Throttle Fabulist: Difference between revisions

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--'''Text''': expressed through brackets with a slash and colon before; [/:No, I did that.]
--'''Text''': expressed through brackets with a slash and colon before; [/:No, I did that.]
==== Action Points ====
Action Points (AP) is a major stat in-
This is your '''AP''' for the entire scene, once you run out, you must use the [[Throttle Fabulist: Stunts|common stunt]] '<nowiki/>'''Rest'''<nowiki/>' or the momentum stunt ''''Action Momentum'''<nowiki/>' to replinish. It is up to the Overseer to decide how long it takes for AP to replinish outside of combat.


==== General/Degrees of Success ====
==== General/Degrees of Success ====
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==== Combat Basics ====
==== Combat Basics ====


Combat is composed of Rounds, which are composed of Turns, which are composed of Phases;


===== Setup =====
Setup is a phase only found at the beginning of combat, with it being used for unique attacks, getting the initiatives of the cast, or other general prep.


''Pre-Stage''; Setup
Among the things done during the setup is players may either Sneak or Run-Up on a target to get an advantage, or they may even attempt to slide through with conversation.
{| class="wikitable"
|_
 
Gain bonus depending on action pre-fight.
 
Sneak, Run.
 
You might get a hit in before initiatives.
|}
''Stage 1''; Initiative
{| class="wikitable"
|After all participants have been decided, everyone '''roll Initiative''', and go in order from '''highest to lowest'''.
|}
''Stage 2''; Actions
{| class="wikitable"
|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 '<nowiki/>'''Rest'''<nowiki/>', which trades off your turn for 4 Actions, alternatively, you can use the common momentum stunt ''''Action Momentum'''<nowiki/>', which can be found in Momentum.
Before combat proper can begin, we must roll the initiatives for the cast. Initiative isn't a static number, but instead is rolled. If you have an 8 initiative, you roll a d8, get a 4, you have a four for that encounter/scene.
{| class="wikitable"
!Action
!Cost
|-
|M.A.Defense Stats
|1 Actions
|-
|General Stats
M.A.Offense Stats
Grapple Stats
Planet Piloting
|2 Actions
|-
|Melee


Ancient
===== Action =====


Space Piloting
* Costs: 1 AP
|3 Actions
** M.A.Defense Actions
|-
* Costs 2 AP
|Modern
** General Actions
** M.A. Offense
** Grapple
** Small Weapons
** Planet Piloting
* Costs 3 AP
** Light Weapons
** Magi
** Space Piloting
* Costs 4 AP
** Heavy Weapons
** Troop Command
** Cybernetic Use
* Costs 5 AP
** Stunts


Troop Command
===== Effect =====
This is when any effects are delt from the actions, such as damage.


Cybernetic Use
===== Tally =====
|4 Actions
The final phase is tallying up any and all points, from AP used to damage delt.
|-
|Shin.Stats


-Aaryn, Wuyfreg, Hoan, Dlua
==== Advanced Combat ====
|5 Actions
|-
|Super Stunt
|8 Actions
|}
.
|}
''Stage 3''; Reaction
{| class="wikitable"
|Once an action has been done, this is the target's turn to react, typically in a defense way.
|}
''Stage 4''; Deal Effect
{| class="wikitable"
|If the target's reaction isn't good enough, you deal whatever effects, like damage.
|}
''Stage 5''; Tally up & End
{| class="wikitable"
|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 ====
===== Crits =====
'''Green''';
When rolling, sometimes you may experience a crit, there are three forms of crits; Success, Neutral, Failure, or Green, Blue, Red.
{| class="wikitable"
|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''';
{| class="wikitable"
|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.
* '''Green''': When you achieve a crit success, you:
** +3 Momentum.
** Chance to force opposer to re-roll (can't be kept).
** This specific action costs half (floored) AP, if it took 1, then it costs nothing.
* '''Blue''': When you achieve a crit of both success and failure, you have the choice between the following rewards;
** Reroll your initiative.
** Regain the AP for this specific action.
** +2 Momentum.
* '''Red''': When you achieve a crit failure, you:
** -3 Momentum.
** This action costs you x2 the normal AP.


