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
Author did not add any comments.