Professional Documents
Culture Documents
SKRUB Beta Version 1.0 PDF
SKRUB Beta Version 1.0 PDF
Acknowledgements
To Dillon Weist, for creating the first iteration of this game almost
all by himself
To Dillon’s friends, for playing the game when no one else would
To every person that dedicated their time and energy to make one man’s
dream come true. Editing, playtesting, making art, coming up with new
ideas, refining old ones, and arguing till our fingers bled from
typing. We did it because you inspired us.
Ian, Alec, Aj, Ken & Ken, Alex, Morgan, Chris, Ryan, Rachel Yee, Alex
Lacy, Ashby Puryear/Beebz, Adam Alain, Nitai Schatz/BucketGod, Skorx,
Max B., Collin James Anderson, Strat
2
Table of Contents
Players start with six TRAITS, SKRUB’s version of base stats used in
other tabletops. In this universe, these points represent your
personality, not your physical capability.
TALENTS are comparable to skills in other games, and are the how you
interact with the world. A full list of Traits and Talents will be in
Section 2.
Every player has their own QUEST, during which they traverse their
LAND, meet their consorts, fight monsters, solve puzzles and problems,
receive GOD POWERS, face their DENIZEN, and should they be successful;
achieve GOD TIER. The Quest will be created by your GamePal, and they
can find a guide to this in Section 9.
ROLE they play in the story as a whole. Reaching GOD TIER improves a
player's power, or may grant them a new one. Unique to each player,
they have a basis in their TRAITS, they interact with associated GRIST
and STATUSES, but their most powerful effect is interaction with the
STORY as a whole that cannot be expressed in simple mechanics. A more
thorough description is in Section 8.
All these mechanics work together to create a story, where all the
players work together to discover the mysteries of brilliant SKAIA,
fight in the war between the dreamer’s’ kingdoms of PROSPIT and DERSE,
and for you and all your friends to truly SOLVE THE ULTIMATE RIDDLE
and earn the ULTIMATE BOON.
2.1.1 Bio(graphy)
Like your teachers taught you, start with your name. The three digit
slot below is your session’s arc number, the specific number of your
game. Next to it is your Chumhandle, the name you go by online. If you
and your friends are clever enough, come up with a theme all of your
chumhandles share. Write your Server, Client, and Sprite once that
information is determined. The large chunk underneath that is a place
to write your Land, Quest, and Title.
The Bio(graphy) section of the character sheet is where you write a
little bit about yourself, your family, where you are from, how you
identify, and some of the things you like.
~Pulchritude (PUL)
Pulchritude is your coolness, your beauty. You look at someone with
high pulchritude and you realize, “wow, I wish I was them.” It's a
slippery slope when people are just that gorgeous. Players without PUL
aren’t necessarily unattractive, but they don’t have the right
confidence to own it.
~Vim (VIM)
Vim is your Fighting Spirit, your willingness to punch that bad guy
right in the face. Someone with high Vim won't take kindly to being
insulted, while someone low on Vim is likely to just let things slide.
~Imagination (IMG)
7
This one is straightforward. How imaginative are you? Can you come up
with a wide variety of ideas? Players with a low imagination can be
very smart, but they won't be making something new any time soon.
~Adroitness (ADR)
Adroitness is described as quick thinking, ability to work under
pressure, and cleverness. Someone with high ADR will keep a cool head
when times get hard and be able to come up with a quick response in
any situation. Someone with low ADR might come up with a snappy
comeback a few hours after an argument already ended.
-Sagacity (SAG)
Sagacity measures your awareness, and to a lesser extent your
knowledge. It is comparable to Wisdom in other systems, but they’re
not identical. A player with high SAG will be very conscious of the
situations they are in, very good at seeing how things work or what
things are. A character with low SAG might as well be blind, they’re
so oblivious.
~Pluck (PLK)
Pluck shows your mental endurance. Think of it as being happy-go-
plucky. A player with high pluck might get knocked down, but they’re
damn sure going to get back up. They’re never going to give up. When a
character low in pluck gets pushed, they aren't getting back up by
themselves.
~Science (IMG)
This is what is used to interact with any of Sburb’s many strange
machines. This includes the entry devices, as well as stranger things
found in the Incipisphere. Science can be used to perform multi-step
alchemy to make complicated objects. This is also one of the checks
needed to do Ectobiology.
~Art (IMG)
Used when a player wants to make something outside of alchemy.
However, it must be something overtly artistic and lacking in
function, or possibly a ‘work of art’ (sbahj-esque monstrosities).
~Dream (IMG)
Ever stare at the clouds and wonder what the world could be like?
Mainly used to have new ideas, or attempt to wake up on Prospit or
Derse.
~Cartography (IMG)
To figure out where you are and where you are going. Can be used to
understand the cartography of the mind, since phrenology is correct.
~Poetry (IMG)
Used for writing and understanding stories. The higher your Poetry
talent, the better you can hide meaning and metaphor, or understand
metaphor hidden in meaning.
~Fashion (PUL)
How fashionable you are. Can be used to make clothes, apply makeup,
select an outfit, etc. Can also be used when making an outfit using
Alchemy, as long as the outfit isn’t useful in any significant way.
~Wiles (PUL)
Your proficiency in using your charm, often in a romantic context.
Wink wink, nudge nudge, etc.
~Rhythm (PUL)
Your ability to do sequences of things at the correct time. This is a
Use Instrument check, but also useful for more complicated maneuvers
such as doing multiple things at once.
9
~Roast (PUL)
Cooking, and also making fun of people. Roast has to be a direct
insult (any level of sarcasm or irony is Snark), and can alter the
Prankster's Gambit. Also used to prepare food, called Victuals.
~Rant (VIM)
Your capability to yell at people over the internet, or maybe even in
real life. Can be substituted for Rhythm when using your voice.
~Hype (VIM)
Used to excite other people and things, to make them more interested
and passionate about a subject. Can also be used on yourself.
~Bustin (VIM)
The act of dispelling spooks, both supernatural beasties and false
constructs of the mind. Makes you feel good.
~Grip (VIM)
How hard can you hold onto something, be it a ledge or your mental
state.
~Trickery (ADR)
Any magician will have an overflowing talent of trickery. It is your
ability to trick, joke, and prank people who probably don't want to
have any of that business. Can affect a players Prankster's Gambit.
~Dance (ADR)
When you need to take an acrobatic pirouette, but not off the handle.
Or maybe off the handle, you do you.
~Creep (ADR)
To sneak around. Failing this check doesn't just make you noticed, it
makes you weird. Why are you in their room, you pervert?
~Ride (ADR)
Used to ride or drive in vehicles. Also used to pull off sweet tricks
in those vehicles.
~Chill (ADR)
Actively avoid anything, by being too cool to care. Also to calm
yourself down in times when you’re definitely not too cool to care.
10
~Judgement (SAG)
The tool of lawyers and paladins the world around. This is the talent
used when trying to interpret the actions of others. A successful roll
can determine whether an action was Heroic or requires Justice. It may
also give a general impression of the target.
~Snark (SAG)
When you make a joke or try to communicate, but you do so
sarcastically, insincerely, or ironically. If you are just directly
making fun of someone, it's a Roast.
~Gumshoery (SAG)
Act like an old timey detective. Tracin’ fingerprints, lookin’ for
footsteps, calmin’ flighty broads.
~Hack (SAG)
Roll this when using a computer in a way it doesn’t want you to, or
when roughly cutting things open.
~Ship (PLK)
When you think two things should be in a close Relationship. This
talent can be used without having any interaction or direct effect on
the things the players are shipping together. It will be recorded in
the canon that your player thought they would make a cute couple. I
guess you could also use this talent to mail things, but when has that
ever come up?
~Pester (PLK)
For when you want to talk to someone, but have no real reason for it.
(Players can keep rolling to Pester after an unsuccessful or even
successful roll as many times as equal to their Pluck). “hey, listen”
~Juggling (PLK)
This is for things like multitasking, literally juggling, and anything
else you can bullshit this for.
2.1.6 Agency
Agency is the currency which is used to perform actions during Strife.
Agency is refilled at the start of a measure.
You gain Agency at the following points:
3 at spawn,
1 is for having a body, which can be lost
1 for entering the game
1 per gate reached
1 for waking up your Dreamself
1 for God-Tiering
Name Description
Don’t Eat the Mind Blame yourself for something you caused that was not actually
Honey the result of your Agency
Another Brick in the Make a Shipping check for every other player in the game
Wall
Fly, Pupa Pan, Attempt to make something that can not fly do so
flyyyyyyyy
Fine Art Aficionado Alchemize something that makes another player… need a towel
mOtHaFuCkIn MiRaClEs Ask the GBro a question they cannot give an answer to
Pet Cemetery Think someone is being insincere/mocking you when they aren't.
Extreme Irony Think somebody is joking when they are being sincere
Tiny Monsters Drink something of dubious integrity that totally isn't piss
It's time to stop Use memes when attempting to converse with NPCs
God tier Karmic Pendulum If a player’s death was neither Heroic or Just,
they respawn
God tier New Pajamas Players gain god tier robes,and can be switched
into and out of at any time. Count as clothes,
and thus do not take up Coord
~Sleeve [IMG]
The amount of strife techniques you can use in one battle. Player gets
#techniques= 3 x Sleeve.
~Tempo [ADR]
The amount of spaces you can move, as well as your speed. Also used to
breathe/respire. Initiative is 1d[Tempo].
~Focus [SAG]
How many enemies you can focus on. Focus is put on something instantly
when you attack it, but can also be put on something as an
Action/Reaction.
~Determination [PLK]
Used to refill Vitality gel when it becomes low. Players have a
limited pool of Determination, which is kept track of on the Reaching
15
~Vigor [PUL]
Decides Gut size. Used to Eat objects, putting them into the Gut. If
it’s an edible Victual, it can be used to gain Meristem Cells,
regenerate Vitality, or gain Strength and Mass.
~Trust [VIM]
Placed in others to show bond. Doing this allows players to ally each
other, which allows them to occupy the same space during combat and
turns off friendly fire. Alliances can have as many people as the
highest trust score within its members.
~Shadow [ADR]
Used to take a short rest, during which you can restore Determination
or remove Steam equal to your points in Shadow. Whenever you attempt
to rest, however, you roll 1d[Shadow] against your current sheep
(Section 3) to resist falling asleep. If you resist, you can take a
short rest and gain sheep, if not, you fall asleep.
~~Ath [SAG]
~Ath determines how many Ailments you can have. As soon as you have
more Ailments than points in ~Ath, you die.
~Steam [VIM]
A measure of a players stress and anger. When a player builds more
steam than their kettle can fit, they Boil Over, resulting a pirouette
off the handle. Players build steam whenever they make a response
action/command to an entity they were not Focused on, as well as when
stressed or angered.
