Hey guys,
I've been musing over an idea. I would like to try and make an rpg that is themed after the yaktribe. There are probably many interpretations of necromunda as an rpg and I'm not interested in throwing my hat into that mix. I want to design something that plays to the strengths of the 'tribe and is a reflection of the community.
I can't estimate the level of interest in such an idea so this thread might just be a collection of my personal thoughts until it gets boring, or something that we all contribute to and see to the end, complete with play testing and artwork. I'm happy with either result. but of course I wouldn't be writing here unless I truly wanted your input.
And so begins the next project.
I've been musing over an idea. I would like to try and make an rpg that is themed after the yaktribe. There are probably many interpretations of necromunda as an rpg and I'm not interested in throwing my hat into that mix. I want to design something that plays to the strengths of the 'tribe and is a reflection of the community.
I can't estimate the level of interest in such an idea so this thread might just be a collection of my personal thoughts until it gets boring, or something that we all contribute to and see to the end, complete with play testing and artwork. I'm happy with either result. but of course I wouldn't be writing here unless I truly wanted your input.
And so begins the next project.
Basic mechanics
Stats
Influence (INF) 2
This is used for convincing non-player characters to do something or for directing followers to act a certain way.
Prowess (PRO) 2
This measures the player character’s physical talents. Use this stat for anything that the character does personally that doesn’t require academics such as lift a heavy weight, performing feats of acrobatics or fighting.
Knowledge (KNW) 2
This is how intelligent a character is. It is used to determine whether the character knows something out of the ordinary, to repair a machine, to find something hidden, etc.
Success chart
Stat 1 2 3 4 5 6
Roll required 6 5 4 3 2 2
The Game Master (GM) will post a list of dice results when they set the scene. Sometimes these dice results might not be beneficial to you but they must be taken in the order that they are presented. When the GM asks you to make a roll, take the next dice and compare it to your most appropriate stat and the success chart. If it is a failure the GM will have an opportunity to act. Their choices are often limited by the scene items that they purchased. If it was a success then choose an approach and roll on the most appropriate chart below.
Influence Weirdo 6. They attempt to follow your commands and (choose 1)
-do it with devotion and zeal
-do it with a song on their heart and tongue
-do it in ways you couldn’t imagine possible
2-5 They attempt to follow your commands but only if it’s fun and entertaining.
1 They attempt to follow your commands but they have become distracted and will carry them out later.
Influence Survivor 6. They attempt to follow your commands and (choose 1)
-survive
-hide your identity
-conceal themselves
2-5 They attempt to follow your commands as long as they are not presented with overwhelming odds.
1. They attempt to follow your commands but will flee at any sign of danger.
Influence Successful 6. They succeed in following your commands and (choose 1)
-give you credit for their actions
-it has a mark of professionalism
-with very little effort
2-5 They succeed in following your commands but demand credit/reward for their effort.
1. They succeed in following your commands but did a messy job which will come back to haunt you (the GM gets to add an extra 5 points to spend on a future scene).
Prowess Weirdo 6. You succeed and (choose 1)
-nobody can figure out how.
-with random side effects
-despite a plethora of bumbling comical mistakes
2-5 You succeed but have unleashed a host of inconvenient side effects.
1 You fail but something wacky and frankly funnier happens instead.
Prowess Survivor 6. You succeed and (choose 1)
-nobody knows it was you.
-you get out of harm’s way
-you protect someone else from resulting backlash
2-5 You succeed but can’t repeat this process without subjecting yourself to harm.
1 You fail but protect yourself from any resulting harm.
Prowess Successful 6. You succeed and (choose 1)
-and look great doing it.
-achieve more than expected
-earn the respect of someone watching
2-5 You succeed but have stepped over someone else to do it.
1 You succeed but have become the target of some great danger.
Knowledge Weirdo 6. You know and (choose 1)
-you know all the anecdotes about it.
-have captivated an audience in the tale you are telling about it
-are mysteriously connected to the subject
2-5 You know but there is something important about it that you can’t quite remember.
1 You don’t know despite the fact that you are so closely connected to it.
Knowledge Survivor 6. You know and (choose 1)
-you know it’s secrets.
-you know the weakness
-you know how to avoid it
2-5 You know but are afraid of the consequences.
1 You don’t know but your caution serves you well.
Knowledge Successful 6. You know and (choose 1)
-can relate detailed facts about it.
-are the sole beholder of this knowledge
-someone connected to it owes you
2-5 You know but someone connected to it has it out for you.
1 You definitely know all about it… but some of it you are blagging, perhaps all of it.
Stats
Influence (INF) 2
This is used for convincing non-player characters to do something or for directing followers to act a certain way.
Prowess (PRO) 2
This measures the player character’s physical talents. Use this stat for anything that the character does personally that doesn’t require academics such as lift a heavy weight, performing feats of acrobatics or fighting.
Knowledge (KNW) 2
This is how intelligent a character is. It is used to determine whether the character knows something out of the ordinary, to repair a machine, to find something hidden, etc.
