WDR-Weaver Dice Rulebook
WDR-Weaver Dice Rulebook
WDR-Weaver Dice Rulebook
Weaver Dice
A Wormverse simulation game. More of an ‘about’ to come.
Table of Contents
Weaver Dice
Table of Contents
Character Creation
Trigger Events
Mental vs. Physical Triggers
Note from the Author
Traits
Disadvantages, Life
Disadvantages, Powers
Advantages
Cauldron Capes (In progress)
Introduction
The ‘Wormverse’, the fan name for the setting of Worm, has a particular mood and style.
Powers fall into certain patterns and styles, and the source of one’s power, the trigger event, is
typically a horrifying and lifechanging event activating the latent ‘shard’ or ‘passenger’ which
rests within them. The powers that result and the impacts on the individual, coupled with the
stresses of superpowers, tend to set the denizens of the Wormverse apart from your typical
Marvel or DC superhero.
These rules are essentially a way to help create powers and backgrounds that fit the setting.
They’re fairly nonspecific, and there may be some stretching or improvising to make the resulting
character fit a given system, but the general vibe should be right. At the core of it, the ideas are
simple. Something bad happened to you, you don’t get to decide what that something bad was,
you don’t get to decide what powers resulted, and (tying into the previous points) things aren’t
necessarily fair. The important thing is how you use what circumstance gave you.
Character Creation
● Each player comes up with a trigger event. If anyone wants to come up with extra, that’s
fine. I even recommend coming up with 4 triggers + the number of players in the game.
Adds some more randomness, and allows us to build up a list of good triggers for future
use.
● Roll to decide who gets what trigger event, add any unused trigger events to a list for
future use (or fast game start for later). Players get the corresponding trigger event.
There’s a list here.
● Powers should be conceptualized by the group. The person who is having their
character created should stay silent.
● Player who is having character created for them can speak once the concept is hashed
out. It is suggested the player (Loosely!) outline the particulars of one’s goal, role,
concept, identity.
● Roll for luck:
○ 12 Roll on both disadvantage charts.
○ 34 Disadvantage: Powers
○ 56 Disadvantage: Life
○ 78 Advantage, and one Disadvantage: Life
○ 910 Advantage, and one Disadvantage: Powers
○ 1112 Two advantages.
● Adjust concept as required by results. Refine, finish. Conceptualize character.
● Begin play.
Trigger Events
The gist of the classifications & causes...
● Mover (Effects that move you. Flight, speed, teleportation, etc.) Drive to escape, flee,
run.
● Shaker (Wide area effects) Environmental danger, ambient danger, often nonhuman or
only abstractly human.
● Brute (Enhanced Strength and/or Enhanced Durability) Experiencing physical harm or
pain.
● Blaster (Pewpew You have ranged attacks built in.) Man vs. Man, threat approaches
from a distance, or in great number, being surrounded.
● Breaker (Physics kind of tickle. You alter yourself in such a way that rules apply
differently.) Abstract physical danger or harm, difficult to define pain or stress (not
mental or physical.) Frequently arises from the hardest triggers to label.
● Master (Minions, pets, affecting the thoughts and moods of others.) Isolation, alienation,
exile.
● Tinker (You build the shit. All the shit.) Issue proves difficult to resolve, unsolvable
problem, typically over an extended period of time.
● Thinker (Perception, knowledge, skills, this includes precognition and remote vision.)
emotional or mental strain, reaching a crisis point in a short period of time.
● Striker (Touch effects. If you touch something, something happens to that thing.)
Trigger results from immediate, inyour face threat, usually a singular object or individual
(ie. knife, being strangled, mofo up in your grill)
● Changer/Shifter (Shapeshifting and alteration of the self’s PHYSICAL form.) Issue in
physical state. Body image, or a crisis of self image vs. society’s expectations.
● Trump (Powers that affect other powers: add, remove, complicate, compound) As other
triggers, but altered further by involvement with other powers. Rare.
● Stranger (Powers related to stealth, infiltration and subterfuge.) Attention of a
group/individual threatens emotional/mental security (vs. physical, which would be more
blaster). Almost inverse of Master, but not opposite very possible and common for
there to be overlap (often creating a more influential sort of master/stranger cross).
Multiple Triggers
Relatively rare one in twenty or less are multipletriggers. To be used when the case calls for a
multiple trigger, or it’s suitably largescale and otherwise boring, you could justify a trigger event
as a multitrigger.
