1888 CORPUS

ORIGIN
QUINTS
TRANSIT
TACKLE
Combatants roll 1D20 (attack), 1D6 (footing), 1D4 (guard) Multiply the 1D6 x 1D4 to find combined defense
  • If a defense (D6 x D4) is greater than opposing attack (D20), the attempt is blocked
  • If not blocked, the raw attack (D20) is reduced by the defender's guard (D4)
  • Greatest applied damage wins, and equal or no damage is a draw (pass)
VIBES
Targets begin with energy at 0 Players roll 1D20 to find their projected power level Players select their target (an enemy, another player, or themselves) Players flip 1 coin to determine their projected polarity
  • Targets receive projected energy, positive or negative, applied to their ongoing energy value
  • In one or more rounds, players achieve an intended energy outcome on their target to win
Variants
  • Bad Vibes - In 3 rounds, 2 or more players (may be teams) contend for the highest energy outcome.
  • Stop Loss - In 1 round produce greater than or equal to -5 to succeed.
  • Low Bar - In 1 round produce greater than or equal to 5 to succeed.
  • Drowner - In 1 round produce less than or equal to -10 to succeed.
  • Lockpick - Players work for 3 rounds to collectively affect a positive energy outcome for a single collective target.
  • All Smiles - Players have just 2 rounds to leave each other (or themselves) positive.
  • Net Zero - Players work for 3 rounds to collectively affect a neutral energy outcome (-5 to +5) for a single collective target.
BLOODSTONE
OASIS
SACRED SPRING
HIDDEN CACHE
DIGITAL WIZARD
4 6 8 12 20