Project Moon TRPG Rule Summary
Project Moon TRPG Rule Summary
This is a roughly cut and translated summary of the core rules of the fanmade Project Moon TRPG,
originally created by helloing0119 in Korean.
There might be some areas that are phrased slightly differently from the original rulebook.
The attached character sheet in the Project Moon TRPG Google Drive handles point calculations for effects automatically.
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|| Basics ||
[RANK]
Rank is an overall assessment used to classify a variety of things, from character assessment, threat
ratings, equipment quality, skill level, etc. This is used throughout the system.
Ranks go from 0 to 5.
After Rank 5, there is also an EX rank, which applies to things beyond common sense. This rank isn’t
achievable by typical means, and a character who reaches Rank 5 and wants to attempt reaching EX
rank should consult with the GM.
An abstract Rank -1 also exists, which indicates an extremely poor quality- but this generally isn’t included
in elements that utilize rank.
General quality Terrible Average Notable Good Great Excellent Top-class Beyond common
sense
Threat Triviality Canard Urban Myth Urban Legend Urban Plague Urban Nightmare Star of the City Impuritas Civitatis
Classification
Approx. Fixer Probably about to Grade 9 or below Grade 9~8 Grade 7~6 Grade 5~4 Grade 3~2 Grade 1 Color
grade die
Range of Inconsequential A few people A street A neighborhood A residential A Nest Multiple Nests Unknown
influence district
Risk example None A thug with a A group of thugs An explosion A riot or skirmish Large-scale Large-scale Unknown
knife terrorism bombardment
Damage to public Maybe injured or 1~2 casualties, 5~6 casualties, 12 casualties, More than 50 100+ casualties Area is destroyed Unknown
robbed, if unlucky. maybe a broken damaged property destroyed building casualties
window
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The available number of Effect Points typically scale with the Rank of the equipment, or the character’s
own Rank.
Some effects also have negative point costs, or can be entered as a negative value.
These typically come with disadvantageous aspects, like self-inflicted damage or status ailments, but
gives back extra points to apply to other effects.
The maximum amount of points you can get through this way can’t be higher than the initial amount you
start with.
Each effect can have a maximum of 5 points applied, unless otherwise noted, same for the negative
ones.
Some effects cannot be stacked or duplicated.
Refer to the Effect Tables in the character sheet’s [DATA] section for more specific details, or the Effect
Crafting section within this document.
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[CHARACTER CREATION]
New characters start at Rank 1, unless otherwise specified.
(The attached character sheet will do the basic calculations for you)
-Fortitude: Relating to physical prowess and physiology. Modifies Attack, Influences Health.
ex: destroying things, heavy lifting, intuiting opponent’s physical capabilities
-Justice: Relating to making judgements and taking bold actions. Modifies Speed in combat.
ex: decision making, leadership, facing fear, presenting one’s views
-Charm: Relating to influence and effect over others. Influences Stagger Resistance.
ex: bargaining, intimidation, catching people’s attention, convincing speech
For the distribution of stats, allocate initial stat values (2, 2, 1, 1, 0, 0) to the desired stats.
The maximum value of a stat is the character’s [Rank] + 2.
Rank 1 0, 0, 1, 1, 2, 2
Rank 2 1, 1, 2, 2, 3, 3
Rank 3 2, 2, 3, 3, 4, 4
Rank 4 3, 3, 4, 4, 5, 5
Rank 5 4, 4, 5, 5, 6, 6
Sanity 15 + ([Prudence] * 3)
Light 3 + [Rank]
Charm Challenges a random target with Charm, and on success prevents their next action.
Insight Challenges a random target with Insight, and on success randomly gives an advantage
or disadvantage on their next action.
Temperance Challenges a random target with Temperance, and on success inflicts D6 damage to
Sanity.
The panic state is maintained until Sanity is restored to 1 or more, or when successfully challenged by
another character with the same Stat as the panic type.
(Target's mental power is restored by 1 on success)
-When challenging a panicked character to calm them down, there is a negative modifier of -[Target’s
Rank]
-In battle, the random target will change every round.
When Stagger Resist reaches 0, the character goes into a Staggered state, where they are unable to act
for a round and all of their resistances become temporarily Fatal.
They also receive 5 Mental damage each time they’re staggered.
Stagger is resolved in the next round, and Stagger Resist is fully restored.
---Recovery rule
With enough rest within a day, a character’s Health, Sanity, Stagger Resist, and Light will all be fully
restored.
Skill effects that change Power raise or lower the modifier value.
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[LEVELING UP]
For every 8 EXP gained, a character gains 1 Level.
When leveling up, you can do the following:
-Choose two stats, and raise each one by 1.
-If you want, take the time to swap a skill.
-If you want, take the time to learn a new skill.
-If you want, you can pay for an Augmentation procedure.
Every 3 levels, a character’s Rank increases, and the Mystery Rank also goes up by one.
At Level 15 you reach Rank 5, and you can choose to keep going, retire the character, or consult with the
GM to attempt to reach the EX Rank.
–Experience Points (EXP)
Opportunities to gain EXP
-Growing through failure: Gain EXP for every three times you get a result of [6 or less] on a
challenge roll.
-Reward for combat: EXP awarded at the end of a day where there's been a battle.
