MONOLITH: AFTER THE FALL
EXCEPT IT'S A TTRPG
current version : 0.2b
summary:
INTRODUCTION
Hi ! This document is the rules for the Monolith : After the Fall TTRPG i started to make. Monolith is a roguelike twin stick bullet hell set in a post apocalyptic world. I highly recommend you at least get familiar with its mechanics and its lore before reading this, although it’s not required.
This game is played using 10 d10s and a d12. The game is set on an 8 by 8 grid (like a checker board), and use pegs or markers to place characters and enemies and such on the board. To mark the relation between the different rooms of a dungeon, that depends on how you create floors and dungeons, which will be touched on later.
And of course, you will need paper and pencils for various things, such as making characters, marking statuses, stats, numbers, etc...
And finally : remember that a game is made to have fun. Having to change or overlook rules you don’t find fun or interesting is completely fair game, and don’t hesitate to make modifications.
With that said, have fun !
-1. INTRODUCTION 2
They called out to another dimension and got in contact with the Mages. Together, they shared their techniques, giving birth to the Constructs, but decided to close the door to each other, knowing only strife could succeed this exchange.
However one day, something happened. A war broke out, the sky shattered, cities where destroyed, and in the flashing of a light, suddenly millions fell. Ever since, strange Creatures have started to roam the world.
But of course, life just continued. And even if the city isn’t as big, even if no one approached the Facility in years, even if a few Mages have blended into society, it’s a peaceful life.
But is that really fine for you ? Sometimes, before sleeping, you feel a presence calling out. Sometimes, when your mind wander, you think about what could be in the Facility. So… why not go and find out ?
You snoop around the Facility, never daring enter. You make your research. You ask around in a few shady establishments… And you find.
You find others, who after the same dance around the Facility, have gotten to the same space as you. So, all together, you agree. You all team up, find a name, and enter the Facility for the first time in years…
0.STAT CHECKS
Checkable stats are a number between 1 and 12. This number represents the number under which the result of the check has to be to be considered successful.
When a chack is made, the GM announces what stat will be checked. There can be more than one stats checked for an action, for exemple shooting at a distant target can be a combination of SPE, FOR, LUC and more.
Then, the player performing the check will throw as many d12 as there are stats to be checked, and will then assign the result of each dice to one of the checked stats.
For exemple, using the earlier situation, if the dice results are 1, 8, and 11. The player can then assign the rolls as such : SPE 8, FOR 1, LUC 11.
The GM will then determine how the action goes depending on the different results. The GM should remember that the results are not binary : for exemple if a result is 1 and the other 7, even if the two are successful rolls, then the outcome told by the dm will be better for the 1 than the outcome for the 7.
In the end, the lower a stat is, the better the outcome is.
0.1. COOPERATIVE CHECKS
In some situations, two or more players can do an action at the same time in a time sensitive manner. In this case it’s possible to throw all the dice required for every player’s check at once, and then each player can assign the dice they want to the stat they want with no restriction.
0.2. COMPETITIVE CHECKS
When a player is performing an action that would negatively impact another player, the second player will perform a counter check.
The GM will announce the stats of the first check, which will go on normally. The GM will then announce the stats for the check of the second entity, and how they are linked to that of the first one.
For exemple, if a player is shooting another, then the stat linked to the FOR of the attacking player would be the SPE of the second one.
Then, the second player will do the check for their stats and assign the results to their own stats. The GM will then announce the results.
To determine the results, first check which stats are successful for both players, then if a linked stat is successful in both players, the lowest result will be successful.
Of course, once again, the outcome of the situation will not be black and white. These competitive checks in fact have the most outcome possibles out of every check.
For exemple, a player could manage to take a powerful swing at the other player, but the other would dodge it and the swing would hit someone or something behind them.
0.3. IGNORING CHECKS
If a scene is proceeding smoothly and checking would break the immersion, or if the stats checked are all very high and the GM feels it would be moot to check the stats, it’s possible to simply ignore checking and assume the action is successful.
In this case, assume the action is realized with a normal outcome, neither amazing nor disastrous.
1. MAKING A CHARACTER
Characters in this TTRPG have 6 main stats (MAG, SPE, FOR, LUC, TRI, COM), 2 multipliers (ATK, FRR), as well as more details such as elemental and race resistences and such.
