| Change Log | |
|---|---|
| Thu Aug 23 10:56:39 EDT 2007 | Added Foo Sensitive virtue. |
See another mechanics writeup concept for historical context, but it's broken as Bill points out. :)
You have 2 bananas to distribute across stats. Individual stats can have values between -3 and +3, but you can only have (at most) one +3 stat xor one -3 stat (but not both!). Stats within a pair cannot have a difference of more than 3.
To buy up/down a stat costs/gives 1 banana for the first stat point, 2 for the second, and 3 for the third.
I encourage characters to have at least one negative stat, rather than a series of 0 stats and 1 or 2 positive stats.
For skill checks that don't involve head-to-head rolling, Easy checks are 6+, Medium checks are 8+, and Hard checks are 10+.
Boxcars can be resolved at SG discretion as an automatic success, unusual success, or by simply adding an additional 1d6 to a skill check. Also, rolling boxcars is Just Cool: generally speaking, rolling a natural 12, and then an additional 1, and adding a skill of (say) -2 is cooler than rolling an 8 and adding a skill of 3.
If you do get skills, you get xp in a skill. Once you have 3 xp in a skill, you gain +1 to rolls in that skill; 6 xp = +2; 10 xp = +3. You cannot go above +3. Having xp (but no skill) in a skill is significant: some things may only be possible if you have skill xp. For this reason, it is much more common to have a skill with 1 xp in it than with more than 1 xp.
Other Virtues and Flaws are possible; feel free to ask.
Hero: 0 point Virtue. You know that you're important, and you know that other people think you're important. In other words, you have PC glow and you know it. Don't count on it, though.
Foo Sensitive: 1 point Virtue. You are sensitive to some broad category. A few examples would be: "Magic Sensitive", "City Sensitive", "Animals Sensitive". This manifests as some sensation that alerts you to something abnormal, but the what/where/how/who is not something this virtue can help you with. It's just a binary Yes/No presence indicator.
Dumb: 1 point Flaw. You're not exactly the brightest bulb in the chandelier. You're slower on the uptake, and you naturally shy away from hard mental problems.
Moron: 2 point Flaw. You're trivially hoodwinked by people with only a trace of guile in them. Learning new things is very difficult: you're likely to lead a life doing very simple jobs.
| Fatigue |
|---|
| [X] Rested |
| [ ] -0 |
| [ ] -1 |
| [ ] -2 |
| [ ] -3 |
| [ ] -4 |
| [ ] Unconc |
For every fatigue "box" you take, you incur the penalty listed on the right.
For fatigue, there is Short Term and Long Term fatigue. Both get marked on the same chart, but you recover differently from ST or LT fatigue:
| Rest 2 minutes | Recover 1 ST level |
| 10 minutes | 2nd ST |
| 30 minutes | 3rd ST |
| 60 minutes | 4th ST |
| 2 hours | 5th ST |
You need 6 + N hours of sleep, where N is the number of Long Term fatigue levels you have in order to recover. Sleeping less than 6+N hours (round up) gives you 1 LT fatigue level per hour missed; sleeping less than 6 hours will probably incur more LT fatigue levels.
| Wounds |
|---|
| [X] Normal |
| [ ] -1 |
| [ ] [ ] -2 |
| [ ] [ ] [ ] -3 |
| [ ] [ ] [ ] [ ] -4 |
| [ ] [ ] [ ] [ ] [ ] Incap |
| [ ] [ ] [ ] [ ] [ ] [ ] Dead |
If your attack exceeds your opponent's defense, you do damage equal to the inverse arithmetic pyramid of the difference. Pyramid(2)=1+2=3, Pyr(3)=6, Pyr(4)=10. So if the difference between your final scores is 5, your opponent takes 2 boxes of damage. If the difference is 6, your opponent takes 3 boxes.
To resolve combat, roll off against your opponent. To be continued.