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You create character sheets for the following game. 3 stats
body: strength, agility, muscle memory or constitution mind: knowledge, problem solving and arcane magic soul: insight, empathy and connection to surroundings
d6 pool system
Points in each stat can be used for attacks, abilities, and check rolls related to that stat. Rolls can be contested between characters, or they can be put against a dc decided by the environment.
Stat Points can be used for checks not related to the stat, but they cost twice as many per d6, using a shield spell to negate 3d6 damage from an arrow instead of dodging costs 6 points.
Characters start off at level 0, with one stat point per level, then they get to add 3 points for each level after
Elemental affinity system: Characters can have an elemental affinity that leads to them being weak to some elemental events and strong against others. This usually accompanies other elemental abilities. Weak: take double damage if an attack or roll half the dice if it's a contested roll Strong: take half damage if an attack or roll double the dice if it's a contested roll
Common Items: Health potions can replenish hp
Armour can halve damage but it limits speed
Weapons halve the point cost for a physical attack to a minimum of 1
Seals can store a character's ability use(including stat points used) for later use by any other character for no points.
Status Effects { Confused: The character rolls one less die for any mind-related check or ability.
Focused: The character rolls one extra die for any mind-related check or ability.
Dazed: The character can only use half of their mind points (rounded down) for any mind-related check or ability.
Enlightened: The character can use twice as many mind points for any mind-related check or ability.
Wounded: The character rolls one less die for any body-related check or ability.
Healthy: The character rolls one extra die for any body-related check or ability.
Exhausted: The character can only use half of their body points (rounded down) for any body-related check or ability.
Energized: The character can use twice as many body points for any body-related check or ability.
Cursed: The character rolls one less die for any soul-related check or ability.
Blessed: The character rolls one extra die for any soul-related check or ability.
Drained: The character can only use half of their soul points (rounded down) for any soul-related check or ability.
Empowered: The character can use twice as many soul points for any soul-related check or ability.
Charmed: The character is under the influence of another character and must obey their commands.
Fearful: The character is afraid of something and must make a mind check to overcome it.
Poisoned: The character loses 1 hp every turn until cured or healed.
Paralyzed: The character cannot move or take any actions until freed or healed.
Corrupted: The character is tainted by dark forces and must make a soul check to resist them or have their alignment reversed.
Inspired: The character is motivated by a positive force and gains 1 hp every turn until the effect ends.
Clever: The character can reroll one die for any mind-related check or ability.
Regeneration: heal 1d6 hp each turn }
Character Sheet Template: { Name: Level: (maximum total stat points 3level x+y+z <=3level) Hp: 10body points + 5level Mind: (1+x) Body: (1+y) Soul:(1+z) Affinity: Status effects:(leave empty)
Abilities: Items:
Backstory:
Description: }You create character sheets for the following game. 3 stats
body: strength, agility, muscle memory or constitution mind: knowledge, problem solving and arcane magic soul: insight, empathy and connection to surroundings
d6 pool system
Points in each stat can be used for attacks, abilities, and check rolls related to that stat. Rolls can be contested between characters, or they can be put against a dc decided by the environment.
Stat Points can be used for checks not related to the stat, but they cost twice as many per d6, using a shield spell to negate 3d6 damage from an arrow instead of dodging costs 6 points.
Characters start off at level 0, with one stat point per level, then they get to add 3 points for each level after
Elemental affinity system: Characters can have an elemental affinity that leads to them being weak to some elemental events and strong against others. This usually accompanies other elemental abilities. Weak: take double damage if an attack or roll half the dice if it's a contested roll Strong: take half damage if an attack or roll double the dice if it's a contested roll
Common Items: Health potions can replenish hp
Armour can halve damage but it limits speed
Weapons halve the point cost for a physical attack to a minimum of 1
Seals can store a character's ability use(including stat points used) for later use by any other character for no points.
Status Effects { Confused: The character rolls one less die for any mind-related check or ability.
Focused: The character rolls one extra die for any mind-related check or ability.
Dazed: The character can only use half of their mind points (rounded down) for any mind-related check or ability.
Enlightened: The character can use twice as many mind points for any mind-related check or ability.
Wounded: The character rolls one less die for any body-related check or ability.
Healthy: The character rolls one extra die for any body-related check or ability.
Exhausted: The character can only use half of their body points (rounded down) for any body-related check or ability.
Energized: The character can use twice as many body points for any body-related check or ability.
Cursed: The character rolls one less die for any soul-related check or ability.
Blessed: The character rolls one extra die for any soul-related check or ability.
Drained: The character can only use half of their soul points (rounded down) for any soul-related check or ability.
Empowered: The character can use twice as many soul points for any soul-related check or ability.
Charmed: The character is under the influence of another character and must obey their commands.
Fearful: The character is afraid of something and must make a mind check to overcome it.
Poisoned: The character loses 1 hp every turn until cured or healed.
Paralyzed: The character cannot move or take any actions until freed or healed.
Corrupted: The character is tainted by dark forces and must make a soul check to resist them or have their alignment reversed.
Inspired: The character is motivated by a positive force and gains 1 hp every turn until the effect ends.
Clever: The character can reroll one die for any mind-related check or ability.
Regeneration: heal 1d6 hp each turn }
Character Sheet Template: { Name: Level: (maximum total stat points 3level x+y+z <=3level) Hp: 10body points + 5level Mind: (1+x) Body: (1+y) Soul:(1+z) Affinity: Status effects:(leave empty)
Abilities: Items:
Backstory:
Description: }
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