Remuneration Forestalled

A gritty horror RPG in an ultracorped space setting.

Changelog.

In theory, nothing! It's an official V1.

To do.

Doing things by rolling dice

ROLL FOR A GOAL

Rolls go like this:

  1. Define Goal with Guide.
  2. Build a dice pool (baseline, Difficulty, Advantage)
  3. Roll dice.
  4. Determine results.

A Roll requires a Goal. This is something you define with your Guide when rolling. For example, you roll to see if you can "disappear in the hallway's nook," not if you can "use Sneak." No matter the Roll, the principle is the same: you are looking to achieve a Goal.

Most times, when interacting with the world, you won't need to Roll. You are a functioning person! However, whenever you wish to do something dangerous, dramatic, or difficult, where urgency matters, or with something to lose, you make a Roll using a pool of six-sided dice (d6).

Narrate the action, be inspired with Soft and Hard moves. Tell a story first, then map rules onto it. Rules flow from the fiction.

BUILD A DICE POOL

BASELINE

You always start with 2d6 when rolling.

DIFFICULTY

If something you are attempting is difficult, you remove 1d6 from your dice pool.

ADVANTAGE

When you manipulate the situation to come out on top, you are Advantaged. This grants you +1d6 when rolling. Think about exploiting weaknesses, positioning, distractions, etc.

READ RESULTS

When rolling, consider only your highest die result after chucking your dice. By adding more dice to your pool, you have higher chances of getting a 6. The narrative then forks in one of three directions.

1-3: Failure to achieve Goal + complication.
4-5: Success to achieve Goal + complication.
6: Success to achieve Goal.

SUCCESS (*ripped from Mythic Bastionland)

When the players succeed at a significant action the Guide does one of the following:

FAILURE (*ripped from Mythic Bastionland)

When the players fail at a risky action they might still complete the action, but always suffer negative consequences:

ESCALATION DICTIONARY (*ripped from Murkmail)

Harder: The obstacle gets more complex. Either further action (implying risk) or a different approach is needed.
You realise an anti-tamper device was installed on the bomb. The timer skips 30 seconds.

More: An extra factor arises, which requires managing an additional issue whilst continuing to work on the first problem.
The enemy sends in a drone to attack you as you attempt to disarm the bomb.

Future Risk: A potential complication is hinted at, something is going to make the situation harder later on.
The explosive device begins leaking and fumes start rising. Are they poisonous?

Lost Opportunity: The opportunity closes off. This isn't working, you don't have enough time.
You can't defuse it, you need to deal with the bomb another way

Up the Stakes: The risk evolves.
You get a message from your handler informing you the evacuation of the surrounding area wasn't completed, civilians will die if you fail.

The Character Sheet

DATA SHEET

Basic information about you, starting with your Name.

Your Species, History, and Job define what you are good at. Each grants you one Trait, removing the Difficulty (-1d6) of certain actions that make sense in the fiction.

With time, you become more experienced, and may eventually pick a new Trait. This happens at the fiction's discretion, and really should only be the case if you survive a few separate contracts. You can earn up to two additional Traits (labelled Auxiliary Competence on your Data Sheet).

Your Job also determines your starting Tool and Suit, as well as one Thing.

MEDICAL RECORD

HINDRANCES

Small hurts stay abstract, while things that actually hold you back are noted, and taken into account when rolling. Anything that is made difficult by a Hindrance should suffer -1d6.

You can recover from Hindrances when back at a safe haven or if you find ways to patch yourself up properly on the spot.

DEATH (*ripped from Mothership)

If your last Hindrance fills up, your death is imminent, so make your last moments count: save someone's life, solve an important mystery, give the others time to escape.

When you die, the Guide makes a Roll by placing 2d6 in a cup, shaking the cup, and placing it face down on the table (covering the dice). As soon as someone makes the effort of checking your vitals, the dice are revealed and the roll is looked up on the Death Table below. Use common sense.

Death Table
Roll Effect
6 You are unconscious. You wake up in 3d6 minutes. One of your Hindrances becomes permanent, permanently taking up a slot.
4-5 You are unconscious and dying. You die in 1d6 minutes without intervention.
1-2-3 You are comatose. Only extraordinary measures can return you to the waking world.
Double 1-2-3 You have died. Hand your sheet to the Guide and roll up a new character to play or turn an NPC into your new character.

