Prism Alternate Rules

The following is a compendium of alternate rules for the Prism: Supers tabletop RPG system.

### Alternate Spirit Points: Spirit Dice

The group gains ***1d10*** per player in a *collective dice pool*. Before *any kind of roll*, a player can take one or more dice from the *Spirit Dice Pool* to add to their roll. Each die adds **+1** to the roll. Upon rolling a **10** on any Spirit Die, you will trigger a **critical**. If you *fail* or a *half-success* for the roll, you will suffer a **Critical Fumble**. If you *succeed*, however, you will **Critically Succeed**.

Upon spending a Spirit Die, you will hand it over to the Game Master, who will add it to *their own dice pool* for future use. *The dice will change hands many times over the course of the game.*

The Game Master *may or may not* reward your party additional Spirit Die for certain *Heroic Actions*. It is not recommended for any group to hold more than **1.5x** their starting Spirit Die. For example, a group of *four* players should hold no more than *six* Spirit Dice at a given time.

For maximum impact, use red d10s such as the *Hunger dice* from *Modiphus's Vampire The Masquerade V5 Dice Set*, for which these optional rules are directly inspired by.

### Expanded Wounds

This is a simplified Wounds/Strain system that deviates from the standard idea of "hit-points" standardised by tabletop RPGs such as Dungeons & Dragons. Damage is simplified to ***Lesser***, ***Moderate*** and ***Severe*** Wounds. Each character has six stages of Health:

**Light Damage**, **Moderate Damage**, **Heavy Damage**, **Out-of-Action**, and **Recovery**.

* **No Damage:** You haven't received any damage... yet.
* **Light Damage:** One Light Wound (min) for (BRA/2).
* **Moderate Damage:** Two Light Wounds or one Moderate Wound (min) for (BRA/2).
* **Heavy Damage:** Four Light Wounds or two Moderate Wounds (min) for (BRA/2).
* **Out-of-Action (OOA):** Two Light/one Moderate Wound sustained after reaching the Heavy Damage threshold. You temporarily lose control of your character until you can be healed.
* **Recovery:** After being healed after taking *Heavy Damage* or enter an *OOA state*, make a roll at Disadvantage vs. Recovery. If you fail the roll, you will enter a **Recovery state**, which causes you to receive **+2 extra damage** from all attacks until you can successfully Recover (weekly check). The only exception is Aura, which recovers at a daily rate.

These damage types can be applied to many different Attributes such as the following:

### Morale for NPCs

*This rule is intended for NPC usage, but is not necessarily limited to only NPCs. If the Game Master wishes, they can ask the Players to track their Morale score.*

Like how **Health** indicates *physical health*, **Fatigue** indicates *weariness*, **Belief** represents *one's social standing*; **Morale** can be used to track one's *fear level* over the course of a scene. The damage for Morale is called ***Stress***. Upon losing your Morale, you will enter a state of **Panic** until you recover *half of your total Morale* (1 point every round).

Panic can lead to the following events, determined randomly by the GM:

* Hunkering down and refusing to fight
* Fleeing the scene and hiding from the action
* Immediately attacking any threat that enters your line of sight, without regard for your safety (at double disadvantage)
* Going berserk and targeting any random target (including allies) within range. May or may not move.
* *Something special...*

Your base Morale is *double* your **Willpower** score.

The following circumstances will cause direct Morale damage equal to 1d6:

* Witnessing an especially horrific scene
* Killing or mortally wounding your target [If *Empathetic, Intrusive, or Naïve*]
* Suffering a near-miss (half-success, meeting an opponent's Parry exactly)
* Taking direct Health damage
* Witnessing the death of a teammate (+1)
* Accidentally slaying a teammate (+2)
* Being maimed or disfigured from combat (+2)
* Being the last of your team standing (+2)

The Trait ***Anxious*** incurs a +1 penalty to all Morale damage. Likewise, ***Apathetic*** incurs a -1 bonus to all Morale damage. This shows how people repeatedly exposed to traumatic events can become desensitised to them (Apathetic) or a nervous wreck (Anxious).

**Leadership** can be used to heal a teammate of Stress during Combat. It takes a Leadership roll of *six or greater* to remove the *Panicked* condition from a target.