~Coord [PUL/IMG]
Measures how much a player can have equipped at once. Only items with
utility, such as weapons and armor, count towards your total coord.
Regular clothes can be worn with no penalty.
~Soul [PLK]
At the beginning of a Combat Measure, you can POSE. Poses have
different effects explained in Section 6. You need PSI Points to use a
Pose, PSI Points are Calculated at 2(Rung/3)+(Soul*2). On top of their
use for pose, PSI Points can also be used for psionics or magic.
Tendencies max out at 10, but most related bonuses taper off at 7.
16
2.2.2 Bio(logy)
A place to write a bit of information about the body. How old it is,
its sex, what species it belongs to, and serial numbers for
manufactured bodies.
2.2.3 Figures
To the right of the Bio(logy) is a couple of drawings of things. These
Figures are designed to help the player keep track of some of the
dynamic parts of the Tendencies.
~Steam’s Kettle
Players’ Steam builds up, crosses a threshold, and something goes
wrong. The maximum size of kettle is your steam.
~Determination’s Reach
Players start each day with a certain amount of determination, which
is slowly used up as the day goes on. The numbers on the Reaching Arm
show how much Determination you have left.
~Chains of Trust
Write the names of everyone you’re currently allied with in the
chains.
~Shadow Sheep
As players go about their days, they gain Shadow Sheep at the
discretion of their GamePal. This is rolled against Shadow during
short rests to resist falling asleep.
~Gut
Players are capable of consuming objects, primarily Victuals, and
attempting to digest them for benefits. When a Victual has been eaten
but hasn’t been digested yet, then it is stored in the Gut.
2.2.6 Ailments
Ailments are mostly-permanent statuses that have negative effects on
the player. They rarely go away on their own, but can. Players gain
Ailments by being attacked with no VG or by contracting diseases,
which cause certain Ailments in particular fashion.
~Wishes
Wishes are things that you hope will happen, regardless of your status
in attempting to actualize it. You could be plotting and planning and
working for it (which would mean it also would qualify as an Iron in
the Fire), or you could be hoping for a Miracle, and for your wish to
simply be granted. Rules for Wishes are in Section 3.
~Trigges
Triggers are things you really, really, don't want to happen. Triggers
could be the result of a bad experience or a bad dream, rational or
irrational, but it's something that would provoke instant and
undeniable anger, fear, and discomfort. Rules for Triggers are in
Section 3.
18
2.5.3 Techniques
Where players put techniques they have learned but aren't currently
using in their Sleeve. Players can have as many techniques as they
want here, not limited by their sleeve.
~Step 1, Bio
A good place to start is with filling out your Biography. Who are you?
What’s your family like? What are your interests?
~Step 2, Traits
SKRUB has a very specific way of balancing the way things level up, so
it's important to follow the directions closely. First, increase five
Trait Bases by 1 point. Don't think too hard, you're going to get more
points. Now, increase another four Traits by one point. Its can be
four of the five from before, or not. Now, increase three Traits by
one. Now two Traits by one. Now one last Trait by one. Good, your
Starting Trait Bases are set.
This will end up with a wide variety of stats. However, if players
have more than one trait with five in it, or more than five in one, or
their bases don’t add up to fifteen, that player either clearly didn't
20
Clean Example:
Volley# /point pool Pul Vim Img Adr Sag Plk
1 /5 1 1 1 1 1 0
2 /4 2 2 2 2 1 0
3 /3 3 3 3 2 1 0
4 /2 4 4 3 2 1 0
5 /1 5 4 3 2 1 0
After that, you can fill out the Bonus Hexagram. Fill out the line for
each Bonus.
~step 3, Deafnesses
This requires you to have done your Traits, so if you haven't, go back
and do them.
Pitch A B C D E F G
~Step 5, finishing up
A player’s gel Viscosity (their max Vit) is [VIM base + Current
Echeladder Rung].
Fill up the first 7 diamonds on your Prankster’s Gambit, so it's
halfway full from the left
You start off with No Badges, 2 Agency, and at Rung 0, so you don't
21
~Step 1, Bio(logy)
Fill this out first. Only put something in the Serial Number slot if
it makes sense, like if you have a robot body.
~Step 2, Tendencies
First, put one point into Eleven Tendencies (this means each tendency
has to have one point in it no matter what). Now, put one point into
six Tendencies.
Finally, whenever you gain a Trait Bonus of two or more, you can add a
point into one of its two respective Tendencies.
~Resolution die
Unlike the above, this section will have rolling. Now that you’ve
filled in a whole bunch of numbers on your character sheet, you should
know what they do. Traits and Talents are what you roll to accomplish
most actions out of Strife. They’re rolled as follows:
Trait: d12+d(traitbonus)
Talent: d12+d(traitbonus)+d(talent)
As your traits and talents go up, you use a bigger die to roll them.
0: d1
1: d2
2: d4
3: d6
4: d8
5: d10
22
6: d12
7: d16
~Rung Ups
Every time you climb an echeladder rung, some of your stats go up.
You also gain (Rung^2-1)*100 boonbucks per rung. After rung 15 player
no longer receive boondollars but instead receive badges (consult
section 2.1.8).
Rung 2 3+img/plk 1
3 3 1
5 3+img/plk 1
6 3 1 Sprite necklace
8 3+img/plk 1
9 3 1
11 3+img/plk 1
12 3 1
14 3+img/plk 1
15 3 1
18 3 1
20 3+img/plk 3
21 3 1 Gift of garb
+21 1 1 3 3
Note: 3+img/plk means you get at least 3 talents to increase, and get
a bonus equal to your img bonus or plk bonus, whichever is higher.
2.8 Trolls
So, you’ve decided that a Human is not your cup of tea, and want to
play as a Troll. As a different species in a different culture, your
Self and Body will not be built the same way as a human.
Let’s start with the Self Sheet. Humans are free to develop whatever
interests they like, but Trolls lack our freedom. Trolls have a
specific Interest dependant on their caste. If you are a troll not
living on Alternia, these rules may not apply at the GP’s discretion.
Heiress - You are the Heiress, you define what you are standing for,
but most likely it’s propagation of the system of oppression your
entire species is involved in.
~Talents
Your choice of talents is reduced as well. Below is a list of talents
for each case, of which you pick four to put one point in.
After you’ve picked 4 of the talents provided by your caste, you can
increase any 6 talents, for a total of 10 talent points.
Death Communion (R) The Ability to Commune with the Dead, either passively or
can be forced with the use of PSI.
Bronze Control (B-G) Control an animal to your bidding (Number of PSI used is
equal to Rung of Animal) If attacked, lose control. The
goldblood version of this power can only affect bees /
similar insects.
Eyes beam (G) Psionic Blasts fired from Eyes (Power/Damage equals the
Amount of PSI used *2) has a distance of 60ft. Pitch is C.
Telekinesis (R&G) Able to move/bend Objects from afar. Target must be in line
of sight. Use of PSI equivalent to the weight of object and
the distance from the user. Deal G damage if used
offensively.
Rainbow Drinker (J) Your first death turns you into a Rainbow Drinker.
In this state you can suck blood for VG and Richness (the
rarer the richer), different blood colors have flavors you
can also enter and leave a state of illuminated +3 at will.
~Victuals
Victuals come in two varieties, Synthetic and
Organic. Synthetic Victuals can be made with
the Alchemiter, are pre-packaged and pre-made,
only have one Flavor, are Nuclear Armageddon
stable, and are all officially branded by
Betty Crocker, somehow.
Organic Victuals cannot be made with the
Alchemiter, only gathered from other living
things. They can have more than one flavor,
and can be cooked with other Organic Victuals
to make better Victuals. Victuals have three
qualities to them: their Richness, their
Flavors, and their name. You can also draw a
picture if you want.
~Gut
When a player eats a Victual, the Victual is put into their Gut, which
physically is found on the inside of the Players Portfolio. A player’s
Gut size is their Vigor, and the space a Victual takes up is
determined by Richness. A player with 5 Vigor could have five 1
Richness Victuals, one 5 Richness Victual, and anything in between. If
a player eats a Victual that goes over their Vigor, they roll to Retch
(1d[Vigor] vs 1d[Victuals Richness]). If Vigor rolls higher, you keep
it down. If Richness is higher, then you everything in your Gut is
ejected in an inedible mess.
~Consumption
What do Victuals do once eaten? As a free action you can initiate the
process of Consumption, which means that at the start of the next
measure, the latest victual you have eaten is passively consumed,
granting you back à number of VG depending of the richness of the
victual in question and you vigor score. This process lasts until the
end of strife or if you run out of victuals in your gut.
Determination follows this same formula; the more points you have in
Determination, the more a single point of DTR heals.
~Flavor
When you eat in-combat, you also get the Flavor buff. Every Flavor has
a special effect where it buffs a stat by one point. This buff takes
effect immediately after you digest a Victual, and the Flavor lasts
either for the remainder of Strife or until your next short or long
rest.
~Cooking
You can cook two or more Organic Victuals together to create one
Victual with lower Richness and more Flavors. To cook, Roll 1d[Roast]
against the sum of Victuals’ Richness
If this fails, it either 1) destroys the victuals, or 2) removes
flavors and just adds the Richness together. This automatically
happens if you attempt to cook a Synthetic Victual. Death to the
Batterwitch.
A highly important item is Spice, a type of victual with no Richness,
just Flavor. Cooking with Spices is a free way to add Flavors into
28
~Adaptations
When a player goes to bed, they gain Meristem Cells equal to the
Richness in their Gut, and all richness is digested. Meristem Cells
are used to buy adaptations. Adaptations can only be bought upon going
to sleep, so once your food is digested, make sure to buy adaptations
before waking up.
Each tendency has seven adaptations of various strengths, as well as
one negative adaptation. Negative adaptations can be taken at spawn,
allowing you to gain a total of five MeristemCells to start the game
with. The first two negative adaptations give you two each, the third
gives you one, and taking more than four gives no benefit. These
negative adaptations can be lost along your adventure if the GamePal
allows, or they might be with you forever.
Adaptations can be bought in any order, as long as you can pay the
price.
~Sleeve
Cost Name Description
-2 Uncreative When you use a Technique, you must use the same
Technique in the next Note, unless a technique
specifies it can only be used once.
3 Consult Reason Player can ask the GamePal to confirm whether or not
a statement is accurate, based on the information
available to them at the time.
29
4 Quick Learner Player can learn strife technique that has been used
on them of Tier equal to or below their Raw Sleeve
~Tempo
Cost Name Description
2 Quick on the Draw Gains +1 when rolling initiative, but only in the
first measure of each fight.