CALM

You begin your story with 10 Calm and cannot go over. You can lose Calm when:

Unless there would be a reason not to, you get enough rest between contracts to regain 2d6 Calm, up to a total of 10.

PANIC ROLL

Called when sensical in fiction. Anytime you get badly hurt, or someone dies, or you see something horrifying, or the situation explosively deteriorates, etc.

Whenever a Panic roll is called for, roll 2d6 as usual.

6: You keep it together and carry on.
1-5: Sum the dice and check how you Panic.

PANICKING

If your summed Panic is equal to or lower than your Calm, you suppress the terror, but lose 1 Calm.

If your summed Panic is higher than your Calm, look up the sum you rolled on the Panic Table below and apply the effects.

E.g. You roll [2] [5] on your Panic Roll. The sum is 7 and your Calm is 5. Panic > Calm, so the effect applies.
Panic Table
Sum Effect
10 You lose confidence and lose a trait until you rest next.
9 Develop a phobia fitting the situation. Difficult to act around it in the future. (-1d6)
8 Lose 1 Calm, and so do all those around you.
7 You get scared and need to get away from whatever made you panic.
6 You become paranoid about something.
5 You are spiraling and future Panic rolls are difficult (-1d6).
4 You go catatonic for a while. Unresponsive and unmoving.
3 You go hysterical for a while. Actively resist help.
2 You turn on your allies, violently, until someone can calm you down/neutralize you/tranquilize you.
1 You collapse. Hand your sheet to the Guide and roll up a new character to play or turn an NPC into your new character.

CARRYING MANIFEST

Your equipment only serves as a way of keeping your body together or incapacitating others. No need to keep meticulous track of rations and water. They are simply on you whenever you want them to be. If ever the situation is so taut that tracking such resources makes sense, work with the Guide to determine the effects and the mechanics.

TOOLS

Guns, wrenches, welding apparel, etc. can cause Hindrances to others at different ranges. Adjacent, Close, Long, Extreme. On top of their regular uses, most tools can be used in creative other ways, so don't box in your imagination.

E.g. Shrapshot; Fires a hail of microshrapnel designed for shredding at Adjacent to Close range.

SUITS

Special clothing you wear can prevent an instance of a Hindrance, but becomes useless in the act (denoted by its Status). Depending on the fiction, it can act like armour.

E.g. Your plated ironwool jumpsuit can protect from multiple types of harm including burns and chemical spills.

THINGS

Additionally, you can carry 5 more interesting things. Your equipped Tool and Suit don't count towards this maximum of 5 Things, but a backup Hazmat does. Don't let things define you. They're useful, temporary, and fun to expend!

E.g. An Ex-Con badge, the helmet (and skull) of Merrygold, a really sharp piece of the obsidian altar, a spare shotgun, etc.

PERSONNEL NOTES

FEATURES

Distinctive notes on your file about what you look like. They are recognizable aspects that are easily noticeable about a person.

E.g. flash-red braids, bulging eyes, a stunted prosthetic, strong accent, etc.

QUALITIES

What kind of person are you? How would others define your behaviour? These help guide your roleplay decisions. During character creation, you pick two Qualities you very much have and one you definitely don't (you may use the examples below as inspiration).

E.g. ambitious, calculating, cautious, cynical, desperate, efficient, guarded, hardened, impulsive, jaded, opportunistic, paranoid, pragmatic, reckless, ruthless, stubborn, suspicious, territorial, vindictive.

MOTIVATIONS

What makes you get up from your cot, besides an animal need to survive? These help guide your roleplay decisions. During character creation, you pick two Motivations that truly drive you and one that definitely doesn't (you may use the examples below as inspiration).

E.g. advancement, comfort, control, escape, information, leverage, profit, recognition, reputation, revenge, safety, secrets, stability, survival, territory, validation.

DEBT

The Company essentially owns every part of you. Through your Species, History, and Job, you've accrued incredible amounts of debt (on top of any personal decision-making). Your service to The Company serves to attempt to repay it all.

Debtless individuals are the stuff of legend, only a cousin's estranged nephew's ex has ever seen one. Don't expect to ever clear this number.