2; '''Regain the actions''' used for this crit.
===== Momentum =====
The constantly changing emotion of combat is represented by the stat '''MOMENTUM''', it offers a variety of effects, including when Stunts are available to use. 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. Working on a +10 to -10 scale, Momentum is gained when successfully performing an action and lost when failing. Each level of Momentum offers a unique Momentum Stunt.


3; '''+2 Momentum'''.
Momentum Stunts may be used outside of combat up to the 5th level.
|}
'''Red''';
{| class="wikitable"
|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'''.
|}
.
 
 
Combat Basics
 
Combat Advanced
 
-Crits
 
-Momentum
 
-Grapple
 
-Stealth
 
==== Grapples ====
.
{| class="wikitable"
!Offense
!Defense
|-
|Roll Strike to grab, If success;
{| class="wikitable"
|doesn't deal damage, but you're now in a hold.
|}
|Roll dodge.
|-
|Roll Toss, if success;
{| class="wikitable"
|deal phy.damage + Grapple Stun effect.
|}
|Use common stunt to 'tought it out' to try and defend;
{| class="wikitable"
|half damage, no stun.
|}
|-
|Roll escape to get out of a hold.
{| class="wikitable"
|Can only roll on your turn. If success; you escape.
|}
|Roll Hold against escape.
{| class="wikitable"
|If success; they don't get out.
|}
|-
|Trade your turn during the hold for a common 'trade turn' stunt.
|
|-
|Roll Push to choke.
{| class="wikitable"
|If success, deal phy.damage + floored/2
|}
|Roll physical toleration against push.
{| class="wikitable"
|If success, you take floored/3 damage.
|}
|}
.
 
==== 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''':
{| class="wikitable"
{| class="wikitable"
|'''+10'''
|'''+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.
|''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'''
|'''+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.
|''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'''
|'''+5'''
|N/A
|''Advanced Maneuver:'' Gain an additional difficulty dice on your roll.
|-
| rowspan="2" |'''+3'''
|''Focused Strike'': Deal double damage on your next attack.
|-
|''Use Personal Stunt'': It's only when you have +3 Momentum that you can use a personal stunt.
|-
|-
|'''+1'''
|'''+1'''
|''Momentum Boost''; For every 1 momentum give a +10 to your next roll. Each boost costs 5 action points.
|''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,
''Action Momentum''; You're able to trade in all of your momentum for an equal amount of Actions,
|-
|-
|'''-3'''
|'''-3'''
|N/A
|''Desperate Gamble'': If your attack succeeds, your damage is double, but if you fail, you take the damage instead.
|-
|-
|'''-5'''
|'''-5'''
|N/A
|''Steady Recovery'': Regain 5 points of Stamina.
|-
|-
|'''-8'''
|'''-8'''
|''Last Fight''; You may preform a Last Fight stunt in an attempt to turn the tide of the battle.
|''Last Fight'': You may preform a Last Fight stunt in an attempt to turn the tide of the battle.
|-
|-
|'''-10'''
|'''-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.
|''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 "Fully Throttled" trauma, which places you in a coma for an unspecified amount of time.
|}
|}


==== Stealth ====
===== Grapples =====
Within the combat of the Fabulist lies a few minor systems, including the Grapple system.
 
When an offender is seeking to enter grappling, they must roll a ''Strike'' to first grab the defender. This strike will not deal damage however instead places the defender in a '''Hold'''.
 
In order to attempt to escape, the defender must roll Escape, if they fail, they end their turn. If they succeed, they may either exit the grapple fully or become the dominant in the Hold.
 
While a dominante in a Hold, there are four paths to take;
 
* '''Strike''': You may attack, reciving a +20 to your attack roll.
* '''Trade Turn''': If you have the Momentum, you may trade your turn for a 'trade turn'-type stunt.
* '''Choke''': You may roll Push to choke the defender.
** The defender can either 'Tough it Out', accept their fate, or
* '''Toss''': You may roll toss, if success, deal physical damage+defender is stunned for their next turn.
 
===== 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.
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.


Line 351: Line 277:
['''Stealth roll:25''']>['''Perception roll:10''']>['''Damage:Base+3'''].
['''Stealth roll:25''']>['''Perception roll:10''']>['''Damage:Base+3'''].


