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VinSper

Requiem Rules

Mar 12th, 2017
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  1. Rules are similar to Exterminator Quest. Actions which require rolls are resolved by use of 3d6. 3d6 was chosen for its pleasant bell curve which helps to ensure a middling "average" result for most actions, while still allowing the character to be capable of both greatness and blunders. You have a pool of strength and stamina that determines what you're physically capable of and high levels of physical activity will drain this pool. Nerves acts similarly; it determines your ability to keep it together under pressure but can also be drawn upon for the purpose of adding to rolls that require a level of concentration or precision.
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  3. In addition to this, there are now some flat skills that add direct modifiers to your rolls in certain situations. These are:
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  5. Acrobatics (applies a bonus equal to one half total Acrobatics score in melee and one quarter score in Gunplay)
  6. Biology
  7. Business Acumen
  8. Charisma
  9. Driving
  10. Engineering
  11. First Aid
  12. Gun Play
  13. Hacking/Computer Skills
  14. Intimidation
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  16. All skills are theoretically capped at 10 and de facto at the QM's discretion. They increase and decrease based on how the character is RPed.
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  18. Other scores/progressions:
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  20. Fitness: Working out three times a week will raise your total STR/STA pool by .5 points.
  21. Study/Practice: Studying or praticing something related to one of your skills will raise it by .5 points.
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  23. Addiction: Use of a substance will raise a relevant addiction score. At one your character will become addicted to said substance and develop a debilitating need for it. How fast the score raises depends on the substance as does how quickly the addiction score reverts to 0. A score of 1 represents a mild addiction with few side effects and some positive effects and proceeds into a moderate addiction before becoming a severe one.
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  25. System subject to addition or modification as QM finds necessary.
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