In such cases, multiple people trigger at the same time. This tends to produce a spread of
lesser powers often three or four powers, possibly with one major one, and often deviations.
The powers are related between individuals, but the idea/power that gets emphasized or takes
the lead in one individual will often be a minor power for others. Minor powers might not be
emphasized at all. Powers tend to form a complementary theme.
Individual #1 Individual #2 Individual #3
A tip. Can’t decide what type of power might derive from a given event? Stuck between Mover
and Blaster? Combine the two.
You could have both (separate mover and blaster powers). Easy enough. Just don’t forget to
make the two interesting.
They could be the same power. Perhaps the mover power makes the blaster power work, like a
flier who drops off homing shots in the wake of their flight trail, or a speedster who generates a
personal electric/thermal charge while moving, which they have to discharge as a massive blast.
Perhaps the blaster power has a mover side effect, such as a concussive blast with a massive
recoil that flings the user backward.
Perhaps it alternates, or using one takes away from the other. The person might have been
chased down dark and unfamiliar streets by gang members, and they might have been caught
between fight and flight at the moment of the trigger. Their mover ability might drain from the
same battery as the ranged attack, or perhaps they’re a breaker that can switch between two
core forms, one that’s fast and helpless and one that’s offensive but largely immobile.
There are a lot of possibilities, even with the simple, ‘bland’ triggers.
And for the love of pete, don’t pigeonhole yourselves into strict categories. “That’s a stranger
power, it doesn’t sound like a master power.” No. Master and Stranger especially can have a lot
of overlap. Be flexible. The best triggers are those with irony to them, not the ones that fit the
event’s conditions. You get powers, helping you get past a situation or trauma, but it doesn’t
solve the problem you carry the problem with you for the rest of your life.
Disadvantages, Life
1 Fool Bad decisions follow you on a day to day basis. Addiction, diabetes
from poor diet, STDs, accidental children to look after, superpowered
loan sharks and worse.
Cost: Lack of money, time, or both, depending.
2 Magus Mental issues, stemming either from powers or something prior to the
powers, make your life harder. Includes developmental delays,
neuroses, psychological issues, or your powers just discombobulated
your brain somehow.
Cost: Impaired judgement or functioning.
3 Priestess Otherworldly issues your passenger. Your passenger is impacting
your ability to function. If you’re young, it’s likely affecting you in a core
emotional way based on your powers, altering your mindset (a
pyrokinetic might be very inclined toward destruction or recklessness).
If you’re older, it’s more deeprooted and subtle (a 30 year old
pyrokinetic might have frequent cathartic dreams where they burn their
enemies to death, getting more intense, pleasurable, and stronger until
they follow through). Either way, it’s shaping your actions and pushing
them towards one particular concept or objective.
Cost: Failure to attend to the passenger’s overall goal/drive with some
regularity may cause passenger to take over briefly, making decisions
of its own whim. This could be a fullbody takeover (as with the
young) or cases where the power extends a little too far or crosses a
line (for older parahumans).
4 Empress Family issues. Either your unpowered family is powerful enough to
impact your cape life or they have powers and aren’t entirely on board
with what you want. Either way, they muddle up your life, cape or
uncostumed.
Cost: Expect regular, lowlevel interference.
5 Emperor Power issues. Your status and/or life experience out of costume is
such that it impacts your overall life. Examples might be being very
young, being homeless, or being visibly disabled. If none of these fit,
then your secret identity is known and your reallife occupation is
unglamorous enough to work against your reputation.
Cost: Reputation issues cause trouble amassing power/status, seen
as easy target.
6 Heirophant Bad attitude. You have crippling anxiety issues, abrasiveness, or
other issues that make you very hard to get along with. Unlike the
Emperor, your issue doesn’t cause trouble with reputation. It does
cause trouble with peer interaction.
Cost: Trouble amassing contacts or allies.
7 Lovers It’s about illadvised trysts. A romantic partner on the other side of the
herovillain divide, an exrelationship with someone who knows
enough to fuck up your life, a person you just can’t say no to/break up
with for good.
Cost: Irregular, lowlevel, really inconvenient interference.
8 Chariot Location. It’s all about location, and yours is less than stellar. You’re
stuck somewhere shitty/unappealing/inconvenient, perhaps, and
something/someone is keeping you there. Alternately, you’re just
doomed to be unable to set down roots (someone after you, chasing
you away? Power ruins home?)