==== Effects ====
===== Effects =====
Immediate Damage;
Immediate Damage;


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|}
|}


==== Extra ====
===== Extra =====
'''Damage Types''';
'''Damage Types''';



Latest revision as of 08:17, 28 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.

Additional Pages:

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.

Gameplay

Character Types

The Throttle Fabulist was built soley to accompany narative driven games. As such it was designed with a Character Type in mind. NPCs are broken into five categories to help with building them as well as deciding their interactions within stories. It's worth noting that if the Overseer allows it, a player may choose something other than 'Main Character' or 'HVC' as their type, if a player wishes to play a secondary character or even a background character and the Overseer deems it, then so be it.

  • Hero/Villain Character: HVCs are the epitome, they are the beyond a 'main character', and their powers and actions show it.
    • 200 given to Attribute, Skill, and Proficiency.
  • Main Character; Main characters are the focused characters which have a good portion of limelight, typically a viewpoint star.
    • 100 given to Attribute, Skill, and Proficiency.
  • Secondary Character; Showing up every once and a while, providing a type of support for various things from combat to plot.
    • 100 given to Attribute, 50 given to Skill, and Proficiency.
  • Background Character; Showing up once in a blue moon, maybe once a season or even once a story, they rarely add any form of support, background characters are what bring life into the setting. You can never have too many of them. Rarely do they manage to do much of anything combat or plot wise, but damn it will they give you conversation.
    • 50 given to Attribute, Skill, and Proficiency.
  • Extra; Want to play a character once? Have a singular scene and never return? Extras are your characters. Offering nothing to plot however can enter combat as an expendable unit.
    • 50 given to Attribute, 25 given to Skill, and Proficiency.

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 Phy. 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 Shin. Curruption
  • 100%: Psychopath;
  • 90%: Psychosis;
  • 75%: Disconnected;
  • 50%: Disturbed;
  • 25%: Warm;
  • 0%: Sane;
  • -25%: Cold;
  • -50%: Disturbed;
  • -75%: Disconnected;
  • -90%: Psychosis;
  • -100%: Sociopath;

Difficulty

There are six difficulties within the system;

  • Story (d20)
  • Simple (d30)
  • Easy (d50)
  • Moderate (d75)
  • Normal (d100)
  • Challenging (d250)
  • Hard (d500)
  • Grueling (d750)
  • Harder (d1000)
  • Epic (d2000)
  • Biblical (d5000)

Speech in Text Based Games

There are three types of speech often found in TBGs; 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 with a slash and colon before; [/:No, I did that.]

Action Points

Action Points (AP) is a major stat in-

This is your AP for the entire scene, once you run out, you must use the common stunt 'Rest' or the momentum stunt 'Action Momentum' to replinish. It is up to the Overseer to decide how long it takes for AP to replinish outside of combat.

General/Degrees of Success

The Fabulist system incorporates two different rolling systems which can both be used throughout the game. A Degrees of Success and an Opposing system.

When it comes to general rolls, such as pushing an object in the way or jumping across a fallen bridge, players will have to roll against their own stats. Using the decided difficulty by the Overseer, players will roll the difficulty dice against whatever stat they're asked to check. For example, if a player has a 55 Push and they roll an 18 difficulty dice, they have a success rate of +3, where as if they have a 75 Charm, and they rolled a 230, then they'd have a fail rate of -3. The effect of the degree is dependent on the Overseer, with the general consensus of passing or failing, beyond that, it's fluff.

Depending on the character type, Opposing rolls may be brought in. If a player is rolling against another, or if the opposing character is either a Main or HVC NPC, the opposing Player/Overseer will have to roll an opposing roll, with the higher roll being the winner. Opposing rolls don't roll against their stats, but instead with. So if a player has a 75 Strike and they're attacking another HVC/main character, they will roll the difficulty dice (Overseer decides on difficulty) plus their stat against the other character's stat (block/dodge) plus their own difficulty roll, with the larger number winning.

Inventory

A player's inventory is made up of a handful of things. Currency, Weapon, Apparel, and Misc.

The inventory's Carry Weight is decided by: (25% character weight)+(strength/2). If a player weighed 180lbs and had a strength of 14, their available carry weight is; 52.

Unless specified, Currency holds no weight, but most of everything else does.

