Something I've been toying with/preparing for the next game:
[100% Core Rules]
Rolling:
Whenever you are attempting something that has a chance of failing or is important enough to the narrative to necessitate a roll, roll d% (a pair of d10s). If you roll under your appropriate skill (after modifiers have been applied to it), you succeed. If you do not roll under it, you fail.
Skills:
A character is made up of Skills, rated from 0% to 100%. Each Skill represents some talent or training your character has, for instance “Gymnastic training”, “Skilled Hunter”, “Classically Trained Pianist”, or “Physical Engineering”. Whenever attempting an action that would require a roll, you are attempting to roll under your most relevant skill, with modifiers, as appropriate. You have 100% to spend among your Skills and Traits. Over time, the GM may hand out %s for you to spend on improving your character.
Sample Modifiers:
Opponent is Defending (Aware and Able to Move): -(½ Opponent’s Relevant Skill)
Easy Action/Minor Plot Effect: +40%
Simple Action/Low Plot Effect: +20%
Normal Action/Medium Plot Effect: +0%
Difficult Action/High Plot Effect: -20%
Extremely Difficult Action/Massive Plot Effect: -40%
GM Favoritism: -10% to +10%
Skill is Absurdly Appropriate: +10%
Skill is Appropriate: +0%
Skill is Only Somewhat Applicable: -10%
Skill is Barely Related: -30%
Skill is Barely Related, but Player Rationalized It Really Well: -20%
Attacking Physically in Melee: +40%
Attacking Physically at Close Range: +20%
Attacking Physically at a Distance: -10%/100 Feet
Physical Target has Cover: -10% to -60%
Aiming a Physical Attack: +5%/Misc. Action Spent
Darkness/Low Visibility (as Applicable): -5% to -50%
Backed Up by Allies in Social Situation: +15%
Came Prepared/Took Your Time: +10%/Extra Hour (Max +50%)
Trait Applies: + or -5% to 20% (Not Always Equal to Trait Price)
Equipment Quality (as Applicable): -40% to +60%
Traits:
Traits are certain qualities that set your character apart from others, either positively or negatively. Traits are not rated, but may come up in play, providing either a bonus or penalty as the GM sees fit for the situation. Traits cost either 5%, 10%, 15%, or 20%, depending on how widely they apply, or how potent they are. If a Trait would be more of a detriment than a benefit, its price becomes a negative, giving the player back a number of %s equal to its price. A negative trait may still occasionally provide some benefit or bonus (in the same way a normal Trait may occasionally inflict a penalty) but if it would usually be a detriment, it is negative trait.
Note that some traits may provide bonuses or penalties to things other than rolls. For instance, Claws [5%] might provide a bonus to the Stress you deal with an attack, while Tough [10%] might provide a penalty to Stress inflicted on you by an opponent.
Sample Traits:
Keen Eyesight [5%]
Attractive [5%]
Military Rank [5%]
Wealthy [10%]
Flight [15%]
Laser Vision [10%]
Deaf [-5%]
Blind [-15%]
Paraplegic [-20%]
Cowardly [-5%]
Steady Hands [5%]
Underworld Ties [5%]
Chosen One of Bara’Teht [20%]
Bilingual [5%]
Stress, Critical, and Wounds:
Every character has a Stress rating and a Critical rating.
Your Stress, rated from 0% to 100%, represents all the troublesome little things that could upset your ability to function – fear, uncertainty, minor injuries, and the like. You take your Stress rating as a penalty to all skills, and your opponent applies it as a bonus to his Critical rating when attacking you, making you more prone to Critical Hits. You may Rest in conflict to lower your Stress, and your Stress resets to 0% after you’ve rested for a half an hour or so out of conflict.
Your Critical, also rated from 0% to 100%, and starting at a default of 1%, represents your inherent ability to get in lucky shots when attacking in conflict. After an attack hits and you apply the Stress from the attack, you may roll a second d% against your Critical rating. If you roll under or equal to your Critical, the attack is a Critical Hit. When subjected to a Critical Hit a character takes, double the normal Stress, gains one Wound (see below) and is Done. A Done character can take no action that would require a roll, and must rest until his Stress returns to 0%.
