0. vicky_molokh chargen

Jan 7, 2025 7:35 pm
OOC:
Welcome to Misthaven University! This is your character generation thread.

Before we dive into the wonders and challenges of the University, let us take a moment to focus on your PC. Every student who steps into Misthaven’s lecture chambers carries with them a story, a legacy, and a spark of magic all their own.

So, please, tell us more about them.... If possible, do this In Character, as part of a letter, a dialog with one or more NPCs that you create and we share their control, or something else.

If you want, your posts in this thread can happen years before your admission in the University, by the way.
Jan 7, 2025 8:17 pm
OOC:

Before switching into character, I would like to get a better feel for the expectations of our characters. How much weirdness is expected from the concepts in the context of the 'typical fantasy' setting (minimum and maximum)? How much talent and experience should they have with the world of magic, or other extraordinary features, at the start of the campaign (e.g. Drow are commonly depicted as having some innate magic; Changelings as being able to take on different appearances at will; then there's the matter of personal capability - do I understand correctly that we should start unfamiliar with learned magic, like Harry upon entering Hogwarts?)?
Last edited January 7, 2025 8:17 pm
Jan 8, 2025 12:04 am
OOC:
Quote:
How much weirdness is expected from the concepts in the context of the 'typical fantasy' setting (minimum and maximum)?
Unh... In Misthaven, the amount of "weirdness" you can bring to your concepts has a pretty broad range, but we do have a framework to balance creativity with audience expectations.

The baseline is "typical fantasy." People expect things like elves being elegant, trolls being brutish, and magic users living in ivory towers. While this serves as a shared foundation, it’s not a cage—we lean into it just enough to make deviations meaningful and impactful when they occur. For example, a troll as a sushi chef and Professor of Culinary Arts at the Elemental Academy is an unexpected twist that’s compelling precisely because trolls are typically seen as crude or unintelligent.

However, saying all trolls are immune to fire and always highly educated would stretch too far. It would dilute the surprise and charm of your creative twist.

In short, we respect the framework of fantasy archetypes to enhance the contrast and value of clever deviations. So, you’re encouraged to push boundaries, but the weirdness should still feel grounded in the logic of the setting.

Ask yourself:

1. Is the deviation intriguing rather than arbitrary? For example, a troll chef with a fiery twist might stem from an interesting backstory (e.g., he discovered fire magic to refine his cooking).

2. Does it add depth to the world? Weirdness is best when it feels like it emerges from the setting rather than just grafted on. A troll professor at a magic university works because it suggests a very inclusive, cosmopolitan and eccentric academic culture.

3. Does it avoid overloading the world with strangeness? A world where everything is weird can lose its sense of wonder. The mundane can be a foil that makes the unexpected shine.
Quote:
How much talent and experience should they have with the world of magic, or other extraordinary features, at the start of the campaign (e.g. Drow are commonly depicted as having some innate magic; Changelings as being able to take on different appearances at will; then there's the matter of personal capability - do I understand correctly that we should start unfamiliar with learned magic, like Harry upon entering Hogwarts?)?
The characters in this campaign will start out as talented, intriguing individuals with great potential—but they’re still novices in many respects, especially when it comes to extraordinary powers.

If your character’s race or heritage grants them innate abilities (e.g., a Drow’s darkvision or a Changeling’s shape-shifting), you can absolutely lean into those. However, these should serve as interesting tools to solve problems, not instant "win buttons." For instance a Changeling’s ability to change appearance might help them blend in or deceive someone—but pulling it off in a meaningful way still depends on the dice rolls (and their disguise skill). Similarly, a Drow might have some minor innate magic, but it won’t make them more effective than a human with a well-thought-out strategy or skill rolls.

In essence, fantastical traits add flavor and narrative opportunities, but they don’t elevate the character above the starting adventurer level mechanically.

As such, if your character has a background that involves exposure to magic (e.g., they were raised in a magical community or served as an apprentice), you can absolutely weave that into their backstory. However, their actual ability to use magic or excel in most situations will start at the level of a beginner. This isn’t just to balance the mechanics but also to allow room for growth and development during the campaign.
In summary
- Your character’s heritage, race, or background can give them fascinating traits, perspectives, and starting points for their journey. Be creative!

However, at the start:
- Mechanically, they’ll be on the same playing field as everyone else—whether they’re a Changeling, Drow, or plain old human. You will have roughly the same amount of traits and dice.
- Their success will depend on their skills, rolls, and resourcefulness, not just innate traits.
- This gives you freedom to create someone unique and fantastical without needing to make them overpowered.
Jan 9, 2025 8:18 pm
The performer gave all the coins earned earlier in the evening to the errant girl in exchange for a stack of paper, sat in the inn's corner, took one leaf out of the stack, and began penning a letter.

