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Dice Beyond the Pale - Metric System Details

Tlon

An illusion of the internet
Metric RPG System: Main Statistics
Attributes
Minimum of 1 and maximum 6 in any one Attribute. 12 points total to spend.

Intellect - Raw brain power, how smart you are. Your capacity to reason.
Psyche - Sensitivity, how emotionally intelligent you are. Your power to influence yourself and others.
Motorics - Your senses, how agile you are. How well you move your body.
Physique - Your musculature, how strong you are. How well your body is built.

Skill Descriptions
The Attribute value from above is the skill cap for all skills based on that Attribute. E.g., a character with 4 Psyche can level up any Psyche-based skill up to 4 times. Start with 2 points to spend along with 1 Signature Skill, which increases the skill as well as increasing that skill’s cap by 1.


  • Rhetoric

    Rhetoric - Practice the art of persuasion. Enjoy rigorous intellectual discourse. Cool for: Ideologues, Conversationalists, Would-Be-Politicians

    Rhetoric urges you to debate, make intellectual discourse, nitpick – and win. It enables you to break down arguments and hear what people are really saying. You’ll spot fallacies as soon as they’re used – what exactly did the waiter leave out of their testimony? What was the dancer trying to divert you from? Was that double entendre intended?

    At high levels, Rhetoric will make you an impressive political beast – one whose beliefs are impenetrable. Which is to say, one whose mind will not change; one who will calcify. With low Rhetoric, though, you’ll have a hard time shooting down any argument. Nailing people to their testimonies will be nigh impossible.
    Drama

    Drama - Play the actor. Lie and detect lies. Cool for: Undercover Cops, Thespians of the Stage, Psychopaths

    Drama urges you to treat the world as a stage – and on it, to perform. It will enable you to lie, to concoct the most elaborate and wonderful stories; to take on ingenious personas and perform acts of stagecraft in an entertaining amalgam of fourberie and deceit! As well, it enables you to see through would-be actors and their false antics. If they lie, you’ll know. Immediately.

    At high levels, Drama may render you an insufferable thespian – one prone to hysterics and bouts of paranoia; for to know the world's a stage is to know that Truth is a Vanity. However, with low Drama you cannot lie – or discern when others lie.
    Logic

    Logic - Wield raw intellectual power. Deduce the world. Cool for: Analysts, Pure Rationalists, Obviously Logicians.

    Logic urges you to analyze the living daylights out of the case. It enables you to piece evidence together, detect inconsistencies in statements, and impress everyone with your astonishing conclusions. It’s the bread and butter of many a detective.

    At high levels, Logic will be able to solve even the most complicated puzzle. You will be very proud and thus susceptible to intellectual flattery; for those blinded by their own brilliance often miss important clues. With low levels of Logic, you’re going to have a hard time solving even the simplest puzzles. Even if you find the pieces, good luck putting them together.
    Visual Calculus

    Visual Calculus - Reconstruct crime scenes. Make laws of physics work for you. Cool for: Forensics Scientists, Tactical Fighters, Math-Minded People

    Visual Calculus verses you in the laws of nature. It enables you to create virtual crime-scene models in your mind’s eye. You’ll see how a bullet shattered the glass and from that trace its trajectory with mathematical precision. You’ll also count so many footprints – and at a glance discern shoe size and design; as well as the height, weight, and gender of the one who wore them.

    At high levels, Visual Calculus makes the world reveal its secrets to you – but you may be so absorbed by your mind-diorama, you don’t notice as crooks steal your pants. However, at low levels, your mind’s eye will be blind. Reconstructing crime scenes will be difficult without outside help.
    Encyclopedia

    Encyclopedia - Call upon all your knowledge. Produce fascinating trivia. Cool for: Thinkers, Historians, Trivia Freaks

    Encyclopedia makes you a know-it-all, turning your mind into a database of facts. It enables you to draw on these facts innately, offering a wealth of background knowledge to all things related and unrelated to your case. Who knows when the history of cigarette brands will provide the breakthrough you need to arrest a murderer – or when knowledge of pre-revolutionary guns might save a life?

