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Quick Reference Guide

Use this guide to quickly check rules, dice rolls and stats during play. For complete rule descriptions, see the Full Rules page.


Contents:

Skill Test Reference

Combat Rules

Trait Map

Corruption

Character Points

Weapon Profiles


Skill Test Reference


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When making a Skill test:

  • First, roll a number of D6 (six-sided dice) equal to your rank in the Skill.
  • Each D6 result of 4 or 5 grants +1AP, while a 6 grants +2AP instead. Add up the results for your roll. (“AP” stands for “Action Points” - the more you get, the better you do)
  • Next, find the matching Traits for the Skill you are using In the list below.
  • Check your rank in those Traits and find the highest rank between them. Gain AP equal to the higher rank.
  • Combine the AP from your dice results with the AP from your Trait bonus.
  • This total is your score for the test.


Example:

Steve is making a Mech Lore test to repair his truck. Don't ask.

  • His rank in Mech Lore is 6, so he rolls 6 dice and gets the results: 1, 2, 3, 4, 5, 6.
  • The results of 1-3 earn no bonus, but the 4 and 5 grant +1AP each, while the 6 gives +2AP for a total of +4AP.
  • Steve now checks what Traits can be used for Mech Lore and finds these are Acuity or Resolve (whichever is higher).
  • His Acuity Trait is higher at rank 5, so he adds +5AP to the test.
  • Lastly, Steve combines his dice results (4AP) and his Trait bonus (5AP) to get a final total of 9AP
  • 9AP is Steve's score for the Mech Lore test.


Skills List

Skills List

Academic Skills
Skills Traits Used
Bio Lore Acuity or Resolve
Chem Lore Acuity or Resolve
Tech Lore Acuity or Resolve


Weapon Skills
Skills Traits Used
High-Caliber Mastery Strength or Agility
Rapid-Fire Mastery Strength or Agility
Specialist Mastery Strength or Agility


Specialist Skills
Skills Traits Used
Expertise Acuity or Resolve
Social Resolve or Vigor
Stealth Agility or Acuity
Endurance Vigor or Resolve


Talent Skills
Skills Traits used
Actor Resolve or Vigor
Artist Acuity or Agility
Chef Resolve or Vigor
Dancer Agility or Resolve
Magician Acuity or Agility
Musician Resolve or Agility
Vocalist Resolve or Vigor



Combat Rules


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While in combat, most actions that a Character can perform will be found on the Weapon Profile for the weapon they are using. These can be found below. Most Skills are generally not very useful during combat, but a few of them are well suited to the task. For reference purposes, here are some general descriptions for a few of the more common ones:

  • Stealth
    • This Skill can be used to flank enemies or escape combat, but the Character must remain out of sight of the enemy for one full round before Stealth is possible.
  • Endurance
    • This Skill boosts movement characteristics for better mobility. It can also be used to resist Physical or Mental Conditions, including Disarm, Knockdown, Panic, Stun, Black Out, Death Coma and Corruption attacks.
  • Expertise
    • This Skill is used at the beginning of every combat to determine acting order and the Initiative AP bonus. Can be used to detect enemies, particularly those attempting Stealth, in addition to forming strategy before combat begins. Anyone adhering to the plan gains bonues to their actions, but this cannot be performed during combat.

There are also several unique rules for combat which are important to understand. These can offer many possibilities along with a few restrictions that help keep the game entertaining and fair. The complete list is below:

Combat Rules

Combat Rules

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Corruption

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Characters with higher concentrations of IRIS become more susceptible to its “Presence”. This collection of powerful impulses and pleasure-resonse patterns is used to influence Characters when they are desperate, or through their natural virtues and vices. If the Character fails to resist these urges over a long period, their mind is gradually trained into submission until the IRIS can optimize its host's brain function without resistance. While the changes undeniably offer many advantages, an undesirable byproduct is the near total elimination of the host's consciousness in the process.

Representing their vulnerability to this condition, Characters gain “Corruption” points as they integrate more IRIS or fail to resist its Presence as it drives them to obey. For each Trait rank a Character gains above their natural number; the number granted by the Director at Character creation, and for every Aug they install, their Corruption level increases. This has several effects. For example, various temptations may plague the Character when they witness events that anger or excite them, the urges becoming more frequent and severe as the Character's Corruption increases. The Presence may also offer aid in times of weakness; when the Character is tired, exhausted, or mortally wounded.

In these cases a Character must make a Willpower test to resist the Presence driving them to obey. Success indicates that the Character steels themselves and carries on, while failure proves that the urge was too strong or, weakened and desperate, the Character lacks the strength to refuse.


