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Apr 19th, 2019
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  1. INDOMITABLE REALITIES
  2. This system is intended for playing [and running] games pertaining to loosely defined dimensional fuckery.
  3. The central mechanic here is WILLPOWER, representing mental and metaphysical strength, putting which into use means asserting one's agency in the face of the uncaring universes.
  4.  
  5. SKILLS
  6. Start with DO ANYTHING 1.
  7. If you roll all sixes, get a new SKILL one RANK higher than the one used, and that is a subset of what happened as a result of the roll.
  8.  
  9. RESOLUTION
  10. Say what you do and roll an amount of d6s equal to the rank of the skill used.
  11. Somebody makes an OPPOSED ROLL with an amount of dice determined by the GM.
  12. When something wants to do something bad to you, you make an opposed roll, which is also considered a skill check by the rules.
  13. If you win the opposed roll, you succeeded on the skill check, and if you lost it, you failed on the skill check.
  14. PARTIAL SUCCESS - winning the opposed roll with DOUBLES of 1 or 2. One pair adds one complication, a triple or another pair adds another complication. "Yes, but..."
  15. PARTIAL FAILURE - winning the opposed roll with doubles of 5 or 6. See above, but benefits instead of complications. "No, but..."
  16. CRITICAL SUCCESS - rolling ONLY 5s and/or 6s. "Yes, and..."
  17. CRITICAL FAILURE - rolling only 1s. "No, and..."
  18. ADVANTAGE and DISADVANTAGE exist. They cancel each other, and can stack.
  19.  
  20. MEMORIES
  21. Traits central to the identity of the character.
  22. Mechanically they may grant advantages, disadvantages, capabilities, limitations, NPC relationships, or inner values, among others.
  23. Damage may suppress memories, or grant new, negative ones. WOUNDS are mechanically considered memories.
  24.  
  25. WILLPOWER
  26. A pool of d6s that can be spent BEFORE rolling any dice, either a skill check or an opposed roll to add to the roll. The maximum amount of dice that may be used on one skill check is half the skill rank, rounded up. A check on which willpower was spent cannot grant willpower. Other uses for willpower include:
  27. Casting SPELLS - you must firmly believe that your will is truer than that of the reality you are in.
  28. Undertaking GAMBITS - negotiate with the GM the results of success and failure of the action, then make a skill check with as many dice as you spent on the gambit.
  29. Gaining a MEMORY - it may not conflict with an existing memory unless the character has experienced a temporal aberration since then.
  30. Passively granting protection from being severly wounded, or at least feeling the results of such, much like how adrenaline works.
  31.  
  32. INVENTORY
  33. Start with 6 inventory slots. You can get up to 6 more from backpacks. A slot can contain an item or a bundle of small items. Large items take up two slots. Items worn and held in hands do not take up inventory slots.
  34. To retrieve an item in combat, roll a d6 - if the result is the number of the slot the item in question is in, you may retrieve it without it taking up your action.
  35. Exhaustion fills up inventory slots.
  36.  
  37. COMBAT
  38. ROUNDS
  39. Actions are not taken in any specific order. "Zoom" the action around melee engagements, the order of which does not matter, then players state intent, GM states intent of the enemies, everybody rolls dice at the same time. Make one skill check per character per round, functioning as both the roll for a proactive action, as well as the opposed roll to anything that may be done to you.
  40. If a character is not engaged in melee, or get thwacked by something that is not in the same melee engagement as them, experience asynchronous time, or figure something out.
  41. MOVEMENT
  42. LONG MOVE - take an action to move up to 15 metres.
  43. SHORT MOVE - move up to 5 metres in addition to taking an action as normal.
  44. CHARGE - move up to 15 metres, engage in melee, and make an attack. Can only be done if not already engaged, and only if it will result in engagement.
  45. DAMAGE
  46. The difference between an attack roll and its opposed roll is the base amount of damage, that is then modified by the weapon of the attacker and armour of the defender.
  47. Each weapon has two statistics - damage modifier, and damage cap, noted as +X/Y, though in addition to these, it may have special effects. Untrained unarmed attack's profile is -1/5; a Stick's profile is 0/7, fragile.
  48. Blunt weapons are characterised by high modifier, low cap, thrusting by low modifier, high cap, and slashing ones are roughly in the middle.
  49. ARMOUR adds a die to every roll made. Choose one die per roll as ARMOUR DIE - it does not count towards the skill check. Instead, it grants damage reduction for the round. If you would be attacked twice in the round, either divide the result of one armour die, or forsake a die from the skill check - up to one per incoming attack.
  50. When damaged, damage in excess of willpower causes major WOUNDS. GM consults the wound tables in Lexi's Turning People Into Corpses blog post until I figure out something not-placeholder.
  51. Note the damage that did not exceed willpower - after combat, it is summed, and minor wounds are divined from it.
  52.  
  53. DEATH
  54. When you have enough wounds that you would reasonably die, and your willpower is negative, you die.
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