Throttle Fabulist
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:
- Throttle Fabulist: Game Setting
- Throttle Fabulist: Character Creator
- Throttle Fabulist: Character Sheet
- Throttle Fabulist: Equipment
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 |
|
|
|
Vitiation | ||
Bio Tissue | Infection | Phy. Curruption |
|
||
Vivacity | ||
Sanity | Hollowed | Shin. Curruption |
|
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.]
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
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. |
.
Combat Basics
Combat Advanced
-Crits
-Momentum
-Grapple
-Stealth
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.
|
.
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. |
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;
| ||||||||||
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