Upon recovering from a Panic, roll a DC 4-6 Willpower check. Upon failure, you gain a **Trauma** related to whatever brought you to your breaking point. All interactions involving facing your Trauma will be at Double Disadvantage (-2), but upon critically succeeding at a task (or after enough time has passed), you will overcome your Trauma and gain a ***1d6 permanent Morale bonus.*** Failure on Trauma rolls will incur a ***Minor Break***, causing you to sob uncontrollably where you stand or flee to cover and sob (the choice is yours).

*If you **Botch** a Panic roll, you will gain the trait Anxious, causing all future Morale damage received to be increased by +1. This Trait can only be lost through normal methods listed in the Dramatis Personae section of the rules.*

If more than half the total enemies are incapacitated, they may attempt to surrender or parley with you to come up with an alternative to fighting. If this option is used by Player Characters, the GM may urge you to consider the idea.

#### Morale as a Special stat

In some games, you may want to limit power usage by making their usage *cost morale to use*. It is recommended to follow the following formula:

* **D:** 0 stress
* **C:** 1 stress
* **B:** 2 stress
* **A:** 3 stress
* **S:** 4 stress
* **S+:** 5 stress

If using this rule for Player Characters, you may want to increase the total Morale of players to **WILLx4**, or have them roll DC 4-6 Willpower checks vs. Stress. Willpower checks could also be used to mitigate Stress to a single point of damage.

Special may also be used to add +1 to your damage dealt for one Chapter at the cost of one point of Stress (no roll).

### Drives

Assign each **Drive** a die level from a full pool of dice (**1d4**, **1d6**, **1d8**, **1d10**, **1d12**) for each value, then write a **Statement** for it. You can **Invoke** each Drive once per Chapter, adding it to any roll.

* **Duty:** "Given my situation, it's my job to..."
* **Glory:** "I want to feel..."
* **Justice:** "It's the right thing to..."
* **Love:** "I want to protect..."
* **Power:** "I want to rule..."

### Bonds

Set 1d4-1d12 for each of your **Bonds**, then write a Statement for it. New Bonds start at **1d4**. Depending on their **Associated Card**, **Drawing** (Free, random) or **Tapping** (1 Spirit, choose) them will grant different effects in battle dependent on their **Bond Level (BL)** with you. You can trigger an **Interlude** (a cut-away scene between you and one or more characters) to increase your Bond Level with a Bondmate by one once per Chapter.

**Bond Levels:**

1. **0** (Strangers) "I don't know you."
2. **1d4** (Acquaintances) "I know *of* you."
3. **1d6** (Friends) "I know you."
4. **1d8** (Good Friends) "I like you."
5. **1d10** (Close Friends) "I understand you."
6. **1d12** (Best Friends) "I connect with you."

Your **Bond Level** with a character represents how well you **Trust** each other. Breaking your Bondmate's Trust can be very dreadful, and, depending on severity, completely sever your Bond with them.

**Selfless Giving:**

After Bond Level III (1d8), the only way to increase your Bond Level with a person is to do something selfless for them. The action cannot come without consequences or a lot of time and effort for you. In most circumstances, this Selfless Action will relate to one of your Bondmate's Motivations.

**Tag-Team Talent:**

After Bond Level III, you gain a free Talent/Ability/Skill that both your Bondmate and you share. Normal Talent rules and restrictions apply. The Die Level is equal to your Bond Level-1, unless you invest Talent Points into it. Examples could include: Combo Moves, a spiritual connection, or a shared power (assuming you have similar Power Sets).

**The Gift of Friendship:**

The bonuses of developing your Bonds, outside of their Character Card bonuses can be:

* Being able to rely on them for help
* Being able to confide in them
* Getting with their circle of friends
* Learning how to manipulate them

...Just don't expect to do the last one and *keep* your Bondmate.

Forming Bonds with people is a tricky thing. People expect Reciprocity from you. When they help you... You have to help them. When they talk about themselves... They want to hear a bit about you. And in a world of **Secret Identities** and certain business formalities, this can be a lot to ask from someone.

