The Mechanics Guild (Live!)

July 25, 2025

Omni San Diego Hotel, Omni Grand Ballroom ABC

Players

Sarah Davis Reynolds (Gamemaster)

Attilio Rigotti (Darius Hazard)

Carlina Parker (Livenia Ozlic)

Clay Westman (Argo Hull)

Systems

Roll for Shoes
(created by Ben Wray)

  • Start with one skill: Do Anything 1

  • Say what you want to do, anything; roll D6s equal to your skill level

  • Roll higher than the opposing roll, succeed; roll lower, you fail and gain 1 XP

  • If you roll all 6s or spend 1XP, you get a new skill specific to that action at the next level up

Lasers and Feelings
(created by John Harper)

  • Choose a number from 2 to 5; higher means you're better at Lasers, lower means you're better at Feelings

  • Roll D6s for risky actions; for Lasers skills, roll under your number, for Feelings skills, roll over your number

  • If you roll your number exactly, you get LASER FEELINGS and can ask the GM a special insight question

All Outta Bubblegum
(created by Michael “Epoch” Sullivan and Jeffrey Grant)

  • One skill: Bubblegum. Starts at 8.

  • Roll 1d10 for any non "kicking ass" action; success is equal to or less than the amount of bubblegum you have left

  • Roll 1d10 for any "kicking ass" action; success is equal to or higher than the amount of bubblegum you have left

  • You lose a stick of bubblegum for each failure; when you have 0 Bubblegum, all you can do is "kicking ass" actions

Cthulhu Dark
(created by Graham Walmsley)

  • Insight starts at 1. Roll Insight Die when you see something disturbing; if you roll higher than your Insight, add one to your Insight. At Insight 6, you lose lucidity.

  • For actions, roll 1d6 for human capabilities, +1d6 if it's within your occupation, +1d6 Insight Die if you are willing to risk your mind. Variable levels of success between 1 - 6 of highest die.

  • Can re-roll by adding Insight Die to a roll without it, and can reroll as many times as desired (Insight Rolls apply).

  • Can choose to fail.

Risus
(created by S. John Ross)

  • 10 points spent on Cliches

  • Skills / Stats are negotiated based on Cliches

  • Roll number of D6s equal to applicable Cliche's level against Target Number

  • During "Combat," low roll loses one cliche die for remainder of the encounter per failure

Maze Rats
(created by Ben Milton)

  • Start with 4 health and either a) +1 attack bonus, b) a single spell slot, or c) skill of Briarborn, Fingersmith, Roofrunner, or Shadowjack

  • 6 total points to spend on Strength, Dexterity, and Will

  • Roll 2d6 plus proper ability bonuses for Danger Rolls; 10 or higher is success

  • Roll 2d6 plus Attack Bonus (AB) for Attack Rolls; if higher than defender's armor, it hits and does damage equal to the difference

Quest
(created by The Adventure Guild)

  • Six abilities based on one of 8 Roles

  • Roll 1d20 for any action: 20 = Triumph, 11 - 19 = Success, 6 - 10 = Tough Choice, 2 - 5 = Failure, 1 = Catastrophe

  • Begin with 10 Hit Points (HP). Unarmed attacks do 1 damage, common weapons do 2

  • Begin with 10 Adventure Points (AP) to use on special abilities

Cairn
(created by Yochai Gal)

  • Strength, Dexterity, Willpower stats - roll 3d6 for each score, may swap two results

  • 1d6 to determine Hit Protection

  • 10 Inventory slots that determine skills and abilities

  • Roll 1d20 for risky actions; equal to or under associated ability score is success. 1 is auto success, 20 is auto failure

Sharp Swords and Sinister Spells
(created by Old Skull Publishing)

  • Physique, Agility, Intellect, and Willpower attributes; roll 3d6 in order to set

  • Roll 1d20 against appropriate attribute for actions; equal to or lower is a success

  • 3 roles that determine Hit Points, Luck Dice, and Special Abilities

  • Luck Dice and limited resources can be downgraded one level on low rolls

The Mechanics Guild (Live!): The Beach Episode is written by Sarah Davis Reynolds.