Professional Documents
Culture Documents
Cross Fade
Cross Fade
Cross Fade
By Kintarotpc
This game is unofficial, unlicensed, and neither Barbara Wittman nor Yuri Tern were
consulted in the making of it. Nothing inside this is endorsed by the two creators,
and any depictions of their works within this fan-made media does not reflect on
the creators, publishers, or anyone else associated with them.
Signalis the video game is by Barbara Wittmann and Yuri Stern, published by Humble
Games and can be found on Steam, Nintendo Switch , Xbox, and Playstation
Your purpose is to do work. The entire reason for your existence in fact, is to do
the sort of work that is too dangerous for your Gestalt (normal, living human)
counterparts.
You were created from a template - a copy of a Gestalt’s persona - and paired with
a frame designed to do specific kinds of work.
Are you a Protektor unit designed to enforce the law and protect your comrades from
harm?
Are you a Control unit meant to coordinate work efforts or extract information from
enemies?
Or is it?
STCR
Persona = 3 Empathy = 2 Logic = 3 Armor = 3 Combat = 5 Speed = 6
Sicherheitstechniker-Controller-Replika
-'Storch'- Height: 240cm (Security Technician Controller Replika, 'Stork')
Frame: Biomechanical with Polyethylene Shell and Bullet-Resistant Armor Plating
Under ideal circumstances, security cadre’s are overseen by Controller Units, one
of the most commonly deployed being the STCR or “Stork” style unit. As one of the
tallest of Replika models, these Controllers enjoy the heightened viewpoint thanks
to their extra long legs. As leaders they are prone to a militaristic level of
matter-of-factness which others may read as cold and impersonal. Sometimes they are
seen as cruel, but those who deploy them often consider this a feature rather than
a bug. It is not uncommon to encounter a STCR who has lost their cool as the series
is known to have a volatile temperament. They are naturally impatient and can be
considered slightly unstable. Nevertheless, they are reliable in combat and
excellent for keeping others in order.
STARs are trained in both close combat and ranged and perform best in combat
scenarios when led by one of their own kind. When receiving orders, commands, or
requests from someone they perceive as having a lower status than themselves, they
may become irritable. When in the presence of a STCR or other STAR friendly unit,
they enjoy the comradery of a Replika with similar ideals as themselves and receive
+1 dice to Persona Destabilization rolls. When equipped with a Military weapon,
such as the Revolver, Rifle, Pistol, or Shotgun, they enjoy a similar bonus.
Or
Rifle / 2 Rifle Bullets / Autoinjector
Or
Pistol / 10 Bullets / Flare Gun / Signal Flare x2 / Repair Patch
MHNR
Persona = 6 Empathy = 2 Logic = 5 Armor = 6 Combat = 2 Speed = 2
Minenarbeit-, Nukleartechnik-, Hochsicherheits-Replika
-'Mynah'- Height: 260 cm (Mining, Nuclear Tech, High-Security Replika 'Mynah')
Frame: Biomechanical with High-Security Reinforced Armor-Plated Servoshell
There are no better Replika units for the most dangerous and hostile environments
as the MHNR. Able to withstand lethal radiation, zero gravity, absurd atmospheric
pressure, caustic environments, heat and cold, the MHNR can handle almost anything
you throw at it. In addition to all of these features, the MHNR template offers a
strong, calm, nurturing demeanor which adapts to all social groups and is a welcome
pairing to any other Replika unit.
Many confuse the MHNR unit as being a frame similar to the LSTR unit placed inside
of a large, hulking, heavily plated suit of environmental armor, but the truth is
that the MHNR - is - the entire suit. This causes some confusion when the massive
face shield is lifted to reveal an entirely normal sized face inside copious
amounts of padding within the helmet. The face has been installed to enable easier
socialization.
MHNRs are exceptionally stable out of the box. Where others enjoy stabilization
benefits from the presence of others or certain objects, this is unnecessary for
the MHNR. However, they should not be exposed to stuffed animals resembling cats -
which may trigger the recollection of Gestalt Memories.
