Vocal Stress
Vocal Stress is measured 0 to 10
Vocal Stress is the main resource for Vocal Effects.
We track it in the same column as we do Hit Points on our character sheets.
Burnout: Reaching 10 Vocal Stress causes the character Vocal Burnout - Lost Voice.
Vocal Burnout - Lost Voice: On reaching 10 Vocal Stress the character Chokes, Interrupting Effect Activation.
Second they become Mute for (v:10) Full Rounds, rendering them Unable to use Abilities and Effects that cause Vocal Stress.
At the end of Mute, Vocal Stress drops back to 9/10 and they become Near Mute for One Hour, reducing the range of Abilities and Effects that cause Vocal Stress to One Square.
Stress
There are Three Types of Stress: Physical Stress, Mental Stress, and Vocal Stress.
We track the three types of stress separately in the same column as our Hit Points
Each Stress is measured 0 to 10
Building Up Stress: Abilities that call for *** Stress (v:X) require us to roll the X value when activating their effects.
Rolling a One on these checks increases our Stress by One.
The least stressful abilities are (v:20).
The most stressful abilities may inflict non-variable stress. “Activation 5” for example will increase stress by a full 5 points on activation.
Channeled and other abilities that resolve during Upkeep may have ongoing stress build up. “Upkeep 2” for example will increase stress by Two during every upkeep until the effect resolves.
Relaxing: Avoiding the use of an ability or effect associated with a type of stress for One Hour reduces that type of stress by One. For example, when Relaxing Mental Stress we can still use Physical or Vocal abilities and recover Mental Stress. Another example might be that we only use Physical Effects and recover from both Vocal Stress and Mental Stress.
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.
Vulnerable
When we reach Zero, (0) Hit Points, we become Vulnerable.
Some Effects may cause Vulnerable even when Hit Points are above Zero (0)
While Vulnerable a character may be targeted by Maim Effects and Cinematic Execution Effects.
Maim Effects
While Vulnerable characters may be Victim of Main Effects.
There are three types of Maim Effects: Sensory Deprivation, Dismemberment, and Breakage.
Sensory Deprivation: During Sensory Deprivation, all checks and passive effects relating to the specific sense takes a -5 Penalty until the specific sense is restored. Sensory Deprivation from a Maim Effect is permanent until restored by proper healing.
Blindness: Loss of Sight
Deafness: Loss of Hearing
Ageusia: Loss of Taste
Anosmia: Loss of Smell
Anesthesia: Loss of Somatosensation, Numbness.
Dismemberment: Losing a limb will cause the Maimed to bleed out in Two Minutes. (24 Full Rounds)
Breakage: While the Maimed won’t bleed out, they still suffer the same effects of Limb Loss.
Losing or Breaking One Arm or Hand makes two-weapon and two-handed fighting impossible.
Losing or Breaking both Arms or Hands makes fighting with weapons impossible.
Losing or Breaking a Leg increases the cost of basic Movement to 3AS|6RS|9FP
Losing or Breaking both Legs increases the cost of basic Movement to 4AS|8RS|12FP
Losing your Tongue removes your ability to speak, use Wordsake effects, and you may bleed out.
Cinematic Execution
While a Target is Accuracy Game Mechanics Vulnerable anyone may use Cinematic Execution.
There are two types of Cinematic Execution: Lethal and Non-Lethal.
Lethal Cinematic Execution: 3AS, Active Phase Only, Victim Dies.
Non-Lethal Cinematic Execution: 3AS, Active Phase Only, Victim is rendered Unconscious for 10 Hours.
Unconscious
An Unconscious character is totally unaware and dead weight.
Unconscious characters Auto-Regeneration is reduced to 10% Hip Points per Hour.
An Unconscious character may regain consciousness by regaining 100% Hit Points.
Some Effects and Items may wake Unconscious characters.
Damage will not wake an Unconscious character.
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.