Unless specified otherwise, if the result of a calculation is not an integer, the result will be rounded to the nearest integer. If the decimal part is exactly .5, then the result is rounded down (ex : 13.5 becomes 12).
1.1. MAIN STATS
The 6 main stats are
MAGic | Influences the damage dealt by spells |
SPEed | Influences the order of turns and if an incoming attack is dodged or not |
FOResight | Influences the aim of an attack as well as how many shots are fired by a weapon |
LUCk | Influences minor random occurences as well as the effect of certain attacks |
TRIcksterness | Influences how much a character deals |
COMmunication | Influences how well a character can communicate with other and how well they are seen by npcs or other players |
These stats have a minimal value of 1 and a maximum value of 12.
1.2. MULTIPLIERS
there are 2 multipliers : ATK and FRR.
ATK% (attack) | Multiplier applied to the damage of every outgoing attack from a character. This multiplier starts at 100% and can be increased or lowered with special pickups. Each weapon and spell also has its own ATK multiplier which is multiplied with the character wielding it. |
FRRx (fire rate) | multiplier that applies to how many shots are fired upon weapon trigger. This multiplier starts at 1x for most basic weapons. It’s baked into each weapon. |
1.3. HEALTH POINTS
Characters all start with 10 health points (or HP), regardelss of their race or their stats. Whenever a character takes damage, that value will drop. By how much they took damage.
Picking up healing items or getting healed a set amount while HP is already full, will instead give partial HP. Partial HP does not deplete when taking damage. When a total of 4 partial HP is collected, 1 Max HP is granted and all partial HP goes back to 0. Increasing Max HP will heal the player by the amount it was raised (ex : gaining 1 Max HP will heal 1 HP, gaining 2 Max HP will heal 2)
Partial HP can also be granted with certain items, which can for exemple grant 1 or 2 partial HP.
1.4. INFLUENCE
Influence is a non-combative stat that starts at 0. The closer characters get to the Power Eternal, or one of its incarnations, or to something related to it, the more Influence can rise.
Influence has a maximum value of 100. Think of it as a sanity stat : the higher it is, the more your character is influenced and corrupted by Power Eternal, the less rational they are.
Chosing something related to the Abyss element can also raise that stat, as well as enetering some rooms, etc… Witnessing certain events or a character becoming emotionally unstable can also raise Influence even if Power Eternal is not involved in the event.
Once Influence reaches 100, the character will become beastlike, neglecting to pick up anything, focused only on dealing as most damage in the shortest amount of time possible, even if it is at the cost of their own life. They may also start to attack teammates who try to stop them or who get in their way.
There are few ways to lower Influence, such as going into a pool of holy water, which will use it up and lower Influence by half. If the character who goes into the pool uses it to lower their Influence, they will undergo no other effect. Their ATK multiplier will not get raised, they will not gain health, their weapon will not be blessed.
1.5. CHARACTER RACES
Characters are one of 5 races. These races will shape their playstyle, as well as what skills they can learn and what weapon they can use. The 5s races are : Constructs, who can use any type of weapon as well as a little bit of magic; Machines, who modify themselves instead of picking up weapons; Mages, fierce magic users who have access to a plethora of spells; Creatures, tanky warriors who can manipulate swarms of smaller beings and directly attack their foes; and Undeads, who can deal great damage at the cost of their maximum HP, in addition to using any weapon.
Each race has unique attributes, which will be detailed below.
1.5.1. CONSTRUCTS
Constructs are machine imbued with magic. Due to their magical nature, they can themselves use magic spells. Their magic nature however prevents them from modifying themselves like Machines do.
Constructs, wether npcs, players or enemies, are weak to attacks from weapons with a AKASHIC keyword. These attacks will deal 35% more damage to them.
1.5.1.1. MAGIC USE FOR CONSTRUCTS
During character creation, constructs will be able to choose one element. They will learn one lv1 spell of that element at the start of the game.
As they progress through the game, they will be able to learn spells of the element they chose. Constructs will also be more affected by the influence of Power Eternal if they choose the Abyss element.
Constructs will resist (-0.5) the element they chose, but will also choose another magic element to which they will be weak (+0.5) to.
1.5.1.2. WEAPON USE FOR CONSTRUCTS
At the start of the campaign, constructs will not have a weapon. They will have the regular starting peashooter. As they progress through the game, they may find weapons, which they can pick up and use. When picking up a weapon, they will be able to use it as-is, key words included.