Carving - MHNR units are adept at using the signature Mining Lasers both to carve
away debris as hard as stone (but also anything softer as well such as wood). They
may completely remove an obstacle up to 6 cubic meters with one use of the mining
laser. Additionally, they may expend their whole battery to carefully carve through
a metal door, bypassing locks. This has been an oft-debated feature due to security
concerns but was maintained for its applicability to emergency situations.
Gestalt Memories
With each of the Replika playbooks, on the back side there is a list of question
prompts which will ask you about your Gestalt Memories. Think about who your
Replika may have been made from. What sort of person they are, who they may have
loved, hated, lost or betrayed. Make sure you have an answer for each prompt, even
if you don’t feel especially strongly for some of them. These will be important
later.
If two or more Replika units of the same type are being played, coordinate with the
other player to generate answers to your Gestalt Memories, since you were both
based off the same template.
Empathy
A measure of a replika’s ability to understand and influence the actions of
others. Replikas with higher empathy can help another with Persona Destabilization
but are easier for others to influence.
Logic
The ability to interface with computer systems, operate or bypass locks, see the
world for how it is logically rather than emotionally, and figure out paths for
sneaking. This is a measure of a Replika’s ability to reason through problems
under pressure. Logic also has it’s own special section later on.
Armor
A simple measure of a Replika’s ability to weather and deflect incoming damage.
This stat is referenced every time damage is taken, whether that is being shot,
stabbed, shocked, or falling.
Combat
A simple measure of a Replika’s ability to perform in combat. Aiming, shooting,
tackling, stabbing, punching, etc. This is a stat for doing damage or subduing
another.
Speed
The measure of a Replika’s ability to cover ground. This is also a measure of a
Replika’s reaction time which is used when determining some combat mechanics as
well as performing tasks under a time crunch.
Status
All Replikas, even the weakest of them are sturdy and resiliant
constructs able to withstand a vast array of outside stresses ad
environmental effects. As Biomechanical units, they aren’t
perfect machines though and require sustenance.
Rolling Dice
Determining Success
Most dice rolls will fall under one of the following categories: Targeted or
Opposed
A Targeted roll will be a test against a set number, normally based on a level of
difficulty determined by your GM. To succeed on a roll of this nature, you want to
have a number of hits equal to or greater than the Target number. The number of
hits you are looking for can be referenced on Targeted Difficult chart on the next
page, based on how difficult a task is.
Targeted Difficulty
When rolling against an
Enemy, these rolls are
Opposed Rolls instead.
Fehlr
Failure.
When you roll, and you did not get enough hits to succeed, you have failed at
whatever task that was.
If you have failed and the number of 1s you rolled is greater than the number of
hits, then this is a Kritischer Fehler - critical failure. Something real bad is
gonna happen. Your GM will decide on a punishment.
When doing things which are time sensitive, actions begin to matter more than when
players are simply exploring, chatting, and administering care to each other.
When time matters, such as in combat, the game is played in rounds. Each round is a
measure of 6 Seconds of activity. During these 6 seconds, each participant will
have a chance to act. Outside of combat, resolve these actions in whichever order
the players and GM desire. See Combat for more information on that topic.
During a round, players may perform Simple actions or Complex actions. They may
also move, which is neither a Simple nor Complex action.
A Complex Action is something which is a bit more intense, takes concentration and
effort, or could fail. Examples of complex actions include: Shooting, Reloading,
Moving an object around a room etc. When trying to determine if something is a
complex action, ask yourself “Can this be accomplished within 2 seconds and
requires almost no effort?” If the answer is no, it is a Complex Action.
Explicit Complex Actions: Attack, Reload, Climb A Ladder, Use a Computer, Move a
Heavy Object, Pilot a Vehicle, Use a Bioresonance Ability, Sneak, Use an Item.
During a single round, each player may perform 1 Simple Action and 1 Complex
Action.
You may exchange 1 Complex Action for 1 Simple Action to do 2 Simple Actions, but
not vice versa.
Combat
When initiating combat, the first thing to do is determine who acts first.
Determine turn order for both players and enemies in the same way.
Each participant will roll Speed + Speed.
Rather than counting Hits, Sum Up the total value of the dice for each participant.
The turn order is then determined in descending order from whoever has the highest
total to the lowest. In the instance of ties between opposing forces, the one with
the highest Speed stat goes first. If they are still tied, then players act first.
If the tie is between allies, then resolve at your leisure.
