Psi*Run by Christopher Moore, Meguey Baker, Michael Lingner

By Christopher Moore, Meguey Baker, Michael Lingner

They took your life.
You obtained away.
They wish you back.

Run!

Psi Run is a role-playing online game approximately those that were abducted via a mysterious crew for unknown purposes. they've got no reminiscence in their lives sooner than their trap. After discovering an opportunity to flee, they try to stay loose, whereas piecing jointly flashes of reminiscence to reclaim their very own earlier. The Runners have outstanding powers which can aid them continue to exist, yet those self same powers additionally hold a possibility of catastrophe for everybody and every thing round them.

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Extra info for Psi*Run

Sample text

Your Runner could always have a memory triggered, so pick up a die for Reveal. • Your Runner always runs the risk of being caught by the Chasers, so pick up a die for Chase. • If your Runner is using a psi power to accomplish the goal, those powers could go out of control, hurting those around her. Pick up a die for Psi. • If your Runner runs the risk of being injured (physically, emotionally, or socially) in this situation, pick up a die for Harm. You will now have 4, 5 or 6 dice in your hand.

If the runner escapes, CAPTURE leaves play and CHASE comes back into play. If the runner gets caught, CAPTURE leaves play and DISAPPEAR comes into play. the Chasers are in the scene with you, take Chase out of play by covering that section of the Risk Sheet with a blank card, and play on the Capture chart instead. On a 2–3, the GM can choose any Runner; it doesn’t need to be the Runner whose player rolled. In order to avoid Capture, that has to be part of your Goal, and you have to accomplish it.

If you’re doubly impaired, place your highest die here after you’ve rolled. When your Runner is injured, put a token in the Impaired box on your Character sheet. Next time you roll dice, you still pick up as many of the six dice (Runner, Goal, Reveal, Chase, Psi and Harm) as apply, but before you roll them, put a die in the Impaired box on the Risk sheet. Roll the remaining dice, and play them in the Risk boxes as usual. If you are injured again, without healing first, put a second token on your character sheet, in the Doubly Impaired box.

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