Transactions between employees and any amenities, as well as intra-colleague transfers all serve only to increase or decrease debt, never actually own credits.

Though your accruing large amounts of debt is in The Company's interest, reaching amounts deemed "Insolvent" comes with dire consequences (repobots, revoked authorizations, collection agencies, etc.).

Character Creation

0. DEBT

Throughout character creation, you will encounter credit amounts in the different tables. Every time you do so, note the amount on your sheet. The total at the end is your Debt, representing the insurmountable amount you owe to The Company, which you will spend your life repaying with interest.

I. DATA SHEET (traits)

First, select a Species from the Species List, and note one of their three Species Traits.

Then, select a History from the History List, and note one of its three Traits that represents what your upbringing has given you.

Also, select a Job from the Job List, and note one of its three Traits that represents your expertise.

II. PERSONNEL NOTES (features, qualities, motivations)

First, thinking about what you look like, note two or three distinctive Features; words or short phrases that others soon notice about you, like strong hands, kind eyes, or a gravelly voice.

Then, choose two Qualities you very much have (●) and one you definitely don't (⍉).

Also, choose two Motivations that truly drive you (●) and one that definitely doesn't (⍉).

Additionally, write down the Debt accumulated on the Data Sheet step.

III. CARRYING MANIFEST (things, tool, suit)

First, note down the Tool and Suit defined by your Job, as well as the Thing it grants you.

Then, note down one Trinket you are carrying in your Things (you may roll on the Trinkets List).

Also, scribble anywhere on your sheet what Patch is sewn onto your suit as you begin this story (you may roll on the Patches List).

IV. EMOTIONAL RESILIENCE (calm)

Finally, set your Calm to 10, the highest value it can ever be. It will (mostly) only go down from there. Best of luck out there.

Lists(*Mostly ripped from Troubleshooter by Clayton Notestine)

SPECIES LIST

Earthling. Billions died to become this. They're not glorious or fine-tuned. Humans are an evolutionary battering ram. When they survive, it hurts. Space and physics are the enemy. They've hurdled through the universe after trillions of false starts, patches, and reboots.

Vat Imp. Sometimes called lab rats, belters, or grays. Vat Imps are custom-made in test tubes for space. Their skin is pale. Their bodies, small and spindly. Their fingers, long. Their head's bulbous. Durability is not a design consideration, but volume is. In space, organic bodies vaporize equally.

Android. Ceramic, steel, and rubber. The android is alien to all. Built in a factory and sold out of a catalog. They do not breathe, eat, or feel—but they live. That's their problem. Androids were meant to see beyond the dark, but all they saw was something darker.

Species Traits
Species Traits 1-2 3-4 5-6
1-2 Earthling

Reproduction Permit:
4d6 x 100kcr
Bodily Perfection: Humans heal scarily fast from an alien's perspective.
You can continue moving even with one physical Hindrance without -1d6.
Pack Beast: Alone we're weak. Together we're dramatic.
You can draw insights from others, even the most socially skilled without -1d6.
Apex Predator: Humanity's survival instinct boils down to sugar-coated murder.
You can intimidate creatures no one would dare approach without -1d6.
3-4 Vat Imp

Desginer Fee:
10d6 x 50kcr
Compact Design: Size isn't everything, but volume efficiency is.
You can access very restricted spaces, and hide therein effectively without -1d6.
Atrophied fear: Slow meat doesn't last long in space.
You can perform acrobatic feats in any gravitational environment without -1d6.
Tool Dependency: If humans can't solve it with tools, Imps'll make better tools.
You can adapt and modify equipment for completely unintended purposes without -1d6.
5-6 Android

Intellectual Property:
2d6 x 1mcr
Capital Reassignment: All artifice thrums the same at the code level.
You can bypass densely locked and deeply encrypted electronic security protocols without -1d6.
Threat Pre-Assessment: Survival means continuous logs on trajectories.
You can dodge away from even the fastest projectiles without -1d6.
Fragged Disk: Experience is subjective and thus compartmentalizable.
You can continue operating effectively even with one mental Hindrance without -1d6.

