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THE RULES OF THE TUNNELS.

Posted by The GMFor group 0
The GM
GM, 1 post
Mon 26 Jul 2021
at 17:49
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THE RULES OF THE TUNNELS

YOU are an outcast, one of many who've been driven into hiding in subterranean tunnels by MegaCorp, Inc. --the evil company that's come to this planet to strip it of its resources. (The tunnels are under the wasteland that they've created.)

But you're fighting back... your leaders have a plan...




When you make your character, you'll have three TRAITS.

Traits are short phrases that describe who your character is and what they’re good at. Each player has three Traits determined by:
1. one special thing they can do (talent),
2. one object they like to use to accomplish tasks (tool), and
3. the emotions and convictions they have (motivation).


In addition to these player-created character Traits, the GM will create a scene Trait for players to interact with.

When the GM sets a new scene, he will call out one detail in particular as a Trait. Players may use this to their advantage just as they would any other Trait.


Moves are the basic ways actions are resolved in the game. Essentially, they help to keep the story moving forward. In order to use a move, players have to first describe what
they are doing in the fiction. The narrative determines when moves are triggered.

When a player describes an action fitting one of the moves, they roll one die for each Trait that would be beneficial in that situation. Players take the highest die as their roll.

--If you roll a 6, it’s a success.

--If the highest result you roll is just a 4 or 5, it’s a complication – you succeed, but at some cost as described in each of The Moves.

--If the highest result you roll is only a 3 or less, it’s a failure – the Game Master gets to make a move against you instead.

If the GM decides a given action is particularly easy or hard, he may tell you to add or subtract a die from the roll as he sees fit.

Regardless of the difficulty or other factors, you will always roll 1, 2, or 3 dice.

If you have no applicable Trait, you may still roll a single die, but in that situation, treat a roll of 6 as a complication instead (that is, like it was a 5).

There are six basic moves that players can trigger:
--Avoid Danger
--Cunning Ploy
--Get Violent
--Look Around
--Don’t Get Caught
--Talk it Over



Critical failures represent those times when a PC tries too hard and fails spectacularly.

Whenever you roll a 3 or less, there is always a chance of a critical failure. If, in that situation, any of your dice have a 1 on them, you critically fail.

The GM will ask you for a single word Prompt to establish the details.

They will then use that word as inspiration for how things get dramatically worse.

But with utter failure comes lessons to be learned. The way that characters learn and grow is directly tied to critical failures. Whenever your character rolls a critical failure,
they get to write down a short phrase describing what they learned from the experience.

You may choose to use one of your experiences at any time as if it were a Trait. On a roll of 6, you get to keep the experience, to use it again in the future. On a 4 or 5, it can’t be used for the rest of the mission. On a 3 or less, you lose it permanently.



All characters start out with 5 points of Zeal. These may be spent to change any roll into an automatic success. Zeal only replenishes at the end of a mission-- 1 every time, 2 if the mission was particularly successful.


Harm & Death

When your character is injured, they receive one Harm and roll a single die. If you roll greater than the amount of Harm your character has, then your PC survives. Otherwise, they die spectacularly.

If you still have any Zeal, you may spend it to keep yourself from dying.

Harm against non-player characters works a little differently. The average person only needs to take Harm once to be taken out of a fight.

Those with fighting experience, such as guards or mercenaries, require two Harm to be taken out of a fight.

Also, mercenaries have a set of stunts they can use against the players. Whenever they take a Harm, the player gets to choose one of the merc's stunts to disable. When all of their stunts are gone, the merc is defeated permanently.



Shiny

Players have the opportunity to gain Shiny, which represents the various bits of crystals (which are used as one form of currency) and valuables PCs pick up. Shiny can be spent to gain additional items. There are a few different kinds of items players may gain, usually acting similar to a Trait. The GM decides if a given item could reasonably be obtained, but should attempt to include unique high-tech items. Players earn one Shiny each mission for their service, but may earn or find more based on the circumstances.


