The Agenda Engine

Dice Mechanics

Basic Mechanic

Difficulty Modifiers

Modifiers vs.

Attributes

Skills

Range & Cost

Resistance Skills

  • Temperance - Resistance to appealing or fascinating things.
  • Fortitude - Resistance to disease.
  • Courage - Resistance to pain and injurous things.
  • Tolerance - Resistance to freaking out at the sight of unusual things

Social influence Skills

  • Fascination
  • Beauty/Handsomness
  • Intimidation
  • Terror
  • Persuasion
  • Bluffing

Derived Qualities

Physical Damage Track

Psychological Strain Track

Skills

Weapon groups

Saves:
Carnage fear resistance
Xenophilia (bolstered by size)
Temperance (fights Fascination and social pressures)

Alien-ness (bolstered by size) - triggers Xenophilia
Fascination - some sort of intriguing passive quality (generally appearance, could be pheromones or actions as well)

New Skills:
Temperance - Ability to resist temptations (could combine with Will or Intuition)
Courage - Ability to resist fear and unpleasantness (could combine with Will or Stamina)
Rationality - Ability to function coherently when other irrational impulses threaten (could combine with Will or Reason).

Spendable Qualities

Determination

Before making an action a player can declare their character is spending Determination. Each point spent grants the character a +1 to their roll. However if the opponent has a higher MoS than the one who spent.

Others

Other Spendable Qualities may exist as well. Most of these add +1 to their roll or +1 to their MoS. Spending a point from some just allows an ability to work outright.


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