When firing a weapon, peashooter included, they will do so at the rate of 1 turn tokens per trigger, and will be able to fire until they run out of tokens.
When Constructs pick up a new weapon while they already have a weapon different from the peashooter, they will salvage their old weapon. Their HP will be refilled by 1, unless the new weapon is blessed, in which case they gain 2 HP.
Constructs also have access to special skills of the laser element, depending on the keywords of the weapon, or the type of weapon they have.
1.5.2. MACHINES
Machines are beings that are mechanical in nature. They range from skeletons to literal machines. This unique nature allows them to modify themselves with the keywords of weapons they find.
Machines cannot use magic in any way.
Machines are weak to attacks from weapons with the DISRUPTIVE keyword, which deal 35% more damage to them.
Machines will, during character creation, choose one magic element they resist (-0.5) and one magic element they are weak (+0.5) to.
1.5.2.1. WEAPON USE FOR MACHINES
When starting, Machines will have at their disposition a slightly weaker peashooter, called the M-peashooter.
Firing a trigger will always consume 1 turn token, including the M-peashooter. They can continue shooting until they run out of turn tokens.
When finding a weapon, instead of picking it up, Machines can choose one of the weapon’s keywords and add it on their M-peashooter. This process is called self-modification.
During self-modification, Machines will also have their FRR multiplier (which starts at 1x) multiplied by the weapon’s FRR. Their ATK multiplier will also be multiplied by the weapon’s ATK. These multiplier change will stay even when another self-modification occurs, in which case these are once again multiplied, et caetera.
Some keywords can be stacked multiple times, while other keywords may only be picked once. Some keywords may be incompatible as well.
Just like for Constructs and Creatures, when picking up a weapon and undergoing self-modification, Machines will gain 1 health unless the weapon has been blessed, in which case they will recover 2 health. However, if they pick up a blessed or cursed weapon, they will not be affected by any additional effect.
Just like Constructs and Undeads, Machines can use special skills with their weapons. However, as they are not able to switch the type of their weapons, the skills are mostly dependent on the keywords they picked up.
1.5.3. MAGES
Mages are being with the ability to use magic. They cannot use weapons, and instead fight using only their magic powers.
When Mages enter a holy water pool, they cannot use it to bless or improve their weapon, as they do not have weapons. They can however choose to learn a spell from one of their elements.
Mages are weak to attacks from weapons with the ANTIMAGIC keyword, which deal 35% more damage to them.
1.5.3.1. MAGIC USE FOR MAGES
At the start of the campaign, Mages will choose a main element then a secondary element, as well as a tertiary element. They will start with a level 1 and level 2 spell of their main element, and a level 1 spell of their secondary element. The 7 magic elements are :
Storm | Damaging spells which deal divided damage between every enemy in a group |
Blaze | Damaging spells which deal damage to one enemy as well as splash damage to its neighbours |
Frost | Damaging spells which can also debuff the opponent or apply the Freeze status effect |
Earth | Spells that have small chance of instantly crushing the enemy, or deal low damage and stagger to a group of enemy |
Abyss | Strong spells that require lots of turn tokens to activate and may hurt the user, and/or increase their Influence |
Sight | Spells that will debuff the enemy or buff an ally |
Enigma | Will use a random spell of the same level. Damage dealt by these spells is of the Enigma element instead of the original spell's element. |
Note that the description of each element is a broad description, but some spells of a certain element may differ from what the element usually does. This is true for every element except for the Enigma element.
Mages do not initially know a spell of their tertiary element, but can learn one when given the opportunity to learn a spell.
Mages will also resist (-0.5) the two elements they choose but will also choose another two magic element to which they will be weak (+0.5) to.
1.5.4. CREATURES
Creatures are beings of flesh or nightmarish creatures. They are unable to pick and use weapons. They can however release swarmers and use melee attacks attacks, which also can deals damage to them.
Creatures are weak to attacks from weapons with the ANTIBACTERIAL keyword, which deal +35% damage to them.
Creatures innately resist (-0.5) the Abyss element, but will choose another magic element to which they will be weak (+0.5) to.
1.5.4.1. WEAPON USE FOR CREATURES
Although they cannot pick up new weapons, they have access to the peashooter that constructs start with. Unlike constructs however, they are unable to change weapon. The peashooter is the only weapon they get.
When picking up a new weapon, instead of becoming able to use it, they will convert it into swarmers using the following formula : x * 20, where X is the FFRx of that weapon.