----
Honourable Reception Committee,
as per the open invitation passed through the fellowship of bards, I am petitioning to become a student of your fine establishment, with the primary interest being the Arcane Eloquence Institute.


Let's get the foot in the door, and hope the field of research can be expanded afterwards depending on opportunities available.


This message will be delivered to you by Critic, my otherworldly companion on the road, to whom I owe much of my interest in all things arcane. It will wait up to the days and nights, then find me and deliver your response. I currently reside within a few days' distance from the compound, and if you would have me, can soon arrive for enrollment.


Either they know what oneiric entities are and how they can manifest in our world, in which case there should be no issue, or they don't, in which case no point in explaining further, at least for now.

Attached to this letter is my curriculum vitae.

I was born in Cliffport, a city mostly populated by serpentmen, shortly after it became part of the Cerulean Realm (of the lizardfolk fame). My parents were doppelgängers, or, as is now now polite to say, changelings. Though they were of the assimilationist persuasion - they stuck to a single shape and pretended to be serpentmen.


Right. 'Persuasion'. Not that it was a free choice. I still remember them saying: "If the new lords of the land discover that there is a major population of freeform shape-shifters in the city, they will breed us like horses for the sake of their skulduggery needs. It will be the Cliffport Clandestine Order all over again."

Life was calm and quiet, but I wanted a breath of fresh air. To break free from this kind of life.

Not only was it stifling, but a single mistake could still cause it all to tumble down. I was able to tolerate the constant stress and suspense just fine, but considered the resulting life not worth all this effort.

Surely this is a very banal story among doppelgängers. One morning I quietly took my stuff and left without waking my parents up, without looking back.

A backpack prepared by my parents in case I ever need to run for my life, with an assortment of shifting clothes in case a body-only disguise would not suffice, and stack of masters' notes on evasive detection in a hostile kingdom.

I offered my talents to whatever merry bands had a role for me to play - filling in for a missing actor in a play or a missing voice type in a chorus.

Or less savoury forms for impersonation, as well as other covert talents of my bloodline.

Life was exciting, but in a mundane kind of way. Until one evening I was practicing some of the less orthodox forms of singing until I fell asleep. This was when I met my critic.

A dream entity that seemed intrigued by my singing, though also suggested I have a long road ahead. Told me my singing can become the path to discovering the arcane.


We became odd companions. Eventually the Critic began manifesting in the walking world by way of sleepwalking corvids.

This is why I'm here. I want to take the paths of magic - both the scholarly and well-studied paths, and the intuitive yet inexplicable ones.

- Zix the Traveller.


I carried many names. What is one more?

The creature with the quill carefully wrapped the piece of paper around the corvid's leg.

"Time to fly."

https://i.imgur.com/D6czBU7.jpeg
OOC:

As often happens, what started as 'I want to resist a concept' ended up changing from the initial idea enough to be at most a spiritual successor/predecessor that shares a few traits. In this case, the uncanny companion, the penchant for connecting bardic and eldritch elements, the shape-shifting, and the portrait of the current main persona.
Jan 10, 2025 12:30 am
The sun was dipping below the horizon, casting the inn in shades of amber and shadow. Inside, the smell of roasted meat and spiced cider mingled with the chatter of travelers and locals. Zix sat at their usual corner table, idly sketching a melody on a scrap of paper while the fire crackled nearby.

Then it happened.

The soft creak of the inn's door opening went unnoticed at first, but the sharp caw that followed turned heads. A jet-black corvid swooped into the room, its wings outstretched, catching the firelight in a way that seemed almost otherworldly. Its movements were unnaturally precise, as if guided by an unseen hand. The bird landed with a whisper of feathers on Zix's table, its piercing gaze locking onto theirs.

The bird cocked its head and extended one leg. Around it, a carefully wrapped scroll was tied with a ribbon in the deep purple hue of Misthaven University's seal. As Zix read, their expression shifted, first to a furrowed brow, then widening eyes, and finally to a small, relieved smile.

To Zix the Traveller,

We are pleased to inform you that your application to the Misthaven University has been reviewed with great interest and enthusiasm. It is not every day that we receive a letter delivered by a dream-bound courier, accompanied by a tale as compelling and unique as yours.