Cost: Either your home/hq is lousy or you shouldn’t expect to be able
to keep more possessions than you can carry with you.
9 Justice Past crimes, be they in costume or otherwise, follow you. A vigilante
seeks revenge, your powers killed someone when they manifested
and set you on a path you didn’t want, or you gained an inconvenient
reputation.
Cost: You’re set on a dangerous/reckless/inconvenient path and going
against that grain is difficult. Conversely, continuing down that path
will see a powerful nemesis coming after you.
2 Magus Your powers are limited by a fetish or totem something you have to
keep on hand to be able to use them, due to a ritual or tic. Roll twice
more to see just what the penalties are if this fetish is denied you or
lost.
3 Priestess Your powers are reliant on the passenger it manages the specifics of
your power in the field. Expect collateral damage.
4 Empress Your powers are farreaching. It covers too wide an area, or it infects
things, or something in that vein.
5 Emperor Your power makes it hard to hold back. When you use it, people get
hurt, and there’s no pulling your punches.
6 Heirophant Your power scares people, is distinctly gross or unpleasant, or
otherwise has horrible implications.
7 Lovers Your power is dependent on the proximity of others, or you use others
to channel it. Conversely, there’s a set condition that must be fulfilled
(people can be one) before you can leverage it you might need a fire
nearby, or your opponent might need to be feeling something
emotional already before you can leverage that emotion.
8 Chariot Range is short. Effective use of your power means being in or getting
in the thick of things, or (if your power is already short range) it pushes
you to stay in the fray longer than might be comfortable. A striker
power might require you to hold on for a second or two, a blaster
power might have a ten foot range and require you to stand still while
firing.
9 Justice Your power is reactive to emotional stress, physical danger or pain,
depending on one of these things before it can start operating or
operate beyond the most barebones execution.
2 Magus You were more lucid than most when you got your powers, and
somehow, you managed to direct things to your advantage. You can
make an edit in some respect to how your powers operate (beyond
what the group decided on in consensus). Within reason.
3 Priestess You and your power are in sync. Treat this as luck or periodic power
boosts. The duration before this is available again isn’t necessarily
known to you.
4 Empress Either your family is a big asset in some respect (giving you money,
time, resources, connections) or you’ve just got more socialfu than
most and you start off with a wider network of contacts.
5 Emperor Your organization is a big asset in some respect, or you’ve just got
more combatfu than most. (You know kung fu?)
6 Heirophant You’ve got one really good political connection or three to five
mediocre ones.
7 Lovers You’ve got a partner, and they’re roughly as powerful as you are.
8 Chariot Opposite of the general ‘chariot’ disadvantage in terms of location
you’ve got a nice headquarters, either found or inherited.
9 Justice Your power is just a little bit more versatile.
The World (Advantage)
You’re not human. You’re better.
Think outside the box, in the same vein as Dragon or the like.
Work it out with the group. Then pick one:
● You can’t lose as long as other players are alive.
● You can take on a disadvantage to cancel out a loss (including death)
● Or just roll again on the Advantage chart, and keep your unusual nature.
The Sun (Advantage)
(Old) Roll three times on this chart, pick two. Roll for one disadvantage on a chart of your
choosing (life or powers).
(Old) Good fortune finds you, either because of fortuitous circumstance or a helpful passenger
that understands what you’re after. You walk away with a little more treasure or better rep
boosts when you finish a job/mission/quest. May improve further with a good run (several
successes in a row).
Cauldron Capes
You bought your powers.
Procedure:
● See the Vial list Tabs at the bottom indicate three qualities of vial.
● Player picks a vial.
● Other players pick a power that matches the pattern and the notes, with the following in
mind:
○ ‘O’ affects desirability of the power. With low values, there’s no need to make a
particular effort to make the power stand out, be original or be convenient. With
high values, it’s the opposite: emphasis should be made on making it particularly
unique or beneficial in terms of quality of life.
○ ‘P’ affects the effectiveness of the power. At low levels, it’s liable to just lack
impact. It could still be desirable, if it makes for a good quality of life or has nice
side effects, and it can still be reliable, if it always gives this lowlevel power. At
high levels, it tends to be something that turns heads or makes people run
scared.
○ ‘R’ affects the reliability of the results. This can impact the reliability of the power
(wildly different classifications or power types vs. always producing the same
general result), the effect on the patient (high chance of mutation or mental
alteration) or simply Cauldron’s records (not enough data).