5 What I’m Made Of Can burn 2 Meristem Cells for an extra point of
agency at the beginning of each measure.
6 Hurry this up Can skip long, expositional segments and get all
necessary information.
7 So Far Away from Here Can send a message to anyone on the same planet (by
mail, letter in a bottle, shouting, etc.) it is sure
to reach them.
~Focus
Cost Name Description
~Determination
Cost Name Description
4 I Believe in You Player can use their DTR to heal other players.
Cannot revive from unconsciousness without “Get Up”.
~Vigor
Cost Name Description
2 Always Room for When Gut is full, you can eat one more Sweet
31
2 Livin offa’ the Fat Player can sacrifice 1 Mass to fill their Gut with
Richness up to their Vigor score. Sacrificed Mass is
restored when the player next rungs up.
4 Gotta Eat Big to Get Player has +1 Strength for every 3 Richness
Big currently in their Gut. When this is digested, they
lose the gained Strength.
6 Stored Energy Player can sacrifice Mass to gain that much Agency
Sacrificed Mass is restored when the player next
levels up.
7 Power Play When a Player does a generic roll, they can say that
their action will be a power play, meaning it's a
powerful action that is less likely to succeed. They
say a tier, 1-7, and the GamePal rolls extra Dice
against their action (so a d6 for tier 3, d12 for
tier 6) and add the result to the DC of the roll. If
they succeed, then they get Meristem Cells equal to
the tier of the Power Play. If they fail, on top of
the action failing, something negative will happen.
The higher the tier, the worse the effect.
~Trust
Cost Name Description
3 Is This Our Chance? If you knock someone prone, then all your allies get
a free hit on the prone opponent.
4 First Aid Any healing effect gets a buff when used on an ally.
~Shadow
Cost Name Description
1 Relax Start with one temporary bonus Agency each time you
wake up.
3 Obfuscate Once per strife, can remove all focus from yourself
as a reaction.
(~)~Ath
Cost Name Description
5 Menacing Aura NPCs and underlings are more likely to avoid you.
6 Just a Flesh Wound If you receive ailment during a strife, they don’t
affect you until the strife ends.
6 The Little Death Player can burn Meristem Cells to give them an edge
on a roll. Players chooses a number of Cells to
lose, the max number equal to their ~Ath, and they
gain a die of its converted Tier.
33
7 Mind over Matter Player can remove one Ailment from body. This can be
bought more than once.
~Steam
Cost Name Description
-2 No sense of humor Cannot gain gambit with pranks, and loses two gambit
points whenever pranked instead of one.
3 Not going down At will, gain +1 steam when you are knocked to 0
vitality gel and would be unconscious. Gain 1 VG. If
this is used more than once per strife, gain an
additional steam each time.
5 Cathartic Action Player can choose to Boil Over with their current
level of Steam at will.
7 Lagspike When another Agent acts, after you see what they do
but before it takes effect, you may react
immediately. They gain +1 Steam.
~Coord
Cost Name Description
1 Party tricks Add a die of tier coord to all juggle rolls, as long
as the sole purpose of the roll is to show off.
2 Two handing Player can use a single weapon with more Arms than
necessary, improving any Strength Quirks it has.
3 Bear the load Player can equip one more item than their coord
would allow.
7 Exact Location You know exactly where and when you are at all
times.
~Soul
Cost Name Description
1 In Front of the Mirror Can “perform” pose out of battle by practicing it,
allowing you to use the next tier in-battle. Can
only be used once, but can be bought several times.
3 Observational Learner If you see an ally performing a pose, you can copy
the pose regardless of if you’ve performed earlier
tiers. If ally leaves pose, you can maintain it, but
cannot perform again unless they do. Does not unlock
later tiers.
7 From the Bottom of my Can sacrifice Meristem Cells to refill 3 PSI. Can
Heart refill as much PSI in one note as you have Meristem
Cells. Gain 1 Steam each time this action is
performed. Costs 1 Agency.
3.3 Ailments
~Ailments
Not every change to your body on this adventure will be good. Enemies
here don’t hold back, and while the only damage they can do is to your
VG bar during strife, there’s a whole world of pain they can inflict
once you’re knocked out and strife is over.
Every hit you take while unconscious will leave a mark on your body.
Should your GamePal decide, this may cause an Ailment, a long-lasting
affliction that can, and certainly may, kill you. The ailment you
receive is picked from the following table, based on how your enemies
mutilate your unconscious body.
35
There’s a certain amount of abuse your physical body can take, which
is determined by your ~ath score. You can bear as many ailments as you
have points in ~ath. Should you gain one more, that body dies.
Name Description Name Description
Silenced Player cannot speak, due to Blind Player cannot see, due to
either their mouth being either a blindfold, drugs, or
bound or more sinister more sinister means.
means.
Fatal blow Player has been instantly Comatose Player is dreaming, and may or
killed by the attack. may not wake up.
Upper body Player cannot move anything Lower body Player cannot move anything
paralysis above their waist. paralysis below their waist.
Delusional Player believes things that Hallucinating Player will have visual,
are not true, and are auditory, and/or tactile
possibly impossible. sensations at whims of GP.
Digestive Cannot digest victuals for Putrid Rot Afflicted gives off unhideable
failure VG, Meristem Cells, smell. Gains Illuminated Status
Strength, or Mass. (by smell) equal to times the
Ailment was taken.
Motor cortex Player will not always move Occipital Can only focus on one target at
damage in the intended direction. lobe damage once.
Hyperaemia Player cannot develop Anterograde Player cannot learn any new
alliances. Amnesia techniques.
Decay Lose 1 Strength or Mass Shooting Pain Alway have 1 focus on yourself,
each measure or scene. gain 1 steam periodically
Carnivorous Player will only eat meat, Enzyme Player will only eat
and must roll retch on Failure vegetables, and must roll retch
anything that isn’t. on anything that isn’t
Punctured Cannot use Agency. Gangrene Body rots with you in it. May
Lung lead to other ailments.
Mouth damage All food taste bland, Hydrophobic Player will not go near water,
Flavor don’t grant any even as they’re dying of
benefit thirst.
~Steam Kettle
Stress was an integral part of our evolution. In the short term, it
activates our fight-or-flight responses, which kept us alive when
facing predators. Longer term, it urged us to store food for winter
and think ahead to ensure the survival of our species.
That doesn’t mean it’s pleasant, though. Negative emotions can wear us
down and have unpleasant physiological responses. Strife is going to
be your biggest stressor, but anything triggering or enraging can give
you Steam as well. When your Steam overflows your Kettle, you tend to
37
pass out or fly off the handle. However, your GP may decide to make
something else happen instead…
Normally, you want to avoid Steam, but some Adaptations or Techniques
will let you make something useful out of it.
~Interpersonal Relationships
The more introverted of you out there will certainly agree that other
people can be exhausting. Even when people are being perfectly
pleasant, sometimes all you want is to go home and be alone for a bit.
This gets exponentially worse when people aren’t being perfectly
pleasant. Sometimes other players may decide they’re not in the mood
to cooperate and turn against you and your friends. You could try to
fight them, of course, but there’s a much easier solution.
When you’re in an alliance with other players, friendly fire is turned
off. You can use your weapons and powers as you please without
worrying about hurting people. This friendly fire cannot be
circumvented: if you attempt to stab an ally, you will do no damage.
If a player turns against the others, the other players can force them
into an alliance, stopping the renegade from being able to harm them.
From there, they can talk them down without fear of injury.
Should the renegade dislike this and find other ways to sabotage the
party, the members can opt to remove them from the alliance and solve
things the old fashioned way.
while you have six points in the gambit, the gambit will move to seven
and you’ll gain three DTR.
Triggers work in the opposite direction, lowering the Gambit and
overflowing into the Steam Kettle. If you experience a tier four
trigger while your gambit’s at six, your mood is ruined and your
gambit is knocked down to two. Experience another, and your gambit
will fall to one and you’ll gain three Steam.
Wishes cannot remove Steam, and Triggers cannot remove Determination.
If you’re pranked while at one gambit, you’ll gain Steam, but the
opposing player will gain nothing. If you prank someone while at
seven, as long as they’re not at one, you’ll gain Determination.
Whenever you sleep, the Gambit moves two points towards four. Sleeping
off a bad day can make you feel a little better, but not all the way.
39
Note: this chapter goes on a bit long, and if you’ve already read
Homestuck, much of it will be familiar to you. Most of this is a guide
for players who have not read the comic, or just need to brush up. If
you’re well-versed in sburb mechanics and only want new information,
you can stick to sections 4.1 and 4.5.1.
~The Third Wall: Sburb is a video game that you and your friends are
playing.
~The Fourth Wall: Your adventure is a story with a plot that you and
your friends are characters in.
~The Fifth Wall: SKRUB is a tabletop roleplaying game with rules that
facilitate the development of a story.
By playing Sburb, you have broken the Third Wall, entering a video
game universe. Most NPCs in the game do not know that their reality is
just a game to us, even though your character does. This character is
stuck behind the Fourth wall. They do not know that they are just a
character in a story, but through the course of the game, they may
realize that their role is to help tell a narrative. This may lead to
the breaking of the Fourth Wall
Under no circumstances, however, should your character ever have to
encounter the fact that SKRUB is a tabletop Dice game. The rules that
make it up are the true wizards behind the curtain, and pulling back
that curtain will inevitably ruin everything. NEVER BREAK THE FIFTH
WALL.
~Placing phernalia
Once they are connected, the Server player has a Sims-like view of the
Client's house, and can manipulate it in several ways. During this
time, the Server must place the 4 free phernalia, often having to make
room for the machines by moving around furniture, tearing down walls,
and extending balconies.
41
~ Housebuilding
Players can build walls, ceilings, floors, stairs, ladders, balconies,
roofs, or anything their heart desires onto their client’s house. The
GP decides how much build grist each addition costs. Players can
delete objects to gain grist as well, but they won’t receive nearly as
much as it would cost to place. Don’t slip up!
Each player’s quest lies behind a series of gates above their house.
Their server has to build them towards each gate to complete their
quest. The first gate costs 100 build to reach, and each gate after it
costs 10 times more.
43
Grist Torrent CD 100 build Allows players to give each other grist
Holopad 1,000 build Allows players to view the item that will
be created from a punched code by creating
a hologram of it
Grist Rig Free Used to seed Skaia with each of the planets
grist hoard for the Ultimate Alchemy.
~Skaia
The light at the center of the Incipisphere, Skaia is possibly the
most important feature in it. Housing the battlefield in the center,
it’s the stage on which the armies of Light and Darkness fight. Its
clouds hold prophetic visions of what was, what is, and what is meant
to be.
