PSYCHODRIVER
Foreword
Hi. My name Is Alice. You can also call me Amity or Adora. You may already know me as ShadeFish.
My creative team consists of myself, my partners Tetra, Allison, and Marilyn Dorothy. as well as my friends Nora Christine , Elizabeth, and Lorelei.
PSYCHODRIVER is a project that has been bouncing around my head for years, changing name and form a dozen times or so before becoming what it is today.
What is PSYCHODRIVER? In short, PSYCHODRIVER is a tactical RPG about mass produced psychic soldiers called PsychoDolls. It is about surviving in a harsh world and finding the places and people you can call home. My primary inspirations have been Massif Press’ LANCER, Rose-Engines SIGNALIS, Warhammer 40,000 Rogue Trader (1987) , and Arc System Works GUILTY GEAR -STRIVE- to name a few.
The real reason for this foreword is because PSYCHODRIVER deals with heavy subject matter. I expect a level of emotional maturity out of my audience and I would hope you expect the same from me. The setting deals heavily in topics of bodily autonomy, sexual liberation, political and systemic violence, dehumanization, objectification, oppression, commodification of living things, and person-hood.
These are themes that are going to be uncomfortable, are difficult, and require both maturity and respect to tackle. This game is not going to be for everyone, and that is fine.
Consent is going to be PARAMOUNT to establish at the table. I highly encourage you to really thoroughly talk to everyone at your table about what is and is not okay and to be willing to trust each other to keep one another safe while essentially playing robot pretend time. I encourage you to allow your characters to become intimate, to develop deep grudges against one another, to hurt or love or help or save one another and to fully immerse yourself in the drama of messy people in a messy world.
I made this game with my own lived experiences and the experiences of my loved ones in mind. People who are marginalized by sexuality, gender, and disability. People who have been forced to put on a human mask and play along with a world unaccommodating and hostile to them. We have all suffered at the hands of powers who sought to drain us for capital, or abuse us for being different. We have all been playthings who have felt discarded.
We are all broken Dolls.
Building A Doll
Steps
Choose A driver Lineage
Choose a manufacturing Spec(how you were built) add appropriate modifiers to stat lists
Choose your past (what you were made to do, what you did do, who you were or are entering the game as) add appropriate modifiers to stat lists
Pick an Angle
Assign your personality stats
Assign Combat Stats
Choose Starting weapons (free gear table)
Choose starting equipment (weapons, gear, mods) either by tier or with starting cash.
Stats
Mercy / Cruelty
Empathy / Apathy
Obedience / Independence
Cooperation / Autonomy
Attraction / Repulsion
Sharpness / Bluntness
Affability / Aloofness
Mercy: Your ability to end suffering / Your ability to inflict suffering
Empathy: Your Kindness and concern/ Apathy: Your indifference and lack of care
Obedience: Your dependence and ability to carry out orders/ Independence: Your ability to think for yourself
Cooperation: Your ability to play well with others / Autonomy: your ability to work alone
Attraction: Your approachability and desirability to humans / Repulsion: Your disquieting and off putting nature
Sharpness: Your flexibility and out of the box, esoteric thinking and problem solving/ Bluntness: Your pragmatic and practical methods
Affability: Your charisma and Charm / Aloofness: Your lack of people skillsYour total Bonus in a stat is reflected as an equal Negative in its opposite (IE +3 Cruelty, -3 Compassion) When making Personality Roll you simply add the bonus or subtract the penalty of the personality stat being rolled on. Points in one side simply cancel out points on the other (instead of 2 Mercy/1 Cruelty it would instead read 1 Mercy/0 Cruelty )
Toughness
Precision
Swiftness
Brawn
Load
Modability
Toughness is your HP (base HP is 15). Every point in toughness grants an additional 3 to your health pool. It also governs your STRAIN (starts at 6) every point increases your strain by +1
Precision is your ability to perform precise tasks and land on your mark. Every point increases your hit bonus on all Ranged attacks by +1
Swiftness is how fast you go. Every point increases your dodge (base is 8) by +1 as well as increasing your movement speed by +1 (starting speed is 4)
Brawn is your raw physical strength. Every point increases damage dealt with melee/melee adjacent attacks by +1
Load is your ability to carry additional equipment. Every point increases the number of limited items you can carry by +1 (base number listed in item description)as well, every point adds 1 row to your backpack grid (starts at 4X4)
Modability is your body's ability to accept modification. Every point increases your mod load by +1 (base mod load is 10)
Both Personality and Combat stats begin with 10 points to allocate how you see fit, however some Manufacturing specs may change that. Personality stats max out at 5, Combat stats max out at 10, though they can both be raised via talents and mods later on.
Additional Stats that are governed by outside forces arePSI-Defense: Your ability to resist, ignore, or dodge incoming psychic manipulation. All characters have a base PSI-Defense of 8, increasing by +2 for every Psi Mod you have installed. Other gear, mods, and talents may effect your PSI-Defense as wellPSI-Offense: Your ability to successfully attack, manipulate, and use your Psi-abilities. Starting at 0 for all characters, every PSI Talent you possess increases it by +2. When using Psi-abilities add the PSI-Offense bonus to your hit roll.
