Thats so cool!
Jota Pe Corvuja
Creator of
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Omega deploys countermeasures as soon as the first memory is altered.
When a memory is altered you mark on the emotion track and make a record of the emotion that ruled the altered memory. For example, if the memory was changed from apathy to sadness you mark the emotion track and record "sadness" (sadly there's no space to record on the pamphlet itself, but any paper will do).
The section doesnt need to be totally filled. 1-4 marks on the emotion track means that the Omega considers the runners as Minor Threats, 5-8 marks mean Major Threat, those threat levels translate to the Emotional Dangers that can be deployed.
The last part of the run asks for a roll using the emotion on the emotion track, for that you just use the emotions that are repeated the most. For example: The most recorded emotion is sadness that appears 3 times, that means 3 dice. If all emotions are unique you roll a lower number of dice, if the runners aimed for repeated emotions the roll will have more dice. (When I wrote it I imagined people would use the emotions on the pamphlet -anger, joy, sadness, fear and their synonyms- and that would result in repeated emotions being more common but I've seen people do very different emotions for each memory and that affects a lot how the run ends.) (I may change that for the new version)
Hope this helps
Hi! Thanks for the question.
I'm rereading the pamphlet and can see now where the confusion comes from.
In the Emotion Track section there's four diamond shaped boxes next to a text that says "Minor Threat" and four more diamonds below next to "Major Threat". The diamonds are the Emotion Track, it goes from 1 to 8 but are divided into two tracks of four to differentiate the Threat levels.
I'm doing some minor revisions on the pamphlet for the CBR+PNK: OVERLOAD and will attempt to make it clearer in the newer version.
Thanks again!
I got this game with the great bundle and was interested in it but never actually played it until I played Persona 4 last month, and HAD to play this one.
My frist read adressed most aspects that I would expect to make a story like the one I hope it would, the characters and the world elements adress what is necessary to create the world an obstacles really well.
I dont know if it would be necessary but maybe a plot generator system would help structure the story a bit so it can help the improv aspec as well.
At last, the game is amazing, even if Im not that used to the diceless system it was a great game to play and to read. Got really excited to see the new stuff and hope thats still on the way.


