Stats & Effects
The eight stats
Section titled “The eight stats”| Code | Name | Meaning |
|---|---|---|
INT | Intellect | Analytical thinking, problem solving, education |
CHA | Charisma | Social skill, persuasiveness, presence |
VIT | Vitality | Physical health, energy, resilience |
WIL | Willpower | Mental fortitude, discipline, resolve |
WEA | Wealth | Financial situation, material assets |
REP | Reputation | Social standing, how others perceive you |
HAP | Contentment | Inner wellbeing, life satisfaction |
MOR | Disposition | Moral compass, from psychopathic (low) to saintly (high) |
Stats run 1-100, and a number in an *effects: line is a percentage of the room
the stat has left, not a count of points. This is
FairMath.
A gain takes that share of the distance to 100, and a loss takes the same share of the distance to 1:
| Stat is | +20 gives | -20 gives |
|---|---|---|
| 10 | 28 | 8 |
| 50 | 60 | 40 |
| 90 | 92 | 72 |
So the same number written on the page does most to a middling stat and least to an
extreme one, in both directions. Becoming brilliant is hard, and so is being ruined:
a character already at rock bottom cannot be hammered further by a run of bad luck.
MOR moves the same way, because neither sainthood nor monstrousness should be
cheap.
An effect always moves a stat by at least one point when there is anywhere left to
go. The arithmetic alone rounds a small change to nothing near an extreme, and a
choice whose *effects: line silently did nothing is exactly what this format
exists to prevent.
Sizing a number
Section titled “Sizing a number”The curve decides how a number lands. You decide how big the event was. Those are
different questions, and the second one is where the mistakes happen. A number here is
a percentage, so it is easy to write one that looks modest and is not: -20 reads like
a small figure and means a fifth of everything you have.
| The event | Roughly | On a stat of 50 | On a stat of 90 |
|---|---|---|---|
| A bad day. A stubbed toe. A small embarrassment. | 2 | 1 | 2 |
| A flu. A snub that stings. A wasted month. | 4–6 | 2–3 | 4–5 |
| A broken arm. A public humiliation. Losing a job. | 8–12 | 4–6 | 7–11 |
| A serious illness. A scandal. A windfall. | 16–24 | 8–12 | 14–21 |
| A crash. An inheritance. A stroke. | 30+ | 15+ | 27+ |
Read the last two columns as the point of the whole system. The same written number is
a scratch to a weak stat and a wound to a strong one, because a strong stat has more to
lose. A stubbed toe is VIT-2 and costs your athlete two points; ageing into maturity
is VIT-30 and costs him twenty-seven.
Everything drifts toward the middle. At 90 a gain buys one point and a loss takes seven; at 10 it is the other way around. So a life of equal ups and downs converges on the middle from either direction, and an extreme is something a character reaches briefly rather than settles at. If you want a stat to stay high, the story has to keep paying for it.
Disposition
Section titled “Disposition”MOR is a stat like the other seven. It moves on the same curve, shows as a number in
the header beside them, and a *requires: on it reads the same way: *requires: MOR >= 61
tells the player “Requires MOR ≥ 61”, the same shape as every other stat.
The one place it differs is character creation, where it is not bought out of the same budget as the rest. The player sets it on its own slider, labelled with the shape they are choosing rather than the number:
MOR | Reads as |
|---|---|
| 1-20 | psychopathic |
| 21-40 | selfish |
| 41-60 | neutral |
| 61-80 | kind |
| 81-100 | saintly |
Those words exist only on that screen. They are worth knowing anyway, because they are the rough shapes players have in mind when they pick a starting disposition, and a gate near a boundary catches roughly the group whose name is on it.
The *effects: directive
Section titled “The *effects: directive”*effects: HAP+4, WEA-2Comma-separated stat deltas. Guidelines: a choice should move 0-3 stats by ±2 to ±10. Anything from ±16 up is a build warning - save those for genuinely drastic moments. Guidance and the warning deliberately differ, so there is room between what is advised and what is refused. An unknown stat code, or the same stat twice in one line, is a build error.
Both numbers are percentages, not points: HAP+4 on a character at 50 is worth two.
Sizing a number puts the whole range beside the kinds of thing that
actually happen to people, which is the easier way to choose one.
Effects are positional
Section titled “Effects are positional”An *effects: line fires at the point in the prose where it stands. Put it where the
consequence lands - which can be paragraphs after the choice:
> Lend Tommy your bike "Back in an hour," he says. ... A week later you spot it, rusting, in the creek. *effects: HAP-3, REP-1 You never lend him anything again.Position controls two things: when the change counts (conditions later in the
fragment already see it - see
Conditions) and when the player sees
it. Stat indicators appear in the prose only when an effect lands after a ...
pause - the delayed-sting reveal. Effects with no pause before them stay silent in
the flow and show up once, in the summary at the end of the fragment. Changes commit
to the character when the fragment ends.
Beats: ...
Section titled “Beats: ...”A line containing only ... pauses the reveal; the player presses Continue to see
what follows. Use it for timing - comedy, dread, or letting a consequence sink in:
Then, he eats you....Just kidding!