Driver Lineages
PsychoDrivers are inexplicable eldritch god machines whose very existence is an existential threat to all life. Many of them are now used as Psycho-Sphere farms, and as such most Doll’s can trace their lineage directly back to a parent Driver. However much your Mother Driver affects you and the person you are is up to you, though no matter what you do inherent their memories and their dreams.
Gun-Head Johnson: Memories: The War, The First War, The Last War. +1 Bluntness, +1 Precision, Quirk: Gun-Nut
Mother Gorgon: Memories: Motherhood, The Serpent, The Miscarrage. +1 Attraction, +1 Toughness, Quirk: Mama Bear
The Ripper Angel: Memories: Overwhelming Violence, The Extinction, The Hatred of Life. +1 Cruelty, +1 Brawn, Quirk: Enhanced Aggression
The Ever-Changing-Machine: Memories: Shapelessness, Change, The Void. +1 Sharpness, +Modability, Quirk: Liquid
Zanni The Fool: Memories: The Mask, The Charade, The Joke. +1 Affability, +1 Load, Quirk: Theatre Kid
Черный волк (Chernyyvolk): Memories: The Pack, The Kingdom, The Moon.+1 Cooperation, +1 Swiftness Quirk: Lost Puppy
Neith-7: Memories: The Eternal Warden, The Hunt, Your Bleeding Hearts. +1 Empathy, +1 Precision Quirk: Driven by Purpose
The Mourning Star: Memories: The Stars, Your Blanket, Your Tears. +1 Mercy, +1 Brawn, Quirk: Profound Sadness
VEM: Memories: Nothing, This Moment, The Apes. +1 Apathy, +1 Toughness, Quirk: Unapologetic
Pseudo-Driver 15-B: Memories: The Handler, The Commander, Your Friends. +1 Aloofness, +1 Modability, Quirk: Distrustful
King Ghoul: Memories: Your Mother and Father, Your Ruler, Their Command. +1 Obedience, +1 Brawn, Quirk: Secret Hoarder
イタチザメ (Itachizame): Memories: Freedom, The Ocean, The Cage. +1 Independence, +1 Swiftness, Quirk: Free Spirit
v- Ishmael: Memories: Your Crew, Your Ship, Your White Whale. +1 Cruelty, +1 Swiftness, Quirk: Tunnel Vision
Soldier of
|: Memories: Your Halo, Your Wings, Your God +1 Empathy, +1 Load, Quirk: PenitentUnremembered Origin: Memories: Who you Were, Where you Were, When you Were. +1 Autonomy, +1 Modability Quirk: Nowhere Nobody
Reznor Omega: Memories: The Music, The Performance, The Silence. +1 Affability, +1 Precision, Quirk: Artisan
Shagohod-955: Memories: Your Birth, Your Death, Your Pride. +1 Bluntness, +1 Toughness ,Quirk: Stuck in the Past
The Detroit Worm: Memories: Your Awakening, Your Fear, Your Loneliness. +1 Repulsion, +1 Load, Quirk: Isolated
Manufacturing Specifications
What you were built for and how they built you for it.
Spare Parts: Instead of allocating starting points, roll 6 d3 and choose the highest 3, then roll 6 d6 and pick the highest 3 as well. Assign these results however you’d like to your combat stats. Quirk: Physical Discomfort.
Superior Build: Instead of allocating points, all combat stats are set to +4. Quirk: High Standards.
Branding Deal: Gain +6 to your Load Stat, gain BRAND DECALS and PRODUCT Quirk: Sales Rep Items: BRAND DECALS: Brand logos in the form of stickers, wraps, headgear, or any other form of worn paraphernalia advertising the Brand. Must ALWAYS remain visible for maximum Brand recognition. PRODUCT: The thing you are Advertising (you may determine the nature of the PRODUCT but it is in some way a physical good, a pamphlet for a service, or some kind of object you can distribute. You begin the game with 4 PRODUCT)
Weapons Platform: Gain +6 to Toughness, Gain MULTIARMED 1 Integrated Mod. Quirk: Body Image Items: MULTIARMED 1 : Each Rank of Multiarmed grants an additional fully functional arm.
Refurbished: Begin the game with 1 free choice of tier 1 weapon, as well as 1 free tier 1 mod or talent. Gain additional +½ of starting funds. Quirk: Hand-Me-Downs
Sniper Frame: Gain +5 Precision, Gain MX-147 HUNTER Sight. Quirk: Panopticon Behavior Items: MX-147 HUNTER Sight, Ranged weapon mod, mod cost 1, all ranged attacks made while Hunter Sight is attached gains +1 to hit. Can mitigate the effects of visibility reducing effects (negates PENALTY (-1d6) from things like smoke, chaff, etc.)
Co-Pilot: Increase any 2 combat stats by +2 and create a second set of Personality and Combat Stats (applying any bonus’ individually to this set) Gain DUAL-ADMISSION Talent. Quirk: Mental Cohabitation Items: DUEL-ADMISSION: 1/round allow your Co-Pilot mind to assume control to perform an action, using their Combat/Personality stats for said action.
Trauma-Trained: Add +1 to all Combat Stats, add +1 to either Cruelty, Apathy, or Aloofness. Gain HOLLOW EYES/EMPTY MOUTH Talent. Quirk: Numbness Talent; HOLLOW EYES: 1/ round When ever a TRAUMA would be inflicted on you, gain +1 BONUS (+1d6) to the roll to resist their effects EMPTY MOUTH: 1/combat You may choose to completely ignore/nullify the effects of an inflicted TRAUMA .
