Paranormal Order RPG (system)

This page lists the information and operation of Paranormal Order RPG, a new RPG system created for the Paranormal Order universe, being presented in Paranormal Order: Calamity.

The system was created in a partnership made by Cellbit, the creators of **Tormenta 20**, Felipe Della Corte and Guilherme Svaldi, and the creators of **Skyfall RPG**, Pedro Coimbra and Silvia Sala.

*Here are given basic knowledge of the system presented within the own rpg for the purpose of situating viewers on key elements used in the story. For the complete system, buy the Official Playbook.*

## EXPosition Level

The **Exposition Level** or **EXP**, is the main foundation of this system, functioning as the experience of the game, increasing by being exposed to the occult. Systematically, you get more EXP by solving puzzles, defeating monsters, etc. Generally, the player starts with 5% Exposition Level that increases as the character is exposed to the paranormal and can go up to 99% EXP. With each advance, the player receives new abilities, divided into powers of Classes and Trails, besides 50% the character can connect to an entity, thus gaining affinity to one of the Other Side Elements, which systematically means that it can use Rituals from that Element without the need for ingredients, cast them with fewer actions and the possibility of having affinity with a paranormal power of that Element, which can be improved. And also, if the character was previously chosen by an entity, allows the connection with its Mark.

## Sanity

Sanity is an element present in all characters and NPCs, which is affected by exposition to grotesque scenarios, traumatizing situations and paranormal entities, acting as a gauge for how much the traumas witnessed by a character affected it, leading, in extreme cases, to insanity. In this state, the character has 0 sanity, which makes it lose its player and start to be interpreted by the Master.

## Sheet

### Attributes

There are 5 Attributes in Paranormal Order, being them: **Agility**, **Strength**, **Intellect**, **Presence** and **Vigor**. As a character’s EXP increases, it gains extra points to distribute among the Attributes.

### Rolls

This system has D20 as the main die, with D4, D6, D8, D10 and D12 as secondary dice used during combat. When performing a test requested by the Master, the player rolls xd20, being 20 a critical hit and 1, a critical failure - a Disaster - (being x its Attribute modifier), choosing the best result and adding the Skill bonus to the total. The initial distribution is the value of 1 on all 5 attributes.

* **Example:** Assuming that a character rolls a Melee with Strength test and has +5 skill bonus and Strength 3, 3d20 will be rolled and the higher value (example: 18) will be added to the bonus (totalizing 23 as final result).

Note: If the character has 0 Attribute, he will have to roll 2 dice and get the worst value. Negative values are allowed, increasing the number of dice that will have to be rolled (3 dice to -1 and so on).

## Combat

The combat of this system is divided into turns and rounds, where 3 activities can be performed: Main Action, Movement and Reaction, and each can be used once per round for each player or opponent. During Combat, players and creatures can replace their Main Action with an extra Movement Action.

* **Main Action**: complex activity, such as an attack or ritual casting
* **Movement Action**: allows interaction with the environment
* **Free Actions**: activities of less effort, easily executable, such as talk

When attacking using its Main Action, the player rolls xd20 (being x its Attribute modifier) and adds the Skill bonus against its target’s Defense, which can 1 time per round **Dodge**, adding to Defense the Reflexes bonus; or **Block**, reducing damage taken by an amount equal to the Fight bonus. The **Reactions** happen outside the turn of the player, as a consequence of the actions of your companions, enemies or environment around it, allowing it to act out of its turn.

* **Example:** Rubens Naluti uses his Phantom Leap Ritual and takes Antônio Pontevedra with him to the bathroom, as a Reaction to The Needy's attacks, keeping them out of the creature’s reach and guaranteeing them safety during that turn.

## Effort Points

**Effort Points** or **EP** serve as the stamina or mana of other systems, being consumable points that can be used to use abilities, reinforce and modify Rituals during or out of Combat. The EPs are calculated based on the Class of the character, being the **Occultists** that has more, the **Specialists** with a medium value, and the **Combatants** with less points. The amount of EP can be changed by the attribute of **Presence**. They can be recovered over time or more intensely when the character rests, where it recovers 1 per EXP.

## Skills

Skills are the mundane skills of important characters to face physical, mental and social challenges. Each skill is rolled with a base attribute that determines how much dice will be used.

* **Example:** A character using the Investigation skill must roll the amount of dice determined by his attribute of Intellect (ex: Intellect 2 = 2d20 in the Investigation rolls).

Characters usually have defined training in Untrained (0), Trained (+5), Veteran (+10), and Expert (+15), which provides bonuses in their rolls of that skill.

* **Example:** A character trained in Marksmanship with Agility 3 will roll 3d20, take the highest result of these dice and add with the +5 bonus for training (ex: highest value = 18; 18+5 = 23 test result).

## Paranormal Powers

When a character transcends, it can choose a Paranormal Power. To get one, the character must spend maximum Sanity points, with varying costs depending on power. Some paranormal powers can be improved after they have already been acquired, so the character must have affinity with the Power element and must acquire it again.

## References

1. ↑ Calamity - Episode 0 (*watch on YouTube* at 4h04m22s)