Core system - Two tiered conflict/task system - D6≥4 = success - roll Xd6 (X= cortial attribute + skill + sleeve + gene/hardware + tools) - Count successes - one is basic success. Overflow either to next roll or to effect. - opposed rolls only count difference (high – low) - if obstacle is higher than 1 roll must exceed to count - three effect levels* - roll three dice. - add overflow and equipment - low, guaranteed result - medium, two successes - high, three successes - Additional Tier for granularity? - physical,mental and social damage - bruised (low effect) - bloodied (medium effect) - broken (high effect) - trauma pool - negative dice - grows through trauma like sleeve destruction (“death”) or inflicting harm - reduced by counseling - gives XP by using it - memory pool - rerolls or “shadeshift” (BW thinking) - limit at 2*recall - envoy training permits total recall = no limit to this poolCharacter generation - Cortial stack creation - recall; memory and problem solving - response; empathy and social - resolve; mental endurance and force of will - 1 is low 3 average 6 human max - lifepath - skill procurement - 0 skilled - 1 competent/professional - 2 expert - 3 master - asset generation - trauma pool - memory poolAsset system - sleeve construction - physical traits - mobility; general body control and speed - coordination; fine motor control - endurance; stamina and durability - power; strength - geneware - hardware - equipment construction - Weapons - beam, particle, projectile - melee - Tools - Memes - in game creditReward system - Character growth - relationships - skill - memory pool - Player narration rights - control poolSetting - V. Bakers setting guidelines before the fanfic discussion - open threads for players to fill in - guidelines for this - toolbox - how to push violence in a mature way