A Wound is essentially a negative Trait you do not gain points for. The severity and nature of the Wound is largely decided by the GM, as informed by the type of attack, and the amount of Stress the attack would have inflicted. Examples include a lost eye from a knife fight, a loss of social standing from an argument with the duke, or a phobia gained from delving too deep into things one should not delve into. In general, very few attacks would leave a character with a -20% Wound. Wounds do not go away, and can only be removed with time and spent %s.
Conflict:
Some problems require more prolonged attention to overcome, and that is where conflict comes in. Conflict could be anything from a heated debate, a chess match, or a good, old-fashioned fist fight. During conflict, you go around the table, each player, and the GM, acting in turn until the conflict is resolved.
In conflict, you may do any one of these actions on your “turn”.
[Attack] Attacking could mean anything from delivering a well-reasoned argument, to actually punching a man in the face. Either way, you roll against your most appropriate skill. If your opponent is aware and able to maneuver (physically or otherwise) you suffer an “Opposed” penalty, equal to ½ his most relevant skill, along with any other bonuses and penalties the attack may necessitate. If you succeed, your target gains Stress equal to ¼ your relevant skill, and you may make a Critical roll (see above). [Aid] By spending your “turn” helping another character, you may grant them a bonus to their roll equal to ¼ your relevant skill. [Rest] You may spend your turn resting and calming yourself down. You must be out of the direct conflict (behind cover, on the bench, etc.). You may lower your Stress (see below) by 10%. [Misc.] Performing any involved, prolonged task that does not fall under one of the other categories is considered a “Misc.” action. This can be anything from trying to unlock a door during a gunfight, attempting to hotwire a jeep while your allies distract the guard, or doing interpretative dance whilst everyone else is attempting to murder each other. [Move] In general, you can move freely, without it interfering with your ability to take other actions – turns are fairly nebulous in their length, and running across a room to attack an enemy, or ducking behind cover, don’t necessitate a full turn’s worth of activity. Particularly long distances, or particularly difficult terrain, however, may require you to take a “Move” action. Exceptionally troublesome terrain may even require a roll against an appropriate skill.
[100% Optional Rules]
Spotlight:
Characters may have additional rating called Spotlight. Spotlight, rated from 0% to 100%, represents how well your character has been playing to the crowd, hamming it up, or creating a genuine sense of character. Simply; do interesting and entertaining things that fit your character, gain Spotlight. Do uninteresting things, or act out of character, and you may lose Spotlight.
Your Spotlight allows you to sway the course of the plot, even more so than you can normally using your characters actions – with Spotlight, you can make vast, sweeping edits to current scenes, change situations entirely, and even save yourself from certain death.
To use your Spotlight, simply declare you are doing so, state your desired effect or changes, and roll d%. You may do this at any time, even if it is not your turn. If you roll under your Spotlight (modified by the audacity of what you’re attempting to change), you succeed, and your proposed changes come into existence. If you fail, nothing happens. Either way, your Spotlight is reset to 0%.
Sample Spotlight Modifiers:
Affects NPC or Another Unwilling Character: -(½ Target’s Highest Skill+Spotlight)
Easily Explained/Minor Plot Effect: +40%
Not Impossible to Explain/Low Plot Effect: +20%
Unusual, but Not Absurd/Medium Plot Effect: +0%
Out of Left Field/High Plot Effect: -20%
Deus Ex Machina/Massive Plot Effect: -40%
Introduces New Character: -20%
Introduces New Characters: -40%
Changes Tone or Rules of the Setting: -30%
GM Favor: -40% to +40%
Reasonable Extension of Skill: +½ Skill
Resurrection: -10% (but see, Explicability modifiers)
Sudden Skill or Trait “Reveal”: -20% (Skill or Trait must be paid for after the fact).
Player Support: +(Player’s Donated Spotlight)
Sample Spotlight Gains/Loses:
Players or GM Forced to Leave out of Boredom/Disgust: -20%
Long-Winded, Boring Action: -10%
Mildly Entertaining Action: +5%
Very Entertaining Action: +10%
Genuine Character Development: +10%
Audible Gasp/Expletive from Someone at Table: +5%
Standing Ovation by Players/GM: +20%
Lethality:
Certain weapons (guns, swords, grenades, claws, etc.) may have a Lethality rating, from 1% to 20%, as determined by the GM. When you hit with such a weapon, compare your Critical roll to both your Critical rating, and your Lethality rating. If you roll below both, you kill, not Wound, the target.
