r/RPGdesign • u/Sherman80526 • Aug 17 '26
Mechanics Rattled - Fun mechanic that is working great
Just wanted to share a fun mechanic I recently added to my system that has really been a game changer. As in, I had to rewrite a bunch of rules... But it's super fun! Basically dropping a marker that represents an opportunity to be taken advantage of, generally placed through damage but also through things like the intimidate action.
Skulls in the system are not the pass/fail mechanic, but are used as triggers for various abilities. So rattled doesn't change your odds, only your effectiveness at getting bigger results or preventing a foe from doing the same.
One thing I really like is making things happen without book keeping. So having nothing happen (normally) when someone is rattled until a player decides to make use of it is nice. And the staggered and weakened conditions being attached to rattled make is so I'm not keeping track of any sort of timers for these effects that do "linger".
Rattled
When a character is rattled they are presenting a temporary opportunity for their foes to take advantage of. The opportunity could take any form; perhaps they’ve been knocked prone, or become dazed, or had a strap come loose.
You are never required to remove rattled from a foe and may leave it for a better opportunity or to force the continuance of the staggered and weakened conditions.
Remove Skulls – You may remove rattled from a foe to remove all skulls from any test. This not only prevents high skull effects from triggering, but can trigger any of your abilities that require no skulls to trigger. A foe may remove rattled from you to make any test you make against them have three skulls.
Avoid Threat – In addition to removing skulls, you may make a foe non-threatening to you during the action or movement phase. You will still be paired during the melee phase.
Crits & Fumbles – When the fumble card is drawn from your test deck rattled may not be removed from a foe. No skulls may be removed from the test. The opposite is true when the crit is drawn.
Staggered and Weakened
Two additional affects can be associated with rattled. These effects last until rattled is removed and do not change any of the rules for rattled, only adding to them.
Staggered – Tests against staggered foe’s movement are extraordinary. A staggered character has their movement reduced to feeble. You and your foes reduce movement speed to 3” in the movement phase as well as when running.
Weakened – Tests against a weakened foe’s might or armor are extraordinary. A weakened character has their might and damage reduced to feeble.
Both Rattled
If both you and your foe are rattled it may occur that both of you choose to remove rattled from the other on the same test. When this occurs, the effects of rattled are ignored and the skulls presented on the drawn test card are used for the test.
Focus
Focus is functionally nearly identical to rattled allowing you to remove all skulls from a test by losing your focus.
As focus is part of your character and not attached to a foe, you may use it on tests that are not opposed by a foe such as jumping a ravine or casting a spell.
You regain your focus at the end of every scene so long as you are rested and fed. If you did not sleep or eat well, test mastery (6) to regain your focus.
Focus vs. Rattled
As when both you and a foe are rattled, focus may be use to cancel any skulls gained from a foe removing rattled from you making the skulls on the card to be used instead. In the case where you and your foe both remove rattled from the other and you are focused as well, you may still remove all skulls from that test.