I've worked a little bit more on my idea. Basically, I'm trying to find some use to all the Aspects in order to make it a hard choice for the players when choosing the 7 of which to roll the score for... Also, as you'll notice, my flavour text... leaves a bit to be desired... That's because I'm more of a crunch guy rather than a fluff guy. Hopefully, since this is a cooperative effort, there are some among you who will be a bit more eloquent... XD :P
The character is divided in several Aspects, each grouped together in a certain category.
Aspects are a mix of your natural potential and training. They are rated between 0 and 4. An Aspect of 0 does not mean you are unable to do thing, it simply means that either your natural potential is unremarkable, or that you lack training. An Aspect of 0 can always be increased later with Character Points. Groups are not rated, and only serve to regroup similar Aspects together for various purposes.
Body Group -> Endurance, Strength, Vitality.
Move Group -> Agility, Reflexes, Technique.
Mind Group -> Intellect, Perception, Wisdom.
Wit Group -> Charm, Courage, Willpower.
Soul Group -> Awareness, Intuition, Luck.
Body Group: The Body Group represents your physical capabilities. It is a representation of how tough and vigorous you are. Its associated Aspects are Endurance, Strength, and Vitality.
Move Group: The Move Group encompasses the various natural movements your body makes, not only when walking, but also when exerting itself in some task or other. Its associated Aspects are Agility, Reflexes, and Technique.
Mind Group: The Mind Group represents your mental faculties, your ability to reason and process information. Its associated Aspects are Intellect, Perception, and Wisdom.
Wit Group: The Wit Group is a representation of your personality, magnetism, and emotional stability. Its associated Aspects are Charm, Courage, and Willpower.
Soul Group: The Soul Group represents things about yourself that are difficult to explain. It is a measure of those "feelings" and "hunches" you get from time to time. Its associated Aspects are Awareness, Intuition, and Luck.
Endurance: Endurance is your reserve of energies. The more enduring you are, the longer you can perform certain actions. It measures your reserves of Stamina. Type of rolls endurance can be used for: Running or swimming for long periods of time, trying to say awake, etc.
Strength: Strength is a measure of your muscle power and your ability to apply force, it shows you how strong you are. Type of rolls Strength can be used for: Pushing, lifting, climbing, jumping, holding something in place, hitting, breaking things, intimidation, sprinting, etc.
Vitality: Vitality … Types or rolls Vitality can be used for: Resisting poisons and diseases, shrugging off wounds, shaving off the effects of dehydration and hunger, etc.
Agility: Agility is… Types of rolls Agility can be used for: Shooting, throwing, gymnastics, acrobatics, swinging from ropes, running, etc.
Reflexes: Reflexes is how quick you are to react. Types of rolls Reflexes can be used for: Dodging, weaving, diving for cover, getting out of the way, catching something, etc.
Technique: Technique is a mix of your manual dexterity, fine motor skills, and coordination. Types of rolls Technique can be used for: Fixing a watch, hot-wiring a car, soldering electronic components, playing an instrument, cheating, sleight of hand, etc.
Intellect: Intellect is a measure of your intelligence and life experiences. It is your ability to process information. Types of rolls Intellect can be used for: Knowledge, remembering something, computer programming, etc.
Perception: Perception is a measure of your senses. Types of rolls Perception can be used for: Seeing things, hearing things, tasting poison, feeling wind on your skin, finding the book you are looking for in a bookshelf, etc.
Wisdom: Wisdom represents your common sense. Types of rolls Wisdom can be used for: Judging quantities accurately, estimating, choosing the shortest or fastest route, etc.
Charm: Charm represents your charisma, magnetism, and your ability to say the right things. Types of rolls Charm can be used for: Flirting, seduction, diplomacy, bluffing, lying, intimidation, etc.
Courage: Courage … Type of rolls Courage can be used for: Resisting fear and intimidation, jumping through flames, jumping down great height, climbing a cliff without gear, etc.
Willpower: Willpower is your ability to say "no" and resist temptations. Type of rolls Willpower can be used for: Resisting intimidation and seduction attempts, quitting an addictive substance, ignoring pain, etc.
