Caffeinated alien Violet Slice

Characters

Your character has three Attributes: Body, Mind, and Spirit.
Each is a pool of points that’s reduced with relevant damage.

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”:

Degrees Table
DegreeRangeTargetImpactDuration
1TouchOne, or touch area+1 or d21 minute, or once
2ReachTwo, or reach area+2 or d410 minutes, or two times
3ThrowThree, or throw area+3 or d61 hour, or three times
4VoiceFour, or voice area+4 or d86 hours, or four times
5SightFive, or sight area+5 or d101 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.

Weapon Examples

Armor reduces incoming damage by a static number. Some armor have tags:

When an Attribute is reduced to zero:

Recover:

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
LevelDifficultyAttribute PointsComplications
10–15Trivial
21–210Minor
32–315Minor
43–420Moderate
54–525Moderate
65–630Major
76–735Major
87–840Severe
98–945Severe

Conversions

Ultraviolet Grasslands