-As needed: whenever the GM offers
[Average Rank] - 2 1
[Average Rank] - 1 2
Equal Rank 4
[Average Rank] + 1 8
[Average Rank] + 2 16
Enemies that are less than 2 threat levels from the group average are generally not worth fighting, and
enemies that are more than 2 threat levels from the average are too strong.
If the enemy is a Distortion, multiply the threat threshold by the [number of characters.]
You can calculate the expected EXP gained after a day of combat through the following steps:
1. Add up all the threat levels of enemies you faced in a day.
2. Look at how many times the sum of the threat levels is relative to the Combat Capacity, and compare it
to the table below:
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[EQUIPMENT]
Characters can equip a maximum of two weapons and one outfit, and have up to two portable tools at a
time. Only equipment up to [Rank] +1 of the character can be used.
–Weapons
WEAPONS are equipment for dealing damage
Weapons can be melee or ranged, and have one attack attribute by default (Slash, Pierce, Blunt)
Ranged weapons that operate with ammunition must have corresponding ammunition purchased
separately.
- Weapons start off with a default base dice of 1d6 for Attacks.
–Outfits
OUTFITS are equipment that reduce damage
A wearable protective garment that affects damage and stagger resistance.
Its appearance is not relevant to its functionality due to the nature of the Workshop technology behind
these equipment, and they can appear as normal or as outlandish in fashion as it suits the character.
- Outfits start off with default base dice of 1d6 each for Defense and Evasion.
Outfits have set Damage Resistance and Stagger Resistance multipliers for each attack type (Slash,
Blunt, Pierce), for a total of 6 different Resistances.
The damage multipliers are defined under the following tiers:
Resistance Damage Multiplier
Fatal 2
Weak 1.5
Normal 1
Endured 0.5
Ineffective 0.25
Immune 0
When creating an outfit, assume all resistances start at Normal [x1], and distribute the specified
resistances based on the Outfit rank:
Rank Damage Resistance Stagger Resistance
—Adjusting Resistances
After distributing the initial resistances according to the Outfit’s Rank,
you have the option to reduce/raise a resistance by a tier by reciprocating an opposite change on a
different resistance.
This can be done multiple times, but you cannot apply changes to the same resistance multiple times.
OK Not OK
Slash Res: Weak [x1.5] -> Fatal [x2] (lowered) Slash Res: Weak [x1.5] -> Fatal [x2] (lowered)
Blunt Stagger Res: Normal [x1] -> Endured [x0.5] Pierce Stagger Res: Normal [x1] -> Weak [x1.5]
(raised) (lowered)
Blunt Stagger Res: Normal [x1] -> Endured [x0.5] ->
Ineffective [x0.25] (raised x2)
–Tools
TOOLS are items used to gain beneficial effects in combat or exploration.
Tools can be used in challenges, combat, and any other actions.
-Portable tools can be carried without issue.
Non-portable tools require special accommodation to carry, such as having two characters drag it
around, or transporting it by other means like a carrier or vehicle.
-Reusable tools can be used up to three times a day.
Non-reusable tools are consumed, destroyed, or lose effects on use.
If a Tool seems too large or heavy to transport by any reasonable means, it might be better classified as a
Special Item.
Tools are also able to use effects from all Skill Effect tables, including special effects specifically for
Tools only.
-Applied Tool: When the Tool can be used on another piece of equipment to enhance the next action.
Ex: Flammable rosin applied to a weapon to give Burn effects
Shield generator that confers bonuses to defense dice (Outfit)
In each case, the following rules apply when crafting or using a tool.
Aside from the behavior described above, there are no specific rules that define the creation of
Standalone or Applied Tools, so how a tool is handled or categorized is ultimately up to GM discretion.
Equipment looted from a battle are considered damaged, so they need to be repaired at a Workshop
before being equipped (or, they can be equipped at a disadvantage determined by the GM.)
On average, the price for repair is half the purchase price of an equivalent Rank weapon in the Workshop.
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[AUGMENTATIONS]
Augmentation procedures refers to body modifications taken to enhance or acquire new abilities.
These can be things like reinforcing tattoos, drugs, surgeries, prosthetics, or any other bodily modification
that seems appropriate to the setting.
Effects from Augmentations are handled as passives, and are typically always active unless the effect has
a specific condition, or otherwise specified.
A character can undergo multiple procedures, but all procedures cost money.
It also costs money to remove a procedure, though generally at half the cost of purchase.
Refer to the [MONEY] section for more details.
Although augmentations are a means of strengthening the character, it can also just be utilized as an
aesthetic element to express the character.
(ex: A full-body prosthesis without any special effects or parts costs 0 points to add by default, if you want
to play a character with a machine body from the get-go.)
The Rank of the procedure received cannot be higher than the character’s Rank.
Also make sure that the total number of points used for all augmentations received by the character does
not exceed the character’s [Rank * 4].
These prostheses cost 0 points by default as a cosmetic option (game-wise), and without any effects or
parts applied, they’re handled as equivalent in performance to the original human body for simplicity.
For prosthesis with special capabilities usable in gameplay, you can add Parts:
-Specialized part (3*n points):
Add or replace a body part with [n] Rank prosthesis with a specialized usage.
This type of prosthesis is handled as a Tool (Reusable and Portable.)
Ex: specialized hands for surgery, lifeform scanner, a retractable jack for hacking
machines, etc
A non-humanoid body should be combined with other parts/procedures if you want to obtain abilities that
are beyond human capabilities.
ex: A bird-shaped machine body needs an additional part specifically for flying
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[SKILLS]
Skills are abilities that can be used in combat or non-combat situations to give an action special
effects.
