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They might, though remember a player needn’t justify a failure due beyond the idea that it makes a roll more interesting.


Primarily they put a limit on how much violence an Agent can participate in. Each slot can only hold a single injury and a level three injury takes you out of the action without immediate treatment so they act to encourage players to seek more clever or non-violent ends to an operation. If you’re The Handler, don’t be afraid to threaten players with very serious injuries if they partake in violence.


As for the flashbacks: I’ve found them to be much more interesting in Playtest than the previous resource mechanic. They allow players to explore how they feel about horrific events on a personal level and flesh out their characters before they die horrible deaths, which makes the bad things that happen to them all that much more awful.


(and thanks for the typo, I’m currently editing this doc a bit to get ready for a potential print on demand version so I’m actively doing editing and revision of the docs over this next week!)