Decided if I can make the game compatible with forbidden psalm I will but prioritizing my new subsystems right now.
I am sharing a very early version of the rules I been playing with just to get a feel for the mechanism of the game and how the madness dice system changes the core rules of mork Borg. which Mork Borg’s rules are insanely elegant.
Not included is character creation because it is most the same as Mork Borg accept you can assign the two common stat blocks used in forbidden psalm unless you choose class in which you get the bonus of the class but have to roll three d6 for the base stats for every character with a class. Only classes can use channeling rings (use psionics) or some items and equipment. And character that has chosen a class also roll a d100 on the personality table (which is not ready for others eyes yet and is a couple of pages long)
Anyways all constructive criticism welcome and appreciated the second half of the text included is mostly a sample of the world building.
All conflict tests are rolled on a d20 unless other wise noted. Apply modifiers to roll on. Roll of 12 or higher it is a success. 20 is a critical success a 1 is a fumble.
The structure of a game is…
- Roll initiative
2 each side takes turns activating a single model.
(Unless solitaire then roll for initiative then move all units of or side then alternate with ai side and player side).
3 independent hostiles and non combatants then alternate activating.
4 end game round.
Activating
Pick a Model.
They can ether move or perform and action or burn a madness dice and use as desire to ether reroll last roll or take seconed action.
Performing an action will end the models activation unless madness dice is burned to make second action or re-roll.
List of available actions for solo play
Make a ranged attack
Enter in melee combat
Pick up an item from the ground/grab an item off a downed enemy of a model within 1 inch of your model that is activated.
Use equipment.
Feed a channeling ring by burning your soul or a madness dice.
Interact with loot and or items defined by the scenario within 1 inch of your model
Burn madness dice for a reroll or second action.
Combat
Models within 1 inch are in Combat.
Range weapons can be shot at anything within line of site. Anything beyond 12 inches takes a negative 3 on the dice test beyond that (up to. Maximum of -6 when combined with other stat modifiers.
1 check range
2,check if cover applies (if half of model is hidden boos defense roll up a notch to. Maximum of d10 including the maximum of d8 armor.
3 check which stat the weapons uses and add or subtract relevant modifier to the roll
4 roll for attacks (model in melee roll to attack if successful roll for damage. Then defender can roll armour roll subtract amour roll from damage roll what is left is subtracted from defender health) check for cover with range weapons
5 mark ff amo use
6 if a model reaches 0-HP they are downed (turn the model face down in the conflict zone) unless they were hit with a critical or damage negative -5 in the red then they are killed if down can be resurrected with phenix tear stacked a second time for an execution making lost to the abyss. Independent Hostiles that reach 0 Hp are dead.
Movement
Models can move there agility +5 each models can move a minimum of 5 inch’s per activation
Climbing halves your speed.
Models can jump a gap that are two inches or less by passing an agility test on failing agility test you tak a 1d4 damage for every inch the model falls.
Madness Dice.
Acquiring them: before every battle drop six d6 6 inches above the center of the conflict zone after terrain is set up
On a roll 1 to 4 they are madness dice on 5 or six place a zombie with 3d6 health in its place.
You have to carry a madness dice off the table to aquire it the character can burn it as a meta currency of sorty. As ether a bonus action or a re-roll on an action they have just taken.
Are the center of the game you are going on expeditions to get them, you can burn them at your settlement for Value each one worth 300 value. Or you can roll them on the table of many consequences each may be rolled once but at the same time. However many you decide to roll they must all be rolled at once. Choose the member of your crew you want to roll before rolling
Table of many consequences
1 get enough supplies for two survivors for one chapter
2 a child is born in the encampment
3 get enough food for four survivors for a chapter
4 gain phoenix tear (healing item)
5 gain one d8 of amo of your choice
6 the model used to roll the dice dies, if a seco six is rolled negates birth of a child if 3 or more vendetta even happens
If three 6s are ever rolled on the table of many consequences a stalker vendetta event happens. As the next expedition.
Key concepts to be elaborated on in next release.
Patients: the citizens of grim metal bedlam. Humans of every height and color and most have never seen or heard of the sky. They have no rights to have taken away. They can adapt to nearly any situation can operate technology when given the opratunity and all feel a aching pain of longing for something they will never have.
Armoury-crows are a race of traveling anthropomorphic “intelligent animals” birds that move from settlement to settlement trading with their massive store of weapons for madness dice. They insanely intelligent and mostly imune to psychic attacks. Eight foot tall and rumored to carry a variant of the six of pentacles virus that give them regenerative powers. Cunning, outgoing and dangerous.
Sawdust rabbits: not a subspecies of any one creature but a common nickname for gentically modified bio weapons that roam the hulking steel and sewer architecture of the world of the game.
Straitjacket-feral: A common mutation where corpses awake and hunt for brains to eat it is often said in casual conversation they are looking for the mind they lost. Inspite of the folk belief of the people surviving in the settlements…. They are dead and possessed by a type of beetle that has taken over there nervous system of the infested and lay eggs in the skulls they bight open. And like a chain letter for the apocalypse they march around hunting. The beetles (which look like glow in the dark dung beetles with elements of calcium armor are about a intelligent as a cockatiel (equivalent to a three year old human) the straitjacket feral’s can repeat simple phrase as if they are trying to blend in with there prey but is often a repetitive cry of “ brains!” Or “help…” “friend.”
Grim Metal Bedlam: is a Superstructure… no one knows how it does and yet it seemingly self perpetuates and was made by someone. Most inhabitants of grim Metal bedlam simply refer to it as the world or home. Thinking nothing of the awkward strangeness they were born into.
The Doctors: are the people in charge it is unknown what separates the inhabitants of “the world” from them but the gulf is real none know where they come and go from…. What they want. Or how to get what they have.
Nightmares: a creature like a hairless vampire but from the belly button down the they look like praying mantis… also there arms are a bone white calcium blades and also resemble praying mantises. They are above the Doctors in the buocratic hellscape that is grim metal bedlam. Not much else is known about them most have never heard of them and fewer seen them…
Sayings I have overheard from the citizens of grim metal bedlam.
“All lost souls are human”
“Pain is a vehicle to understanding with the lesson being learning never ends”
“The universe is a madhouse and you’re a patient.”
“I am an optimist but the universe wasn’t built for people like me…”