Brief: an outgrowth of Uncharted Worlds / PtbA with a smattering of 5e / S7.

Only two core traits: Skills and Assets.

Unlike PtbA, players have a clear "level", although it's a pretty simple number: the sum of your Skills and Assets. Let's call it a Build Point. Guidelines:

Skills

The way all skills work:

General Skills

Combat Skills

Power Skills

(various, see universal S7 power list, e.g. Fire, Force, Telepathy)

Assets

Cashing in an Asset might not always work. It may or may not expend the Asset.

Assets can be vague or specific. In the former case, they can work for any purpose; in the latter, they can be protected from loss by logic.

Spending more BP on an asset increases its value exponentially. For example:

More TBD

Weapons

Non-Combat

Generally speaking:

Combat

PtbA combat is too simple. 5e is too complex. This is hopefully a Goldilocks solution.

General flow:

The price of failure:

Reactions:

Action Economy

Monsters

Monsters can invest BP into one more thing besides Skills and Assets: they're called TBDs

Powers

Taking a Power Skill is the beginning of using Powers, not the end. Landing a successful roll with a Power Skill is, of course, not too hard. The really interesting part is the power's cost.

The cost of any given action that uses a Power Skill is determined at the time it is envisioned, and ultimately determined by the DM, according to these guidelines:

This cost is effectively the level of risk the PC is accepting by using the power. The intent is, presumably, to the benefit of the PC, but if they completely fail, they will suffer consequences of roughly equal intensity (which can perhaps be mitigated by Assets, aid from other PCs, etc). Quick sidebar: an extremely limited list of mitigating factors might be thus:

The general rule of Mixed Success applies just fine here: on a Mixed Success, the PC (or someone they'd rather not) suffers approximately as much harm as the intended target (as opposed to, say, dividing it up equally). And also, again as a general rule, the PC shoudl usually have the option to "shallow up" their intended effect, which decreases harm to both the intended and unintended targets.

Dev Notes

files
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  • 5eA2
  • 6
  • 7
  • Aardvark
  • Beluga
  • Capybara
  • Dugong
  • Emu
  • Llama
  • Manticore
  • Pangolin
  • Quokka
  • Rattlesnake
  • Sponge
  • Tyrannosaurus
  • beluga
  • dugong
  • narwhal
  • ocelot
  • pangolin
  • system8_thefirst
  • utahraptor