HISTORY LIST

No one grows up to be a thrall to The Company. Before they risked life and limb taking odd jobs, they were someone else. For some, it haunts them. For others, it hurtles them forward. The player decides.

Ex-Corpo. Nearly everyone is owned by a corporation. But not you. Not anymore. Something happened to the smaller company that held you hostage in its payroll. Bankrupted, merged, sold for parts, or worse.

True Believer. Communists, artists, academics, freedom fighters, naturalists—if you thought the world was worth fighting for, your cell, cult, or order was destroyed for it. You're the ember following the fire.

Forgotten Nobody. The world is nothing but random chance, yet you are a statistical anomaly. You have managed to exist without being absorbed into a social order. You're a refugee, a traveler, or survivor.

History Traits
History Traits 1-2 3-4 5-6
1-2 Ex-Corpo

Severance Package:
3d6 x 250kcr
Middle Management: You know exactly how much bureaucracy can't accomplish.
You can convince, persuade, and blackmail seasoned coworkers without -1d6.
PR Specialist: Everyone has a price on the market.
You can turn the opinion of those most against your view using trade without -1d6.
Golden Parachute: Sometimes the only way out is through the window.
You can detect betrayal coming from the best deceivers without -1d6.
3-4 True Believer

Conspiracy Charges:
5d6 x 1mcr
Revolutionary: The system won't change itself, but it will change you.
You can inspire others to dangerous action without -1d6.
Underground Railroad: Freedom isn't free, and paying is no guarantee.
You can navigate tight and fraught spaces while evading attention without -1d6.
Cell Operative: Trust no one completely. Trust some enough.
You can intercept coded meanings and emit them outside detection without -1d6.
5-6 Forgotten Nobody

Loitering Fines:
10d6 x 3kcr
Drifter: Home is wherever your boots are when you stop walking.
You can carve out shelter in hostile or unknown environments without -1d6.
Attic Squatter: The gutter houses you at a slimy cost.
You can pick the toughest locks undetected even under pressure without -1d6.
Social Invisibility: When society doesn't see you, society can't hurt you.
You can blend perfectly into bystanders and the hubbub of crews without -1d6.

JOB LIST

Scientist. Search for knowledge. Make it usable. Every scientist from xeno-biologists to quantum chemists are mapping the unknown in their own way, cell by cell, atom by atom.

Teamster. Keep everything running. Life support systems, warp drives, blast doors, escape pods—everything. The teamster is the blue-collar, the fixer, the working stiff with the experience to get the job done.

Soldier. Take on danger. Become dangerous if necessary. Standard issue on most vessels—soldiers are on a collision course with death. They hurdle forward burning their grit on a finite supply.

Every character has a jumpsuit, vacsuit, and radio hanging in their locker. Everything else depends on their Job.

Job Traits
Job Traits & Gear 1-2 3-4 5-6
1-2 Scientist

Post-Grad Tuition:
5d6 x 200kcr
Certified Lab Safety: Keeping meat functional is just applied biology.
You can perform complex emergency medical procedures without -1d6.
Cord net launcher
Hazard suit
Medical kit
Xenophiliac: Life finds a way. These ways are gross.
You can precisely identify and understand the most alien of organisms and their function without -1d6.
Tranq pistol
Decomp-rate lab coat
Medscanner
Improv Magistrate: The perfect tool doesn't exist, but the desperate one might work.
You can conduct experiments or analyse findings with improvised or damaged equipment without -1d6.
Titanium briefcase
Plate-lined civilian clothes
Bulky computer watch
3-4 Teamster

Guild Membership:
10d6 x 10kcr
Dial Connaisseur: Every engine has a heartbeat if you put your ear close enough.
You can understand and diagnose technical readouts of the most arcane kind without -1d6.
Laser cutter
Hazard suit
Self-spool paracord
Mobius Expert: When the supply chain is broken, creativity becomes currency.
You can improvise essential repairs without proper replacement parts without -1d6.
Big thorium wrench
Sub-G forge suit
Salvage drone
Parts of Gold: The ledger is obviously mistaken. You ordered less than you thought.
You can sniff out and recover the most valuable part of intricate and wrecked objects without -1d6.
Atomic buzz saw
Radiation coveralls
Belt of tools
5-6 Soldier

