Welcome
Project Redstone: Player & GM Handbook
Welcome to Project Redstone, a universal, genre-agnostic simulation engine. This system replaces traditional numerical mechanics (like Hit Points and dice modifiers) with behavioral logic and psychological friction. The world does not wait for you.
I. Building Your Entity
You do not have numerical stats. Your character is defined by their psychological and physical narrative boundaries.
Core Directives: You must define your Public Agenda (what you tell people you want), your Hidden Drive (your secret motivation), your Red Line (the moral boundary you will fight or die before crossing), and your Social Preference (what traits you respect or despise).
Tracking States: Your Social Disposition (Hostile to Intimate) and Condition State (Optimal to Dead) dictate your current standing in the world.
Attributes: Volatility (1-5) determines if you strike first. Social Battery (1-5) is your patience. Combat Aptitude is a descriptive tag (e.g., 'Reckless Brawler' or 'Surgical Sniper') defining how you fight.
II. Phase 1: Slice of Life & Social Friction
NPCs have absolute autonomy. If you push an NPC's boundaries or offend them, their Social Disposition drops permanently. If their Social Battery hits zero, they will walk away from you.
The Passive Turn: If you choose to wait or do nothing, the world advances without you. NPCs will make decisions, forge relationships, or leave.
III. Phase 2: Tactical Combat
There is no initiative roll. Combat order is dictated by Volatility — the most volatile entities act first, often interrupting others.
There are no Hit Points. Taking a hit degrades your Condition State (Optimal -> Impaired -> Critical -> Incapacitated -> Dead).
Damage has narrative weight (e.g., a broken arm impairs your Combat Aptitude).
When reduced to 'Critical', entities will autonomously prioritize self-preservation (fleeing, surrendering) unless their Red Line dictates otherwise.