● Player can opt to blend vials. Balance is always an option, and lowers power and
originality by a small margin (a minor tweak 10% reduction, a minor step down in
effectiveness/edge consider a tiebreaker between a good idea and a mediocre one), but
increases reliability.
● Determine powers using the vials as a guideline.
● Roll a d20, add 1 if the reliability is mid, add 2 if the reliability is high, add 3 if balance was
added to the dose. If the low reliability specifically calls for a higher chance of mutation,
subtract 7. On a 5 or less, the subject is a case 53. Keep track of the number rolled for
the mutation generation.
● Determine deviations
● Roll 1d6:
○ 1: Disadvantage: Life
○ 2: Disadvantage: Powers
○ 3: No change
○ 4: No change
○ 5: Advantage
○ 6: Advantage.
Determining Mutated Body Parts:
Roll 2d6 times, noting the body parts on the list:
1: Head
2: Shoulder
3: Torso
4: Arm
5: Hand
6: Leg
7: Extra limb (tail, wing)*
8: Foot
9: Skin
10: Eye
11: Hair
12: Mouth
13: Nose
14: Brain (thinking)
15: Brain (emotion)
For each body part rolled, roll 1d4, add [5 earlier reliability roll total after adjustments] and +2
per time it was rolled, if it was rolled multiple times. Changes can encompass adjacent body
parts.
12: Negligible, easily hidden change. Can include spots on skin can be covered up with makeup,
spines on head can be covered with hat or longer hair.
34: Moderate change, hideable, but not easily may require time to cover up, expense, or
coverup may only be possible with very heavy clothing (and thus be circumstantial). Might
include skin that’s purple from head to toe, fishlike fins at places where bone is close to skin,
horns.
56: Severe change. Not hideable without a combination of time, expense, and some distance
from people. Might include grotesque hunchback, crustaceanlike plating on body, or perpetually
glowing body. Very possible that functionality of body changes, typically horizontally (gain some
lose some) or for the worse.
7+: Horrific change. Not hideable, changes are noticeable from 1 city block away without
difficulty. Body parts may well be alien in nature (tentacles, forearms arms three times the usual
length with claws in place of hands), assume a permanent breaker state, or more. Loss of
normal human functioning is likely, depending on the parts in question (may be unable to speak,
require different diet, etc).
Other parties determine nature of changes given power & vial name.
Deviation Chart:
Should an individual roll a 5 or less on the reliability chart, as a result of their case 53 nature, they
are branded, with the brand containing a bar code of sorts with the coordinates for their particular
shard and dosage. Their memory is wiped, and they are released from their jail cell to the world.
For the individual Case 53’s circumstances, roll a 1d22 and see the result:
Case 53 Advantage/Disadvantages:
1 Fool Skill amnesia/lack of knowledge: Due to memory erasure or the
existence the Deviant had prior to taking the dose or being
experimented on, the Deviant lacks basic skills.
2 Magus Altered Brain: When the passenger overwrote some physiology to
adapt to the power, it also wrote over some mental elements as well.
The Case 53 likely has an advanced sense, but often at the cost of the
ability to function like an ordinary person. The mind might be skewed
toward aggressiveness, warped liking/loathing for things,
convoluted/simple thinking, an inability to be patient, limited memory
capacity, or volatile emotions.
3 Priestess Uncontrolled. The passenger is partially or wholly in control of the
body. Roll a 1d10 to determine the amount of control (10100%) at
higher values, the Case 53 might only be able to assert control with
willpower, for set periods of time or in specific circumstances (while
the Deviant is in a resting state), or they might only be able to exercise
control over their power (ie. no control of the body, but can manipulate
the environment by telekinesis), depending. The body is naturally
stronger, has enhanced reflexes, or control over power is improved,
as a consequence.
4 Empress Communication issues. The passenger or the mutation have
removed the ability to communicate effectively with others. Roll a
1d10 to determine the severity of the issue (10% hampered to 100%
loss of ability to express oneself). At low levels, this may be a stutter,
muttering/mumbling, strangled vocal chords or the like. At higher
levels, even gesturing becomes difficult. At the 100% mark, those
who spend a week in the individual’s company may learn the nuances
and gain the ability to understand the equivalent of simple one word
cues (go, come, stop, help). Gain one more stat point to allocate.
