Yaktribe - the Roleplaying game

Biggle_Bear

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How about for the setting...

All the Player Characters are residents of the Limitless Temple. And each earn a room (a Mind Palace) by serving the will of the Great Yak, and in turn the Great Yak accepts them as his children. However the Great Yak's ways are mysterious and he requires the Yaklings to go out and quest on his behalf. Also he requires them never to look behind the emerald curtain to the side of his large hologram head.
 

Biggle_Bear

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Also I've been busy writing an initial playtest set of rules. They are only to try out the basic mechanic that I have in mind. I wanted to get something to playtest as soon as possible as that is where a game is really developed.
 

Biggle_Bear

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The basic mechanic that I had in mind.

The GM presents a set of dice rolls, purchases assets (such as NPCs and environmental hazards), sets the scene and tells the players what their objective for the scene is. Then the players may discuss the situation, how to proceed and tactics. They submit their actions and in which order the player characters take them, then the GM goes through the list of dice and determine who was successful and the level of success. He may also have his assets make actions if the players make unsuccessful actions.

Characters have 3 stats. Influence, prowess and knowledge all at 2. If they are successful (imagine this roll as an unmodified ballistic skill roll) the player then chooses an approach (weirdo, survivor or successful) and this determines the chart to apply the next roll to (which is like an injury roll). Then the scene goes on until the objective is accomplished or the dice run out.

The GM then narrates the conclusion of the scene and begins the next.
 

Biggle_Bear

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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.
 

Biggle_Bear

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I've been trying to write up some advancement rules. The direction I'm going in so far is achievement based.

That it characters get skills based on doing certain things. A typical example is the doctor skill. To get that skill you must convince a NPC that you are a doctor and you must also have the care giver skill. So the game isn't concerned about backstory. In the players mind their character may have studied medicine in their backstory but that doesn't mean they have the skill. However another character may have coincidentally fulfilled the prerequisites and get the bonus.
 

Biggle_Bear

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Another notable feature is that the three characteristics are improved by failure. So when you have 1s in front of 6s then there is a reward for the player who says "ok I will choose to fail a test to give you a chance to succeed". They then improve their stats and in future lower dice rolls count as successes.
 

Biggle_Bear

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It also means that there are no character classes BUT there is a set of skills that a player may choose from before ever playing a game. specifically they are bonuses to certain approaches but make other approaches difficult or even locking them out all together.
 

Biggle_Bear

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I hope my explanations are making sense. They sound clearer to me in the word document.

I also need to make a GM section and define my ideas on items and mind palaces before I am fully ready to give out the rules and go into full playtest mode.
 

Biggle_Bear

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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
 

Biggle_Bear

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Above is a list of skills that I have created so far. Next on the list is GM tools / guidelines and Injuries / Afflictions. I decided that for now items are a matter of description, not rules. So PCs can simply state that they have deadly weapons, but there will be no mechanical difference between a cowboy hat used to beat an NPC to death or a hand held nuke launcher.

Mind palaces are definately going into the alpha game but I can't decide the direction of the mechanics. I want the PCs to have their own space where they can teleport the scene to and have GM level control (in like manner to Matrix programs (like the video that @CaptainDangerous posted above) and the Labrinth), but can't figure out how it will work.
 

CaptainDangerous

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Iv not been able to pay proper attention here sorry, but I will get round to reading it!
But Iv thought of a couple more instances:
*fallout 3 where you find your father
*red dwarf, better than life! (Or that one with the dispare squid ......DWAYNE DIBLEY!?)
 
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Biggle_Bear

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The next installment of the game is ready. Here are the GM controls.

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
 

Biggle_Bear

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So injuries and afflictions...

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.
 

Biggle_Bear

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So I only have this mind palace idea to put into practice. But otherwise I think I have enough to start play testing.
 

Biggle_Bear

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To anyone who is checking this thread out, I would like to make a playtest so I am calling for anyone who is interested to volunteer for the first alpha playtest.

I would like to email the word document to any prospective players and arrange a time frame for it. Since it is played over chat it is not necessary to have a certain time to concentrate on it. It will be played at the speed of a scene a day and allow for players to just not participate everyday. But if you feel like you can check the thread and participate regularly then I would be most appreciative.
 
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CaptainDangerous

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I’m going to go for the ‘work it out as you tell me off approach’ to learning this one!
Are there any stats or skills I should be looking at while we wait for another brave handsome yak to join in!?

Perhaps you could condense some of the stuff you’ve written into spoiler boxes in the first post?
E.g.
<basic rules>
<skills>
Etc.