Progressing to each Bond Level comes with different **Boons** and **Intel**. **Bond Levels IV** and **V** will net you the juiciest information.

**Consolidating Bonds:**

You can merge two Bonds of equal level into a Group Bond. Doing so shifts the focus of the relationship on a group over the individuals themselves. Bondmates with active Character Cards cannot be Consolidated.

### Alternate Scenes – Social Phase

#### Notes on Belief

* **Belief** is one's confidence in their own abilities and judgement
* Someone with high **Belief** may be *self-confident, arrogant and/or impulsive*
* Someone with low **Belief** may be *insecure, timid and/or cautious*
* **Belief** = WILL + LEA
* **Belief** does not heal on its own past 1, and can only be healed through certain **Social Moves**
* Each failed **Social Move** casts one point of **Doubt** onto you
* When your **Doubt** exceeds your **Belief**, you cannot make any more **Social Moves** until **Belief** is restored

#### Social Moves

##### **Charm**

To get an NPC to do what you want them to, create a Social Contract (as described in the A War of Worlds section). In short, create two Clauses: one thing each party gains if they succeed, and one thing they lose if they fail. These can be mechanical (such as Advantage/Disadvantage, cast Doubt) or narrative (follow me, believe my lies). Roll Influence vs. Composure to see who succeeds.

###### *Choose one:*

* Fulfil Social Contract
* "Promise me..." – Form a Bond with your Target. Break Trust on a Breach of Contract.

###### *Choose any two:*

* Any S½
* Exchange Reputation for temporary Trust until Chapter End
* Target Loses Debt on you
	+ If you aren't Indebted to them, Gain Debt on Target until Chapter End

##### *Use instead of Charm if you have Trust or Debt over your Target*

* **Mutual Trust:** +2 to roll
* **Manipulate:** +3 to roll, Lose Trust if your plot is uncovered
* **Cash-in Debt:** +3 to roll

##### **Trust Moves**

* Being able to rely on them for help
	+ Call in a favour
		- If successful: Fulfil Social Contract
		- If failure: Nullify Contract
* Being able to confide in them
	+ Tell a Secret
		- Restore Belief, build Trust
		- Restore Morale, build Trust
* Ask a personal question
	+ Restore Target's Belief
		- Restore Target's Morale
* Getting with their circle of friends
	+ Join them in an Outing
		- Gain Advantage in Befriending their Allies
			* If successful: Gain a new Ally at 1 BL
			* If failure: Status quo.
		- Gain a new Contact

##### *Lose Trust permanently after use*

* Learning how to manipulate them
	+ Force their hand (Force Social Contract)
	+ Gain Advantage over them on next action
* **Provoke:**
	+ Give them Double Disadvantage (-2) on their next roll
	+ Cast Doubt = Bond Level +1
* Spread rumours
	+ Exchange Trust for Reputation

##### **Rejecting Influence**

* **If successful:**
	+ *Influenced chooses two:*
		- Restore Belief
		- Nullify Contract
		- Lose Trust, Advantage on next roll vs. them
		- Fulfil Contract, Advantage on next roll
		- Fulfil Contract, Lose Trust
		- Cast Doubt on Opponent = BL
* **If failure:**
	+ *Influencer chooses two:*
		- Any of the above
		- Give-in to their Influence, Trust Remains
		- Nullify Contract, Lose Trust, Lose Reputation

##### *Temporary Trust that doesn't replenish the next day. Can do any Trust or Bullying move. -2 on rolls to Reject Influence.*

* Tempt them to do what you want
	+ If successful: Fulfil Social Contract, Debt remains
	+ If failure: Nullify Social Contract, Debt remains
* Request Intel
	+ **If successful:**
		- Gain useful information
	+ **If failure:**
		- See: Reject Influence
		- Gain false information
* Force an Assist
* Erase a Debt they hold on someone
* Give you a Debt they have on someone else

###### **Rejecting Influence (Debt)**

* **If successful:** Reject their Influence, Debt remains
* **If failure:** Give-in to their Influence, Lose Debt

##### **Player vs. Player Debt (Reactive)**

* Offer them one Character Point to do what you want
* Cast Doubt = BL
* Take +1 on all future rolls against them, until the end of the Chapter
* Take +2 on the next roll against them
* Add Complications to a Scene or Failure

### Character Cards

Each card has a Passive (Self) and Active (Drawn) Effect. You can only draw ONE card per Chapter, and it will be random. You can use the Active Effect of your OR your personal Arcana's effect at the bond level of your highest Bondmate.

