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*''Group Contests.'' There are some neat rules for this now. Beyond these, I will fly by the seat of my pants. It has always worked (or looked like it from where I sit) so far.
 
*''Group Contests.'' There are some neat rules for this now. Beyond these, I will fly by the seat of my pants. It has always worked (or looked like it from where I sit) so far.
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=Optional House Rules=
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'''1. Vitality.'''
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*''Contests Affect Vitality.''
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** Defeat  - Marginal -2, Minor -4, Major -6, Complete -8 (represent wounds, despondency etc)
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** Victory - Marginal +1, Minor +2, Major +3, Complete +4 (represents being flushed with victory. Note: these will not apply if there is a 1 or more mastery imbalance in favour of the eventual victor).
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*''How Vitality Works.'' Vitality is an amorphous mix of physical and emotional state. It starts at 0 and is limited between -10 ("dying") and +10 ("incredibly full of yourself"). Your current level is cumulative/additive; thus, if you are on +3 and score a minor defeat, you drop to -1. Likewise, victory can be a way to get "healed" (or to get a boost before a contest, if you think about it). Vitality is added to the Target Number for every roll you make!
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'''2. Healing.'''
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*''Natural healing'' - your vitality moves one step towards 0 every day (e.g. after sleeping).
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*''Active healing'' may be attempted once per day, using a skill appropriate to the cause of the wound. The default is an automatic success which heals one point in addition to natural healing. A more aggressive healing effort is a contest against (10 + the square of the vitality) and includes the active party's vitality (i.e. healing yourself has a negative effect of vitality). Any success level restores the victim to -2 vitality. Failure worsens the condition by -2.
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*''Example:'' Jim has been bitten by a venomous snake and is on -7 vitality.
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**He is alone so rests up for a day, scoring a +1 natural healing shift to -6.
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**At the same time, he applies a moss poultice using his very own Survive in the Wild 3W2 ability to score an automatic success of +1. He is now on -5.
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**Next day, he has to move on so he uses the same ability at 3W2 -10 improvisational modifier and -5 for his sickness. His TN is 8W, facing (10+5^2 = 35 or 15W). He scores a success so heals 3 vitality and is now on -2, ready to move on but feeling the after-effects. Had he failed, he would have been on -7, so back where he started.
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** Seems to make sense to me :)  Let's see if it works.
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'''3. Hero Points & Character Advancement.''' Start with 5 Hero Points. (Note that one aim of the limited pool of abilities is to make character advancement more meaningful.) HP can be spent thus:
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*1HP to bump a result post hoc (e.g. you got a success but want to change it to a critical, or fail to success, or fumble to fail)
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*2HP to raise an ability by 1 (this indirectly makes bumping more expensive)
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*1HP to raise an ability by 1 with a concurrent increase of a weakness by 1
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*2HP for a new ability at 14
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'''4. Magic.''' You may have magic abilities or items. Each time you use an ability (or item? thoughts?), take -1 Vitality. Prior to a contest, you may also increase your magical ability rating by 3 at the cost of an extra Vitality point. Thus: +0 costs -1V; +3 costs -2V; +6 costs -3V; +9 costs -4V and so on [we may adjust this scale later]. Magicians have ways to defer this cost, via sacrifices, captives and so on. ''This whole magic thing may need revising.''
  
 
=NPCs=
 
=NPCs=

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