45
~Prospit
The Kingdom of Light, Prospit orbits Skaia and is bathed in Her light.
Its golden lands are ruled over by the White Queen, wife of the White
King who leads the army of Light on the battlefield. It has a single
moon, which is connected to it by a powerful golden chain.
As Prospit revolves, the moon turns around it, and at its Zenith it
brushes Skaia’s clouds, allowing anyone on the moon a cornucopia of
information. Prospit’s moon houses a series of towers, holding the
dream selves of roughly half the players.
~The Medium
The middle ground between Light and Darkness, as well as the canvas
the heroes learn to exert their narrative influence on. This is where
all the lands are located, with their houses facing Skaia. The Medium
provides all houses with internet, plumbing, and electricity, allowing
houses to remain a safe location for the players to live.
~The Veil
A ring of asteroids defining the edge of the Medium. Unlike our own
asteroid belt, though, not all these asteroids are lifeless rocks.
These asteroids house laboratories, time capsules, frog temples, and
all manor of oddities. Most of the soldiers on the battlefield are
created here.
~Derse
The Kingdom of Darkness, Prospit orbits Skaia from far away, behind
the veil. It’s eerie purple lands are ruled over by the Black Queen,
wife of the Black King who leads the army of Darkness on the
battlefield. It has a single moon, which is connected to it by a
powerful obsidian chain.
As Derse revolves, the moon turns around it, and at its Zenith it
brushes the Furthest Ring, allowing anyone on the moon to commune with
the creatures within. Derse’s moon houses a series of towers, holding
the dream selves of roughly half the players
Where the Incipisphere ends, the Furthest Ring begins. Time and Space
don’t flow properly here, if you flew through it at what you thought
was a straight line you may find yourself tracing a non-euclidian
pattern as time flows in three directions at once.
This void is inhabited by the Noble Circle of Horrorterrors, enormous
and extremely powerful eldritch beings whose origins and agenda are
unknown. They observe player sessions from the furthest ring,
occasionally communing with Derse dreamers. Be cautious, however, as
prolonged contact may shatter your already tenuous grasp on reality.
~Return Nodes
47
These are smaller gates on the players’ lands that take them back to
their house. If two or more players pass through a node together, they
will be taken to the house of whichever player touched the node first.
4.5 Ectobiology
Reproduction is a time-consuming and messy process. Fortunately, Sburb
has the technology to leave all that behind. Ectobiology machines can
scan a living being, read their genetic code, and store it as slime.
The code can be read from the slime and used to create a perfect
genetic clone. More importantly, slime samples taken from two members
of the same species can be combined and used to make their offspring.
More powerful ectobiology machines can add variance and mutation to
the genetic code, capable of making whole populations of people.
~Playing Cards
Pip: the number or face value of a card, 8 or King
Suit: the color of the card, Spades, Clubs, Hearts and Diamonds
The final step of every space player, and the heaviest use of
Ectobiology. Frog breeding has its own mini card game. Using Two decks
of playing cards, 1-12 players can breed frogs to create the Genesis
Frog, which is of course the next universe. In this minigame, Frog
genes are represented by pairs of cards. The Genesis frog is the frog
with one pair of stable genes: spades with clubs and hearts with
diamonds of each Pip. A black pair tilts the Genesis Frog towards
Derse, and a red pair towards Prospit. If the players rush and use a
frog that has unstable genes (any pip paired with the wrong suit) then
the new universe will have cancer, so do it right!
48
First, travel around the Space Player’s world, looking for frogs. This
is step 1, Documenting. Once you’ve documented it, start step 2,
Cloning. Normally in ectobiology, when you clone something that isn't
a paradox clone that will be sent back in time and become itself, it
instantly turns back into ectoplasm. That’s no good for our purposes
here.
Instead, you are going to mutate your clone. Once you have a Mutant
clone of a genome, mutate another and splice them together. This is
Step 3. You have now spliced together a frog. A horribly, horribly
mutated frog. Once you have two frogs, you can start the final step,
Breeding. Doing this makes a healthier frog, one full of paired genes.
Now, repeat these steps, make more mutant genomes to bring more
diversity into the gene pool, splice genomes to store genes you want
in frogs, and breed to select for gene pairs, and then stable pairs,
until you make the Genesis Frog!
Take two mutant genomes and line them up next to each. If the genomes
are of different size, deal the larger genome into the smaller one
until they’re the same size, discarding remaining cards. These cards
do not pair together, nor does the order of the cards in the stacks
matter, there just needs to be two equal stacks.
will remain where they fell asleep, but their consciousness will
inhabit the dreaming body sleeping in one of the towers.
This body isn’t quite the same as the waking body. It can fly, but
more importantly, this body is a manifestation of the player’s soul,
free of any Ailments or uncomfortable disalignments that may haunt
their waking hours. During their early hours in their dreaming body,
reality might not feel real. Falls or injuries may startle the player
awake, even minor ones. When they wake back up, the memories there
might fade away like any other dream. As they spend more time there,
though, their memories will remain, consciousness will take a firmer
hold, the dreams will become more real.
This body not only serves as a way to explore Prospit and Derse, gain
information from Skaia’s Clouds or the Noble Circle, but it’s also an
extra life. When a player’s waking self dies, their dream self will
follow shortly. However, if another player kisses their corpse, the
dream self will take over as the waking self, giving the player
another chance at their destiny. Be sure to hurry, though, if the
dream self dies before the reviving kiss, the player is gone forever.
The Dersite army are invaders to Skaia, seeking its destruction. The
Prospitians are defenders of its light. Unfortunately for them, the
Dersites are always fated to win. The White King will fall, the Black
King will take their scepter and raise it skyward, calling forth
meteors from the veil. The Reckoning begins.
4.6.5 Exiles
Players and their families aren’t the only thing carried by the
meteors. Carapacians from the Incipisphere may end up on the ruins of
your home planet as well. Each player may have an exile, a Prospitian
or Dersite who communicates with them via a command prompt. These
prompts at first appear as odd or out-of-place thoughts in the
player’s own head, but they may reveal themselves as a separate
entity.
The exiles don’t just talk to players, though. Their job is also to
re-introduce society on the ruined planet. As if Skaia’s apology for
its apocalypse, it sends the exiles to heal and reshape the planet.
~The Forge
Your Space Player’s planet will have a structure called The Forge,
which you’ll recognize as a massive volcano near their house. Once the
Space player finishes their quest and meets their Denizen, they can
ask or force them to Stoke the Forge. The activation of the volcano
will cause positive meteorological changes across the planet, making a
much nicer environment for frogs, speeding the breeding process.
Other Denizens can also interact with the Forge, and may have a stake
in stoking it so they can use it themselves.
54
~The Rings
While Stoking the Forge may have an impact on its planet, it’s not
enough to have an influence on Skaia. To Light the Forge, you’ll need
some magic rings. One from the White Queen, one from the Black Queen.
While the White Queen will certainly give her ring to make the new
universe, the Black Queen won’t be so helpful. The Players must take
her ring by force.
~Generic material
This is what it sounds like, generic. It has no defining qualities,
neither heavy nor light, weak nor strong, sharp nor dull, but it is
green. It is the Alchemiter going “I don't know what to put here, but
there needs to be something here to allow the idea manifest, so this
is what i've got”. This idea is very useful, especially when players
use reductive methods on objects. So if you have an elegant sword, and
58
got rid of the elegance, it would make a Generic sword. If you get rid
of the sword part, it would make an Elegant object, a strange fractal
art sculpture thingy that makes you think of elegance.
5.2 Grist
Grist is the set list of fundamental ideas that make up anything and
everything. They are atomic, which means they can't be broken down
into smaller units.
Amber a Pulchritude
Shale b Vim
Marble c Imagination
WD-40 d Adroitness
Chalk e Sagacity
Caulk f Pluck
Build g Rung
-Zillium
Makes Zilly version of that item, which is brightly colored and
slightly clown or silly themed. Zilly weapons cannot inflict ailments,
and are prone to honking and squeaking.
-Artifact grist
Makes the literal trash version of the item. It is also added to a
grist cache whenever a pure meme item is made, because it takes no
thought whatsoever to make an unmodified meme. When you make an
artifact grist item, it creates more artifact grist along with the
item. It’s a self-sustaining yet destructive cycle of shitty memes.
-Carmot
The best grist in the game, also known as the philosopher's stone.
Causes items and weapons to be full body gold with flashing rainbow
trim. In weapon fabrication, using Carmot increases Quality by 1,
giving more points to make the weapon. Quality cannot be greater than
7, so should Carmot be used to make a legendary weapon, it just
confers the Texture.
Base grist used by the Noble Circle of Horrorterrors, who can produce
an infinite supply of it. Items made of LBS grist have a blackened,
smokey, and drippy look, and you think you can see the sounds of
eternal damnation. These objects have a tendency to disappear, or only
exist when you aren't looking at them, or be colors that don't exist.
If an object made from LBS gets too close to Skaia, it's permanently
destroyed.
5.3 Weapons
In this game, weapon creation is balanced by using a point-buy pool. A
weapon’s tier and quality give it a certain amount of points, then
those points are spent on making it have specific stats. Putting
different bad things onto the weapon gives you extra points.
~Point-buy pool
Points = Tier * Quality.
61
~spending points
Component Pool Component Pool
cost cost
+1 Extra Hitbox** -1
1 Extra shot in -1
Magazine
*You can only have Volume up to the weapon’s Tier in any single Note.
Weapons can have multiple notes, but once the total volume goes above
the weapons tier, each extra volume costs 2 points instead of one.
Weapons cannot have over double their Tier in Volume.
62
**Due to the nature of the strife field (Section 6.3), weapons will
hit one square in front of them by default and cannot hit to the left
or right
5.3.2 Weapon Pitch
Below is a list of all damage types able to be used by a weapon.
Technically the system allows you to put points into whatever pitch
you’d like, but you should only put damage into the proper categories
based on the weapon’s capabilities.
Pitch Damages
Miss This weapon does not do Burden lower target's movement speed
damage by X, causes State Burdened
Freeze halve enemies movement Nailed target can not move, but can
speed, round down use weapons and items
5.3.3 SpecibiKind
In SKRUB, just about anything can be picked up and used as a weapon,
and thus has its own Strife Specibus. However, for the ease of weapon
creation, we’ve come up with larger categories of weapons that
function differently. There are: Melee, Magical, Magazine, and
Martial.
-Melee
These weapons are the normal type, things you hold in your hand and
smack your opponents with.
-Magazine
These weapons always have a magazine, and require Reloading to be
used. They may not require players to make ammunition to use them.