Success chart
Stat 1 2 3 4 5 6
Roll required 6 5 4 3 2 2
The Game Master (GM) will post a list of dice results when they set the scene. Sometimes these dice results might not be beneficial to you but they must be taken in the order that they are presented. When the GM asks you to make a roll, take the next dice and compare it to your most appropriate stat and the success chart. If it is a failure the GM will have an opportunity to act. Their choices are often limited by the scene items that they purchased. If it was a success then choose an approach and roll on the most appropriate chart below.
Influence Weirdo 6. They attempt to follow your commands and (choose 1)
-do it with devotion and zeal
-do it with a song on their heart and tongue
-do it in ways you couldn’t imagine possible
2-5 They attempt to follow your commands but only if it’s fun and entertaining.
1 They attempt to follow your commands but they have become distracted and will carry them out later.
Influence Survivor 6. They attempt to follow your commands and (choose 1)
-survive
-hide your identity
-conceal themselves
2-5 They attempt to follow your commands as long as they are not presented with overwhelming odds.
1. They attempt to follow your commands but will flee at any sign of danger.
Influence Successful 6. They succeed in following your commands and (choose 1)
-give you credit for their actions
-it has a mark of professionalism
-with very little effort
2-5 They succeed in following your commands but demand credit/reward for their effort.
1. They succeed in following your commands but did a messy job which will come back to haunt you (the GM gets to add an extra 5 points to spend on a future scene).
Prowess Weirdo 6. You succeed and (choose 1)
-nobody can figure out how.
-with random side effects
-despite a plethora of bumbling comical mistakes
2-5 You succeed but have unleashed a host of inconvenient side effects.
1 You fail but something wacky and frankly funnier happens instead.
Prowess Survivor 6. You succeed and (choose 1)
-nobody knows it was you.
-you get out of harm’s way
-you protect someone else from resulting backlash
2-5 You succeed but can’t repeat this process without subjecting yourself to harm.
1 You fail but protect yourself from any resulting harm.
Prowess Successful 6. You succeed and (choose 1)
-and look great doing it.
-achieve more than expected
-earn the respect of someone watching
2-5 You succeed but have stepped over someone else to do it.
1 You succeed but have become the target of some great danger.
Knowledge Weirdo 6. You know and (choose 1)
-you know all the anecdotes about it.
-have captivated an audience in the tale you are telling about it
-are mysteriously connected to the subject
2-5 You know but there is something important about it that you can’t quite remember.
1 You don’t know despite the fact that you are so closely connected to it.
Knowledge Survivor 6. You know and (choose 1)
-you know it’s secrets.
-you know the weakness
-you know how to avoid it
2-5 You know but are afraid of the consequences.
1 You don’t know but your caution serves you well.
Knowledge Successful 6. You know and (choose 1)
-can relate detailed facts about it.
-are the sole beholder of this knowledge
-someone connected to it owes you
2-5 You know but someone connected to it has it out for you.
1 You definitely know all about it… but some of it you are blagging, perhaps all of it.
Advancement
Skills are acquired through in-game actions. Some skills require that you already have a ‘lower level’ skill in addition to a certain action. The following are skills that are available, but GMs should feel free to add new ones for use in their own campaigns.
Name: Influential 1
Requirement: fail a total 5 INF rolls since you last Respawned
Benefit: you have INF of 3
Name: Influential 2
Requirement: fail a total 10 INF rolls since you last Respawned
Benefit: you have INF of 4
Name: Influential 3
Requirement: fail a total 15 INF rolls since you last Respawned
Benefit: you have INF of 5
Name: Influential 4
Requirement: fail a total 20 INF rolls since you last Respawned
Benefit: you have INF of 6
Name: Talented 1
Requirement: fail a total 5 PRO rolls since you last Respawned
Benefit: you have PRO of 3
Name: Talented 2
Requirement: fail a total 10 PRO rolls since you last Respawned
Benefit: you have PRO of 4
Name: Talented 3
Requirement: fail a total 15 PRO rolls since you last Respawned
Benefit: you have PRO of 5
Name: Talented 4
Requirement: fail a total 20 PRO rolls since you last Respawned
Benefit: you have PRO of 6
Name: Intelligent 1
Requirement: fail a total 5 KNW rolls since you last Respawned
Benefit: you have KNW of 3
Name: Intelligent 2
Requirement: fail a total 10 KNW rolls since you last Respawned
Benefit: you have KNW of 4
Name: Intelligent 3
Requirement: fail a total 15 KNW rolls since you last Respawned
Benefit: you have KNW of 5
Name: Intelligent 4
Requirement: fail a total 20 KNW rolls since you last Respawned
Benefit: you have KNW of 6
Name: Basic Weirdo
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Successful or Expert Successful
Benefit: 5 or 6 counts as 6 when rolling on a weirdo approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Weirdo
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Successful or Expert Successful
Benefit: 4,5 or 6 counts as 6 when rolling on a weirdo approach table, but other approaches cannot be taken at all
Name: Basic Survivor
Requirement: choose / cannot be taken if you have Basic Weirdo, Expert Weirdo, Basic Successful or Expert Successful
Benefit: 5 or 6 counts as 6 when rolling on a survivor approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Survivor
Requirement: choose / cannot be taken if you have Basic weirdo, Expert Weirdo, Basic Successful or Expert Successful
Benefit: 4,5 or 6 counts as 6 when rolling on a Survivor approach table, but other approaches cannot be taken at all
Name: Basic Successful
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Weirdo or Expert Weirdo
Benefit: 5 or 6 counts as 6 when rolling on a successful approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Successful
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Weirdo or Expert Weirdo
Benefit: 4,5 or 6 counts as 6 when rolling on a successful approach table, but other approaches cannot be taken at all
Name: Care giver
Requirement: Succeed (as an action) to give care to someone who is hurt
Benefit: Take +1 to KNW rolls to care or medical attention to others
Name: Doctor
Requirement: Convince an NPC that you are medically trained / have the Care Giver skill
Benefit: It is now assumed that you are able to perform any kind of medical or surgical procedure, although you may still need to make rolls to perform them, as the GM directs.
