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Interaction

Now, every once in a while, you’ll want to fight or seduce another character. This can lead to a roll off wherein your stat combats with an opposing stat of their own based on the situation. For instance, if you want to fight someone, you both may roll Use Force or they may roll GTFO. You may roll Seduce and they may roll Use Force or Play Possum. In this way, interactions take simple pass/fail mechanics and add a bit of spice. 

 

In general, the higher roller wins out; however, there are always consequences to besting the other person. Sometimes, these consequences are fantastic while other times they can be critical to completing a task. 

 

When it comes to draws or ties between the people involved, this is where we see roleplaying at its finest. Can you compromise with the other person? Do you go to extreme measures? Do you surrender your desire and move on? 

Physical Health

One of the more common player-managed stats in any TTRPG is the physical health bar. For Realms, players will need to keep track of their character's physical health to ensure they live on to see another Realm another day. 

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Base Physical Health: 10 points

Modifiers: Primarily from Racial Stats & game play

Unstable: Anything below 3 health points

Mental Health

To go along with the influence of those like Jung on Realms, we've included mental health as a secondary stat bar to manage. Just as important as physical health, players will need to manage their character's mental health to avoid episodes of neuroticism, psychosis or catatonia. 

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Base Mental Health: 10 points

Modifiers: Primarily from Racial Stats & game play. 

Unstable: Anything below 3 health points

dAMAGE

Much like the health bars it impacts, damage in Realms comes in two forms: physical or mental. A single source of damage can inflict either or both, depending on the source - a weapon may only do physical damage, but if a battle borne character is being bludgeoned by a stuffed rabbit, there may be a bit of a mental health blow back as well. 

Unlike many TTRPGs that have a set chart for the damage different weapons or magic does, damage in Realms is settled in two ways: 

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  1. For player-held weapons, it is agreed upon between the DM and the player prior to the start of a campaign or upon the character acquiring said weapon. 

  2. For magick, damage is based on intended effect - defensive magick may do harm, but minimally so while offensive magick with intent to harm will inflict more. 

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Finally, Damage can be adjusted for excellent or failed rolls during a game, as well as reaction from another character. This is at the DM's discretion as much as it is the rolls made by players at the table. 

Status Modifiers

At any point in a campaign of Realms, a character may be inflicted with status modifiers that change how the character interacts with the world and characters around them. Generally speaking, beyond just play flavor, a status modifier will impact a specific stat on your main block, albeit, it should never impact for more than -2 and should only ever be temporary. Status modifiers are resolved at both player and DM discretion. 

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Common Physical Health Modifiers:

  • Broken bones

  • Burns

  • Impairments

  • Poisoning

  • Paralysis 

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Common Mental Health Modifiers:

  • Confusion

  • Anxiety

  • Hypervigilance

  • Amnesia

  • Mania

  • Hysteria

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It should be noted that some modifiers cannot be fixed, or cannot be fixed without great cost. Things like amputated limbs, life-altering traumatic events, or loss may require a character learn to adapt or grow with the modifier rather than fight to change it. When to employ this path is entirely to the player's discretion, within reason. 

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Courtesy of a bunch of gremlins. 

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