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Miscellany

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#2072938 ·published 2011-05-31 20:20 UTC
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NEW STAT
Spirit(Spiritual Power)
Toughness(Physical Power)
Agility(Speed)
Tact(Mental Power)

Vim is Toughness + 1/2 Spirit, Mind is Spirit + 1/2 Tact, HP is double Vim, MP is double Mind, Accuracy is Agility + 1/2 Tact, 

Evasion is Agility + Tact, Defense is Toughness, Offense is Spirit + Agility.

Vim - Health, reduced by 1 when the character drops to 0 HP. If reduced to 0, character is dead. Heals over time.
Mind - Mentality, reduced by 1 when the character drops to 0 MP. If reduced to 0, character is incapacitated. If reduced to -

1, character is dead. Heals over time.

HP - Physical Stamina, when reduced to 0, character is incapacitated. Recovers over time.

MP - Mental Stamina, when reduced to 0, character is inconvenienced and risks temporary insanity. Recovers over time.

Core Mechanic: 2d8 + Stat - Difficulty, 9 is the magic number. Rolling a 2 incurs a failure and a -2 Frustration penalty on 

all tests of that nature for 1d4 hours. Rolling a 16 is a success and the character gains 1 GP.

Traits: Traits change how the rules apply to a character, or add/remove rules that apply to a character. Ex.: Cecil the 

Paladin has the Code of Honor Trait, which adds a new rule to him; Cecil has a series of guidelines he must follow, and every 

time he fails to follow them, he loses 1/2 his MIND stat in MP.

Characters start with 5 points to put into Traits, a Trait that modifies an existing rule to benefit a character(Ex.: Cecil 

the Paladin has the Toughness trait, granting him 3x his Vim in HP, as opposed to 2x.) costs 1 point.

A Trait that nullifies a rule costs 3 points(Ex.: Vladimir, the Vampire, is immortal and thus does not die when his Vim 

reaches 0.).

A Trait that adds a rule gives the character 1-3 points, based on DM opinion.(Ex: Cecil's Code of Honor.)


Abilities: Abilities are actions a character may take above and beyond the norm, be they attacks in combat, or mixing 

chemicals or potions, or casting a spell; everything beyond the base actions(Move, Use) is an Ability.

Characters start with 10-30 points to spend in Abilities. Attack abilities cost 1 point per 1 point of Slashing or Bashing 

damage, or 2 points per 1 point of Energy damage(Cold, Heat, Magic, Electricity, etc). They also cost an additional 2 points 

per point of Accuracy bonus. In addition, all Attack abilities that have an additional cost tied to them(A gun that has a 

limited clip, a spell that costs MP) may have their point cost reduced.

Other Abilities can include healing wounds faster than normal, performing extraordinary tasks, or otherwise doing something 

out of the ordinary.

Equipment: Equipment is anything that modifies a character's rules that can be lost, and is thus not a Trait: A flashlight, a 

climbing rope. Equipment costs Currency, of which is determined by the DM at the start of the game, whose type is to be 

decided by setting.

Equipment is rarely as powerful as a Trait, and in the case that it is, treat it as a bonus Trait as long as the character 

possesses that Equipment.