-Magical
These weapons come in two parts: Catalysts and Spells. Spells have
damage, deafness, quirks, and hitbox shapes, but have to be equipped
onto a Catalyst in order to be cast. Catalysts have a set amount of
equip slots, have a range that they can fire the spells hitbox, and
can alter the quirks, break chance, and damage of a Spell. Any of the
64
-Martial
These weapons are for cool martial arts combat. They give their user
physical fighting styles that allow them to use their body as a
weapon. While they may not be physical weapons, they still are
objects, and require something equippable to be made, like a ring,
belt, hand wraps, or pin.
65
Section 6: Strife!
6.1 Strife Basics
Almost all combat in SKRUB is performed in Strife, a turn-based battle
system that acts like a stage play that’s on a chessboard and also
kind of a song? Strife is made of measures, which consist of notes.
All participants in a Strife are referred to as “Agents”, and these
Agents perform actions and reactions. Acting takes Agency, so you can
perform as many actions as you have Agency. At the beginning of each
measure, you regain Agency equal to your maximum Agency.
Measure 1
Note 1: All agents w/agency take one action, agents may react
Note 2: All agents w/agency take one action, agents may react
Note 3: All agents w/agency take one action, agents may react
...
Note N: Agents use the last of their agency, and may react.
Measure 2
Note 1: All agents w/agency take one action, agents may react…
This continues until the strife ends in some manner or another.
6.1.1 Reactions
Actions take 1 Agency, and the majority of things you can do in a
Strife are Actions. Reactions take no Agency, and include restoring
health with Determination’s Reach, digesting food, switching weapons
within the specibus you’re using, and other actions that are specified
as reactions.
6.1.2 Deafness
As each weapon deals damage in a certain note, Agents can resist them
to varying degrees. The deafness for most damage types is equal to
your bonus in its associated trait:
PUL- A
VIM- B
IMG- C
ADR- D
SAG- E
PLK- F
The final damage type, G, is determined by your rung divided by 3.
Armor can increase your deafnesses further, but requires a coord slot
to equip.
66
~Pre-battle:
Your sleeve determines the number of techniques you can have equipped
at once. Make sure you have the techniques you want at the ready,
because in battle it takes agency to switch them.
Your coord determines how many items you can have equipped. You cannot
have more items equipped than exceeds your coord score. It takes
agency to switch out equipment in battle.
Your vigor determines the size of your gut. You can eat food during
battle, and digest it to restore health (specific instructions are in
section 3.1).
~Battle start:
Your soul determines your PSI, which you can use to pose at the start
of each measure. A full list of poses can be found below.
Your tempo determines your initiative die. This is rolled at the start
of each measure. Whoever has the highest number goes first. If two
agents roll the same number, the one with the higher Tempo goes first.
If they tie, they can reroll or flip a coin. Tempo also determines how
many spaces you can move each note.
67
~During battle:
Your focus determines how many enemies you can be focused on at once.
You will focus automatically on an enemy you attack as long as you
have a focus slot open. If an enemy leaves battle in any way, they are
automatically unfocused on. Corpses are not automatically unfocused
on. Manually removing focus costs 1 agency. You can double focus on an
enemy to increase their parry chance by 5%. This costs 1 agency.
Your steam determines the size of your steam kettle. Attacking or
reacting to an enemy you’re not focused on gives you one steam. When
you take more steam than your kettle can fit, you take an acrobatic
fucking pirouette off the handle, and what happens next is at GP
discretion.
Your determination gives you determination’s reach, or DTR. As a
reaction, you can spend between 1 to all of your DTR, and restore that
much VG (refer to section 3.1 for the healing values)
Your trust determines how many people you can have as allies. If
you’re allied with someone, you can occupy the same tile on the
battlefield, and friendly fire is off.
~Knocked unconscious:
If you run out of vitality gel, you’re knocked unconscious.
Your shadow determines the die you roll to attempt to wake up and
restore 1 VG. When you’re knocked out, you roll shadow against your
current sheep. A failure will remove 2 sheep, letting you try again on
your next turn.
Your ~ath determines how many ailments you can take before dying
painfully. When you’re attacked while unconscious, you may gain an
ailment. If that number exceeds your ~ath score, you will die. A full
list of ailments can be found in section 3.
stretching off into infinity. All the mechanics are the same, except
you can move freely in all directions.
-The player will, before the battle starts, equip all the items,
techniques, and eat all the food they wish.
-The player will find an imp, pose to get a minor buff, and both
agents will roll initiative.
-The first combatant will swing. Swinging involves having both the
attacker and their target roll a d100. The result hinges on the parry
chance of the attacker’s weapon. The parry chance is the range at
which an attack can be parried. If someone has a parry chance if 15%,
their opponent will have to roll within 15 points in either direction
to parry.
-Let’s say the player rolls a 90, and has a parry chance of 15%. The
imp will need to roll between a 75-100, or a 1-5 to parry. If the imp
does not parry, the player will hit and deal damage. If they have a
heads break, it will go off as well.
-The imp attacks next, and deals 3A damage. The player has an A
deafness of 1, so they subtract that from the damage dealt and receive
2 damage total.
-The player, worried about their injuries, uses determination’s reach
as their reaction, and restores 2 VG.
-They use their action to swing again. They roll an 8, activating
their tails break “miss” and deal no damage.
-The imp attacks with a parry chance of 10%. The player rolls within
the parry range, and they deal no damage.
-The imp is out of agency, but the player has one left, so they attack
and deal damage.
-Both agents are out of agency, so measure 2 begins, restoring all
agency to both combatants.
-The player changes pose, allowing another buff.
-The imp rolls higher initiative, letting it attack first.
-The player uses “auto-parry” as a reaction, increasing the imp’s
parry chance. It doesn’t help, and the imp deals 2 damage.
-The player attacks, defeating the imp.
6.5 Techniques
69
Basic tech, determined by Sleeve score (when sleeve = 2, you get all
tech tier 2 and under)
4 Dude(tte) Roll d100. If you exceed the enemy roll, they don’t break
Dodge or do damage.
5 Artillerize Throw weapon. It deals +2x damage to the note it does the
most damage in (player’s choice if ties), x=number of
spaces travelled. Caps at 5 spaces.
Tendency Tech, unlocked when your score in a tendency reaches the tier
of technique.
TempoTech
You’re too slow (t1) Deal extra D damage equivalent to (player tempo)-(enemy
tempo).
Ankle strike (t2) Lower opponent’s tempo by half your tempo score for the
next 2 measures.
70
Gonna run as a flash (t3) Do not swing. Move up to [Tempo] spaces, removing all
focus from you.
The Down Under (t5) Slip through the enemy’s legs and end up behind them
dealing standard damage.
Too Fast For You (t6) Reaction. When attacked, jump out of range of swing. VG
loss reduced by (Player Tempo Score+1)-(Enemy Tempo
Score-2).
Lunge (t7) Do not swing. Move [tempo] spaces across the board,
dealing 5D damage to anything in your path. Can use once
per measure.
FocusTech
Pay attention to me! (t1) Do not swing. Forces all enemies to focus on you.
Staring contest (t2) Do not swing. Roll Focus against opponent. Loser will no
longer be focused on winner.
Tracking (t3) Do not swing. Declare a target. Next time the target
moves, you move in the same direction and number of
spaces, unless your movement is stopped by an obstacle
or your Tempo score.
Sneak attack! (t4) Attack deals extra damage in its highest note equal to
opponents not Focused on you.
Feeling Lucky (t5) Swing. Your break chances are doubled for rest of
measure.
Panopticon (t6) Do not swing. For the next 2 notes, you’re focused on
all members of the battlefield.
Bullet time (t7) Do not swing. For next 3 notes, all enemy parry chance
is doubled when attacking you.
Determination tech
True Strength (t1) Burn DTR to deal that much extra damage in weapon’s
highest note.
Momentum (t2) Do not swing. If an enemy dies this measure, gain 1 DTR.
If not, gain 2 steam.
Wish with your whole heart Do not attack. Roll a dice equivalent to half your
(t6) determination tendency (round up). You restore that much
DTR.
Inspiring cry (t7) Do not attack. All steam is turned to DTR and
transferred to nearby players (ex. 2 steam --> 2 DTR to
1 player or 1 to 2 players).
VigorTech
Joke Attack (t1) Double your parry chance. If attack hits, increase
prankster’s gambit by 1, and enemy cannot act next note.
Stuffed Pig (t4) Do not attack. Roll 1d[Vigor], player can eat that many
victuals in a single note.
Emergency Bulk (t5) Do not attack. Digest as much food as you wish,
increasing your mass by half that amount for remainder
of note.
Human Cannonball (t7) Throw ally at enemy, dealing G damage equal to your
strength+their mass.
ShadowTech
Shadow Sneak (t1) User can roll to sneak up on enemy and deal extra damage
before strife starts
Take a breather (t2) Do not attack. Restore DR or remove Steam equal to your
Shadow. Can only be used once per battle.
Can’t see me (t3) Do not attack. Roll 1d[shadow], remove that much focus
from you
Can’t see them either (t4) Do not attack. Roll 1d[shadow], remove that much focus
from allies
From the shadows (t5) Attack deals 2x damage and gives opponent 1 steam if
they’re not focused on you
Nothing personal, kid (t6) If you have enough movement points to do so normally,
instantly put you behind you target, avoiding things
like obstacles on the path. Can swing immediately after.
Trust tech
Human shield (t1) Reaction. Take half damage dealt to a chosen ally for
remainder of measure.
Table Topple (t2) Do not attack. If an ally is one space behind an enemy,
player can roll to knock the enemy over their back,
knocking them prone.
Supporting me (t3) Deal extra F damage for each ally on the same or
adjacent tiles.
Team Attack (t4) Do not attack. Add your damage to the next attack done
by a teammate, treating it as a single hit.
Dangerous to go Alone (t5) Do not attack. Can give ally a weapon for remainder of
measure, regardless of whether it fits their specibus.
AthTech
Fight Dirty (t1) Deal extra B damage equal to how many ailments opponents
have.
Go for the Head (t3) Attack deals double damage if attack would normally be
parried. Misses if attack would normally hit.
Predator and Prey (t4) Deal extra G damage based on how many rungs higher you
are than opponent.
Backstab (t5) Attack does triple damage if enemy is facing away from
you. Will turn enemy towards you.
Last Resort (t7) Deal weapon damage to yourself, triple damage to enemy.
SteamTech
Shout (t1) Do not attack. All enemies lose focus on allies, and
focus on you. All allies gain 1 steam.
Boiling Blood (t2) For each steam in your kettle, deal 1 extra B damage.
73
Anger Strike (t3) Deal damage equal to 2x(no. of allies on field) All
allies gain 1 steam.
Feel your every rage (t4) Reaction. When the Player’s Kettle Overflows, they can
deal 3x damage to any enemy, and passes out.
