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==[[Meme|DA RULES]]== All characters in this game have the same "Stats". These stats are Sanity, Stress, and Madness. Everyone starts with 3 Sanity. All monsters and challenges only have one stat - Autism. When a conflict needs to be resolved, dice rolls happen on the GM's end - 1 roll per conflict. Before each roll, you may choose to add one Stress to your total, and up to 8 Madness. The GM will roll a number of six-sided dice (d6) equal to your Sanity, Stress and Madness combined against a number of D6 equal to the challenge's Autism rating. If you win the conflict, yay! Whatever you were trying to do is accomplished! If you lose the conflict, your Stress will increase by 1, and other effects may happen depending on what, exactly, you just failed trying to do... Stress is "sticky" - it stays around after you gain it. If you add one Stress on a roll where you previously had zero, you will have 1 Stress at the beginning of the next conflict. This will make you more powerful, but it comes at a cost - if you hit 6 Stress, you will Crash into Slumber - Your character can no longer stand all this Stressful Torture, and can do nothing of note (shitting yourself, however, is allowed). If your friends don't help you, the nightmares of CWCville will soon descend... Madness, however, is not "sticky". It disappears after every roll. You may be wondering, "Why not just add 8 Madness to every roll?" Here's why. A roll is always "Dominated" by a stat. The only one that's good for you is Sanity; all the others will hurt you. Interested parties can look at [[Don't Rest Your Head|the main game page]] for some more info, but it's important to note that the stat that dominates is highly likely (but not certain) to be the one with the most points - So if you add 8 Madness on a 4 Autism challenge, it's very very likely that Madness will dominate. Roll domination will affect the story. If Sanity dominates, you may decrease your Stress by 1, or restore a Madness response (More on that later). This is, once again, the only one that is good for you. If Stress dominates, your Stress increases by 1, bringing you ever closer to [[TPK|Crashing into Slumber]]. If Madness dominates, you act according to primal instinct - Fight or Flight. If this happens 3 times, you "Snap", and one of your Sanity dice is permanently replaced with one permanent Madness dice. If you run out of Sanity, well...pick your favorite color, a terrible name, and an awful Pokemon-inspired power, because you're one of ''[[Furry|them]]'' now. If Autism dominates, the GM gets a point in his Pot of Fail that I can use later on to affect roll dominance. This will undoubtedly be bad for the players. That's pretty much all the mechanics you'll need to know to understand what's going on here. In summary, don't hit 6 Stress, don't overuse Madness lest you become a recolor, and Sanity is your only refuge.
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