Employees
WE'RE HIRING
If you can see this is because you are in limbo and you are a potential candidate. You're accessing our Sybyl terminal there. Before your time in limbo ends and your soul being transferred, you can sign a contract with us.
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Erebus Corporation hires employees from all the time stream until the present. No matter what century you've come from, we'll instruct you in human and exo-planar history and help you understand new technologies. We sure value your strengths but have your flaws covered.
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Besides, we have an innovative system that allows us to quantify your capacity in several factors.
SEEKED FACTORS
-Select slides to see each topic-
RISKS
-Game System-
To see if you can surpass a challenge you must match or surpass the Reality Check. DIFFICULTY LEVELS: Easy: 1d10 die roll Normal: The best result of 2 d10 dice. Difficult: 2d10 added result. Heroic: 3d10 added result.
You roll 1d10 and another one for each #Tag you can apply. You take the result of the higher die. If you have one or more specialties that suit the action all the dice results can be added together. Match or surpass the Reality Check to success.
Your opponents have Attributes as you do and they must roll the dices too. You must match or surpass their results to succeed.
In combat rolls, you can do or receive damage. The damage is equal to the difference between the higher result of the attacker and the lower result of the victim. If the victim has better results there is no damage. If there's a match the minimum damage is 1.
When your Health reaches 0 you get the Dying Condition. You won't be able to do anything and your companions will lose 1 level of Will for each scene. This Condition must be cured (medical rolls, clinics, Directives...) before the journey ends or you'll die. If all the team reaches 0 Health, you'll fail.
A mission is divided into scenes, units with narrative cohesion, but in a risky situation, the time is measured in turns. In a turn, characters do actions up until 5 sec. These turns conform a round. The initiative (who reacts first) will be calculated from the speed rolls the characters do before the first round.
STAFF RESOURCES
-Inventory-
Some items can help you with your actions. They have #Tags to aid you. Eg: A lantern has #Shiny Other items just let you do things that would be impossible without them. Eg: A glider lets you not dying when you fall.
Some items can help you with your appearance, performance and defense adding #Tags. Eg: A sport suit could have #ReadytoRun and helping you move. An expensive dress, a #JetSetLook that helps you disguise yourself. A military best can have #BulletProof and help you defend yourself. Some garments can also have special abilities. But remember: garment #Tags can be good for some things and bad for others. Eg: A #Flashy dress can subtract a die to a discretion roll.
Weapons can add #Tags to your attacks. Eg: sniper rifle can have #PrecissionScope They have other attributes like: Range: Is it a melee weapon or ranged? Area: Single target or multiple? Bonus damage: Does it add damage points? Condition: Does it generate a Condition on the target? Projectiles: How many projectiles has the weapon before you have to recharge?
Documents that give employees access to the mysteries of the five rivers of existence. By wasting levels of Will signers can active them during a scene or until they turn them off. While active a signer can do things otherwise impossible, or increment human actions to a formidable level. Directives can also add all kinds of #Tags and even temporary Specialties. See the "Directives" section for more info.
WORK STRATEGIES
-Combat actions-
RANGED ATTACKS With ranged or throwing weapons. Uses #Perceptive #Coordinated #Accurate and alike. Projectile weapons: must be reloaded(1 turn) when they run out of ammo. Throwing weapons: units will be reset when you kill an enemy. MELEE ATTACK: Uses melee weapons (bonus damage) or fists. Rolls of #Strong, #Corageous, #Balanced and alike. HEAVY WEAPONS Those with #HeavyWeapon and Tags alike immediately add 2 dices to the attack but will subtract a die to your movement rolls.
BLOCKING Uses #Resistant #Stable, #Determined and alike... You need some kind of shielding item for blocking projectiles. AVOIDING Uses #Agile, #Wary, #Perceptive and alike. You lose a die if you try to avoid projectiles. BARRICADE You are inmune to projectiles. HEAVY DEFENSE Garments with #HeavyDefense or alike will add a die to your defense but subtract a die to your movement rolls.
They normally waste and entire turn. -Using a Directive. -Curing a Condition. -Using or consuming an item. -Manipulating the environment. -Making a non-combat roll. -Reload ammo. -Change weapon or equipment.
Uses #Subtle, #Dextrous, #Coordinated and alike... If your roll succeeds you cannot be detected while being body searched. Athletic moves, sounds, or attacking can rat you out though. Weapons with #Tags like #Discreet or #SmallSize won't be detecting while being body searched. Those with #SilentShot or alike won't break the stealth. #HeavyWeapon tag equipment and alike will subtract a die from your stealth rolls.
It doesn't need rolls. There are relative RANGES to having into account: Close range: the character can touch the target. Medium range: No more than two steps away but not reaching the target. Far range: more than two steps away. Vary far range: Only with scoping weapons, not in the same area. In a turn, you can move two ranges at least. If you're already at close range you may attack twice in a row (depending on your ammo and kind of weapon)
Use #Agile #Fast rolls and alike to fly away. You must surpass the highest NPC roll for not being intercepted. All team members will obtain temporary Harshtag #ThatsOurOpening for a round. You can take a number of people with you equal to the difference between the NPC roll and your succeeded roll. You can also choose to stay and let others escape while being a distraction.