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Project Moon TRPG Rule Summary

This document provides a summary of the core rules of the fanmade Project Moon TRPG, originally created in Korean. It covers the basics of the RPG system including Ranks, Stats, Character Creation, Effects and Effect Points, Limitations, and Derived Values. The summary aims to give an overview of the key mechanics and concepts in 3 sentences or less.

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0% found this document useful (0 votes)
879 views49 pages

Project Moon TRPG Rule Summary

This document provides a summary of the core rules of the fanmade Project Moon TRPG, originally created in Korean. It covers the basics of the RPG system including Ranks, Stats, Character Creation, Effects and Effect Points, Limitations, and Derived Values. The summary aims to give an overview of the key mechanics and concepts in 3 sentences or less.

Uploaded by

barubuh9
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Project Moon TRPG (Unofficial) - 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.

-Project Moon TRPG - Google Drive (Character Sheets, etc): [here]


-Original Rulebook Github (Korean): [here]

-Rulebook Source text: [WIP] PMTRPG - Original Rulebook Source Text


-Rulebook Data: [WIP] PMTRPG-RulebookData
-Roll20 Guide: [EN] Roll20 Sheet Guide - Project Moon TRPG

-Project Moon Tabletop (EN) Discord: [here]


This rule summary is based on the contents of the original Korean rulebook.
If you’re looking for the in-progress Community Revision version, go here: [here]
Last update: May 22, 2023

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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.

---Rank Reference Table


Rank Rank -1 Rank 0 Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank EX

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

[Character Rank limits]


▪ You can only increase character stats up to [Rank]+2.
▪ [Rank]+1 is the limit for the rank of equipment that can be used.
▪ [Rank]+1 is the limit for the rank of information that can be obtained.
▪ Augmentation ranks cannot be greater than [Rank]
▪ Skill ranks cannot be greater than [Rank]
▪ The level of a manifested Mystery cannot be greater than [Rank]

[Organization Rank limits]


▪ Can only be involved in incidents up to [Rank]+1
▪ The rank of Special Items that an organization can possess is limited to [Rank]+1.
▪ The number of members the organization can have is based on the following:

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[EFFECTS AND EFFECT POINTS]


Effects are special effects applied to skills, weapons, outfits, tools, and augmentations.
Effects are bought via Effect Points. You can use these to customize your character’s equipment and
abilities as you desire, as long as it falls within the available number of points and limitations.

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.

---Effect activation chart


Type Effect activation

Skills Triggered on Skill use


Augmentations Generally always active (passive), unless effect requires a target or is otherwise declared.

Mystery Triggered while manifested (condition based)

Weapon Triggered on Attacking with weapon

Outfit Triggered on Defense/Evasion from enemy engagement

Tool Triggered on Tool use


*Please note that some effects also have other conditions for activation.

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[CHARACTER CREATION]
New characters start at Rank 1, unless otherwise specified.

---Easy creation guide:


1. Fill out character information
2. Distribute initial stats (2, 2, 1, 1, 0, 0)
3. Start off with:
--One Weapon and one Outfit (Rank 1)
--Two Skills mastered (Rank 1)
--One Augmentation procedure, if desired (Rank 1)
--Initial funds: 500,000 ahn
4. Set up the character’s Mystery, if desired (Rank 1)
5. Add Effects to equipment, skills, augmentation, and mystery via Effect Points or by consulting
with the GM.
6. If you want, create an Organization for the character to belong to.

(The attached character sheet will do the basic calculations for you)

---STATS represent the character's basic abilities and proficiencies


They’re primarily used to determine the success of a task or action.
Each stat has a distinct aspect they apply to:

-Fortitude: Relating to physical prowess and physiology. Modifies Attack, Influences Health.
ex: destroying things, heavy lifting, intuiting opponent’s physical capabilities

-Prudence: Relating to knowledge and understanding phenomena. Influences Sanity.


ex: studying phenomena, searching for information, making educated guesses

-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

-Insight: Relating to analysis and perception. Modifies Evasion.


ex: finding clues, spotting enemies, analyzing the environment

-Temperance: Relating to moderation and control. Modifies Defense.


ex: calming people down, resisting temptation, careful handiwork, enduring hardship

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.

Initial Stats values table


If you want to create a character starting at a higher rank, refer to the following table for the distributable
values.
Initial stat values

Rank 0 -1, -1, 0, 0, 1, 1

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

-When creating a character at a higher rank, start with the following:


-Two weapons
-An Outfit
-3 Skills
-Augments and Mystery as needed, at the same rank of the character
-Starting money: 1/3 of the average income of the character's rank, as a reference

All equipment can scale with the character's rank.


Level should start at 0.

Derived values table


Derived values are derived from the base stats.
They all either receive damage or are spent as resources, so they’re dynamic.

Health (30 + [Fortitude] * 6) + ([Rank] * 6)

Sanity 15 + ([Prudence] * 3)

Stagger Resistance (20 + [Charm] * 4) + ([Rank] * 4)

Light 3 + [Rank]

---HEALTH is the character's ability to withstand damage.


When Health reaches 0, the character becomes incapable of action and leaves the battle.
-Characters with 0 health will be given the following options:
• Accept death as it is.
• Resurrect using a back up or prosthetic body that the character owns.
• Distort. Recover your health by 1/3 temporarily.
The character is alive until the GM tells you that this is it.
After that, the character becomes distorted.
• Spend money and resurrect using a body owned by another person. Any insufficient funds are
settled with a debt, and if a certain amount of time has passed without clearing this debt, the body
might be repossessed by collections.
•Instead of death, retire the character with aftereffects that will last a lifetime.
The player can then choose to create a new character that will continue their will.

---SANITY is the ability of a character to withstand mental stress.


When experiencing something traumatic, reduce the current Sanity as directed by the master.
When Sanity reaches 0, the character goes into a Panic state.

Panic rule table


When a character Panics, either choose randomly or pick one of their highest stats and do the following:
Stat Panic behavior

Fortitude Do their best to kill random targets

Prudence Do their best to die

Justice Attempts to aid a random target

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.

---STAGGER RESIST is the ability of a character to resist becoming staggered.


When taking stagger damage, it reduces the current Stagger Resist by that amount.

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.

---LIGHT is a resource used to perform special actions.


Light is consumed when performing skills, as well as when Assisting other characters on their challenge
rolls.
The amount is somewhat limited so it’s best to use them wisely.

---Recovery rule
With enough rest within a day, a character’s Health, Sanity, Stagger Resist, and Light will all be fully
restored.

For a moderate break of about an hour or two, recover the following:


Health: 8 + [Fortitude]*2 + [Rank]*2
Sanity: 3 + [Prudence]
Stagger Resist: Complete recovery
Light: 1 Light

---ATT, DEF, EVD are modifiers (Power)


Modifiers are values added to a dice roll result, such as when attacking, defending, or evading.