Psycho-Resonant Construction: Gain +3 Modability, Gain +2 to Empathy or Apathy, and +2 to Affability or Aloofness. Gain MIND WARRIOR Talent and Psycho-Kinesis Integrated Psi-mod Quirk: Curiosity Talent: MIND WARRIOR: all Psi-powers gain +1 to hit. Items: Psycho-Kinesis Integrated Psi-mod: gain access to PSYCHO-ABSOLVER and PSYCHO-CRUSHER Psi-powers. PSYCHO-ABSOLVER: 1/round when a hit is declared against your or an ally within sight you may project a psychic shield that can absorb up to 6 Damage before dissipating. PSYCHO-CRUSHER: 1/round Make a Psi-attack and on a hit you may psychically throw the target up to 3 spaces in any direction you want. If they hit an object/obstruction that would stop their movement they take 3 damage.
Brawler Frame: Gain +5 Brawn , Gain ABLATIVE ARMOR 1 Integrated Mod and PRETTY MASSACRE Talent. Quirk: Thrill Seeker Items: ABLATIVE ARMOR 1 Integrated mod: gain +1 Armor Talents: PRETTY MASSACRE: 1/round when you hit with a melee attack you may attack any number of valid targets within sight and range of the weapon you used.
High Mobility Type: Gain +6 Swiftness and gain MJOLNIR MUSCLE FIBERS Integrated Mod.Quirk: Hyper-active Items: MJOLNIR MUSCLE FIBERS Integrated Mod: Ignore Difficult Terrain.
Industrial Frame: Gain +6 to Modability and gain LOADER ARM 1 Integrated Mod. Quirk: Hyper-Fixation Items: LOADER ARM 1 integrated Mod: Each rank of LOADER ARM grants you an additional Limb that while not fully functional, can still be used to give support to weapons and can be used as Melee weapons themselves (STANDARD: Range 1, Damage 3 , Mod 3)
Operational History
What you did, what you were, what you might have been, or just what your skill set is.
Infantry: Gain +1 Precision, +1 Toughness, and +1 Cooperation, Gain FIRING LINE Talent and F-79 Zaku Infantry Rifle. Quirk: Grunt Talent: FIRING LINE: When adjacent to allies, gain +1 BONUS (+1d6) to all attacks made with Ranged Weapons. Items: F-79 Zaku Infantry Rifle STANDARD, Range 10, 6 Damage, MOD 4. Traits: Integral Laser :+1 to hit. Full Auto: 1/round you may take +1 PENALTY (-1d6) to attack all characters adjacent to the initial target however this costs two Actions.
Discarded: Gain +3 Toughness, gain THAT WHICH LIVED Talent Quirk: Shallow Grave Talent: THAT WHICH LIVED: once per combat when your HP is reduced to 0, roll 2d6+6. The resulting amount is the amount of health replenished. All Overkill damage is subtracted from that result.
Suicide Unit:Gain +2 Swiftness,+2 Toughness, add MARTYR COMPLEX talent and DEAD DOLLS SWITCH mod. Quirk: Self Sacrifice, Talent:MARTYR COMPLEX when a hit has been declared against an adjacent ally, you may choose to jump in the way and take the damage for them. However doing so will grant you a BONUS (+1d6) to use however you’d like on your next turn. **Items: DEAD DOLLS SWITCH: When you hit 0 HP, roll 1d3 to determine how many rounds until detonation. The bomb will go off at the end of the final round rolled in a size 5 Explosion that deals 6 d6 damage. Only Allies may deactivate the bomb by being adjacent and spending an action to disable it. The Dolls body is atomized in the explosion.
Shock Trooper: Gain +3 Brawn, add UNRELENTING FORCE Talent, and ABLATIVE ARMOR 1 Mod. Quirk: Frontal Assault Talent: UNRELENTING FORCE: on a successful attack you may attack the target again for free. This only works once per target per initial attack. Items: ABLATIVE ARMOR 1: gain +1 Armor
Anomalous Operations: Gain +1 Precision, +2 Swiftness, and +1 Autonomy, gain CALL OF THE VOID Talent. Quirk: Esoteric Knowledge Talent:CALL OF THE VOID: 1/round when you are at the boundaries of the battlemap you may choose to move outside of the map. You may move freely as normal in the outer bounds and characters and effects cannot target you while outside, but you must re-enter the map to perform any actions other than movement.
Corporate Assassin: gain +3 Precision, +1 Independence, Gain TARGET ACQUIRED and SOLE PROPRIETOR Talent, gain MP9 Azuchi Bio-gun. Quirk: Espionage Expert Talents: TARGET ACQUIRED: before combat The Handler or Squad Commander will elect a hostile character as your target. Until they are eliminated you gain +1 BONUS on the first attack made against them in a round. SOLE PROPRIETOR: When a hostile character is not adjacent to any other character you deal 1d3 more damage on every attack. MP9 Azuchi Bio-gun: SMALL,Range 8, 4 Damage, MOD 2 Traits: Integral Suppressor: does not break HIDDEN when firing, integral Laser: +1 to hit, Biodegradable Munitions: -1 to non organic targets, Bullets disintegrate within 10 minutes of being shot.