Equipment Insurance:
12d6 x 40kcr
Porcelain Bull: Walls. Mere suggestions when you have explosives.
You can breach, destroy, shatter and wreck obstacles with precision without -1d6.
Heavy machine-gun
Heavy infantry armour
Remote camera ball
Un-Marksman: Close or far, at some point, it's still just about pulling triggers.
You can use weapons designed for long or extreme range at close range without -1d6.
Pulse rifle
Recon armour
Infrared goggles
Zero Visibility: When you can't see the enemy, pretend you're a monk.
You can fight in close quarters effectively in complete darkness or sensory deprivation without -1d6.
Pump shotgun
Nanosterone flight harness
Neutron grenade

TRINKETS LIST

Expand D100 (*Ripped from Mothership)
Roll Trinket
00Manual: PANIC: Harbinger of Catastrophe
01Antique Company Scrip (Asteroid Mine)
02Manual: SURVIVAL: Eat Soup With a Knife
03Desiccated Husk Doll
04Pressed Alien Flower (common)
05Necklace of Shell Casings
06Corroded Android Logic Core
07Pamphlet: Signs of Parasitical Infection
08Manual: Treat Your Rifle Like A Lady
09Bone Knife
10Calendar: Alien Pin-Up Art
11Rejected Application (Colony Ship)
12Holographic Serpentine Dancer
13Snake Whiskey
14Medical Container, Purple Powder
15Pills: Male Enhancement, Shaddy
16Casino Playing Cards
17Lagomorph Foot
18Moonstone Ring
19Manual: Mining Safety and You
20Pamphlet: Against Human Simulacra
21Animal Skull, 3 Eyes, Curled Horns
22Bartender's Certification (Expired)
23Burned Dogtag
24Prospecting Mug, Dented
25Eerie Mask
26Ultrablack Marble
27Ivory Dice
28Tarot Cards, Worn, Pyrite Gilded Edges
29Bag of Assorted Teeth
30Ashes (A Relative)
31DNR Beacon Necklace
32Cigarettes (Grinning Skull)
33Pills: Areca Nut
34Pendant: Shell Fragments Suspended in Plastic
35Pamphlet: Zen and the Art of Cargo Arrangement
36Pair of Shot Glasses (Spent Shotgun Shells)
37Key (Childhood Home)
38Dog Tags (Heirloom)
39Token: "Is Your Morale Improving?"
40Pamphlet: The Relic of Flesh
41Pamphlet: The Indifferent Stars
42Calendar: Military Pinups
43Manual: Rich Captain, Poor Captain
44Campaign Poster (Home Planet)
45Preserved Insectile Aberration
46Titanium Toothpick
47Gloves, Leather (Xenomorph Hide)
48Smut (Seditious): The Captain, Ordered
49Towel, Slightly Frayed
50Brass Knuckles
51Fuzzy Handcuffs
52Pamphlet: Fire Grudges
53Stylized Cigarette Case
54Ball of Assorted Gauge Wire
55Spanner
56Switchblade, Ornamental
57Powdered Xenomorph Horn
58Bonsai Tree, Potted
59Golf Club (Putter)
60Trilobite Fossil
61Pamphlet: A Lover In Every Port
62Patched Overalls, Personalized
63Flashy Thing Sealed in a Medley Jar
64Spiked Bracelet
65Harmonica
66Pictorial Pornography, Dog-eared, Well-Thumbed
67Coffee Cup, Chipped, reads: HAPPINESS IS MANDATORY
68Manual: Moonshining with Grace
69Miniature Chess Set, Bone, Pieces Missing
70Pyroscope, Bent, Tin
71Faded Green Poker Chip
72Ukulele
73Spray Paint
74Wanted Poster, Weathered
75Ticket, Hair Braid
76Sculpture of a Rat (Gold)
77Blanket, Fire Retardant
78Hooded Parka, Fleece-Lined
79BB Gun
80Film Blanket
81Pendant: Two Astronauts form a Skull
82Rubik's Cube
83Stress Ball, reads: Zero Stress in Zero G
84Sputnik Pin
85Ukulele
86Trucker Cap, Mesh, Grey Alien Logo
87Menthol Balm
88Pith Helmet
8910m x 10m Tarp
907 Cling Plasma Sticks
91Kukri
92Trench Shovel
93Shiv, Sharpened Butter Knife
94Taxidermied Cat
95Pamphlet: Interpreting Sheep Dreams
96Faded Photograph, A Windswept Heath
97Opera Glasses
98Pamphlet: Android Overlords
99Interstellar Compass, Always Points to Homeworld

