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Basic Concepts
#1
Declarations:
Declarations refer to how the rolling mechanics in this game works. It uses a six sided die. You add or subtract any bonuses to the stat that is in question. You then “declare” how high the stat is going to remain after the dice is subtracted from it. You then roll the six sided die and subtract it from the stat, if it’s equal to or higher than your declaration, you succeed. Anything higher than your declaration is discarded and brought down to your declaration. Anything lower is considered a failure, even if it still as positive number.

For example, if a character has a 5 in Strength, declares they will hit for 3 damage, but rolls a 4 on the 1d6, even though they could have done 1 damage, they deal none, because they did not make the 3.

If a character has 4 in Dex, declares that they will hit 2, the must roll a 1 or 2 to reach that.

Declarations only go from 1-5; Here is a chart of how they should be interpreted.
1: Mundane use of the skill
2: Tricky use of the skill
3: Masterful/Difficult use of the skill
4: Extreme/highly intricate use of the skill.
5: Not reasonably possible, but still within the confines of reality.

Characters may choose to automatically take a 3 rather than roll. This cannot be done if the character is at a disadvantage, and advantage cannot be accepted if the character does this.

Skills and Generic Stat Rolls:
Characters and enemies all have skills that are built into their character. These are intentionally vague representations of generic powerful fighting styles people may be trained in. More details about what is available can be found in the skills list and the character creation tutorial. Are all bound to a certain stat under which they are listed. It is this stat you roll for declarations.

Characters may attempt to use skills they do not have. They must have good reason for being able to do so. A character with Shoot is assumed to always have a gun or ranged weapon on them, but a character attempting to use it without must find one. A character with resist(body) is assumed to always have armor or to be naturally tanky. A character without must have an explicit reason, such as being in cover. A character who does not know magic must have something like a tome with them. In these cases, they roll one die less. If the skill is focused, then one die is rolled, as if it was unfocused. If it is already unfocused, then two dice are rolled, and if one fails, they both do.

In the case of the skills where you would automatically subtract 3, you subtract 4 instead. Subtract 5 if it is both unfocused and unknown. This also applies to the option of automatically taking 3 instead of rolling.

There are also Generic Stat Rolls. These are not bound to particular trained aspects of your character but rather come into question in the moment, such as rolling to see if a character knows something, or to see if the can convince someone of something, These do NOT strictly follow the rules of declaration, and it is up to the GM to determine what happens (though if they roll over their stat, they obviously ruined it.)


Actions:
You are given two actions whenever it is your turn. In most cases, these are used together for a "focused" action. In the case of a focused action, you roll two dice, and take the best roll. If you do attempt to use them separately you only roll the single die.

This system is used for most skills, and is always used for generic rolls. If the skills that use actions are rolled in a situation where actions don't necessarily apply, always roll as if you were focused.

Movements:
"Movements" don't actually refer to moving around (although they often can) instead movements are rolls for things that don't explicitly taken an amount of time, but represent how something went. Movements are rolled with one dice, but otherwise use the same mechanic.

Movements are used in any situation to modify how something is happening. If you want your melee attack to hit multiple people, you roll a movement against your DEX. If you're trying to stay balanced on a railing while swinging your sword, you roll a DEX movement. Movements don't actually take time, so there is no limit to how many you may be asked to roll in your turn.

Unlike the degrees of success system in actions, movements have two outcomes: "success" and "failure." The GM should make it clear what the outcome of both is, but unlike skills, failure usually has more serious consequence than nothing happening.

Examples of success or failure modifiers a GM might apply include:
-Advantage/disadvantage.
-No taking an action this turn.
-taking an action when you wouldn't be able to
-bending a minor rule
-changing location advantageously/disadvantageously

Again: All movements have a state for both success AND failure.

Movements are also used in the case of all opposed rolls. If you're attempting to get into melee range of someone running away, you both roll a movement. In these cases, degrees of success might be relevant in choosing a winner, but whether or not someone "fails" is still important.

It should be noted that at the "human average" stat of 4, there is a 50-50 chance for movements; similar to a coin flip. It should be though of as such.

Hit Points:
In this game, there are 3 kinds of hit points. Mind, Body, and Soul. All entities have 3 HP. They are "defeated" should they reach 0, and they are "killed" once they reach -3. (A total of 6 damage)

If a character has 0 or less HP, they may continue to take actions, but every individual action they do deals them 1 (unavoidable) damage in the HP pool they were defeated in. (2 for focused actions.)

If you are defeated in Body, it is assumed you a greatly injured. If you are “killed” in Body, it takes its most literal meaning. If you are defeated in Mind, you have a panic attack or start to collapse from exhaustion. If you are “killed” in Mind, you either go insane or fall into a coma. If you are defeated in Soul you lose to will to fight and start to look for a way out. If you are “Killed” in soul you completely panic and/or give up. Should the character survive, they develop an obsession (such as fear, love or fascination) that situation.

Some entities to not have all three types of HP.
Things without higher computational ability, like animals, lack Mind.
Entities without a body have no physical form, such a spirit.
Entities without Soul have no free will, like automation or a magical thrall.
Lacking these pools means that the corresponding stats may not be used, and situations affecting those stats to not apply.
Body (Stg/End)
Mind (Wis/Kwl)
Soul (Dex/Cha)
A creature may still have skills or even values in that stat, but a movement of some kind would be required to use them.

Body is healed at a rate of a point a day and Mind is healed at a rate of 2 a day.
Soul resets as soon as a scene ends.

Magic and Spellslots
If a skill is marked as being magic that means attempting to use it will inflict mind damage on the caster equal to the declaration. This damage is dealt, even if the attempted declaration fails. Any form of Mind resistance applies as if it were an attack. If the skill mentions that it takes a spellslot that means it is an ongoing effect. You can keep up to 3 of these effects naturally, but they are dispelled after a scene ends. These effects may be dispelled at any time.

A signature may have a spellslot as an upgrade. This allows a spell to be held indefinitely until the death of the caster. This does not count towards the limit of 3 active effects.
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