1.5.4.2. SWARMER USE FOR CREATURES
Creatures have the ability to create swarmers and control them. Whereas with other races, swarmers can be created with bombs, weapons, or spells, these swarmers will immediately rush to the nearest enemy.
When Creatures are in the presence of swarmers, they can control them, and even keep them from room to room. The swarm will circle around them when on standby.
If they have a swarm around them, when a Creature is attacked it can try to block the attack with the swarm. The bigger the swarm the lower the difficulty. This check is usually done with the LUC stat. Doing so, whether successful or not, will destroy at least half of the swarm (all of it if the swarm is smaller than 10 swarmers).
When they have a swarm around them, Creatures can also choose to sic it toward an enemy. They can choose to either send all or part of it. Each swarmer will deal 0.2 damage of the flesh element. Every swarmer that was sent to attack the enemy and dealt damage is destroyed.
Creatures have an innate INFESTED keyword, meaning that any enemy they kill, no matter the way they do it, they can roll a LUC check to see if swarmers are released by the enemy’s corpse. The number of swarmers released is determined by the formula (Enemy’s maximum HP/2) * (1+(Number of successful die /10)), where Number of Successful die is the number of die that were successful during the LUC check to see if swarmers would be released by the enemy.
1.5.4.3. CREATURES' MELEE ATTACKS
Creatures can use melee attacks. These attacks deal damage of the flesh element
Creatures can use different skills of the Flesh element, the body slam being the most basic of these skills. The other skills will be detailed in the “Weapon Skill” category.
Body slams will however hurt the user by an amount determined by the skill used.
1.5.5. UNDEADS
Undeads are ghostly beings, sometimes lost souls, sometimes zombies and other dead-walkers. They are able to use any weapon, as well as split up to the cost of their max health.
Undeads are weak to attacks from weapons with the CONSECRATED weapons. These attacks are 35% stronger to them.
Undeads are innately weak (+0.5) to the Abyss element but will choose another magic element they resist (-0.5).
1.5.5.1. WEAPON USAGE FOR UNDEADS
At the start of the campaign, Undeads will not have a weapon. They will have the regular starting peashooter. As they progress through the game, they may find weapons, which they can pick up and use. When picking up a weapon, they will be able to use it as-is, keywords included.
When firing a weapon, peashooter included, they will do so at the rate of 1 turn tokens per trigger, and will be able to fire until they run out of tokens.
When picking up a new weapon, Undeads will have the choice to store it or dismantle it. They can store up to 2 weapons, between which they can switch at the cost of 1 turn token. Dismantling a weapon will give them as much partial HP as keywords on the weapon. They can dismantle stored weapons at any time.
Undeads also have access to special skills of the laser element, depending on the keywords of the weapon, or the type of weapon they have.
1.5.5.2. SPLITTING FOR UNDEADS
Undeads have the innate ability to split, which does not use any turn token. When doing so, their character will die and create two duplicates with the same stats as the original, save for Max HP which is cut by half. Partial HP remains the same for both copies.
The two copies share the same turn tokens. However they can decide to trigger their weapons together for 1 turn token, as if they were alone.
Splitting can be done as many times as possible, unless Max HP is 1, in which case splitting is possible only if there’s one copy left.
If there’s more than one copy left, it’s possible for copies to burst. Doing so depletes all turn tokens, and makes one copy disappear. Doing so will deal unresistable to all enemies in the room using the formula : (POW check) * ATK% * 2, where “POW check” is the number of successful die from a POW check.
Copies can recombine into one, in which case their Max HP is added together. Partial HP becomes the average of the partial HP of the two copies, rounded down.
When splitting, Undeads can chose for individual copies to switch weapon or not.
1.6. ELEMENTS
There is a total of 9 elements. These elements are of course used to determine damage type, and which resistance/weakness to apply. There are two non magic elements, and 7 magic elements. There is also a possibility for damage to be non-elemental, meaning it cannot be subject to resistances or weaknesses, and so acts as “pure damage”.
1.6.1. NON-MAGIC ELEMENTS
Non magic damage is mostly done by skills or by weapons. There are only 2 non-magic elements, but they are rarely resisted.