    At high levels, Encyclopedia shares this wealth of knowledge to an almost overwhelming degree – while it may give you crucial breakthroughs, it more often will clutter your mind with useless tidbits. With low levels of Encyclopedia, though, you’ll be forced to work with only the clues in front of you. Without any background knowledge, copping is going to be tough stuff.
    Conceptualization

    Conceptualization - Understand creativity. See Art in the world. Cool for: Creatives, Psychedelic Fanciers, Critics.

    Conceptualization has a special role it wants you to play in this world – that of the Artist. It enables you to make fresh associations, to delve into world-concepts from Jan Kaarp’s postmodernist karperie, to Revachol’s arabesque architectural style dideridada, and even the concept of HARDCORE – and then, importantly, to add your own contribution to these works.

    At high levels, Conceptualization makes you go big – perhaps too big. It is ostentatious, demanding grand displays. Why live life when you can throw yourself into a live volcano? At low levels, however, you will be unable to see the world in a creative light. You’ll be unable to contribute to conversations in an art gallery. Only boring people will invite you to their dust parties.



Gameplay Overview

Any player may attempt any task by taking the appropriate Skill value, adding it to the Attribute value it’s based on, and then adding those together with a 2d6 roll. E.g., to attempt breaking down a door a character with 3 Physique and 1 point in Physical Instrument would add a total of 4 to a 2d6 roll. If the sum is higher than the difficulty of the task, the action succeeds. i.e., since breaking down a door is Challenging (difficulty value = 12) then our example character would need a roll of at least 8 to succeed. Tasks accomplished this way are Active Checks and each awards 1 XP on success. Passive Checks are handled behind the scenes by the GM, who will alert the player of successes (these checks award no XP). A player gains a new Skill point to spend on Skills or Thoughts every 5 XP.

Each player has 1 HP for each point of the Endurance skill they have, and 1 Morale Point for each point of the Volition skill they have. Rolling an Obvious Failure (a 1 and 1 or snake eyes) deals a 1 point penalty to either Health (if they failed a FYS or MTR based check) or Volition(if they failed an INT or PSY check). Inversely, rolling an Obvious Success (a 6 and 6 or boxcars) heals 1 point to the respective stat.

On reaching 0 Health or Morale the player is eliminated from that encounter.

Thought Cabinet
All players start with 1 Thought Cabinet slot.
  • Buying a Thought costs 1 Skill Point
  • Buying additional Slots for the TC costs 1 Skill Point
  • A player cannot hold or buy more Thoughts than they have slots for.
  • 12 Slots maximum
Thoughts are like items that take in-game time to research. They do not come into play during character creation - they are awarded at the end of encounters or after a series of specific in-game events. While being researched the Thought inflicts debuffs, and when the Thought is complete the debuffs convert into buffs. These buffs last for as long as the Thought remains in the player’s Cabinet. Old Thoughts can be replaced with new ones, however, this destroys the replaced Thought permanently. Once a player has a Thought made available to them access to them does not expire -whenever the player has a Skill Point to spend they can spend it on any Thought previously made available to them.

The Problem and Solution sections are for the player to write. The buffs and debuffs are decided by the GM. The Completion buffs are kept hidden from the player until the Thought is complete.

An example Thought:


Detective Costeau
Problem: Detective Raphaël Ambrosius Costeau -- when you say it, it feels like you're taking a bite of lemon meringue while sitting on the terrace of a seaside cafe. On a cool summer day. In Sur-La-Clef. It's everything you're *not*. You haven't created many things during your stay in Martinaise, but you've created this. A fancy, sophisticated name that makes you sound intelligent. And that no one seems to *acknowledge*. Don't you feel like you deserve a reward for coming up with something so special? And what would that reward *be*?

Solution:
Monsieur Costeau, the reward for coming up with your classy new name has arrived. What are the attributes Detective Costeau should gain in? *Obviously* Savoir Faire and Esprit de Corps. You know *exactly* what they do and what those words mean. They're *refined*. Like *you*. You have a ton of that fancy stuff. And if the world can't accept Raphaël Ambrosius is your name -- you will always be Detective Costeau to yourself. R.A. Costeau -- sophisticated culture-detective. Specializes in ancient things and art.

Research Time: 2h 30m
Contemplation:
  • -2 Conceptualization: An idiotic idea
Completion:
  • +1 Savoir Faire: This one sounds fancy, let’s have this
  • +1 Esprit de Corps: Yup, fancy, let’s have this one too
 

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