Your journey thus far—marked by shapeshifting, adaptation, artistry, and a profound bond with the arcane—speaks to a resilience and creativity that we believe will flourish within the halls of our university. The Arcane Eloquence Institute is not merely a place for structured study; it is a crucible for those who see the boundaries of magic and communication not as limits but as opportunities for discovery and growth.

We are particularly intrigued by your connection to Critic, as well as your experiences with oneiric entities. Misthaven is a cosmopolitan place, where such unconventional companions are not merely accepted but celebrated. You may find our faculty to be valuable allies in exploring this facet of your abilities.

Your upbringing and travels have equipped you with a unique perspective—one that will add richly to the tapestry of voices here at Misthaven. It is our hope that your talents as a performer and your thirst for knowledge will lead to the uncovering of new intersections between the magical and the expressive arts.

Next Steps:
We invite you to arrive at Misthaven University within ten days of receiving this message to begin your orientation. Please present yourself at the Biblioplex’s Hall of Oracles, where our attendants will guide you to your assigned housing and provide you with your initial schedule. Should Critic wish to accompany you, rest assured we have suitable accommodations for entities of its kind.

Bring your passion, your stories, and your questions. As a changeling and a traveller, you embody the very spirit of our institution: ever-changing, ever-seeking, and ever-transforming.

Welcome to Misthaven University, Zix. We eagerly await your arrival.

Yours in the pursuit of knowledge,
Professor Calien Mirthwhistle
Dean of Illusio, Arcane Eloquence Institute
Misthaven University
OOC:
We will roleplay your travel there as part of chargen. =)

Before that, though, where is Zix? What were you doing before the letter arrived? How many days away are you from Misthaven?
Jan 10, 2025 1:01 am
OOC:

An inn along a well-travelled road (may be with our without a troupe at the moment), likely not the same one as when the first message was sent.
The typical bardic routine involving shows (which include music, tales of distant land and/or plays depending on circumstances), rest and travel. There have been relatively few shadowy escapades lately.
3-6 days.

In terms of distinctions, I'm thinking:
- Bardic demeanour, eldritch core. Representing the usual things bards do and are, but also the less obvious affinity for the less conventional mysteries and magic.
- Bred for cloak-and-dagger escapades. Representing what inborn talents and predispositions Zix inherited from the bloodline.
- Nerves of steel. Representing the habit of living under constant risk of a single mistake ruining everything &c.
Jan 10, 2025 1:21 am
OOC:
I like the first two distinctions. For the third, I don't think it is double-edged, though... Nerves of steel seems to be always positive for me.

In fact, that sounds like it could be a D10 skill specialization - to replace your Willpower rolls in some situations, if you wanna =D

"Walking the Knife's Edge", maybe? It can be helpful for bold, decisive actions under pressure, but hinder you when a single misstep or unexpected consequence spirals out of control.

Jan 10, 2025 1:31 am
OOC:
Talking about skills... Sounds like Zix could have Persuasion at D8 and Performance at D10. What do you think?
Jan 10, 2025 1:38 am
htech says:
OOC:


In fact, that sounds like it could be a D10 skill specialization - to replace your Willpower rolls in some situations, if you wanna =D

"Walking the Knife's Edge", maybe? It can be helpful for bold, decisive actions under pressure, but hinder you when a single misstep or unexpected consequence spirals out of control.

OOC:

I don't think I understand the willpower specialisation idea.

Also unsure about knife's edge - maybe it's worth looking through all the possibilities.
htech says:
OOC:
Talking about skills... Sounds like Zix could have Persuasion at D8 and Performance at D10. What do you think?
OOC:

Probably. What is the cost of having a D10 and not just a D8?

I think the most important skill is becoming someone else. Is this just Deceit, or does it require a separate Skill?

I'm also thinking of sneaky stuff: does Stealth cover only starting unnoticed? Or is there a Larceny Skill?
Last edited January 10, 2025 2:12 am
Jan 10, 2025 2:05 am
OOC:
Okay... Maybe just giving you some chargen point-buy rules will work better for you.

Seems like you would enjoy it more, and that's our golden rule. =)))

These chargen rules are just for you though. I tend to adapt the numbers to the PCs choices and backgrounds a little bit...

Here is your template:
[ +- ] Template
1. As your next step, choose your attributes. You can either: A. have all of them at D8 or; B. one at D6, another at D8 and the last one a D10.

2. For mundane skills in the list, start with everything at D6. If you increase one at D8, reduce another to a D4. You must increase at least two of them to D8 and reduce at least two to D4.

