r/RPGdesign•
PaintTheHuey

rewrote the core of my system - opinion wanted

Hello, sometime ago I made a post asking for feedback on if the rules of my system were well explained and if the system itself was interesting. And well, I'm here to ask it again :D.

The system received a huge "compression" as before there was a lot of bloat and different parts didn't interact that much with each other. I also rewrote some rules as in the previous post it gave me the idea that there were some confusion over my explanations.

Main change is the focus of the game, from rustic fantasy to paranormal investigation (don't ask me how this happend), but unlike systems like call of Cthulhu I'm going for a mix of horror and something more "epic".

stuff inside brackets are "dev notes"

thanks in advance :3

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**ATTRIBUTES**

Each attibute has a rating, the rating indicates how many points, per turn, a player has. Points are used to gain dice for tests, or they can be spent to use certain Skills.

*Physique* (strength agility Con)

*Notice* (notice details; paranormal sensitivity; Aim; reflexes)

*Studies* (knowledge in a field and applying it)

*Social* (read people; charisma; lie)

*Mind* (will; experience/street knowledge; find patterns/deduction)

\[4 points to distribute]

0- Bellow Average, can't use any Skills or Special Actions that require a point of this attribute, but they can still roll a single die per turn;

1- Average Person;

2- Above Average;

3- trained;

4- especialist;

5- Master.

**OCCUPATION:** They grant access to specific types of information and/or the ability to use instruments relating to the occupation. They Also offer Skills

**SKILLS:** are special things that your character can do. while attributes are general, skills help focus your character. while there may be some overlap between certain backgrounds and Skills, backgrounds will tipically be more powerful/offer more.

**DETERMINATION:** determination represents a character's mental well being, but also their strength and will to keep going foward.

The amount of determination points a player can spend per turn for Precision or Effort is equal to their *Mind Attribute Rating*.

\[Original idea was for physique to increase health and Mind increase Determination, I'm afraid that linking mind to frequency of use + quantity will make this attribute too powerful compared to the others. for now to increase determination, it will be through skills.]

*> PRECISION:* Determination points can be used to shift the result of a die up or down by one. for example, a 3 can be shifted to a 2 or a 4. A 6 can only be shifted down and a 1 can only be upped. \[there may be text refering to "precision/shift points", precision/shift used to be it's own set of points, but that was causing single tests to be too easy]

*> EFFORT:* a player can use Determination Points in order to gain an extra die to a test.

\[*> Mind Fortitude:* the lower the determination, the more fragile a character's mind will be]

\[*> Reaching 0:* gives a "mental wound"/trauma, then recover 1.]

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**DIFFICULTY:** Is measured by 7 Marks, being: Trivial(3), Average(5), Tricky(8), Skilled(10), Hard(13), Brutal(15) and Impossible(18). Difficulty can't be higher than impossible or bellow trivial.

**ACTING:**

whenever a player wants to do something, but the outcome is not certain, that's when a test happens.

In order to succeed, a player needs to roll dice and find a combination of values that equal the Difficulty Mark of that roll, tipically set by the GM.

To gain Dice for the test, a player needs to spend points of the Attribute to which the test relates to the most. A player cannot use dice of one type for a test relating to another attribute.

A point used to gain a die is only considered spent once the die is rolled.

*fidgeting with the dice*

Players are allowed to redistribute the die results, Attribute and Determination Points to find better combinations. Or even scrap a test entirely in favor of another one.

\[during Investigation Scenes, a player will mostly do 1 test at a time. During Stress Scenes they're able to try multiple tests of any attribute, requiring some point management.]

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**SPECIAL ACTIONS:** \[Actions/skills that are default for every character]

*movement:* you can move once up to your speed for free, spend 1 physique to move +2 squares.

*defend:*

Outside your turn, you can use attribute points to increase the difficulty mark of an test to which you are the target.

For meelee attacks use Physique.

For firearm attacks, use Notice to roll make average(5) tests, increase mark by one for every success.

For other actions, use the most appropriate attribute.

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### Equipment

Firearms: they use Notice to shot.

Someone without the Firearm Skill has the difficulty mark of every test increased by two.

Posted Sep 5, 2026, 3:59 PM UTC

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