User:Sdhjk/Don't Rest Your Servos: Difference between revisions

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Sequel to [[Don't Rest Your Head]], set in far-ish [[Transhumanist]] future. You play as robust, unsleeping augmented humans, whose psychics has strength and certainty of steel. Nightmares aren't great problems - just inconveniences, things to defeat, research and reverse-engineer. Nothing to fear - fight, research, and '''win'''. Que characters going '''foom'''.
Sequel to [[Don't Rest Your Head]], set in extremely advanced far-ish [[Transhumanist]] future. You play as robust, unsleeping augmented humans, whose psychics has strength and certainty of steel. Nightmares aren't great problems - just inconveniences, things to defeat, research and reverse-engineer. Nothing to fear - fight, research, and '''win'''. Que characters going '''foom'''.


== Rule Differences ==
== Rule Differences ==
Character's mind works like reliable machine. They have adamantium will, are immune to mind-affecting effects, never sleep and never go mad. Even all their emotions and feelings are controlled. As such:
Character's mind works like reliable machine. They have adamantium will, are immune to mind-affecting effects, never sleep and never go mad. Even all their emotions and feelings are controlled. As such:
# Characters start with whopping 12 Discipline dice.
# Characters start with whopping 12 Discipline dice.
# Characters don't have Exhaustion or Madness dice. They only have Discipline dice. Corollary, no going mad, and no falling asleep.
# Characters don't have Exhaustion or Madness dice at all. They only have Discipline dice. Corollary, no going mad, and no falling asleep.
# Characters never lose Discipline dice - it only keeps increasing, with no cap. Anything which would increase Exhaustion dice, instead increases Discipline dice. Basically, PC is a walking [[Transhumanism#The_Singularity|singularity]].
# Characters never lose Discipline dice - it only keeps increasing, with no cap. Basically, PC is a walking [[Transhumanism#The_Singularity|singularity]].
# Characters can't lose Response and Reaction Points.
# Characters can't lose Response and Reaction Points. They're always calm.
# Characters take physical injury normally - but it doesn't affect their mind and dice whatsoever. Not a big deal in game, which doesn't track physical injury in the first place.
# Characters can spend Hope Coin to gain extra Discipline dice, 1 dice per coin.
# Characters get extra 1 Discipline dice, if conflict is dominated by Discipline dice.
# Characters get extra 1 Discipline dice, if characters win a conflict.
# Characters take physical injury somewhat normally - but it doesn't affect their mind and dice whatsoever, and they're a lot tougher (e.g. made out of living metal/nanorobots). Not a big deal in game, which doesn't track physical injury in the first place.
# Any damage is temporary. Any gains are permanent. Defeat is impossible. Hope prevails. Bring order and sanity to Mad City, and defeat the Nightmares.
# Any damage is temporary. Any gains are permanent. Defeat is impossible. Hope prevails. Bring order and sanity to Mad City, and defeat the Nightmares.

Latest revision as of 15:01, 17 July 2025

Sequel to Don't Rest Your Head, set in extremely advanced far-ish Transhumanist future. You play as robust, unsleeping augmented humans, whose psychics has strength and certainty of steel. Nightmares aren't great problems - just inconveniences, things to defeat, research and reverse-engineer. Nothing to fear - fight, research, and win. Que characters going foom.

Rule Differences[edit | edit source]

Character's mind works like reliable machine. They have adamantium will, are immune to mind-affecting effects, never sleep and never go mad. Even all their emotions and feelings are controlled. As such:

  1. Characters start with whopping 12 Discipline dice.
  2. Characters don't have Exhaustion or Madness dice at all. They only have Discipline dice. Corollary, no going mad, and no falling asleep.
  3. Characters never lose Discipline dice - it only keeps increasing, with no cap. Basically, PC is a walking singularity.
  4. Characters can't lose Response and Reaction Points. They're always calm.
  5. Characters can spend Hope Coin to gain extra Discipline dice, 1 dice per coin.
  6. Characters get extra 1 Discipline dice, if conflict is dominated by Discipline dice.
  7. Characters get extra 1 Discipline dice, if characters win a conflict.
  8. Characters take physical injury somewhat normally - but it doesn't affect their mind and dice whatsoever, and they're a lot tougher (e.g. made out of living metal/nanorobots). Not a big deal in game, which doesn't track physical injury in the first place.
  9. Any damage is temporary. Any gains are permanent. Defeat is impossible. Hope prevails. Bring order and sanity to Mad City, and defeat the Nightmares.