Assault (t5) Swing up to 5 times, but remove 3 VG from self per swing
Why are you hitting Swing, adding enemy parry chance to your own. If hit,
yourself? (t6) enemy deals its weapon damage to self and gains 1 steam
/ CoordTech
The ol’ switcheroo (t2) Do not swing. Switch places with target
Coda (t3) Do not swing. Switch turn order with an ally for rest of
measure.
Attrition (t5) Deal an extra damage of your weapon’s strongest type for
each measure of the fight past the first.
Throwdown (t6) Knock enemy over, dealing 3 extra G damage. If the floor
is weak, or there is a gap behind them, they fall
through it.
Out of the Way! (t7) Move [tempo] spaces forward. If any enemies are in the
way, they’re thrown to either the left or right, taking
[mass] G damage and going prone.
SoulTech
Defensive Positioning (t1) Do not attack. Whenever you’re attacked this note, add
your weapon’s Deafness to your own.
Can’t Catch a Break (t2) Spend 4 PSI to increase Heads Break chance by 5% for
next attack.
Copycat (t4) Copy the last technique done by an ally of your choice.
Heart to Heart (t5) Do not attack. Reduce your PSI by up to 2xSoul, and give
½ that amount to an ally.
Putting on the Pressure Swing. Deal no damage, but reduce opponent’s PSI by your
(t6) twice your Soul score.
74
What Kind of Lame Power is Do not swing. Burn PSI, deal F damage equal to ¼ PSI
Heart, Anyway? (t7) spent. This ignores Deafness, and cannot be avoided. Can
only use once per strife.
6.5.1 Fraymotifs
Fraymotifs are music-based attacks that will likely be a player’s
first taste of their God powers. They’re unique to each player, are
typically named after song names or lyrics, and get most of their
usage on the battlefield. Fraymotifs can be bought on the players’
lands from consorts for an exorbitant price. There are two types of
Fraymotifs: Solos and Ensembles.
~Solo Fraymotif
For a brief period in the battle, a single player takes the stage and
has their time in the spotlight. There are three tiers of solo
Fraymotifs per player, progressively stronger but unique enough to not
make the earlier tiers obsolete. Solo Fraymotifs can do any number of
things based on the player’s role, from being a guaranteed attack with
guaranteed breaks, healing themselves or other players, warping around
the battlefield, buffing stats, and just about anything the GP can
think up. These may cost more than one Agency to cast.
~Orchestra Fraymotif
Customized to each pair, trio, or larger group of players, ensemble
Fraymotifs have the potential to be much more devastating than Solos.
Two or more players spend a note in battle using both their God
actions on the battlefield. Like the Solos, this can be anything, like
twisting around the battlefield, summoning players from across the
medium, or an outright devastating attack. Both players pay the Agency
cost, and can be performed on the note of the Agent that acts first
that measure.
In order to calculate the Agency costs, the GP can use the God Action
table from Section 8, and ignore the DC segment as Fraymotifs do not
fail. In the case of an Orchestra Fraymotif, all Agents participating
pay the Agency cost.
~States
Prone Occurs when a player is knocked over. Prone is basically a stun,
the next point of Agency a player would use is instead used to
shake off being Prone. A player who is currently prone cannot be
knocked Prone again, meaning only every other point of Agency can
Prone locked.
Awake Standard status, player’s Self is conscious in its Body and can
use Agency
Split One Body has multiple Selves in it. Both Players’ Agency can be
used, however every Measure both Players roll Initiative, and
whichever Self rolls higher gets to choose whether or not to use
the Bodies one Action per note. I have no idea how you get into a
Split situation, that's some supreme Heart or Mind shenanigans,
I’m sure you’ll figure something out.
Nightmare A very bad dream. The Dreamers Form leans more toward how they
wish they didn't look, and can grossly exaggerate flaws.
Nightmare logic occurs, which does not allow the dreamer to
control anything, or if it does then it does in a way that twists
it. The Self experiencing a nightmare can feel pain, but normally
will wake up if their physical body takes damage.
76
Refilling Occurs when a body starts using its Refill, which happens the
Measure after the Body takes Damage. They gain Vitality gel equal
to their Vigor at the Start of each Note, and possibly other
effects due to Flavors.
Faded Agent can only focus on things in a certain range (spaces equal
to their Focus) regardless of the Sense being used.
Hidden (+1 to Body is Covered and hiding a sensation, be it light, noise, heat
+7) or other, and cannot be Focused on. Covered represents what die
are rolled against the Focus. Creep can be rolled to give Cover,
so can environmental pieces, as well as items. The bonuses for
these different Covers do not stack, only the roll results. So a
creep check of +3/d6 and hiding in a dark corner +2/d4 does Not
make a +5/d10.
Existing Yep! You sure are in a reality right now! A State of Space,
making you subject to any manipulation of Space.
Looping Being in a stable time loop. You are forced to repeat the actions
of your past or act as you would in the future. A State of Time,
making you subject to any manipulation of Time.
Flying You can move freely in all directions. A State of Breath, making
you subject to any manipulation of Breath.
Alive Not dead. A State of Life, making you subject to any manipulation
of Life.
Dead Not alive. You are a ghost and no longer possess a body. You have
no Strength or Mass and cannot be perceived by others. You cannot
change States and are in constant Malaise. A State of Doom,
making you subject to any manipulation of Doom.
Pretending You take on another State without actually entering it. A State
of Mind, making you subject to any manipulation of Mind.
Being You are who you are! This may seem easy, but it can be hard
yourself sometimes. A State of Heart, making you subject to any
manipulation of Heart.
Hero Mode You appear as you are, and fail to render yourself in a more
symbolic manner. You may gain 1 Steam to break any one known rule
of the world, such as not retrieving an item from your Sylladex,
but rather just sort of like, reach in and grab it. A State of
Rage, making you subject to any manipulation of Rage.
Noblebright You are a beacon of pure shining creation and good, radiating
light and purity, speaking a language that is all languages. The
Ultimate State of Space, making you subject to any manipulation
of Space and rendering you immune to any manipulation of other
Aspects.
Grimdark You have been shrouded in shadows and destruction. You have
reached maximum edge my friend, you slip into the fabled
blackdeath trance of the woegothics, quaking all the while in the
bloodeldritch throes of the broodfester tongues, no longer able
to be understood. The Ultimate State of Time, making you subject
to any manipulation of Time and rendering you immune to any
manipulation of other Aspects.
Free You are bound by nothing, not even canon itself. You may escape
in and out of anything and anywhere as you see fit. Probably
uncontrollably. The Ultimate State of Breath, making you subject
to any manipulation of Breath and rendering you immune to any
manipulation of other Aspects.
Nirvana You feel nothing but the sweet embrace of the Void, asleep and
undying. The Ultimate State of Void, making you subject to any
manipulation of Void and rendering you immune to any manipulation
of other Aspects.
Trickster Don’t even get me started on this candy coated madness. Just
don’t. It gives you a wicked hangover. The Ultimate State of
Life, making you subject to any manipulation of Life and
rendering you immune to any manipulation of other Aspects.
Impartial You have knowledge of the ultimate result of any action and are
free to judge people according to their impact on the world. The
self matters not. The Ultimate State of Mind, making you subject
to any manipulation of Mind and rendering you immune to any
manipulation of other Aspects.
Self Absorbed Ignore everyone else, man, you’re doing great! The Ultimate State
of Heart, making you subject to any manipulation of Heart and
rendering you immune to any manipulation of other Aspects.
Berserk BREAK. EVERYTHING. The Ultimate State of Rage, making you subject
to any manipulation of Rage and rendering you immune to any
manipulation of other Aspects.
79
~Statuses
Statuses can be gained in any number of manners, such as by combat, on
the overworld, interaction with other players, or maybe even out of
nowhere. Most states emit and lack aspects, meaning players with
connections to those aspects can interact with the status.
Paranoid Doom Mind Must reroll the defensive roll when trying to
(1d12+ be convinced of something good, and subtract
img+Pul-Sag) Sag against things that seem bad. The player
should make Judgement and Gumshoery checks
whenever possible, just to be sure.
Smug Light, Void has to act smug, any successful talent check
Life will add a false ‘smug' point that makes it
seem like they rolled one higher.
Weird Space, Time, The affected thing becomes weird. You avoid
Heart Mind talking to it, it is automatically sent to
first place on the initiative counter. in
order to interact with a Weird character, must
roll d12+ADR vs d12+IMG.
Aloof Time, Space, Aloof coolkid will avoid talking with others,
Mind Heart or only speak Ironically
6.7 Poses
At the start of each measure, you can spend PSI to enter one of the
following poses:
Nerdy Pose 1 You think you look pretty cool right now! It’s 1
debatable.
Lets you move with an extra space this Note.
Ice Cold Pose 3 Must have used Chill Pose in a previous Strife 2
to use.
Makes your opponent’s Parry Chance rise by 6%
for their first attack on you and by 4% for
their second (can be different enemies).
Just Like One of 4 Must have used Fanboy Pose in a previous Strife 4
My Japanese to use.
Mangas! Lets you move three extra spaces this Note. If
you would move into an occupied space this
Note, you may move to the row in front or
behind that space with no cost.
The Bard’s 6 Must have used Taking Off Your Shirt Isn’t a 5
Option Strategic Maneuver in a previous Strife to use.
If you perform a Wiles check this Measure give
your result an additional +8.
The Coolest Kid 7 Must have used Snoop Ggod’s Chosen Homie in a 6
previous Strife to use.
Makes your opponents’ Parry Chance rise by 10%
for all their attacks on you this Measure.
The Coolest Kid 8 Can only be used by using The Coolest Kid in a 6
(Team) Team Pose.
Makes your opponents’ Parry Chance rise by 9%
for all their attacks on you and your allies
that posed with you this Measure.
While Underlings do have Rungs, they do not Rung up. A higher Rung
does not influence Traits and Tendencies.
Underlings' stats work just like player stats (Traits work like
Traits, Tendencies work like Tendencies).
All Equipment is listed in the Loot section of their sheet, along with
its bonuses.
Their arms and tails are used as Weapon Cards, with stats that
correlate to their Tier and prototyping. It’s up to the GP to decide
exactly how they are built, but it may be wise to make a Weapon Card
for each new prototyping and level it up accordingly as your players
advance (just make sure you have some copies lying around in case you
want to throw a joke Imp at someone.)
88
If they run out of VG, they are dead and become Grist and Loot.
Underlings drop:
2d6 x 10^Tier Build Grist
2d6 x Tier Note Grist of the note damage that killed them
1d6 x Tier Aspect Grist of their highest Tendency (GP’s choice if tied
or Coord)
1d4 x Tier Aspect Grist of a random Aspect
Alternate ruling:
Replace 2d6 with 7, 1d6 with 3, and 1d4 with 2.
