Rules

## Interacting

### Turns

If there is no current encounter, turns will follow the person with the highest Agility (Agi) to the lowest, if players share the same Agility (Agi) roll a dice, the highest number wins, if they tie, roll again. In combat turns will follow in the order of the speed of an attack, if no one is currently

doing any action, everyone rolls a dice, then turns will fall in that descending order, then all enemies will roll on one dice, then turns take place accordingly In combat, you can perform any action you like, as long as the action(s) don’t require a part of your body that is currently being used.

For example, you can’t run and kick someone at the same time, unless you have more than 2 legs. Before the cycle ends, you can only see vague hints on what everyone before you is doing, then after everyone takes their turn, time will pass for 6 seconds before starting a new cycle. This period after

everyone has finished their turn, as everything plays out is called a cycle. So a cycle is after everything ends their turn, and a turn is after one thing finishes and starts doing an action.

### Global Actions

These are actions that are able to be performed at any time. The pretty much essential actions needed to proceed when any story. These actions can be performed even in combat, though some are not advisable to use during it.

F / T = Feet a Turn

* Walk - Walk to a location, the distance traveled is = every point into Agility (Agi) that is below 10 = +2 feet, after 10 Agility it becomes +1 feet, for example someone with 10 Agility (Agi) walks 20 F / T while someone with 14 Agility (Agi) will walk at 24 F / T  Doesn’t require Stamina
* Run - Run to a location, the distance traveled is your walk speed doubled, so someone with 10 Agility (Agi) will run at 40 F / T and someone with 14 Agility (Agi) will run at 48 F / T | -1 Sta
* Jump - Jump up to a higher place, the distance you can jump is +1 Ft for every 5 Agility (Agi), you may jump while moving but only on the ground | -1 Sta
* Short rest - Rest for 5-15 seconds gain one Stamina at 5 seconds, 2 stamina at 10 seconds and 3 Stamina at 15 seconds for a max of 6 stamina
* Rest - Rest for 2 minutes, regains all stamina, reduces statuses by 4 minutes
* Long rest - Rest for at least an hour, for every hour, gain one energy, regain all stamina, and reduce statuses by 2 hours
* Sleep - Sleep for at least 4 hours, regain all energy, gain rested status, and for every hour that you sleep, reduce statuses by 4 hours

### Values

* **Tile** - A 5ft² Square of space
* **Unit** - A unit of mass, used for measuring the weight of objects
* **Suhn** - A unit of money; worth around $ 0.01 USD

## Rolling

### Stat and Proficiency rolls

All rolls will have 2 separate parts, 1st part will be a proficiency check, to see how well the roll will succeed, all proficiency checks are made with a D20 and Just score the action itself. All proficiency checks will have +1 for every 5 points into the specific check your doing; then, every 20 points after 20, the + bonus will reset then you simply gain an extra proficiency dice. **For every every 6 on a proficiency check add another level of success**\*. the second rolls are stat rolls, for the rolls from things that actually interact with the game world and change numbers, for example: Swinging a sword with a proficiency of 1-6 will make you fail the action all together, without the damage roll being applied. While a roll of 18-20 will have you roll 3 Damage rolls. For every 10% Mentality (Men) lost beneath 60% roll a Mentality (Men) check for every roll the dice decreases every 10% starting at 60% with a D20, 50% with a D12, 40% with a D10, 30% with a D8, 20% with a D6, and 10% with a D4, at 0% you lose the will to do anything and will do actions an your own until you regain Mentality (Men), If you roll a 1 on a Mentality (Men) check, the action will cancel, it will still take the stamina required

\* This is subjective and can be changed by the DM, as well this does not include races or statuses

### Stat rolls

These are the rolls that you will do if you proceed with an action. Roll the correct actionable stat and dice to see if you proceed with the action, all checks are made with D20 with proficiency

***Wit***

* Talking in a certain way, such as speaking politely or start talking in a specific tone | -1 Sta

* Persuading others, such as talking someone out of something or bartering | -2 Sta

* Defining your appearance, such as changing the way you stand to seem more formal | -1 Sta

Talking to strangers or lesser known people | -1 Sta

* Lying or cheating at something, Such as lying to bandits, or cheating at a card game | -2 Sta

***Def***

* Resisting the effects of status, such as Bleeding, or Tranquilizers | -3 Sta

***Agi***

* Quickly moving your body, such as Dashing forward or Evading an attack | -2 Sta

* Performing an acrobatic maneuver, such as wall jumping, or dodge rolling | -2 Sta

***Int***

* Creating/Crafting an item, such as making a fire, or forging a sword | -1 Energy

