The players function together as a single, very clumsy adventurer.
Pregame
Each player picks one or more of the following to control
8HP
Left Arm
Right Arm
10HP
Left Leg
Right Leg
15HP
Head & Neck
20HP
Torso & Center of Gravity
∞HP
Mouth
Conflict Resolution (CR)
•Players want to do something
•GM and players argue over which limbs are involved
•Each involved limb rolls 2d6 individually
◦10+ resounding success
◦7-9 success
◦4-6 failure, Can Be Saved (CBS)
◦2-3 failure
•If CBS, another uninvolved (or minimally involved) limb can, within reason, roll to recover from failure, such as an arm grabbing a chair if the legs fail
•Player controlling multiple limbs? Roll for each
•In combat roll to succeed, then...
Each limb that participates in attack / defense rolls 1d6 +weapon / +shield added together for final damage / defense
Subtract defense from enemy damage for actual damage
Any held object can give +weapon / +shield, it’s up to the GM
Every physical action, including walking, talking, opening doors, and grabbing objects, requires CR.
Limb HP
1+ Perfectly fine
0 Useless
-10 Chopped off
GM Combat
•Choose HP for enemy
•Roll 2d6 for success (>=6 is failure)
•Roll nd6 damage / defense, “n” depends on the enemy
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