When they defeat an Underling, players may decide to roll the Aspect
Die, which will produce one of 12 results- 6 positive and 6 negative.
You should inform your players of the dangers of this choice, but
perhaps not the specifics. Keep it interesting.
The potential results are:
5- Doom: You get one Ailment (GP’s discretion, should scale with enemy
type and player rung).
6- Heart: In your next Strife, you can’t use the Technique that killed
this enemy.
7- Mind: You get one Strife Specibus (GP’s discretion, if the enemy
had a weapon it should be for that weapon).
8- Life: You get one Adaptation (GP’s discretion, should scale with
enemy type and player rung).
9- Hope: The enemy drops 1d4 x Tier Grist of either Liquid Black
Sorrow, Zillium, Artifact, or Carmot.
11- Breath: Gives all your co-players half of the Grist you gained
(each). This does not affect the amount of Grist you gained.
As the results are Aspect based, players may decide to use a God
Action to affect the die in some way. It is up to you to determine how
much Agency their action will require.
Ogre- Tier 1. 3 all base Traits and 1 all base Tendencies, +1 Steam.
Strength: 1 Mass: 1.
90
Lich- Tier 3. 12 all base Traits and 4 all base Tendencies, +1 ~Ath.
Strength: 2 Mass: 0.
Ophis- Tier 3. 13 all base Traits and 4 all base Tendencies, +1 Tempo
+1 Shadow. Strength: 0 Mass: 0. Suffers no movement reduction effects.
Kraken- Tier 6. 17 all base Traits and 6 all base Tendencies, +1 Coord
+1 Focus +1 Sleeve. Each of their Tentacles raises your Parry Chance
by 1%. The Tentacles are Weapons. Strength: 4 Mass: 6.
Lich Queen- Tier 6. 17 all base Traits and 6 all base Tendencies, +1
Trust +2 ~Ath. Has an additional technique that allows her to gain as
much Viscosity as her attack took (Life Steal). Can use an action to
summon a Lich to her side once per Trust. Strength: 6 Mass: 6.
Use the Rung Up table to make a faux player character of a rung equal
to your players’. Give them a Weapon Card of a weapon with Quality 5
and a Tier equal to half their Rung (be creative!)
If they have a Ring or Scepter equipped, like the Kings and Queens,
they are affected by all Prototypings, just like an Underling would
be.
Agents, unlike Underlings, do not drop Grist when they are killed.
They become corpses.
95
7.5 Denizens
Ideally, your players will never have to face a Denizen in battle, and
you will not be forced to open these pages and hope to the dice gods
that your players don’t die. Or maybe they fucked up and reached this
place too early, in which case go nuts, give the Denizen eye lasers
and 99 Deafness in all Notes.
If your players for whatever reason don’t qualify for the Choice, or
choose to fight the Denizen, they will face the following:
Denizen you are making. All Denizens can make one God Action using any
verb on their turn. Denizens are not affected by Prototyping.
Should they defeat the Denizen, it itself will not become Grist, but
you may still calculate the grist gotten from it as the Grist obtained
by opening its Grist Hoard.
97
The answer is, of course, that the point is whatever you will make it
to be.
Before you scream HACK and throw this guide down in disgust, please
hear me out. The only reason you play this game is if you want to, but
this game is different then other games you play for fun. Most other
games tell a specific story, impart a set experience for the people
playing. Sburb has no predetermined experience. It has the players set
up the game and create the experience for themselves. That's why there
are so many things based off what the players want: their weapons and
attire, their guide, even the final boss is chosen by them. It's why
there is only a loose set of rules for the plot. Sburb isn't meant to
tell a specific story, it's a space and time for a group of people to
tell their own story, to stand in the spotlight or hide in the
shadows, to dream of possibilities, to react to the problems
happening, to enjoy themselves, to take it seriously, to make friends
and care about the things that happen, to experience new things, to
make choices, and to be themselves.
It might be the control station to the universe you get to make; that
universe is the next Sburb game. You get to make the universe for
another group of players to explore and understand, just as the people
who ran your game had done before you (or, at least in a perfect
world, would have). Everything you loved and hated, the things you
made meaningful get to be broadcasted onto the greatest screen
possible, the mind of the next generation. Your reward is to get to
propagate the thing you fought for so long and hard for. You and your
friends get to bear witness as another group plays through the world
you have made and add their own unique wills upon it. Should they be
successful, you will witness them gain the Ultimate Reward themselves.
What greater act of creation could there be than one that creates a
new eternity?
99
Or, the white door is the door to your house, and on the other side is
the outside, the real world. To enter, or rather exit, through the
white door is to leave the world of pure imagination, to escape the
cave of Plato's realm of ideal forms, and to enter into Reality
itself. The dream is over, you have woken up and left the rabbit hole.
While the characters’ stories may have simply been imagined, the
things you felt, and the will you expressed, those were real to you
because you felt them, and if you really felt it then it makes no
difference whether the stimulus was imaginary or not. As was
everything you learned, those lessons stay with you. The act of
solving the Ultimate Riddle, the ability to give meaning to new
symbols, that power will hopefully stay with you in everything you do.
Once in the ‘Real World’, you surely will perform creative acts, and
when you do so you will remember the power that you gained, the
ability to strike a mold in the collective consciousness.
Wherever it leads, you should keep your eyes peeled for people that
may need to solve the Ultimate Riddle. Anyone that looks like they
don’t want to quite be on this planet, that could use an extra
creative stroke, or any part of the Ultimate Reward that you can now
offer them.
Truth be told, I think the two results are somehow one and the same.
If you view Sburb not to be limited by the form we know it as, but as
any story, then the Ultimate Reward can present itself in any story
you create.
That's my two cents on the matter, and that's what I based this game
around. If you think different, hey, that's your opinion, and you can
gladly believe what you wish. Until the word of God proves me wrong,
be that Hussie or you, that is the goal of this game. I sincerely hope
I am right, and you and your friends solve it too.
Homestuck is about stories: It's about what makes stories. It’s about
how they are told. It's about what it takes to successfully create a
story. It's about the characters that affect the story. And that is
100
what a player's Mythological Role is; how they affect the story. From
the weak to the strong, the smart to the stupid, the cool kids to the
weirdos, every player has their Role to play.
But the thing is, it goes beyond what I've described here. The
Mythological Roles extend to a meta layer, one that is necessary for
the story of SKRUB to take place. Look at yourself right now. Look at
what you are doing, how much you've read. That is part of the story
too, because playing a game, making a story, it takes place just as
much before and after you sit down and roll dice as during it. How
your players interact with each other, how invested they are, what
they want to get out of it. These feelings, these actions, are just as
important, if not far more important than what actually happens when
you sit down and play pretend. Keep all of this in mind.
DISCLAIMER: THE MECHANICS FOR THE MYTHOLOGICAL ROLES ARE MOST LIKELY
INCORRECT TO THE CANON. I WOULD PERSONALLY LOVE IT IF HUSSIE WOULD
HAVE EXPLAINED HOW EVERYTHING WORKS, BUT HE DECIDED TO LEAVE IT OPEN
TO INTERPRETATION. THIS IS MY INTERPRETATION, I HAVE ATTEMPTED TO BASE
IT OFF OF CANON AS MUCH AS POSSIBLE, AND WHERE CANON WAS UNCLEAR I
USED INTERNAL LOGIC TO CREATE A BALANCED, WORKING GAME. IF YOU WANNA
101
Onto the crunch. A Mythological Role has two parts, the Class and the
Aspect. Aspects are what aspect of a story, of the game, that player
interacts with, and Classes are how the Player interacts with those
Aspects. There are 12 of each, which means there are a total of 144
possible Titles, making it unlikely for you to have two people in your
party with the same title. That being said, while a balanced group of
people rarely has multiple of the same Class or Aspect, it can happen.
Your Title is closely linked to who you are, it represents the effect
you have on the world, and generally has some semblance of personality
attached to it, though not at all required.
A player enacts their will on the world by using their God Powers,
whose mechanical rules will be discussed in the next part.
During the game, the players discover their Title, face their inner
demons, and obtain their God Powers on the heroic path they forge, in
their Personal Quest. But each of these things I’ve just talked about
has its own section, so please read on.
Editor’s notes: So far, all of Section 8 has been straight from the
game’s creator Dillon Weist, expressing his thoughts and feelings on
stories and on this game. However, this last paragraph had some ideas
in it that I thought would confuse readers and perhaps don’t quite fit
this chapter. As I removed them, I added my own, and felt that I need
to address my own biases. A creator is free to put their biases in
their writing, for good and bad, but an editor has no such freedom, so
in these notes I will address my bias on the topic of Mythological
Roles here, as well as give players and GPs a personal tip on finding
the proper Role.
When finding someone’s Title, I ask two questions:
What Aspect of the world do you feel most connected to?
And
How do you interact with that Aspect?
Using, the following section and these questions I believe you will be
able to come to a satisfactory conclusion on what Role is right for
you, and even if the mechanics aren’t to your liking, I hope you will
be able to get some amount of enjoyment from working around the
limitations of your powers.
I would say that Dillon and I are on the same page when it comes to
these questions being a good indicator of what Aspect and Class a
person would have, respectively, but felt the need to be as clear as
102
Mechanics: Things that represent Aspects with rules defined for them
in the game.
-Tendency: The Aspect’s associated Tendency.
-Strife component: What the Aspect controls in combat.
-States: Modes a body can be in that signify that Aspect.
-Constructs: Structures with specific functions generated in the
Medium during Genesis that relate to the Aspect.
-Other: Miscellaneous things with mechanics attached to them that
relate to the Aspect.
Mechanics:
-Tendency: Coord*.
-Strife component: The Chess board that represents where everything
is and the shapes that make it up, the Map, Acts of Coord.
-States: Existing.
-Ultimate: Noblebright*.
-Constructs: The Frog Temples, Atomic Bonsai Garden, Skaias Womb, the
Player's House, Denizens of Space.
-Other: Location in reference to other places and objects.
does happen, happens. Pure space without time is simple being without
action, change, cause, or effect.
Mechanics:
-Tendency: Coord*.
-Strife component: Measures, Notes, Acts of Coord.
-States: Looping.
-Ultimate: Grimdark*.
-Constructs: The Eternity Mechanism/Beat Mesa, Denizens of Time.
Mechanics:
-Tendency: Tempo.
-Strife component: Movement, Acts of Tempo, Turn Order, Absconding.
-States: Flying.
-Ultimate: Free.