Laser | Laser damage is done by regular weapons, as well as skills from constructs, machines, and undeads. It equates to “regular damage”, and is the most common type. In universe, this damage is made of strong, refracted light (like a real life laser) |
Flesh | Flesh damage is made mostly by swarmers, but can also be done by creatures. In universe, it’s associated to blood damage, or simply flesh. |
1.6.2. MAGIC ELEMENTS
Magic damage is mostly done by spells, and as such by characters of the mage or construct races. However, some keywords can add a magic element to a regular weapon.
Storm | This element is characterized by lightning and electricity. Most of the time, it takes the form of a straightforward electric arc. |
Blaze | Blaze is basically fire, but with a fancier name. |
Frost | Similarly, frost is ice damage. |
Earth | Earth damage is most of the time dealt by crushing the enemy between blocks, or by spikes. |
Abyss | Abyss is an element very closely linked with power eternal. It’s a dark energy which corrupts the souls of all existing things, yet makes up most of this reality. Using or being hit by this element will usually make your Influence go up. |
Sight | Sight is time magic. This is a bit contrary to the name, but this magic is about manipulating the flow of time, sometimes in all the room, sometimes in a small area. It can however also do attacks, which are close to light magic. |
Enigma | Enigma is a lost element : the school of magic which studied it disappeared long ago, although there remains some people who can use that element. It’s a strange element, which usually morphs into a form similar to another. It’s said that with enough practice, this element can be controlled at will. |
1.6.3 AFFINITIES
Weaknesses and resistances are basically why element exists. Each entity has one for each element. Usually these are additive or subtractive, for exemple a character will have a weakness of +1 in an element, meaning they receive 1 damage everytime they are hit by that element.
Weaknesses will always be positive (add to the damage) and resistances will always be subtractive (subtract from the damage).
In some rare cases, some entities may have a multiplicative or divisive affinity. In this case, the element is, well, multiplied or divided.
Some entities can also completely nullify an element, meaning they will always receive 0 damage from it. Some entities can also reflect (deal back to the sender only) or absorb (heal, does not replenish partial HP) from an element.
1.7. ABILITIES
Abilities are techniques or character attributes that are not necessarily useful in combat, but more so define them, as well as their talents, and how they interact with other characters or with the world around them.
Abilities are rated on 12 levels, starting at level 0 up to level 12. Level 0 corresponds to no knowledge at all in that domain, whereas level 12 corrseponds to complete knowledge.
There are 12 abilities : Engineering, Biology, Occultism, Bartering, Scamming, Seduction, Architecture, Cooking, Hacking, Open-Mind, Philosophy, and Bookworm. Each ability will be detailed later on.
When performing an action that requires an ability check, players will roll a d12. If the result is equal or lower to their ability level, then the check if successful. If not, then it is a failure. If they roll a 1, that ability will increase in level.
Just like stats, multiple abilities can be checked at once. It's also possible to check stats and abilities at once, for an action that would require both, like for exemple precise soldering.
Depending on their race, each character will also hav 3 innate abilities which start at level 2.
1.7.1. ABILITY DESCRIPTIONS AND COMPATIBILITY
ABILITY | DESCRIPTION | INNATE TO |
ENGINEERING | Knowledge of how machines, mechanisms, and other contraption work, as well as the ability to repair or modify them | MACHINES and CONTRUSCTS |
BIOLOGY | Knowledge of the living, wethier its classification or its inner functionnings | CREATURES |
OCCULTISM | Knowledge of spirits and magic, without necessarily the skill behind it | MAGES and UNDEADS |
BARTERING | Ability to speak with others and reach a consensus more in your fabor while still giving to the other and being honest | CONSTRUCTS |
SCAMMING | Ability to deceive, trick and manipulate others into doing what you want | UNDEADS |
SEDUCTION | Ability to use your body and charms to obtain what you want by abusing sexual or romantic favours | CREATURES and UNDEADS |
ARCHITECTURE | Knowledge of the general layout and structures of buildings, and of their conventions and such | MACHINES |
COOKING | Knowledge and skill to mix together ingredients to make food, but also other things such as chemicals and whatnot | CREATURES |
HACKING | Knowledge and skill to hack into digital devices, but also to program in general | MACHINES |
OPEN-MIND | Receptiveness to the Power Eternal, can also uncover secrets room, and is in general more open to other influences such as Power Eternal. More susceptible to raising Influence | MAGES |
PHILOSOPHY | Knowledge of the self and its conundrums, as well as how to communicate that reasoning to others in a meaningful way | MAGES |
BOOKWORM | Theoretical knowledge of the world, of the things in the facility and of general history | CONSTRUCTS |
1.8. TURN TOKENS
Turn tokens are tokens used up for movement or attacks, or special techinques and such. At the start of each character’s turn, that character will gain 2 turn tokens. The maximum amount of turn tokens a character can hold at any time starts at 5, and can be upgraded at certain points.
