Game System: Sheet (1.31.99.:2-897)

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Revision as of 19:56, 11 July 2022 by DHarth (talk | contribs) (Created page with " === Background === ==== Traits ==== ==== Echelon ==== ==== Aspects ==== === Stats === ==== Attributes ==== ===== Status ===== ===== General ===== ===== Shinmanaokimagi ===== ==== Skills ==== ==== Proficiencies ==== === Effects === Immediate Damage; Gradual Damage; non-Lethal Damage; Environmental; Blind, Hot, Cold, Freeze, Soaked, Burned, Electrocuted, Infected (Sickly) Inflicted; Stunned, Bleeding, Over Encumbered, Unconscious {| class="wikitable" style=...")
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Background

Traits

Echelon

Aspects

Stats

Attributes

Status
General
Shinmanaokimagi

Skills

Proficiencies

Effects

Immediate Damage;

Gradual Damage;

non-Lethal Damage;

Environmental; Blind, Hot, Cold, Freeze, Soaked, Burned, Electrocuted, Infected (Sickly)

Inflicted; Stunned, Bleeding, Over Encumbered, Unconscious

Type Name Effect(s)
Environmental

Element

Bright Must roll a perception roll before doing anything, else suffer a -50 to the roll.
Environmental

Element

Dark Must roll a perception roll before doing anything, else suffer a -50 to the roll.
Environmental

Element

Cold -50 to all physical rolls.

If one stays in a cold environment for more than four days, they will die.

Environmental

Element

Hot -50 to all physical rolls.

If one stays in a hot environment for more than four days, they will die.

Physical Sleep Deprived If no sleep is gained;
02 days without -25 to all rolls.
04 days without -50 to all rolls.
06 days without -75 to all rolls, halicinations.
08 days without -100 to all rolls, lose of sanity
10 days without Death.
Environmental

Element

Submerged -50 to all physical rolls.
Physical Over Incumbered Characters who are carrying too much will have to roll a strength, if they get over their incumbrence difference, this effect is passed this turn, if they don't, the difference of the roll is applied as a negative to all physical rolls, x5.

(1 over=-5, 5 over=-25, 10 over=-50, 20 over=-70)

Physical Non-Dom. Hand When using your non-dominate hand for any reason aside from items considered 'basic tool's, your roll is has a /2.
Physical

Immediate

Bruise Applied by blunt weapons.
Physical

Gradual

Bleed When bleeding, the user takes a fifth of the original damage received every round until they either stop the bleeding or pass out.

Applied by bladed and most ranged weapons.

Physical

Gradual

Suffocate Unable to breath.

Humans have five rounds before death.

Physical

Mental

Element

Gradual

Burn
Physical

Mental

Shin Element Immediate

Stun

Electric

When stunned, the target has to roll either a Physical or Mental toleration vs the attack, if they get above, the stun doesn't work, if they don't, they are stunned until they do or until the effect wears off.

Varies.

Physical

Immediate

Broken Bone Broke a bone, causing an inability to use it's attached limb or taking twice the damage on that limb if damaged.

Lasts only a month.

Physical

Immediate

Maim You lose a limb.

Lasts forever.

Physical

Immediate

Unconscious Once you hit your conscious level, you must roll either Physical or Mental toleration in order to stay awake. The role has to get above the attack.
Shin

Immediate

Gradual

Wuyfreg .
Shin

Immediate

Gradual

Aaryn .

Positive

Negative

Trauma

Stunts

CYIN

Inventory

Pnemaology

Needs

Vim

Hunger

100%: Burst;

75%: Stuffed;

50%: Full;

25%: Satisfied;

0%: Not Hungry;

-25%: Peckish;

-50%: Hungry

-75%: Famished;

-90%: Ravenous; -100%: Starved;

Thirst

100%: Drowned;

75%: Flooding;

50%: Full;

25%: Satisfied;

0%: Content;

-25%: Dry; Nothing

-50%: Thirsty; Dizziness

-75%: Mild Dehydration; Fainting

-90%: Moderate Dehydration; Organ Damage -100%: Severe Dehydration; Death

Temperature

100%: Boiled;

90%: Heatstroke;

75%: Hotter;

50%: Hot;

25%: Warm;

0%: Perfect;

-25%: Chilly;

-50%: Cold;

-75%: Colder;

-90%: Frost Bite; -100%: Frozen;

Vitiation

Bio Tissue
Infection

0%: Sterile;

Completely clean, with almost no trace of infection.

25%: Tainted;

50%: Contaminated;

75%: Vitiated;

90%: Infected;

After reaching this, unless lowered, it gradually raises until you've turned. 100%: Turned;

Once you've reached 100% infection, you've turned.

Corruption

Vivacity

Sanity

100%: Psychopath;

90%: Psychosis;

75%: Disconnected;

50%: Disturbed;

25%: Warm;

0%: Sane;

-25%: Cold;

-50%: Disturbed;

-75%: Disconnected;

-90%: Psychosis; -100%: Sociopath;

Hollowed
Degradation