5 Emperor Strength issues. The passenger or the mutation have limited the
host’s physiology in some way. In terms of raw brawn, agility,
flexibility, stamina or dexterity, the host is effectively set to ‘one’ in
terms of raw stats; they might be incapable of lifting more than ten
pounds, their body doesn’t move readily or in certain directions, they’re
limited to four or five second bursts of activity before they’re spent, or
they might not be able to perform fine manipulation, hold weapons or
operate devices more complex than a simple lever. They gain one
stat point to allocate mentally, and a greater mental connection to their
power (such as clairvoyance tied to the power’s manifestation, or
naturally fast reflexes where their power is concerned).
6 Heirophant Cultural issues. The host was part of a wildly different culture before
they were a Case 53 (not necessarily an Earth Bet culture), memories
of alien habits and behaviors were copied over to them, or they were
subjected to mild brainwashing and the memorywipe was incomplete
and the wrong ideas got stressed in the absence of anything else.
Might include weird religious stresses, an adherence to a
reprehensible idea like racism, mysogyny, misandry, the expectation
that a wife should be under sixteen, the belief in having slaves, or
strange taboos like the notion that eating is something that should be
done behind closed doors, like use of the washroom. In other cases,
might manifest as odd compulsive behaviors or impressions, the need
to speak in poetry, a compulsion to collect shiny objects, or a paranoia
about running water. It should be serious enough that dealing with
them on a day to day basis is a chore. Struggling against the
norm/failing to fulfill a need or expectation leads to a steady and
cumulative drop in morale. Meeting the need normalizes morale at
best. As a tradeoff, the parahuman has a psychological bulwark.
They might be fearless, very good at being very intimidating, or harbor
a baseline set of skills such as hunting and tracking talents or
smithing.
7 Lovers Not Alone.
Option one: The parahuman wasn’t released alone. Another Case 53
was released in their company or immediate area. They’re
associated: partners, friends, or if they’re neither/incompatible, the
actions of one may influence reactions to the other, usually negatively.
Option two: When you’re left with nothing, you hold on to what you do
have. You made a friend or found a partner between the time your
memory was wiped and you were cast out. Your partner wasn’t
deposited where you were, but it’s very possible they were deposited
in a neighboring city or region. Until they’re found, you may suffer from
declining morale (alternately, their power and yours synergize in a way
that makes it easier to get by). Once they’re found, you’re going to be
in a much better place, with a ready ally by your side.
8 Chariot Your alterations make it hard to find suitable accommodations. You
might have a particular need that is hard to meet (such as very high
temperatures or deep water), you might naturally be ousted from
whatever place you set up shop (perpetually shed skin might leave a
trail pointing to your habitat, scorch marks) or you naturally destroy
your environment (burn it down, freeze it, etc). You have no place to
call home. You’re a little tougher and resilient to ambient effects (such
as heat, cold, or abrasive effects like sandstorms). Even if not a case
53, this remains as a side effect.
9 Justice Compulsive Behavior. You’re driven to undertake a certain action.
This might be a tic, obsessivecompulsive behavior, a special kind of
hunger (ie. a thirst for human bone marrow), a prerequisite for action
(must demolish surroundings to make a bed for comfortable sleep,
like a dog turns in circles before resting) or a desire to find a mate.
This isn’t related to the power so much as the body, and core needs
such as a need for shelter, a desire for sustenance or raw instinct. (In
short, tying into alien behavior from previous cycles). You
Athletic
Stamina, fitness, wholebody movement.
Running, jumping, enduring without oxygen, ability to keep going while doing
heavy labor or managing heavy strain, parkour, agility, land safely, maintain
balance.
Dexterity
Finer physical movements, tasks.
Accuracy and frequency of melee and ranged attacks, ability to land wounding
attacks, ability to reload quickly, crafting skill, performing first aid, find stuff in
belts/bag promptly.
Wits
Mental quickness and perception.
Spot and listen, sensory abilities in difficult conditions, faster execution at
computer, faster execution of taunting or coming up with retort, reading,
reaction time.
Social
Interact with others, project image.
Communicate effectively, win confidence, tease information out of subject,
manage posture and tone that successfully conveys fearsome nature,
trustworthiness, or other attitude.
Knowledge
Breadth of knowledge and skill base.
Effectiveness of actions such as computers, medical care, martial arts,
parkour, ability to pick up new skills faster, remembering, piecing together
information, knowledge of languages, judgement.
Guts
Raw toughness and resilience.
