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== From A Technical Perspective == Characteristics that the game tends to get right, and that we'd like to emphasize include: *There are hard caps on player progression, emphasizing rolling a new character while still encouraging greater character development. *It boasts a simplified stat system that doesn't eliminate fail-rolls but still provides ample rewards. *It is brutal as fuck and unapologetically "rapey", yet somehow still less "rapey" and stupid than FATAL. *It appears to be imbalanced in favor of, of all things, strong melee. And magic is rare, costly, and extremely gratifying. *Plot and role-driven character development that is meaningful to mechanics and abilities that require reaching a story goalpost instead of just *leveling up. *I has a seemingly successfully executed classless system. Batshit insane clusterfuck of a world to play in. Preserves a sense of things forbidden or arcane. Hard set mechanics that would like to be in a final draft of the project: *Attributes are graded on die size. They are Strength, Resistance, Mindpower, Agility, and Luck. Each stat starts at d4, and assuming a typical RPG polyhedral dice set will go from d4>d6>d8>d10>d12>d20. *Characters are classless. Characters that hit certain level thresholds and meet certain achievement requirements will be eligible for "Powers" related to the task they completed. *Magical spells are written down on the sheet, but the effects are controlled and arbitrated by the GM (who has the actual spell description in his book). Spells can generally only be gained at the discretion of the GM via some encounter with an arcane force. Spells generally involve some sort of involved, occultic ritual that levies some significant cost. *Characters may retire after reaching maximum level and be inducted as Wraiths into the Book of Legends. Wraiths may be used by the DM in lieu of a typical monster encounter. *Overall the genre suggests a low fantasy sword and sorcery world, very Moorcock or Howard. To codify this into a proper ruleset we'd need: *an idea of typical thresholds for different tasks. What sort of tasks are auto-success or failure, and what sort of tasks demand rolls? *can situational bonuses be awarded to a dice roll? Can a character gain +1 on a roll to hit by aiming carefully, and if so, is there a systemized way to do this or is this at GM discretion? *Successor rules should be written in such a way that we have the option to leave out the magical realm bit. (It can happen "off-camera", or instead it might be a phylactery passed on, a ceremonial transfer of essence, or any sort of other fluff). *Regardless of fluff, to what extent does the Successor inherit the predecessor's abilities?
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