Name: Survivalist
Requirement: Live off the land when it would be easier to die and respawn
Benefit: You may take +1 when gathering resources from nature or surviving in a wilderness environment
Name: Mountain man
Requirement: Spend an extended length of time surviving on your own in a wilderness / have the Survivalist skill
Benefit: You may take two dice and choose which to take when rolling for success whilst taking care of living needs in a wilderness environment
Name: Likable guy or gal… or thing
Requirement: Help someone in need out of selfless motivations
Benefit: You may make an INF roll to call in a favour from anyone you helped, even if their presence makes no sense. Write down on your character sheet who owes you favours.
Name: Such a cool guy or gal… or whatever
Requirement: Guide a group of people who are in need of a leader / have the Likable Guy skill
Benefit: You now have a group of followers who have the tags Dependable and Loyal. Work out their other qualities with the GM.
Name: Advisor
Requirement: Create a saying and speak it to a NPC that results to a solution to their problem
Benefit: Take +1 to KNW and INF rolls when using sayings
Name: Guru
Requirement: Give advice to a significant individual by means of a saying that results in a solution to their problem / have the Advisor skill
Benefit: NPCs will seek you out to inquire of your wisdom and you may take two dice and choose which to take when rolling for success whilst using KNW or INF on them
Name: Charming
Requirement: Flirt successfully (i.e. with a dice roll) with a NPC
Benefit: From now on you may take +1 on rolls where physical attractiveness is an advantage
Name: Beauty that rivals that of @Spafe’s sister
Requirement: Successfully (i.e. with dice rolls) use physical attractiveness to sway crowds of NPC / have the Charming skill
Benefit: You may take two dice and choose which to take when rolling for success on a test where physical attractiveness is an advantage
Name: Marksman
Requirement: Win a duel fairly using ranged weapons
Benefit: Inflict +1 HP when fighting with ranged weapons
Name: Legendary Gunslinger
Requirement: Win a showdown against greater odds using ranged weapons / have the Marksman skill
Benefit: You may take two dice and choose which to take when rolling for success during a fight using ranged weapons
Name: Duellist
Requirement: Win a duel fairly using melee weapons
Benefit: Inflict +1 HP when fighting with melee weapons
Name: Legendary warrior
Requirement: Win a battle against greater odds using melee weapons / have the Duelist skill
Benefit: You may take two dice and choose which to take when rolling for success during a fight using melee weapons
Name: Famous
Requirement: Convince an NPC that you are famous, detailing for what and where they might know you from
Benefit: From now on you may take +1 on rolls where being famous is an advantage
Name: Super Star
Requirement: Do something in front of masses that will make them remember you forever / have the Famous skill
Benefit: People recognise you and grant you special attention, and seek your attention and attendance to the most ostentatious night clubs and the hottest ballroom dances
Name: Weapon of Destiny
Requirement: Draw the weapon from it’s metaphorical (or literal) stone
Benefit: Plus 2 to your approach rolls when using this weapon and do 2 HP when attacking someone with this weapon
Name: Monster
Requirement: Do something absolutely despicable
Benefit: Your appearance is transformed and everyone can see you for what you are
Name: Regenerate
Requirement: Survive an attack against you by the masses / have the Monster skill
Benefit: On a successful roll you gain all you HP instantly
Name: Devastating attack
Requirement: Cause horrific suffering to innocent people / Have the Monster skill
Benefit: On a successful roll you may inflict 2HP to everyone in the scene
Skills are acquired through in-game actions. Some skills require that you already have a ‘lower level’ skill in addition to a certain action. The following are skills that are available, but GMs should feel free to add new ones for use in their own campaigns.