Construction: Gain +1 Brawn, +2 Toughness, and +1 Load, and gain ARCHITECT Talent. Quirk: Builder Talent: ARCHITECT: 1/ round you may use an action to rip up a part of the ground, cobble something together nearby, or even pile up nearby corpses to make a 2x1 wall of cover.
Tank Hunter: Gain +3 Load, gain DRAGON SLAYER talent, and PTRS-179 “Leningrad III” Anti-tank rifle. Quirk: Sapper Talent: DRAGON SLAYER: Whenever you score a critical against a target you may ignore all of their armor. Items: PTRS-179 “Leningrad III” Anti-Tank Rifle: HUGE, 18 Damage, Ammo 4 Mod 4 , Traits: Armor Piercing: Ignores Armor, Loading: Must be reloaded before being fired again, costs 1 action , AT Rounds: +1 BONUS (+1d6) to hit Vehicles or BIG characters.
Psycho-Cognitive Strategist Gain +2 Modability and +2 Swiftness, gain ALL SEEING Talent and Predictive Engine Psi-Mod. Quirk: Non-Linear Time. Talents: ALL SEEING: You always know the Psi-resistance of any character in your line of sight. Items: Predictive Engine Psi-mod: Gain access to TOMORROW'S SORROWS and YESTERDAY’S GAZE Psi-Powers TOMORROW’S SORROWS: 1/round you may choose a target and predict their next action. As you have seen into the future they will not change this action unless it is now impossible to do. YESTERDAY’S GAZE: 1/round you make a psi attack against a character that has acted this round. You may undo one of their actions done this round but not any rounds previous.
Field Medic: Gain +2 Toughness, +2 Load, and +1 Mercy, gain DON’T YOU DIE ON ME Talent and Psycho-Sphere Transfusion Packs. Quirk: Medical Training Talent: DON’T YOU DIE ON ME: /1 round if you are adjacent to an ally, you may as an action connect a siphon from your chest directly to them, giving them back any desired amount of health at the cost of an equal amount of your own HP. Items: Psycho-Sphere Transfusion Pack: Starting charges 3. As an action, expend a charge on yourself or an adjacent ally to replenish 1d3+3 HP instantly. 3x3 backpack slots.
Personal Guard: Gain +1 Brawn, +2 Swiftness, and +1 Obedience, gain ANYTHING FOR LOVE Talent and Icon of Devotion. Quirk: Loyal to a Fault. Talent: ANYTHING FOR LOVE: /1 combat, The Handler or The Commander may invoke your Icon of Devotion and push you to go further out of loyalty. You gain an additional turn in the round of combat this was activated. Items: Icon of Devotion: A photograph, a locket, a poem, some physical object depicting or from your beloved charge. 1x1 backpack slots.
Psycho-Assault Commando: Gain +2 Modability+1 Brawn and +1 Toughness, gain BRAIN CRUCIBLE Talent and Psycho-Assault Psi-mod. Quirk: Intense Persona, Talent: BRAIN CRUCIBLE: Psionic attacks that deal damage now deal an additional 1 damage for every degree of success over the initial target (every increment of 2 above target number.) Items: Psycho-Assault Psi-mod: Gain access to PSYCHO-BLADE and PSYCHO-PUNISH Psi-powers. PSYCHO-BLADE:1/ round create a honed edge of raw Psionic energy and attack a target within range 3 for 1d6 damage, may apply BRAWN bonus to this attack. PSYCHO-PUNISH: 1/round deal 2 damage to any and all targets within line of sight who have taken damage from a Psychic source of any origin this round.
Intelligence Operative: Gain +2 Modability, +1 Load, +1 Sharpness and +1 Affability , Gain RUMOR HAS IT Talent, and Psycho-Wave Comms Unit mod Quirk: Comms Specialist Talent: RUMOR HAS IT: pick a target and attempt to transmit them false orders/bad intel on purpose. Choose an appropriate PERSONALITY trait to roll with (target is 10) on a success they act on said order or intel, on a failure they reject it and cannot be affected by the talent again. 1 action point. Item: Psycho-Wave Comms Unit mod: using the Psycho-Waves to transmit directly to The Handler and the rest of the squad, rendering it almost immune to most jamming tech. When it is equipped you may ask your handler for any actionable intel during combat, but it is up to The Handler (GM) how much they are willing or able to give you.
Frontier Operative: Gain +2 Precision and +2 Brawn, and +1 Independence, Gain GUNSLINGER Talent. Quirk: Survivor, Talent: GUNSLINGER: you gain a +1 to all attack rolls made with SMALL weapons (melee or gun) as well as the first attack you make in a round with a SMALL weapon receives +1 BONUS(+1d6)
Mercenary:Gain +1 Modability, +1 Load, and +1 Toughness, and +1 Independence, gain NOT FOR HONOR Talent and Type 87 Predator Shoulder Cannon Quirk: Bounty Hunter Talent: NOT FOR HONOR: Before combat begins, The Handler, Team Commander, or some other employer will elect an objective for you to handle. This can either be unique to you or an objective the whole team already was going to have to deal with. As long as you have moved towards the objective (or taken actions in service of the objective) this turn, you gain a +1 to rolls on ALL actions for the remainder of that turn. Items: Type 87 Predator Shoulder Cannon :Integrated Weapon: 1/round when attacking with another weapon you may fire the Type 87 for free against the same target or another target within range 10. Deals 3 AP damage.