—Notes on Skills
-Usage of a skill always incurs a Light cost (cannot be 0.)
By default, a skill’s cost is 1 Light.
-Increasing the Light cost of a skill will generate extra effect points to be allotted.
-Skill usage must be declared prior to taking the action it will apply to.
-Each skill has a Skill type: they can either be used on an Attack, Defense, Evasion, or
Action (tool use, challenge, etc) roll.
-Only one skill can be applied to an action at a time.
-You can always remove existing skills and learn new ones, but this process takes a few
days.
-Rank of a skill cannot be higher than the character’s Rank.
Refer to the Effect Table in the character sheet’s [DATA] section, or the Effect Crafting section in this
document for specific descriptions on skill effects.
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[MYSTERY]
Mystery is the manifestation of an unknown force by a character.
Some might call it a Psychoment, while others know it as E.G.O.
Either way, a Mystery manifests when a character derives positive determination, desires, and
virtues from the distortions in one's own mind.
They are powerful, and allow a character to unleash abilities beyond their rank.
Each character can only manifest one Mystery.
—Mystery type
Mysteries can manifest as Weapons, Outfits, Tools, or Special Items.
Equipment or items manifested by Mystery are not counted under the equipment limit.
—Activation condition
If the activation condition is ‘Always active’:
-The Mystery is always manifested, handled as a separate piece of equipment.
-Effects do not stack with existing equipment.
-For Tool types, they are usable at will, as long as there are no other required conditions for
use.
If you want to make and use a Special Item-type Mystery specifically usable in combat, do the
following:
▪ Remove all other functions as a Special Item.
▪ Choose one special Mystery-only effect from the table below.
Unless otherwise stated, this effect may be used every round.
▪ Explain the reason why this Mystery’s effect can be used.
▪ This effect can be used at the beginning of the round, before Mass Attacks.
This way is considered a bonus action.
▪ When it is your turn, proceed with your turn normally, regardless of whether you used the
Special Item Mystery’s skill.
▪ If a player wants to create an effect that is not listed in the table, make it suitable for the
game’s level with the consent of the GM and all players.
However, if the GM does not agree, it will be regarded as rejected regardless of the other
players.
It’s stipulated in the source rules that each Mystery Skill can only be used once per combat,
but this may be up to GM discretion.
▪ Taboos: The GM designates a common taboo suitable for the Mystery of the character, such as
an action or behavior that interacts with their ideology in a negative manner.
If a character breaks this taboo, do something like the following:
- Take significant damage. The type is not defined specifically, so it could be Health, Stagger
Resistance, and/or Sanity damage, as appropriate.
The details of the damage should be determined in advance.
- When using the Mystery throughout the day, roll D2.
Use the Mystery normally if you get a 1, but on rolling a 2, use the more debilitating effects.
Ex: Weapon Mystery with the following effects:
On clash win, inflict 2 Burn to opponent
On clash lose, inflict 3 Burn to self
Breaking a taboo may trigger “Inflict 3 Burn to self” on the spot.
If the Mystery has no particularly debilitating effects, determine a debilitating effect in advance, or
have the GM determine an appropriate response.
- For a short period, cannot use the Mystery or anything related to it.
(alternatively, become Distorted for a short period, such as a few turns)
[ORGANIZATION CREATION]
Organizations typically refer to the likes of Fixer offices, Syndicates, Workshops, or other such related
groups, but they could also very well be a company, a research institute, a band, a hobbyist club, or any
other organized gathering of people.
---ORGANIZATION SIZE refers to the number of members, and overall scope of the organization.
This is a summary of the organization’s members, including any player characters who are a part of the
organization.
-If the number of members is large enough, the organization might have multiple branches.
-Subordinates typically pay 10% of their income to their organization.
The rank of an organization’s highest ranking member is used to determine the organization’s overall
Rank, as opposed to the average.
---INCIDENTS are notable events or activities the organization has been involved in.
This might be something like a Fixer office resolving a case, or a Syndicate causing a crime.
The highest Rank of involved incidents is used as reference for determining the organization’s overall
Rank.
Special Items that have emerged from a Mystery are also included here.
The rank of Special Items that an organization can possess is limited to their [Rank] +1.
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[SPECIAL ITEMS]
Special Items are non-standard equipment with completely different performance from typical
equipment. They are typically owned or produced by an organization (only Special Items with ranks
up to [Organization’s Rank] + 1)
It might be a weapon with heinous effects, a relic from the Outskirts, something forbidden by the
Head, or an object that uses a singularity.
Or it could simply be a machine that produces infinite popcorn.
(From a game perspective, Special Items exist as an option for when an object with a desired effect
cannot be crafted from the effects available in the effect table.)
It should be advised that misuse of powerful or forbidden Special Items may catch the attention of a
Fixer Association or even the Head, and they may send forces to dispose of the offending
organization.
---Rank determination
A Special Item’s overall Rank is determined by the following formula:
However, if the Risk rank is EX, the Special Item’s overall rank automatically becomes EX.
A risk level of EX generally indicates something that threatens or violates the rules of the Head, so
the Special Item will also be deemed as such.
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[MONEY]
Everyone needs money to survive in the City.