Name: Influential 1
Requirement: fail a total 5 INF rolls since you last Respawned
Benefit: you have INF of 3
Name: Influential 2
Requirement: fail a total 10 INF rolls since you last Respawned
Benefit: you have INF of 4
Name: Influential 3
Requirement: fail a total 15 INF rolls since you last Respawned
Benefit: you have INF of 5
Name: Influential 4
Requirement: fail a total 20 INF rolls since you last Respawned
Benefit: you have INF of 6
Name: Talented 1
Requirement: fail a total 5 PRO rolls since you last Respawned
Benefit: you have PRO of 3
Name: Talented 2
Requirement: fail a total 10 PRO rolls since you last Respawned
Benefit: you have PRO of 4
Name: Talented 3
Requirement: fail a total 15 PRO rolls since you last Respawned
Benefit: you have PRO of 5
Name: Talented 4
Requirement: fail a total 20 PRO rolls since you last Respawned
Benefit: you have PRO of 6
Name: Intelligent 1
Requirement: fail a total 5 KNW rolls since you last Respawned
Benefit: you have KNW of 3
Name: Intelligent 2
Requirement: fail a total 10 KNW rolls since you last Respawned
Benefit: you have KNW of 4
Name: Intelligent 3
Requirement: fail a total 15 KNW rolls since you last Respawned
Benefit: you have KNW of 5
Name: Intelligent 4
Requirement: fail a total 20 KNW rolls since you last Respawned
Benefit: you have KNW of 6
Name: Basic Weirdo
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Successful or Expert Successful
Benefit: 5 or 6 counts as 6 when rolling on a weirdo approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Weirdo
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Successful or Expert Successful
Benefit: 4,5 or 6 counts as 6 when rolling on a weirdo approach table, but other approaches cannot be taken at all
Name: Basic Survivor
Requirement: choose / cannot be taken if you have Basic Weirdo, Expert Weirdo, Basic Successful or Expert Successful
Benefit: 5 or 6 counts as 6 when rolling on a survivor approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Survivor
Requirement: choose / cannot be taken if you have Basic weirdo, Expert Weirdo, Basic Successful or Expert Successful
Benefit: 4,5 or 6 counts as 6 when rolling on a Survivor approach table, but other approaches cannot be taken at all
Name: Basic Successful
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Weirdo or Expert Weirdo
Benefit: 5 or 6 counts as 6 when rolling on a successful approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Successful
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Weirdo or Expert Weirdo
Benefit: 4,5 or 6 counts as 6 when rolling on a successful approach table, but other approaches cannot be taken at all
Name: Care giver
Requirement: Succeed (as an action) to give care to someone who is hurt
Benefit: Take +1 to KNW rolls to care or medical attention to others
Name: Doctor
Requirement: Convince an NPC that you are medically trained / have the Care Giver skill
Benefit: It is now assumed that you are able to perform any kind of medical or surgical procedure, although you may still need to make rolls to perform them, as the GM directs.
Name: Survivalist
Requirement: Live off the land when it would be easier to die and respawn
Benefit: You may take +1 when gathering resources from nature or surviving in a wilderness environment
Name: Mountain man
Requirement: Spend an extended length of time surviving on your own in a wilderness / have the Survivalist skill
Benefit: You may take two dice and choose which to take when rolling for success whilst taking care of living needs in a wilderness environment
Name: Likable guy or gal… or thing
Requirement: Help someone in need out of selfless motivations
Benefit: You may make an INF roll to call in a favour from anyone you helped, even if their presence makes no sense. Write down on your character sheet who owes you favours.
Name: Such a cool guy or gal… or whatever
Requirement: Guide a group of people who are in need of a leader / have the Likable Guy skill
Benefit: You now have a group of followers who have the tags Dependable and Loyal. Work out their other qualities with the GM.
