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SYSTEM CHEAT SHEET

COLLATED BY JUSTIN ALEXANDER


http://www.thealexandrian.net
MAGNETRINE VEHICLES LOOP SURFACE STATIONS

ROBOTICS
PRINCIPLES OF THE LOOP
1. YOUR HOME TOWN IS FULL OF STRANGE AND FANTASTIC THINGS
2. EVERYDAY LIFE IS DULL AND UNFORGIVING
3. ADULTS ARE OUT OF REACH AND OUT OF TOUCH
4. THE LAND OF THE LOOP IS DANGEROUS BUT KIDS WILL NOT DIE
5. THE GAME IS PLAYED SCENE BY SCENE
6. THE WORLD IS COLLABORATIVELY DESCRIBED

TROUBLE EXTENDED TROUBLE THE MYSTERY


ROLL: # of dice = Attribute + Skill 1. SET STAKES: GM declares result of failure. PHASE 1 – INTRODUCING THE KIDS
 Any 6 = success  Each Kid gets a scene from Everyday Life, with or
2. THREAT LEVEL: # of successes required. without Trouble.
BONUS DICE  Normal: # Kids x 2  Look at Problem, Pride, Relationships.
 Iconic Item: +2 dice  Hard: # Kids x 3 PHASE 2 – INTRODUCING THE MYSTERY
 Other Items: +1-3 dice  Almost impossible: # Kids x 4  Kids encounter/hear something which arouses curiosity.
 PC Assistance (1/roll): +1 dice, suffers failure  If Kids not interested, remind them of their Drives.
 NPC Assistance: +1-3 dice 3. MAKE A PLAN: Kids… PHASE 3 – SOLVING THE MYSTERY
 Decide on what they want to do.  Mystery scenes and Everyday Life scenes should be
PRIDE (1/session): 1 automatic success.  Agree on which skill each one will use. (GM alternated.
 Can add success to successful roll. can veto.)  Show the players the Map of the part of the Loop where
 Can turn failure into success. the Mystery is taking place.
4. PLAY THE SCENE PHASE 4 – SHOWDOWN
1 LUCK POINT (1/roll): Reroll failed dice.  Each Kid gets one roll.  Final scene usually resolved as Extended Trouble.
 Total Successes >= Threat Level: Kids achieve
PHASE 5 – AFTERMATH
PUSH (1/roll): Check Condition and reroll failed dice. their goal.
 One scene from Everyday Life for each Kid.
 Total Successes = ½ Threat Level: Kids can  Things haven’t changed: Nobody believes them.
BUYING EFFECTS: 1 per additional success. check Conditions to get more successes to Evidence is destroyed. Parents still fighting, etc.
 Group Trouble: +1 success for someone else facing achieve a Compromise (part of their goal).
the same Trouble. PHASE 6 – CHANGE
 Check Problems, Pride, Iconic Item, Relationships.
INCREASED DIFFICULTY
CONDITIONS  Heal all Conditions.
 Experience Points (1/question)
 Extremely Difficulty: 2 successes CONDITION: -1 dice on rolls o Did you participate in the session?
 Almost Impossible: 3 successes o Have you been in Trouble because of your Problem
 Special NPC Attributes: 2-3 successes. BROKEN: Automatically fail all roles until healed. or Relationships?
o Did you use, or struggle with, your Pride?
FAILURE: Condition, Complication, or Consequence. HEAL CONDITIONS: o Did you put yourself at risk for the other Kids?
 Spend scene with Anchor taking care of you. o Have you learned something new? (What is it?)
KID vs. KID: Most successes wins. (Heal all conditions.)  Skills: +1 per 5 XP (max. level 5)
 Birthday: +1 attribute, -1 Luck Point.
 Can push multiple times to add successes.  Spend scene in Hideout with other Kids taking
care of each other. (Heal all conditions.) COUNTDOWN
 Roll Lead to heal one condition (+1 per bonus  Sequence of steps that happen step by step if the Kids
effect). On failure, gain same condition. don’t prevent it from happening.
Cannot heal Broken.  Retribution Countdown: Bad guys attempting to stop
the Kids. Advance one step per Clue found.
ATTRIBUTES THE SKILLS
BODY: Jump high, run fast, fight, sneak, climb. CALCULATE (TECH): Figure out robots, machines, FORCE (BODY): Lift heavy things, fight, endure
magnetrine ships, cyborgs, or everyday technology. physically stressful situations.
TECH: Understand/program machines, robots, other  Questions: On success, ask 2 questions.
tech things. Open locked doors. Build things. o What is its purpose? INVESTIGATE (MIND): Find hidden objects,
o How does it work? understand clues, break puzzles, survey a place or
HEART: Make friends, lie, know the right people, o How can I use it? situation.
create a good atmosphere, persuade others. o Who built it?  Questions: On success, ask 2 questions.
o What problems could it cause? o What is hidden here and where is it?
MIND: Find weak points. Understand people, o Is it illegal? o What does it mean?
situations, creatures. Solve riddles, understand clues, o What has happened here?
know things. CHARM (HEART): Charm, lie, befriend; make o How can I get into/out of/past something?
people do what you want. o What threats can I perceive here?
o Where is it?
ADVANCED SKILLS COMPREHEND (MIND): Have right piece of
information or be able to find it at the school LEAD (HEART): Make friends work together; help
BUILD / CREATE: Program or Tinker roll. library (or similar location). others to focus on task at hand; soothe them when
 Requires a prerequisite (item, time, tools, a  Bonus Effect: +1 die when using the they are scared or confused.
different skill roll, etc.). information (max. +3).  Leading Other Kids: Roll Trouble. Gain pool of 2
 Roll skill and gain item that gives +1 bonus per dice per success that can be distributed to other
success (max. +3). CONTACT (HEART): Know the right person and Kids in future scenes. On failure, gain Condition
get a hold of them. Tell GM who it is; on success and ask other Kids how your relationship has been
QUESTION BONUS EFFECT: Ask one additional they want to help. On failure, they don’t. hurt. (Maximum of one Leader pool at any one
question, +1 die when using information (max. +3). time.)
EMPATHIZE (MIND):Understand person, animal,
GENERIC BONUS EFFECTS: conscious robot, or cyborg and how to find its MOVE (BODY): Climb high, balance, run fast, chase
 Give a success to another kid. weakness. someone, get away.
 You don’t need to roll to overcome the exact same  Questions: On success, ask 2 questions.
Trouble in the future. o What is her weak spot? SNEAK (BODY): Hide, sneak, steal.
 You do it quickly / quietly. o How can I make her do something?
 You gain unexpected information. o What does she feel? PROGRAM (TECH): Create/manipulate computer
o What does she want? programs, electronic devices.
OTHER BONUS EFFECTS: See p. 72-75. o What will she do?
o Is she lying? TINKER (TECH): Build/manipulate machines.
TYPICAL ITEMS  Manipulate: Break item, jury-rig equipment, pick
 Hover Vehicle: +1 lock, drive vehicle. May require Calculate roll to
 Hallucinatory Soft Drink: +1
figure out how to do it.
 Trained Dinosaur: +3
 Baseball Bat: +1
 Flying Shoes: +3
 Skis: +1
 Wrench: +2
 Truck: +1
 Gun: +3
 Ladder: +2

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