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- Player Character: Unknown. I'll Figure Things Out.
- Class: Agent
- Level: 2
- Total Levels: 2
- EXP to Next Level: 34/40
- Health: Bruised, But Whole/Tired
- Sanity: Energized
- Wealth: BROKE BITCH - $50
- City Monthly Quota: $500
- Syndicate Monthly Quota: N/A
- Payment Due In: 3 Weeks.
- ---
- /// STATS \\\
- -Physical-
- STR - 13 (6d6)
- CON - 9 (4d6) / 12 (6d6) = +3 (??? Military Undersuit)
- AGI - 12 (6d6)
- -Mental-
- CUN - 8 (4d6)
- CHA - 8 (4d6)
- WIS - 9 (4d6)
- -Identity-
- EGO - 5 [Dying Embers]
- SOUL - 8 [Arid Earth]
- KARMA - Virtue: 10 | Sin: 0 [Tabula Rasa]
- ---
- /// EQUIPMENT AND AUGMENTS \\\
- Weapon: (One-Handed Sword) Shredding Doubt | TETH | (In Combat: +2 to STR Rolls/-1 to AGI Rolls)
- [A bloodstained limb, torn from an Ordeal of Green Dawn. Unwieldy, but better than nothing. Take care not to cut yourself on its surface; you might get tetanus.]
- Underarmor: ??? Military Undersuit | +1 to all AGI Rolls. +3 to CON | (In Combat: +5 to all CON Rolls made against a Slashing Weapon)
- [An advanced, high-quality defensive bodysuit that can be worn under other equipment. Equipped with a slow self-repairing module and capable of adjusting its own size to fit a certain range; something like this would cost half a year's savings. Made in the style of another Corporation's outfit.]
- ---
- /// ITEMS \\\
- Level I Keycard (x1) - A plastic, blue-green rectangle with a magnetic strip running down its length. Grants access to low-clearance areas within a Lobotomy Corporation facility. Spattered with dried blood. Not very hygienic, but who cares?
- Frag Grenade (x2) - A handheld explosive device that bursts into a cloud of lethal shrapnel. It won't cause much damage to the facility itself, but you'd better find some cover to hide behind if you plan on using it in such tight quarters. A lucky find, to be sure, but how on Earth did its last owner smuggle these into the building?
- ---
- /// MECHANICS EXPLANATIONS \\\
- We'll be rolling with an RPG-style system, which means bonuses and dice based on factors like stats, equipment, and upgrades.
- Degrees of success are based on thresholds; for example, an action to convince someone could have a 20/30/40 check, and the relevant stats would mean the MC rolls a 3d10+15. Results become increasingly more favorable with each threshold passed; in this example, 20 would be a Bare Success and only partially meet your goals, 30 is a Full Success, and 40 is an Excellent Success, earning you particularly favorable results beyond your original expectations.
- Each Threshold passed earns you some EXP towards your next Level. Each Level gives you 5 Stat Points to distribute; every 3 Levels, you gain an Identity Point.
- There exist 9 different Stats; 3 Physical, 3 Mental, and 3 Identity. We'll be using d6 with the number of dice determined via a simple formula: Stat Value/2. As an example, a STR of 10 would mean you roll 5d6 for all STR-related checks, absent any other bonuses. Stats are broken down and explained in the following section:
- [PHYSICAL]
- Strength (STR) - Determines raw output. How hard you can hit, how much brute force you can exert, etc.
- Constitution (CON) - Determines endurance and tenacity. How many hits you can take and how much stamina you have.
- Agility (AGI) - Determines dexterity and speed. How fast you are, the level of coordination you can display, and general reflexes.
- [MENTAL]
- Cunning (CUN) - Determines raw intelligence. Ability to draw conclusions, situational awareness/perception, and ingenuity.
- Charisma (CHA) - Determines social awareness. Ability to act, convince others, play up a crowd, and make yourself likable.
- Wisdom (WIS) - Determines emotional maturity. Ability to keep a cool head, spot opportunities, and your general mental fortitude.
- [IDENTITY]
- Egoism (EGO) - Your strength of will. Conviction, as it were. The stronger your passions, the more effective your actions. Decreases Thresholds, among other things.
- Soul (SOUL) - The weight of your existence. Influences your esoteric prowess, such as the ability to manifest and wield E.G.O. or understand Abnormalities/Distortions. A seed of light; though dormant, once nurtured, blossoms grandly.
- Virtue/Sin (KARMA) - A record of your decisions. Cannot be changed via Stat Points. Triggers various events, interactions, etc. and provides according bonuses/maluses. Sin allows you to commit ruthless, criminal acts easier and more frequently; Virtue does the reverse. Both have their benefits and drawbacks.
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