3. Choose two things at D10. It can be a skill specialization of one of your D8s (ie. You roll a D10 instead of the regular skill in some situations. For example, Kirae rolls 1d10 instead of her 1d8 Melee Combat, when she uses daggers). It can also be an extra ability/not listed skill (Lion Tamer D10), special power (Darkvision D10) or gear (Heirloom sword D10). Some of those D10s will be used in addition to the regular skills, depending on the situation.

3B. If you choose, you can have only one D10 following the restrictions above and start the game with some spellcasting ability. Just reserve it and I can give you more information about it soon. =) Everyone else will learn their first spells during classes.
Jan 10, 2025 2:17 am
OOC:
Quote:
I think the most important skill is becoming someone else. Is this just Deceit, or does it require a separate Skill?

I'm also thinking of sneaky stuff: does Stealth cover only starting unnoticed? Or is there a Larceny Skill?
1. Just Deceive. You can also have an ability like Shapeshifting D10 as an extra dice in your pool, if you wanna roll something together with Social + Deceive + Distinction

2. You may need Larceny D10 or Sleight of Hands D10 to be really good at it. But Stealth D8 covers that, if you don't have them.
Jan 10, 2025 3:11 am
OOC:

I'm indecisive between taking equal attributes vs. reducing physical and increasing social.

For Skills, it seems natural to put Brute Force and Healing stuff d4, since they are very distant from the PC concept.

Shape-shifting/impersonation should be d10.
Stealth/Larceny should be d8.

I'm not sure about the other d8. Is Performance a stand-alone Skill, or is it a subset of Persuasion?

I'm thinking of leaving the other d10 specialisaton. Might be good to reserve for some infant magical abilities.
Jan 10, 2025 9:41 am
OOC:
Quote:
Is Performance a stand-alone Skill, or is it a subset of Persuasion?
It can be a special / extra / unlisted skill (using your D10 slot) to let you roll an extra die or replace a D8 die in some situations. But you can just use Persuasion to seduce/impress someone, Deceive for distractions... And if you just wanna sing and do some "bardic behavior" for a living there is no need to roll. With your distinctions, we will say that you do those things reasonably well. =)
Jan 10, 2025 2:51 pm
htech says:
OOC:
Quote:
Is Performance a stand-alone Skill, or is it a subset of Persuasion?
It can be a special / extra / unlisted skill (using your D10 slot) to let you roll an extra die or replace a D8 die in some situations. But you can just use Persuasion to seduce/impress someone, Deceive for distractions... And if you just wanna sing and do some "bardic behavior" for a living there is no need to roll. With your distinctions, we will say that you do those things reasonably well. =)
htech says:
OOC:
3B. If you choose, you can have only one D10 following the restrictions above and start the game with some spellcasting ability. Just reserve it and I can give you more information about it soon. =) Everyone else will learn their first spells during classes.
OOC:

I envisioning the bardic side being only 'skin deep', so I wouldn't put much priority on performance above what would be 'reasonable' competence. Impersonation, roguish stuff, and eldritch mystic stuff are what I'd want to put more emphasis on. Thus d10 shapeshifting/impersonation, d8 Stealth (thanks to it including larceny), and . . . I'd like to learn what's on offer for the 3B option. I might be interested in accepting the offer of how to spend this other d10, depending. But I'm also open to not starting with any spellcasting ability to speak of, in which case lie detection (a specialty of Insight) is probably a great contender for the other d10 (it's a soft spot of mine as a player). I'm currently thinking between Insight, Persuasion, and Deceive being contenders for the generic d8; I should probably think and play IC some more before deciding between those three.

I think I'm inclined to leave attributes at d8 each for now.

----

In any case, now that the letters are exchanged, how would you prefer to return to IC interactions? Arriving at the gates and being met by some sort of greeter/guide NPC?
Last edited January 10, 2025 2:57 pm
Jan 11, 2025 12:48 am
OOC:
Back to IC, then :)
The inn was quieter now, the last of the evening's revelers having retired to their rooms. Zix sat on the edge of their bed in the modest chamber, sorting through the contents of their well-worn pack. The faint remnants of applause still echoed in their ears—a small, appreciative crowd had gathered earlier to hear tales of distant lands, their faces lit by the warm glow of hearthfire. But tonight, the usual satisfaction of performance was mingled with a growing excitement.

Critic perched on the windowsill, its sharp eyes scanning the moonlit road outside. Occasionally, the corvid ruffled its feathers, an impatient energy coursing through its frame.