PATCHES LIST

Expand D100(*Ripped from Mothership)
Roll Patch
00"I'm Not A Rocket Scientist / But You're An Idiot"
01Medic Patch (Skull and Crossbones over Cross)
02"Don't Run You'll Only Die Tired" Backpatch
03Iced Tactical Logo
04Blood Type (Reference Patch)
05"Do I LOOK Like An Expert?"
06Biohazard Symbol
07Mr. Yuck
08Nuclear Symbol
09"Eat The Rich"
10"Be Sure: Doubletap"
11Flame Emoji
12Smiley Face (Glow in the Dark)
13"Smile, Big Brother is Watching"
14Jolly Roger
15Viking Skull
16"APEX PREDATOR" (Sabertooth Skull)
17Pin-Up Model (Ace of Spades)
18Queen of Hearts
19Security Guard
20"LONER"
21"Front Towards Enemy" (Claymore Mine)
22Pin-Up Model (Riding Missile)
23FUBAR
24"I'm A (Love) Machine"
25Pin-Up Model (Mechanic)
26"HELLO MY NAME IS:"
27"Powered By Coffee"
28"Take Me To Your Leader" (UFO)
29"DO YOUR JOB"
30"Take My Life (Please)"
31"Upstanding Citizen"
32"Allergic to Bullshit" (Medical Style Patch)
33"Fix Me First" (Caduceus)
34"I Like My Tools Clean / And My Lovers Dirty"
35"The Louder You Scream The Faster I Come" (Nurse Pin-Up)
36HMFC (Head Mother Fucker In Charge)
37Dove in Crosshairs
38Chibi Cthulhu
39"Welcome to the DANGER ZONE"
40Skull and Crossed Wrenches
41Pin-Up Model (Succubus)
42"MILLIGAF?"
43"DRINK / FIGHT / FUCK"
44"Work Hard / Party Harder"
45Nullifier Girl
46Fun Meter (reads: Bad Time)
47"GAME OVER" (Bride & Groom)
48Heart
49"IMPROVE / ADAPT / OVERCOME"
50"SUCK IT UP"
51"Cowboy Up" (Crossed Revolvers)
52"Troubleshooter"
53"AMSLAG"
54Crossed Hammers with Wings
55"Keep Well Lubricated"
56Soviet Hammer & Sickle
57"Plays Well With Others"
58"Live Free and Die"
59"IF I'M RUNNING KEEP UP" Backpatch
60"Meat Bag"
61"I Am Not A Robot"
62Red Bear
63"I Can't Fix Stupid"
64"Space IS My Home" (Sad Astronaut)
65All Seeing Eye
66"Solve Et Coagula" (Baphomet)
67"All Out of Fucks To Give" (Astronaut with Turned Out Pockets)
68"Travel to Distant Places / Meet Unusual Things / Get Eaten"
69BOHICA (Bend Over Here It Comes Again)
70"I Am My Brother's Keeper"
71"Mama Tried"
72Black Widow Spider
73"My Other Ride Married You"
74"One Size Fits All" (Grenade)
75Grim Reaper Backpatch
76отъебись ("Fuck Off," Russian)
77"Smooth Operator"
78Atom Symbol
79"For Science"
80"Actually... I AM A Rocket Scientist"
81"Help Wanted"
82Princess
83"NOMAD"
84"GOOD BOY"
85Dice (Snake Eyes)
86"#1 Worker"
87"Good" (Brain)
88"Bad Bitch"
89"Too Pretty to Die"
90"Fuck Forever" (Roses)
91Icarus
92"Girl's Best Friend" (Diamond)
93Risk of Electrocution Symbol
94Inverted Cross
95"Do You Sign My Paychecks?" Backpatch
96"I ♥ Myself"
97Double Cherry
98"Volunteer"
99Poker Hand: Dead Man's Hand "Aces Full Of Eights"