System
(as of 4.1.02)

Traits

Everyone has three traits:

Physical
Mental
Social

And for each trait they have a corresponding number. These numbers are used for challenges. The cost of a new level of a trait is the previous level added to the cost of the level previous to that.

You start with (assuming you spend no EXP) all level one stats.


Normal Abilities

To buy specific abilities, consult the General Abilities list provided on the website. Abilities enable you to do certain things, such as wield a sword (an physical attack ability), dodge a blaster shot (a physical defense ability) or detect someone hidden (Awareness, a mental ability). The ability descriptions should indicate what challenges need to be made to use them. Your ability number adds to the corresponding level of your trait.

For example: Marsha is trying to detect Santo, who is hidden. She has an Awareness 3, and a Mental 4. Therefore, she throws a 7.

All of the abilities on the General Abilities list can be bought by anyone.


Disciplines

The way to get special abilities is to go into a discipline. Your discipline may be your job, your hobby, even your magical training. Discipline lists are not public and you must consult a GM to get one. You may have access to multiple discipline lists.

In every discipline, there are abilities that can be bought. The level of the ability determines how much EXP it costs. The highest level ability you buy determines what level in that discipline your character is at. Example: Marsha buys a level 4 Merchant ability. Therefore, her Merchant level is 4. When she initiates or defends in a challenge using a Merchant ability, she adds 4 to whatever traits she is using for the challenge. If she is making a social challenge using a Merchant ability, she attacks with Social+Merchant, i.e. Social+4


Challenges

Challenges are all about comparing numbers. If someone attacks physical, it is Physical vs. Physical. Etc.

Example:
Attacker: Marsha is playing a lion. She has a lightsaber and has a Lightsaber Attack 4. She has a Physical 4. Therefore she attacks with 8.

Defender: Santo is playing a rabbit. He has a Physical 3. He also has a Dodge 4. The total therefore would be 7.

Resolving challenges: This system is designed to be fast, and brutal. If Marsha is one or more over Santo’s number, she wins, and does as much damage as her lightsaber can do per attack. If Santo is one or more over Marsha’s number, he successfully avoids her attack. IF IT IS EVEN, DEFENDER WINS.

Note: You may only add one Ability/Discipline Ability to each challenge, unless you have a power that lets you do otherwise.


Burning

There is one way to temporarily boost your numbers at the cost of the rest of the night. It is called burning. When you burn a point of one of your traits, that trait number is doubled for that challenge, but for the rest of evening, you are down one point per burn in that area.

Example:
Marsha starts with a 4 Physical, plus a 3 Lightsaber Attack. She is at 7, but she wants to get through Santo’s defenses. So she burns 1 Physical, bringing it up to 8, plus the 3 Lightsaber, so that becomes 8+3 instead of 4+3. She is at 11 for this one attack. However, she has burned her point so for the rest of the night she is at 3 Physical for all challenges. She can still burn 3 more points over the course of the night.

You will get anything you burned back next session.


Speed

Your speed is your Physical number at any given time. If you lose Physical traits, your speed goes down with them. Your speed number also determines how many steps you can take per round.

In a multiple person combat, the one thing faster than speed is Alertness. Alertness determines who goes first in descending order, then speed.


Hit Points

Your hit points are determined by your starting Physical. If you start with a Physical of 4, you have 4 hit points. Even if you lose Physical traits (either by burning or using powers that require the burning of Physical traits), your hit points stay the same. Your hit points go down only when you take damage and go up only when you are healed.

When you are at 1 all of your traits are halved.

0 is unconscious (unless you have a power that says otherwise). Below 0 is unconscious and bleeding out. You can go to the negative of your starting Physical before you die. If you start with a 4, you can go to –4. At –5, you die.


Dodge Rules

There are two different dodges – body and projectile. Their different purposes should be obvious and are also listed in the General Abilities list. You can only use one dodge of any type per round, unless you have an ability that says otherwise
 
 

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