Gist! 1.5
Gist! 1.5
Game System
Every action in the game is a task. Many of them can be adjudicate from the context and how the
player describes the character performing them. Sometimes a check will be needed.
Checks
To determine the success of any task which outcome is not obvious nor granted, there are two
types of check:
1. Opposition Check: performed when two characters oppose one another. Both of them roll
2d6 and add modifiers, re-rolling ties. Who rolls higher wins.
2. Target Number Check: performed, when the Referee determines a fixed difficulty, as
follows:
1. Roll 2d6.
2. Add the roll modifiers granted by stats, skills or gear.
3. Compare the modified roll to the target number: if the result is equal or greater, the
action succeeds.
Target Number Difficulty
2 Trivial
4 Easy
6 Routine
8 Average
10 Hard
12 Very hard
14 Nearly Hopeless
1
Critical Rolls
A natural roll of 2 or 12 (without applying any modifier) is always a Critical Failure or Success.
Character generation
Character generation is very streamlined: you can start the game within minutes and the
character sheets can be contained in an index card. The same procedure is used by the Referee to
generate foes and NPCs:
1. Roll 2d6 six times and assign to stats in order or as you wish. (Alternative) Distribute 46
points between stats as you wish.
2. Choose an occupation for the character. The character is able to do anything related to
their occupation as a Skilled Level skill. Tools of the trade are also taken for granted.
3. Choose three skills and distribute among them 6 score points. The maximum score for a
skill in character generation is 3.
4. Give to the character a name and their age. Choose two items as starting gear.
Stats
1. Might (MIG): physical prowess, power and strength.
2. Agility (AGI): quickness, the ability of moving quickly and easily.
3. Shape (SHA): physical resistance and ability to sustain stain and damage.
4. Mind (MIN): the measure of intelligence, common sense and spiritual power.
5. Knowledge (KNO): the measure of learning and experience.
6. Personality (PER): emotional strength, personality and standing
Stats Scores
A Stat score determines both the Roll Modifier to apply to Checks and the Level to be used as a
freeform qualitative indicator of the Stat rank.
The scale may go beyond 17. These scores are super-human domain. To determine a Roll
Modifier take the score divided by 3, truncate decimals and then subtract 2.
Stat Score Roll Modifier Level
0-2 -2 Abysmal
3-5 -1 Poor
6-8 0 Mediocre
9 - 11 +1 Good
2
Stat Score Roll Modifier Level
12 - 14 +2 Great
15 - 17 +3 Superb
Usually, a normal human being is limited to the maximum score of 15 (F). Other beings may
exceed this limit.
Temporary scores
If circumstances impact negatively a character Stat, its score may temporary drop to a lower
Level. For example, when when a character with a Good Personality loses a social contest, their
Personality drops to Mediocre Level.
Skills
Any useful skill, in a situation that requires a check, grants as roll modifier equal to its score. The
total score of all the character's skill may not exceed the sum of Mind and Knowledge scores.
Skill Score Level
-1 Unskilled
0 Skilled
1 Competent
2 Professional
3 Veteran
4 Master
If characters attempt something out of their competence, they are Unskilled and suffer a Roll
Modifier of -1.
The tone and the granularity of the skills list is determined by the Referee consistently with the
chosen setting and genre. The following is a generic list which can be modified and expanded as
seen fit:
1. Athletic (agility, stamina, strength, sports)
2. Artistic creativity, artist, musician, singer, actor)
3. Intellectual (knowledge, wisdom, medicine)
4. Magical (rituals, supernatural abilities)
5. Martial (brawling, wrestling, combat, warfare)
6. Primal (will, insight, fortitude, sixth sense)
7. Skillful ("hands stuff", tracking, burglary, sailing)
8. Social (speaking, carousing, gossip, etiquette)
3
Gear
Any useful item, for a task that requires a Check, grants a +1 roll modifier.
Armor
Armor items grant a damage reduction ranging between 1 and 3, depending on the thickness.
Combat
Combat is a task checked by Opposition, split up in rounds. Every round a character has two
actions chosen from: move, attack, defense, use of powers. It is possible to perform a double
action (of the same type) forgoing the other.
The combat procedure takes place as follows:
1. Each side determines initiative by rolling 2d6. Who rolls higher acts first. Agility and
relevant skills modifier are applied to this roll.
2. On their turn, characters take their actions.
3. The round ends. Repeat steps 2-3 until the combat ends.
Once applied every relevant modifier (if a Critical is not rolled), the higher rolls wins.
Stat and Skills Modifiers are situational and depend also on the attack type. The Referee has to
adjudicate which modifier is adequate to the situation.
Damage
A character has a total of Hit Points equal to Shape score multiplied by 2.
Every time an attacks blows on an opponent, the difference between the rolls is applied to the
losing side as damage. Armor reduce the damage by its score.
If the parrying opponent throws higher than the attackers, this does not apply as damage.
A Critical is an automatic success/failure: the opponent HP is halved (rounded down).
When the total damage is equal to the Shape score, the character is wounded and maybe unable
to use their Stat modifiers.
When the total damage is equal all HPs minus two, the character is severely wounded and unable
to combat further. If a character blows on a severely wounded opponent, the latter may be dead
or definitely out of combat. The winner chooses the opponent's final fate.
When HPs drop to 0, the character falls unconscious and makes a Shape Check against 10+. On
failure the character is dead.
4
Healing
A wounded character recovers half of their Hit Points if wounds are treated after the combat with
bandages and medicament. A severely wounded character needs immediately medical treatment
by an expert in a dedicate facility. If the treatment is not feasible, the character make a Shape
Check against 10+ every hour. On failure, the character looses an amount of HP equal to the
difference between the roll and 10. If HPs drop to 0, immediately perform the same check. On
failure the character is dead.
After an amount of days equal to damage divided by 4 of rest a wounded character recovers their
full HP. A severely wounded character need a hospitalization period in days equal to damage
divided by 2 round up.
Advancement
Every time a skill is remarkably challenged by the circumstances, the Referee may grant an
Advancement roll to the player, rolling against 8+. On success, that particular skill gains an
additional level.
Freeform Magic
Everyone with Magical skill may try to cast a spell. Spells are invoked by wording a simple frase
composed by an action verb and an object.
To cast a spell a player has to make a Magical Check against the difficulty set by the Referee.
As a baseline, here is the Difficulty level by Magical:
Magical Difficulty
Unskilled Hopeless
Skilled Very Hard
Competent Hard
Professional Routine
Master Easy
Note that difficulty is situational and it is perfectly feasible in a desperate situation that even a
Master may confront a Difficult task.
Actions
There are five main action verbs a character must state to set a spell:
• Convey: to move/communicate
• Feel: to perceive/sense
• Create: to grow/mutate/heal
5
• Control: to manipulate/command/master
• Destroy: to weak/break/damage
Object
There are six possible objects for a spell:
• Energy: this include electricity and fire among others.
• Matter: every tangible and natural element such as objects, water, air and so on.
• Time: the space-time fabric, limited to the Dream.
• Mind: everything that deals with mental domains.
• Body: the physical part of a person or creature.
• Soul: everything that deals with spiritual force.
Accidents
Magical can be a overpowering skill or not, depending on the chosen setting. To balance the
potential overpower of Magical skilled characters, the Referee may define Accidents to make the
use of magic more dangerous and risky.
Accidents may be bland or severe and should cause injury, mutations or even the loss of Magical
skill itself.