[A Test - when there are sufficient (2 or more) stakes for a discrete action, assign a relevant die to each stake and roll under the relevant Score to succeed. The dice may succeed or fail independently of one another.
Stakes - Uncertainty, Consequence and Time or; can it be done, what might happen in addition and will it take a lot of time
Spite - a resource generated when you take damage, fail a test with Long Odds or draw a negative Quality from your deck of qualities. It is also generated when you are insulted, belittled or mocked. You may roll it in place of other dice and take the higher of the lot. It is stored in the Liver, up to 5
Love - the same as above but it comes from where you think it does. it is stored in the Heart, just 1 at a time]
Life is Pain Princess
1. They are represented by physical dice you physically put in your character sheet (I recommend good, corrugated cardboard)2. They are rolled each morning so your HP total varies from day to day/skill check to skill check3. You use them to roll for the various skills, procedures and resources in the game
1. I hate erasing and rewriting HP fuck that noise and also physical memory2. It's more like real life, you just wake up feeling rough some days or better after certain tasks3. As you lose HP, you get worse/more desperate because your skills depend on them
The Life Line can be further divided up between Flesh (FLSH), Mind (MND) and Soul (SOL). It basically makes three dice pools kinda like Numenera or something. You can probably upgrade them as time goes on. I like the MechaHack thing where you have to roll dice higher than your Score at the end of each mission to increase it.
When you lose all your dice in these pools/thresholds you gain a Scar, Memory or Trauma, respectively. Generally bad.
It goes to your Liver where it becomes Spite, extra dice you can spend to gain advantage on tests. It can hold 5 Spite though you may store extra in the Conditions. Holding onto it hurts you.
Love can be used the same way as Spite without the nasty side effects but it's so much rarer in the world of your character's lives. It is precious and something unfamiliar to them and it's why they cut out more and larger monster hearts, thinking it will fix them, thinking harder work will make people love them more. Does it hurt yet?
Fighting, Violence and Pain
There are many paths to survival. Violence is one, one that begets itself all the way back to the first child struck by an errant hand. It has not forgotten the sting, for some the first Spite they could ever recall. Bruises are threats. Scars are promises kept.Violence is not always a Test (rolling under an ability score where multiple stakes are concerned). Just hurting someone almost always succeeds because it’s a bastard’s lot (along with begging, stealing and
Hit Locator*
- Leg, left
- Leg, right
- Arm, left
- Arm, right
- Torso
- Head
[*I recommend doing the Macarena to remember]
Other forms of Violence may require Tests.
When you fight you have Fighting Dice, which are just your current FLSH Dice. As you get beat up, you will get less good at fighting.
When you wish to do Violence, first determine how badly you want to hurt something or what you want to subject another creature too. You have four options*:
Pain: a punch, a flesh wound, a bruise, a ring to the dome. Roll all your Fighting Dice and choose whichever you like. You deal that much damage to your foe. If the damage chosen matches the Hit Locator die, it’s a critical hit; roll the damage again. Use this option to whittle down powerful foes for a maiming or killing blow.If it’s a critical hit to the head (6) the die explodes; if you roll a 6, keep rolling damage until you do not roll a 6.A helmet prevents this once or twice or so before breaking.[This gives you an occasional choice; do I choose a die with less damage because it matches the Hit Location and I could crit for more or higher guaranteed damage. Maybe not interesting but a choice nonetheless]
Maneuver: Test to trip, disarm or otherwise impede your foe temporarily. Roll Fighting Dice under your MND score you tactician you
[Or FLSH if you just want to brute force it I suppose you hunk you]
Maim: Test to permanently impair your foe by hamstringing them, gouging out their eyes out or breaking delicate wings. Roll over their current Life Dice. The Consequence is a crippling wound.
Kill: Attempt to kill a foe in one fell swoop, head lopped off, knife in the back, sword to the Heart. Roll over their current Life Dice and under your FLSH or MND . The Consequence is a savage wound**
[*Stolen from Gundobad's excellent series here]
[**Or hell maybe just Defeat or even death. One fell swoop indeed]
Violence can be done to you as well. Foes have the same options, and you defend yourself the same way you attack: roll your Fighting Dice and choose how much damage you take. Then roll the Hit Locator Die to see if you’re crit or not. Its only fair.
Counters and Parries
If you ever only deal 1 damage or damage is reduced to 1 by armor, you are Countered!* and your foe may immediately interrupt you to attack you back. Your weapon gains a scratch as well. Roll the weapons quality; if it's under the number of scratches it breaks…
Of course, you can Counter! their Counter! if its reduced to 1 as well.
[*As a rule, when a Counter! occurs, all at the table must scream "Counter!" for purposes of morale.]
You can usually parry, if armed and whatnot, taking no damage but either your situation gets worse 1 step (your foe gets the higher ground, the ground cracks more, the ceiling finally collapses) or you are set back 1 degree (you are knocked to one knee > knocked prone etc.) whatever degree means to you. Should probably never have more than three degrees for any given fictional thing. Fictional positioning stuff we love and adore. Each set back makes tests harder. Each discrete degree or step gives enemies +1 damage, a dangerous thing where weapon damage and HP are measured with the same die.
As always shields will be shattered.
Wounds
Wounds are longer lasting injuries. While Life Dice return each day after eating something hot (FLSH, ten minutes), recalling boasts (MND, an evening of stories) and feeling alive as your heart beats in your chest (SOL, sleep and then see the sunrise or a loved one), wounds may take much longer to heal.You acquire a wound as either a consequence of combat (maiming and killing strikes) or when damage exceeds twice your rightmost Life Dice. If it exceeds the die by twice its value but less than thrice*, you gain a crippling wound on the part indicated by the Hit Locator Die.
- A crippled leg can hold your weight but not run
- A crippled arm can hold an object but not wield one nor parry
- A crippled torso lets you act or run in quick succession but not both
- A crippled head is stunned; you act last when speed is required including initiative
- A savaged arm cannot hold anything; ruined
- A savaged leg cannot hold your weight
- A savaged torso cannot benefit from armor
- A savaged head is stunned and loses an eye or an ear.
[*Damage less than the Life Die are ignored. Damage equal to or more but not twice or more removes the Die but does not wound. Shit that's complicated. Will charts fix everything? Surely not.]
Conclusion
The goal is for the entire character sheet to fit on a single 4x6 corrugated cardboard card. It'll basically be a dice holder and your items will be note cards so when your sword breaks I can tear into pieces and give them back to you when you get it reforged.


