Swarm rules: Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.
Status rules:
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Example Statuses
Status changes:
Dizzy: You cannot perform physical movement accurately, -1 physical actions. May cause vomiting.
Dazed: You cannot focus on your surroundings, -1 physical actions and dodge, -1 mental actions.
Stunned: You cannot make your body obey your orders, -2 physical actions and dodge.
Confused: You cannot get your thoughts into order, -1 mental actions.
Unconscious: You cannot move your body or react to surroundings, -2 to physical actions, no dodge, failguard.
Asleep: You cannot move your body and cannot discern reality from dreams. -2 to physical and mental actions, no dodge, failguard.
Trance: You are in an altered consciousness state and have trouble reacting to surroundings, -1 physical actions and dodge, no failguard. Deep trance gives -2 penalty.
Some status effects may grant "failguard". For the duration of these effects, the final total of any action roll will never be below 2.
If you are Stunned, Dazed, Dizzy, Confused, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
Sleep, Trance, and Unconsciousness are inflicted at a default severity that degrades with each attempt to overcome it.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you receive a mortal wound but are not killed outright, you need to pass a roll to avoid death at the end of every turn.
Combo rules:
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.
Action rules:
Some actions may be considered "free", depending on the circumstance, and not require a roll.
As such, these actions can be paired with normal actions without penalty.
NPC rules:
When interacting with NPC's, a player can affect the action choice of the NPC via persuasion or hypnosis. In any case except direct physical control, the action of the NPC will be carried out in the NPC phase.
In extreme cases, regular players can be treated as NPC's. In these cases, the action will be carried out by the player in his own turn, and the effect that changes his action will be considered a positive Combo.