Name: Advisor
Requirement: Create a saying and speak it to a NPC that results to a solution to their problem
Benefit: Take +1 to KNW and INF rolls when using sayings
Name: Guru
Requirement: Give advice to a significant individual by means of a saying that results in a solution to their problem / have the Advisor skill
Benefit: NPCs will seek you out to inquire of your wisdom and you may take two dice and choose which to take when rolling for success whilst using KNW or INF on them
Name: Charming
Requirement: Flirt successfully (i.e. with a dice roll) with a NPC
Benefit: From now on you may take +1 on rolls where physical attractiveness is an advantage
Name: Beauty that rivals that of @Spafe’s sister
Requirement: Successfully (i.e. with dice rolls) use physical attractiveness to sway crowds of NPC / have the Charming skill
Benefit: You may take two dice and choose which to take when rolling for success on a test where physical attractiveness is an advantage
Name: Marksman
Requirement: Win a duel fairly using ranged weapons
Benefit: Inflict +1 HP when fighting with ranged weapons
Name: Legendary Gunslinger
Requirement: Win a showdown against greater odds using ranged weapons / have the Marksman skill
Benefit: You may take two dice and choose which to take when rolling for success during a fight using ranged weapons
Name: Duellist
Requirement: Win a duel fairly using melee weapons
Benefit: Inflict +1 HP when fighting with melee weapons
Name: Legendary warrior
Requirement: Win a battle against greater odds using melee weapons / have the Duelist skill
Benefit: You may take two dice and choose which to take when rolling for success during a fight using melee weapons
Name: Famous
Requirement: Convince an NPC that you are famous, detailing for what and where they might know you from
Benefit: From now on you may take +1 on rolls where being famous is an advantage
Name: Super Star
Requirement: Do something in front of masses that will make them remember you forever / have the Famous skill
Benefit: People recognise you and grant you special attention, and seek your attention and attendance to the most ostentatious night clubs and the hottest ballroom dances
Name: Weapon of Destiny
Requirement: Draw the weapon from it’s metaphorical (or literal) stone
Benefit: Plus 2 to your approach rolls when using this weapon and do 2 HP when attacking someone with this weapon
Name: Monster
Requirement: Do something absolutely despicable
Benefit: Your appearance is transformed and everyone can see you for what you are
Name: Regenerate
Requirement: Survive an attack against you by the masses / have the Monster skill
Benefit: On a successful roll you gain all you HP instantly
Name: Devastating attack
Requirement: Cause horrific suffering to innocent people / Have the Monster skill
Benefit: On a successful roll you may inflict 2HP to everyone in the scene
GM Controls
One of the Game Master’s roles is to set each scene that the players’ characters will be in and to tell the players what their aim for the scene is. To do this they get 10 points on which to spend on Scene Assets. These are things that the Players can interact with. Each dictate what happens when a player fails a roll, and each has a cost the first time it is introduced and a lower cost for each subsequent time the same asset is in the same adventure (that is, each time the same character, place, object, etc is used but it there are for example two “Dangerous Gangs” used both are purchased at the higher price). Although the GM has the authority to decide the details of the reaction of the Scene Assets, they may want to consider allowing the Players to propose these details as part of their action. Even in this situation the GM always retains the right to vito the Players’ proposals (for example if the Player has misunderstood the rules or has deliberately misinterpreted the rules to gain an advantage). Tell the players what assets are in the scene and feel free to reserve points to use in later scenes.
Setting
This is simply a new place where the players are. GMs are required to pay for this to encourage interesting settings that PCs will be interested in revisiting or places that they become attached to. By reusing the same location it becomes cheaper so that the GM may allocate more points to increasing the challenges in the scene.
New Price: 5 Points Subsequent price: 2 Points
Reaction to Non-Threatening PC fails: NA
Reaction to Threatening PC fails: NA
Bystanders
These are just plain ordinary people. At the first sign of trouble they will flee. They are used mainly as flavour to a scene and will make Enforcers cheaper if the players are a particularly nasty type. They may also be used as information outlets or as significant NPCs if their reactions agree with what you are looking for.
New Price: 3 Points Subsequent price: 1 Points
Reaction to Non-Threatening PC fails: They waist the PCs’ time
Reaction to Threatening PC fails: They attempt to flee and alert the setting’s enforcers. In subsequent scenes it will cost 2 points less to ‘purchase’ Enforcers
Dangerous Gang
If you want your common NPC to be a threat to the PC then choose a Dangerous Gang. They can represent ordinary people who are braver and are willing to defend themselves, or anyone who is dangerous and not bound by the law.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: They lose respect for the PC who failed and will laugh, comment or just stare disapprovingly.
Reaction to Threatening PC fails: They will attack! If they know the PCs are in a group together then the gang will act more hostile to all the PCs in the scene. To the PC that failed, if they act as individuals then they inflict 1 HP damage. If they attack a single PC as a group then they inflict 2 HP damage.
Enforcers
Cops, the King’s guard or a space marshal. This asset upholds order and law.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: They will approach the PC and inquire why they are behaving the way they are. This may trigger them to act more aggressively.
Reaction to Threatening PC fails: If the action is non-violent then the Enforcers will attempt to put them under arrest. If the PC becomes violent to them or any other asset, the Enforcers will return the violence. They cause 1 HP damage.
Stalker
If you want a sinister hunter that will attack the PCs when they are vulnerable, then you need a Stalker. It has no set form. It could equally be a person or some kind of alien monstrosity. It works best in a maze of some sort.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: If there is any PC in the scene that already has the Isolated affliction then the Stalker will attack them with 1 HP damage. Otherwise it will single out the PC who made the failed roll and apply the Isolated affliction to them. If the Isolated affliction is taken from the PC whilst being attacked then the Stalker will attempt to escape.
Reaction to Threatening PC fails: If the PC has the Isolated affliction then the Stalker will attack them, otherwise it will attempt to run off.
Wild Beast
Just as the name suggests, this is some kind of animal. It’s main instinct is survival. It could be a tusked herbivore, a poisonous reptile or also a genetically engineered ultra-predator.
New Price: 3 Points Subsequent price: 2 Points
Reaction to Non-Threatening PC fails: It has noticed the players drawing near and attempts to escape.
