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==The Basics== ===Stats=== You have six stats, one of which will be discussed later. For now: Brawn, Agility, Wits, Smarts, and Charm. *'''Brawn''' is physical strength. *'''Agility''' is physical finesse. *'''Smarts''' is mental strength. *'''Wits''' is mental finesse. *'''Charm''' is the necessary social stuff. Stat six is what makes you tick. It's the heart of you, the fire in your belly, the shining spark in your mind. A generic term would be willpower, but you know what? Fuck that. Come up with a cool name for it, stick it on your sheet. That's your sixth stat. And if you wrangle it right with your GM, it might be more useful than you'd think. You get 14 points to distribute among your stats, with a minimum of 1 per stat. You can choose to keep some unspent points as well (they might come in handy later). ===Traits=== In addition, you have traits. Traits are anything that your stats aren't. Pretty simple. Special equipment or techniques, special abilities and mundane skills, certain aptitudes or aspects of your character's personality. If it's broad, your GM might reduce the value, if it's narrow, they might increase it. As a possible guideline, although it all depends on your GM, a common trait, more or less as useful as a stat (for instance, '''Marksmanship (Rifles)''') would give you a bonus of 1 for 1 trait point spent. If it is significantly narrower and less useful than a stat (for instance, '''Marksmanship (ZZ-722 Lazer Rifle)'''), 1 point for a bonus of 2. If it's significantly broader and more useful than a stat (for instance, '''Marksmanship'''), 2 points for a bonus of 1. If it expands or increases your capabilities in a way which is beyond the norm, it can cost additional points (1-3, GM arbitrates). You may also take traits that do not grant bonuses, but simply provide additional capabilities; as mentioned earlier, it could be some special equipment your character owns and that you wouldn't normally start with. You get ten points to distribute among your traits. If you like, you can choose to save some of these points (they too could come in handy later). ===Challenges=== The system is simple. Rolls are 1d6 + stat + trait vs DC. Nothing special. ===Combat=== Combat was purposefully left vague, first because the system is designed to be kept simple and the GM can choose how they wish to handle this. Another reason is that you can easily discard the previous sections and implant Break into an existing system. If you want to play a pure Break game, a basic example of dealing with combat would be to set HP equalling twice Brawn, which, if reaching a value equal to negative Brawn, implies serious injury or death. An opposed Agility roll could be used for attacks and defence, and a Brawn roll for damage, with Breaks allowing various advanced combat options, sudden recoveries, ''et cetera''.
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