THIS GROUP IS CLOSED FOR THE FORSEEABLE FUTURE
This skill system is based on BREAK RPG.
The unofficial adaption below is intended for noncommercial TNL group use only, and has been modified to fit the TNL setting.
Make sure you respect the BREAK license, and if you like this system, support the devs by buying BREAK, too!
Aptitudes are used to resolve contests between characters, or gauge how well they perform when attempting difficult tasks or in risky situations like combat. Characters get a set number of points that they can allocate or earn for each aptitude, making them better at that skill and more likely to succeed.
USING APTITUDE IS OPTIONAL,
but recommended if you like adding a bit of surprise to your encounters!
The major aptitudes are:
Strength and brute force. High scores represent athleticism and physical abled-ness. Low scores imply you are scrawny or have poor muscle-tone. It might be rolled to test whether you can drag down large prey, escape from quicksand, overpower an enemy.
Precision and grace. A high score implies being very nimble or fast. A low score implies clumsiness and slow reaction speed. It might be rolled to test your ability to balance on slippery ground, climb a tree, outrun an enemy, sneak up on wary prey, or dodge a sudden buffalo charge.
Determination and resilience. High scores represent strong willpower, courage, or endurance. Low scores imply fragility, distractability, or cowardice. It can be rolled to check how long you can hold your breath, your ability to ignore pain, stand your ground, stay calm, recover from poison, or resist a persuasion attempt.
Observation, comprehension, and wit. High scores imply being perceptive, wise, or well-traveled. Low scores imply being oblivious, inexperienced, or unintelligent. It might be used to scout an area for prey, recall information about a culture not your own, catch someone in a lie, or remember complicated instructions and recipes.
Your physical presence, passion, and persuasiveness. High scores imply you command attention or influence easily. Low scores imply you are forgettable or unimpressive. It might be used to get the attention of a crowd, build rapport with superiors, intimidate subordinates, or convince someone to open up to you about their troubles.
Your health pool. When you encounter situations where you are at high risk of damage, like a fight, hearts determine how long you can keep going before you start taking severe injuries that will impair your other aptitudes. Hearts usually reset between each major encounter, but if you run out of hearts, you take serious injuries and can only recover through dedicated depictions of rest and healing.
Aptitudes are not the end-all be-all of a character's abilities. They can provide a quick gauge for where a character's skills lie, and can add a bit of fun rng inspiration to the outcomes of events. But it would not make sense for a wolf of any Agility rating to survive falling from a 50ft cliff onto sharp rocks unscathed, or for an Arynian Master Vicar to fail an Insight roll and somehow not have ever heard of the One. A character with max Aura cannot simply mind-control others. A wolf might need to roll Agility when attempting to climb a tree, but a squirrel would take to climbing naturally. When used, failures and successes should take into account the context and characters involved, and play out in a believable manner.
Aptitudes are built in two ways - natural skill and experience.
A certain number of natural skill points are available based on the age of the character and are allocated by you, the character owner. A few more points in each aptitude can be earned through activity with your character.
At each age milestone, you have a different amount of free points available to spend on whichever aptitudes you want. The maximum that you can allocate into each aptitude also varies with age.
Points do not stack. Pups have 8 starting points total and Juveniles have 22 starting points total.
You can reorganize your stats when you age up and whenever you feel it's appropriate for the character. But if you are roleplaying or collaborating with other people, you shouldn't, for example, rearrange points to max your Strength right before before a fight, and then change them to max out Aura before a big speech, and then to Agility before a race, etc. to try to be the best at everything all the time. Be fair to others!
You can hold points in reserve if you want to keep your character on the weaker end of the spectrum or haven't decided what their skills should be, yet!
Pup (0-6 months)
You're just a little guy.
You have 8 FREE points to spend.
Might (Min 1 -- Max 2)
Agility (Min 1 -- Max 2)
Grit (Min 1 -- Max 2)
Insight (Min 1 -- Max 2)
Aura (Min 1 -- Max 2)
Heart (Min 0 -- Max 1)
Juvenile (6-12 months)
You've entered awkward teen years.
You have 22 FREE points to spend.
Might (Min 1 -- Max 5)
Agility (Min 1 -- Max 5)
Grit (Min 1 -- Max 5)
Insight (Min 1 -- Max 5)
Aura (Min 1 -- Max 5)
Heart (Min 1 -- Max 2)
Young Adult (1-3 years)
You're starting to find your feet.