Attack modifier (Att): Same value as Fortitude


Defense modifier (Def): Same value as Temperance
Evasion modifier (Evd): Same value as Insight

Modifiers are also referred to as the ‘Power’ of a dice roll.

This is the dice→ D6 + n ← this part is the Power

Skill effects that change Power raise or lower the modifier value.

-------------------------------------------------------------------------------------------------------

[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

Enemy Threat Levels


Enemy threat levels are a numerical representation of how threatening the enemies you encounter are.
Based on the average Rank of the player characters compared to the enemy’s Rank, the threat level of
enemy encounters is calculated as follows:
Rank difference Threat Level

[Average Rank] - 2 1

[Average Rank] - 1 2

Equal Rank 4

[Average Rank] + 1 8

[Average Rank] + 2 16

For example, if your player characters have an average Rank of 3:


-Rank 2 Enemy has a threat level of 2
-Rank 3 Enemy has a threat level of 4
-Rank 4 Enemy has a threat level of 8

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.]

Average combat EXP table


The [Number of player characters * 4] is the general Combat Capacity of a group, which indicates the
general level of threats they can handle as a group within a day.

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:

Comparison result Day evaluation EXP gained

~x0.5 capacity Normal 0

x0.5~x1 capacity Adventurous day 1

x1~x1.5 capacity Faced danger 2

x1.5~x2 capacity Almost died 4


x2 or more than capacity Miraculous survival 5

Additional EXP might be rewarded according to the GM’s discretion.

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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

Rank -1 1 Fatal [x2], 1 Weak [x1.5] 1 Fatal [x2], 1 Weak [x1.5]


Rank 0 1 Weak [x1.5] 1 Fatal [x2], 1 Weak [x1.5]

Rank 1 1 Weak [x1.5] 1 Fatal [x2], 1 Weak [x1.5]

Rank 2 1 Weak [x1.5] 1 Weak [x1.5]

Rank 3 --- ---

Rank 4 1 Endured [x0.5] ---

Rank 5 1 Endured [x0.5] 1 Endured [x0.5]

EX 1 Endured [x0.5], 1 Ineffective 1 Endured [x0.5]


[x0.25]

—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.

(You can’t stack Resistance reductions/increases beyond 1 tier, per resistance.


Since adjustments are done in pairs, this also means the hard limit for adjustments is 3 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.

—Tool usage types


Tools can be used in one of two ways:
-Standalone Tool: When the Tool itself has effects on its own, and you can use it by itself
Ex: Grenade that explodes for damage
Healing serum that heals health

-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.

Standalone Tool behavior:


- Replace "On clash win" in the effect table with "On successful use"
- "On skill use" on the effect table is replaced with "On tool use"
- For effects with “On successful use”, do an appropriate Challenge roll to determine whether the attempt
was successful. This may be outlined in the Tool’s description, or decided by the GM.
-Effects from a Standalone Tool activate when the conditions are met, unless otherwise mentioned.

Applied Tool behavior:


- Use of the tool generates a one-use Skill with the effects outlined in the Tool’s description, usable in the
round after you use the Tool
- Effect conditions are contingent on the original description of the effect table (On clash win, On skill use,
etc), since the effects are applied as a Skill to the action, as opposed to the Tool itself.
- Effects from an Applied Tool only activate from the next round when the Tool-generated Skill is used,
and the effects’ activation conditions are met.

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.

–Getting more equipment


Equipment can be acquired as rewards from quests, purchased in workshops, or even stolen from
enemies defeated in battle.

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].

---Prosthesis specific rules


Prosthesis can be categorized in the following ways:
-Body replacement:
Fully replaces the body with a humanoid machine.
Ex: a cheap and shoddy machine body, a high-quality machine body
-Non-humanoid body:
Fully replaces the body with a non-humanoid shaped machine.
Ex: machine animals, Schadenfreude, a mechanical cereal box
-Simple prosthesis:
Machine parts that replace an existing human body part.
Ex: a prosthetic arm to replace a lost limb

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

-Combat part (2*n points):


Add or replace a body part with a prosthesis that functions in combat as an [n] Rank
weapon.
This part is not included in the number of weapons.
Ex: Arms with assassination blades, rocket punches, mechanical tentacles from
the back, etc.

-Functional part(2~6 points):


Add or replace body parts with prosthesis that have functional uses out of combat.
Ex: Artificial eyes with night vision, arms foldable in opposite directions, legs with
wheels, a popcorn machine integrated in the body, etc.

These parts cost points.


For Functional parts, discuss with the GM for appropriate point allocation for the desired part, depending
on how useful its function is.
ex:
-0 points: Features that are of no particular use; just for flavor
(ex: glow-in-the-dark, displays emojis, has a clock, plays music, makes popcorn, etc)
-2 points: Minor or has situationally useful functions (ex: artificial eyes with night vision)
-4 points: Has generally useful functions (ex: extra appendages)
-6 points: Has highly useful functions (ex: a detachable unit that can be controlled remotely)

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

Prosthetics are a generally irreversible procedure.


The human body or body part replaced by the prosthetic can also be sold for money, and in some
situations one might be paid to get a prosthetic procedure in exchange for the flesh.

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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.

—Light Cost Limits


Skills have a limit to Light Costs, based on Rank:
Rank Light Cost Limits
0 1~3
1 1~4
2 1~5
3 1~6
4 1~7
5 1~8
Skills can be made to have higher Light costs in order to increase the total usable effect points,
but are constrained by the above Rank restrictions.

-------------------------------------------------------------------------------------------------------

[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.

When first manifested, a character initially starts with a Rank 1 Mystery.


A Mystery’s rank cannot be greater than the character's overall rank.

—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.

Tool-type mysteries are considered portable and reusable.

—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 the activation condition is anything else:


-The Mystery can only be declared to be activated when the condition is met.
-Once active, the Mystery’s effects are then applied over existing equipment.
-Effects stack over existing equipment.
-Conditional Mysteries can only be activated once per battle, generally at the end of the
round when the activation condition is met.

—Special Item type Mysteries


Special Item type Mysteries do not follow all rules of Mysteries, and are treated as special items of
the same Rank as the character manifesting it.
When crafting a special item type Mystery, follow the rules for making special items.

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.