Working Class: Gain +1 Modability, +1 Toughness, +1 Swiftness, + 1 Affability, +1 Attraction, and +1 Cooperation. Gain JUST A LITTLE GUY Talent. Quirk: Small Talk Talent: JUST A LITTLE GUY: 1/round when an enemy has targeted you with an attack, plead for your life or act so pathetic that they pull their shot, forcing it to miss automatically. This cannot be done to the same enemy more than once, and they will be strongly compelled to seek out other targets unless you pose a threat or damage them. May not work on all types of enemies (GM discretion) Tagged TRAUMA
Commander: Gain +2 Toughness and +2 Swiftness, gain DO AS I SAY/SAY AS I DO Talent, and X40 COMMISSAR Hand Cannon Quirk: Leader Talents: DO AS I SAY: 1/round as an action you may issue an order to one of your allies, granting them +1 BONUS (+1d6) on the roll to achieve said action. SAY AS I DO: 1/round as a reaction you may add +1 PENALTY (-1d6) to an incoming attack against an ally, or +1 BONUS (+1d6) to the damage of an ally's outgoing attack. This may be invoked as well outside of combat for roleplay challenges. Item: X40 COMMISSAR Hand Cannon: SMALL, Range 6, 6 damage , MOD 3 Traits: Loading: Must be reloaded before being fired again, costs 1 action.
Idol: Gain +3 Swiftness, +2 Attraction, gain EYES ON ME Talent and Speaker System mod. Quirk: Celebrity Talent: EYES ON ME: 1/ round you may begin performing one of your hit songs. All enemies within line of sight will take notice and all enemies who attack you until the start of your next turn gain ADORING FAN status. When an ally attacks an enemy with ADORING FAN they expend the status in exchange for +1 BONUS (+1d6) to hit the distracted enemy. Tagged TRAUMA. Items: Speaker System mod: 1/round you may blare your speaker system at maximum volume at any enemy within line of sight and range 5, disorienting them and granting them -1 on all actions. Tagged TRAUMA
Spec-Ops: Gain +2 Precision and +2 Load, Gain EXPUNGED talent, Dazzle Grenades, and Buzzard Homing Knife. Quirk: Off The Record Talent: EXPUNGED: as long as you remain out of line of sight (such as behind cover) you do not lose HIDDEN when making any action that would normally break it. Items: Dazzle Grenades: Starting count 3, range 10, radius 2. Any enemies affected by the dazzle grenade take 1 PENALTY(-1d6) on all actions taken until the end of their next turn. 2x2 backpack slots. Buzzard Homing Knife: SMALL, 3 damage, MOD 1, Traits: Gyro-Targeting: when thrown gain +1 BONUS(+1d6) to hit, range 8. Must be retrieved. Super Sharp: Ignores Armor.
Honor Guard: Gain +2 Toughness, +1 Brawn, gain I AM YOUR SHIELD Talent, and Phalanx Riot Shield. Quirk: Honor Bound Talent: I AM YOUR SHIELD: At the start of every round you may designate an ally as your ward and choose to protect them that round. As long as you are adjacent to them they count as having cover (incoming attacks take PENALTY (-1d6)) however damage from attacks that land will be split evenly between both characters. Items: Phalanx Riot Shield: STANDARD, 3 damage, MOD 2. Traits: Bulwark: When equipped you may choose to use the shield to block incoming attacks, acting as if you had 6 Armor. However the shield has 24 health and every point of damage it absorbs lowers its overall integrity. When it reaches 0 the shield breaks.
Angles
An Angle is a roleplay direction. It offers no mechanical benefits in combat or roleplay, but rather acts as a pointer for how you might wanna play your character. Picking your Angle is something you do to give yourself some roleplay direction.
There are three ways to pick an Angle
1. Choose from the list of example Angles
2. Roll a d20 to determine your Angle if you aren't sure or want some randomness
3. Make your own Angle!
At the end of the day, it's an optional part of character creation that helps to flush out and give direction to a Doll.
Comedian - you think yourself something of a joker.
Ambassador- you prefer to solve problems with words, not fists.
Spiritual- you believe in something esoteric and outside the physical world.
Pissed Off- you have anger management issues.
Loud Mouth- you like to run your mouth. A lot.
Encyclopedic - you retain information and share it willingly
Moody- you are always having a bad day with a bad attitude to match.
Twitchy- you’re an overpacked bomb ready to blow.
Withdrawn - you're as distant as the nearest star.
Nihilist- it doesn't matter. None of this matters.
Know It All - a self described master of everything.
Competitive - everythings a game to you.
Curious - you want to know everything.
Incurious- you don’t care to know anything.
Flirty- you're an intimate soul.
Too Cool- you’re as cold as a black hole and as deep as a puddle.
Paranoid- you question everything and accept nothing.
Unstable- a tragedy waiting to happen.
Friendly- you can find friends just about anywhere.
Wicked- you pull the wings off of butterflies and the legs off of ants.
Starting Gear
Below is a selection of starting weapons and equipment from which all players may choose two of them for free to complete character creation.