You have 35 FREE points to spend.
Might (Min 1 -- Max 10)
Agility (Min 1 -- Max 10)
Grit (Min 1 -- Max 10)
Insight (Min 1 -- Max 10)
Aura (Min 1 -- Max 10)
Heart (Min 1 -- Max 3)
Adult (3-8 years)
You're in the prime of your life.
You have 42 FREE points to spend.
Might (Min 1 -- Max 10)
Agility (Min 1 -- Max 10)
Grit (Min 1 -- Max 10)
Insight (Min 1 -- Max 10)
Aura (Min 1 -- Max 10)
Heart (Min 1 -- Max 4)
Elder (8-11 years)
You're feeling your age.
You have 37 FREE points to spend.
Might (Min 1 -- Max 8)
Agility (Min 1 -- Max 8)
Grit (Min 1 -- Max 8)
Insight (Min 1 -- Max 10)
Aura (Min 1 -- Max 10)
Heart (Min 1 -- Max 3)
Ancient (11+ years)
How are you still alive.
You have 22 FREE points to spend.
Might (Min 1 -- Max 5)
Agility (Min 1 -- Max 5)
Grit (Min 1 -- Max 5)
Insight (Min 1 -- Max 5)
Aura (Min 1 -- Max 5)
Heart (Min 0 -- Max 1)
At any age, you can depict your character, through any artistic medium, doing something related to an aptitude to gain another point in that aptitude.
You can level up Might, for example, by showing your character doing things like sparring, lifting heavy things, fighting, etc.
You can gain 6 extra points at most for each aptitude except Heart, which cannot be improved beyond natural skill.
This means the absolute maximum Might for an Adult is 16, and for a Pup is 8.
High levels of Renown provide the following additional bonus to Aura (giving it a higher max potential score than other skills):
Well Known + 1
Established +2
Celebrated/Notorious +3
Generally, you decide for yourself or with your RP partner(s) when you feel a challenge is significant enough for your character to need a check, and which aptitude they will roll for.
If you have a specific plot outcome in mind already, and know that you want your character to, for example, lose a fight, you don't have to roll, you can just do it! If you think they are experienced enough hunting to not struggle taking down deer, you can just let them succeed at hunting deer.
Rolls are mostly for when you don't have a specific outcome planned, and want the excitement of an rng result to inspire your next step. They're also useful when you have a really strong guy who's trying to fight someone else's really strong guy and you can't decide between yourselves which of your characters should beat the other to a pulp.
When you've decided your character is faced with a meaningful challenge they could potentially fail at and want to roll for it, pick which aptitude is most appropriate to apply to what your character is trying to do. For example:
If they're practicing medicine, it might be Insight.
If they're scared and resisting the urge to run away, it might be Grit.
In a fight, if they're trying to overpower their enemy - Might may be appropriate, but if they're trying to dodge an attack or nip at a foes heels then Agility may be more relevant.
Roll RNG for a number between 1-20. Their aptitude score will influence the outcome as follows:
Checks occur when a character attempts to do something difficult physically or mentally on their own.
Characters succeed by rolling at or below their skill level.
By rolling at their skill level exactly, they achieve special success and will typically perform above and beyond their expected outcome, when possible.
Sometimes a character might have an advantage or an impairment that affects them in a specific moment. In this case, they roll twice.
If they have advantage, such as attempting a war dance they have practiced diligently for many weeks, they use the lowest of the two numbers, or a special success if one is rolled (increasing their odds of success.)
If they have impairment, such as attempting to stay awake when they haven't slept for three days, they take the highest of the two numbers (reducing their odds of success.)
If the activity is not time-sensitive, characters can keep making attempts even if they fail their rolls, but if they're attempting to do something dangerous, they may lose Hearts and/or risk injury with each failure.
Kenai has a Insight of 10, and attempts to scout an unfamiliar forest for elk.
Scenario 1: Success:
Kenai rolls a 1. Because it's below his total skill level (10), he succeeds the roll. If there are elk in the forest, he either finds them or sign of their presence. If there are no elk, he can accurately discern that, too.
