Alchemical Updates
First Edition vs Current Build
Hey all as I get back to tweaking the ruleset I plan to have two versions of the rulebook up. The First Edition is based out of the playtests my friends and I did on YouTube.
Current Build as of yet is not yet playtested. Will be updated regularly. Currently the main (only) difference is, yes, the Alchemical stables.
Narrative Effect + Game Mechanic = Recipe
The table on p34 now delinates different things potions can do narratively. Think of these as different types of superpowers. P35 has different ways we can “code” what those super powers do in relation to game mechanics. By picking a narrative and game mechanical effect you can determine the cost of that potion.
These mechanics are similar to what is there before but I hope the presentation is more clear / easier to understand.
In short, the Narrative Effect decides what resources the potion costs and the Game Mechanic decides how many resources the potion costs and how many uses I get.
Lets say I want to break into a safe using explosives. Narratively that is a “Pyrotechnic Effect.” The GM can say that breaking the safe is a human-possible endeavor and is willing to grant me an “Instant” (p35) mechanic that will let me spring the safe. But its one use, so I will have to shell out the full price every time I want to make this potion.
I have a strong Agility ( the stat I am using to break into safes) so I say I’d rather have the “Action Assist.” I have to use the Base Price + 1x of the Enhancement Price. But I will get 3 doses of this explosive, not just one. Nonetheless, instead of the guaranteed success, I will still have to roll for it - but can roll twice and take better.
Files
Get Under A Hostile Sun
Under A Hostile Sun
A ttRPG of planetary exploration
Status | In development |
Category | Physical game |
Author | Martian Muckraker |
Genre | Adventure, Role Playing, Survival |
Tags | Action-Adventure, Action RPG, rules-lite, Sci-fi, Space, tabletop-role-playing-game |
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