Effect Name Description


Special Item Mystery - Mystery Effects (for Combat)
Designate an ally, excluding yourself, and recover HP by (5 + [Mystery Rank]).
Health Regeneration However, it cannot be used on an ally whose HP is 0. Consumes 1 Light when using
the skill.
Once per battle, recovers the HP of an ally whose HP is 0 by (10 + [Mystery Rank * 2]).
Temporary Resurrection The character can take the first turn during the round, and when the round ends, the
character's HP is returned to 0.
Once per battle, select one of your allies or enemies, including yourself, and remove
Temporary Exclusion them from battle for that round and recover HP by (10 + [Mystery Rank * 2]). At the end
of the round, the character targeted by this skill returns to battle.
You can transfer your turn to another ally [Mystery Rank] times per battle. The target
Concede Turn
ally takes the turn transferred from the Skill user, as well as their own turn.
Roll a D6 [Mystery Rank] times, and choose one of the numbers. Then, choose one of
your allies (including yourself.)
Depending on the number chosen, the following effects are applied to the target:
1: Grant 1 Strength
Reinforce 2: Grant 1 Endurance
3: Grant 1 Protection and Stagger Protection
4: Grant 2 Haste
5: Restore 5 Health.
6: Reduce Light consumption by 1 when using a skill, only once during this round.
Receive a spendable resource equal to [Mystery Rank*2] per battle.
After designating one ally (including yourself), consume the points to reduce the Light
Skill Enhancement
cost of that character's next skill for the amount of points consumed.
This effect cannot be stacked, and the effect is lost at the end of combat.
For [Mystery Rank] amount of times per battle, specify an ally (not including self) and
Copy remove all status ailments of the target ally, and transfers all status ailments on the
Skill user to the target.
—Mystery skills
These are special skills that are only available for use when the Mystery is active.
Instead of each individual skill having effect points to spend, Mystery Skills have a pool of points to
spend based on the Mystery’s rank.
A Mystery can have multiple Mystery Skills as long as the total cost of their effects are within the
pool of points.

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.

—Optional Rules for Mysteries


If you want a character’s Mystery to have more impact in gameplay, consider the following optional
rules:
▪ Bonus EXP: At the end of the session, grant 1~2 experience points to players who have
expressed their Mystery’s ideology well through role play.

▪ 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)

▪ Weapon-type Mysteries that deal proportional damage:


Create a Weapon Mystery that deals damage proportional to the target's max health, similar to
Pale Damage from Lobotomy Corporation.
- You cannot inflict status ailments using the weapon.
- Forfeit the ability to add any other effects to the weapon.
Instead, the following unique effect is added:
"When attacking, the damage of this weapon is determined by (roll result*2)% of the
opponents max health, regardless of resistance."
Ex: You roll a 5 and the Targets max health is 67 therefore, (5*2)%= .10(67)= 6 Damage

▪ Any other ideas that you think might be fun.


-------------------------------------------------------------------------------------------------------

[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.

---Easy creation guide:


1. Enter basic organization information.
a. Reputation is how the organization is perceived by the public
b. Location is where their base or headquarters are stationed
c. Assets might be objects, buildings, money, territories or patents held by an organization.
d. Philosophy/goals refer to the purpose of the organization and the reason for its formation.
e. etc...
2. Select a classification for the organization (Fixer office, Syndicate, Workshop, Other)
3. Fill out organization Size, Incidents, and Special Items sections, as well as the highest rank of
each. This determines the overall Rank of the organization.
a. For a new organization, enter 0 for Incidents and Special Items
4. If the organization has possession of Special Items, fill out the information in the corresponding
section.

---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.

--Organization size limit table


Rank 0 Rank 1 Rank 2 Rank 3 Rank 4 Rank 5

Size limit 0~2 4~6 12~15 28~30 58~60 120+


members members members members members members

--Subordinate limit table


A higher ranking member of an organization might have a number of subordinates working under them.
If they’re generic NPCs, a subordinate’s rank is typically [Boss’s rank] - 1.

Rank 0 Rank 1 Rank 2 Rank 3 Rank 4 Rank 5

Subordinates None 2 8 24 50 100

---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 are non-standard equipment an organization might own or produce.


Having a high-grade, out-of-spec item usually means that the organization is competent, so this can also
influence an organization’s 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.

-------------------------------------------------------------------------------------------------------

[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.

Mysteries also have the potential to manifest as Special Items.

(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:

([Range rank] + [Risk rank] + [Duration rank]) / 2

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.

-------------------------------------------------------------------------------------------------------
[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…

The currency used in the City is called ‘ahn.’


Every new character starts off with 500,000 ahn in their assets, unless otherwise declared.

All numbers in the following tables are listed in Ahn.


For a sense of scale:
1,000 ahn $1 usd
10,000 ahn $10 usd
100,000 ahn $100 usd
1,000,000 ahn $1,000 usd
10,000,000 ahn $10,000 usd
100,000,000 ahn $100,000 usd
1,000,000,000 ahn $1,000,000 usd

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.)

—Average income and living expenses (by Rank)


Average
Average Payment to Average
Rank monthly income
Incident Taxes
payout
Higher orgs monthly costs

-1 n/a n/a n/a n/a n/a

0 1,000,000 100,000 300,000 100,000 500,000

1 1,500,000 300,000 450,000 150,000 700,000

2 2,700,000 600,000 810,000 270,000 900,000

3 3,900,000 2,000,000 1,170,000 390,000 1,100,000

4 8,000,000 6,000,000 2,400,000 800,000 1,300,000

5 20,000,000 40,000,000 6,000,000 2,000,000 1,500,000

EX n/a n/a n/a n/a n/a

—Average cost of equipment


Adding
Reusable Augment Backup
Rank Weapon Outfit Tool
Tool
Ammo x5
(by total points body
per Rank)

-1 50,000 100,000 20,000 120,000 50,000 n/a n/a


0 200,000 250,000 100,000 600,000 200,000 n/a 3,000,000

1 1,000,000 1,200,000 500,000 3,000,000 1,000,000 4,000,000 4,500,000

2 2,000,000 2,400,000 1,000,000 6,000,000 2,000,000 8,000,000 8,100,000

3 6,000,000 7,200,000 3,000,000 18,000,000 6,000,000 12,000,000 11,700,000

4 20,000,000 25,000,000 10,000,000 60,000,000 20,000,000 16,000,000 24,000,000

5 40,000,000 50,000,000 20,000,000 120,000,000 40,000,000 20,000,000 60,000,000

EX n/a n/a n/a n/a n/a n/a n/a

—Average cost reference table

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)

Tax 30% of income

Payment to Organization 10% of income

Transportation 10,000 ahn per 10 minutes

Warp train 3,000,000~10,000,000 ahn


(*First-class seats are 5 times the price)

Average minimum spending (50 + [Rank*20]) * 10,000


per month

Augment procedure cost (100 * 10,000) ahn per Effect Point to purchase.
(50 * 10,000) ahn per Effect Point to remove.

Selling a body or buying a 3 * [Character’s average income]


backup body Characters can choose to sell their original body when undergoing a
full-body prosthetic surgery.
You can also spend a similar amount of money to back-up the body,
which is used for resurrection.

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

-------------------------------------------------------------------------------------------------------

|| System rules ||

[ROLLING AND CHALLENGES]


Roll dice to determine the success of an action or task a character undertakes.
If there is no specified dice amount, roll 2 D6s together and add them up.