-Constructs: The Cursor, the Skies of Skaia, the White Queen's Ring
(and Blue Miles), the Seven Gates, Denizens of Breath.
-Other: Breathing (refilling Agency)
Mechanics:
-Tendency: Trust.
-Strife component: Teams and Leaders, Strife Engagement, Acts of
Trust.
107
-States: In a relationship.
-Ultimate: Stuck.
-Constructs: The Black Queen's Ring (and red miles), the Tumor
(optional), Denizens of Blood.
Mechanics:
-Tendency: Focus.
-Strife component: Acts of Focus, Revealed areas and objects.
-States: Sober.
-Ultimate: Enlightenment.
-Constructs: Center of Brilliance/Skaia’s Light, Denizens of Light.
108
Mechanics:
-Tendency: Shadow.
-Strife component: Resting, Objects not focused on, Missing,
Hidden/Undiscovered spaces.
-States: Asleep, Knocked Out.
-Ultimate: Nirvana.
-Constructs: Core of Darkness, the Veil, The Furthest Ring, The Noble
Circle of Horrorterrors, Denizens of Void.
-Other: Mysteries
Mechanics:
-Tendency: Vigor.
-Strife component: Gut, Strength, Mass.
-States: Alive.
-Ultimate: Trickster.
-Constructs: Prospit, Flavortown, Denizens of Life.
-Other: Prankster’s Gambit, Victuals, Flavor.
compete, and the satisfaction it feels with the fish meat in its
stomach. That is raw, unadulterated Life.
Mechanics:
-Tendency: ~ath.
-Strife component: ~ath, Damage, Ailments.
-States: Dead.
-Ultimate: Lawyer.
-Constructs: Death, Death's Doorstep, Derse, Denizens of Doom.
-Other: Ailments.
Mechanics:
-Tendency: Sleeve.
-Strife component: Strife Techniques.
-States: Pretending.
-Ultimate: Impartial.
-Constructs: Memory Bank, Denizens, Denizens of Mind.
-Other: Irons in the Fire.
Mechanics:
-Tendency: Soul.
-Strife component: Talents, Weapon Quirks, PSI, Poses, Psionics.
-States: Being yourself.
-Ultimate: Self Absorbed.
-Constructs: Player symbols and color, Denizens of Heart.
-Other: Species Differences
112
Mechanics:
-Tendency: Determination.
-Strife component: VG, Acts of Determination.
-States: Dreaming.
-Ultimate: Magical.
-Constructs: Skaian Clouds, The Wishing Well, Dreamselves, White
King's Scepter, Forge’s Spark, Denizens of Hope.
-Other: Echeladder Rungs, Mangrit Beads, Wishes.
a different matter, but Hope would tell you that it definitely will
work out, regardless of what reality has to say about it.
Mechanics:
-Tendency: Steam.
-Strife component: Deafness Resonance, Taking Damage, Response
Actions, Acts of Steam.
-States: Hero Mode.
-Ultimate: Berserk
-Constructs: The Dark Carnival, the Black King’s Scepter, Denizens of
Rage.
-Other: Glitches, Triggers.
I think I will start this section with an apology. Namely, that I was
not able to discern the true structure and meaning behind the Classes
in the way that I have the Aspects. That is something Andrew Hussie
may keep to himself till the day he dies. So I have made this system
by intuiting through the vague and intentionally contradictory
examples we have, like the magycks of a blind mystic. I say much
below, and I have to in order to make a playable game, but
unfortunately I can't prove any of it, even to myself. You undoubtedly
will think differently on most of them, I understand that. I simply
ask you understand that I’ve done the best I can to make a fun,
interesting and working system.
If the Aspect a player has is like the palette they use, then their
Class is the tool they use to paint with. They are the players’ method
of interaction with the story and game as a whole.
used the concept of archetypes, not the specific models Jung laid out.
Regardless, it still begs the question of how he came up with the
Active/Passive pairings and what that even means, or the seven
fundamental methods that the Classes interact with reality? I don't
fucking know, and probably never will.
Classes come in Active and Passive pairs. Each affects the universe
comparably, but in different ways. Usually, this works by either
directly interacting with the universe, or inviting the universe to
interact with itself. Each Class also has an Inversion that represents
an opposing method of interacting with Aspects.
These are just general guidelines, as the powers of the Classes are
very freeform, and open to interpretation.
The 12 Classes are sorted into 6 pairs, each with its own operative
verb which describes the actions which the Class is prone to take,
further informed by its Aspect. Each pair has an Active Class and a
Passive Class, working with the same verb in slightly different ways.
Each pair also has an opposite pair that can undo their work, or reach
the same result with different methods, depending on the Aspect.
(Creating Light also Destroys Void, for example)
116
Maid, the Active Creation Class. Maids are known for starting with a
certain lack of their Aspect that they later get more of.
Specifically, they are tasked with providing themselves with it, and
later others (if they feel charitable).
Maids have been described as elemental of their Aspect. They are made
of it. They are very linked to the nature of their Aspect, they must
learn to understand it, utilize its positives and be ready to face the
possible negatives of it as well. It's a game of Balance.
Being made of their Aspect, they have a lot of it to share around, and
with the ability of Creation, make something entirely new thanks to
their intimate comprehension of it.
A Maid would be quite the cheerful person! Even if they start with a
bit less pep.
Sylph, the Passive Creation class. Sylphs are known to have a strong
association to healing and are also known to be “Meddling Meddlers”.
Sylphs are very caring people. They are prone to meddling and will
work to improve the lives of others, sometimes over their own
wellbeing. Improving lives, however, sometimes requires taking a few.
There is a trend of Sylphs being as destructive as they are
constructive.
In short: They will help you a whole lot. If you don't fuck with them.
If you do, run.
Witches have a great deal of control over their Aspect, able to use it
to the fullest extent of its power, willing it to act as they want it
to by virtue of their natural ability, their ‘magic’.
Heir, the Passive Manipulation Class, Heirs are called such because
they are fated to Receive their Aspect, they will have quite a large
amount of it too! They are perhaps second only to the Page in raw
power.
As a Manipulator of their Aspect, Heirs can do quite a bit.
Where Witches will naturally have lots of energy and Manipulate their
Aspect with reckless abandon, Heirs start out with their Aspect acting
for them. At times of crisis their God Powers seem to flare up and act
to assist them, but in time they will gain more control of their
Aspect, seeming more like the Witch.
Heirs are quite comfortable in their own skin. They don’t really mind
what anyone has to say about them.
Page, the Passive Application Class. Pages are notorious for being
weak, but harboring great potential! As the Knight's passive
counterpart, they are capable of putting their Aspect to great use!
Pages also have a sort of Passive buff even before they unlock their
full capability. In some way they already have a lot of Aspect power
that they simply aren’t using yet, but will manifest in their actions
or perhaps in some stranger things that may happen around them.
Pages are generally timid people, even if they can show a lot of
outward enthusiasm. They always have a part of them that holds back in
some capacity.
120
Thief, the Active Relocation Class. Thieves are known for having some
personality issues, some sort of insecurity that drives them to try
and achieve whatever it is they are after, and keep trying to one up
themselves. They act like the best because they feel they’re the
worst. Now, a Thief may be rude, but they aren’t a bad playmate. When
you need someone to go and get something done, a Thief isn’t a bad
choice. They’ll break every rule on their way to victory but they will
get the most thorough result.
Thieves start with some lack of their Aspect, but on their quest they
will take of it for themselves till they’ve flipped the situation to
their favor. They aren’t necessarily against sharing either.
Rogue, the Passive Relocation Class. Rogues are just as known to give
their Aspect away as they are to take it. A Rogue is one that takes
from where there is an abundance and gives to those that have little,
or one that takes and gives to change an order as opposed to an
amount. Rogues also suffer an imbalance in their Aspect, having a lack
of it or an abundance of it. It is the Rogue’s job to identify that
imbalance and fix it.
Personality wise, Rogues are quite peppy, and are very personable,
even if some seem to be that way mostly by accident.
121
When using your God Tier powers you must roll for performing a 'God
Action'. In order to perform a God Action you must declare it as well
as the Trait that you want to use with it (a fighting based action
would have Vim rolled, like destroying an enemy, a charm based action
would have Pulch rolled, like mind washing) and then roll a d12 + the
Trait die against a DC decided by the GP according to the magnitude of
the action. You must also spend an amount of Agency according to the
magnitude of the action (Refer to Table of Magnitude). If your roll
passes the DC then the action happens just as you described it.
However, if your roll is lower, your action does still happen, but
something will go wrong. It misses, it affects the wrong target, its a
bit too slow, it does it in an unexpected way. A personal favorite of
mine is rolling a d100 to get a percentage of fuck-up, what some call
Severity, and decide what happens according to the roll.
Do not fret, if you have more Agency left in you, you can use more
Agency than necessary and add a +2 to your roll per extra Agency used.
You may also do the opposite, lowering your result by 2 by spending 1
less Agency. If you’re out of battle, you do not spend Agency to
perform a God Action, but the Agency cost must be less than or equal
to your maximum Agency
If you are playing an Active Class you pay additional Agency for your
God Actions.
If you are playing a Passive Class your DC for your God Actions rises.
122
Table of Magnitude
1 1 2 4
2 2 4 6
3 3 6 8
4 4 8 10
5 5 10 12
6 7 12 14
7 8 14 15
8 9 16 17
9 11 18 19
10 12 20 21
11 13 22 23
12 24
13 28
8.2.5 Inversion
creating the opposite. This would reach the same result but using
actions that don’t fit the player, or are not healthy for them.
Crisis of Identity
The first time a player’s Inversion manifests, it does so without the
players consent, in that they aren't choosing to do it, it just
happens like how the main powers manifest themselves. Every time after
this, players must actively choose to use it. You need to keep track
of this, because once they have used it a few times, they have what is
called a Crisis of Identity, where their shadow reaches out to them,
invites them to step in, shrug off the role they had and take their
power into their own hands. They can either choose to ignore this
temptation, or to step into it. However, they must choose to do it,
you as the GP cannot force them to do it, you can only suggest, and
make it sound really good. If your players feel that a certain Crisis
or use of inverted powers was particularly emotional or potent, it may
count as multiple uses and cause them to invert earlier.
Inverting
When players do decide to do this, several things happen:
First off, they must RP according to whatever they perceive to be how
their character would act in an inverted state (be crazy, become like
an eldritch creature, be scarily nice, develop a fierce hatred of
lemons, etc.)
When using God Powers they must use their Inversion’s verb and Aspect.
Attempting to use your original God Powers costs an additional point
of Agency and has a DC higher by 2.
If they are inverted for too long or make too much of a use of their
Inversion’s powers, the player is afflicted with their inverted
Aspect’s Ultimate State.