[ Mirstone Mechanics ]
DISCLAIMER: Since we are building this homebrew system, it will constantly be a work in progress as we change and improve things to suit the group.
Your powers don't follow you to Earth.
And so things are much more different mechanics-wise! This mechanic will definitely not be exclusive to Earth settings, however. There may be moments where the DMs will introduce your travelers to a dimension where Cry's powers don't fully reach or your powers are nullified, leaving you to rely on yourself rather than your DTVs.
SOME THINGS TO NOTE!
Your traveler's appearance will not always be an indicator as to whether the Mirstone or Traveling Mechanics will be active.
There can be a chance that the powers of your traveler are nullified in their DTV form and your DM will have the party swap from the Traveling Mechanic to the Mirstone Mechanic in the middle of the campaign. If this happens, your DM will tell you.
To make things even for all players above-table (and also easier for the DMs), ODDs that are innately magical will also not have any access to their powers if their DTVs were to be dropped. This is to avoid running two systems at the same time. In-character reasons as to why may change depending on the campaign.
About our Mirstone Mechanics
Here's a quick summary of the topics that is covered in this system!
1.) Health
You're squishy, now! Your DTV's health pool no longer applies to you in the Mirstone Mechanics. Instead, you have 3 "hit points". Every time you take damage (physically or mentally), you lose a hit point. The amount depends on the situation, dictated by the DM. For flavor text, this is how your traveler is feeling in correspondence to their hit points!
3/3 hit points = You're doing dandy and okay!
2/3 hit points = You're a little scuffed up, but you can definitely walk it off!
1/3 hit points = You're not doing too hot! You might have a limp. You can be dramatic.
0/3 hit points = Uh. Either you're unconscious or dead. We don't know. Up to DM. :)
2.) Dice Rolls
If you didn't know already, you're squishy! So even your DTV's stats don't follow you in the Mirstone Mechanics. With that, everything you roll is at a flat d20 because you're a normie.
3.) Advantage Pool / Points
"But- But Attic Bananas! My traveler's beefed up! He/She/They can't be a normie! He/She/They worked for those gains!" And we understand that! Therefore, we give you 5 advantage dice that you can use in any situation you see fit for your traveler. Instead of a modifier, you now roll at advantage for the situation! If your traveler is in a scenario where you believe they would have an advantage, that's where you would apply it! Use it sparingly but without fear. You only have five, but don't sit on those dice like duck eggs.
Short Rests recover 2 advantage dice.
Long Rests recover 5 advantage dice.
The amount recovered does not stack on top of the dice your traveler had prior to the rest.
4.) Talent Pool / Points
These are special advantage dice. However, they can only be applied to scenarios involving your traveler's specialized stat! For example, a DEX talent pool can only be applied to skill checks that calls for a DEX roll (ie. acrobatics, sleight of hand, and stealth). You only get 2 talent dice, since normies get exhausted.
Short Rests recover 1 talent die.
Long Rests recover 2 talent dice.
The amount recovered does not stack on top of the dice your traveler had prior to the rest.
SOME THINGS TO NOTE:
If your traveler's powers are nullified in their DTV form, the talent points would be assigned to their DTV's highest stat.
Example Mirstone Mechanic Dice Tracker