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- SKILLS:
- Skills are abstract representations of a character's abilities, ranging from +0 to +5. An unskilled person is represented by +0, with +5 being incredibly skilled. You can create any number of skills that fit the focus and tone of the story you want to tell, but less is probably more. You may want to limit the total number of points players can put into their skills (say, 5 to 10 points), or assign them as a group based on the description of the character if balance is less of a concern.
- FOR EXAMPLE:
- When you do that action using...
- • ...strength, fitness, or aggression, you might test your Might.
- • ...agility, luck, or reflexes, you might test your Grace.
- • ...charm, guile, or intimidation, you might test your Presence.
- • ...perception, sensitivity, or creativity, you might test your Insight.
- • ...reasoning, expertise, or memory, you might test your Logic.
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- ITEMS/CONDITIONS:
- Certain circumstances, items, or previous actions may grant a bonus or penalty to a Skill Test. The total bonus or penalty should probably never exceed +/-5. You can create items or conditions with set effects, or leave this abstract and discuss what bonuses or penalties should apply with players.
- FOR EXAMPLE:
- - Cat's Ear Hood (+1 when Listening, +1 when Charming): With this on your head, you hear more acutely, and look cute doing it.
- - Dizzy (Everything -1): Your head is spinning. Even simple tasks are much harder to do right now.
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- GENERIC TESTS:
- When you take an action that risks failure or opposition, your skills are tested. Roll 2 10-sided dice and take the total, plus or minus the most relevant skill bonus, and any item-based or situation-based bonuses or penalties. The outcomes are as follows.
- • Triumph (20 or more): You succeed at you goal, and then some.
- • Success (16-19): You succeed at your goal, without further complications.
- • Compromise (11-15): You succeed, but face a mixed outcome or cost.
- • Failure (10 or less): Your efforts fail. Prepare for the worst.
- Depending on the story style, you can have players suggest how the outcomes play out, or the storyteller can take control of the outcome theirself.
- NOTE: On average, an unskilled roll will end in a Compromise; this can be the most narratively interesting. Use Compromises (and failures) to keep the story moving, and introduce conflict or complications.
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- SPECIAL TESTS (Optional):
- Depending on the game type, you may want to create special tests with more specific and flavorful narrative outcomes, or as unique actions for each character. This could represent magic, combat, wilderness survival, or some other particular mechanic the game focuses on. These aren't necessary, but they can make for good inspiration. Follow the same rules and general outcome formula for Generic Tests.
- - EXAMPLE:
- Doppelmancy:
- You have the magical power to copy anything. Trouble is, they're usually bad copies. Pick a nearby object or being, and say a rhyming or poetic Incantation, to copy it. The Dopple generally looks and acts like the real thing, and lasts until it's damaged, for as long as you concentrate on it. Concentrating to maintain a Dopple is distracting; take -1 to all Skill Tests, for each existing Dopple. Better incantations also make for better magic. The storyteller may add a bonus up to +5, if they think your incantation was particularly good.
- • Triumph (20 or more): The copy is so near-perfect it becomes real... and is somehow better than the original.
- • Success (16-19): It's a pretty good copy, but has some minor flaw.
- • Compromise (11-15): Your copy has some issues; namely, a major flaw.
- • Failure (10 or less): Something has gone wrong with your copy. Very, very wrong.
- For each Flaw, the copy you create may be...
- • ...not quite the same. It may be the wrong size, color, smell, weight, or have wildly different physical properties.
- • ...not quite real. It may be insubstantial when touched, shimmer like a mirage, or vanish at inopportune times.
- • ...not quite normal. Something about the way it works and behaves is worse, opposite, or just plain wrong.
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