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Revision as of 21:09, 27 August 2024
The Throttle Fabulist is a major game system used for games set within 1.31.99.:2-897.
The system was built to be used by a group of 2-8, but if you can find a way, shoot for 30.
Character Creator: Throttle Fabulist: Character Creator
Character Sheet: Throttle Fabulist: Character Sheet
Setup
Before we can play, we need to decide a few thing; first of all, the setting of 897 encompasses a large variety of not just times but worlds and even dimensions.
***THE CURRENT SYSTEM ONLY SUPPORTS ANTHRAL AS A PLAYABLE SPECIES! Others will be available through expansions and updates.
Period
The following are the time periods in which players can choose to start to give direction as to the world they are living in.
Foreoudras
A time period within the Anthral history in which they held magic and were ravaged by various monsters.
Foreopivi
A time period within the Anthral history in which they lost their magic and monsters and lived basic lives as the apex of their world, instead entering wars with each other during a time of various booms and revolutions.
Foreollontik
Having been apart of the space fairing societies, Anthrals struggle to find their place within the galaxy.
Theme
Now that you have a period, decide on the themes of the game, rather this be story or fighting based, character driven or party dependent. Dark and gritty or family friendly and light heartened, this will give you a good concept for the character you'll be making.
Characters
Now time for the Character Creation! A personal favorite. Players will need to make up their characters before they can play them, right?
--Choose your Species & Race: (Required: Name or Moniker, Age, Sex, Height, Language(s), Blood-Type, Racial Traits
--Choose your History: History, Culture, Family, Early Childhood, Youth, Faction, Relationships, Story-Prep.
--Choose your Traits: 5 points. Throttle Fabulist: Traits
--Decide your Aspects: (Optional, must be done in sets of two, a positive and a negative) (Psychological, Goals, Aspirations, etc.) Examples: Never leaves a man behind, Sucker for a pretty face, Family of Criminals, Family of Heroes, Strong Forehead, Dislocated Shoulder.
--Distribute your points: Attribute, Skill, Proficiency. 100 Points each (recommended order; General, Status, Shinmanaokimagi)(recommended distribution; 50 Physical Points (Gen), 50 Spiritual Points (Shin&Stat))(No max, recommend spreading points and not going over thirty.)
--Equip Yourself: Firstly decide what economic class your family falls in (you can roll a d10 if you prefer), after which, use the starting money to buy your equipment.
Economic Class: | Roll: | Starting Currency: |
Elite | 10 | 2d5000+1000 |
Upper Class | 8-9 | 2d2500+500 |
Middle Class | 6-7 | 2d1250+250 |
Working Class | 4-5 | 2d625+125 |
Precariat | 2-3 | 2d312+62 |
Poverty | 1 | 2d156+31 |
--Create your Stunts: (Super, Signature, Finisher, Last Fight) (The stunts written down are just examples, you may, and are encouraged to make up your own.) (Phy. and Shin. stunt points are determined by their respective pools divided by 10)
Gameplay
Combat Basics
Pre-Stage; Setup
_
Gain bonus depending on action pre-fight. Sneak, Run. You might get a hit in before initiatives. |
Stage 1; Initiative
After all participants have been decided, everyone roll Initiative, and go in order from highest to lowest. |
Stage 2; Actions
At the start of your turn, look at your Action Points. This is how many actions you have for the entire scene. Check the the table below for the list of what it can be used for.
Once you run out of actions, you must use the common stunt 'Rest', which trades off your turn for 4 Actions, alternatively, you can use the common momentum stunt 'Action Momentum', which can be found in Momentum.
. |
Stage 3; Reaction
Once an action has been done, this is the target's turn to react, typically in a defense way. |
Stage 4; Deal Effect
If the target's reaction isn't good enough, you deal whatever effects, like damage. |
Stage 5; Tally up & End
The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn. |
.
Crits
Green;
When you achieve a crit success, you gain 3 Momentum. You're also given the choice to force the opposer to re-roll their roll. On top of these two, the action you critted takes only half (floored) the Actions it usually would, if it only took 1, then it costed nothing. |
Blue;
When you achieve crits of both ends, you have the choice between the following rewards;
1; Reroll your initiative to get a new place in the turn-order. 2; Regain the actions used for this crit. 3; +2 Momentum. |
Red;
When you achieve a crit failure, you lose 3 Momentum, and whatever action that gave you this crit costs x2 the amount of Actions it usually does. If you don't have enough Actions to take away, the difference is taken away from Momentum & Sanity. |
.
Grapples
.
Offense | Defense | ||
---|---|---|---|
Roll Strike to grab, If success;
|
Roll dodge. | ||
Roll Toss, if success;
|
Use common stunt to 'tought it out' to try and defend;
| ||
Roll escape to get out of a hold.
|
Roll Hold against escape.
| ||
Trade your turn during the hold for a common 'trade turn' stunt. | |||
Roll Push to choke.
|
Roll physical toleration against push.
|
.
