Chocolate Horizon: Difference between revisions

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Go wild.
Go wild.
=== Health ===
Every character is assumed to have 10 HP and each plane part has 15. Planes have as many parts as the player wants, but usually only two engines, two wings and a rudder for control, the loss of any of which spells doom. Damage is inflicted based on the net value of the dice rolled by the attacker versus the defense of the target.
If a character rolls multiples of the same number, they add the number of multiples squared to their attack or defense, so doubles adds +4 to the totals, triples add +9.
It gets wild.
=== Character Listing ===

Revision as of 17:01, 20 November 2013

A word salad oneshot set in a fantastical Walloonia menaced by giant power-armored Nazis.

Characters

Characters begin play with four strengths and two weaknesses. The greater and more inhibiting your weaknesses, the stronger your strengths are. Weaknesses can be psychological or physical, but having shitty gear is not a weakness.

This manifests in dicepools. ALL actions are normally rolled at 1 dice, with strengths at 2. If your weaknesses came into play dramatically, you can bank 1 dice to spend on a strength. This builds up to a maximum of 5 banked dice.

Go wild.

Health

Every character is assumed to have 10 HP and each plane part has 15. Planes have as many parts as the player wants, but usually only two engines, two wings and a rudder for control, the loss of any of which spells doom. Damage is inflicted based on the net value of the dice rolled by the attacker versus the defense of the target.

If a character rolls multiples of the same number, they add the number of multiples squared to their attack or defense, so doubles adds +4 to the totals, triples add +9.

It gets wild.

Character Listing