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(1 edit)

Looks like you are referencing the Damage section. That loop happens when you take enough damage to hit zero HP: 

Damage

After defending, subtract any remaining damage from your HP. If you are reduced to zero or fewer HP do the following: 1. Break a Stat, 2. Roll your 1d6 + Might + Heart and gain that much HP. When you Break your last stat, you die.

When you hit zero HP, Break a stat, then regain 1d6+Might+Heart HP.

You can never have more HP than your Max HP, which you set at character creation.

Pieces of Kit, such as Tideframes, do not have HP.  The only mechanical thing they do is add +1 to a check when they are helpful.

Keep in mind, everything your character has does what you would expect it to do. So a cutting torch cuts through metal, a drone flies around, and a 3-meter tall mecha suit will protect you from most superficial damage. Like, a shark bite probably won't do anything, but a machine-gun will,

I would check out The Mecha Hack if you like more mechanical detail! https://absolutetabletop.itch.io/the-mecha-hack

I was actually wondering if you could maybe create a short 1-page PDF of an example play of how it works? I've seen the Mecha Hack, which is based on the Black Hack. But this ruleset of yours seems to be really good, even though a very few details are a bit confusing, and I still want to try this over the Mecha Hack and Lancer. Thanks!