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Also, sorry, one more question.

How does monster combat work?

For example, say a monster has Ferocity 55. If they roll under that, do they automatically do damage? Or can the Player roll under combat to avoid damage?

Or for Horror, does the monster succeeding on their role automatically mean success, or can the player roll Brain or something to resist it?

Hi! Sorry it's taken so long for me to respond to you.

When it comes to Ferocity, the monster needs to pass a ferocity roll to land it's attack but the player can get out of the way with a Survival roll if the GM allows it.

For horror, it's the PLAYER that rolls against the monster's horror stat, and they have to roll above it.

That's how I run it anyway, but you're welcome to re-interpret the rules as you see fit!

Hello, thanks for making an awesome game :)

I have questions about Low Magic.

  1. If the player chooses MOXIE as their magic stat, then do they would roll moxie as usual to cast a spell?

  2. What is the GM secretly rolling against? What is the 15% threshold of? Or does the GM roll to establish the target, and the player has to roll 15% of that?

  3. What is the player’s starting pool of MAGIC POINTS from?

Hi! Sorry for taking so long to get around to answering..

About combat.

For Ferocity, the creature rolls, if it hits, you can choose to allow to give the player a SURVIVAL roll to dodge the attack, unless the attack is something they couldn't dodge, for example if the creature had them pinned.

For horror, the players have to roll under the monster's horror stat. The monster doesn't make that roll.


About Magic. 

1. Yes!

2. The player has to roll under 15% to start off with. Magic is very powerful but hard to do. You can widen that 15% if you want by having the player using ritual items, or herbs, or talismans to boost their magic. But essentially if they nail that 15% they can go "and then this happens" and you can't contest them (within reason) because magic. Either that or you give them some "Monkey's Paw" type version of their spell happening.

3. Your magic points are = the stat you assigned to your magic powers

(+1)

Rad, thanks so much for the reply!!

Hey man, super awesome game, thanks a lot! I had some questions about the rules though. Is there any way of contacting you or should I just ask my questions here?

You can do it here or contact me @namelesswretch on twitter or @surgeryhead on twitter!

Wow, what a quick reply!
Alright, the questions are regarding The Stat Table and the Descriptors:

- Why is SHIT - SPECIALTY considered impossible? Why isn't SHIT - STRAY impossible instead?
- When you look at KINDA GOOD, what's the reason for BASE being 45% and SPECIALTY only 40%

English is not my native language so I may be missing something here but any help would be much appreciated!

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Thanks for your questions.

-Because when it comes to your SHIT specialty, that no longer means that it's something that you're the best at or better at- it means something that you're the WORST at. So it's something you're especially bad at!

- That thing on KINDA GOOD is actually a misprint! Thanks for pointing that out!

Aaah ok, thanks, I think I get it now!

So in order for this to make sense, you have to write down the stuff you're especially good at next to your positive desriptors, and the stuff you're especially bad at next to your negative desriptors, right? 

Say you put SHIT next to brains. And write down COMPUTERS next to it. Anything regarding computers is impossible, stuff far, far away from computers but still relating to brains is a STRAY.

Did I get it right?

(1 edit)

Yes! So if you're shit at computers, you could still be great at library research, or battle tactics, or tying knots, or anything other than what you're the absolute worst at.


Also now that you mention it we  should swap the stray and specialty values of Kinda bad, too. Again, thanks for pointing this stuff out, it's embarrassing that we made that mistake.