It's the new year, and that means it's time to get back into the swing of things. I took time to put my head down and do some big work on Otherlore over the holidays that you'll be seeing in this spot soon enough. Thank you all again for your continuing support. 2018 is going to be a good year for BASIC and Otherlore!
The Contents So Far:
Check your pulse. Take note of how you're breathing and how rested you feel. Consider for a few seconds how quickly you believe you could cover 100 meters.
There, you've just taken a glance at some of your statistics.
Statistics in BASIC can be described as a whole entity as an attempt to codify, in numbers, "how ya feelin?" Your stats are your ability to soak up or ignore physical punishment, cover distance at a running pace, blend into your surroundings, carry equipment and apparel on your person and more. If you've played any sort of RPG before, analogue or digital, these will seem familiar, and all you'll need to do is pick up on how BASIC handles how they work. If you're not, well, they aren't too hard to get to begin with. Onward!
A Quick Note on the Malleable Nature of Statistics: Stats are fiddly and prone to change from moment to moment, sometimes in ways very similar to real life- generally people wouldn't claim they feel more healthy after they fall off a roof, even if real people don't have Hit Points. Its for this reason that keeping a scratch pad to track moment to moment changes might be a good idea, if only so you don't condemn a character sheet to a slow death by eraser.
Hit Points. How much damage a character can take before they drop and potentially die.
A generalized measure of how much endurance, threshold for pain and physical sturdiness a character has. When you take damage, it hits the first available layer of your Health, subtracting from its total value. It's a pretty important stat, all in all, because when you run out of it, you become incapacitated, and eventually die. This is a big problem, because the Known World is not a place where people can be brought back when they die- some have ways of coming back on their own, from a death not suitable enough to kill them, but a true death? That's inescapable. And highly inconvenient.
In other words, watch out for your Health.
Your Health is your most involved stat, as it's divided up into a number of factors, each with their own role to play in how you take and absorb damages from different sources.
Defense and Vitality
A character's health is made up of two layers, Defense and Vitality. The first layer, Defense, protects the second layer, Vitality. You can have as much Defense as you have Vitality at a given moment, and you can have as much Vitality as you have Health- your Health is the hard maximum.
Note that a player character will only be considered dead if their Vitality drops to a value equal to their Health, expressed as a negative- A character with 10 Health is dead forever when they hit -10 Vitality.
Resistances
Representing either uncommon hardiness or the protections of armour and other relics, a character's Resistances reduce the amount of damage a layer of Health takes. There are two forms of Resistances, Damage Resistance and Property Resistance, and they can be applied either to the Defense or the Vitality layer, depending on what's providing it- lighter armour and lesser forms of supernatural protection generally only protects the Defense, while heavier, harder suits of armour and more focused charms and spells can also protect the Vitality.
How Do You Work Out Your Health?
Each People within the Known World has their own set value of Health, which is further increased by each level of Body they have above 1. Additional Health can be gained from certain abilities within the Songs, the heroic destinies a character pursues instead of a set class. Finally, a character's armour and other worn gear can not only add Resistances to one or either layer of Health, they can also add bonus Defense as well, allowing the wearer to go a few points over their Vitality capacity, representing the way armour tends to thicken a hide, rather than just toughening it.
A character's state of mind, from which can come both bonuses and penalties.
The mood of a character, how clear-headed they are, how burdened by the heavier feelings in life that make things harder for everyone. Morale determines whether or not a character is on their game, on a scale of 1 to 10. Morale fluctuates both according to events in the story, as denoted by the Narrator, and by certain abilities we'll be laying out here eventually. For now, all that's important to know is that Morale can only go up or down by 1 by one single event. That doesn't mean Morale can't make big slides one way or another, it just means that events have to compound on one another for that to happen: the satisfaction of a job well done could cause +1 Morale, but seeing the gratitude and happiness in others from you doing that job could be worth another +1. On the other hand, losing your ship to a reef you couldn't see would definitely be a -1 Morale hit. Then realizing that both the chest of coins you just got paid with AND the wine casks you pilfered from the job itself sank with it would be both their own, individual -1 Morale hits, for a total of -3. You know, provided you do drink and appreciate good wine.
Morale is broken into several levels across that 10 point scale, with each coming with their own specific bonuses and penalties. They are:
How Do Your Work Out Your Morale?
Simple, everyone's got the capacity to be between a 1 and a 10, and that will change naturally over the course of a game. When you begin a new character, you'll typically start them at any point of Normal Morale, though if you can make your case to the Narrator, you could start things off higher or lower if you wanted to.
A character's x-factor, their ability to rise to an occasion and achieve greater than their normal. Spent to empower or trigger a number of actions and abilities.
