Nowhere System
Nowhere System
Nowhere System
add the appropriate stat that is relevant to the action, then apply any modifier
from a skill. The GM then subtracts the difficulty of the task or creature.
snake eyes is always a disastrous failure and boxcars is always a massive success.
Failures mean the player has failed the task they were trying to do, depending on
the task it might not be repeatable.
Successes mean the character does exactly what they were trying to do with no
additional effects.
Disastrous failures allow the DM to make the situation worse somehow as well as
having the action fail.
Massive success allows the player to add a positive effect to the task within
reason.
Stats:
Stats are seperated into physical and mental stats, when making a character you
must choose a focus, either Physical or Mental.
Whichever focus you choose will allow you to assign a +2 to a single stat in that
category and a +1 to a second stat in that category while getting a 0 in the other.
You then choose a 0, a -1, and a -2 in the opposite focus.
Physical:
Strength- This is your sheer physical strength and will be added to any roll that
requires sheer brute strength.
Agility- This is your overall speed and ability to manipulate things at a finer
level such as picking a lock or doing a cartwheel.
Mental:
Cognition - This is intelligence, and knowledge as well as the ability to use logic
and critical thinking.
Social - This is the stat that covers social graces and natural likability.
Skills:
This is the meat and potatoes of your character, these are the professional and
other skills your character has picked up in thier life and will add bonuses to
rolls involving them after rolling.
You'll use Skill Points to purchase skills , all skill points must be spent during
character creation.
To determine the amount of skill points you start with roll a 2d6 if you have a
mental focus or a 1d6 if you have a physical focus then add your Cognition to the
result. This is the amount of skill points you have to purchase starting skills.
Reroll 1's
Skills can be whatever the character wants to flesh thier character out but players
should avoid being too specific and too broad.
For example,
Glock 9mm would be too specific of a skill but Pistols would be fine whereas
firearms would be too broad.
Weapons would be too broad of a skill but one handed blades would be fine.
Once all starting skill points are spent you have a complete character!
Combat
When combat starts everyone rolls an agility roll against the difficulty of the
event and failures mean that the player goes after the threat, disastrous failures
mean the player is stunned and cannot act until round 2. Partial successes go at
the same time as the event, successes go before the event, Massive successes get an
extra surprise round before anyone else gets to act. Major changes to the playing
field can cause agility to be rerolled.
Attack rolls can be made with Agility for Lightweight or ranged weapons and
Strength for Melee.
Equipment:
Weapon examples
Kitchen Knife - 2 Damage - Lightweight, Fast, Sharp
9MM Pistol - 3 Damage - Ranged(long), Loud, Ammo Dependent
Greatsword - 5 Damage - Heavy, Sharp
Armor Examples
Leather Vest - 2 Protection - Lightweight, Flexible, Natural
Tactical Vest - 3 Protection - Resistant, Storage
Plate Armor - 5 Protection - Heavy, Rigid, Resistant
Trait Examples:
Lightweight - This item is not heavy, movement in lightweight armor is not hindered
and lightweight weapons may be used in one hand and may use agility instead of
strength.
Fast - Fast weapons may attack a second time each round at a difficulty one higher
than the normal difficulty for the event.
Sharp - Sharp weapons have a chance to do bleeding damage and the possibility to
remove limbs and extremities if paired with the "Heavy" trait.
Ranged(range) - This is used on all ranged weapons, ranged weapons are agility
based and the parenthesis is the range at which the weapon can reach. (close,
Short, Standard, Long)
Loud - This items makes a lot of noise, increases difficulty of stealth rolls.
Ammo Dependent - This item requires charges or ammunition of some kind to operate.
Heavy - This item is bulky and heavy and has the option of doing additional damage
if a massive success is rolled and reduces the speed of the character.
Flexible - This item is easy to move while wearing, agility is not penalized while
wearing this.
Natural - this item is made of naturally accuring materials.
Resistant - This item is resistant to damage
Storage - this item has slots for storing small items.
Rigid - this item is diffcult to move while wearing and agility is penalized.
Makeshift - Reduces the quality of an item making it do less damage and break more
easily.
The player can come up with any reasonable traits for an item they make.
Every time you are brought to the dying state you will have a chance of a lasting
wound based on what makes sense for the situation, have the player roll a
difficulty 2 endurance test. Failure and partial success give the player a Wound(a
week to heal and a - to either physical or mental rolls) and Lesser wound (2 days
to heal and a small penalty to one specific stat) respectively and Disastrous
failure means a Lasting Wound (A permanent scar or lasting wound that reduces a
stat permanently).
Healing
Every full day of rest restores your hp completely. No activities other than basic
hobbies or minor tasks would be allowed during the day and you must get a full
nights rest.
While exploring or performing more strenuous activity than a full rest day you will
recover 1d6 hp per day after a full rest of at least 6 hours. This can only be done
once per 24 hour period.
Medical treatment done by a skilled person with a first aid kit or similar medical
supplies will recover 3 hp on a successful roll however a disastrous failure will
cause the patient to LOSE 2 hp(this won't kill a character that is already at 1 hp,
the minimum a character will be able to be reduced to via a disastrous failure is
1)
A massive success on this roll will heal for 1d6+the medical skill instead.
Levelling and XP -
DM will give xp out each session during the session for heroic or interesting
actions or when major discoveries are made.
The DM will also award 1-3 xp per session based on general progress forward.
Stats:
A stat advancement will raise two stats by one point. (one must be physical, and
one must be mental.)
Skills:
A skill advancement will raise two skills by one point OR add a new skill at 1.
XP can also be used during the game, you can spend an xp to reroll a failed roll or
a partial success but you must take the new result. This can not be done on a
disastrous failure.
HP:
An Advancement can be used to add 1d6 to your HP total, rerolling 1's.
If you have access to a cellphone or other wifi capable device, Wifi is available
as the rules on the wifi page - http://backrooms-wiki.wikidot.com/wifi with the
exception that there is no frontrooms access.