Rolling 2d6: 3, 4 ---> 3+4 = 7

Add any modifiers (also referred to as Power) to this result.

Character’s Fortitude is [2], so it’s added as a modifier on a Fortitude roll.


Final Result: 7 + [2] = 9

This rolling process is the core of the game’s system.


(Refer to the Combat section for combat-specific usage)

(*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.

Challenge success table


Roll result Success level Example

6 or less Challenge failed. Failed to kick open a locked door, and


Something bad happens. resulted in a sprained ankle.

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.

10 or more Challenge success. The locked door is successfully kicked open.


Action succeeds without fail.
Natural success For a task that seems like an A character with 10 Fortitude breaks down
obvious success for the character, the locked door with ease.
no roll or challenge is needed.
No chance of failure.
*Please note that on an impossible task, even a roll of 10 or more will not make it possible.
[example]
Player: I’m going to absolutely destroy A Corp’s headquarters with my wooden stick!
→ Rolls 10
GM: You swing your stick mightily at the building, and of course destroyed...your wooden stick.

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.

Charm ▪ Persuade others. ▪ The other party demands something in return


▪ Intimidate others by exploiting their weaknesses. ▪ Target questions your intentions.
▪ Deceive others through manipulative language. ▪ You get into an unwanted fight.
▪ Seduce someone. ▪ The other party betrays you.
▪ Make another person do your bidding. ▪ You earn someone's hatred.
▪ Ask for favors from another person. ▪ The other person behaves differently than expected.

Insight ▪ Identifying the owner of footprints. ▪ Receive misinformation.


▪ Doing a cold reading. ▪ The information is shocking, and causes Sanity
▪ Finding the right information in a book. damage.
▪ Detecting an enemy ambush. ▪ You waste too much time on the task.
▪ Find a hiding person ▪ You notice something, but it's already too late.
▪ Organize cause-and-effect relationships. ▪ Only part of the information is found.
▪ Create something from a manual. ▪ You're so focused that you don't notice other threats.

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.

Justice ▪ Overcoming fear. ▪ Hesitate


▪ Taking bold decisions. ▪ Earn the other person's hatred.
▪ Identifying threats and acting quickly. ▪ You put yourself in more danger.
▪ Leading the wicked. ▪ Makes the other person double-down on their beliefs.
▪ Inspire courage. ▪ Get into a fight.
▪ Preach to others. ▪ Draws too much attention.
▪ Stand by one’s ideology
▪ Produce results
Temperance ▪ Endure fear. ▪ Does not endure.
▪ Perform delicate actions. ▪ Make mistakes.
▪ Act cautiously in dangerous situations. ▪ Puts self in greater danger.
▪ Understand one's own thoughts. ▪ Be overwhelmed by thoughts or fears.
▪ Comfort others. ▪ Get into a fight.
▪ Console others. ▪ Attract too much attention.
▪ Control one's thoughts.
▪ Create something delicate.

—ROLL ADVANTAGE and DISADVANTAGE


There may be Advantages and Disadvantages depending on the task and situation.
Bad weather obscuring line of sight might disadvantage an Insight roll, while trying to Charm someone
who already trusts you to do a difficult favor might get an advantage.

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)

1. Roll 2d6 on advantage (two times) = 2, 5 | 1, 4 = 2, 5 is chosen for advantage.


2. (2 + 5) + [3] + -1 = 9, the result is a Partial Success.

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.

Stat Assist example

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.

-------------------------------------------------------------------------------------------------------

[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)

-Move: Move to a strategic position during battle. Allows movement of 1 Distance.


ex: getting away from enemy range,
approaching enemies out of range,
moving to take advantage of terrain,
moving to investigate something in the environment, etc.

-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)

---CLASHES occur when both parties engage.


A Clash is a simple comparison of final dice values.
The side with the higher dice result wins the Clash; depending on the clash combination, there are
different results.

Self vs Opponent On Win On Lose

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

Evade vs Evade No clash

---ONE-SIDED ACTIONS are always successful.


If the other party doesn’t engage (Attack, Defend, Evade), it’s a one-sided action.

-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.

---MASS ATTACKS have priority, and target all opponents.


Mass attacks can’t be clashed with.
Instead, targets of mass attacks can choose to spend their reactions to defend against the attack.
If using both reactions, the second is rolled on a disadvantage.

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.

[Example 1 - One-sided attack]


-Attacker is using a slash weapon with [ D6 + 1 ]
It has the following effects:
DMG+ [ 1 ]
Stagger DMG+[ 2 ]

-Target’s resistances
Slash damage res.: Normal (1)
Slash stagger damage res: Weak (1.5)

-Attack roll’s result is [ D6 + 1 ] = [ 4 + 1 ] = 5


Since it’s a one-sided attack, we go straight to damage calculation:

Damage: 5 * (1) + 1 =6
Stagger Damage: 5 * (1.5) + 2 =9

Target takes 6 Damage and 9 Stagger Damage.

[Example 2 - Attack vs. Defend Clash]


-Using the same settings as above, but now with a clash (Attack vs. Defend)
The target’s Defense dice is [ D6 + 2 ]

Attack roll: [ D6 + 1 ] = [ 5 + 1 ] = 6
Defend roll: [ D6 + 2 ] = [ 2 + 2 ] = 4

The Attack roll’s result is higher, so it wins the clash.

-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

Target takes 3 Damage and 5 Stagger Damage.

---DISTANCE in combat
Distance is not strictly calculated, and is more of a relative distance between combatants or key terrain
features.

-A Distance of 0 is considered the range for melee attacks.


-A Distance of 1 is considered the range for ranged attacks.
-A Distance of 2 or more from all enemies allows escape from battle.

All characters typically start combat with a distance of 0.


Characters can take the Move action to move 1 Distance towards or away from something, such as to get
in proper range for their weapon, or to escape from the range of an enemy’s attack.

Ranged attacks can only be made when the distance difference with the target is 1 or less.

---Other combat rules


-Challenge during combat:
When taking non-combat rolls against a Rank [n] opponent during battle, such as when using a
tool’s effects or making a stat based action, it’s handled as a Challenge with a modifier of [-1*n].

-Forced attack type:


All weapons can be made to deal Slash, Blunt, or Pierce damage, but the roll is processed with
a -2 power modifier and at a disadvantage, if it’s not the weapon’s natural attack type.

-Fighting without weapons (Optional):


A normal human fist is treated as a weapon with a D4 dice, and no effects.
This also applies to using any object not suitable as a weapon (pencil, hair clipper, piggy bank,
slippers, etc)

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.

-Fighting without an outfit (Optional):


Basic Defence and Evasion dice without an outfit are handled with a D4 dice, with all resistances
Fatal.
Any skills that require Defense/Evasion as a condition also cannot be used in this state.