If you Draw your own card or a card associated with none of your Bondmates, redraw.

If a Tarot Card Deck is not available, you can roll **[3d8]** instead to choose your starting Arcana.

#### 0: The Fool [3]

**Passive:** Start with 3 Bonus Character OR Talent Points.

 5 | 1d12 | –

#### I: The Magus [4]

**Passive:** Start with one free Skill at +3.

 5 | 1d12 | –

#### II: The Priestess [5]

**Passive:** Start with 3 Favours (Low) OR 1 Favour (High).

 5 | 1d12 | Can call up five Weak Favours from a Bondmate or 2 Strong Favour + 1 Weak 1/C

#### III: The Empress [6]

**Passive:** Start with +1 Leadership. You start with a handmade costume of your choice with an Armour level no greater than 5.

 5 | 1d12 | –

#### IV: The Emperor [7]

**Passive:** Start with +1 Mastery.

 5 | 1d12 | +3 Wealth (in the form of Gear)

#### V: The Hierophant [8]

**Passive:** Start with +1 Aptitude.

 5 | 1d12 | –

#### VI: The Lovers [9]

**Passive:** Start with +1 Influence. Gain one unpowered Dependent in the form of a lover or family member.

 5 | 1d12 | You may give yourself or an Ally Double-Advantage on any roll 1/C

#### VII: The Chariot [10]

**Passive:** Start with +1 Agility OR Speed.

 5 | 1d12 | –

#### VIII: Strength [11]

**Passive:** Start with +1 Brawn.

 5 | 1d12 | Ignore all penalties from Injuries

#### VIII: The Hunger [Alternative]

**Passive:** Start with +1 Potency and a starting Mutation.

 5 | 1d12 | –

#### IX: The Hermit [12]

**Passive:** When no teammates are within Short range of you, gain Advantage on Fighting and Accuracy checks.

 5 | 1d12 | +1 Expertise

#### X: Wheel of Fortune [13]

**Passive:** Start with +1 Spirit.

 5 | 1d12 | –

#### XI: Justice [14]

**Passive:** Start with a bonus sub-power at D Level. You have a Mission you must complete and will stop at nothing to achieve your goal (Or: +1 DL to any Drive).

 5 | 1d12 | You can attack twice (with Advantage on 2nd). DAM= DL 1/C

#### XII: The Hanged Man [15]

**Passive:** You gain Advantage on all actions for the next Chapter when an Ally dies near you.

 5 | 1d12 | You may roll a (Brawn vs. Fitness) check 1/C to deal +1 Health DAM on your current attack

#### XIII: Death [16]

**Passive:** You may rework your character once, allowing you to respend points. No powers can be removed.

 5 | 1d12 | –

#### XIV: Temperance [17]

**Passive:** Start with +1 Willpower. Gain Advantage on checks to resist Mind-altering effects.

 5 | 1d12 | You can read another character's Character Sheet 1/C

#### XIV: The Art [Alternative Special]

**Passive:** You can freely transfer Character and Talent points at a 1:1 ratio.

 5 | 1d12 | Gain a temporary sub-power at B level 1/C

#### XV: The Devil [18]

**Passive:** Start with one free Advantage (base: Contact [Low]).

 5 | 1d12 | –

#### XV: The Joker [Alternative]

**Passive:** Whenever an Ally takes damage within Short range (10m, 30-ft) take half their damage received. Gain +1 DAM on all offensive Talents.