Items

Mundane items cost 1 Shiny. These are simple tools and pieces of equipment that don't grant Traits as such, but can be used to increase your options within the narrative.

Minor items cost 2 Shiny, and are items with a single, quick effect. You may use this item as a Trait for a single move, after which it is expended.

Major items cost 4 Shiny, and are items with a sustained effect. You may use this item as a
Trait for any number of actions, but only until using it results in a failure or until
the end of the mission, after which it is expended.


The Moves:

Making Moves


The important thing to remember is that doing what the move describes is how you trigger it. Don’t ask if you can Get Violent, just do it. Tackle someone to the ground or take a swing at them. The game works best when you describe what your character is doing first. Start with the action, and use the rules to determine the result.

When you’re playing the game, you may narrate what your character would do next and the GM will tell you what move to make. At other times, you may know what move you want to make,
and you’ll describe your character’s actions in a way that would trigger the move.

It’s also important to note that the moves are not intended to be repeated over and over unless the situation has changed. If you attempt to Look Around and fail, then you can’t just look harder unless you do something to alter the situation. The moves are designed to create the story. Trust them to do that.

Avoid Danger
When you attempt something without regard for the consequences, make a roll.
--On a roll of 6, you pull it off.
--On 4 or 5, the GM will tell you what it will cost to succeed.

Avoid Danger is for when your character is trying something risky. You could be trying to climb up a tall wall, run past a set of enemies, or duck for cover to avoid getting
hurt. It’s a great move to use when the group isn’t sure which move best applies.

The consequence is purposefully open ended. When it says the GM will tell you what it will cost to succeed, the consequences are entirely in his hands. This means he might tell you the move will put you in a bad position, or that you could take Harm doing it, or any number of things. It’s up to the player if the cost is worth pressing forward.


Cunning Ploy
When you make preparations or attempt to create an advantage, make a roll.
--On a roll of 6, you temporarily create a new scene Trait.
--On a 4 or 5, the Trait can only be used once and must be used immediately.

Cunning Ploy is the move for helping the group as a whole. This could be creating a trap, directly trying to help another character, or adding something beneficial to the scene. Essentially, you are trying to change the situation to your advantage.

This is a great move for when you want to increase your chances of success. The trait created is temporary however, and exactly how long it sticks around is entirely
up the the GM. Something like creating a fire might stick around for a very long time, while something like setting up a trap might only be usable once. If your roll results in a complication and the conditions aren’t right to use it immediately, you lose the
opportunity.



Get Violent:
When you use force against someone, make a roll.
--On a roll of 6, choose two from the following list. On a roll of 4 or 5, choose one:
· You don’t take Harm
· You deal Harm to them
· You get them out of the way
· You take something from them
· You knock them unconscious (only works on minor threats like normal guards) (or slightly larger problems that have already taken a Harm)(Or Mercenaries/Bounty Hunters who have already taken 2 Harm)

Get Violent is for when you are using force to get what you want. This isn't threats, but physically acting against someone by any means necessary. This could involve attacking someone with a weapon, grabbing or pushing them where you want, or ripping something out of their hands. If the person or situation in which you are getting violent is inherently dangerous, then you are inviting the GM to give you Harm unless you specifically choose the option to avoid taking any Harm.


Look Around
When you attempt to gather information or search an area, make a roll.
--On a roll of 6, you may ask one question from the following list.
--On a 4 or 5, the GM chooses the question and answers it:
· What is dangerous here?
· What is valuable here?
· What has recently happened here?
· What is hidden here?

Look Around is the move for when you want to know more about what’s around you. When you ask a question, the GM will answer truthfully and attempt to give you information that is helpful to you.

It doesn’t matter exactly how you discovered the information. If you ask the question, the GM will give you the answer and explain how you found the information.


Don’t Get Caught
When you try to deceive someone or do something without them noticing, make a roll.
--On a roll of 6, nobody notices.
--On a 4 or 5, choose one:
· The deception will not last long
· You are exposed to danger somehow

Don’t Get Caught is for whenever you’re trying to trick another person. Whether you’re trying to keep them from noticing you hiding, taking something from them, using a clever
disguise, or lying to them, this is the move.