When wearing armor, a player may roll it's Armor Rating to see how much it absorbs, dimenishing it's condition by that number. If it's roll is less than the damage recieved, it can only absorb that much damage, with the difference being delt to the player. Under Misc includes Clothes (which hold no armor and instead are simple fluff), Containers (such as backpacks, boxes, etc.), and Items (unorganized loot).

Combat Basics

Combat is composed of Rounds, which are composed of Turns, which are composed of Phases;

Setup

Setup is a phase only found at the beginning of combat, with it being used for unique attacks, getting the initiatives of the cast, or other general prep.

Among the things done during the setup is players may either Sneak or Run-Up on a target to get an advantage, or they may even attempt to slide through with conversation.

Before combat proper can begin, we must roll the initiatives for the cast. Initiative isn't a static number, but instead is rolled. If you have an 8 initiative, you roll a d8, get a 4, you have a four for that encounter/scene.

Action
  • Costs: 1 AP
    • M.A.Defense Actions
  • Costs 2 AP
    • General Actions
    • M.A. Offense
    • Grapple
    • Small Weapons
    • Planet Piloting
  • Costs 3 AP
    • Light Weapons
    • Magi
    • Space Piloting
  • Costs 4 AP
    • Heavy Weapons
    • Troop Command
    • Cybernetic Use
  • Costs 5 AP
    • Stunts
Effect

This is when any effects are delt from the actions, such as damage.

Tally

The final phase is tallying up any and all points, from AP used to damage delt.

Advanced Combat

Crits

When rolling, sometimes you may experience a crit, there are three forms of crits; Success, Neutral, Failure, or Green, Blue, Red.

  • Green: When you achieve a crit success, you:
    • +3 Momentum.
    • Chance to force opposer to re-roll (can't be kept).
    • This specific action costs half (floored) AP, if it took 1, then it costs nothing.
  • Blue: When you achieve a crit of both success and failure, you have the choice between the following rewards;
    • Reroll your initiative.
    • Regain the AP for this specific action.
    • +2 Momentum.
  • Red: When you achieve a crit failure, you:
    • -3 Momentum.
    • This action costs you x2 the normal AP.
Momentum

The constantly changing emotion of combat is represented by the stat MOMENTUM, it offers a variety of effects, including when Stunts are available to use. 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. Working on a +10 to -10 scale, Momentum is gained when successfully performing an action and lost when failing. Each level of Momentum offers a unique Momentum Stunt.

Momentum Stunts may be used outside of combat up to the 5th level.

+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 Advanced Maneuver: Gain an additional difficulty dice on your roll.
+3 Focused Strike: Deal double damage on your next attack.
Use Personal Stunt: It's only when you have +3 Momentum that you can use a personal stunt.
+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 Desperate Gamble: If your attack succeeds, your damage is double, but if you fail, you take the damage instead.
-5 Steady Recovery: Regain 5 points of Stamina.
-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 "Fully Throttled" trauma, which places you in a coma for an unspecified amount of time.
Grapples

Within the combat of the Fabulist lies a few minor systems, including the Grapple system.

When an offender is seeking to enter grappling, they must roll a Strike to first grab the defender. This strike will not deal damage however instead places the defender in a Hold.

In order to attempt to escape, the defender must roll Escape, if they fail, they end their turn. If they succeed, they may either exit the grapple fully or become the dominant in the Hold.

While a dominante in a Hold, there are four paths to take;

  • Strike: You may attack, reciving a +20 to your attack roll.
  • Trade Turn: If you have the Momentum, you may trade your turn for a 'trade turn'-type stunt.
  • Choke: You may roll Push to choke the defender.
    • The defender can either 'Tough it Out', accept their fate, or
  • Toss: You may roll toss, if success, deal physical damage+defender is stunned for their next turn.
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].

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;
02 days without -25 to all rolls.
04 days without -50 to all rolls.
06 days without -75 to all rolls, halicinations.
08 days without -100 to all rolls, lose of sanity
10 days without Death.
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

Physical rolls a d5+Phys.Damage(+weapon if using weapon).

Ranged rolls depend on weapon.

Magi rolls 3d20!>20d2+Shin.Damage. (3d20+on a roll of 20 or higher roll another dice+drop the two lowest rolls+Shin.Damage).

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