 5 | 1d12 | Can transfer your own Stamina or Health (=DL) to an Ally

#### XVI: The Tower [19]

**Passive:** Start with +1 starting Wealth. All Equipment has 1/2 its normal cost.

 5 | 1d12 | 50% less Reputation Loss

#### XVII: The Star [20]

**Passive:** Start with a bonus Trait on each of your sub-powers.

 5 | 1d12 | +3/-3 Image

#### XVIII: The Moon [21]

**Passive:** Start with +1 Smarts.

 5 | 1d12 | –

#### XVIX: The Sun [22]

**Passive:** Start with +1 Aura.

 5 | 1d12 | –

#### XX: Judgement [Special] [23]

**Passive:** Start with +1 Perception. Your Career and Secret Identity are protected heavily by a secret organisation.

 5 | 1d12 | –

#### XX: The Æon [Alternative]

**Passive:** Can undergo a Second Awakening regardless of Parahuman Class. Requires a near-death experience.

 5 | 1d12 | –

#### XXI: The World [Special] [24]

**Passive:** You gain a Danger Sense you can use three times per Chapter.

 5 | 1d12 | –

#### XXI: The Adjustment [Alternative]

**Passive:** Every time you awarded Character or Talent Points, gain +1.

 5 | 1d12 | –

**The Hunger**, **The Art** , **Judgement**, **The Æon**, **The World**, and **The Adjustment** cannot be obtained through means other than drawing from a Tarot Deck or if it is specially given to you by the GM. *Alternative* cards may be optionally switched-out if their base version is drawn in character creation.

### Misc.

#### Training Points

**Character Points** and **Talent Points** can be merged into a single point-buy stat called **Training Points**.

* Character Points exchange at a 1:1 ratio
* Talent Points exchange at a 1:2 ratio

#### Failure is Learning

* After each time you roll a 1 on any **Attribute**, **Skill** or **Power** roll, you gain one **Advancement Point**
* After gaining *six* **Advancement Points**, you may gain one **Training Point** (or: one **Character Point**, if Training Points are not used)
* You may exchange **Spirit Shards** for **Advancement Points** at a 1:1 ratio

The number of **Character Points** and **Talent Points** gained through **Advancement** should be modified by the GM as per the game's themes and progression, if this system is used at all.

### Alternate Attributes, Skill and Rolling

These rules are meant for the pre-Cyberpunk setting: **EGO DEATH**. Some rules may not be suitable for genres that do not pit YOU against THEM.

**BMPS** (Bumps) uses a variable 2d6 resolution system:

* **1d6:** Disadvantage
* **2d6:** Normal
* **3d6:** Advantage

**DIE THRESHOLDS**

* **6:** EASY
* **8:** AVERAGE
* **10:** HARD
* **12:** VERY HARD
* **>16:** IMPOSSIBLE

**WHAT YOUR ROLL MEANS**

* **IF YOU SCORE <4 DT:** GAIN A **THREAT**
* **IF YOU SCORE <4-1:** FAILURE
* **IF YOU SCORE =DT:** GAIN **ADVANTAGE**
* **IF YOU SCORE <=+3:** SUCCESS
* **IF YOU SCORE >4 DT:** USE A **COMPULSION** IF >+2

#### Attributes

* **BODY:** THE PHYSICAL.
* **MIND:** THE THINKING.
* **PSYCHE:** THE FEELING.
* **SENSES:** THE AWARENESS.

#### Skills

**SKILL CAP** = **ATTRIBUTE SCORE** (MAX +4).

**Body**

 Toughness | Take bullets. Bleed another day. | FLEE FROM CONFLICT. | FEEL ALIVE AGAIN.

**Mind**

 Psychology | Debate THEM. | CAVE-IN. | DO NOT LET IT GO.

**Psyche**

 Willpower | THEY cannot control YOU. | SUCCUMB. | DO NOT BOW.

**Senses**

 Tinker | YOU are one with the machines. Greed has no limits. | LOSE YOURSELF. | SPEAK TO THE MACHINE.

#### Leverage

You start with the amount of **Leverage Points** equal to the points you put into a given Attribute. Five points in Psyche? Five Leverage Points. Leverage Points can allow you to **add the modifier of another Skill** to your roll or **gain Advantage**.

**Regaining LP**

You must wilfully (not through **Die Thresholds**) spend a **Compulsion** or **Threat** to regain LP. You regain one LP per Compulsion/Threat used. There may be times the GM will force you to roll **Willpower vs. using a Compulsion**. This will also award you one LP.