Day-to-day expenses, paying your taxes, purchasing equipment and augmentations, clearing out debts,
paying protection money to Syndicates…
Note: Actual cost of living in the City is not necessarily equivalent to reality.
This is just a broad reference to wrap your mind around the scaling of the numbers.
(1 ahn is set to be roughly equal to the value of 1 South Korean won during 2020.)
Type Cost
Necessities and food Depends on lifestyle and location, but expect prices of most mundane
expenses commodities-- like food --to be similar to real-world equivalents
(scaled accordingly)
Augment procedure cost (100 * 10,000) ahn per Effect Point to purchase.
(50 * 10,000) ahn per Effect Point to remove.
Ammunition for ranged Per 5 shots, approximately equivalent to the price of the ranged
weapons weapon of the corresponding Rank.
Repairing damaged equipment Approx. half the price of equipment of corresponding Rank and
quality.
- If you sell equipment, you’ll generally receive half of the purchase price.
- The cost of reusable Tools is 5 times the cost on the table.
- There is no set price for Special Items and EX rank equipment. In other words, the seller is free to ask
for any price.
-The production cost of any Special Items and EX rank equipment is determined by the GM.
For more detailed costs, refer to the following document:
[WIP] PMTRPG-RulebookData
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|| System rules ||
(*If any system rolls or calculations result in decimal values, drop the decimals.)
–Challenge Rolls
CHALLENGES refer to an attempt at a task or action with potential consequences on failure.
When doing a challenge, select an appropriate Stat (Fortitude, Charisma, Insight, Prudence, Justice,
Temperance) for the desired action or task, and roll 2d6 + [Stat].
For any actions based on pure chance or fortune, do a Luck roll for 2d6.
Compare the resulting value to the success table to see how well the action went through.
7~9 Challenge partially succeeds. The locked door is partially lodged opened
Action goes through, but may not be with a successful kick, but it’s too tight of a fit
a complete success, or come with for larger allies.
an unfavorable result.
Challenge examples
Stat Roll example Examples of negative results on failure
Fortitude ▪ Kick down a locked door. ▪ Break something that shouldn't be broken.
▪ Lift a heavy object. ▪ Hurt self
▪ Grabs someone by the throat and threatens ▪ Get into a fight I don't want to.
them with force. ▪ Get pushed back by a bigger force.
▪ Wins an arm wrestle. ▪ Doesn't break as much as intended.
▪ Breaks an object by striking it with a hammer. ▪ Can't get the job done.
▪ Kick a ball and make it fly far. ▪ Sanity damage.
▪ Fold an object in a way it shouldn't be folded.
▪ Run at a faster speed.
▪ Jump higher.
Prudence ▪ Figuring out why there are footprints. ▪ Deduce incorrect facts.
▪ Profiling. ▪ The discovery is shocking, and causes Sanity
▪ Infer new facts from a book. damage.
▪ Predicts how an enemy will approach. ▪ You waste too much time on the task.
▪ Identify places where people tend to hide. ▪ You realize something, but it's already too late.
▪ Come up with reasons for behavior. ▪ You find out only part of the truth.
▪ Recreate something by understanding how it ▪ You are so focused that you don't notice other threats.
works.
On an advantage, the same roll is made twice and the better set of results is used.
On a disadvantage, the same roll is made twice and the worse set of results is used.
—DIFFICULTY modifiers
Some tasks may be more difficult than others, like breaking down a wooden door vs. a steel one.
The difficulty of the task is added as a positive or negative modifier, as needed.
`Very easy Easy Normal Moderate Difficult Very difficult Extreme Mastery
+2 +1 +0 -1 -2 -3 -4 -5
ex:
Character with [3 Fortitude] attempts an Fortitude roll on an advantage, with a Moderate difficulty (-1)
Assisting
---ASSIST is a way for other characters to improve another’s chance of success on a Challenge.
One can opt to Assist another character’s challenge by:
1. Declaring a Stat to use.
2. Describing the action your character takes to aid the challenge, appropriate to the chosen stat
and the challenge being done.
3. Spending 1 Light.
Characters who receive assistance have the challenge’s difficulty lowered or gain an advantage in the
roll, at the discretion of the GM.
Fortitude I stand behind X with my weapon brandished menacingly, so we can ‘persuade’ the
person to take the deal.
Charm While X tries to steal, I’ll sing to draw attention away from them.
Insight I’ll analyze the door for weak spots, so X can pry it open easier.
Prudence I’ll coach X with pointers on audience psychology, so they can perform their speech
effectively.
Justice Since we’re planning on deceiving some Grade 1 Fixers, I’ll support X so they don’t
wimp out from the pressure.
Temperance I’ll help X calm the witness, so we can get proper information from them.
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[COMBAT]
Combat occurs in rounds, where each character takes an action on their turn.
Each round within combat is estimated to be within 15 seconds of in-game time.
Turn order is determined by the Speed of the characters, which are rolled before the battle begins.
---Battle flow
Before battle
1. Roll for Speed: D6 + [Justice] for each character’s speed for this battle.
a. If there are tied Speeds, roll D6 again to sort out the order.
2. Pressure:
If there is a character of a higher Rank participating in the battle, all opposing lower Rank
characters receive Mental damage equal to [Rank difference * 5]
During battle
1. At the start of the round, process the effects of any status ailments gained from the
previous round.