Pistol: SMALL Gun, Range 8, 3 Damage, Mod 5, Traits: Quickdraw: 1/round you may swap this weapon for free.
SMG: SMALL Gun, Range 8, 4 Damage, Mod 5, Traits: Rapid Fire: 1/round when attacking a target you may choose to attack that same target again for free
Sawed-off Shotgun: SMALL Gun, Range 2, 6 Damage ,Mod 3 Traits: Loading 2: can be fired twice before having to reload before use again. Blowback: Targets successfully hit are pushed back 1 space.
Combat Knife: SMALL Melee, 3 Damage, Mod 5, Traits: Quickdraw: 1/round you may swap this weapon for free. Thrown: Can be thrown up to 4 spaces, must be retrieved.
Mace: SMALL Melee, 4 Damage, Mod 4, Traits: Crushing: Targets successfully attacked suffer +1 PENALTY (-1d6) to all actions until the end of their next turn.
Dagger: SMALL melee. 3 Damage, Mod 4, Traits: Parry: 1/round as a reaction to a melee attack being made against you, you may deflect the attack and attempt to counter attack with the same weapon.
Assault Rifle: STANDARD Gun, Range 8, 6 Damage, Mod 6, Traits: Full Auto: 1/round you may take +1 PENALTY (-1d6) to attack all characters adjacent to the initial target, however this costs two Actions.
Battle Rifle: STANDARD Gun, Range 12, 7 Damage , Mod 4, Traits: Fire Selector: When attacking with this weapon you may choose to fire in Semi Auto or Burst Fire. Semi Auto Gain +1 to hit and base range is 12. Burst Fire Deals +3 Damage on attack (base damage is now 9).
Combat Shotgun: STANDARD Gun, Range 5, 7 Damage, Mod 4, Traits: CQC: Ignores penalty to attacking adjacent targets. Blowback: Targets successfully hit are pushed back 1 space.
Combat Blade: STANDARD Melee, 6 Damage , Mod 6, Traits: Balanced: Can be wielded One handed without Penalty.
Battle Axe: STANDARD Melee, 7 Damage, Mod 4, Traits: Wide Arc: When attacking you may also target one additional adjacent character.
War Flail: STANDARD Melee, Range 3, 4 Damage Mod 3, Traits: Long Reach: This melee weapon can attack targets at range. Reinforced Chain: You may use this weapon for attempts at DISARMING at range using the chain.
Autocannon: HUGE Gun, Range 8, 10 Damage, Mod 4, Traits: Full Auto: 1/round you may take +1 PENALTY (-1d6) to attack all characters adjacent to the initial target however this costs two Actions. Suppressive Fire: As an action you make an attack against a target within range and all characters adjacent to them, inflicting all of them with +1 PENALTY (-1d6) on all actions until the start of your next turn.
Anti-Materiel Rifle: HUGE gun, Range 15, 14 damage, Mod 5, Traits: Loading: This weapon requires reloading before it can be used again, Targeting Computer: +2 to hit
Bazooka: HUGE gun, Range 10, 10 Damage, Mod 3, Traits: Blast Radius 2: All targets within 2 squares of the targeted space are also hit by the blast using a single attack roll for all of them. Loading: This weapon requires reloading before it can be used again.
Great Hammer: HUGE Melee, 14 Damage, Mod 5, Traits: Crushing: Targets successfully attacked suffer +1 PENALTY (-1d6) to all actions until the end of their next turn.
War Scythe: HUGE Melee, 10 Damage, Mod 4, Traits: Cyclone Cleave: You may attack all targets adjacent to you when you make an attack.
Impact Lance: HUGE Melee, 10 Damage, Mod 3, Traits: Charge: before you attack with this weapon, you may move up to 2 spaces for free towards the character you intend to hit. Pilebunker: On a successful attack you may choose to expend an additional action to fire the tip of the weapon into the target, dealing 5 additional Damage that ignores armor.
Shrapnel Grenades: Range 8, Starting count 3, Radius 1. Roll to hit against all Targets caught in the blast radius, on a hit they take 4 Damage that ignores armor, on a fail they take 2 damage that ignores armor. 2x2 backpack slots.
Frag Grenade: Range 8, Starting count 3, Radius 2. Targets within 1 space of the grenade take 6 Damage, targets within 2 spaces take 3 Damage. 2x2 backpack slots.
Smoke Grenade: Range 10, Starting count 4, Radius 2. The blast radius is filled with a cloud of smoke that grants cover to anyone inside of it but also +1 PENALTY(-1d6) to anyone shooting out of it. 2x2 backpack slots.
Expanding Barricade: Range 3, Starting count 2. As an action deploy to a free space, the Barricade will expand into a chest high wall (2 spaces long 1 space wide) that can be used as cover. 4x2 backpack slots.
Holographic Shield Module: Range 3, Starting count 2. May be deployed on self or an ally as an action to grant 4 armor that is immediately dissipated upon absorbing damage. 3x3 Backpack slots.
Laser Designator: as an action you may use the Laser Designator to paint a target within line of sight for the rest of the squad, granting the next attack made against them +1 BONUS (+1d6). 2X1 Backpack slots.
Energy Stim: starting count 2. 1/round as an action Inject yourself or an adjacent ally, granting you double movement speed on movement actions for the next 1d3 turns. 2x1 backpack slots.
