User:Sdhjk/Don't Rest Your Servos: Difference between revisions
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Created page with "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. Que characters going '''foom'''. == Differences == Character's mind works like reliable machine. They have adamantium will, are immune to mind-affecting effects, never sleep and never go mad...." |
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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. Que characters going '''foom'''. | 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'''. | ||
== 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 don't have Exhaustion or Madness dice. They only have Discipline dice. | # Characters don't have Exhaustion or Madness dice. They only have Discipline dice. | ||
Revision as of 14:32, 17 July 2025
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.
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:
- Characters don't have Exhaustion or Madness dice. They only have Discipline dice.
- Characters never lose Discipline dice - their number only keeps increasing, with no cap. Anything which would increase number of Exhaustion or Madness dice, instead increases number of Discipline dice. Basically, PC is a walking singularity.
- Characters can't lose Response and Reaction Points.
- 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.
- Any damage is temporary. Any gains are permanent. Bring order and sanity to Mad City, and defeat the Nightmares.