Reaction to Threatening PC fails: They attack with 1 HP damage and unless it is safe the creature will attempt to escape again.
Environmental dangers
Steep cliffs or a crushing machine that is not turned off properly.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: The PC takes 2 HP damage.
Reaction to Threatening PC fails: A group of busy-bodies (Bystanders but the GM may upgrade them to a Dangerous Gang if they spend 1 point) arrive to protect the place, perhaps for environmental reasons or simply to protect their property.
Boss
This is more than a significant character within a Dangerous Gang. The presence of a Boss will increase the danger of the scene. It is intended to arrive at scenes with a Dangerous Gang or Enforcers in toe.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: The Boss will direct a minion to hurt the PC for their insolence.
Reaction to Threatening PC fails: The Boss attacks the PC with 1 HP damage but will direct their minions to do the same, in which case add the HP damage of the minions too.
Extra Deadly
This is an upgrade to another asset that can cause HP damage. If the asset is used in a later scene then the Extra Deadly asset automatically comes along too for free. It might represent a special weapon of some sort or maybe just a person with cool karate moves.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: As the upgraded asset but with +1 HP damage.
Reaction to Threatening PC fails: As the upgraded asset but with +1 HP damage.
Protection
This is also an upgrade to another Scene asset. It now takes 2 successful rolls to kill or destroy this asset. This upgrade also accompanies its asset for free in later scenes. It could present armour, general hardiness, some sort of destiny, or many other reasons why it is so unkillable.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: It now takes 2 successful rolls to kill or destroy this asset.
Reaction to Threatening PC fails: It now takes 2 successful rolls to kill or destroy this asset.
Determined
This upgrade works in a similar way to the Protection upgrade except that instead of offering protection against violence this protects the asset from being convinced or reasoned with.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: It now takes 2 successful rolls to convince this asset to do as you wish.
Reaction to Threatening PC fails: It now takes 2 successful rolls to convince this asset to do as you wish.
Resurrect a destroyed Scene Asset (literally or metaphorically)
Players in this game tend to be just as destructive as in other Role Playing Games. Perhaps they have killed of an asset that you think deserves more screen time. If that is the case then you will need to use this upgrade. Perhaps this represents the rest of the gang turning up, or that wound inflicted on them wasn’t as deadly as first thought, or it could even be a literal resurrection.
New Price: 3 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: NA
Reaction to Threatening PC fails: NA
Maze
Whether literally a maze of simply a place that is confusing to navigate, this makes it easier for PCs to get separated.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: The PC now has the Isolated affliction.
Reaction to Threatening PC fails: NA
Loot
There is something here that is of interest to the PCs. Perhaps it will give them an advantage to a dice roll or is the object that they are seeking. By including such an item the GM gains an extra two points to spend elsewhere.
New Price: -2 Points Subsequent price: -2 Points
Reaction to Non-Threatening PC fails: NA
Reaction to Threatening PC fails: NA
One of the Game Master’s roles is to set each scene that the players’ characters will be in and to tell the players what their aim for the scene is. To do this they get 10 points on which to spend on Scene Assets. These are things that the Players can interact with. Each dictate what happens when a player fails a roll, and each has a cost the first time it is introduced and a lower cost for each subsequent time the same asset is in the same adventure (that is, each time the same character, place, object, etc is used but it there are for example two “Dangerous Gangs” used both are purchased at the higher price). Although the GM has the authority to decide the details of the reaction of the Scene Assets, they may want to consider allowing the Players to propose these details as part of their action. Even in this situation the GM always retains the right to vito the Players’ proposals (for example if the Player has misunderstood the rules or has deliberately misinterpreted the rules to gain an advantage). Tell the players what assets are in the scene and feel free to reserve points to use in later scenes.
Setting
This is simply a new place where the players are. GMs are required to pay for this to encourage interesting settings that PCs will be interested in revisiting or places that they become attached to. By reusing the same location it becomes cheaper so that the GM may allocate more points to increasing the challenges in the scene.
New Price: 5 Points Subsequent price: 2 Points
Reaction to Non-Threatening PC fails: NA
Reaction to Threatening PC fails: NA
Bystanders
These are just plain ordinary people. At the first sign of trouble they will flee. They are used mainly as flavour to a scene and will make Enforcers cheaper if the players are a particularly nasty type. They may also be used as information outlets or as significant NPCs if their reactions agree with what you are looking for.
New Price: 3 Points Subsequent price: 1 Points
Reaction to Non-Threatening PC fails: They waist the PCs’ time
Reaction to Threatening PC fails: They attempt to flee and alert the setting’s enforcers. In subsequent scenes it will cost 2 points less to ‘purchase’ Enforcers
Dangerous Gang
If you want your common NPC to be a threat to the PC then choose a Dangerous Gang. They can represent ordinary people who are braver and are willing to defend themselves, or anyone who is dangerous and not bound by the law.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: They lose respect for the PC who failed and will laugh, comment or just stare disapprovingly.