Attacking
They may:
Fight Back - Roll Combat + Speed to try to hit you first.
Dodge - Roll Speed + Speed to avoid being hit.
Block - Roll Armor + Armor to soak any incoming damage.
When Fighting Back : Your opponent gets to roll Combat + Speed to see if they can
get an attack off on you first. If they roll and get more hits than your Attack
roll, they get to do damage to you first. This, however, does not stop your attack
from landing and you will deal damage even if they get you first. In the case of a
tie, the one with the higher Speed stat deals damage first.
A person cannot Fight Back when wielding a melee weapon and being attacked more
than 1 meter away unless they throw their weapon. Stun Batons are useless when
thrown.
When Dodging: The opponent tries to duck and move out of the way of your incoming
attack. If they get more hits than your Attack roll, then you miss and your attack
will do no damage.
When Blocking: The opponent eschews dodging and instead tries to negate as much
damage as possible by placing sturdier parts of themselves or their equipment in
the way. Any hits they get from this roll will reduce the amount of damage you do
by 1 each. This damage is reduced before their armor ALSO reduces your damage.
These options are always available to both players and non-player characters.
Note:
If an Non-Player Character fighting back would kill a PC
before their damage goes through, resolve both damages
anyways as the PC fights with their last bit of strength.
If a PC fighting back would kill an NPC before their damage
would go through, the NPC immediately dies and does not get
to do damage.
Aiming
During an attack, you wish to take care to manage your aiming. Doing so is a Simple
Action and confers 1 extra die to your attack roll. You may take this action a
number of times sequentially up to your Combat stat to gain a cumulative extra die
each time. Doing any action other than aiming or making a ranged attack clears any
bonuses you gained from aiming.
Maneuvers
There may be times when you want to do something which isn’t shooting, stabbing or
shocking enemies. The following is a list of common maneuvers which may be
attempted. If you want to do something which is not listed, work with your GM to
figure out a suitable resolution.
* Anyone who is prone rolls Dodges with 2 fewer dice and may only move 2 meters per turn. Attacks made
against a prone target gain +2 dice. Standing takes all of your movement for a round.
** This maneuver requires a full ammo clip from the Submachine Gun, Pistol, Revolver or Shotgun. The
Rifle, Flare Gun, and Mining Laser cannot be used for Suppressing Fire.
Damage
Damage dealt is determined primarily by the weapon you are using. Refer to the
weapons chart in the equipment section for more information.
Sneaking
Bioresonance is also all around us at all times, but since not all can hear its
tune, the majority of the empire’s population is largely unaware of its presence.
Humming along these inhuman frequencies are cosmic truths, echoes from the past,
secrets unspoken, and things which mortal minds were never meant to hear - let
alone understand.
This ever present force is also capable of being utilized to alter reality, affect
the natural forces of the world, and bend them to your will. For example, the
Induced gravity present on space-faring vessels allows Gestalt and Replika alike to
walk around as they would on Vineta. Bioresonance is in fact the same force by
which a Gestalt mind is duplicated to a Replika.
Using Bioresonance
For example, a Replika may possess 30 rounds of Pistol ammunition at once, so long
as there are 10 rounds loaded, and have a stack of 20 in one slot.
Each unit may also only equip one weapon and one Tool item at a time. Equipping
these do not free up an inventory slot.
Weapon Special Rules
Unarmed - Anyone fighting back against your unarmed attack gets a bonus die.
Stun Baton - Single use, may be placed in the Tool Slot. This
weapon only works in melee range but will also hit 1 other enemy
if they are within 1 meter of the first. (Stack 4)
The red incandescence left after a proper carve reminds me of a camp fire I’ve
never seen. I know the coals glow red but I don’t know when I ever saw them
Not fast enough
Crowd Control
Flashlight – Equipped into the Tool Slot. Used to see in dark areas.
Many security systems require doors to be properly lit before they will
open, even when unlocked. A Flashlight will provide proper
illumination.
Perfect for reading late at night
but you do get caught all the time
Kills you, and you know it’s killing you the whole time it’s killing you.
Have you ever noticed the numbers which feel important to you?