Inventory
Points;
Available carry weight.
Weight being carried. How much is carried. |
Currency: There are many forms of currency. | N/A |
.
Weapon;
Primary weapons are held with two hands and are much more difficult to hide. | Secondary weapons are usually held with a single hand and can be concealed somewhere on your character. |
.
Apparel; When damage is dealt to you, if you have armor, you may roll it to see how much damage the armor absorbs. What it rolls is how much of the damage it can absorb, lowering it's condition by that number. If it's number is less than the damage, it can only absorb that much of the damage, with the rest being dealt to you.
Upper Armour | Lower Armour | Additional Armour |
Upper Cybernetics | Lower Cybernetics | Additional Cybernetics |
.
Equipment;
The clothes your character is currently wearing. | Containers weigh nothing, their weight is instead determined by the items inside of it. This goes for the "Count" as well, instead of placing how many Containers you have, this is meant as "How many items is this containers carrying"? | Items are random loot that aren't resting in any form of container, and are therefore loosely resting somewhere on your character. |
.
Momentum
The constantly changing emotion of combat is represented by the stat MOMENTUM, it offers a variety of effects, including when Signatures, Finishers, and Last Fights are available to characters. This isn't the only use of momentum however, as it allows for Action Momentum, and Full Throttle as well as a handful of other actions.
Gained when successfully preforming an action in combat, and lost when failing an action, Momentum is on a scale of -10 to +10, with each offering unique momentum used actions.
Table of Unlocks:
+10 | Finisher; An incredibly difficult maneuver to pull off, and only available when you're at the peak of your momentum, a finisher allows you to instantly finish an opponent off, no matter how much consciousness they have left. |
+8 | Signature; Once you're in the lead, you may use a Signature, a flashy stunt that grows your following more than it harms a target. |
+5 | N/A |
+1 | Momentum Boost; For every 1 momentum give a +10 to your next roll. Each boost costs 5 action points.
Action Momentum; You're able to trade in all of your momentum for an equal amount of Actions, |
-3 | N/A |
-5 | N/A |
-8 | Last Fight; You may preform a Last Fight stunt in an attempt to turn the tide of the battle. |
-10 | Full Throttle; If below your Consciousness, you may preform a Full Throttle, a unique Momentum only stunt which gives your stats a major boost(+150) for five turns before you are pass out, and gain a "Full Throttle" negative effect, which gives all stats a -100 for exactly one year. |
Scholar & Charisma
Typically, you're allowed to roll any of the scholarly stats as you see fit, with them offering various situational advantages depending on how, when, and why they're used. Knowledge is used to recall something, Learn is used to learn something, and Intuition is used for immediate thoughts. I can currently think of nothing that would be an 'opposing roll' for any of these, it's just either you succeed or you don't.
Degree | Effect |
---|---|
1; | You pass your check but that's it, you'll have to make another check for any more knowledge than what you immediately got. |
3; | ?remembering?
When learning something, you gain a specific knowledge of what you're learning. Write it down in Bio. ?realizing? |
5; | ?remembering?
?learning? ?realizing? |
When rolling charisma, a character can roll Mental Toleration in opposition, however generally this doesn't happen and the charisma roll is just taken with whatever degree of success it has. This however has it's limits in terms of how the target would react with major characters not likely to break too much out of themselves. If Act is the charisma stat rolled, then the opposing roll is instead a Perception.
[CHARM/INTIMIDATE]>[RP]/[Mental Tol.]>[MENTAL WINS TIES]
[ACT]>[PERCEPTION]>[PERCEPTION WINS TIES]
Stealth
When your stealth stats are opposed by a perception stat, the defender must roll first to see if they succeed in their stealth. If so, the opposer rolls their perception, if higher, they win. If the rolls are tied, the win goes to the defender.
[Stealth roll]>[Perception roll]>[STEALTH WINS TIES].
When in stealth, sneak is rolled instead of an attack, with the opponent rolling perception instead of defense. If the opposer sees the attacker, the attacker rolls attack instead, and combat continues like normal.
[Sneak]>[Perception]>[Damage]/[Attack]>[Defense]>[Damage].
When a successful stealth attack is done, the bonus to your damage is +1 for every 5 points over the perception you got.
[Stealth roll:25]>[Perception roll:10]>[Damage:Base+3].