"Yes, yes, I’m almost done," Zix muttered, pulling out a bundle of spare clothes and refolding them tightly. The pack already contained a carefully wrapped lute, a collection of worn but treasured scripts, and a leather pouch of coins earned over the past week.

From the bottom of the pack, they retrieved the small stack of papers their parents had given them long ago—masters’ notes on concealment and evasion. Zix paused, running their fingers over the edges of the pages. The weight of memory settled over them for a moment before they slid the stack back in, securing it beneath a spare cloak.

"Food, water..." Zix ticked off the essentials aloud, tossing in a few rations of dried meat and hardtack, along with a flask of water. "And this." They held up a vial of ink and a few quills, smiling faintly. "For when inspiration strikes—or when I need to explain myself in writing again."

Critic let out a soft, approving caw, hopping down from the windowsill to the table. It nudged at a folded piece of parchment—the acceptance letter from Misthaven.

"Don’t worry," Zix said, picking it up. "I’m not leaving this behind." They slid the letter into a side pocket of the pack and tightened the straps.

As the first hints of dawn crept into the sky, Zix slipped quietly out of the inn. The world was cool and still, the road ahead veiled in soft mist. Critic flew silently alongside, a shadow against the pale light of the rising sun.

By mid-morning, Zix had left the busier roads behind, taking a winding path through a forest that promised a more direct route to Misthaven. They walked with a steady pace, humming fragments of half-formed songs, the trees around them alive with the chatter of birds and the rustle of leaves.

By nightfall, the forest had deepened, and the road had faded into a narrow trail. Zix found a small clearing beside a gently flowing stream and set down their pack. Critic landed on a low branch nearby, watching as Zix gathered wood for a small fire.

The flames crackled softly as Zix unrolled their bedroll, laying it out beside the fire. They sat for a while, staring into the flickering light, the sounds of the wilderness filling the space around them.

Soon, Zix leaned back on the bedroll, their gaze drifting upward to the stars peeking through the canopy. The night felt peaceful, the kind of calm that usually came with distance from crowded inns and bustling roads.

Too peaceful. Suddenly, Critic’s head shot up, its feathers ruffling as it let out a sharp caw, its gaze fixed on the shadows.
OOC:
Roll Observation, please.

Rolls

Difficulty - (2d8)

(72) = 9

Jan 11, 2025 12:51 am
OOC:
For specializations at D10 you will need the base skill (Insight, for example) at D8.

Spellcasting will be available in the future. So if you're unsure, let's play a little bit more before you decide.
Jan 11, 2025 1:27 am
The creature's survival instincts kicked in, and it froze, ensuring that it wouldn't tip off whoever might or might not be approaching neither through sound nor motion, as well as to better hear the uninvited guest.

Oh well, this is futile, the fire is clue enough that I'm somewhere out here; if my guest is hostile, it's more a matter of time . . .

Still, this was like a familiar game of hide and seek from Zix's childhood, trying to be the first to spot the other's location.
htech says:
OOC:
For specializations at D10 you will need the base skill (Insight, for example) at D8.

Spellcasting will be available in the future. So if you're unsure, let's play a little bit more before you decide.
OOC:

If a d10 must be based on a d8, then I guess that means I must give Zix a d8 Deceive, and also a d8 Insight if I go for the Detect Lies specialty (which is certainly tempting, with a grand total of 2d8+1d10). (Note: if you think both Cloak and Dagger Exploits and Bardic Demeanour shouldn't apply to social intrigue, that would actually point me in the right direction for what third Distinction to fill.)

I'm also still open to instead spending the other d10 slot on having some magic instead (possibly of the kind that might not fit neatly into the university's categorisation scheme).
Last edited January 11, 2025 1:36 am

Rolls

Attribute+C&D+observation - (1d8+1d8+1d6)

(6) + (7) + (3) = 16

Jan 11, 2025 1:56 am
OOC:
I see you using C&D for situations like these and Eldritch Core for dark magic related stuff, so yeah, if you wanna something more social, use your third one. ;)
OOC:
Dice results: 13 > 9. You succeeded.
A subtle sound cut through the silence—a faint scrape of claws against bark. Zix froze, instinctively glancing toward the tree line. The firelight danced on the surrounding woods, casting long shadows.

Another noise, sharper this time, like something small but persistent moving through the underbrush. It came from the left, closer than the last, and then Zix saw it.

A flicker of movement—small and low to the ground—darted between two trees.