Looks pretty nice, I've always been a fan of systems that have things like your "traits", that is, abilities that have no direct, dependable mechanical value but instead offer fluid benefits, roleplaying opportunities, etc.
blah blah blah new world order blah blah blah it is inevitable blah blah blah join me and realize your destiny blah blah blah let's make out blah blah blah
Squall on
0
Options
Viscount Islands[INSERT SoKo HERE]...it was the summer of my lifeRegistered Userregular
edited April 2010
Basically.
DE?AD what penalties do I get from the eyeliner? And what are the actual stats for the Apache?
Viscount Islands on
I want to do with you
What spring does with the cherry trees.
things are pretty fucked today with finals and such, so if I'm not online to make the new thread I've uploaded the newest version of the OP on the wiki
Something I've been toying with/preparing for the next game:
[100% Core Rules]
Rolling:
Whenever you are attempting something that has a chance of failing or is important enough to the narrative to necessitate a roll, roll d% (a pair of d10s). If you roll under your appropriate skill (after modifiers have been applied to it), you succeed. If you do not roll under it, you fail.
Skills:
A character is made up of Skills, rated from 0% to 100%. Each Skill represents some talent or training your character has, for instance “Gymnastic training”, “Skilled Hunter”, “Classically Trained Pianist”, or “Physical Engineering”. Whenever attempting an action that would require a roll, you are attempting to roll under your most relevant skill, with modifiers, as appropriate. You have 100% to spend among your Skills and Traits. Over time, the GM may hand out %s for you to spend on improving your character.
Sample Modifiers:
Opponent is Defending (Aware and Able to Move): -(½ Opponent’s Relevant Skill)
Easy Action/Minor Plot Effect: +40%
Simple Action/Low Plot Effect: +20%
Normal Action/Medium Plot Effect: +0%
Difficult Action/High Plot Effect: -20%
Extremely Difficult Action/Massive Plot Effect: -40%
GM Favoritism: -10% to +10%
Skill is Absurdly Appropriate: +10%
Skill is Appropriate: +0%
Skill is Only Somewhat Applicable: -10%
Skill is Barely Related: -30%
Skill is Barely Related, but Player Rationalized It Really Well: -20%
Attacking Physically in Melee: +40%
Attacking Physically at Close Range: +20%
Attacking Physically at a Distance: -10%/100 Feet
Physical Target has Cover: -10% to -60%
Aiming a Physical Attack: +5%/Misc. Action Spent
Darkness/Low Visibility (as Applicable): -5% to -50%
Backed Up by Allies in Social Situation: +15%
Came Prepared/Took Your Time: +10%/Extra Hour (Max +50%)
Trait Applies: + or -5% to 20% (Not Always Equal to Trait Price)
Equipment Quality (as Applicable): -40% to +60%
Traits:
Traits are certain qualities that set your character apart from others, either positively or negatively. Traits are not rated, but may come up in play, providing either a bonus or penalty as the GM sees fit for the situation. Traits cost either 5%, 10%, 15%, or 20%, depending on how widely they apply, or how potent they are. If a Trait would be more of a detriment than a benefit, its price becomes a negative, giving the player back a number of %s equal to its price. A negative trait may still occasionally provide some benefit or bonus (in the same way a normal Trait may occasionally inflict a penalty) but if it would usually be a detriment, it is negative trait.
Note that some traits may provide bonuses or penalties to things other than rolls. For instance, Claws [5%] might provide a bonus to the Stress you deal with an attack, while Tough [10%] might provide a penalty to Stress inflicted on you by an opponent.
Sample Traits:
Keen Eyesight [5%]
Attractive [5%]
Military Rank [5%]
Wealthy [10%]
Flight [15%]
Laser Vision [10%]
Deaf [-5%]
Blind [-15%]
Paraplegic [-20%]
Cowardly [-5%]
Steady Hands [5%]
Underworld Ties [5%]
Chosen One of Bara’Teht [20%]
Bilingual [5%]
Stress, Critical, and Wounds:
Every character has a Stress rating and a Critical rating.
