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===System Outline=== You have 4 skill points and 2 stunts per level. (Think of stunts as being like feats, spells, or class features.) Stunts are associated with skills: you can't have more than [half your skill, round up] stunts for a given skill. Stunts have levels: you can't have better than 2 stunts of each level. There's no limit for stunt power vs level - a level 10 character with one point of Guns can have the best Guns stunt, but he's still a one-trick pony with regards to firearms. There are four special skills related to the magics. These cost two skill points per, and you can't take opposing magics. They each cover an eclectic mix of stuff other skills do, but their main draw is that magic stunts are better. Finally, level 0, "meddling kid" gives you 2 skill points and 1 stunt. In addition to whatever your stunts let you do, skills let you do anything that's vaguely within their portfolio. Tentatively, the dice mechanic is (2+skill)d6, keep highest 3, vs target difficulty. I'm using something like this in my other system and it's fast to calculate and the probability curves are beautiful. An example (high level) Disco stunt would be Disco Inferno, the massively powerful fire spell. A level one Disco stunt might just make a flash of light in one hand and summon a dove or pair of bitchin' sunglasses in the other. A medium level Guns stunt would be finding stationary gun turrets in improbable places. And this is the first draft skill list. Does it seem adequate? ====Mundane Skills==== *Athletics (Track and Field, Gymnastics, and general strengthiness) *Awareness (perception, social awareness, noticing the supernatural) *Crime (Burglary, Sleight of Hand, stealth in any urban setting) *Guns (every kind of gun and carrying lots of guns on you) *Investigation (and Paranormal Lore) *Kung Fu (skill in hurting people with fists, weapons, and chairs) *Pluck (endurance and resolve) *Rapport (leadership, intimidation, con games: the only stat Ferris Bueller needs) *Science! (Science, engineering, academics) *Survival (wilderness survival, outdoor stealth, and Macguyvering) ====Magical Skills==== *Disco (sleight of hand, distractions, acrobatics, noticing supernatural things) *Hippietude (communing with nature, paranormal lore, empathy, resisting mental assault) *Metal (strongness, intimidation, melee weapons, toughness) *Working For The Man (investigation, handguns, coverups, perception)
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