a free attack against a character who just attacked you. This does not take your Narration.
  23. Jump the Gun: You can automatically declare yourself to either be first in the next turn or go immediately after the current Narrator.
  24.  
  25. The GM can use these as well. GM NPCs count as "you" for the purposes of using those Edges.
  26.  
  27. Glitches and Exploits: If a Glitch Die rolls a 1, that's a Glitch. The GM can choose a single reasonable effect from the Edge List without spending an Edge for it to happen during that Narration.
  28.  
  29. If a Glitch Die rolls a 5 or a 6, that's an Exploit. The player who rolled can choose a single reasonable effect from the Edge List to occur without spending an Edge for it during that Narration.
  30.  
  31. Doing Thangs:
  32. Each Narration allows a single Action, a single Movement and an unlimited amount of Freebies. Actions are Skill rolls to achieve an objective. Movements are moving one level from Close - Near - Far. Freebies are talking, banter, loading and drawing weapons/gear.
  33.  
  34. When it's your Narration, you say what you're doing to help overcome an obstacle in the Scene and then roll your bones.
  35.  
  36. Every Tag a character has is something they can roll a Knowledge Skill for because fuck you that's why.
  37.  
  38. Using Don't Count Me Out and Gimmie a Minute for character death. Gimme a Minute costs nothing, but can only be used once per Mission. Don't Count Me Out costs all of your current Edge.
  39.  
  40. Cheezing it works like Concessions in Fate Core, only a majority of the party has to decide to do it and everyone gets an Edge for it. If they bounce from an objective, the first Turn they attempt the objective again, each player is considered to be rolling Glitch Dice.
  41.  
  42.  
  43. Chargen:
  44. Ganger levels get a max of 3 Shadow Amps. Runners get a max of 5 Shadow Amps. Prime Runners get 6 Shadow Amps. The max number of Amps is 8 (6 for Gangers).
  45.  
  46. All powers have the same base cost of 2 and provide 2 points worth of effects to start. You may invest leftover Amp points in your existing Amps. Gangers can have a maximum of 3 Amp Points invested in a single Amp, Runners can have a maximum of 4, and Prime Runners can have a max of 5.
  47.  
  48. All 'Ware takes off .5 Essence, Bio or Cyber.
  49.  
  50. Replace Advanced Effect with Edges: you may use a single ability from the Edge List with this Amp, once per Narration without paying for it.
  51.  
  52. Reaction Enhancements grant +1 Attack per level, bringing them in line with drones. They work work like Spread the Love: roll once and compare the result to each defender.
  53.  
  54. AP is no longer just a magic thing because fuck you that's why. You ignore {amp level} hits of armor.
  55.  
  56. Gear works as extra Positive Qualities: they either allow you to reroll 2 dice with a specific skill in a situation, heal 2 hits, ignore 2 hits in a situation (usually taking damage), gain 2 dice on a specific skill/in a specific situation, or gain 2 extra weapons/contacts.
  57.  
  58. {Optional} Drain mechanics: You may choose to succeed by a single hit on a test modified by a Drain Amp, regardless of the roll, a number of times equal to {stat} per Mission. However, you take the difference in your actual hits and the needed hits in Stun damage.
  59. Or:
  60. Instead of the spells giving a single reroll, they give a complete reroll. Every die that isn't a hit does 1 Stun damage. This can also be used for over-limit 'Ware/BTLs/other crap.
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