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==The Crunch== The game is pretty much all story telling with game play elements slapped on. Game Master-hood is passed around round robin style each set of turns so that everyone has a chance to play their character, and conflict resolution is handled by a deck of cards. ===Eidolon Stats=== Eidolon's have a Personal Balance of elements, which is determined by what traits they have. Their traits are defined by how the player roleplays their Eidolon. After each session, depending on how long the game lasted, the players all get a certain number of points to distribute amongst their stats. They get one point to themselves, and all other points are placed by their fellow players who decide based off of how the player character was roleplayed. Thus, munchkinning is all but impossible unless the entire party agrees to it. Each Trait has an associated element and power, and 4 grades of power. It advances a grade of power every 7 points put into that trait at the end of sessions (from emerging, to superficial, to deep, to overwhelming). As they grow in rank, they grow more and more powerful, until they eventually have some disadvantage tacked on at the end to counter how powerful they are (as explained above, with an overwhelmingly Bloodthirsty Eidolon being required to kill a sapient every few hours or lose their power until they kill someone again). Each time they grow in rank, they add another point of the appropriate element to the Eidolon's personal balance, which determines how many redraws from the deck the Player Character can make. Eidolons can also burn Anima, reducing their personal balance until the end of the session to automatically succeed or boost an action. When an Eidolon burns Anima, the element they burned is added to the Realm Balance until the end of the session, making actions related to that element easier to preform for everyone. ===The Balance System=== The Balance System is based around a set of 9 different cards. 7 Elements on a wheel, Anima Cards for critical successes (always in the players' favor), and Aether Cards for critical failures (always against the players' favor). The composition of the deck is effected by the Realm in which the PC's find themselves, while the number of redraws per action the PC gets is determined by their own stats. When attempting an action, the current GM assigns an element to that action. For example, a direct attack would get Fire as it's element. The elements are set up in a wheel. If the player draws fire, that's a "Success And" or a total success. He succeeds at what he's trying to do, and something else that's good happens. If he draws a card that is placed to either side of fire on the elemental wheel, then he gets a "Success But" or an outside success. He succeeds at what he's trying to do, but something else happens that mitigates it. One more space away from Fire in either direction would be a "Failure But", or an outside failure, where the character fails to do what he wants, but something good comes of it anyway. Finally, he might draw from either of the two elements placed directly opposite of Fire on the wheel, which would mean a "Failure And", or complete failure, where not only does the character fail in his attempted action, but something else bad happens on top of that. Drawing an Anima is automatically a total success, and drawing an Aether is automatically a total failure, without the option to redraw. The Realm, or world, the PC's find themselves in determines the balance of the deck. Each realm has a certain number of points distributed amongst the 7 elements. This determines the deck composition for the Realm, making certain actions harder or easier based on the prevalence of a certain element in the realm. Eidolons can alter the Realm Balance by burning Anima, as explained above, adding cards to the deck. Eidolon's Personal Balance gives them the ability to redraw from the deck a certain number of times for appropriate actions. So for our fire action here, if our Eidolon had 3 points of fire in his personal balance, he could redraw 3 times trying to get a fire card, unless he drew an aether card first.
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