Combat Stim: Starting count 2. 1/round as an action, inject yourself or an adjacent ally, granting +1 BONUS (+1d6) damage to the next 1d6 Melee attacks. 2X1 backpack slots.
Focus Stim: Starting count 2. 1/round as an action, inject yourself or an adjacent ally, granting +1 to all hit rolls for the next 1d6 turns. 2x1 Backpack slots.
Mechanics
STRAIN: STRAIN is a stat that is governed by your TOUGHNESS, starting at 6 it represents your ability to push yourself further. Some actions will require you to use STRAIN but its standard use is to gain bonus actions you would not be able to on your turn. 1/turn you may spend the equal amount of STRAIN to the action points needed to perform a chosen action. When your STRAIN hits 0 take an instant 1d6+3 Damage. This Damage ignores all armor, talents, or other resistances. Your Strain resets when you are able to take a Good Sleep.POINT SHOT: for every 2 points above target on ranged hit rolls you score, add an additional +1 damage (if target score is 8 and you roll with bonus’ combined 16, you deal +4 additional damage)COMBO METER: Whenever you score a combined total exceeding 20 (critical) on a melee hit you enter COMBO. You may attack the same target or another target in range for free, if you manage to exceed 20 again you gain an additional free attack though this time it is made with double damage. This stacks infinitely though damage only doubles once (example: all combo strings after the third only still deal double damage.)SSSTYLE: Rewarded for good roleplay, smart thinking, clever plans. A STYLE token is given to the players by the GM and may be cashed in at anypoint in combat to essentially pause and do one of the following
Make a roll automatically succeed
Force a roll to automatically fail
Do some kind of action or interaction that otherwise is not outlined in the rules, negotiated between the player and the GM for the effect (example: The player cashes in their STYLE token to grab the weapon of the character they are in melee with and ram it through their head. The gm permits them to make a disarm roll followed by an attack roll made using the enemies weapon as a single action)TRAUMA: Battle Traumas are any and all debuffs,status’, or effects that last longer than a single action(ie lasting all combat, until the end/start of your next turn, until you do X to remove Trauma, etc) This includes things you inflict on enemies as well as ones they inflict on you.BONUS and PENALTY: BONUS is defined as a 1d6 that you roll and add the result of to the contextual roll. (if a talent or gear item grants +1 BONUS to hit, then you add +1d6 to your attack roll) PENALTY is that in reverse, where you roll 1d6 but SUBTRACT its result from your total. In cases where you have multiple of each, they cancel out (2 BONUS and 2 PENALTY = complete 0, no change to your roll) Multiple BONUS or PENALTY is resolved by picking the higher result when rolling (if you have 2 BONUS you roll both, you get a 3 and a 5, you take the 5 as your final result, similarly withPENALTY, you subtract the higher result)CRITICAL CONDITION: Critical is a state where certain abilities, buffs, de-buffs, etc begin to activate. At about 1 third of your total health you enter CRITICAL, same for enemies.OVERKILL: Overkill is the amount of damage dealt past 0. (if you had 5 HP and were reduced to 0 by an attack that dealt 6 damage, you would take -1 OVERKILL damage.)DREAMING: when you hit 0 HP , rather than die you enter a state called Dreaming, where at the end of combat you may be resuscitated back to 1 HP. However you have 10 points of negative damage you can take (Overkill) before you are too damaged to be saved and are officially Dead.BIG: A determination of size. Characters and objects which are size 2 (2x2 or four spaces on a grid) are considered BIG. Anything above this is considered REALLY BIG.FUCKED/FAILED/PASSED/PERFECT: All Role-play skill checks, rolls, and actions are always made against a target score of 10 and rolled with a d20 with either an appropriate PERSONALITY modifier and/or BONUS from a Quirk. The array for success and failure goes as followsFUCKED: rolled below 5. You have failed badly at whatever task you sought to do. You may not re-attempt this action.
FAILED: rolled below 10. You have simply failed with no further complication. You do not do the thing you wanted.
PASSED: Roll above 10. You succeed at what you sought to do. You do the thing without problem.
PERFECT: rolled above 15. You succeeded very well. You do the thing flawlessly.
You may attempt to re-roll FAILED rolls in a second attempt, but if you hit FAILED again it is automatically turned into a FUCKED roll.GOOD SLEEP, QUICK SLEEP, NO SLEEP, and PAID RESUPPLY: Various states of resting between combats, missions, or major events.
GOOD SLEEP: You replenish all HP, Strain, and remove all lasting status effects. In most cases you may also refill any spent resource such as ammo, and reset most abilities with limited charges to full.
QUICK SLEEP: You may replenish an amount equal to half of your total HP, Strain is not reset, and depending on the situation and at GM’s discretion you are able to refill none, some, or all ammo and limited charges.
NO SLEEP: You may replenish a total equal to 1 fourth of your total HP, Strain is not reset, and it is at the GM’s discretion if you refill some if any ammo or charges.
