Derivative system for horror games. Assumes familiarity with popular horror RPGs. Rulings, not rules. Say yes or roll dice. Only players roll dice. Stats (assign: +2, 0, -1) Action (physical) Insight (mental) Influence (social) Conditions (assign: 10, 5) Health (HP) (+1 / day of rest) Sanity (SP) (+1 via vignette between scenarios with Bond) Traits Occupation (Career. See other RPGs for lists) Belief (Ideal, concept, moral - drives you into danger) Bond (NPC you confide in) Flaw (Gets you into trouble) Core mechanic: 2d6+STAT 10+: You do it 7–9: You do it with a cost (narrative, -HP or -SP) 6-: The GM says what happens (could be a cost) Advantage: Anything *directly* related to Occupation = treat 6- as 7-9. Disadvantage: Treat 10+ as 7-9. Some difficult tasks impose Disadvantage. (Dis)Advantage cancel out. Insight: Good roleplaying (e.g. Belief, Flaw) grants Insight (max 1). Consume Insight later for Advantage. Harm Damage = Light: -1(d6) SP(HP), Normal: -2(d6) SP(HP), Heavy: -3(d6) SP(HP) 0 HP = Action test to stay alive. 7-9 result = -1 Action. 0 SP = Action test to stay sane. 7-9 result = -1 Insight / Influence. Conflicts PvP = Attacker - defender stat & roll Advancement Roll boxcars (2x6’s) = +1 Stat
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