-Martial arts (Optional):


Martial arts is the method of deliberately utilizing the body as a weapon.
Handle this form of combat in this way:
-Take an augmentation procedure for [2*n] points to weaponize the body, and gain an
additional [n] Rank weapon exclusive to martial arts usage
(ex: tattoo reinforced fists, prosthetic limbs for combat, full-body prosthetic with combat
parts, etc)
-Describe the kind of martial arts, and why the character uses this instead of a weapon.
-Make some skills into martial arts only skills. While using the martial arts weapon, you
cannot use other weapon skills, and vice versa.

These rules can also be applied to a Mystery with a weapon manifestation:


-Treat all Mystery Skills as martial arts only skills
-If the Mystery is always manifested, there is no need to weaponize the body through
augmentations.
-If the Mystery is conditional, the character must be able to use martial arts while
unmanifested. When the Mystery is activated, the regular martial-arts exclusive weapon is
strengthened by the Mystery’s effects.

-Throwing weapons (Optional):


A melee weapon can be declared to be thrown at the beginning of a round to make a long-ranged
attack.
-Rolls with a -2 power modifier, with a disadvantage.
-Cannot use the weapon for the rest of the round
-Cannot use a skill with this action, nor do any effects activate.
-At the end of the round, the character can pick up their thrown weapon if someone else
hasn’t already picked it up with an action.
-May need to account for distance from target (Distance 1)
A throwable ranged weapon suitable for short-ranged attacks, such as a javelin or throwing
daggers, follow similar but slightly different rules:
-Weapon is handled as a ranged weapon by default, and does not need to be declared
as such; is not disadvantaged.
-Cannot use the weapon for the rest of the round, and others can pick up the weapon
with an action.
-Skills and effects can be used and activated normally in a ranged throw attack.
-If making a close-ranged melee attack, must be declared at the start of the round.
Rolls with a -2 power modifier, with a disadvantage.

-Ammo-based ranged weapons with melee capability (Optional):


Things like bayonets and gunswords, or simply attacking with the stock of a gun.
For this kind of weapon, effect points should be divided between melee and ranged effects,
handled separately.
-Apply the ‘Extra Attack Attribute’ to the weapon.
Select an attack attribute that will apply specifically to the melee attack.
-Treated as a melee weapon by default, and must be declared at the start of a round to
do a ranged attack.
Once declared, the weapon cannot change their range mid-round.
-While treated as a melee weapon, only melee effects activate.
-While treated as a ranged weapon, only ranged effects activate.

-------------------------------------------------------------------------------------------------------

[DISTORTIONS AND MANAGEMENT]


Distortions are a twisted manifestation of the human mind.
All Distortions have their own story for why they ended up the way they are, and behave according to their
own logic and desires.

(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.

Dealing with Distortions through dialogue or action is called Management.


Characters must attempt multiple stat challenges against a Distortion (also referred to as Work.)
Depending on the Work Preference for the stat used in the challenge, a modifier is added.

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.)

--Required work amount table


The amount of challenges required for Management is determined by the Rank of the Distortion.
Rank 0 Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 EX

4 4 6 6 8 8 8

--Management result reference table


Distortion Management always consists of multiple stat challenges.
The result of each challenge (degree of success) is handled as such:

Roll result Success value


-6 or less: +1 (A failing result; Distortion will damage or attack the character doing the challenge)
-7~9: +2
-Over 10: +3

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)

BAD Under 6 Under 9 Under 13

NORMAL 7~9 10~14 14~19

GOOD Over 10 Over 15 Over 20

---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.)

---COUNTER and HOSTILITY


Distortions have a Counter, which is reduced (or raised) by specific actions or management results
detailed in their Management Information.
The default starting number of the counter is 4.

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.

Combat with a Distortion is referred to as a Suppression.


Depending on the Distortion, there may be specific actions or conditions needed in order to suppress it.

Successfully suppressing a Distortion generally resets its Counter to the max value.

---SPECIAL ITEM TYPE distortions


Distortions can also manifest as objects with unique qualities, handled as a Special Item.
(In Lobotomy Corporation terms, consider them to be equivalent to tool-type Abnormalities)

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.

Special Item type distortions above Rank 4 do not typically exist.

–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.

–Distortion Combat Design


When crafting a Distortion’s combat data, you do the same as creating a normal enemy, but with the
following differences:
▪ Has two Mysteries (Distortion Effects) that are always active: One for Weapon, and one for Outfit.
▪ The initial effect points for it’s Weapon Mystery is [Rank*2]+2.
▪ The initial effect points for it’s Outfit Mystery is [Rank*2]+2.
▪ Mystery Skill point pool is only for one Mystery’s worth.
▪ When adding effects to the Distortion’s Weapon and Outfit Mysteries, effects can be added from the
Skill effect table and Augmentation effect table.
(In this case, select and apply one of the conditions:
On Slash/Pierce/Blunt attack, On Defense, On Evasion, and On Action.)
▪ Daily Distortion Skill(s):
Add one skill with (Rank+1)*4 points, or add two skills each with (Rank+1)*2+4 and (Rank*2)+4 points
respectively.
Each of these additional, distortion-specific skills can only be used once per day.

Distortion difficulty adjustment suggestions


For groups of 3 or more players, it’s recommended to:
-Health and Stagger Resistance: Multiply by [Number of characters - 1]
-Turns: Give the Distortion [Number of characters - 1] more turns per round.
Roll separate Speed (D6 + [Justice]) for each extra turn.
-Threat Level: Distortion’s threat level should be about the same as if there were as many
enemies of the same Rank as there are players (for calculating post-combat EXP)
---Notes on Distortion rules
The translations around the Distortion section are really rough and hard to determine, so there might be
some parts that don’t make a whole lot of sense.
At any rate, when it comes to Distortions, it’s probably fine to be flexible with how you handle and quantify
them.
The Distortion character sheet exists to make it easier to keep track of, but things don’t necessarily need
to fit in the criteria required there.

-------------------------------------------------------------------------------------------------------

|| 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.

(Crafting equipment from scratch is at the discretion of the GM.


You may be provided with sample equipment to choose from instead of crafting.)