Your Stress, rated from 0% to 100%, represents all the troublesome little things that could upset your ability to function – fear, uncertainty, minor injuries, and the like. You take your Stress rating as a penalty to all skills, and your opponent applies it as a bonus to his Critical rating when attacking you, making you more prone to Critical Hits. You may Rest in conflict to lower your Stress, and your Stress resets to 0% after you’ve rested for a half an hour or so out of conflict.
Your Critical, also rated from 0% to 100%, and starting at a default of 1%, represents your inherent ability to get in lucky shots when attacking in conflict. After an attack hits and you apply the Stress from the attack, you may roll a second d% against your Critical rating. If you roll under or equal to your Critical, the attack is a Critical Hit. When subjected to a Critical Hit a character takes, double the normal Stress, gains one Wound (see below) and is Done. A Done character can take no action that would require a roll, and must rest until his Stress returns to 0%.
A Wound is essentially a negative Trait you do not gain points for. The severity and nature of the Wound is largely decided by the GM, as informed by the type of attack, and the amount of Stress the attack would have inflicted. Examples include a lost eye from a knife fight, a loss of social standing from an argument with the duke, or a phobia gained from delving too deep into things one should not delve into. In general, very few attacks would leave a character with a -20% Wound. Wounds do not go away, and can only be removed with time and spent %s.
Conflict:
Some problems require more prolonged attention to overcome, and that is where conflict comes in. Conflict could be anything from a heated debate, a chess match, or a good, old-fashioned fist fight. During conflict, you go around the table, each player, and the GM, acting in turn until the conflict is resolved.
In conflict, you may do any one of these actions on your “turn”.
[Attack] Attacking could mean anything from delivering a well-reasoned argument, to actually punching a man in the face. Either way, you roll against your most appropriate skill. If your opponent is aware and able to maneuver (physically or otherwise) you suffer an “Opposed” penalty, equal to ½ his most relevant skill, along with any other bonuses and penalties the attack may necessitate. If you succeed, your target gains Stress equal to ¼ your relevant skill, and you may make a Critical roll (see above). [Aid] By spending your “turn” helping another character, you may grant them a bonus to their roll equal to ¼ your relevant skill. [Rest] You may spend your turn resting and calming yourself down. You must be out of the direct conflict (behind cover, on the bench, etc.). You may lower your Stress (see below) by 10%. [Misc.] Performing any involved, prolonged task that does not fall under one of the other categories is considered a “Misc.” action. This can be anything from trying to unlock a door during a gunfight, attempting to hotwire a jeep while your allies distract the guard, or doing interpretative dance whilst everyone else is attempting to murder each other. [Move] In general, you can move freely, without it interfering with your ability to take other actions – turns are fairly nebulous in their length, and running across a room to attack an enemy, or ducking behind cover, don’t necessitate a full turn’s worth of activity. Particularly long distances, or particularly difficult terrain, however, may require you to take a “Move” action. Exceptionally troublesome terrain may even require a roll against an appropriate skill.
[100% Optional Rules]
Spotlight:
Characters may have additional rating called Spotlight. Spotlight, rated from 0% to 100%, represents how well your character has been playing to the crowd, hamming it up, or creating a genuine sense of character. Simply; do interesting and entertaining things that fit your character, gain Spotlight. Do uninteresting things, or act out of character, and you may lose Spotlight.
Your Spotlight allows you to sway the course of the plot, even more so than you can normally using your characters actions – with Spotlight, you can make vast, sweeping edits to current scenes, change situations entirely, and even save yourself from certain death.
To use your Spotlight, simply declare you are doing so, state your desired effect or changes, and roll d%. You may do this at any time, even if it is not your turn. If you roll under your Spotlight (modified by the audacity of what you’re attempting to change), you succeed, and your proposed changes come into existence. If you fail, nothing happens. Either way, your Spotlight is reset to 0%.