2. Turn progression follows this priority:
Mass Attacks -> Long-ranged attacks -> Actions by speed order
(If you want to do any mass or ranged attack you need to declare it during their respective order)
3. On your turn, make an Action (Engage enemy, protect, move, etc)
a. Reactions can be done when one is the target of another character’s action.
b. If both parties choose to engage, this results in a Clash. Otherwise, it’s a one-
sided attack.
c. Calculate the result and damage from the Clash or one-side attack.
4. Once all turns are done, calculate and reduce Status Ailments as needed.
5. End the round, repeat.
After battle
If all enemies are unable to fight, the battle is over.
Settle any rewards or compensation as needed according to the situation.
---ACTIONS are the active decisions a character takes during their turn.
A character can choose to:
-Engage: Engage with the enemy. You can choose to Attack, Defend, or Evade.
If both parties engage, a Clash occurs.
If only one side engages, it’s handled as a one-sided attack/action.
(One-sided attacks are handled as Clash wins)
-Protect: Cover for a targeted ally, taking on the enemy’s attack in their place.
Must have a Reaction left in order to successfully do so.
-Other actions: Tool use, challenge rolls, examine something in the environment, etc.
For example, you can use an Action to use a Tool or make a strategic move, such as opening a
locked door, breaking down a wall, or using something in your pocket.
▪ In combat, an action against an enemy of Rank [n] is considered a challenge with a
modifier of -1*[n]
▪ When using a Tool, the stat used for the challenge is determined in the description of
how the tool is used.
Skills can be declared before an action’s dice roll, and its effects are then applied to the action.
(Must meet the skill conditions)
---REACTIONS are the passive decisions a character takes when responding to enemy targeting.
-You can take any action aside from Protect.
-If you attempt to Move, the opponent’s actions will be considered one-sided and automatically
succeed.
-Reactions can be used up to 2 times per round, and the second is rolled at a disadvantage.
(Additional reactions caused by recycled Defense/Evasion actions are not counted in this
number)
Attack vs Attack Inflict full damage to Opponent Receive full damage from Opponent
Attack vs Defend Inflict damage as difference between Receive Stagger Damage as difference
[Self] and [Opponent] results between [Opponent] and [Self] results.
Attack vs Evade Inflict full damage to Opponent Opponent recovers Stagger Resist
equal to [Opponent] result.
Defend vs Defend Inflict Stagger Damage equal to Receive Stagger Damage equal to
[Self] result [Opponent] result
Defend vs Evade Inflict Stagger Damage equal to Opponent recovers Stagger Resist
[Self] result equal to [Opponent] result.
Evade vs Attack Recover Stagger Resist equal to Receive full damage from Opponent
[Self] result
Evade vs Defend Recover Stagger Resist equal to Receive Stagger Damage equal to
[Self] result [Opponent] result
-If a one-sided action occurred via Attack, inflict damage normally and apply clash win effects.
-If a one-sided action occurred via Defense or Evasion, this specific action can be recycled as an
additional reaction. Additional reactions do not count towards the number of available or used reactions
per round.
If the sum of the rolls from the reaction(s) is greater than the result of the Mass attack the target receives
0 damage, and any spent light is returned.
Otherwise, the targets are damaged normally.
- If the Mass Attack user succeeds in dealing damage, the user is considered to have won the clash
against the targets they damaged, and lost the clash on targets they failed to damage.
- Reactions used against Mass Attack have no effects except to block damage.
- During a Mass Attack, any effects (Status ailments) applied to allies are activated only one time,
regardless of the number of targets the attack won/lost the Clash against.
---Damage calculation
On a successful attack, damage and stagger damage is inflicted based on the rolled result of the action.
This is calculated as such:
Final DMG = [roll + power modifiers] * [target’s resistance multiplier] + [dmg from effects]
Final Stagger DMG = [roll + power modifiers] * [target’s stagger resistance multiplier] + [stagger dmg from
effects]
Make sure to match the attack-type (Slash, Blunt, Pierce) to the target’s respective attack-type
resistances.
-Target’s resistances
Slash damage res.: Normal (1)
Slash stagger damage res: Weak (1.5)
Damage: 5 * (1) + 1 =6
Stagger Damage: 5 * (1.5) + 2 =9
Attack roll: [ D6 + 1 ] = [ 5 + 1 ] = 6
Defend roll: [ D6 + 2 ] = [ 2 + 2 ] = 4
-On Attack vs. Defend, the base damage is determined by the difference between the two results.
Damage: (6 - 4) * (1) + 1 = 3
Stagger Damage: (6 - 4) * (1.5) + 2 = 5
---DISTANCE in combat
Distance is not strictly calculated, and is more of a relative distance between combatants or key terrain
features.
Ranged attacks can only be made when the distance difference with the target is 1 or less.
Something more suitable for attacking (but still mundane), like scissors or kitchen knives, are
handled as weapons with D6 dice and no effects, with an Ineffective (x0.25) multiplier.
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(In this system, Distortions also serve as a stand-in for things like Abnormalities from Lobotomy
Corporation, or even other strange entities with abilities beyond a regular character.
Feel free to expand its definition as needed to craft encounters and events for your game.)
–MANAGEMENT of Distortions
When confronting a Distortion, it's not all about resolving the situation through brute force.
Since all Distortions have their own story and rationality, their distorted desires can also be managed
through dialogue or action.