Sample data provided from the Original Rulebook can be found here:[WIP] PMTRPG-RulebookData

[EFFECT POINT CALCULATION]


While Effect Point calculations are handled automatically within the character sheets provided, here is a
table to reference point calculations:
Effect Point
Rank: -1 0 1 2 3 4 5 EX (6)
Calculation
Weapons [Weapon Rank] * 2 -2 0 2 4 6 8 10 12
Outfits [Outfit Rank] * 2 -2 0 2 4 6 8 10 12
Augments* [Character Rank] * 4 -4 0 4 8 12 16 20 24
Tools (0/2)* ([Tool Rank] * 2) + 2 0 2 4 6 8 10 12 14
Tools (1/2)* ([Tool Rank] * 2) -2 0 2 4 6 8 10 12
Tools (2/2)* ([Tool Rank] * 2) - 2 -4 -2 0 2 4 6 8 10
[Skill Rank] *
Skills* 0 2 4 6 8 10 12 14
( [Light Cost] + 1 ) + 2
Mystery
(Always ([Mystery Rank] * 2) + 2 0 2 4 6 8 10 12 14
Active)
Mystery
([Mystery Rank] * 2) + 4 2 4 6 8 10 12 14 16
(Conditional)
[(Mystery Rank +1) *
Mys Skills* 0 2 6 12 20 30 42 56
(Mystery Rank +2)]
*Augments: This is the max-limit for Effect Points, per Rank.
Aside from the initial Rank 1 Augment, you must buy Augmentation procedures (effects per effect point) with Ahn,
according to the Costs listed for adding/removing augments.
*Tools: Initial effect points for Tools differ according to whether it’s Portable and/or Reusable.
0/2, 1/2, and 2/2 indicates whether none, one, or all of the two properties are applied.
*Skills: The Rank-based calculations shown here are done at [Light Cost: 1].
*Mystery Skills: This is a shared point pool for all Mystery Skills tied to a Mystery.

-------------------------------------------------------------------------------------------------------

[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.

This is not legal ^


The effect would end up as something like:
-On clash win, inflict 5 Bleed and 5 Bleed on opponent
(or, On clash win, inflict 10 Bleed on opponent)

Written out as text, the effect description reads unnaturally and obviously goes above the 5/-5
maximum rule.

Exception: If the [activation conditions] or [effect results] are different,


you can take the same effect, as they are handled as separately triggered instances (non-
stacking)
Ex - Different activation conditions
-On clash win, inflict 5 Bleed to opponent
-On clash lose, inflict 5 Bleed to opponent

Ex - Different effect results (Positive and Negative versions of effects)


-On clash win, inflict 5 Bleed to opponent and 5 Bleed to self.

Different activation conditions + different effect results would also be valid:


-On clash win, inflict 5 Bleed to opponent
-On clash lose, inflict 5 Bleed to self

-------------------------------------------------------------------------------------------------------

[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.

—Weapon Effect Table


Effect Name Cost Description Negative effect
Weapon Effects (Shared between Melee and Ranged)
Att Dice Power
4*n Attack Power +n Reduce Att Power by n
Up
Reduce Att Dice Max by
Att Dice Max Up 2*n Dice Max value +n (maximum 10)
n
DMG+ n On clash win, deals n Damage to opponent Apply n DMG to self
Apply n Stagger DMG to
Stagger DMG+ n On clash win, deals n Stagger Damage to opponent
self
Enemy Power Raises opponent's
4*n Reduce opponent's Power by n
Down Power by n
Inflict Burn 2*n On clash win, inflict n Burn to opponent Apply n Burn to self
Inflict Smoke 2*n On clash win, inflict n Smoke to opponent Apply n Smoke to self
On clash win, inflict n Paralysis to opponent next
Inflict Paralysis 2*n Apply n Paralysis to self
round
Inflict Bleed 2*n On clash win, inflict n Bleed to opponent next round Apply n Bleed to self
Inflict Fragile 3*n On clash win, inflict n Fragile to opponent next round Apply n Fragile to self
Melee-only
[M] Haste 2*n On clash win, gain n Haste next round Apply n Bind to self
[M] Gain
n On attack, gain n Charge Cannot be negative.
Charge
Replaces attack with [n+1] consecutive attacks with [-
[M] Multi-hit 8*n Cannot be negative.
2*n] Power (Maximum 2)
[M] Extra Attack Add 1 additional attack attribute (Cannot be
6 Cannot be negative.
Attribute duplicated)
Ranged-only
Allows you to perform an extra attack action at a
[R] Additional
6 Disadvantage and -2 Power (Additional attacks do not Cannot be negative.
attack
cost ammo, cannot be duplicated)
[R] Infinite
14 Does not consume ammo (Cannot be duplicated) Cannot be negative.
Ammo
[R] Extra Attack Add 1 additional attack attribute (Cannot be
4 Cannot be negative.
Attribute duplicated)

—Outfit Effect Table


Effect Name Cost Description Negative effect
Outfit Effects
Def Dice Power
4*n Defense Power +n Reduce Def Power by n
Up
Evd Dice Power
4*n Evasion Power +n Reduce Evd Power by n
Up
Def Dice Max Reduce Def Dice Max by
2*n Defense Dice Max value +n (maximum 10)
Up n
Evd Dice Max Reduce Evd Dice Max
2*n Evade Dice Map value +n (maximum 10)
Up by n
Enemy Power Raises opponent's
4*n On defense/evasion, reduce opponent's Power by n
Down Power by n
Increases damage taken
Burn resistance 2*n Reduce damage taken from Burn by n
from Burn by n
Bleed Increases damage taken
2*n Reduce damage taken from Bleed by n
resistance from Bleed by n
Increases Damage and
Damage Reduce Damage and Stagger Damage taken by n
4*n Stagger Damage taken
resistance (maximum 3)
by n
On clash win with defense/evasion, deals n Damage
DMG+ 2*n Apply n DMG to self
to opponent
On clash win with defense/evasion, deals n Stagger Apply n Stagger DMG to
Stagger DMG+ 2*n
Damage to opponent self
Additional One more additional reaction is available, rolled at
8 Cannot be negative.
reaction Disadvantage (Cannot be duplicated)
Additional Defense reaction available, rolled at
Auto-defense 4 Cannot be negative.
Disadvantage (Cannot be duplicated)

