Awakening
We begin the game at level One (1) with 10 Experience and 19 Power Points.
You begin with a Moln Credit Account and a Crew-K card with (5v:100+300) Credits (c400 to c800)
You begin with (v:6) Royal Stamped Coins, and (v:10) Common Stamped Coins
You get to choose One and only One Core Effect Tree.
Don’t forget, since you have 10 EXP to spend, you might choose unlock an additional Root Effect.
Experience
Players level up and strengthen their characters directly through gameplay.
We begin the game at level One (1) with 10 Experience.
The characters level is determined by their total experience.
Our maximum Level is 100, and our maximum Experience is 1,000
Our Level equals Total Experience divided by Ten. (Level = Total EXP/10)
The successful conclusion of a challenging encounter grants one experience point.
Experience may be spent unlocking new Effects, this does not reduce total experience.
Achievements and Entitlements may also reward experience.
Attribute Power Points
At Awakening we gain 19 Power Points to spend on our Attributes any way we want.
At each level we gain 2 additional Power Points to spend on our Attributes.
At level 100 we have 217 Total Power Points.
Starting above level One we have 17+Level Power Points.
Attribute Cost per Point:
Strength: 2
Strength Score Range: 0 to 30
Agility: (-3 to 0 costs 3)(0 to 3 costs 6)(4 to 7 costs 11)
Agility Score Range: -3 to 7
Awareness: 3
Awareness Score Range: 0 to 20
Accuracy: (-3 to 0 costs 3)(0 to 3 costs 6)(4 to 7 costs 11)
Accuracy Score Range: -3 to 7
Vitality: 1
Vitality Score Range: 1 to 100
Load
Load: We use Load as our weight measuring system. A load is approximately a Kilogram or about 2.20462 Pounds.
Decimal: Items that are not exactly a load are referred to in decimal. IE: • 1.1 Load • 1.3 Load • 7.8 Load • 21.8 Load.
We may freely carry 25 Load. This includes equipped items.
The importance of the unique weight measurement is to simplify the weight and volume system in the game.
The lightest items in the game are rounded up to .1 Load.
Force Exertion
Strength is used when objects are heavy, jammed, or hard to move or pick up in general.
We have an effortless range, at 2 Load per the Strength Modifier, this is not affected by the Potency Multiplier.
Anything exceeding the effortless range Load may require a variable check to lift.
The (v:20) Check is affected by our Potency Multiplier.
Zero Strength can only effortlessly interact with objects that are Five Load or less.
Equipped Storage Spaces
The Inventory is made of our Pack, Strappings, and Pockets.
Pack Storage Space
Backpacks, messenger bags, purses, or other shoulder or back Equipped Storage Space may be the outward appearance of the Pack Storage Space.
The Pack has an Item Load Capacity.
Strapping
Some items or equipment may have Strapping.
These items can be thrown on the character any which way. Within Reason.
Shoulder Holsters are nice.
Strappings might attach to a belt, such as Sheaths, Potion and Vial Holsters, or Pocket Packs.
Pocket Storage Spaces
Pockets can hold many small items.
Where we are granted pockets, the item description will show their Item Load Capacity.
Currency
Credits are the main currency in the inner cloisters.
Royal Stamped Coins (c100) and Common Stamped Coins (c10) are the main currency in the outer cloisters.
Moln Notes are unique individual checks that can be written for any amount.
With Moln Notes verification of transfer is often required to complete transactions.
Limited Inventory
If you don’t have pockets or other equipped storage spaces you may only hold a couple of items in your hands, Within Reason.
Awareness
The physical ability to use the body's senses to identify surroundings, recognize effects on the body internally and infer the internal effects on other's physical structure.
The mental ability to sense motives, gain insight into how things work, and determine correlation and causation.
Attributes
The mental and physical dichotomy is determined by the Player in how they play their Character. Where there are always gaps in Attributes, we are focused on general association. For example we can excuse a physically weak player picking up heavy objects through sheer strength of will.
We have five major attributes: Strength, Agility, Awareness, Accuracy, and Vitality.
Hit Points and other Vital Statistics are derived from our Attributes.
These attributes are the characters natural ability to interact with the world.
Enhancements and Effects do not affect Attributes, but Derivative Stats may be adjusted.