Characters
Your character has three Attributes: Body, Mind, and Spirit.
Each is a pool of points that’s reduced with relevant damage.
- Body (ha) measures your physical form, and determines how many items you can carry.
- Mind (ba) measures your personality, and determines how many Skills you can learn.
- Spirit (ka) measures your soul, and determines how many Spells you can memorize.
You also have Skills: free-form named expertises, hobbies, talents, etc. rated +1 to +5. These increase your threshold for success when applicable.
You will gain XP regularly over sessions or story arcs. XP is spent to upgrade Attributes (5 XP for +1), Skills (1 XP for +1), and possibly Powers. You start with 20 Attribute points, and 5 XP.
Tasks
To attempt an interesting Task, roll a d20 with a Target number of Attribute + Skill (if any). You succeed the Task by rolling equal to or under the Target. If it’s relevant to the Task, rolling exactly the Target results in a Critical.
A Task can be assigned a Difficulty: you need to roll greater than the Difficulty to avoid any complications. The GM never rolls; they instead set Difficulties, and PCs roll for reactions.
On failure, you can spend Spirit points to adjust your result one way or another, ±1 per point, for success. This cannot result in a Critical.
Powers
Special Powers (devices, spells, techniques, etc.) are defined by aspects rated at different “degrees”:
- Range: how far away the effect can be targeted.
- Target: how the effect is placed or felt.
- Impact: the strength of effect, as damage/protection, bonus, etc.
- Duration: how long the effect lasts, or how many times it affects.
Degrees Table
Degree | Range | Target | Impact | Duration |
---|---|---|---|---|
1 | Touch | One, or touch area | +1 or d2 | 1 minute, or once |
2 | Reach | Two, or reach area | +2 or d4 | 10 minutes, or two times |
3 | Throw | Three, or throw area | +3 or d6 | 1 hour, or three times |
4 | Voice | Four, or voice area | +4 or d8 | 6 hours, or four times |
5 | Sight | Five, or sight area | +5 or d10 | 1 day, or five times |
The Cost of activation is a number of Attribute points—based on the type of Power—equal to one half of the total degrees (rounded down), but can vary by quality of the power’s source.
Spells
Casting a Spell is a Spirit Task, and costs Mind points. Effects from the same spell don’t stack.
Random Spells
Devices
Using an archaic Device is a Mind Task, and costs Body points.
Custom Powers
Create a custom Power by spending XP: 1 point grants a Power with the first degree in each aspect. Each further point spent grants two more degrees. XP can be spent to lower the Cost of activation 1:1.
Conflicts
A Conflict is any scene where characters are in opposition and it’s clearer to take turns. Each round, PCs roll to act, against their most relevant Attribute (default Mind) + Skill: successful PCs can act before NPCs.
Every round, each character can perform one focused Task and one simple action or basic movement.
Weapons reduce target’s relevant Attribute by a dice amount. Its damage type determines the effect of a Critical hit.
- Blunt (Default): additional die of damage.
- Blasting: double damage within radius.
- Piercing: maximum damage.
- Periodic (Burning, Cutting, Poison, etc.): roll damage each round until dealt with or a 1 is rolled.
Weapon Examples
- Fists: d2 blunt
- Dagger: d4 piercing
- Hammer, Mace: d6 blunt
- Axe, Sword: d8 cutting
- Bow: d8 piercing
- Two-handed Hammer: d10 blunt
- Two-handed Axe/Sword: d10 cutting
Armor reduces incoming damage by a static number. Some armor have tags:
- Fragile: damage reduces its protection.
- Heavy: agility moves gain +1 Difficulty.
When an Attribute is reduced to zero:
- Body: the character falls unconscious and is incapacitated.
- Within one hour, first aid (Mind Task) can restore d4 points (4 on Critical).
- Mind: the character becomes incapable of acting sanely.
- Spirit: the character panics and becomes incoherent.
Recover:
- d4 Body points (2d4 if well fed) for every day resting,
- d4 Mind points (2d4 if well fed) for every full night sleeping, and
- d4 Spirit points every week, or when you meditate somewhere holy.
NPCs
Non-player characters have the same three Attributes as player characters, and are assigned a Level that suggests their scale of Difficulty, total Attribute points, and relative severity of Complications.
Level Chart
Level | Difficulty | Attribute Points | Complications |
---|---|---|---|
1 | 0–1 | 5 | Trivial |
2 | 1–2 | 10 | Minor |
3 | 2–3 | 15 | Minor |
4 | 3–4 | 20 | Moderate |
5 | 4–5 | 25 | Moderate |
6 | 5–6 | 30 | Major |
7 | 6–7 | 35 | Major |
8 | 7–8 | 40 | Severe |
9 | 8–9 | 45 | Severe |
Conversions
Ultraviolet Grasslands
- Divide Life into Body and Mind, based on creature.
- Set Spirit equal to Level.
- Set Task Difficulties based on Defense and Attack.
- Set Complications based on Special details.