—Skill Effect Table


▪ Skills that consume Charge or Smoke cannot be used if the character has less than the
required value.
Effect Name Cost Description Negative effect
Skill Effects
Dice Power Up 4*n Dice Power +n Reduce Power by n
Dice Max Up 2*n Dice Max value +n (maximum 10) Reduce Dice Max by n
DMG+ n On clash win, deals n Damage to opponent Apply n DMG to self
Apply n Stagger DMG to
Stagger DMG+ n On clash win, deals n Stagger Damage to opponent
self
Enemy Power Raises opponent's
4*n On clash win, reduce opponent's Power by n
Down Power by n
Inflict Burn 2*n On clash win, inflict n Burn to opponent Apply n Burn to self
On clash win, inflict n Paralysis to opponent next
Inflict Paralysis 2*n round Apply n Paralysis to self
Inflict Bleed 2*n On clash win, inflict n Bleed to opponent Apply n Bleed to self
Inflict Fragile 3*n On clash win, inflict n Fragile to opponent next round Apply n Fragile to self
Haste 2*n On clash win, gain n Haste next round Apply n Bind to self
Strength 2*n On clash win, gain n Strength next round Apply n Feeble to self
Endurance 2*n On clash win, gain n Endurance next round Apply n Disarm to self
Regen (Health) n On clash win, recover n Health [undefined]
Regen
n On clash win, recover n Stagger Resistance [undefined]
(Stagger)
Protection 2*n On clash win, gain n Protection next round [undefined]
Stagger
2*n On clash win, gain n Stagger Protection next round [undefined]
Protection
Inflict Bind 2*n On clash win, inflict n Bind to opponent next round Grant opponent n Haste
Grant opponent n
Inflict Feeble 2*n On clash win, inflict n Feeble to opponent next round
Strength
Grant opponent n
Inflict Disarm 2*n On clash win, inflict n Disarm to opponent next round
Endurance
If you do not use any reactions this round (excluding
Additional Reactions), increase Power by n (maximum
Single Strike n [undefined]
6). Cannot use reactions this round (excluding
Additional Reactions)
On skill use, increase the value of inflicted Burns by n Value of Burn inflicted
Burn+ n
this round (maximum 3) reduced by n
On skill use, increase the value of inflicted Bleeds by Value of Bleed inflicted
Bleed+ n
n this round (maximum 3) reduced by n
If you have [3 + n] or more Burn, gain +n Power
Burn vigor n Cannot be negative.
(Cannot stack effects of the same name)
If you have [3 + n] or more Bleed, gain +n Power
Bleed vigor n Cannot be negative.
(Cannot stack effects of the same name)
If the opponent has [3 + n] or more Burn, gain +n
Burn bonus n Cannot be negative.
Power (Cannot stack effects of the same name)
If the opponent has [3 + n] or more Bleed, gain +N
Bleed bonus n Cannot be negative.
Power (Cannot stack effects of the same name)
Give Protection 2*n On clash win, grants n Protection to an ally next round [undefined]
Give Stagger On clash win, grants n Stagger Protection to an ally
2*n [undefined]
Protection next round
Give Strength 2*n On clash win, grants n Strength to an ally next round [undefined]
Give Haste 2*n On clash win, grants n Haste to an ally next round [undefined]
On clash win, grants n Endurance to an ally next
Give Endurance 2*n [undefined]
round
On clash, ignore each other's Strength, Endurance,
Ignore Power 4 Feeble, Disarm, Enemy Power Down, Burn/Bleed Cannot be negative.
Bonus, and Vigor effects.
(Attack actions only) If you have not used any
reactions this round, other than extra reactions, and
you do not attack this round, you may delay the
Delay -8 Cannot be negative.
triggering of the skill's effects until the start of next
round. | Against someone under the effects of Delay, the
opponent can make a one-sided attack with a reaction.

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

Effect Name Cost Description Negative effect


Augmentation Effects
Dice Power Up 4*n Increase Dice Power by n Reduce Power by n
DMG+ n On clash win, deal n Damage to opponent Apply n DMG to self
Apply n Stagger DMG to
Stagger DMG+ n On clash win, deal n Stagger Damage to opponent
self
Enemy Power Raises opponent's
4*n On clash win, reduce opponent's Power by n
Down Power by n
Inflict Burn 2*n On clash win, inflict n Burn to opponent (max 2) Cannot be negative.
Inflict Smoke 4*n On clash win, inflict n Smoke to opponent (max 2) Cannot be negative.
On clash win, inflict n Bleed to opponent next round
Inflict Bleed 2*n Cannot be negative.
(max 2)
On clash win, inflict n Paralysis to opponent next
Cannot be negative.
Inflict Paralysis 2*n round (max 2)
Burn bonus 4 On clash win, if opponent has Burn, +1 Power Cannot be negative.
Bleed bonus 4 On clash win, if opponent has Bleed, +1 Power Cannot be negative.

Smoke bonus 4 On clash win, if opponent has Smoke, +1 Power Cannot be negative.

Additional Grant 1 additional reaction rolled at a Disadvantage


8 Cannot be negative.
reaction (Cannot be duplicated)
Increases one Stat by 1 (Cannot be duplicated,
Stat Increase 6 cannot raise the same Stat with a separate Cannot be negative.
augmentation)
Activate At round start, gain 1 Strength for every 30% Health
4 Cannot be negative.
Strength lost (max 2)
Activate At round start, gain 1 Endurance for every 30% Health
4 Cannot be negative.
Endurance lost (max 2)
At round start, gain 1 Haste for every 30% Health lost
Activate Haste 4 Cannot be negative.
(max 3)
Activate At round start, gain 1 Protection for every 20% Health
4 Cannot be negative.
Protection lost (max 3)
Activate
At round start, gain 1 Stagger Protection for every
Stagger 4 Cannot be negative.
20% Health lost (max 3)
Protection
At round start, gain 1 Strength per 2 Haste you have
Haste vigor 4 Cannot be negative.
(max 5)
At round start, gain 1 Strength per 3 Burn you have
Burn vigor 4 Cannot be negative.
(max 5)
At round start, gain 1 Strength per 3 Bleed you have
Bleed vigor 4 Cannot be negative.
(max 5)
At round start, gain 1 Strength per 3 Smoke you have
Smoke vigor 4 Cannot be negative.
(up to 5)
Increases damage taken
Burn resistance 2*n Reduce damage taken from Burn by n
from Burn by n
Bleed Increases damage taken
2*n Reduce damage taken from Bleed by n
resistance from Bleed by n
Increases Damage and
Damage Reduce Damage and Stagger Damage taken by n
4*n Stagger Damage taken
resistance (maximum 3)
by n
Burn Immunity 12 Ignores damage from Burn Cannot be negative.
Bleed Immunity 12 Ignores damage from Bleed Cannot be negative.
Smoke
12 Ignores damage from Smoke Cannot be negative.
Immunity
Regen (Health) n On clash win with Attack, recover n Health [undefined]
Regen On clash win with Attack, recover n Stagger
n [undefined]
(Stagger) Resistance
On defeating enemy, give self n Strength next round
Strength on Kill 2*n [undefined]
(max 3)

Absorb 4 On defeating enemy, gain 10% Health (max 10) Cannot be negative.

At end of round, if all allies except you have 0 Health,


Lone Fighter 3 Cannot be negative.
grant yourself 3 Strength next round.

At end of round, if any ally is currently at 0 Health,


Remembrance 4 Cannot be negative.
give yourself 2 Strength next round

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)

Body Replaces your entire body with a humanoid machine


0 Cannot be negative.
replacement with the same performance as your original body.
Replaces the entire body with a non-humanoid
Non-humanoid machine with the same performance as the original
0 Cannot be negative.
body human body. (E.g. Cat, Wolf, Schadenfreude, Bird,
etc.)
Part of the body is replaced with a [n Rank] machine.
Specialized part 3*n The part is determined to be a Tool. (Reusable, Cannot be negative.
Portable)
A part of the body is replaced with a machine that
functions as an [n Rank] weapon. The part does not
Combat part 2*n count towards your weapon count. (E.g. an arm that Cannot be negative.
becomes an assassin's blade, a rocket punch,
mechanical tentacles coming out of your back, etc.)
A part of your body is replaced with a machine that
has non-combat benefits. (e.g. Night vision, arms that
fold in opposite directions, four legs, legs with wheels,
etc.)