If the overall Management attempt is GOOD, characters get the opportunity to Negotiate with the
Distortion through roleplay. A successful negotiation might result in the Distortion subsiding, becoming
dormant for the time being, or giving some kind of beneficial effect, at the GM’s judgement.
(Management can be handled in a combat fashion with speed order, turns, and rounds, or as a simple set
of challenge rolls for simplicity. Adjust as needed to the situation at hand.)
4 4 6 6 8 8 8
The success values of all challenges are then added together to determine the overall success of the
entire Management attempt.
Final 4 challenges 6 challenges 8 challenges
Result (success sum) (success sum) (success sum)
---TABOOS
Taboos are specific actions or behavior that, when broken, causes a Distortion to inflict great damage or
adverse effects on the offender.
Some Distortions can cause insta-kill effects on a taboo’s violations.
-Unusual taboo
Taboos based on an unusual action that typically doesn’t occur by happenstance or common
sense.
If a character tries to do something that is an unusual taboo, they are likely to feel a sense of
ominousness that suggests the taboo is being violated.
Examples might include something morally reprehensible, a specific ritual or sequence, or a
particular behavior specific to the Distortion.
-Common taboo
Taboos based on a common but not necessarily essential action or behavior.
Examples might include eating lunch the next day, grilling meat, or doing other basic actions that
trigger the Distortion.
If you have to make a specific effort to avoid the taboo, they may be better classified as a
reflexive taboo.
-Reflexive taboo
Taboos based on unconditional or thoughtless behavior, which might require specific effort to
avoid.
Examples might include rolling a challenge on a specific Stat, attacking the Distortion, speaking
within 10 seconds, raising one’s right hand, or averting one’s gaze
GMs are advised to give enough information and hints in advance so characters don’t violate a taboo on
pure happenstance, especially if the consequences are dire.
(While a Distortion’s Management Information may state that breaking a taboo will result in instant death,
it is up to Master’s preference whether to kill with impunity, or to deal only a moderate amount of damage.
Be as merciless or as merciful as needed for the situation, narrative, and atmosphere of your game.)
When a Distortion’s counter reaches 0, it enters a Hostile state, where it can no longer be managed.
Hostile Distortions typically indiscriminately attack those it encounters.
(In Lobotomy Corporation terms, Hostile = Breaching)
---SUPPRESSION of Distortions
Distortions that are in a Hostile state or are otherwise too unstable to be reasoned with may need to be
defeated in combat.
Successfully suppressing a Distortion generally resets its Counter to the max value.
Special Item type distortions can be used or equipped, and usually have one or two beneficial effects.
However, they may also have harmful effects, and like other distortions, may require special methods or
precautions while handling it.
–Creating a Distortion
A quick guide to making your own distortions:
1. Fill out basic information. Create a general backstory and concept for the distortion and work
around this idea.
2. Enter Stats. Follow the same general rule of stat distribution of regular characters.
If the distortion is based on an existing character, enter the original stats from before they
became Distorted.
3. Select a Work Preference Type (High, Normal, Low) and fill out Work Preference
On the character sheet, this should automatically generate a number next to it.
Distribute any combination of numbers between -8 and 8 to the Distortion’s Work Preference
section, until the total matches the number resulting from the chosen Work Preference Type.
4. Set up Work conditions and behavior.
a. List and describe any Taboos and Beneficial effects
b. Designate counter-lowering work, if any (multiple can be selected)
c. List Work Fail conditions, if any
d. Fill out Hostility and Suppression conditions
5. Fill out combat information
a. Fill out Equipment as you would with a normal character (Weapons, Outfit)
Equipment might be a part of the Distortion’s body, like claws or scaled skin.
b. Distortions have 2 Distortion Effects (= Mysteries) activated, one for Weapons and one
for Outfits.
c. Fill out the Skill section as needed.
d. Distortions can also have Mystery Skills, which correspond with the Distortion Effects.
They also may have unique Daily Skills which can only be used once per day.
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|| Effect Crafting ||
In this system, you can ‘craft’ things such as equipment and skills through a point-buy system, using a
resource called Effect Points.
Effect Points allow you to add effects to things like weapons and skills, which give it special properties
during use.
Sample data provided from the Original Rulebook can be found here:[WIP] PMTRPG-RulebookData
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[EFFECT RULES]
-The number of effect points you start off with are called initial points.
-Effects typically have activation conditions, such as ‘On clash win’ and ‘On clash lose’.
-‘On clash win’ can be switched to ‘On clash lose’ by choice.
Otherwise, by default, it is considered ‘On clash win.’
(You will need to clarify this in the respective description)
-A single effect can be allotted up to a maximum of 5 or -5, unless otherwise stated.
-Negative versions of effects generate extra effect points that can be used, with a total limit equal to the
Initial points.
Ex: A Rank 1 skill starts off with 4 initial Effect Points.
You can take negative effects (-4 points worth) to produce up to 4 more Effect Points.
-Same effects cannot be stacked (duplicated) within an equipment/skill.
Written out as text, the effect description reads unnaturally and obviously goes above the 5/-5
maximum rule.
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[EFFECT TABLES]
-Certain effects can be inverted by allotting negative point values.
[Example]
Positive allocation - Inflict Burn [ 2 ]: Inflict 2 Burn on target
Negative allocation - Inflict Burn [-2 ] : Inflict 2 Burn to self
The negative effects reimburse points, which can be used on other effects.
