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    “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:

    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: Continuity: Community:

    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.


    [Physis]: [Nous]: [Kardia]:
    [General]: [Derived]: [Attached]:

    Calculations:

    Combat

    Entering Combat

    Roll Nous and add Reaction, then go in order of highest result. The one who initiates combat receives an extra die to their roll.

    Movement

    Base Movement: Speed + Terrain Adaptation (if not over-encumbered).

    Sprint: Base + Physis Roll. Vigor Cost: Distance - (Weight Surplus + Terrain Adaptation)

    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.

    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.

    Defending:

    Ranged Defending: Speed + Reaction + (optional) burned Vigor

    Melee Defending: Strength + Reaction + (optional) burned Vigor

    Magic Defending: Pneuma + Reaction + (optional) burned Vigor

    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.

    Major Damage

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    Repair

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    Forma Death

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    True Death

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