If you choose for the deception to not last long, then they will attempt to find you after they find out what you did. This means the GM will bring them back as a problem you will have to deal with. Being exposed to danger means that you either suffer a repercussion now, or that the GM will soon cause the situation to get dangerous.


Talk It Over
When you ask something from someone willing to listen, make a roll.
--On a roll of 6, you convince them to help you.
--On a 4 or 5, they demand something more in return.

Talk It Over is for situations when you have someone who is already willing to listen to you. This is not for dissuading hostile or violent enemies. You must have a good reason why they should listen to you in order to use this move.

You could attempt to bribe someone with Shiny, or explain how helping you is also in their best interest, but some reason that makes the person willing to listen to an outcast like you is necessary.

If they demand something in return, they might ask for something physical they want or a favor, but they refuse to help until you’ve completed your end of the bargain first.




Making a Character

The first step to creating a character is deciding who they are and how they fit into the world. The game assumes you are playing a non-human outcast...

Here are four species you might choose from...

--Grunt (plural Grunts): You're big and tough and strong (although there are always exceptions in any species), a species genetically engineered to be a soldier in a long-ago war. Then, MegaCorp, Inc. hired you as manual labor-- mostly lifting and carrying things. But when you tried to unionize, you were kicked out into the wastes.

--Aqua (plural Aquas): You're amphibious, a sort of frog-fish-man, created to work underwater on farms and oceanic mining operations. Your species also has psi abilities more often than other species. But when you tried to unionize, you were kicked off of MegaCorp, Inc. property and told not to come back.

--Canik (plural Caniks): You're a little lizardy person, genetically engineered to be not only good at tech but also able to get into small spaces to work on it (maybe you can even crawl up walls like a lizard?) When your species tried to form a union, though, the MegaCorp decided to replace you all with robots, and kicked you out into the wastes.

--Scav (plural Scavs): You're the original native species on this planet-- a little bigger than a Canik, but smaller than an Aqua. Your species is naturally sneaky (although there are always exceptions?)-- your dark fur helps you blend in with shadows.


You can also choose something else if you want-- heck, you can play a human for all I care, the important thing is that MegaCorp, Inc. would have an extreme reaction if they spotted you on their property. (Maybe you're a genetic experiment that escaped to the tunnels under the wasteland?)


Players are free to play anything they want, so don’t be afraid to play as a something weird.

Once you have a general idea of who they are, you need to choose three Traits to represent
them. These Traits should be short phrases that describe your character’s:
--Talent
--Tool (oh, grow up), and
--Motivation.

When you choose a Trait, think carefully about how it could help you with the moves. If you can’t immediately think of a way to use it for more than one move, try and come up with a different Trait.

Talents are what your character is good at. It could be their incredible strength, how sneaky they are... or maybe they can breathe fire?

Tools are what your character owns. It should be something that defines who they are, or a favored piece of equipment. It could be a rusty old club they always carry with them, or their set of lockpicks, or even an animal companion.

Motivations are what drives your character, what emotion defines them, or how they see the world. They could be defined by their thirst for vengeance, their fear of getting
hurt, or their belief that humans are evil.


The GM always have the final say on whether a player’s Trait is allowed in their game or not, but they should take care to accommodate a player’s chosen concept. Players can choose to swap these Traits out at a later time as their idea of their character becomes more solidified or they gain new items and experiences. However, this should be done infrequently, and requires permission from the GM to do so.

(Almost) finally, players choose a single Perk for their character from the following list...

Players also get 3 Shiny worth of starting gear for their character.