* Using/Inscribing magic, such as writing runes in a magic weapon, or chanting a spell | -1 Sta for spellcasting | -1 Energy for spell writing

* Calculating trajectories, such as the path of a spear being thrown, or where you want to throw a spear | -1 Sta

* Reading (known) text, such as a foreign languages, or calculating numbers | -1 Sta

* Use of senses, such as listening for a sound, or uses your eyes to look for something | -1 Sta

***Str***

* Striking/Swinging something, such as swinging a sword, or throwing something, or kicking someone | -1 Sta for every 50Lb

* Manipulating something, such as throwing an enemy, or moving a wheel |-1 Sta for every 50Lb

* Prevent further movement on something, such as blocking or parrying an attack, or standing your ground | -2 Sta

## Stats

### Stat upgrades

Stats are separated into 9 different sections, every stat has a different purpose and effect. Stats are further broken apart with micro, macro, and mega effects, micro effects happen with every point you put into a stat and macro effects happens every 5th point into a stat while mega effects

happen every 20 starting at 40 in a stat, macro and mega stats are always upgrades to proficiency rolls, however micro stats change something about your person, for example, Strength’s (Str) micro stat is that it adds 10Lb to your total carry weight, Strength’s (Str) macro stat is that all

proficiency rolls that need Strength (Str) will be increased by +1, once you reach 40 Strength (Str) however, all macro bonus get removed and get added into another roll of a D20. Your micro stats will always remain, however. 3 stats are only used for values, those being Vitality (Vit) for health,

Stamina (Sta) for energy, and Mentality (Men) for sanity, they still have micro effects, but they are not used in rolls, however, upgrading these stats will give you extra of that value. For example, vitality, which give you +10 HP

* ***Micro Wit:***  Increases how approachable you look, a person with 1 wit is less likely to be asked to do something then someone with 10. This just makes people prioritizes the person with the highest wit
* ***Micro Def:***  Decreases status durations by 1 cycle for every 3 you get
* ***Micro Agi:***  Decreases the time it takes to do actions by .1 Seconds for every 4 you get and increases your agility distance by 2 feet until you reach over 10 in Agility (Agi) in which case switches to 1 foot per upgrade
* ***Micro Int:*** Increases memory storage by 10
* ***Micro Str:*** Increases carry weight by 10

* ***Values Stats:***

Vit: Stat increase by +3 Health and +6 Wounds

Sta: Stat increase by +1 energy and +1 stamina

Men: Stat increase by 10

### How value stats work

Value stats are the most complex stats as they have many aspects to take care of, such as Vitality (Vit) which is the health of your character, once it reaches 0 you die and cannot play unless you get revived or start a new character. The different things you have to keep track of with your value

Your health over all your body parts, each body part has a different level of need, separated between Primary, Secondary, and Tertiary, the level of the body part affected, effects the efficiency of a status effect

Most races have these common body parts:

* Primary: Head,  Body
* Secondary: Arms, Legs
* Tertiary: Hand, Feet, Other

Though some may have different or more body parts, check your race for more info. Using a body part that is under a status effect, will raise the statuses efficiency.

***Sta:***

Your ability to do actions. Stamina (Sta) is broken down into two statistics, Stamina and Energy, upon reaching 0 Stamina you will not be able to even use actions that don’t require any Stamina other then rest, You naturally gain +1 Stamina for every turn that you don’t perform an action that

doesn’t require any stamina, for every 7 Stamina that is used or whenever you finish an encounter -1 Energy, the only way to regain Energy is via long rests, sleeping, eating, and magic. At 0 Energy, you cannot go past 1 Stamina.

***Men:***

Your mental state, For every 10% Mentality (Men) lost beneath 60% roll a Mentality (Men) check for every roll the dice decreases every 10% starting at 60% with a D20, 50% with a D12, 40% with a D10, 30% with a D8, 20% with a D6, and 10% with a D4, at 0% you lose the will to do anything and will do actions an your own until you regain Mentality (Men), If you roll a 1 on a Mentality (Men) check, the action will cancel, it will still take the stamina required.

Things that reduce Mentality include:

* Dead bodies / Excessive violence / Others suffering
* Pain / Suffering
* Mental pain
* Repeating the same action over and over
* Lack of essential materials (Such as addicted drugs / Food and Water)
* Lack of talking to others
* Lack of sleep / energy

Things that increase Mentality include:

* Pleasure
* Being praised
* Cute / Comforting objects
* Sleeping
* Socializing
* Abundance of essential materials

Note that some of these don't apply to some traits and some traits / statuses may change your mental state