GMMichael
Guide of Modos
A draft of sample skills and perks has formulated. I'll be using them to flesh out the sample NPC/PCs, so they'll also be used in the demo play session. The parentheses in the skills are for the type of contest that will typically benefit from the skill: Physical, Mental, or MetaPhysical.
Skills
Block (P): to avoid all Physical damage from an attack, and prevent other physical harm to yourself.
Bond (MP): to defend against Metaphysical attacks, and increase your friendship with other characters.
Fight (P): to cause Physical damage with an attack action, and perform other choreographed movements.
Focus (M): to avoid all Mental damage from an attack with a defense action, and tune out distractions or assaults on the senses.
Maneuver (P): to change your position or perform feats of endurance, including Posture Change actions.
Manifest (MP): to cause minor changes in the universe. This skill unlocks one power for each skill point spent on this skill, and all Manifest points apply to any magic contest you make.
Memory (M): to produce useful information from your character's field of expertise or recent experiences.
Overbear (MP): to defend against Metaphysical attacks, and increase your control over another character and decrease friendship.
Reason (M): to produce useful information from observation or investigation.
Perks
Dwarf: you are immune to heat, cold, and poison damage of d4 and d6 types.
Elf: upon entering a room or area, roll a d6. If you roll 6, the Guide tells you one secret about the place, like where something's hidden or if the place is being watched.
Hardened: increase the maximum capacity of your Physical damage pool (max P damage) by four points.
Human: you are immune to the effects of fear, natural and magical.
Insulated: your default metaphysical protection is d4.
Specialist: choose a weapon type when you take this perk, like swords, spears, or bows. Your damage die for this weapon type improves by one die type, e.g. d6 to d8.
Special Move: before you make any Physical attack contest, you may choose to apply some or all of your Physical bonus to the damage instead of the contest.
Sticky Fingers: name only one item from the previous scene that was unattended, not locked up, and would fit within your garb. Roll d6 plus your Mental bonus. If the result is greater than 5, that item is now in your possession. You cannot use this perk again until the next scene.
Touch, the: roll d6 when you take this perk. The result is the number of powers this perk unlocks.
Are there any gaping holes in the skills? Are there any unbalanced (will always be chosen first / ignored) perks?
Skills
Block (P): to avoid all Physical damage from an attack, and prevent other physical harm to yourself.
Bond (MP): to defend against Metaphysical attacks, and increase your friendship with other characters.
Fight (P): to cause Physical damage with an attack action, and perform other choreographed movements.
Focus (M): to avoid all Mental damage from an attack with a defense action, and tune out distractions or assaults on the senses.
Maneuver (P): to change your position or perform feats of endurance, including Posture Change actions.
Manifest (MP): to cause minor changes in the universe. This skill unlocks one power for each skill point spent on this skill, and all Manifest points apply to any magic contest you make.
Memory (M): to produce useful information from your character's field of expertise or recent experiences.
Overbear (MP): to defend against Metaphysical attacks, and increase your control over another character and decrease friendship.
Reason (M): to produce useful information from observation or investigation.
Perks
Dwarf: you are immune to heat, cold, and poison damage of d4 and d6 types.
Elf: upon entering a room or area, roll a d6. If you roll 6, the Guide tells you one secret about the place, like where something's hidden or if the place is being watched.
Hardened: increase the maximum capacity of your Physical damage pool (max P damage) by four points.
Human: you are immune to the effects of fear, natural and magical.
Insulated: your default metaphysical protection is d4.
Specialist: choose a weapon type when you take this perk, like swords, spears, or bows. Your damage die for this weapon type improves by one die type, e.g. d6 to d8.
Special Move: before you make any Physical attack contest, you may choose to apply some or all of your Physical bonus to the damage instead of the contest.
Sticky Fingers: name only one item from the previous scene that was unattended, not locked up, and would fit within your garb. Roll d6 plus your Mental bonus. If the result is greater than 5, that item is now in your possession. You cannot use this perk again until the next scene.
Touch, the: roll d6 when you take this perk. The result is the number of powers this perk unlocks.
Are there any gaping holes in the skills? Are there any unbalanced (will always be chosen first / ignored) perks?


