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  • Ch. 3: Rules of the Game

    Basic Rules

    “You investigate the explosion and find its source to be a shattered handgun. However, the explosion is much too big to just be a misfire. Moreover, the burns sharply cut off at certain points, as if there were walls there that no longer exist nor ever existed."

    Overview:

    Your character can do anything a human can obviously do. If there's time pressure, or trying something that may not be possible, roll a d12. You succeed on a 8 or above by default. You get a number of re-rolls based on the Relevent Talent. If you have an Krill whose specialty aligns with the roll, you may add 1 to the check.

    Krill: A common name for human inhabits of the Devourer

    Morale: ablity to handle stress, is used as a currency for some actions

    Talent: The overall capabilities of your Krill

    Specialty: More niche skills of your Krill

    Ability: A power gained from your Archetype or a Trait

    Psionic: Power gained from contact with the Devouer, see as both useful and off-putting.

    Outcast: Someone shunned for one or more human sociatys, commonly ones in the Knot, for their misdeeds.

    Wyrd: A being, object, or event related to the Devouer, more offen the strange land of Annwn.

    Cycle: The Devourer Equivelent of a Day, is around ~36 hours


    Combat:

    All actions in a combat round occur simultaneously.

    This assumes enemies of mortal human durability. Monstrous creatures may need to "Die" Multiple times before it sticks.

    A lightly wounded character cannot assist other characters. A seriously wounded character cannot act in combat. three light wounds make a serious wound, and two serious wounds are lethal.



    Survival:

    [temp notes]

    Regain Morale with sleep, food, water, comfort.

    Gain Stress from: horror, starvation/dehydration, lack of sleep, discomfort

    use morale for special actions

    Stress prevents the regen of Morale. First empty open morale is regens, then stress is cleared, then reopened morale regens

    ----

    Morale Crash:

    When Morale hits 0 the entity enters a Exhausted state, receiving -1 to all rolls until Morale is above 3.

    If Morale goes below 0, the entity enters a "Morale Crash" and must make a Willpower check.

    On a 12 or higher the entity adds an aditional -1 penelty while under the current Exhausted state; On a pass they enter a Panic State; and on a fail they enter a pain state and Disassociate, unable to tell freind from foe.

    Panic State:

    The Player who's Krill crashed may either let the GM pick their Panic State or roll a d12.

    • 1-4: Fight - The crashing entity must attck anything they see as a threat (with priority to the source of the crash) until the event is over. They gain a +3 to any rolls to do so.
    • 5-8: Flight- The crashing entity must flee anything they see as a threat (with priority to the source of the crash) until the event is over. They gain a +3 to any rolls to do so.
    • 9-12: Freeze - The crashing entity resives a -8 to all rolls, and no automadic passes, until the event is over.

    [temp notes]

    any of the talents can be used for Social, each has a different effect.


    Intimadation: Might

    Mimicry: Finesse

    Reason: Intelligence

    Charisma: Willpower

    Manipulation: Awareness



    Psionics

    Any Krill or Creature with the "Psionic" tag can use Psionics, The Base amount is 1, but Traits & ablitys can rase this

    As a Psinonic, you can do you can pull on the Power of the Devouer. You have Psy DICE allocated to you, they can be invested to perform Psy Powers. Only dice that roll 8+ are expended when invested, all others return to your pool.

    Base Psy Dice pool upon the dawning of a new Cycle as long as the Psionic has properal slept and eat. If the Psionic has not properal slept and eat by the dawn of the new Cycle they still regain their base pool but lose a Morale.



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