Sample Spotlight Modifiers:
Affects NPC or Another Unwilling Character: -(½ Target’s Highest Skill+Spotlight)
Easily Explained/Minor Plot Effect: +40%
Not Impossible to Explain/Low Plot Effect: +20%
Unusual, but Not Absurd/Medium Plot Effect: +0%
Out of Left Field/High Plot Effect: -20%
Deus Ex Machina/Massive Plot Effect: -40%
Introduces New Character: -20%
Introduces New Characters: -40%
Changes Tone or Rules of the Setting: -30%
GM Favor: -40% to +40%
Reasonable Extension of Skill: +½ Skill
Resurrection: -10% (but see, Explicability modifiers)
Sudden Skill or Trait “Reveal”: -20% (Skill or Trait must be paid for after the fact).
Player Support: +(Player’s Donated Spotlight)
Sample Spotlight Gains/Loses:
Players or GM Forced to Leave out of Boredom/Disgust: -20%
Long-Winded, Boring Action: -10%
Mildly Entertaining Action: +5%
Very Entertaining Action: +10%
Genuine Character Development: +10%
Audible Gasp/Expletive from Someone at Table: +5%
Standing Ovation by Players/GM: +20%
Lethality:
Certain weapons (guns, swords, grenades, claws, etc.) may have a Lethality rating, from 1% to 20%, as determined by the GM. When you hit with such a weapon, compare your Critical roll to both your Critical rating, and your Lethality rating. If you roll below both, you kill, not Wound, the target.
Son of a biiiiiiiiiiitch
I'm really dying to see how Brogruop turns out. It took forever to pick up steam (our/my fault) but ever since 2.0 hit I've been really into it.
I presume DE?AD isn't revealing the setting for his next campaign yet for good reason.
probably because we'd all obsess over what kind of characters we'll make, and subsequently lose steam with RADlands (which I love so).
This would definitely happen to me.
I think I actually like coming up with characters more than actually playing them most of the time.
I'm finally getting into a groove with Bro in these last few posts though. It's starting to feel more like my character and less like a shitty Jeff Bridges impression.
I think in the next campaign I'm gonna give up on trying to make another Speed and just come up with an original character.
I guess you could argue that it didn't actually ever come up, but Chet's a mutant and he's never felt compelled to obey or respect Marrisylda. It's possible that she's not actually a Mutant Supreme and that she's just very charismatic.
Posts
And even before that I didn't think it was boring.
http://www.audioentropy.com/
Although
Well
it will for a few episodes.
http://www.audioentropy.com/
Something I've been toying with/preparing for the next game:
Rolling:
Whenever you are attempting something that has a chance of failing or is important enough to the narrative to necessitate a roll, roll d% (a pair of d10s). If you roll under your appropriate skill (after modifiers have been applied to it), you succeed. If you do not roll under it, you fail.
Skills:
A character is made up of Skills, rated from 0% to 100%. Each Skill represents some talent or training your character has, for instance “Gymnastic training”, “Skilled Hunter”, “Classically Trained Pianist”, or “Physical Engineering”. Whenever attempting an action that would require a roll, you are attempting to roll under your most relevant skill, with modifiers, as appropriate. You have 100% to spend among your Skills and Traits. Over time, the GM may hand out %s for you to spend on improving your character.
Opponent is Defending (Aware and Able to Move): -(½ Opponent’s Relevant Skill)
Easy Action/Minor Plot Effect: +40%
Simple Action/Low Plot Effect: +20%
Normal Action/Medium Plot Effect: +0%
Difficult Action/High Plot Effect: -20%
Extremely Difficult Action/Massive Plot Effect: -40%
GM Favoritism: -10% to +10%
Skill is Absurdly Appropriate: +10%
Skill is Appropriate: +0%
Skill is Only Somewhat Applicable: -10%
Skill is Barely Related: -30%
Skill is Barely Related, but Player Rationalized It Really Well: -20%
Attacking Physically in Melee: +40%
Attacking Physically at Close Range: +20%
Attacking Physically at a Distance: -10%/100 Feet
Physical Target has Cover: -10% to -60%
Aiming a Physical Attack: +5%/Misc. Action Spent
Darkness/Low Visibility (as Applicable): -5% to -50%
Backed Up by Allies in Social Situation: +15%
Came Prepared/Took Your Time: +10%/Extra Hour (Max +50%)
Trait Applies: + or -5% to 20% (Not Always Equal to Trait Price)
Equipment Quality (as Applicable): -40% to +60%
Traits:
Traits are certain qualities that set your character apart from others, either positively or negatively. Traits are not rated, but may come up in play, providing either a bonus or penalty as the GM sees fit for the situation. Traits cost either 5%, 10%, 15%, or 20%, depending on how widely they apply, or how potent they are. If a Trait would be more of a detriment than a benefit, its price becomes a negative, giving the player back a number of %s equal to its price. A negative trait may still occasionally provide some benefit or bonus (in the same way a normal Trait may occasionally inflict a penalty) but if it would usually be a detriment, it is negative trait.