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.

-------------------------------------------------------------------------------------------------------

[STATUS AILMENT TABLE]


Roll20
Status Ailments
Icon

At the end of the round, damage to HP by the number of Burns, and


Burn
then reduce Burns by half.

During an action/reaction, take damage equal to Bleed, and then


Bleed
reduce Bleed by half.

Paralysis Receive a Disadvantage on rolls for every Paralysis.

Protection Damage taken is reduced by the number of Protection.

Stagger Stagger damage taken is reduced by the number of Stagger


Protection Protection.
Fragile Damage taken is increased by the number of Fragile.

Strength Power of Attack dice are increased by the number of Strength.

Feeble Power of Attack dice are decreased by the number of Feeble.

Power of Defense/Evasion dice are increased by the number of


Endurance
Endurance

Power of Defense/Evasion dice are decreased by the number of


Disarm
Disarm.

Haste Speed is temporarily increased by the number of Haste

Bind Speed is temporarily decreased by the number of Bind

All damage taken increases by 1 for every 3 stacked Smoke


Smoke
(Decrease by 1 at the end of the round)

Holding charge. No special effects. (Does not disappear at the end of


Charge
rounds)

Staggered Incapable of action, and all resistances become Fatal.

Panicked state when Sanity reaches 0. Continuously behaves


Panic according to panic rules, unless Sanity is recovered above 0, or
successfully challenged by another character.

Seal Cannot use reactions in this state.

Immobile Cannot take actions or reactions in this state.

Incapable of fighting. Aside from special measures for recovery, this


Defeated
status remains until the end of battle.

-------------------------------------------------------------------------------------------------------
|| 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.

Why this is an additional rule


In the case of Dungeon & Dragon 3.5, which is recognized as a masterpiece among TRPG rules, it treats the
maximum level 20 and anything above at the Epic level. However, the characters are generally regarded as too
strong and not necessarily fun to play.

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

How to achieve Rank EX


If a character reaches level 15, the total of their stats should be 36. This means that the character has moved
beyond Rank 5, and entered Rank 6. It is usually recommended to retire when you reach Rank 6, but if you decide
to continue playing with that character, that character will be considered Rank EX.

When you reach Rank EX


When a character reaches Rank EX, do the following:
- Strengthen your character by choosing one Perk from the list of Rank EX Perks on the next page.
Then, when you later reach Rank 7, choose another one.
- Choose an organization (other than the Head) that exists in the City: the character becomes a special
presence in that organization. The organization will be as friendly as possible to the character, and will not
be hostile unless the character betrays them first.
- Your character becomes a legend in the city. City-level reputation is determined based on feats achieved.
- Add one Rank EX person the character knows well.

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.

Stat limitations and descriptions


▪ The maximum value for Stats is 8
▪ The maximum sum of all stats is 48
▪ Descriptions of each Stat at max value (8), for reference:
- Fortitude: A monster that cuts through iron like tofu.
- Charm: A conductor who controls the world from the shadows.
- Insight: A prophet who makes predictions, not guesses.
- Prudence: A sage who sees through everything.
- Justice: A revolutionary who changes the world, a pioneer.
- Temperance: A transcendental person freed from all passions.

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

Rank EX Perks for Distortion


Like characters, Distortions can also have Rank EX Perks.
Add a EX Rank Perk according to Rank, selecting one from the list below:
▪ Have as many minions as the [number of characters - 1], whose Ranks are [Distortion’s Rank - 2].
Minions have the following characteristics:
- If you defeat the Distortion, they will be defeated as well.
- Has only 1 turn, utilized in the same way as typical enemies.
- Enters combat with 2 Light depleted.
▪ Take no health damage when not in a Staggered state. However, the Staggered state lasts for two rounds.
▪ Cannot become Staggered.
▪ Has one more extra turn.
Also, when setting Health and Stagger Resistance, it is multiplied by (number of characters), not (number of
characters - 1).

Distortions with multiple phases


To make the fight against a Distortion more varied, you can design the fight into multiple phases. Each stage is
referred to as a phase, and a Distortion consisting of multiple phases is created as follows:
▪ Create as many Distortion data as there are Phases, and then fight new Distortions each time a Phase
passes. Aside from the last Phase, the Rank of the Phase-specific Distortions will be [Base Distortion Rank -
1]
▪ When Distortion's HP reaches 0, it moves on to the next phase.
▪ When the phase changes, re-roll the speed of the Distortion.
▪ When the phase changes, it is treated as if the round has changed.

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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||--- End notes ---||


The setting for the fan-made Project Moon TRPG is handled as a ‘parallel’ version of the City, so the GM
is free to expand upon the world as needed for their game.

Don’t know anything about the other Wings or their Nests?


Flesh it out!
Want to go out into the Outskirts, but you don’t know what’s out there?
Let’s go, it’s a new frontier!!
Maybe this is a timeline where Lobotomy Corp hasn’t fallen (yet)?
Let’s manage some Abnormalities (Distortions) as employees!
Perhaps the City is in chaos after a certain ending?
Sounds like the start of a great apocalypse!

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.

-------------------------------------------------------------------------------------------------------

||--- Credits ---||


Original TRPG creator: [Link]
Rulebook (Korean): [link]
Did the translations: @punibird
Supported by: Project Moon Tabletop Discord

-------------------------------------------------------------------------------------------------------

||--- Change log ---||


[May 22, 2023] - Updating terminology to reflect recent changes.
Instinct → Fortitude
Wisdom → Prudence

[May 6, 2023] - Reflecting changes from Rulebook full translation.


-Original Rulebook fully translated
-Sample data (equipment, calculations, etc) from original Rulebook now available.
-Update to cost tables in [MONEY] section
-Clarification of Enemy Threat Level (EXP section)
-Clarifications on Tools (Tool usage behavior, Tools can pull effects from all Skill effect tables)
-Clarifications on Outfit (Resistance adjustment)
-Clarification on Mysteries (Table for combat-oriented Special Item Mystery effects, optional
Mystery rules)
-Clarifications on Distortions (Combat design; once-a-day Daily Skill, Distortion Effects can pull
effects from all Skill and Augment tables)
-Added “Effect Crafting” section, which clarifies things like Effect Points, as well as guidelines and
limitations on how to create equipment/skills/etc.
-Added Rank EX Content section, with optional rules for end-game.

[Terminology changes]
-MENTALITY changed to: Sanity
-HELP changed to: Assist/Assistance

[March 4, 2023] - Updated with new translations.

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