"Encounter" is introduced as a formal mechanic. Hits are per loc and per encounter, Wounds are global and per day(so you have 7 numbers to track, but 6 of them don't need tracking for long and the seventh doesn't often change). Whenever you're hit, you lose hits to that location. If a location reaches zero hits, it's unusable for the encounter. At the end of an encounter, you lose a wound for each location you had zeroed. If you reach zero wounds you're incapacitated, if you reach -1 wounds you're dead. So if you go into a location on 1 wound and have both your legs broken, you've been mortally wounded, but can fight on til the end of the encounter (but if someone zeroes your torso you go down).
Status effects are freeze, strikedown, silence (as currently), knockback (as repel, but the implication is that it's instant rather than durational), root (you cannot move your feet, but can fight and cast as usual). No halt, no durational repels.
There are damage types, like "red single" or "spiritual single" or "reptilian single". None of them do anything different to most people, and you can ignore any you don't recognise. Some people take special effects from some of them, but this will be in the brief of the taker, not the user. To keep the callspace clear, vulnerabilities will be common but resistances will be much rarer, and most sources of typed damage will be "you may add this tag to your call if you wish" rather than "you must add this tag"; typed damaged will rarely be relevant but will be strictly superior when it is.
Character skills
Your default stats are 4 hits per loc, 7 wounds, single with any one weapon of any size or any two short weapons. All characters have
Major skills are
Minor skills are
Minor skills cannot be double-bought; everyone who is awesome at something is equally awesome at it (possibly modulo signature skills). ''(Or possibly they can be, and people who specialise are slightly more awesome. But I think probably not, becase I don't want single-buyers to feel second-best). It explicitly is possible to take lore without the appropriate major skill (you're probably a splashadin, a splashlock or similar) or to take the major skill without the lore (maybe you just do it instinctively, with no grasp of the theory or fancy bits).
Each character gets one unique signature skill, chosen in discussion with the refs after they've been played for a few sessions. Examples might be "come back as a vampire on death", "go berserk 1/day, gaining +1 unnatural damage for an encounter", "donate my wounds to other people, at a limited rate" or "extra good at rituals/rites".
Skill Effects
Each level of "Caster" grants 5 power. You regain 2 power per level of caster you have at the end of each encounter, regardless of how much mana you spent in that encounter, up to your maximum. Power of different flavours is interchangeable (this makes limited sense IC, but balances much better. If you want a fudge for it, mages and priests are capable of supernaturally empowering alchemical ingredients for themselves and alchemists can brew potions of revitalisation. But "don't poke it" is a better answer).
Rather than having separate rules for red magical attacks, spiritual attacks, brown magical defences, spiritual healing, etc, there are four major and four minor trees of effects, each with two levels in it (so every caster will have to have abilities from at least two trees):
Major trees
Minor trees
Each level of caster grants one slot in a minor casting tree and one slot in a major casting tree. Each level of caster must be also designated as a colour of magic, devotion to a god, or alchemy, and there are restrictions on which trees each colour/god/alchemy can buy:
So, for example, my "Caster 3" could be "Red 3, damage 1-2, status effects 1, divining 1-2, inflicting 1" or "Humacti 2, Alchemy 1, healing 1, damage 1, buffing 1,Cleansing 1-2, Inflicting 1". Note that it's not necessary to line up skills with sources - if I have healing 2, alchemy 1, Humacti 1 then I can do two levels worth of alchemical healing or two level's worth of humacti healing. But this does not allow you to use effects from a source that could not access them - if I have magic, alchemy and healing, my healing must be alchemical rather than magical.
It is not possible to use more than two daily abilities in one encounter.
All casts require a verbal or the administering of a potion.
/CasterTrees (tentatively rejected in favour of a simpler mechanic) /AccessToTrees (rejected)
This is really quite cool. The general idea seems like it should work nicely. I'd be very interested in playtesting it. --Tea
The matching needs to be looked at - it's currently strictly better to be Stabby 2 + Slashy 1 than ever taking Stabby 3, for instance (I think Stabby is generally slightly underpowered). --ChessyPig
I think that a total reset would be decent way to explicitly allow necromancy outside a God's remit, leading to more conflict between necromancers, over the philosophy of why, when and where to use undead, etc. It's a tree that generates immediate conflict with PCs and obvious plot hooks, but it's monopolised by one Church, restricting concepts. Allowing it to Alchemy would allow the Dr Frankenstein/Spark? from Girl Genius/Herbert? West: Reanimator archetype, which IMO is just plain cool. It could be restricted to only work on corpses, maybe? I liked an idea Inquisitor mentioned about having some different pool of resources for noncombat healing to make combat healing more useful. I'm guessing that Wounds can only be healed by surgery or some expensive/slow resource and combat healing is about keeping you up and fighting? The other thing I'd point out is that currently Priest is balanced in having access to more stuff like inflicting/necromancy/knowing in that you can't regen Spirit Points like you can Mana, which means you can't pop up a zombie every encounter or interrogate every downed NPC for information. This would need looking at if Spirit regenned. --Jim
My thought is that the Special skills are extremely underpowered compared to a Lore or something. They sound like the 1xp background skills, but raised to the level of a 10-20XP tree buy-in skill and there's no place for languages. I'd suggest adding a separate set of slots for Non-Mechanical Skills and Languages. Education Skills maybe? It might make more sense once you've explained the levelling system. -Jim
Couple of points on weapons and armour. Should that starting character setup include SINGLE by thrown weapon? I find them rather useful on account of being cheap as a new player, and easy to carry a couple of. Also, how does armour fit into this system? Is it a case of needing a certain grade of armour to qualify for extra hits? So for example you can get up to 1 hit without armour, up to 3 hits from leather armour, if you want more you will have to have some form of metal armour physrep. That way a Warlock with a Stabby or Slashy splash doesn't need armour. A pure Stabby Fighter can wear leathers, as can someone with 1 level in Crunchy. Clank becomes necessary at Crunchy 2. --Jim