Note that some traits may provide bonuses or penalties to things other than rolls. For instance, Claws [5%] might provide a bonus to the Stress you deal with an attack, while Tough [10%] might provide a penalty to Stress inflicted on you by an opponent.
Keen Eyesight [5%]
Attractive [5%]
Military Rank [5%]
Wealthy [10%]
Flight [15%]
Laser Vision [10%]
Deaf [-5%]
Blind [-15%]
Paraplegic [-20%]
Cowardly [-5%]
Steady Hands [5%]
Underworld Ties [5%]
Chosen One of Bara’Teht [20%]
Bilingual [5%]
Stress, Critical, and Wounds:
Every character has a Stress rating and a Critical rating.
Your Stress, rated from 0% to 100%, represents all the troublesome little things that could upset your ability to function – fear, uncertainty, minor injuries, and the like. You take your Stress rating as a penalty to all skills, and your opponent applies it as a bonus to his Critical rating when attacking you, making you more prone to Critical Hits. You may Rest in conflict to lower your Stress, and your Stress resets to 0% after you’ve rested for a half an hour or so out of conflict.
Your Critical, also rated from 0% to 100%, and starting at a default of 1%, represents your inherent ability to get in lucky shots when attacking in conflict. After an attack hits and you apply the Stress from the attack, you may roll a second d% against your Critical rating. If you roll under or equal to your Critical, the attack is a Critical Hit. When subjected to a Critical Hit a character takes, double the normal Stress, gains one Wound (see below) and is Done. A Done character can take no action that would require a roll, and must rest until his Stress returns to 0%.
A Wound is essentially a negative Trait you do not gain points for. The severity and nature of the Wound is largely decided by the GM, as informed by the type of attack, and the amount of Stress the attack would have inflicted. Examples include a lost eye from a knife fight, a loss of social standing from an argument with the duke, or a phobia gained from delving too deep into things one should not delve into. In general, very few attacks would leave a character with a -20% Wound. Wounds do not go away, and can only be removed with time and spent %s.
Conflict:
Some problems require more prolonged attention to overcome, and that is where conflict comes in. Conflict could be anything from a heated debate, a chess match, or a good, old-fashioned fist fight. During conflict, you go around the table, each player, and the GM, acting in turn until the conflict is resolved.
In conflict, you may do any one of these actions on your “turn”.
[Aid] By spending your “turn” helping another character, you may grant them a bonus to their roll equal to ¼ your relevant skill.
[Rest] You may spend your turn resting and calming yourself down. You must be out of the direct conflict (behind cover, on the bench, etc.). You may lower your Stress (see below) by 10%.
[Misc.] Performing any involved, prolonged task that does not fall under one of the other categories is considered a “Misc.” action. This can be anything from trying to unlock a door during a gunfight, attempting to hotwire a jeep while your allies distract the guard, or doing interpretative dance whilst everyone else is attempting to murder each other.
[Move] In general, you can move freely, without it interfering with your ability to take other actions – turns are fairly nebulous in their length, and running across a room to attack an enemy, or ducking behind cover, don’t necessitate a full turn’s worth of activity. Particularly long distances, or particularly difficult terrain, however, may require you to take a “Move” action. Exceptionally troublesome terrain may even require a roll against an appropriate skill.
[100% Optional Rules]
Spotlight:
Characters may have additional rating called Spotlight. Spotlight, rated from 0% to 100%, represents how well your character has been playing to the crowd, hamming it up, or creating a genuine sense of character. Simply; do interesting and entertaining things that fit your character, gain Spotlight. Do uninteresting things, or act out of character, and you may lose Spotlight.