The spark that lives in all of us, that can strike at a crucial moment through our own actions, allowing us to take control and take over a situation. Focus is the fuel for heroics, allowing a character to do more than they normally would. Focus is spent 1 point at a time to empower actions to be greater, more effective and more spectacular. A player could use a point of Focus to make their case that a successful check was something much more than "they did the thing". They could also use a point of Focus to ask for a reroll on a check that went worse than they were hoping. Lastly, certain abilities we'll get into later in both Otherlore and the BASIC system as a whole use a point of Focus to activate.
How Do You Work Out Your Focus?
Each living being has 1 point of Focus. Each living being with a Song, a heroic destiny, gains +1 Focus from that, for a baseline of 2 Focus for each player character in Otherlore. In addition, each Song has additional points of Focus that are gained at specific levels- we'll be getting into the Songs and all the things they do later.
How quickly a character can move, both in terms of overall distance on the tabletop, as well as in relation to others.
Both an exact and a rough measure of foot speed, Mobility is how far and how fast a character can move. When on the tabletop, under the more rules-heavy conditions of the Tactical Space, a character's Mobility is the number of inches they can move with a single Run action on the tabletop. When working under the more rules-relaxed conditions of the Roleplaying Space, a character's Mobility is instead how they measure up against other beings in terms of their Mobility. In other terms, if something more story-based requires a match of speed, compare Mobility values to see who's the one playing catch up.
How Do You Work Out Your Mobility?
Each of the Peoples in the Known World has their own baseline Mobility values, which are further enhanced by each level of Agility they have above 1.
How hard a character is to spot, and how hard they are to hit because of that.
Your ability to blend into a crowd, your surroundings or the blurring of movement in combat, in order to avoid the eyes and arms of those that would do you harm. The higher your Evade, the harder you are to spot or target. When shot at over range, or when swung at in a melee and you don't (or can't) actively Parry it, your Evade serves as the penalty modifier to that check. Similarly, Evade determines how easily you're noticed in given setting- if your Evade exceeds either the passive Awareness value of someone else in a scene, or the Margin of Success for any attempts to look for you, you won't be found. Obviously, this has its limitations, and is more meant for bigger, open scenes- Evade can't help you blend into a scene where it's only you, a room and the few other people with you in that room, just for starters.
How Do You Work Out Your Evade?
Each of the Peoples in the Known World has their own baseline Evade values. Agility can enhance this, though not at different rates. In addition, lighter forms of armour can also enhance a character's Evade.
How perceptive a character is of their surroundings on a passive level- how much they can work out without actively going looking.
Representing your ability to discern detail out of every bit of sensory stimuli you're being confronted with, Awareness is your passive perception, your ability to see without looking, hear without listening, feel without touching. It does two big things for you, and other characters in the story. First, any person or object with an Evade value lower than your Awareness, you will pick up on. You know, provided the Narrator deems it important to your goals, be it a glimpse of a particular person you might be looking for, a whiff of the poison gas slowly seeping into the room, or an intangible but definite feeling of wrong when there is, in fact, fangs and claws waiting for you and your party in the nearby bushes. The other is that when you make your check to Enter the Tactical Space, either by joining combat or entering a tense, potentially dangerous and/or time sensitive situation, you add your Awareness to a 3d6, drop highest roll to see which where your Turn comes in the Round Sequence. The higher your Awareness, the more ready you are to act in relation to everyone else in the Tactical Space.
How Do You Work Out Your Awareness?
Each of the Peoples in the Known World has their own baseline Awareness values, which are further increased by their Senses level at varying rates.
How much stuff a character can wear on their person and carry in their pack.
A rough abstraction of mass, size and the burden that comes from awkward amounts of both, Load is a point value for how many and what sort of items a you can hold on your body, however you happen to be carrying it. The more Load you have, the more, heavier and bigger stuff you can carry on your person. Load is measured in abstracted points, rather than any sort of unit of measuring weight. This is for two very similar reasons: 1. Keeping track of exact inventory weight on a character sheet sucks. 2. Actually looking up how much objects and quantities weigh sucks even more.
Load has a simple division of its points:
When you go over your Load maximum, you gain 1 level of Restriction, representing that you’re being weighed down. For each quarter of your maximum Load you go over limit, you gain 1 Restriction, up to a max of 4. Each level of Restriction gives -1 to all Checks and -1 Mobility. You can go past Restriction 4, but you’ll more or less be counted as Downed, due to being crushed under the armoire full of armour you must be trying to carry around with you.
How Do You Work Out Your Load?
For each People in the Known World, there's a baseline Load value that makes up the brunt of the stuff they can carry. In addition, each level of Body a character has above 1 will give them additional points, the amount of which again varies by the People the character belongs to.
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Next Issue: We go into some extra fancy Stats that not everyone's going to have at all times (or at all), and then.
Then.
We start getting into the Peoples of the Known World. This is a real big step, because it's the first part where the rules and the setting are really going to start to marry together, and I'm super exited to show you all what comes next! See you then!