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 dependent 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 an Entity 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.
