User:Sdhjk/Don't Rest Your Servos

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Revision as of 14:27, 17 July 2025 by Sdhjk (talk | contribs) (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.

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:

  1. Characters don't have Exhaustion or Madness dice. They only have Discipline dice.
  2. 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.
  3. Characters can't lose Response and Reaction Points.
  4. 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.
  5. Any damage is temporary. Any gains are permanent. Bring order and sanity to Mad City, and defeat the Nightmares.