This can be used creatively to work around the limitations of low-rank skills and equipment.
(Only effects with [n] in the point costs are applicable.)
-Effects that have a flat Point Cost without an [n] cannot be turned negative.
-Effects with [undefined] in their negative effect have not been explicitly defined in the original Rulebook.
It may require discussion with a GM to determine if they can be made negative, and in what manner.
Mass Attack 8 (Attack only) Replaces an attack with a Mass Attack Cannot be negative.
(Attack Only) Replace attack with (n+1) consecutive
Multi-hit 6*n attacks rolled at Disadvantage and [-2*n] Power. (Max Cannot be negative.
2)
Ignore Status (Defense, Evasion only) On clash, negates the
6 Cannot be negative.
Ailments opponent's Status Ailments infliction effects.
Overcoming At Health less than [100 - n*25]%, Power increases by
n [undefined]
Crisis n
(On clash win only) On clash win, the target cannot
Seal 10 Cannot be negative.
use their reactions this round.
Skill Effects (Charge)
Gain Charge n On skill use, gain n Charge Cannot be negative.
Charge - Dice
2*n Consume [2 * n] Charges to raise Power by n [undefined]
Power Up
Charge - Dice
n Consume [2 * n] Charges to raise Dice Max by n [undefined]
Max Up
On clash win, consume [3 * n] Charges to inflict n
Charge - Burn n [undefined]
Burn to opponent
On clash win, consume [3 * n] Charges to inflict n Bind
Charge - Bind n [undefined]
to opponent next round
Charge - On clash win, consume [3 * n] Charges to inflict n
n [undefined]
Disarm Disarm to opponent next round
Charge - On clash win, consume [3 * n] Charges to give n
n [undefined]
Strength Strength to self or ally next round
On clash win, consume [3 * n] Charges to give n
Charge - Haste n [undefined]
Haste to self or ally next round
Charge - On clash win, consume [3 * n] Charges to give n
n [undefined]
Endurance Endurance to self or ally next round
Charge - On clash win, consume [3 * n] Charges to give n
n [undefined]
Protection Protection to self or ally next round
Charge -
On clash win, consume [3 * n] Charges to give n
Stagger n [undefined]
Stagger Protection to self or ally next round
Protection
Charge - Mass (Attack only) Consume 12 Charges to replace attack
4 Cannot be negative.
Attack with a Mass Attack.
Charge - (Attack only) Consume [4 * n] Charges to replace
Additional 4*n attack with [n + 1] consecutive attacks with a [-2 * n] [undefined]
Attack Power modifier
Skill Effects (Smoke)
Smoke - Dice
2*n Consume n Smoke to increase Dice Power by n [undefined]
Power Up
Smoke - Dice
n Consume n Smoke to increase Dice Max by n [undefined]
Max Up
Inflict Smoke 2*n On clash win, inflict n Smoke to opponent Cannot be negative.
Gain Smoke 2*n On skill use, give n Smoke to self Cannot be negative.
On skill use, increase the value of inflicted Smoke by
Smoke+ n [undefined]
n this round (maximum 3)
Smoke - On clash win, if opponent's Smoke is [3 * n] or higher,
n [undefined]
Paralysis inflict n Paralysis on opponent next round.
On clash win, if opponent's Smoke is [3 * n] or higher,
Smoke - Bleed n [undefined]
inflict n Bleed on opponent next round.
On clash win, if opponent's Smoke is [3 * n] or higher,
Smoke - Fragile n [undefined]
inflict n Fragile on opponent next round.
On clash win, if opponent's Smoke is [3 * n] or higher,
Smoke - Feeble n [undefined]
inflict n Feeble on opponent next round.
Smoke - (Attack only) Consume [4 * n] Smoke to replace attack
Additional 4*n with [n + 1] consecutive attacks with a [- 2* n] Power [undefined]
Attack modifier
Skill Effects (Tool Only)
Specify a single Stat to enhance. When using the skill
[Stat] Up 2 to Challenge with that Stat, gain a +1 modifier to the Cannot be negative.
roll (Cannot duplicate with the same Stat)
Specify a single stat to enhance. When using the skill
[Stat]
4 to Challenge with that stat, roll at an Advantage Cannot be negative.
Advantage
(Cannot duplicate with the same Stat)
On successful use, the opponent's next roll will be
Interference 4 Cannot be negative.
Disadvantaged.
Recoil -2 On skill use, next roll receives a -1 modifier Cannot be negative.
After effects -4 On skill use, next roll will be Disadvantaged. Cannot be negative.
Side effects -4 Inflict 6 Health damage to self Cannot be negative.
—Augmentation Effect Table
▪ Effects from augments that require a target are applied by specifying either Attack (Slash, Blunt, or
Pierce), Defense, or Evasion.
ex: Inflict Burn -> On clash win with a blunt attack, inflict n Burn to target
Smoke bonus 4 On clash win, if opponent has Smoke, +1 Power Cannot be negative.
Absorb 4 On defeating enemy, gain 10% Health (max 10) Cannot be negative.
First-strike n+1 On the first round only, gain n Power on all rolls [undefined]
When taking damage that would reduce Health to 0,
Indomitable 6 you gain 20 Temporary Health for the round. You lose Cannot be negative.
your Temporary Health at the end of the round.
Augmentations (Prosthetics)
Functional part 2~6 ▪ For Functional parts, point cost is decided at the Cannot be negative.