Your Spotlight allows you to sway the course of the plot, even more so than you can normally using your characters actions – with Spotlight, you can make vast, sweeping edits to current scenes, change situations entirely, and even save yourself from certain death.
To use your Spotlight, simply declare you are doing so, state your desired effect or changes, and roll d%. You may do this at any time, even if it is not your turn. If you roll under your Spotlight (modified by the audacity of what you’re attempting to change), you succeed, and your proposed changes come into existence. If you fail, nothing happens. Either way, your Spotlight is reset to 0%.
Affects NPC or Another Unwilling Character: -(½ Target’s Highest Skill+Spotlight)
Easily Explained/Minor Plot Effect: +40%
Not Impossible to Explain/Low Plot Effect: +20%
Unusual, but Not Absurd/Medium Plot Effect: +0%
Out of Left Field/High Plot Effect: -20%
Deus Ex Machina/Massive Plot Effect: -40%
Introduces New Character: -20%
Introduces New Characters: -40%
Changes Tone or Rules of the Setting: -30%
GM Favor: -40% to +40%
Reasonable Extension of Skill: +½ Skill
Resurrection: -10% (but see, Explicability modifiers)
Sudden Skill or Trait “Reveal”: -20% (Skill or Trait must be paid for after the fact).
Player Support: +(Player’s Donated Spotlight)
Players or GM Forced to Leave out of Boredom/Disgust: -20%
Long-Winded, Boring Action: -10%
Mildly Entertaining Action: +5%
Very Entertaining Action: +10%
Genuine Character Development: +10%
Audible Gasp/Expletive from Someone at Table: +5%
Standing Ovation by Players/GM: +20%
Lethality:
Certain weapons (guns, swords, grenades, claws, etc.) may have a Lethality rating, from 1% to 20%, as determined by the GM. When you hit with such a weapon, compare your Critical roll to both your Critical rating, and your Lethality rating. If you roll below both, you kill, not Wound, the target.
We're not even half-way through this one!
Brain Problems
The spotlight gains/losses table is amusing.
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
Gog daaaaaaammmmmmn!
but but it made a lot of...
WHY YOU SO BORING
QUIT BORING EVERYONE
:x
making me wait
we can do this
we can shitpost every thirty seconds till we hit 100
GoFund The Portland Trans Pride March, or Show It To People, or Else!
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
and now:
oh god how bad did i fuck my rolls?
SO BAD right
This applies to all my speeches, ever.
What spring does with the cherry trees.
DE?AD what penalties do I get from the eyeliner? And what are the actual stats for the Apache?
What spring does with the cherry trees.
Son of a biiiiiiiiiiitch
I'm really dying to see how Brogruop turns out. It took forever to pick up steam (our/my fault) but ever since 2.0 hit I've been really into it.
http://www.audioentropy.com/
http://www.audioentropy.com/
probably because we'd all obsess over what kind of characters we'll make, and subsequently lose steam with RADlands (which I love so).
This would definitely happen to me.
I think I actually like coming up with characters more than actually playing them most of the time.
I'm finally getting into a groove with Bro in these last few posts though. It's starting to feel more like my character and less like a shitty Jeff Bridges impression.
I think in the next campaign I'm gonna give up on trying to make another Speed and just come up with an original character.
http://www.audioentropy.com/
otherwise whoops time to tear shit up
hopefully Jimothy or Chet can do some decent damage, CRABBY can't do any with a hookshot, just potentially disable her
What spring does with the cherry trees.
but at least she'll be taking +10% stress every action
come to think of it, why isn't she poisoned? supremes can only have max stats of 75%
and there isn't any way to increase your RAD cap unless you have a Black card
edit: or if you're cecil
1) NPC's who break the rules. It's only fair since in general NPC's fight outnumbered by at least a factor of 3.
--or--
2) The DM forgot. He does have four settings and a ton of characters to manage after all.
http://www.audioentropy.com/
What spring does with the cherry trees.
I guess you could argue that it didn't actually ever come up, but Chet's a mutant and he's never felt compelled to obey or respect Marrisylda. It's possible that she's not actually a Mutant Supreme and that she's just very charismatic.
http://www.audioentropy.com/
What spring does with the cherry trees.