Awareness: Awareness is how much aware you are of your surroundings, how hard you are to surprise and how quick you are to notice things around you. Types of rolls Awareness can be used for: Noticing ambush, find hidden things, spotting danger, etc.
Intuition: Intuition represents your "gut feeling". Types of rolls Intuition can be used for: Discerning a person’s motives or disposition, know if someone is lying or cheating, etc.
Luck: Luck is well, how lucky you are. Things tend to go your way or you tend to be at the right place at the right time. Types of rolls Luck can be used for: Gambling, avoiding risks, making a "one in a million" shot, pulling the right item on the first try out of a large full bag, etc.
A player chooses 7 (?) Aspects for which he will rolled 1d6 to assign points to, all other Aspects are considered to be at 0. For each Aspects selected, roll 1d6. On a roll of 1 to 4, apply that value to the aspect. On a roll of 5, apply 1 point to that Aspect. And on a roll of 6, apply 2 points to that attribute.
The the player chooses 3 (?) Traits. Each Traits are defined as "I am skilled in ________" or "I am good at ______". Other Traits such as "Ace at the wheel", "Expert Marksman", or "World renown martial artist" are also acceptable. However, "Good at everything" or "Always knocks weapon out of enemy’s hands" are not. Each Traits will allow 1 possible reroll (to succeed a roll or avoid a double, the reroll is not mandatory) on rolls they can apply to.
A player then has 2 (?) advantages to choose from. An advantage allows the player to ignore a double once per session on a particular type of rolls. Alternatively, you could merge your two advantage together to instead ignore the effect of a double once per scene or encounter. For example, the advantage Computer Geek could allow you to ignore the effect of a double once per session on any rolls involving computers. The advance form of this advantage could be called 1337 Hacker and allow you to ignore the effect of one double once per scene on rolls involving computers. When creating advantages, it can affect rolls involving a certain situation, object, or Aspect Group (Athletic for example could allow to avoid the effect of one double per session on any Body Group Aspect rolls).
To determine Wounds, a player must add his Vitality (how thought the character is) and Willpower (his will to live) Aspects together to see how many check boxes his character has. The various halt levels are as follows:
Fine: No wound boxes checked.
Nicked: At least one wound box checked, no penalties unless Injured or Wounded boxes are checked.
Injured: At least one Injured wound box is checked, penalty of -1 to all rolls’ TNs.
Wounded: At least one Wounded wound box is checked, penalty of -2 on all rolls’ TNs.
Dying: If Dying wound box is checked, the player must roll Vitality + Willpower or die. If he succeeds, he is unconscious for 1d6 hours or until he receives medical attention.
The amount of boxes a character has is as follows:
Vitality + Willpower Aspects
0-1 [Nicked], [Injured], [Injured], [Wounded], [Wounded], [Dying]
2-4 [Nicked], [Injured], [Injured], [Wounded], [Wounded], [Wounded], [Dying]
5-6 [Nicked], [Nicked], [Injured], [Injured], [Wounded], [Wounded], [Wounded], [Dying]
7 [Nicked], [Nicked], [Injured], [Injured], [Injured], [Wounded], [Wounded], [Dying]
8 [Nicked], [Nicked], [Injured], [Injured], [Injured], [Wounded], [Wounded], [Wounded], [Dying]
A character can move a number of spaces (squares, hexes, inches on a mapless table) per round equal to their Agility Aspect score + 4. If not using miniature and playing "mind’s-eye theatre", then imagine each space as being roughly 1 meter or 1 yard. If a player wishes to move more, he can try running, moving 2 more space plus a number of extra spaces equal to the result of his roll if successful.
Your character has a maximum number of Luck Points equal to your Luck Aspect score + 1, although, you start at 0. A point of luck, when you have one, can be used to reroll both dice. Once used they are gone. The player can gain them by rolling a double or as an award from his GM for succeeding against great odds or for coming up with a cunning plan which succeeded. The GM can also award all of his players a Luck Point for surviving a particularly rough encounter.