If a player wishes to do an action but doesn’t have enough turn tokens, they can perform it but enter turn token debt mode, explained below.
1.8.1. TURN TOKEN DEBT
It's possible that some big attacks or spells cost a large amount of turn tokens, and that an entity does not have enough to use it. In this case, it's still possible for them to do that action. This will put that entity in what is called turn token debt.
Effectively, turn token debt is a negative amount of turn tokens. This means that that entity will not be able to act on their turn, no matter what. This entity will not be able to move during combat either, until they exit that debt state. To help that recovery, they will gain turn tokens as usual during their turn.
It may be possible that some spells or skills can be used during turn token debt.
2. FILLING THE CHARACTER SHEET
CHARACTER SHEET DOWNLOADABLE HERE
One important thing, is that you will need to have an idea of who your character will be : what occupation did they have ? Did they participate in the war ? What kind of person are they ? All of these questions will help you build your character’s personality and background, which will help you build your character’s stats and such. In fact, I'd even go as far as to say that you need to have a concept for your character before choosing their stats. Don't start by picking stats or build or such if you don't know who your character will be. If you are the GM and see your player doing this, forbid them from doing so. Slap them a little.
Remember : while this TTRPG does have a bigger focus on combat, it’s not the only thing in it. The role playing elements are still just as important, if not more because of how fun and entertaining they can be. After all, it doesn’t matter how well your character can fight if they don’t have a reason to.
So after you have an idea of who you will play, and only then, can you start filling this sheet.
Start with the basics : first of all, your name in “player name”, and then your character name in “character’s name”.
Next, write their race under “race”. For now, your character’s level is 1.
Next to “Max HP” and “HP” put 10 : every character starts with 10 HP and their health full.
If your character is a Creature, put 0 in “Swarm/Copies”. If your character is an Undead, put 1. If your character is another race than these, simply leave that section empty.
Next, it will finally be time to allocate your base stats. For each point in a stat, black out the corresponding number of squares. You will allocate the following values to the stats of your choice : 5, 3, 2, 2, 1, 1, meaning one of your stat will have 5 points, one will have 3 points, two will have 2 points, and the remaining two will have 1 point.
Next, you will write next to each Ability the level you want it to be at. First of all put a “2” next to the three innate abilities of your character’s race. Then, roll three d6 and assign the result of each roll to an ability. You can add it to an innate ability if you want. And finally, write a “1” next to two other abilities.
Write “100” in ATK%, and “1” in FFRx. Write a 0 next to Influence then skip to the Resistences section. Next to “Max turn tokens”, black out 5 squares.
If your character is a Mage or a Construct : put “-0.5” next to their primary and secondary elements. Then, for Constructs write a “+0.5” next to another magic element. Mages will do so for 2 magic elements.
If your character is an Undead, write a “+0.5” next to Abyss then choose an magic element and write “-0.5” next to it. If your character is a Creature, write a “-0.5” next to Abyss then choose an magic element and write a “+0.5” next to it. If you play a Machine, put a “+0.5” and a “-0.5” next to two magic elements.
If you play a mage, fully cross out the weapon sections. If you play a class other than Undead or Machine, cross just one of the sections. In the other one, write your starting weapon with no keyword. For Undead simply write your starting weapon in one of the sections and leave the other one empty.
And that’s it ! The players are now ready to go.
3. GENERAL ROLEPLAY RULES
In this section we will see the general rules of roleplaying, as well as some of the basic checks that can be done, and other things.
The GM will tell you only what your character sees or perceives. To gather additional information, it's possible that you will have to do a check. For exemple, if your character sees something on the wall, the Gm will say "You see a strange substance on the wall." If you want to know what that substance is, then you may have to check, for exemple, FOC, biology, and cooking.
3.1. TURN ORDER
Turn order is decided using the speed stat. The entities with the highest speed move first, and then it goes down a list. If multiple entities are tied, they can either reach a consensus on which one goes first, or flip a coin/roll a dice.
Characters in turn token debt still have their turn as normal, but cannot act during it.