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« on: March 09, 2013, 12:04:21 PM »
Here is a quick english translator from Google translate ...... a lot of it works, some needs to be tweaked. There were a few italian words that it had no idea what they were.
OUTBREAK
"It's happening, right now!"
CHARACTERS
Statistics: Assign the following scores based statistics: +2, +1, +1, 0, -1. You can increase a stat +1, reducing the value of another of -1. In so doing, however, it is not possible to have no stat to +3 or -3.
Resolve: strong, resolute
Clever witty, clever, capable.
Charm
Rough: rude, abrupt, brutal and violent.
Insight (vision)
Identifying: name, appearance, occupation, clothing, relationships.
Survival is achieved by pulling the stats shown or as a result of an action. When you reach 5 Sx will reset and take a feed.
You can spend points to get even survival advantage in the game (eg +1 next, on a roll).
Humanity: It is a counter that keeps track of the humanity of PG. Each segment added, remove the PC humanity. When you reach 12, PC is out of control and leaves the scene.
Traits: advantages and disadvantages in specific situations. A negative trait gives a -2 penalty to saving throws that are affected.
Principles: the way of thinking, their vision of the world. Depending on the situation and depending on the player's choice whether or not to comply with its own principle, Mc choose whether to score or give you +1 XP next / continued.
Affliction?
Stress: The PC begin with a stress value equal to zero. As a result of some moves or situations, the value may increase.
When you reach +4, it resets to +1 and marks experience.
In addition, roll + insight. With a hit, not the freak that means you are the prey of your impulses, you are not very bright or psychologically tested. Every time you freak out, marks a segment on the counter Humanity. When the counter reaches 12, are problems!
Ties: a phrase linked to another PC. When solving a tie, marks Xp and create a new one.
Write principles and bonds that can be challenging, questioning, groped. Solve and apply it must be interesting and to create narrative.
St initial each player gives a +1 to a character of others, and a -1 to another, then zero marks to all the others. In cases where it is decided that between two PC there is a particular degree of knowledge, to assign a different value to be chosen, by replacing it at one of those to zero.
Highlight the statistics: when you take a statistic highlighted get Survival.
MOVES
Take by force, pulls + rough.
Seduce / manipulate pulls + charm.
Pulls aggro + rough.
When you have suffered physical or emotional wear and tear. In a moment of pause about how you feel, pull + insight. Mark survival.
With 10 +, you'll make a right and pull forward .. With 7-9, choose one:
You close in yourself (Mark takes 1 against you).
Looking for help from someone (see "share the pain").
Need a little 'time to recover (take -1 stop).
With a failure, take +1 stress.
Analysis: When the player chooses to withdraw into himself, is a signal for the Mk. This does not mean that it should make a move hard against PC, but it means putting it in the spotlight. Him something happen that primarily concerns him.
When you share your pain, something personal (feelings, memories), roll + charm.
Their St with you immediately goes to +3, I know better now. With a hit, you feel relieved, remove affliction / Stress.
With 7-9, they take one with you, you're vulnerable. They can spend their socket 1:1 to achieve the following effects:
Help / interfere with you, as if they got 10 +.
+1 Take next against you.
yourself three questions as if they had read the person.
Get 10 + on seduce / manipulate with you, if they use what they have learned and that counts for something.
On a failure, they take one with you.
Analysis: On That they can help you roll. But if they get a weak hit, they do not take any hold, and if they get to miss it counts as if they had hit 10 + to interfere with you. Or mc makes a move. Maybe they were not in the mood to listen to your shit and annoying trouble!
When you live a moment of true beauty, extreme comfort and luxury, an unmistakable sign of humanity or hope, choose one:
Remove 1 Stress.
Care 1-damage.
Share it with someone, take one with them.
When rovisti in search of resources, roll + clever.
With 10 +, are needed. With 7-9 choose 1.
Is not sufficient.
Take a long time.
It is hard to take.
You ruined ...
[Eg. see the pharmacy you are looking for and inspections in search of antibiotics, pulls for the move, and Mark will tell you if, how and what to see]
When you come across a horde, roll + resolve.
With 10 + all. With 7-9, choose two:
Leave behind something / someone.
Accept the collateral damage, take 1-harm.
Are you tried of the situation. Earn a condition / stress.
You make your way by force, using all your ammo / lose the weapon (if applicable).
You run into a different problem.
not end up somewhere else.
do not leave behind something / someone.
you do not damage *.
When you read a situation, roll + clever. If you act in accordance with one of the Mc answers, get +1 next.
With 10 +, ask them. With 7-9, ask 1.
What is my best way out? The best way to go?
What is the greatest threat to me now?
From what I'm supposed to be on guard?
When you read a person pulls + charm.
He's telling the truth?
What do you want me to do?
How can I make them ____?
What are their true intentions?
If you act in accordance with one of the Mc answers, get +1 next to that person.
When you act under pressure, roll + stat (appropriate to the situation or how the player has described the action). With 10 +, all right. With 7-9, outcomes, waver or you get stuck.
When a zombie reaches you, roll + rough.
With 10 +, both. With 7-9, choose 1.
Avoid his attack.
* Attacks.
Slow Motion, obstacles or ...
You divincoli / away.
Take possession of _____.
When you figure it out, pull + insight.
With 10 +, the Mc will tell you something useful. With 7-9, the Mc will tell you something, it's up to you to understand how it can help you. In any case, it may also ask you some questions.
RESET ST
When you reset St +4 to +1 with someone, you also get a grip on them. You can spend taking 1:1 for:
Get +1 to seduce or manipulate them.
Give -3 instead of -2 when interferisci with them.
They can spend your hold to 1:1:
Give you something you want, that is risky or cost to obtain it.
Save your life.
Reveal a secret or a weakness that can be used to damage or weaken them.
Session one, tips for the MC:
follow the PC around in the days prior to when everything starts to sfancularsi.
do emerge PC, you have many questions.
build on the responses
follow the passage to survival.
keep them under pressure.
notes the people with whom they interact.
facilitates the creation of PC, relationships and the creation of the various parts that outline the survivors.
Please create traits and principles that are used.
Mark the places visited.
Creates conflicts between PC and NPC survivors.
How to play hard, and sometimes inflict stress conditions.
Make sure that situations can always evolve.
Imagine and be inspired by what happens.
Ask yourself questions and you answer in the game.
Not pre-determine anything. It is not a joke.
Be honest and consistent.
Make things interesting.
Leave your footprints everywhere.
Create a world vivid and vibrant.
Check out their relationships, who they know.
not be in a hurry to blow up the outbreak.
kitchen chaos, do it explode only when the situation is fully charged.