The Agenda Engine
Basic Mechanic
Difficulty Modifiers
Modifiers vs.
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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