678
edits
Changes
→Nonsense That Doesn't Matter (Yet)
*Should your roll result in nothing but ones, you have "double botched"; the roll fails automatically, and the gm is encouraged to cook up something double appropriate for your exceptional failure.
*At the beginning of the game, you have only three traits: "whatever you picked as your adjective" 32, "whatever you picked as your profession" 32, and "do nearly anything" 1
*Depending on the traits you chose and what you work out with the gm, the gm may occasionally have you make rolls you don't want to succeed on. Other than succeeding the roll being a bad thing and failing it a good one, the trait roll works the same for all other purposes.
*New traits must in someway reflect the net outcome of the action (Say, Athletics 2 if you were climbing a wall, or Diabetes Resistance 2 if you were eating a cake).
*After traits (if any) are awarded, sixes then “explode.” Count them as an success and roll the die again. Keep rolling this way every time you roll a six.
===== Nonsense That Doesn't Matter (Yet) =====
Health: <br>
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
Savvy:<br>
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
<br>
Usefulness To The Universe:<br>
[SCREWED]-[O][Abysmal]-[O][Poor]-[O][Normal]-[O][Good]-[O][Best]<br>
<br>
* Badassitude[OOO]
**AcuityAptitude[OOOOOO]
**Discipline[OOOOOO]
**Evasion[OOOOOO]
**Strength[OOOOOO]
**Toughness[OOOOOO]
**VigorVitality[OOOOOO]
<br>
*Reflexes[OOO]
**Grace[OOOOOO]
**Hustle[OOOOOO]
**NOPEnope[OOOOOO]
**Wits[OOOOOO]
<br>
**Weirdness Beacon[OOOOOO]
<br>
*Ex MiscellaneaMeta[O]**SCREW ITArmchair Derrida[OOOOOO]**PLAYER'S CHOICE #1Chaotic Stupid[OOOOOO]**PLAYERHeckler'S CHOICE #2s Veto[OOOOOO]**PLAYER'S CHOICE #3Motion To Amend The Rules Arbitrarily[OOOOOO]**PLAYER'S CHOICE #4Selective Innumeracy[OOOOOO]