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The Universal Rules
Rule #1 - Discussion is Appropriate
No rules system can account for every possible situation. Science fiction and fantasy stories are often strange, complex and unpredictable, and Meat Space is no exception. As a result, some rules intentionally require interpretation by the [Players].
When a rule refers to something as [Appropriate] or is dependant on a specific [Situation], the [Players] should discuss how the rule applies and choose the outcome that best fits the narrative and current circumstances. If a consensus cannot be reached, the [GM] may make a final ruling, or the table may use another method of resolving the disagreement, such as flipping a coin or rolling a die, as [Appropriate].
Rule #2 - Rule of Cool
Meat Space is a game of magically charged cyber-spacers doing extraordinary things in extravagant style. While it is completely reasonable for a [GM] to occasionally rule that something is impossible, if a [Player] suggests something wild but badass, we recommend erring on the side of allowing an attempt rather than denying one, as [Appropriate]. As long as the proposed action is reasonable within the context of the story, the [GM] should assign a [Difficulty] and allow the [CM] to make the attempt. Failure can often be just as entertaining as success, and unexpected solutions frequently create the most memorable moments.
This rule does not override common sense, table expectations or [Consent]. If an action would be disruptive, inappropriate for the game being played or make another [Player] uncomfortable, it should be handled accordingly. See [Consent] for more information.
Rule #3 - Intent First
Meat Space is intentionally a complex game because, while a complex game can be overwhelming today, it can still be fun tomorrow.
The rules can be complex, but playing the game is simple. Tell the table what you want your [Character] to do. The [Players] can then decide whether the outcome should be roleplayed or resolved with a roll of the dice.
Everything else comes second.
The rules exist to support the story, not replace it. Focus on your intentions first and learn the finer details as you go.
Rule #4 - Abilities of the Same Name Don't Stack
There are many [Abilities] in Meat Space. Some are active, some are passive, but a [Target] can only benefit from an [Ability] with the same name once at any given time.
Example: Using the [Dodge] [Quick Action] twice would only increase your [Defence] once, as both effects originate from the [Dodge] [Ability].
Rule #5 - You Can't Reroll a Reroll.
Many [Abilities], effects and [Properties] allow a [Die] to be rolled again after it has already been rolled. This is known as a [Reroll].
Regardless of how many sources of [Rerolls] are available, a [Die] can never be [Rerolled] more than once. A [Reroll] can only ever be applied to the original roll of a [Die].
Please Note: This rule does not apply to [Do-Overs], which are a separate mechanic.
Rule #6 - Repetition is Exhausting
In Meat Space, [Characters] gain multiple [Action Points] ([AP]) and [Quick Action Points] ([QP]) that can be spent to perform [Actions] and [Quick Actions]. As long as a [Character] has the required [AP] or [QP], they may perform the same [Ability] multiple times.
However, repeatedly performing the same [Ability] is physically and mentally demanding. Whenever a [Character] performs the same [Ability] more than once during the same [Round], they trigger [Exhaustion]. If they are acting as the [Crew] of a [Vehicle], they trigger [Overload] instead.
[Exhaustion] and [Overload] represent the increasing strain caused by repetition and typically result in additional [Strain] or [Systems] [Damage], as [Appropriate].