REM- 64
Longwave
Radio
The radio is installed in all
Replika models, allowing for the
receiving of signals from
transmitters even at long distances
but it does not allow the Replika
to broadcast. AM Frequencies
available are between 50khz and
250khz.
When tuned to a station transmitting a datastream, the [Data] Label will ignite and
the transmitted data will be displayed in the transcription field at the bottom.
These frequencies may also have an effect on Replikas so be careful how you use
your radio.
Like you are the numbers and the numbers are you
Persona Destabilization
A Replika is a biomechanical humanoid made by AEON (Arbeits- und Erziehungsorgan
der Nation). Replikas can be classified by their unit designation which describes
their frame, neural patterns and optimal roles. Their personalities and traits are
determined by the neural patterns of the Gestalts which their template was based
on. Gestalts are civilians, workers, and officers in the Eusan Nation, i.e. the
fleshy human you likely are as a player.
Because Replikas are based on humans, and stripped of the full lived experience
they originally had, memories, feelings, and ideas can crop up which do not adhere
to the lived experiences of the Replika. In these instances cause confusion, and
the Replika’s personality may start to drift from their “ideal”. They may start to
question what is real, if their feelings are true, if their motives are false, if
their purpose is correct. They may start to remember things which never actually
happened to them or hear, smell, see or otherwise experience things which aren’t
perceived by other Replika’s around them. This is known as Persona Destabilization
– shortened to PD.
When experiencing PD for the first time, they will roll Persona + Logic. If the
number of hits is equal to or greater than 3, they have stabilized. If the number
of hits is less than 3, they begin to destabilize.
Destabilizing
Whenever you experience this thing which reminds you of this memory, make another
test. If you fail this test again, reduce your Persona stat by 1 and refer to
another Gestalt memory. You begin to perceive something related to this memory as
well.
When your Replika loses Persona, they become less
and less sure if they are the Replika which has
been their entire lived existence so far or the
Gestalt who’s template they were made from.
A Kritischer Fehlr during Persona Destabilization rolls means that you must
reference another Gestalt Memory and begin to experience something from that on top
of your first – immediately. (Two memories experienced)
Stabilization
To do so, the other Replika may roll Empathy. Any hits from this roll can be added
to the destabilizing Replika’s PD roll. Only one person may help at a time.
Additionally, when there is time to reflect, relax and talk, a Replika may make a
Stabilization check to help another. Only one Replika may help the destabilized one
in this way.
The helping Replika makes an Empathy + Persona roll. If the number of hits is equal
to or more than 3, the one receiving care increases their Persona by 1. This
increase cannot bring their Persona above their starting value. This may only be
done once per cycle (1 day on any given planet) but the Replika perceiving
something from that specific Gestalt memory will not have to make PD rolls for one
cycle.
Trauma
The death of an ally / the loss of a fetish item / being at 10 or more damage /
encountering restricted literature / experiencing some music related to their
Gestalt Memories / witnessing some art related to their Gestalt Memories.
Logic
(Computers, Piloting, Repairs)
Most of the stats have been thoroughly used in the previous sections, but Logic can
be a difficult attribute to pin down uses for. As described earlier in this
document, Logic can be called for in repairs, working with computers, and Piloting
vehicles.
Piloting
When Piloting any vehicle, whether that is a Land Vehicle, Space Ship, Mining Cart,
Air Bike, etc any time there is something dangerous happening, a Piloting roll will
be required.
These rolls may be done against a Target Number or as an Opposed roll versus
someone else’s Piloting roll or against an attack.
When being attacked, any hits you have in excess of the hits your attacker has,
reduces the amount of damage done to you by 1. This happens before accounting for
your armor. Having fewer hits than your attacker -does not- increase your incoming
damage.
A Kritischer Fehlr during a piloting roll may look like accidentally locking the
brakes, crashing or getting yourself lost.
Repairing
In the course of your game play is it incredibly likely that you will encounter
something which is in need of repairs. Most of the time this obstacle will be
something you can bypass by searching whatever facility or environment you are in
and finding something which can be used to fix the problem. In addition to this,
you may attempt to repair certain things using simply your wits and whatever tools
you may have on hand.
Computer Use
When operating a computer to perform any task which has a risk associated with
failure, one must roll Logic + another stat.
Logic + Speed to quickly hack open a door in the middle of combat or when under a
time crunch.