Master's discretion.
- 2 for a part that has minor or situational useful
functions
- 4 for a part that has generally useful functions
- 6 for a part that has highly useful functions
Simple Replacing a part of the body with a machine part that
0 Cannot be negative.
prosthetic performs the same as the original human body part.
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|| Rank EX Content ||
In the source Rulebook, there are some optional rules and concepts for Rank EX characters available:
Additional Rules for Rank EX
Basically, players will encounter various incidents in the city through characters from Ranks 1 to 5.
Since Rank EX events are much more dangerous than Rank 5 events, you need to reach Rank EX to engage in
them.
Rank EX is actually a Rank that exists symbolically, and those who reach this level are rare.
However, the characters the players control have the potential to reach the Rank EX because they are special
beings.
This part covers the perks of reaching Rank EX. The GM, in consultation with the players, may decide whether to
use the rules introduced in this part.
EX ranked characters, similarly, are too strong and it is very difficult to create appropriate events for them.
For this reason, it is recommended that you retire your character when they reach max level.
Rank EX Growth
Rank EX symbolizes not only the character's strength, but also the character's influence on the City. No matter
where you go in the City, a Rank EX character will be recognized by millions of people just by hearing the
character's name.
Stat growth
▪ Since you are already at max level, you will no longer get experience points.
Instead, whenever you accomplish a great feat, you can choose two stats and increase each by 1.
▪ Calculate the actual Rank through the method of calculating the overall Rank of the character.
- If the sum of all Stats is 36~41, it is calculated as Rank 6.
- If the sum of all Stats is 42 or higher, it is calculated as Rank 7.
Rank EX Perks
Tool Mastery
You can use tools without consuming an action, once per turn. Tools that are not portable cannot be used in this
way. Also increases the number of times a reusable tool can be used by 2.
Weapon Mastery
▪ Have one additional weapon of Rank 5.
▪ Choose 3 of your weapons, and add “Power +2” effect to each.
The weapon's Rank is always equal to the actual Rank of the character, and it has one additional unique Skill that
can only be used with that weapon.
▪ The weapon Skills are created in the same way as the character's general Skills.
Additional Mystery
▪ You get one more Mystery (Always Active.)
Rank should always be equal to the actual Rank of the character.
▪ Describe how you got the Mystery.
▪ If you have that Mystery equipped, you receive the effects of the Mystery, and you can use its correlated Mystery
Skills.
Enhanced Outfit
▪ Choose an Outfit, and add one of the following effects:
- Improved Resistance: Choose one resistance each out of DMG Resistance and STG Resistance, and
change them to Ineffective [x0.25]
- Range Immunity: Take no damage from ranged attacks.
- Ailment Immunity: Block Status Ailments inflictions from other characters.
- Defensive Prowess: Defense Power +3, Evasion Power +3
Combat Mastery
Add 3 new Augmentations, with an initial point of 8 points. The conditions for each augment are as follows:
▪ The first augment is applied only to Slash attacks.
▪ The second augment is applied only to Pierce attacks.
▪ The third augment is applied only to Blunt attacks.
▪ Also once every two rounds, choose an Attack Attribute and increase its Power by +2.
Dedicated Skill
You gain one more dedicated Skill.
When crafting an additional Skill, choose one of the following to enhance that Skill:
- Pursuit:
On clash win, reuse this Skill on another target that has not yet been a target of this Skill in this round.
- Onrush:
On killing or Staggering an enemy, reuse skill on a random enemy.
- Mass Attack (x2):
Replaces attack with Mass Attack that strikes 2 times. The second attack rolls on Disadvantage and Power -
2.
- Light Efficiency:
The amount of Light consumed at once in battle is reduced by 4.
- Ace:
When adding effects, double the maximum cap of effects and receive 16 additional Effect Points. However,
the Skill can only be used once per battle.
Rank EX Distortion
It is recommended that the number of phases should not exceed a maximum of three.
In combat with a multi-phased Distortion, characters are very likely to die.
That's why it's a good idea to have your characters fight in perfect condition when fighting something of this nature.
Notes: While the content above is intended for Rank EX, they’re suggestions and not necessarily the
rule, since it’s unlikely for players to reach Rank EX under normal circumstances in the first place.
If there are any interesting concepts or gimmicks within Rank EX Content that you want to use for lower
Rank games, you’re free to make that decision as a GM- although you may need to adjust accordingly to
the level of the game.
ex:
-Lower Rank Distortions with Minions or multiple Phases
-Using Rank EX perks as unique effects on challenging bosses
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As long as you have that sense of curiosity to explore the world and its settings, I think there’s a lot of
possibilities to expand upon.
And since this is a fanmade system, you can build and change elements as necessary.
This, of course, includes the rules.
Adapt the system to your game and your players for the best results, and have fun!
—
It should be noted that I’m not a professional translator and I don’t know Korean, so the translations are
very rough. There’s a lot of paraphrasing in this rule summary document, so it doesn’t match the contents
of the Rulebook 100%.
Either way, it should still be playable! Enjoy the Project Moon world.
The full rulebook’s text is now translated in English, and can be found here:
[WIP] PMTRPG - Original Rulebook Source Text
The raw rulebook text is still in the process of editing, but is planned to be reconstructed sometime in the
future.
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[Terminology changes]
-MENTALITY changed to: Sanity
-HELP changed to: Assist/Assistance