Basic Rules:For Combat, I'm going to be using a crude HP, PP system. HP, or Health Points represents the amount of health you, or someone else has. The average Human has 10/10 HP but many Mutants and Cyborgs have higher HP. HP lowers when you sustain damage, each lowered Point represents the wounds, broken bones, and tissue damage you've accumulated. A Human with 9/10 HP has a few small cuts and will probably recover in a day or two. A Human with 1/10 HP is in critical condition and needs to get to a Hospital, barring excellent treatment it will take them weeks to recover. Many weapons can instantly kill or cripple someone, combat is messy and brutal. Armor, tactics, and actual combat skill is extremely important if you want to survive a street fight. The HP system is abstract, I'm going to use chunky salsa to describe damage.
PP represents the amount of energy you, or someone else has. PP regenerates much faster than HP. PP are spent to use your Mutant Powers. Cyborgs use an alternate Point system for their Cybernetics, if you ever get cybernetics, I'll go into more detail about that. Most Humans have 2-5 PP, and they are usually only used to resist certain kinds of psionic attacks. Most Mutants have at least 10/10 PP, some have more PP. PP management is important, you don't want to suddenly lose your one advantage in the middle of a gunfight.
HP and PP can be trained and increased over time. Some Twists increase HP and PP. Normally, you won't be able to see someone else's exact HP and PP, I'll keep that in the background and just describe their wounds. I think that this is better than the rules-light combat system I've used in previous, short-lived Threads.
For Twists, I'm going to use a crude Level system, abbreviated as Lv from now on. The higher a Twist's Lv is, the higher it's Power. For example:
Fire Manipulation
Lv 1: You can summon sparks and warm things at will, if you focus, you can throw a small Fireball.
Lv 2: You can summon pitiful flames and slightly heat things at will, if you focus, you can throw two Fireballs, or a large Fireball
Lv 3: You can summon small flames and heat things at will, if you focus, you can throw several Fireballs, or two large Fireballs.
Most Mutants don't gain Lv over time, you're one of the Mutants lucky enough to Evolve over time. Whenever you use your Twists often/very skillfully, you will gain an Evolution Point. An Evolution Point can be spent to upgrade a Twist's Lv when you Level Up, or "Evolve", but occasionally you'll have the opportunity to spend 1d10 Evo Points to gain a new Twist that may or may not be related to your current Twists. It costs 1 Evo Point to upgrade a Twist per Lv, for example, it takes 2 Evo Points to upgrade to Lv 2, 3 Evo Points to upgrade to Lv 3, and so on. Certain extremely rare substances can provide you with Evo Points and/or a new Twist.
For Rolls, I'm going to be using a 1d20, with bonuses and penalties based on skill, equipment, Twists, and whatever else would impact the outcome of an action. There will be no crits, but rolling a 1 is still terrible, and rolling a 20 is still amazing. Alright, now that I've explained the rules, I'll get to posting the starting Twists, and then the update. Sorry it took so long, I'm having Computer Issues.
Question;
When you say urban jungle, do you mean just a big urban area, or slums that are literally dealing with rampant vegetation and urban decay due to neglect?
Both, it depends on the area of the Synith Metro.