Fallout- | Pasec -v1.5- -star Vs
Using PASEC v1.5, each interaction forces a . Helping the Minutemen defend a settlement is a DC 12 Doctrine test (low risk). Helping the Railroad liberate synths by sabotaging the Institute is a DC 18 Doctrine test (violates non-interference). A failed Doctrine test doesn’t mean the action fails—it means the Starfleet crew gains +1 Desperation. At 5 Desperation, they start jury-rigging phasers into land mines. At 8 Desperation, they consider trading medical technology for information. At 10 Desperation? The captain authorizes orbital bombardment.
: Fixed a "deadly generator" bug that could permanently shut down systems when loading a saved game. PASEC 2.1.5 patch uploaded - Star vs Fallout - pixiv PASEC -v1.5- -Star Vs Fallout-
The v1.5 mechanic here is . The two characters share a single pool of 10 points. Every time the Star diplomat acts nobly, they add a Doctrine point. Every time the Fallout survivor acts ruthlessly, they add a Desperation point. The pool must remain balanced (5 Doctrine / 5 Desperation) for the negotiation to succeed. If Desperation wins, the diplomat agrees to sacrifice a settlement. If Doctrine wins, the survivor insists on giving the AI a second chance—and the AI fires the weapons. Using PASEC v1
The Fallout universe operates on . Death is permanent, resources are scarce, and the world is broken. The Star vs. the Forces of Evil universe operates on Cartoon Logic + High Fantasy . Characters survive explosions that level mountains; consequences are often reset by the next scene. A failed Doctrine test doesn’t mean the action