Logic + Combat when a system or other hacker is trying to lock you out of the
computer.
Logic + Logic when you have time to complete the task without pressure.
All of these rolls are made against a target number determined by your GM.
Failure may look like being unable to open an electronic lock before an enemy
finishes their patrol, failing to hack into classified documents before the system
locks you out, or simply failing to bypass a security system.
A Kritischer Fehlr during Computer Use may look something like turning on dormant
turrets, alerting a facility to your exact location, frying a keypad so that even
the correct keycard or combination will not work, or something else equally
frustrating.
- CLASSIFIED INFORMATION – Game Master Eyes Only -
General Advice
This game was designed with the intention of following the same general formula as
the game which is:
Explore a zone - discover locked doors, safes, items which you need - find clues to
solve puzzles to bypass locks - manage your resources to survive - kill enemies in
your way if you cannot pass them safely.
Ammunition should be sparse. Deciding when and how to engage an enemy should be a
considered decision. Simply moving around an enemy will likely be harder for some
units, and as a human operating the enemy intelligence, you have a chance to be far
more relentless than the video game’s AI. Try to create encounters which encourage
different modes of play, tactical thinking, teamwork, and resource management.
Players are able to hold six items only, but you likely have more than one player.
In the game, this is an incredibly harsh limitation and encourages careful
navigation and planning. As a Tabletop game you have two major complications to
achieving the same feeling. One is that players will understand that they can
simply drop an item anywhere and pick it up later when they have space. Two is that
your players have a lot of inventory slots between them.
Players are very likely to want to hold onto items, especially their weapons and
healing items. This is your ticket to encouraging careful management of their
inventory. While the video game offers storage boxes in save rooms to place key
items, you are under no such obligation to offer this.
As a tabletop game, you can allow players to put an object down wherever they
desire. They will simply need to remember where it was. They may also have to
consider if an enemy has an interest in that item and may pick it up.
As a tabletop game, one cruelty of the six item limit is negated though, which is
finding an object one wants to use, such as a repair patch or some ammunition they
wish to load, and being unable to pick it up in the video game.
Players may simply drop an item, consume the new one, and then pick up the original
item once again. There is no real justification for disallowing this, so don’t be
afraid to offer at least this small kindness.
Enemy Encounters
In Signalis, all enemy encounters are melee encounters (with the sort of exception
of the Kolibri). Additionally, just about every encounter is initiated by the
player, putting them almost entirely in control of when they alert someone and
begin combat.
As a tabletop game, there are two considerations. One, is that while the above
situations are perfectly suitable for a video game, as a collective experience they
may become quite stale as a pen and paper game. Second, having most or even all
enemies continue to be melee only is perfectly fine and may even be preferable in
most cases because if enemies are allowed to shoot back at players, combat
encounters will become very deadly rather quickly.
This may be exactly what you are looking for. Design enemy encounters for exactly
the sort of feeling you would like.
Enemies and doors don’t mix in the game. You run through a door? No enemy problem
anymore. In a tabletop game this does not necessarily fly. This is especially true
when you are attempting to shuttle more than one player through a doorway to escape
an encounter.
If you are attempting to run a more intense survival horror experience, allow
enemies to travel through doors, and even open some. Allow enemies to pursue, to
track, and hound players through halls they thought were already cleared.
The key to horror gaming is to take away the feeling of safety for the player
character. Enemy ARAR units are excellent for this, being able to pop out of walls
and floors but other types work great as moving encounters.
Enemies DO NOT drop ammunition or healing items. These should only be recoverable
via exploration. Weapons used by enemies are unusable by players. If you choose to
have enemies with guns, those firearms are either destroyed in combat or locked
behind a biometric scanner.
Conditions
During the course of gameplay, damage may not be the most appropriate result of a
failed roll, especially a Kritischer Fehlr. The following conditions may be applied
as a result of horrible failures, both in and out of combat. Clearing these
conditions depends on the circumstances and your personal ruling.
Prone – People attacking you receive 2 more dice. Your movement is limited to 2m.
On Fire – Every 6 seconds from the time you take on this condition, you take 8
damage.
Suffocating – You may only take simple actions and move.
Sprained – Your movement is reduced to 2 meters.