Core Needs
--Vim;
Hunger | Thirst | Temperature |
---|---|---|
100%: Burst;
75%: Stuffed; 50%: Full; 25%: Satisfied; 0%: Not Hungry; -25%: Peckish; -50%: Hungry -75%: Famished; -90%: Ravenous; -100%: Starved; |
100%: Drowned;
75%: Flooding; 50%: Full; 25%: Satisfied; 0%: Content; -25%: Dry; Nothing -50%: Thirsty; Dizziness -75%: Mild Dehydration; Fainting -90%: Moderate Dehydration; Organ Damage -100%: Severe Dehydration; Death |
100%: Boiled;
90%: Heatstroke; 75%: Hotter; 50%: Hot; 25%: Warm; 0%: Perfect; -25%: Chilly; -50%: Cold; -75%: Colder; -90%: Frost Bite; -100%: Frozen; |
--Vitiation;
Bio Tissue | Infection | Curruption |
---|---|---|
0%: Sterile;
Completely clean, with almost no trace of infection. 25%: Tainted; 50%: Contaminated; 75%: Vitiated; 90%: Infected; After reaching this, unless lowered, it gradually raises until you've turned. 100%: Turned; Once you've reached 100% infection, you've turned. |
--Vivacity;
Sanity | Hollowed | Curruption |
---|---|---|
100%: Psychopath;
90%: Psychosis; 75%: Disconnected; 50%: Disturbed; 25%: Warm; 0%: Sane; -25%: Cold; -50%: Disturbed; -75%: Disconnected; -90%: Psychosis; -100%: Sociopath; |
.
Speech
There are three types of speech; normal, text, and thought. Each are expressed differently.
--Normal: expressed through quotes; "No, I did that."
--Thought: expressed through braces; {No, I did that.}
--Text: expressed through brackets; [No, I did that.]
Effects
Immediate Damage;
Gradual Damage;
non-Lethal Damage;
Environmental; Blind, Hot, Cold, Freeze, Soaked, Burned, Electrocuted, Infected (Sickly)
Inflicted; Stunned, Bleeding, Over Encumbered, Unconscious
Effects;
Type | Name | Effect(s) | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Environmental
Element |
Bright | Must roll a perception roll before doing anything, else suffer a -50 to the roll. | ||||||||||
Environmental
Element |
Dark | Must roll a perception roll before doing anything, else suffer a -50 to the roll. | ||||||||||
Environmental
Element |
Cold | -50 to all physical rolls.
If one stays in a cold environment for more than four days, they will die. | ||||||||||
Environmental
Element |
Hot | -50 to all physical rolls.
If one stays in a hot environment for more than four days, they will die. | ||||||||||
Physical | Sleep Deprived | If no sleep is gained;
| ||||||||||
Environmental
Element |
Submerged | -50 to all physical rolls. | ||||||||||
Physical | Over Incumbered | Characters who are carrying too much will have to roll a strength, if they get over their incumbrence difference, this effect is passed this turn, if they don't, the difference of the roll is applied as a negative to all physical rolls, x5.
(1 over=-5, 5 over=-25, 10 over=-50, 20 over=-70) | ||||||||||
Physical | Non-Dom. Hand | When using your non-dominate hand for any reason aside from items considered 'basic tool's, your roll is has a /2. | ||||||||||
Physical
Immediate |
Bruise | Applied by blunt weapons. | ||||||||||
Physical
Gradual |
Bleed | When bleeding, the user takes a fifth of the original damage received every round until they either stop the bleeding or pass out.
Applied by bladed and most ranged weapons. | ||||||||||
Physical
Gradual |
Suffocate | Unable to breath.
Humans have five rounds before death. | ||||||||||
Physical
Mental Element Gradual |
Burn | |||||||||||
Physical
Mental Shin Element Immediate |
Stun
Electric |
When stunned, the target has to roll either a Physical or Mental toleration vs the attack, if they get above, the stun doesn't work, if they don't, they are stunned until they do or until the effect wears off.
Varies. | ||||||||||
Physical
Immediate |
Broken Bone | Broke a bone, causing an inability to use it's attached limb or taking twice the damage on that limb if damaged.
Lasts only a month. | ||||||||||
Physical
Immediate |
Maim | You lose a limb.
Lasts forever. | ||||||||||
Physical
Immediate |
Unconscious | Once you hit your conscious level, you must roll either Physical or Mental toleration in order to stay awake. The role has to get above the attack. | ||||||||||
Shin
Immediate Gradual |
Wuyfreg | . | ||||||||||
Shin
Immediate Gradual |
Aaryn | . |
Extra
Damage Types;
- Plasma
- Physical
- Radiation
- Electric
- Fire
- Water
- EMP
Knowledge;
- When you hold a knowledge of something, it'll either give you a bonus to your roll, or offer specific actions during certain events.
Traumas;
- Bruise; happens when one takes damage equal to their damage max to 10 points over.
- Bleed; happens when one takes damage 11-15 points over their damage max.
- Broken Bone; happens when one takes damage 16-20 points over their damage max.
- Maim; happens when one takes damage 21+ points over their damage max.
Counter; A counter happens when the defender rolls a green crit while the opposer rolls a red crit, defender gets a single free attack right then.
Target Zone; A target zone happens when the (attacker rolls a crit)
Crit Fail Attack; The attacker's next defense gets a -30 while the opponent gets a +30 to their attack
Crit Fail Defend; The attacker's damage is x2
Lying; The person thought to be lying rolls speech as the opposer rolls perception.
Map Speed; 1 Map speed = 150 Tract Sectors = 1 Day