User:Sdhjk/Don't Rest Your Servos
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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:
- Characters start with whopping 12 Discipline dice.
- 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. Basically, PC is a walking singularity.
- Characters can't lose Response and Reaction Points. They're always calm.
- 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.