Reaction to Threatening PC fails: They will attack! If they know the PCs are in a group together then the gang will act more hostile to all the PCs in the scene. To the PC that failed, if they act as individuals then they inflict 1 HP damage. If they attack a single PC as a group then they inflict 2 HP damage.
Enforcers
Cops, the King’s guard or a space marshal. This asset upholds order and law.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: They will approach the PC and inquire why they are behaving the way they are. This may trigger them to act more aggressively.
Reaction to Threatening PC fails: If the action is non-violent then the Enforcers will attempt to put them under arrest. If the PC becomes violent to them or any other asset, the Enforcers will return the violence. They cause 1 HP damage.
Stalker
If you want a sinister hunter that will attack the PCs when they are vulnerable, then you need a Stalker. It has no set form. It could equally be a person or some kind of alien monstrosity. It works best in a maze of some sort.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: If there is any PC in the scene that already has the Isolated affliction then the Stalker will attack them with 1 HP damage. Otherwise it will single out the PC who made the failed roll and apply the Isolated affliction to them. If the Isolated affliction is taken from the PC whilst being attacked then the Stalker will attempt to escape.
Reaction to Threatening PC fails: If the PC has the Isolated affliction then the Stalker will attack them, otherwise it will attempt to run off.
Wild Beast
Just as the name suggests, this is some kind of animal. It’s main instinct is survival. It could be a tusked herbivore, a poisonous reptile or also a genetically engineered ultra-predator.
New Price: 3 Points Subsequent price: 2 Points
Reaction to Non-Threatening PC fails: It has noticed the players drawing near and attempts to escape.
Reaction to Threatening PC fails: They attack with 1 HP damage and unless it is safe the creature will attempt to escape again.
Environmental dangers
Steep cliffs or a crushing machine that is not turned off properly.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: The PC takes 2 HP damage.
Reaction to Threatening PC fails: A group of busy-bodies (Bystanders but the GM may upgrade them to a Dangerous Gang if they spend 1 point) arrive to protect the place, perhaps for environmental reasons or simply to protect their property.
Boss
This is more than a significant character within a Dangerous Gang. The presence of a Boss will increase the danger of the scene. It is intended to arrive at scenes with a Dangerous Gang or Enforcers in toe.
New Price: 5 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: The Boss will direct a minion to hurt the PC for their insolence.
Reaction to Threatening PC fails: The Boss attacks the PC with 1 HP damage but will direct their minions to do the same, in which case add the HP damage of the minions too.
Extra Deadly
This is an upgrade to another asset that can cause HP damage. If the asset is used in a later scene then the Extra Deadly asset automatically comes along too for free. It might represent a special weapon of some sort or maybe just a person with cool karate moves.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: As the upgraded asset but with +1 HP damage.
Reaction to Threatening PC fails: As the upgraded asset but with +1 HP damage.
Protection
This is also an upgrade to another Scene asset. It now takes 2 successful rolls to kill or destroy this asset. This upgrade also accompanies its asset for free in later scenes. It could present armour, general hardiness, some sort of destiny, or many other reasons why it is so unkillable.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: It now takes 2 successful rolls to kill or destroy this asset.
Reaction to Threatening PC fails: It now takes 2 successful rolls to kill or destroy this asset.
Determined
This upgrade works in a similar way to the Protection upgrade except that instead of offering protection against violence this protects the asset from being convinced or reasoned with.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: It now takes 2 successful rolls to convince this asset to do as you wish.
Reaction to Threatening PC fails: It now takes 2 successful rolls to convince this asset to do as you wish.
Resurrect a destroyed Scene Asset (literally or metaphorically)
Players in this game tend to be just as destructive as in other Role Playing Games. Perhaps they have killed of an asset that you think deserves more screen time. If that is the case then you will need to use this upgrade. Perhaps this represents the rest of the gang turning up, or that wound inflicted on them wasn’t as deadly as first thought, or it could even be a literal resurrection.
New Price: 3 Points Subsequent price: 3 Points
Reaction to Non-Threatening PC fails: NA
Reaction to Threatening PC fails: NA
Maze
Whether literally a maze of simply a place that is confusing to navigate, this makes it easier for PCs to get separated.
New Price: 2 Points Subsequent price: 0 Points
Reaction to Non-Threatening PC fails: The PC now has the Isolated affliction.
Reaction to Threatening PC fails: NA
Loot
There is something here that is of interest to the PCs. Perhaps it will give them an advantage to a dice roll or is the object that they are seeking. By including such an item the GM gains an extra two points to spend elsewhere.
New Price: -2 Points Subsequent price: -2 Points
Reaction to Non-Threatening PC fails: NA
Reaction to Threatening PC fails: NA
Injuries and afflictions
PCs have 3 HP. When they take “HP damage” choose one of the following injuries for each HP damage they take. HP can be regained through medical treatment but injury effects persist until the end of the adventure, at which point they are healed at the Limitless Temple.