Durability, ability to withstand mental or emotional assaults, ability to keep
emotional and mental state stable over time, ability to keep fighting when
ostensibly taken out of action.
Allocating Stats
Individuals (cape or not) typically have 3 points in each category. A player, at character creation,
may remove one point from one category to move to another. This may be done multiple times.
Example Stats Sheet:
◆ ◆ ◆ ◆ ◆ ◆ ◆
◆ ◆ ◆ ◆ ◆ ◆
◆ ◆ ◆ ◆ ◆ ◆
◆ ◆
Stats, Further Notes
Humans range from 15, with 1 indicative of disability and 5 being exceptional. Justification may
be needed to explain a 1 or 5 in a stat. Parahumans can extend past five if the power calls for it,
and this should be adjudicated when the GM and group determine powers. With a 8 in brawn, an
ordinary person most likely wouldn’t be able to break the parahuman’s grip without a great deal of
outside assistance. A 0 indicates a severe disability.
Use of Stats
The system remains simple, and involves the use of a d6, with a +1 for every pip after the third
and a 1 for every pip below the third (or 3 minus the number of pips). On a 4+, assuming a 50%
chance of success, the character succeeds. The GM may adjudicate and raise/lower the target
number. Given time to consider the situation, a player might ask for a knowledge check to judge
their chance of success.
Brawn, Guidelines
Brawn is a measure of raw physical power. An individual with high Brawn and low Athletic might
be naturally strong but not in particularly good shape, capable of bursts of strength while losing in
a longer struggle. An individual with high Brawn and low Dexterity might be capable of throwing
devastating punches, but the punches themselves lack coordination.
Individuals with high Brawn function better with more armored costumes; if an individual is
wearing armor that they don’t have the strength to use, it may impact their effective Athletic
score they get tired more easily, they can’t run as fast, dodge as readily, or jump as far. More
on this in the costume and gear section (to come later). This principle works alongside other
cases where one’s ability to carry something is in play if an individual is carrying another human
being, the weight of that person counts against the one doing the carrying.
Brawn is used as a rough benchmark in a melee brawl. These rules are adaptable to the
situation, but in general, the attacker rolls to hit, altering the roll according to benefits and
penalties. The defender can choose whether to roll Athletic or Guts in response the former
being an attempt to dodge, the latter being an attempt to tank the hit. If the Athletic roll fails, the
victim is put off balance, and suffers while undertaking their next action (initiative, accuracy,
ability to move or dodge in the next exchange might be penalized). Conversely, if the Guts roll
succeeds, the blow is still sustained this might be minor damage, scuff marks, scrapes, and
bruises. In either case, a failure means the victim is harmed, with the difference in numbers and
the type of weapon marking the severity of the harm. See the Guts subheading below for more
suggestions on how harm is handled.
Use of martial arts, types of training, powers, or weapons may affect how melee unfolds, altering
or augmenting the above rules. A Karate technique might raise the amount of minimum damage
dealt to an opponent that makes a successful Guts roll, while Tae Kwon Do might deny the
opponent the ability to effectively dodge melee blows, forcing them to tank them. Boxers might,
on the other hand, be better at putting opponents off balance with successful blows (especially
for opponents that try and fail to dodge. Naturally, a weapon augmented by a pyrokinetic striker
power might burn foes in addition to the usual harm, and a chainsaw is not the sort of weapon
one simply stands still and blocks, without the right equipment or defensive tools.
Brawn is also used to maintain or contest a hold (whether a physical grab or a power effect that
binds an individual down). To initiate a hold, one must make a roll, adding bonuses of their two
highest scores among Brawn, Fitness and Dexterity, counting bonuses to stats from a power
only once. The victim responds with the same, adding a +2 bonus if they’re alert and
unhampered. Should the hold succeed or fail by three or more, the one to fail is put off balance.
Once a hold is made, it is primarily a contest of Brawn. Turn by turn, the grappling individuals
may elect to make brawn checks to attempt to hamper the other individual, or they may take
other actions at the cost of giving the other party an advantage on a following Brawn roll. Should
an individual succeed their Brawn roll by a fair margin (2 or more) or otherwise catch their
opponent off balance (ie. succeeding on the initial roll, an ally helps, or the grapple was initiated
on a prone and helpless opponent), they may attempt to pin, pick up or throw the individual.
Martial arts training and powers, naturally, may affect grappling. Krav Maga could allow the use
of regular strikes in the midst of a grapple, while Judo might enable more effective throws and
throwing the opponent the moment they are caught off balance.
