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Mechanically characters are rated by dice that define various abilities.
Abilities are rated with die-levels (best to worst): d4, d6, d8, d10, d12
Start with 30 points
Die size costs:
d12 - 1 (1) d10 - +2 (3) d8 - +4 (7) d6 - +8 (15) d4 - +16 (31)
Sorcery costs 2x
Save leftover points to develop the character in play (DiP).
Default abilities begin at d12 for free. If purchased at a higher level, deduct this one free point from the cost.
Other abilities per Talislanta or Dying Earth?
Characters start with 7 points of Wherewithal, representing energy and enthusiasm to get things done (see uses in Resolution below).
Each character has a major motive and a minor motive, which are involved in getting Wherewithal.
Characters roll dice from abilities that pertain.
If no Ability applies, roll d20 or SUCK IT
GM rolls for of opposition: NPC Abilities, or static obstacles (default: d12)
Advantages are represented by additional dice. GM decides which side gets what dice.
All sides roll, lowest roll wins. A tie means that nobody rolling gets what they want.
Spend a point of Wherewithal to re-roll any die rolled
Pool refreshes to full with “refreshment” scenes. These are anything that would refresh the character. The character gets 1 point back.
If the character satisfies a Minor Motive, they gain 2 Wherewithal
If the character satisfies a Major Motive, they gain Wherewithal to bring their pool up to 10.