Zix's heart skipped a beat. The figure was quick, too quick for an animal, but not quite humanoid. Their eyes narrowed as they caught sight of the imp—a grotesque little creature, no taller than a child’s knee, with dark red skin, bat-like wings folded tightly to its back, and sharp, glowing eyes that reflected the firelight with malevolent hunger. It scuttled with unnerving speed, its claws scratching against the rocks and twigs as it edged closer.

Critic's feathers puffed out, the bird letting out a warning caw as it fluttered into the air. The imp paused, its head cocking to the side, then grinned, revealing sharp, needle-like teeth.

"Well, well, what do we have here?" The imp's voice was a rasping, mocking whisper, laced with a sinister amusement. "A lost traveler... or just a fool?"
OOC:
What do you do?
Jan 11, 2025 4:58 am
Upon hearing the malicious tone, the creature reflexively reached for its dagger, but then paused.

'Mocking'? 'Sinister'? Did I just make the same mistake as the many Cliffport denizens I've seen and quietly disapproved of?

Humans often thought serpentkin and lizardman accents sounded innately sinister. Lizards thought that snakemen sounded like country bumpkins. Ophidians often thought that human accents sounded aggressively pushy and boisterous. The list went on, and it would be naïve to think imps wouldn't be on it.

Is the imp issuing a subtle threat, or merely trying to be witty?

"A traveller, perhaps on the verge of making a fool of oneself, but not lost. Zix the Traveller's the name," the bard glanced at the direction of the lute. "I journey through the land, offering song, tale, news, and the occasional play. But perhaps I am lost after all, if by any chance I walked to where you'd rather not see the likes of me? If so, just say a word and I'll vacate your abode."
OOC:
Trying to avoid unnecessary escalation and hint at the possibility of sharing something of interest (information from distant lands being harder to come by in medieval times).
htech says:
OOC:
I see you using C&D for situations like these and Eldritch Core for dark magic related stuff, so yeah, if you wanna something more social, use your third one. ;)
OOC:

I was understanding the phrase 'Cloak and Dagger' to mean 'espionage, clandestine and roguish activities'. So shady, intrigue, deceitful, sneaky, assassinesque stuff. E.g. deception and counter-deception but not persuasion nor leadership; light weapons but not heavy ones; cat-and-mouse games. If you prefer a more literal interpretation, perhaps I should go back to the drawing board with this one too before I proceed to think of the third Distinction.
OOC:

Hmmm, clearly this dialogue is about to do go south, but can it be made to go south without the implied stereotype about imps turning out true?
Last edited January 11, 2025 5:00 am

Rolls

Deescalate using Bard+social+persuade. - (1d8+1d8+1d6)

(1) + (1) + (4) = 6

Jan 11, 2025 10:22 am
OOC:
Unh... I'm probably missing something. Your distinctions are always being used... Generally they are more specific and reserved for special occasions or scenes where things are very familiar to the PC. I'm sorry I wasn't able to communicate and teach properly here, I'm still learning and tweaking this (new) game.

Can you make it clear when none of them apply, specifically if you're roleplaying correctly (ie. It would be unexpected for Zix to consciously choose a greataxe over a dagger. Wouldn't you always have a distinction helping you)? Or should they almost always be used, to promote that roleplay? 🤔

Maybe I should change my mind and encourage people to make their distinctions the way you did. In that case, if they're almost always relevant, we need to decide when would it make sense for the PCs to be hindered by one or more of them so they don't always cancel each other.

I think we should use mechanics with pride (D8) and problem (D4) and drop the distinctions altogether? They could also be used in every roll that you want.

Edit: Really liking this idea. What do you think?

Either way, let's keep this going while we talk about it =)

The imp pauses, tilting its head as if considering Zix's words. Then he points a claw at the bard's pack, narrowing his eyes. "You carry something that reeks of power", it growls, the tension rising. "Will you use it? Are you a threat to me? Respond!"

Zix, confused but cautious, instinctively shifts their weight. The movement is misinterpreted and the imp attacks, believing you are reaching for a weapon or preparing an attack.
OOC:
Before we begin, what special gear is Zix carrying? Is it a weapon? Regular equipment is used as part of the story and affects the fiction, but usually has no mechanical benefits. Zix carries something special. A magical item, perhaps, that affect the dice.

Please write its name in the "other traits" section, with "Gear" as its type and 1D6 as the die. Whenever its used, you roll Attribute, Skill, Distinction (if relevant), and Gear (1d6).

Rolls

Secret Roll

Difficulty - (1d8+1d6)

(2) + (6) = 8

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