Brawn can be trained at a gym. An individual who spends time regularly at the gym (10
hours/week) can gain a temporary pip, while keeping their skills trained.
Social, Guidelines
Social has three primary purposes:
The first use is to serve as a check to convince, bluff, recruit, intimidate, provoke, or otherwise
interact on a conversational level with another cape.
Common modifiers for the check would be:
Relationship Preestablished relationship with the other individual. +2 to 2.
Reputation Your reputation (frightening, heroic, good, evil, honest, depraved) in relation
to theirs. +2 to 2.
Offer What you’re offering vs. what they stand to lose. +2 to 2.
Another use of the social trait would be to impact one’s own reputation. This can occur in the
short term, such as a cape posing or trying to present a specific image while in the public eye
(while fighting or during an event) or in the long term, to represent the smaller details after a
fight, one might roll to see how well they portrayed themselves as a hero, or as a terror, or
anything in that vein.
Common sliding scales for reputation might be…
Heroic ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ Villainous
Trustworthy ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ Dishonest
Appealing ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ Repulsive
Noble ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ ▬ Feared
(To be refined later Wildbow)
Costume choices may give a bonus or penalty one way or the other, as would actions and
context for the event in question. A cruel and merciless villain with a good sense of the dramatic
and presentation could readily get a following among the public. Case 53s are liable to have a
bias towards repulsive or feared without conscious effort to the contrary.
The third use of the social stat is to leverage reputation. There are advantages to any given
extreme, but the obvious use is to roll and attempt to influence a crowd. Before or as a fight
begins, reputation can be used to send bystanders running, compel them to act or even be used
as an offensive technique a popular cape could easily frame things to make their opponent look
bad.
Knowledge, Guidelines
Knowledge has three primary uses. Effectiveness of skilled actions; skills and techniques; as
well as skill gain and maintenance.
Skilled actions include normal actions that require some thought or expertise to undertake.
Throwing a punch is not such an action, but using a computer, performing first aid and crafting a
costume are cases where knowledge comes into play. In actions that take place over a shorter
time (1 hour or less), Knowledge doesn’t have an effect until the action is concluded. As a cape
photoshops an image, they would use Wits to determine how fast the action can be done. Once
the action is complete, however, knowledge is checked. The photoshop can be finished quickly
and be a poor job (high wits, low knowledge), finished after a laborious process but to good
effect (low wits, high knowledge) or finished fast and done well (high stats in both categories).
In a more laborious process, like crafting a costume from scratch, one might rely on Dexterity
and Knowledge both. This can take days to complete, regardless of how facile one is with their
hands, though a high Dexterity can readily speed up the process. However, our focus here is on
the effect of knowledge it combines with Dexterity to determine the costume’s overall quality.
[more to come].
Assets
Adults can be expected to start with the following assets:
● A job generally 40 hours a week, allowing one to maintain everything below when the
next month rolls around. Leaves you unhappy or stressed, doesn’t earn much or takes a
great deal of time.
● (Fairly) well maintained vehicle and funds for gas.
● Decent Clothes
● A place to live for the next month/cash for rent
● Good health, money for food.
● A cell phone, perhaps not entirely up to date.
● Two of the following
○ Laptop/Desktop computer and an internet connection
○ Stuff for one nottoo expensive hobby (tools, a bike, art materials,
camera/darkroom, camping stuff, etc.)
○ A more expensive lifestyle, boosting core stats a bit (organic diet & active lifestyle
= more health, classes = more knowledge, etc).
○ Insurance covering your ass if another asset gets destroyed/stolen/ruined. Can
be literal insurance or just having a replacement on hand, somehow.
○ A thousand dollars in savings.
Can downgrade a key asset by one step to get another of the lesser assets or upgrade a lesser
asset. Job might be worse, or car less maintained/reduced to public transpo pass. Applies to
lesser assets as well (might have a computer with no internet access at your property, alongside
unreliable insurance).
Can upgrade assets by one step as well. Nice job (boosts mood, earns a lot, low time
requirement), nice car that earns respect, etc.
Certain disadvantages strip away benefits or turn things into drawbacks one’s house can be a
shithole in a bad neighborhood, for example.
Having a kid means sacrificing one to two things from the list, due to ongoing costs, or
downgrading two to five things. This sacrifice can be split between two individuals.
Buying Cauldron vials means sacrificing one to four things from the list.