When initially creating your character, make sure each skill in which you have points is something that it makes sense for your character to be good at. You can get away with a couple of “hobbies” as freebies, but not every point can go there. Discuss your character’s backstory with your GM before finalizing it and your initial skills.
Each character starts with certain balances between their Aspects: Body, Brain, and Belief. Distribute 11 points between stats of your primary aspect, 7 points between stats of your secondary aspect, and 5 points between stats of your tertiary attribute. All stats begin at 1(before distributing points)
The Body aspect governs and represents the muscular force and motor coordination of a character.
Strength is used for Body tests requiring brute strength.
Finesse is utilized for tests requiring manual dexterity.
The Brain aspect governs and represents the mind, recollection, and thinking.
Memory is used for Brain tests requiring recall of specific details, an exercise of willpower, or long durations of academic study.
Acuity represents the speed at which a character solves a problem, and whether or not a problem can be solved at all in time.
The Belief aspect represents disillusionment from consensus reality, and comprehension of the more accurate lie beneath.
Sanity measures how mentally stable, calm, and able to cope with the horrors they witness a character is.
Attunement measures the level of understanding and intimate experience a character has with the voluted world, and is used to fuel spells.
When rolling a test using any stat, from any aspect, roll a d10 (ten sided die). If the result is less than the stat, it is a success. If it’s greater, it has failed. If it is equal, it’s a complicated success - you achieve the goal, but something goes awry. A 1 is always a full success, even it it’s equal to the stat, and a 10 is always a failure.
Health Points are equal to twice a character’s strength score plus their finesse score.
Magic Points are equal to a character's memory score plus their acuity score plus twice their attunement score.
Sanity Points are equal to ten times a character's sanity score minus their attunement score, with a minimum of 1.
There are twenty skills, but you may need to add more to suit your story. In any case, players start with each skill at a base level (indicated next to the skill) and have 280 points to allocate between them as they choose. The total number of points allocated to a skill indicates its percentile chance of success. Roll a d100(100 sided die) and compare it to the relevant skill.
Result 96-100: Failure
Result Less than or equal to skill: Success
Result Less than or equal to 1/2 skill: Strong Success
Result Less than or equal to 1/4 skill: Extraordinary Success
Result 01: Critical success
List of Skills
Academics 40%(Reading, Study, Research) [Brain]
Art/Craft 1%(Painting, construction, etc) [Brain/Body]
Athletics 35%(Dodging, running, climbing) [Body]
Biology 5%(How bodies and organic chemicals work. Making and curing diseases both fall under this.) [Brain]
Chemistry 25%(How inorganic chemicals work. You could make bombs! Or acid!) [Brain]
Disguise 5% [Brain]
Firearms (Handguns) 20% [Body]
Firearms (Longarm) 20% [Body]
Firearms (Special, choose) 10% [Body]
Larceny 10%(Picking locks, pockets, etc) [Body]
Linguistics 15%(Translation, decryption, and similar)[Brain]
Medicine 10%(Basic to advanced medical care. Knowing what to apply and how.) [Brain]
Melee 20%(*) [Body]
Occult 5%(Knowledge of the occult. Used in conducting rituals properly.) [Brain]
Persuasion 50%(Convincing someone of something.) [Brain]
Physics 5%(Knowledge of how things move. Rocket science.) [Brain]
Repair 10%(How to fix mechanical or electrical things.) [Brain]
Stealth 10%(Not being perceived.) [Body]
Perception 20%(Hearing, Seeing, etc) [Body]
Psychology 15%(sense motive, detect disorder, treat stress, etc) [Brain]
Each skill has a Body or Brain tag. This is used for an optional rule with 3 variants.
1: If a character has the matching aspect as their primary aspect, they receive a bonus die on tests with that skill. Conversely, if that aspect is their tertiary aspect, they receive a penalty die.
2: If a character has the matching aspect as their primary aspect, they receive a bonus die. If that aspect is their tertiary aspect and the skill is untrained (has never improved), they receive a penalty die.
3: If a character has the matching aspect as their primary aspect, they receive a bonus die.
An extra die, bonus or penalty, is an additional d10 rolled in the 10s position of your d100. When rolling with one or more bonus dice, you take the lowest. When rolling with one or more penalty dice, you take the highest. Bonus and penalty dice cancel each other out on a one for one basis. If you have one of each, you simply roll a normal roll. If you have two bonus dice and one penalty die, you roll with one bonus die.