Your character can carry only so much on his person. Your character has an amount of encumbrance slots equal to his Strength Aspect rating + 6. Encumbrance Points are a rather abstract way of figuring out how much weight you can carry. Most objects take up 1 encumbrance slot, but some lighter or smaller objects could take up a single encumbrance slot for a grouping of 2, 5, 10, or more, depending on what your GM decides. the GM might even decided that some objects, like the clothes on the character’s backs, take now encumbrance slots at all. Similarly, particularly heavy or large or cumbersome objects might take up 2 or more encumbrance slots. Some objects, like backpacks and duffel bags, will allow a character to have anywhere from 2 to 4 more encumbrance slots, but might very well take up a character’s encumbrance slot to begin with.
Most characters will have some version of "The Gift". The Gift is what allows your characters to see the invasion for what it truly is. It allows you to see humans who have been infected and mutated by the virus. However, not everyone is strong with The Gift, and even worse, not everyone has it. to figure out if you have The Gift, at character creation, make rolls (rolling 2d6) under your Awareness, your Courage, and finally Intuition. Not one roll under the highest of the three with a +1 bonus for the other two like when performing an action, but rather an unmodified roll for each. No double penalties, no modifiers, no use of Traits or Advantages, just a straight roll. Then count the number of success you rolled.
Number of Successes
3: You have The Gift. You will always notice infected people and will always recognize the invasion for what it is.
1-2: You have the potential for The Gift. Your Gift is not completely developed and will likely never improve. You cannot perceive infected humans and the invasion unless you ingest some mind-altering substance (the exact substance differs from person to person). Once under the effect of such a substance, you can attempt an Awareness or Intuition roll (one or the other, cannot use the other to increase the score you have to roll under like when performing actions, double penalties apply). On a success, you can see infected people for what they are, however, you perceive a distorted version of what they are. You must then roll an Intellect roll to interpret your visions correctly. You can use stronger substances to help you out, giving you a bonus shift modifier of -1 or -2 to your Awareness, Intellect, or Intuition Gift rolls, but an equal penalty die shift to all other rolls.
0: You do not possess The Gift. Who knows why you follow this bunch of coocs…
When performing actions, you simply roll 2d6. You succeed if at least one of your dice rolls equal to or under the Aspect you used in your roll. If more than one aspect applies to a roll, use your highest Aspect to roll under, but consider it to be 1 higher for each additional Aspect which applies, to a maximum of 5, and only if those Aspects are rated 1 or higher. For example: Tim is driving a car during a high speed pursuit. His GM asks him under what Aspect he will roll. Tim declares that Technique, Reflexes, Perception and Awareness would all apply and his GM agrees. Tim’s Technique is 3, his Reflexes are 2, Awareness 1, but his Perception is 0. This will mean Tim will roll under his Technique of 3+2, or a 5. Since his Perception of 0 cannot be used to increase the number under which he must roll, an seven if it was rated at a 1 or higher, it still would not change anything since Tim is already rolling under a 5 which is the maximum he can get.
However, you must also try to avoid rolling doubles. Doubles are bad. When you roll a double…
Circumstances can make an action easier or more difficult. When performing harder or easier actions, you apply a modifier to your die roll, either decreasing it (making the action easier) or increasing it (making the action harder). This die shift can be applied to dice as the player desires, however, no dice can be lowered below 0 (which is the only way to succeed at an action which requires the use of an Aspect with a score of 0), and no dice can be increased above 6, any remaining shift must be applied to the other die. If both dice are reduced to 0, remaining shifts are ignored (not that a double 0 is not a double). If both dice are increased to 6, remaining shifts are counter an additional double with a value equal to the remaining shifts, in addition to having rolled a double 6.
Difficulty / Die Shift
Trivial / -3
Very Easy / -2
Easy / -1
Hard / +1
Very Hard / +2
Insane / +3
With Character Points, a character can increase Aspects, or purchase more Traits or even an advantage.
Aspect / Cost
1 / 1
2 / 4
3 / 9
4 / 16
New Trait: 5
New Advantage: 3 for once per session or 7 for once per scene or encounter.