Corruption Rules

Corruption Rules

  • Each Aug increases Corruption by +3
  • Each Trait rank increases Corruption by +2
    • Trait ranks given by the Director for a new Character don't count.
  • The Presence can be triggered by:
    • Experiencing events on the Corruption events table rated equal-to or less-than the Character's Corruption. (See below)
    • A Character's Stamina dropping lower than their Corruption level
    • Exhaustion (Stamina dropping below 0)
    • Death Coma (Health dropping below 0)
    • Blacking Out (Unconsciousness from any cause)
    • Attempting to extract IRIS or have it extracted by someone else (removing Traits and Augs) for any reason.
    • Having a Corruption level greater than your MAXIMUM Stamina. For as long as this is the case, your Character must make an Endurance test once per day at midnight.
  • When making the Endurance test to resist, the target AP is equal to your total Corruption.
    • If making the test while Exhausted (your current Stamina is 0 or less), increase the target number to (Corruption)+5.
    • If making the test while Corruption is greater than your MAXIMUM Stamina (not your current Stamina), increase the target number to (Corruption)+5
    • If making the test when entering Death Coma (0 or less HP), increase the target number to (Corruption)+5.
    • If making the test to have IRIS extracted for any reason, increase the target number to (Corruption)+5.
  • Characters must test immediately when out of combat. During combat the test should be delayed until the end of the current turn.
  • When the Presence manifests, Characters have a choice: they can resist or obey.
    • If resisting, the Character makes a Willpower test.
      • Passing the test drains 2 Stamina, but successfully resists the Presence and dispells it for the rest of the game session.
      • Failing the test increases Corruption by +1 and the Character must obey the urge without any benefits.
    • If obeying the urge voluntarily, the Character immediately gains +5 Stamina, but must obey the urge and their Corruption increases by +1.
    • If the Presence was triggered by Death Coma (0 or less HP), a strange insinuation of power wells up within the Character.
      • If they accept the power, the Character takes +1 Corruption, but does not enter Death Coma and has their HP set to 5, regardless of their wounds.
      • If they refuse the power, they enter Death Coma as normal.
    • This choice does not require an Endurance test, but can only be made at the exact moment of entering Death Coma and only once per game session.
    • If the Presence was Triggered by Exhaustion (0 or less Stamina), a strange insinuation of energy wells up within the Character.
      • If they accept the energy, the Character takes +1 Corruption, but does not Black Out and has their Stamina set to 5, regardless of its previous level.
      • If they refuse the energy, they Black Out, becoming unconscious until their Stamina rises above 0.
    • This choce does not require an Endurance test, but can only be made at the exact moment of becoming Exhausted and only once per game session.


Corruption Tables

Corruption Tables

Corruption Triggers
Corruption level Trigger
(Character's total Corruption) (Triggered by witnessing, inflicting or experiencing the following)
10 torture, mass murder, cannibalism, multiple rapes (or equivalent events)
12 severe abuse, multiple murder, violent / gang rape (or equivalent events)
14 light physical or severe emotional abuse, murder, rape (or equivalent events)
16 Severe bullying or humiliation, non-lethal violence (or equivalent events)
18 Bullying, Threats of violence, Blackmail (or equivalent events)
20 Attempts of social manipulation (if the Character detects it), Being followed (if the Character detects it), Rudeness, Bright lights, Loud noises (or equivalent events)


Obedience Consequences
Corruption level Consequence
(Character's total Corruption) (Choice should suit the Character and situation)
10 Taking direct action to resolve the situation requires a 5AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 5AP Willpower test -or- Resisting the urge to join in requires a 5AP Willpower test
12 Taking direct action to resolve the situation requires a 10AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 10AP Willpower test -or- Resisting the urge to join in requires a 10AP Willpower test
14 Find help, but fear prevents taking direct action -or- Stop the perpetrators by force. Increase force as “necessary” -or- Have a little “fun” without getting too rough
16 Flee the scene, putting escape before seeking help -or- Slaughter the perpetrators using the most effective means -or- Take part or assist the perpetrators
18 Run and hide, speaking to nobody for several hours -or- Recklessly open fire on the perpetrators -or- Enthusiastically join in the carnage
20 Collapse in terror -or- madly brutalize the perpetrators in melee -or- lose yourself and commit the most terrible atrocities you can




Character Points

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Character Points (or CP) are awarded to your Character as you play games. These points can then be spent to improve your Character in various ways including ranking up Skills, unlocking new Skills and enhancing Traits among many, many other options. Below is a a full list of spending options, along with general guidelines for awarding CP.

Spending CP
Benefit CP cost Additional Costs
+1 Skill rank 1 CP -
+1 Trait rank 2 CP +2 Corruption
Unlock new Skill 3 CP -
Unlock new Aug 4 CP +3 Corruption


Earning CP
CP Reward Source
1CP Participation
1CP Side Objective
2CP Main Objective
1-2CP Director's Blessing