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SKILLS LIST:
Athletics, Deceive, Empathy, Fight, Hack, Knowledge, InfIltration,
Investigate, Operate, Physique, Provoke, Rapport, Tech, The Red,
Shoot, Stealth, Awareness, and Will. Some skills dont make sense
in the setting and are completely cut (Contacts, Notice,
Resources), and new skills (Hack, Science, and Awareness) have
been added to fll in the setting-specifc gaps.
Athletics, Deceive, Empathy, Fight, Knowledge, Investigate,
Physique, Provoke, Rapport, Shoot, Stealth and Will work
normally.
Knowledge replaces Lore; it acts as a general erudition skill.
Infiltration replaces Burglary; it acts as a skill required to crack
into protected places, both in the Red, and the Real.
Tech replaces Crafts; it acts as a general healing skill for the
Red-World mech-suits (provided youre not in combat) and acts as
a general technology skill.
The Red is a new skill; it shows the general knowledge the
character has of Correctors, Players, the interplay between the
Red and the Real, and ugly truths of this world, whatever those
may be. Starting characters are advised to not have this skill
beyond +1 at character generation without very good reasoning to
support it.
Hack is an entirely new skill as well. While interfering with Red
World constructs is the domain of Infiltration, Hack goes further
and deeper than that, manipulating the semi-simulationist canvas
of the Red directly. This skill requires a specific set of
circumstances to unlock it, and it governs Codebursts and similar
cheating abilities which do not work inside the context of the
Red.
CHARACTER ASPECTS:
A character has their Defining aspect; a Trouble aspect; 2 free
aspects or phase trio aspects, and their mech aspect (who are you
in the Red?). The mech aspect includes your Red World
designation (I.e. RUST KAISER, RED JOKER, CERBERUS, etc.)
MECH CONSTRUCTION:
5 points worth of mecha-stunts:
Mecha-stunts are a collection of stunts combined together to
represent the diferent systems of your suit. Thr weapon and
armor ratings can be taken multiple times, but each instance uses
up one stunt slot.
Players can pick from the following list to determine their mechastunts:
Add a +2 bonus to a skill (gain +2 to [Action] using [Skill]
when [limited situation])
Add a new action to a skill (Stealth in place of Shoot to make
sniping attacks)
Grant a Weapon:2 rating (+2 shifts on a successful attack)
Grant an Armor:1 rating (reduce shifts on a hit by 1)
MECH CONSEQUENCES
A Mech Suit is designed to take a beating so its pilot doesnt have
to. To represent this, each Mech Suit has two mild and two
moderate consequences. These consequences often take shape of