Characters

Characters are anything which might attempt and fail to do something.

To start playing a campaign, each Player only needs a rough concept of their Character.
Further Character details can be added later, as needed.

Character Sheet

This section requires more work, specifically more complexity rating separation in both the descriptions and the example itself. Consider using a table to show the example and the explanation line-per-line next to each other.

Characters are recorded using only 2 types of information: Modifiers and Sources.

Record your Character like this:

# Character: Roger
Strength +4

# Ring of Perception x1
Perception +3

# Character: Roger
The Character Source, which includes the Character's name.
The name could be left blank if the Player hasn't thought of one yet.

Strength +4
A Modifier with scope "Strength", and a Bonus of +4.
This will improve the Character's performance in Checks which benefit from "Strength" by 4 points.

# Ring of Perception x1
A physical item in the Character's possession.
This Source has a Quantity (x) of 1, meaning the Character currently holds 1 of them.

Perception +3
A Modifier provided by the Source above ("Ring of Perception").

Modifiers

Modifiers are any attribute of a Character which increases or decreases their chance of passing a check.
For example: skills, damage, buffs and debuffs, etc.

Modifier names define the 'scope' they are relevant in.

Sources

Sources are anything which can provide Modifiers to a Character.
For example: items, enchantments, or the Character themselves.

Checks

Whenever a Character may fail at something they are trying to do, run a Check.

Difficulty

The Storyteller determines a Difficulty, usually between 1 and 10.

The Storyteller may choose to tell Players the difficulty, especially if the Character would be able to ascertain it.

Performance

This section requires more work.

Find Modifiers which are relevant to this Check.
The Storyteller determines whether Modifiers are relevant.

Find Modifiers with a relevant + value.
They are relevant if the upside of their scope (name) matches this Check.

The Player chooses one per Source, or the highest per Source for NPCs. The highest one per Source is chosen, or if the Character is controlled by a Player, the Player may choose any one per Source.

Passing Modifier

If the + Modifiers are too vague for the Check, a specifically-matching Modifier with at least +3 may be required to continue.
The value of this Modifier is not factored into the Challenge.

Find Modifiers with a relevant - value.
They are relevant if the downside of their scope (name) matches this Check.

Use the largest one per Source.

If a Modifier matches weakly, its value can be reduced towards zero, by up to 3 points.

Combine the relevant Modifiers' values to get your Success Rating.
+ values add to the total.
- values make the total lower (subtract the absolute value from the total, ignoring the sign).

Boost (Optional)

This section requires more work.

The Character may choose to improve their chances by rolling any number of 6-sided dice.
If the Storyteller agrees, any RNG method the Storyteller can see can be used.

Thematically, the number of rolls represents exertion, and the roll results represent luck.

Any roll can be discarded at the cost of taking 1 Stress Damage.

If any of the non-discarded rolls are 1, the Character Blunders this Check.
Check the Blunder section below.

Otherwise, the Character chooses one of their results:
6 Increase Success Rating by 3
5 Increase Success Rating by 2
4 Increase Success Rating by 1
3 No Effect
2 No Effect
1 Blunder

Blunder

Roll a 6-sided di.

6 Bypass this Blunder for free, as if you had taken 1 Stress Damage to discard it
5 Simple failure
4 Moderate undesired side-effect
3 Severe undesired side-effect
2 Very severe undesired side-effect
1 Cosmic Blunder
Roll another 6-sided di.
Every roll produces undesired side-effects which can originate from or affect anything in the universe.
The effect is worse the lower the roll result.

The Success Rating is compared to the Difficulty, and if it is greater or equal, the Challenge is successful, otherwise it fails.

Reprieve

This section requires more work.

Projects

This section requires more work.

Collapse

This section requires more work.

Instant Reaction

This section requires more work.

Common Tasks

This section requires more work.

This section's title should be improved.

Damage

This section requires more work.