S0Lid St8: Game Structure Death

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S0LID ST8

Game Structure Death


The referee describes the world and the player-characters’ When a character’s HP reaches zero, they die. Make a
role within it. The players describe how their characters act new character right away; or, if you prefer, roll 1d6 when
in the world, responding to the threats the GM describes. the party are next in a place of safety. On a 2+ you can
restore your character from an offsite backup next session.
Character Creation
On a 1, the backup is corrupted and the dead character is
Name your character. (Perhaps Blockchain, Duplex, Raster
permanently lost.
or Warez.)
A restored character loses any and all items their
■■ You start with 15 Hardpoints (HP).
predecessor was carrying, as well as most short-term
Distribute 3 points between these attributes: memories.
■■ POWER: Strength, Toughness, Intimidation Advancement
■■ INSTINCT: Sneaking, Aiming, Acrobatics At the end of each game session you survived, roll 1d6 twice
■■ LOGIC: Knowledge, Perception, Talking and apply both results:
Action Roll 1. +1 Power
When you describe a risky action and we don’t know 2. +1 Instinct
what’ll happen, roll 2d6. Add points from one attribute, 3. +1 Logic
and one or two items (the Ref decides which.) 4. +1 HP
5. +1 HP
If the total’s 12 or more, it definitely goes the way you
6. Choose (one of the above)
wanted. If the total’s 10 or more, it happens, but not
necessarily the way you wanted. If the total’s 8 or more, Equipment
it might happen if it was easy, but it’s likelier things don’t Start by choosing three items from the list below. For each
go your way. Any less, and things definitely don’t go your item you choose, check the box to the left of the name.
way—the Ref will say what happens next.
You may add one or more descriptors for each ☐ an item
Dangerous Actions has after it’s name. For example, a [☑ Handgun ☑☑] might
If you’re trying to do some hurting, roll, and every point be given the extra descriptors “Acid Rounds” and “Silencer.”
over 9 is a point of damage to the target. The opposite is
Each ☑ costs one Hardpoint (see Hardpoints.)
true, too—if the risk in your action includes ‘you get hurt’,
you’ll take a point of damage for every point less than 10
☐ Handgun ☐ ☐
your roll comes under.
☐ SMG ☐ ☐
For Example...
Raster snaps off a shot with his rifle at a distant EXE. He rolls ☐ Shotgun ☐ ☐ ☐
2d6 and gets a 7. He adds 3: 1 for his rifle and 2 more for his
☐ Rifle ☐ ☐ ☐
Instinct of +2. The total, then, is 10. Raster clips his target,
dealing a single point of damage. ☐ Melee Weapon ☐ ☐
Later, Warez takes a dive out of fire into some old dumpsters. ☐ Force field
She rolls 2d6, but only gets a 4. She adds her instinct of
☐ Reinforced plating
+1, but doesn’t really have any items that help dumpster-
diving. Her total is 5. That’s (5-6-7-8-9) a nasty 5 points of ☐ Ablative Shield ☐
damage as she sprawls in the trash, magna-fluid leaking out
☐ Biofilters ☐
a pierced pneumatic.
☐ Data Terminal
Hardpoints
Your Hardpoints are an indication of your frame’s integrity ☐ I/F/V Scanner
as well as how many items you can carry.
☐ Hacking Spike ☐ ☐ ☐
If you have more items checkboxed (see Equipment) than
☐ ATV manipulators
your current Hardpoints, your Power and Instinct are both
reduced by 1. Any failed rolls will result in dropping all ☐ Transformation Cog ☐ ☐
excess items (in addition to other consequences.)
☐ Stratego Protocols
Your damage total is subtracted from your Hardpoint
☐ Drone Ally ☐ ☐
maximum. If this ever means your HP drops too low to
carry all your equipment, you need to choose something ☐ Rippin’ Paint Job*
that gets dropped, right now.
*Destroyed if discarded.
Recovery
You regain lost HP by spending 6 hours undisturbed,
recharging and laying low. If interrupted, you only get half
your missing HP back.

Created by Joe Banner. Find more at joebanner.co.uk

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