Scenario 2: Failure:
Kenai rolls an 11. Because it's above his total skill level (10), he does not find any elk or any definitive signs of them, and can't be sure if they're present or not. Perhaps something distracted him, or it was just an off day...
Scenario 3: Special Success:
Kenai rolls a 10 in his elk search, and because it's exactly his skill level (10), he succeeds in a major way. If there are indeed elk in the forest, then he might find them quickly, very close by.
Scenario 4: Advantage
Kenai is an Aniwaya fowler, and has a close bond with his raven companion. It offers him a bird's eye view of the forest. He gains an advantage, and rolls twice. His first roll is a 14 (failure), but his second is a 2. He uses the 2 and succeeds the check.
Contests occur when two characters pit their skills against each other, such as attempts to persuade, attack, or restrain.
Characters roll against their own skill points when determining who wins a contest.
Experience points serve as tie-breakers.
Sometimes a character might have an advantage or an impairment that affects them in a specific moment. In this case, they roll twice.
If they have advantage, such as fighting from the high ground, they use the lowest of the two numbers, (or a special success if one is rolled.)
If they have impairment, such as fighting while severely injured, they take the highest of the two numbers.
Two wolves are in a race. Both are using Agility as their stat. Bramble has an Agility score of 8 (4 natural, +4 from experience), Angel has an Agility of 10 (7 natural, +3 from experience).
Scenario 1: Only one succeeds
Bramble rolls and gets a 9. Because it's above his total skill level (8), he fails the roll (and perhaps suffers some consequence, such as tripping.) Angel also rolls a 9, but because it's within her skill level (10), she succeeds.
Angel wins the race.
Scenario 2: Both succeed (or fail)
Bramble rolls and gets a 5. Because it's within his total skill level (8), he succeeds the roll. Angel rolls a 2, and because her skill level is 10, she also succeeds. Experience points will determine the winner. Bramble has 4 points earned from experience, while Angel only has 3.
Bramble wins the race.
Scenario 3: Special success
Bramble rolls and gets an 8. Because it's exactly his skill level (8), he succeeds the roll and makes a special success. Angel rolls a 9, and because her skill level is 10, she also succeeds. But since he had a special success:
Bramble wins the race.
Scenario 4: Breaking a tie
If both characters pass (or fail) their roll, do not specially succeed, and have the same number of experience points, characters can make a tie-breaking dice roll, and the one with the lowest number wins.
If they roll the same number, it can be considered a tie with no clear winner, or you can repeat the contest.
Every time you fail a roll where the result is likely to be bodily harm, you lose a Heart.
This applies to failed skill checks - like attempting to balance on a high, precarious ledge, as well as violent contests like trying to dodge an attack from an opponent.
A lost Heart can be treated like a near miss or minor wound.
When you run out of Heart, each failure after that results in increasingly severe injuries.
You can Roll for your injuries from a set table, or decide for yourself what they will be.
Taking severe injuries are likely to result in impairments, increasing your odds of failed rolls.
After taking multiple severe injuries, your character runs the risk of being permanently maimed or even killed. Sometimes discretion is the better part of valor, and fleeing or surrender is the wiser course!
If you come out of a dangerous experience with at least one Heart left, you regain all your Hearts back afterward and are ready for the next challenge.
If you run out of Heart, you must perform a healing action before any of your Heart will come back. This can be any creative work that depicts your character resting or tending their wounds.
If you have 0 Heart but took no severe injuries, a single 'recovery' piece will do.
If you have taken severe injuries, you must create a unique healing piece for each injury,or they will continue to prevent Heart recovery and effect your character. Some injuries, like Near Death, heal into lesser wounds, requiring even more healing.
If you depict help from a healer character or possess training as one, you can heal two injuries with one piece.
Some permanent injuries, like loss of limb, will only recover enough to scar over and will continue to impair the character.
Whether your character gets scars out of various injuries is up to you!
While using Heart and the injury roller at all are optional...
The Injury Roller, especially for 2nd/3rd injuries, includes the potential for death or permanent disability. If you plan to exclude any potential roll results, make sure everyone involved knows before using the system for your encounter.
And...
If you do decide use Heart in an RP with other people, you must also use the recovery system to recover from lost Heart or injuries you receive in the encounter. Be fair to others and play by the same rules, the consequences are part of the challenge!
If you use the RNG roller to determine an injury, or just want to pick from a preset list, you can see all the possible outcomes under this drop-down.
