System Thoughts

Simplified Action

The Simple System =Action 2=


 * Same stats


 * Skills change?.


 * Bonuses: ±1x/±2x/±4x


 * Only one bonus counts (highest).


 * Extra dice may be bought by pool points.


 * Successes by 0-4 cause one effect.
 * Successes by 5-9 remove 1 pool point, and cause one Effect.
 * Successes by 10-19 remove 2 pool point, and cause two Effects.
 * Successes by 20+ remove 4 pool points, and cause three Effects.

Pool points
All pool points may be used to gain a positive die after succeeding.

Wound
Long-time wound capacity. If this reaches 0, you're Dying.

Shock
Capacity for sudden trauma. If this reaches 0, you're Out.

Focus
Willpower and Lifeforce. If this reaches 0, you can't use Kung Fu and Gun Schticks.

Luck
Luck and connection to the world. If this reaches 0, you're shit out of luck.

Power
Ability to channel otherworldly energies. If this reaches 0, you cannot use Magic.

Shot
Initiative and position. This regulates turn order.

Presence
Presence and composure. If this reaches 0, you are no longer relevant in any Social context.

May not perform Action X
Move, Skill, Rest, Aim, Attack, Defense 20 points next Action, 40 save. Physical, Mental, Social, Magic 40 points next Action, 80 save

May not spend Pool point X
Wound, Focus, Luck, Power, Shock, Shot, Presence. (20 points next Action, 40 points save)

Stymied
-5 AV next Action. (50 points)

Impaired
-5 AV all Actions. Save to end. (100 points)

Troubled
-5 EV next Action. (20 points)

Hindered
-5 EV all Actions. Save to end. (40 points)

Frozen
Lose next Action (including Defense). (80 points)

Paralyzed
May not perform any Actions except save. Save to end. (160 points)

Attribute penalty
-2 Attr, If 0, Out of Action. (40 points until save)

Skill penalty
-2 AV (-20 points next, 40 points until save)

Down
Must use next Action to get up or fight from Prone. (20 points)

Out
May only Defend. Save to recover. (40 points)

Singe
Cause same damage next Sequence. (50 points)

Burn
Cause same damage every Sequence. Save to end. (100 points)

Enrage
Must Attack next Action. (20 points)

Frenzy
Must Attack next Sequence. Save to end. (40 points)

Blushing
May not perform Social Action as next Action. (20 points)

Embarassed
May not perform Social Actions. Save to end. (40 points)

Hazy
No Vision next Action. (40 points)

Blind
No Vision. Save to end. (80 points)

Berserk
Frenzy, Hindered Defense, Double Attack. (40 points)

Stun
40
 * 1. Down.
 * 2. Down, lose 1 Shot.
 * 3. Down, Out, lose 2 Shots.
 * 4. Down, Out, Wound, lose 4 Shots.

Damage
100
 * 1. Troubled
 * 2. Troubled, Wound.
 * 3. Impairment, 2 Wounds.
 * 4. Impairment, Out, 4 Wounds.

Burn
100
 * 1. Singe
 * 2. Singe, 1 Shock
 * 3. Burn, 2 Shock
 * 4. Burn, Down, 4 Shock

Freeze
120
 * 1. Frozen
 * 2. Frozen, 1 Wound
 * 3. Frozen, Down, 2 Wounds
 * 4. Frozen, Out, 4 Wounds

Electrocute
200
 * 1. Frozen
 * 2. Frozen, 1 Wound
 * 3. Paralyzed, 2 Wounds
 * 4. Paralyzed, Hindered, 4 Wounds

Blinded
80
 * 1. Hazy
 * 2. Hazy, lose 1 Shots
 * 3. Blind, lose 2 Shots
 * 4. Blind, Down, lose 4 Shots

Grapple
40 Troubled, Down, Out, Shock.

Hold
Frozen, Down, Out, Shock.

Hindered
40 Troubled, Hindered, Out, Shots.

Embarrased
40 Blushing, Embarrased, Hindered, Presence.

Fatigued
50 Troubled, Hindered, Stymied, Shock.