PAID RESUPPLY: Willingly give up some of your cash to pay for a breather. Cost depends on the GMs discretion. You may refill ammo/charges and HP to full as well as clearing status’ but STRAIN will not be replenished.PERSPECTIVE SHIFT: Perspective Shifting is a roleplay mechanic where in if your character experiences an important event whether it be immense trauma, sudden life changing information, admitting/discovering their true feelings for another person, or losing something incredibly dear to them, they are given the opportunity to re-arrange their PERSONALITY stats to reflect this new outlook. They may reallocate all points or simply swap a few around. In some cases, deemed fit by the GM, they may add or subtract points period from a PERSONALITY stat.QUIRKS: Quirks are key-worded traits that you gain via Driver Lineage, Manufacturing Spec, Operational History, and other important events within your backstory or the story you take part in. They act as a signifier of an area of expertise, a lived experience, a simple personality disposition, and so on. They are intended to be interpretive, allowing you to use and negotiate with them for BONUS’ on roleplay tasks and skill checks.PERSONALITY CHECKS: In Roleplay (and sometimes combat) you will be presented situations in which you must perform tasks, take actions, or navigate situations that will call upon the very aspects that make you up as a Doll.You will most often use the modifiers listed in your PERSONALITY stats, giving you significant advantage or disadvantage at certain points when you roll with them. (Example: You are asked to interrogate a prisoner. A character with High Cruelty may have an easier time succeeding on rolls to torture them for information, Or a character with high Apathy may be able to ignore their suffering to comb through their answers. Characters with high Mercy or Empathy however will have a much harder time doing these things, if they can even bring themselves to do them at all.)Taking Actions In Roleplay (simplified): When presented with a problem, a situation, something you want to do, something you need to do, or even just a difficult conversation, you may invoke or be asked by the GM to make a roll using a relevant PERSONALITY trait. Depending on the action you may call upon your Quirks, your COMBAT stats, your equipment and talents, or even just knowledge you have to assist you. Sometimes the GM will demand a specific stat regardless of your proficiency, other times the Player will negotiate what traits they will roll with and how when approaching a problem. It is an open conversation between Players and the GM to decide what is fair and fun when it comes to these interactions.
Action Economy
All characters receive a set of 3 Action Points per turn. All actions pull from these points unless stated otherwise. As a general rule there are few actions you are allowed to repeat, those that are will be listed as such.GENERIC ACTIONS (ones you can always take unless stated otherwise)RUN: Move your full speed, costs 1 Action point (once declared you may break up the movement around your actions however you please.)SPRINT: Move double your movement speed, costs 2 Action Points.(once declared you may break up the movement around your actions however you please.)SHOVE: make an attack roll using your BRAWN score as a bonus against an adjacent enemy to push them down/away. On hit they choose to be pushed back one space or knocked PRONE, 1 Action Point.DISARM: Make an attack roll using your SWIFTNESS score as a bonus to knock a weapon out of an adjacent enemy's hands. On hit the weapon is knocked 1d3 spaces away in any direction of the attackers choice, and to be picked up requires being adjacent and spending an action to pick it back up. Costs 1 Action Point.HIT THE DECK: choose to drop PRONE (going prone gives +1 BONUS (+1d6) to melee attacks made against you and you may only move at half your total speed. However ranged attacks made against you suffer +1 PENALTY (-1d6) ) costs 1 action point. Costs an additional 1 action point to stand upINTERACT: pushing a button, knocking over a table to use as cover, opening a door. Generic action to interact with the environment. Costs 1 Action Point.FALLBACK: Move without provoking RETALIATION. Costs an additional 1 action point to your movement action. (IE falling back and running costs 2 action points)YAPPIN: Talking. Talking to your team. Talking to your Handler. Talking to the enemy. Talking to yourself. Yappin. Free Action.SUICIDE: Killing yourself is sometimes the best option. If you have a weapon at all you may choose to end your own life, reducing your HP to 0 instantly. This will place you in DREAMING state. However if the damage of the weapon you used to kill yourself would also deplete your OVERKILL health, then you experience true death.WEAPON SWAPPING: at the start of your turn you may swap STANDARD and SMALL weapons for free, HUGE weapons require an action to swap regardless and any time after the start of your turn it costs 1 action point to swap weapons.Weapons in action economy
As a general rule all weapons follow this pattern unless stated otherwise. As well you may not use/attack with the same weapon more than once in a round (unless talents, mods, etc state otherwise)SMALL weapon: Pistols, SMGs, knives, etc. can attack with 2 small weapons OR the same weapon twice for the cost of 1 Action Point.
Can be wielded one handed and receive a +1 BONUS (+1d6) when two hands are used to hold them.STANDARD weapon: Rifles, shotguns, Longswords, etc. 1 Action Point to attack with.
Unless stated otherwise suffer a +1 PENALTY (-1d6) when being used one handed. additional hands grant a +1 BONUS (+1d6) to hit.HUGE weapons: Machine guns, Cannons, Great-swords, etc. 2 Action Points to attack with.
Unless stated otherwise MUST be held with at least two hands, additional hands grant a +1 BONUS (+1d6) to hit.GRENADES, CONSUMABLES, AND ITEMS: to throw a grenade, inject a combat stim, or use other limited items you have. 1 Action Point.MARK TARGET: designate an enemy character to attack if they move, take an action, etc on their turn. Costs the equivalent amount to how much the action would normally cost.RELOAD: Some weapons require reloading after being used. Reloading costs 1 action point.
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Hi, my name is Catalin, I put together this little Carrd for miss Calamity, thanks for clicking on my little bean from @/shibbabes on twitter ^ w ^