“Way I see it, there are three types of people: those that see what happened as a tragedy, those that see it as a bitter blessing, and those that know nothing else than this.” - Expedition member overviewing the ruins of a pre-spora city.
Basics
Soul Kernal is a game building our own body and living in a world infested by demons. The Game uses a d6s dice pool, with a success vs difficalty system.
Results: A roll of 1-3 is a fail, 4-5 success, 6 success & reroll (keep both).
Roll Format: [Rolled Meta Attribute Success] + [Forma Stat] + [Situational Modifier] = Result
If the Result is higher then the difficalty then the rollers action succeseds.
Forma: A personal body made from modular parts.
Trinity This is your soul
Meta Attribute: These are the 3 "Trinity" stats related to you Soul that transfer from body to body
Forma Stat: These are stats are based on your Forma parts
Character Creation:
Name: Your Name
Mask: An Identifying Trait or ID the character always has regardless of the Forma.
Meta Body
Level:
The average of your Trinity
Trinity:
Players start with 1 in each, and have three points to assign to any of the Trinity.
Favor:
All Players start with 1 Favor
Resolve:
Players have a base of 21 Resolve
Persona Traits
Players start with 13 Trait points
Starting Forma
Pod Body: 1 x pod legs, 1 x pod crux, 1 x pod arms, 1 x pod head, 1 x podgut, 1 x Gen 3 “Noosvivlio” FC, 1 x Gen 1 Weave, 1 x Gen 1 Core, 1 x HUDNet
Equipment
Players start with 12Kc to spend by Default
Level:
Level is mostly used as a benchmark general power and advancement,
but it is used in some spells and abilities.
Trinity:
Physis (Body)
Physis enhances physical abilities and most common for combat
Nous (Mind)
Nous enhances mental abilities including skills, training, and senses
Kardia (Heart)
Kardia enhances spiritual/magical abilities including not only spells but also will to fight.
Favor:
Favor is passive divine aid to make rerolls, ask the GM for information, or deny death.
Resolve:
Resolve is your Soul’s ability to cling to the mortal world or resist destruction. Your total Resolve is equal to 21 - [total Forma Dysphoria](in addition to sitation modifiers). If your Resolve reaches 0 the character dies for good.
Persona Traits:
Persona Traits are personal traits that transfer from forma to forma
Indentity:
Animalia Kinship
Synthetic Self
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Continuity:
Schooling (name)
Passion (name)
Fear (name)
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Community:
Wealth
Contacts
Allies
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Forma Stats:
The Forma Stats are determined by your parts, with the the each of the major stats assosated with one of the Trinity Meta Stats.
Forma “Under Stress” takes a penalty to defense after Sprinting
Forma that are “Encumbered” additionally take damage from Sprinting equal to [(Distance `- Terrain Adaption) / 2] dice.
Attacking:
Ranged Attack: Roll Nous and add your Targeting+Skill
Melee Attack: Roll Physis and add your Strength+Skill
Magic Attack: Roll Kardia and add your Spiration+Skill
Making multi-attack, using automatic weapons, or firing a weapon with the “Hard Recoil” tag are limited by your Stability. Attacks over you Stability take a stacking -1 to hit (-2 for “Hard Recoil”)
Aimed Shot:
An attack can be called for a specific part at a penalty, The torso is considered the target of all basic attacks.
Core: -5
Head: -3
Legs (pick one): -2
Arms (pick one): -1
In the case of a hit only the Protection and Integrity of the targeted part is taken into account, and damage is marked down for the limb specifically. If the parts take Integrity damage the hit player must make a () check or the part is seen as non-functional for one turn, if Integrity reaches zero it is destroyed.
At the start of your turn the player rolls Physis and adds Stability vs a difficulty of +1 for every 2 attacks that missed and +1 for every hit during the last turn. If the Player fails they fall prone.
Basics
If the Attack beats the Defence (higher number), then the attack hits. Raw Damage is equal to success over + weapon/spell damage. Raw Damage is reduced by Armor. If the damage is over Armor then the damage over is taken from the target's Integrity, If the damage is under the Armor then half of the raw damage is dealt to the target’s armor.