Limp Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making an action where a leg injury would make it more difficult.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where a leg injury would make it more difficult.
Mangled arm Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making an action where an arm injury would make it more difficult.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where an arm injury would make it more difficult.
Blinding pain Temporary Effect: Until the PC uses a successful PRO roll to fight off the pain they cannot make KNO rolls.
Gut wound Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making PRO roll.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where intense pain would make it more difficult
Head wound Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making KNW roll.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where an ugly scar would make it more difficult
Disfiguring scar Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making an action where an ugly scar would make it more difficult.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where an ugly scar would make it more difficult.
If the PC takes a forth HP damage the Player can choose whether they pass out or die and respawn. If the PC passes out they can no longer take actions for the rest of the scene, unless another player uses a successful roll to restore a HP. If they choose to die and respawn then the PC will lose all their skills, possessions, injuries and afflictions, and can join the next scene with the Isolated affliction. If the PC has passed out and takes another HP damage they will Die and Respawn regardless of what the Player wishes.
The following are afflictions that are come from actions that happen in-game.
Isolated This player may not interact with the same objects or characters as other characters do, and vice versa. They are also vulnerable to an attack from a stalker.
Agent orange addiction If a character takes agent orange they must make a PRO test to see if they become an addict. If they fail then this character must take agent orange regularly, otherwise they must inflict harm on those around them. At the start of each scene the first roll is to see if there is enough agent orange. On a 1 there isn’t enough and after the PCs first test they may not take any more tests unless it is to hurt everyone around them.
Plastic crack addiction A plastic addict must take plastic and incur a -1 to KNW tests or pass a PRO test to fight off the addiction before they can make further tests this scene. If they do neither they are at -1 to all Stat rolls for this scene.
Confused If the PC is confused then 1, 2 or 3 on approach roll is counted as a 1 on INF rolls.
Starvation or thirst A character who is suffering from starvation or thirst must find food or water before the end of the scene. Otherwise they will take 1 HP damage, but without a side effects as with other HP damage.
Diseased A character with a disease must make a stat test during a scene to resist the side effects. On a fail the character suffers -1 HP damage and gives the disease to another character or asset (chosen by the GM). On a successful role with an approach roll of 1 they suffer 1 HP damage. On a 2 to 5 the PC resists the effect of the disease. On a 6 the PC fights no longer is diseased.
PCs have 3 HP. When they take “HP damage” choose one of the following injuries for each HP damage they take. HP can be regained through medical treatment but injury effects persist until the end of the adventure, at which point they are healed at the Limitless Temple.
Limp Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making an action where a leg injury would make it more difficult.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where a leg injury would make it more difficult.
Mangled arm Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making an action where an arm injury would make it more difficult.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where an arm injury would make it more difficult.
Blinding pain Temporary Effect: Until the PC uses a successful PRO roll to fight off the pain they cannot make KNO rolls.
Gut wound Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making PRO roll.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where intense pain would make it more difficult
Head wound Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making KNW roll.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where an ugly scar would make it more difficult
Disfiguring scar Disadvantage: 1, 2 or 3 on an approach roll count as 1, when making an action where an ugly scar would make it more difficult.
Benefit: If you fail a stat roll it counts as 2 fails for the purposes of earning stat increases, when making an action where an ugly scar would make it more difficult.
If the PC takes a forth HP damage the Player can choose whether they pass out or die and respawn. If the PC passes out they can no longer take actions for the rest of the scene, unless another player uses a successful roll to restore a HP. If they choose to die and respawn then the PC will lose all their skills, possessions, injuries and afflictions, and can join the next scene with the Isolated affliction. If the PC has passed out and takes another HP damage they will Die and Respawn regardless of what the Player wishes.
The following are afflictions that are come from actions that happen in-game.
Isolated This player may not interact with the same objects or characters as other characters do, and vice versa. They are also vulnerable to an attack from a stalker.
Agent orange addiction If a character takes agent orange they must make a PRO test to see if they become an addict. If they fail then this character must take agent orange regularly, otherwise they must inflict harm on those around them. At the start of each scene the first roll is to see if there is enough agent orange. On a 1 there isn’t enough and after the PCs first test they may not take any more tests unless it is to hurt everyone around them.
Plastic crack addiction A plastic addict must take plastic and incur a -1 to KNW tests or pass a PRO test to fight off the addiction before they can make further tests this scene. If they do neither they are at -1 to all Stat rolls for this scene.
Confused If the PC is confused then 1, 2 or 3 on approach roll is counted as a 1 on INF rolls.
Starvation or thirst A character who is suffering from starvation or thirst must find food or water before the end of the scene. Otherwise they will take 1 HP damage, but without a side effects as with other HP damage.
Diseased A character with a disease must make a stat test during a scene to resist the side effects. On a fail the character suffers -1 HP damage and gives the disease to another character or asset (chosen by the GM). On a successful role with an approach roll of 1 they suffer 1 HP damage. On a 2 to 5 the PC resists the effect of the disease. On a 6 the PC fights no longer is diseased.
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