🟢 1st Injury | 🟡 2nd Injury | 🔴 3rd, 4th, 5th, ... Injury
🟢🟡🔴 Stunned/Staggered
You take a solid blow and are disoriented or off balance. You cannot react for several seconds, leaving you open to a second consecutive attack. Does not require treatment to remove.
🟢🟡🔴 Traumatized
You've been badly shaken by your experience. You must make a Grit check to prevent panicking in the moment and attempting to flee, and have impairment on all future Insight and Grit checks. If you roll this more than once, additional ones also result in Stunned. Requires treatment to remove.
🟢🟡🔴 Severe Bruising
Your body has taken a beating. You have impairment on all future attempts to avoid damage. If you roll this more than once while untreated, the consecutive ones become Wounds instead. Requires treatment to remove.
🟢🟡🔴 Deep Wound
You've taken a non-fatal but significant wound. Your Heart aptitude score is reduced by 1. If this reduces your Heart aptitude to 0 or below, you are Near Death or Mutilated instead. Requires treatment to remove.
🟢🟡🔴 Fractured Leg
You've fractured or broken one of your legs. You have impairment on all Might and Agility checks. If you receive this same wound twice to the same limb while untreated, it becomes Ruined Leg. Requires treatment to remove.
🟢🟡🔴 Out Cold
You've been knocked senseless. An enemy could capture, maim, or kill you uncontested. If the encounter ends and you are still alive, you will eventually wake up with Severe Bruising or Deep Wound. Does not require treatment to remove, but the resulting Bruise or Deep Wound will.
🟡🔴 Near Death
You've taken a serious wound that will kill you quickly if left untreated. You must leave the dangerous situation immediately to treat this within the next 30 minutes, or you may be permanently maimed or killed. Treatment reduces it to a regular Deep Wound, which must then also be treated to fully remove.
🟡🔴 Ruined Leg
You've badly broken, crushed, or severed one of your legs. You have impairment on all Might and Agility checks and cannot use the limb. Pick a different limb if you've already ruined the RNG'd one. If you have no limbs for some reason, your head or neck take the blow and you are killed. Requires treatment, but the limb will either be permanently lost or severely reduced in function.
🟡🔴 Mutilated
You've taken a serious wound that will kill you quickly if left untreated. You must leave the dangerous situation immediately and receive help from someone else with training as a healer who is standing close by, or you will die. If you survive, you take a -1 penalty to an aptitude relevant to the injury (i.e. a head wound might reduce Insight, a leg wound might reduce Agility) Requires treatment, but the aptitude penalty is permanent.
🟡🔴 With a Bang
You've taken a fatal wound that will kill you. Before dying, you can immediately perform one major action of your choice like an attempt to counterattack or poetic last words.
🔴 With a Whimper
You are killed instantly.
If you encounter a situational type of damage, like burns, falls, disease, or poison, they will have recommended penalties listed here
Moderate Fall (~15ft // 4.5m)
Take something from the "🟢1st Injury" list
Significant Fall (~15-30ft // 4.5-9m)
Take something from the "🟡 2nd Injury" list
Severe Fall (30+ ft // 9+m)
Take something from the "🔴 3rd, 4th, 5th, ... Injury" list
Moderate Burn
-1 to all rolls. Requires treatment.
Severe Burn
-1 to all rolls. Your Heart aptitude score is also reduced by 1. If this reduces your Heart aptitude to 0 or below, you die. Requires treatment.
Severe Poison // Venom
Make a Grit check. Success means you survive. Failure results in Severe Illness (below), Mutilation, or death. Requires treatment.
Severe Illness // Gangrene // Sepsis
Lose 1 heart per IC day of untreated illness. If you are reduced to 0 Hearts, make a Grit check - success means you survive, failure means death. Requires treatment. Attempts at treatment require a successful Insight check.
Wasting
Roll a number from 1-8. Once Wasting symptoms begin to show (about 10 months after infection), that's how many seasons you have left to live. Cannot be treated.
If you naturally have 0 Heart, receiving any injury that reduces your Heart aptitude (like a Deep Wound) will result in death as described on the injury blurb.
Note that extreme encounters like getting thrown into a lava pit or deathrolled by an alligator might skip Heart entirely and go straight to maiming you