Character Perks

Perks are things that make a character special. They tend to define the way a character interacts with the world. Perks may offer characters special abilities, new ways to interact with basic moves, or entirely new moves that only they can use. Players can choose from any of the following:

Mayhem - You may use Prompts from critical failures as if they were scene Traits. Additionally, once per mission, you may narrate how a critical failure was actually an incredible success. TAKEN


Breaker - When you attempt to destroy an object or structure, make a roll.
--On a 6, it’s broken beyond repair.
--On a 4 or 5, the GM chooses one effect:
� You draw unwanted attention
� You destroy something else that was important
� You accidentally Harm someone in the process


Slippery - When you attempt to escape a bad situation, make a roll.
--On a roll of 6, choose two options from the following list.
--On a roll of 4 or 5, choose one option.
� You escape without being noticed
� You escape without taking Harm
� You escape with someone or something


Curious - When you Look Around: make a roll.
--On a roll of 6, you may ask two questions from the normal list (see Look Around, above).
--On a 5, you may ask one question.
--On a 4, the Game Master chooses a question and answers it.
TAKEN


Hoarder - You may reveal that you have an item with you (by spending an appropriate amount of Shiny) as if you had already bought it. Additionally, your character starts with three extra Shiny.

Psi: - You are able to use psychic abilities by spending Zeal. When you want to unleash your psychic powers, choose a target, spend 1 Zeal, and Prompt the GM. They will narrate the effects of the psi ability in a way that is far beyond a normal success.  TAKEN

Leader - When you tell everyone what the plan is, others may roll an extra die once per mission when following that plan. TAKEN

Distraction - When you attempt to distract or stall for time, make a roll.
--On a roll of 6, all eyes turn to you.
--On a 4 or 5, you distract them for a short amount of time, but they retaliate when your time is up.

Reckless - When you react to something new before anyone else, and without making a plan, roll an extra die.

Skilled - Choose a Trait (Talent, Tool, or Motivation) and a move. Whenever you use
these together, you may treat any roll as a 4 or 5 regardless of what you actually rolled.

Protective - When an ally would take Harm, describe how you protect them and make a roll.
--On a roll of 6, you protect them and they don’t take Harm.
--On a 4 or 5, you take the Harm instead of them.

Tough - When rolling for Harm, you survive if you roll equal to your level of Harm. Additionally, when you spend Zeal to avoid death, you roll an extra die on your next move.

Grovel - You can try and Talk it Over with those that are hostile or unwilling, but on a successful roll you treat it as a complication instead. The GM cannot choose to Harm you as a consequence when using this move.



Custom Perks
Sometimes you will want to create a custom perk that fits your character specifically. This could be because none of the provided perks fit your character, or because something you wanted didn’t easily fit as a Trait. In either case, creating custom perks is encouraged.
Choose one of the provided perks and work with your GM to modify the wording to match your idea. New perks should always be something you can use frequently and that defines the way that your character plays.







Between Missions:
Whenever there is a significant amount of time to rest and recover, all players remove all Harm from their character and may collectively choose what their allies in the tunnels have been up to by choosing a Tunnel Action.

Tunnel Actions are how new events in the world are generated. Specific actions reveal different things about the world and help the players know what opportunities they can pursue. Each action has a potential upside and a potential downside depending on how the players roll. You may not choose the same tunnel action twice in a row. There are three actions the group may choose from:


Raid: All players gain one Shiny, and your Notoriety increases by one. Each time you choose this action, roll a die. If you roll less than or equal to your Notoriety, the Game Master will create a mercenary to pursue you, and your Notoriety is reset.

Meddle With Tech- Tell the GM what you’re trying to accomplish with tech and roll a die.
--If you roll a 6, you create the desired effect.
--On a 4 or 5, you discover the need of some odd part that you need first. For each part you’ve gathered, you may roll an additional die.
--On a 3 or less, the tech backfires. The GM always determines the exact effect of what happens.

Scouting Party - Choose a single word as a Prompt for new information, and roll a die.
--On a 6, you add an undiscovered location to the world that has some beneficial item or
resource.
--On a 1, the Prompt backfires, and you’ve drawn the attention of something or someone nearby.
--On any other roll, the GM will reveal a new opportunity nearby.
This message was last edited by the GM at 16:10, Sat 11 Sept 2021.
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