Dizzy – You take a -3 dice penalty to attacks.
Frazzled – You cannot use Bioresonance Abilities.
Deafened – You cannot hear. -3 dice penalty for rolls which require hearing.
Blind – You cannot see. -3 dice penalty for rolls which require sight.
Sick – You receive a -2 penalty to all rolls.
Starving – You receive a -1 dice penalty to all rolls involving physical
activities
Stressed - You receive a -1 dice penalty to all rolls involving mental activities.
Enemy Replika Stat Blocks
Note about Damage - Enemies have increased damage numbers purposefully to punch
through the average armor of a player character. The one exception is the Mining
Laser, which requires no help.
Bioresonant Frequency: An EULR or KLBR may turn their radio to this signal to gain
some insight into the surface thoughts of the enemy unit. This is typically
something such as “I must remain at my post.”, “I hope no one looks under my bunk
and finds my spare key.” or “I’m going to run at the first thing that looks
smashable.”
This information should be mildly informative for making combat decisions before
starting an encounter, a small warning of what may be in an adjacent room, or a
clue as to the whereabouts of a useful item. Tuning into the BRF of an enemy is not
risk free though. Any time a EULR or KLBR does this, the enemy may roll 5d6. If
they have more hits than the EULR or KLBR, they become immediately alerted.
There may be times when a normal Radio signal is operating on the same frequency as
the BRF of the enemy. In this case the radio signal is too strong and disallows the
above information exchange.
ARAR
HP [ 6 ]
A= 2 C= 3 S= 3 Melee: 8 Damage Ranged: 7 Damage
BRF = 64khz
Weapons: Wrench / Shotgun
ARAR’s love to pop out of vents, floor tiles, and from behind machines when it is
least convenient.
KLBR
HP [ 6 ]
A= 3 C= 1 S= 4 Melee: 7 Damage Ranged: 8 Damage
BRF = 70khz
Weapons: Knife / Pistol
Kolibri’s in groups can make formidable obstacles, disrupting bioresonances around
them which cause internal damage. If three or more Kalibri’s resonate together and
cause a feedback loop, the signal is amplified.
Any hostile Replika or Gestalt who ends their turn in 1 meter of a KLBR takes 1
damage automatically. If three or more KLBRs resonate together in the same room,
this damage increases to 6.
LSTR
HP [ 6 ]
A= 4 C= 6 S= 3 Melee: 7 Damage Ranged: 8 / 12 / 17 Damage
BRF = 96khz
Weapons: Knife / Pistol / Revolver / Rifle
Elster units excel in many ways, and they are notably the most versatile of units.
Because of their rounded nature, they also have nothing particularly special about
them. They are still very effective combat units though.
STRC
HP [ 6 ]
A=3 C= 4 S=6 Melee: 12 Damage Ranged: 8 / 9 Damage
BRF = 82khz
Weapons: Metal Baton / Pistol / Shotgun
Storchs make for terrible foes due to their ability and enthusiasm for blitzing
their target from across the room thanks to their long legs.
MHNR
HP [ 10 ]
A= 6 C= 2 S= 2 Melee: 11 Damage Ranged: 15 Damage
BRF = 94khz
Weapons: Bash Attack / Mining Laser
Not common enemies to encounter at all, slow and cumbersome, Mynah’s are no
slouches when it comes to a fight, but it is rare to encounter one in such a
context. Their mining laser causes serious issues though, and they can take their
time getting their shot right by simply weathering damage.
STAR
HP [ 8 ]
A= 3 C= 5 S= 4 Melee: 12 Damage Ranged: 12 / 10 Damage
BRF = 101khz
Weapons: Metal Baton / Revolver / Submachine Gun
When blocking, Star units subtract 2 from incoming damage on top of their hits when
blocking.
STAR units wielding a Submachine Gun may take the Suppressive Fire action.
EULR
HP [ 6 ]
A= 2 C= 2 S= 3 Melee: 7 Damage Ranged: 8 Damage
BRF = 55khz
Weapons: Knife / Pistol
Eules generally don’t make for very good combatants, but can be problematic in
numbers. If there are three or more Eules in a room, they instinctively go for
flanking positions and gain an automatic extra hit when making all rolls.
Useful Charts and References