Mystical stat represents the connection the character has to this outside power of 'magic'. So those that aren't naturally inclined to it, or choose to have it when they transform, have found more mundane ways to be effective. I wanted magic to feel like something that you needed to decide to take on and since characters can grow into the moves that use Mystical more, it felt natural to keep as a character choice and not something that every being on the planet can do which is roughly what all the basic moves are.
Greg L
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Wounding sets the damage at 2. Period. So it's good for people who have a low or negative physical trait. Where as sharp adds a +1 to their physical, so someone with a 2 in physical will do more damage at 3. You can put wounding on any weapon, keeping in mind that it just does 2 damage.
Far/Hand/Close are all narrative tags to cover weapon choice and will alter how the battle plays out. Hand weapons will put a hero directly in danger but also more in control. Close weapons means the monster might have to move, or choose a different target to threaten if they can't reach. Same with far. Since the conflict is a narration, the tags help inform and control what can narratively be done.
Does that make sense?
Keep in mind that every action in combat has a reaction, and that reaction needs to make sense in the narrative. So a far weapon would stop them from being harmed by a monster that only does up close damage if that's what you want as the GM. Alternatively, the monster could choose to move to the person with a ranged weapon and hit, thus pulling it away from something else. Or the monster could hit someone closer like another hero or someone who is in danger. With clash, the player inflicts damage and the monster responds with damage in a way that makes narrative sense, and it doesn't have to be to the person who fired the far weapon. Does that help?
Hello! That's totally ok. So, outside of battle, they can use it as much as they want. Inside a battle, keep in mind that everytime a player does an action, the world does a reaction. So if they heal as their action, the monster or threat will then react. So they could get hit, or part of the situation gets worse to pull their attention. But there isn't a limit on how often one can use their powers, it's all about what choices they need to make.
You can summon it each time it's defeated. You only ever get one. You can't summon multiples.
1. Conditions can only apply once, but if you like them stacking, you can do that too.
2. You can always heal back to full health on a good nights rest or spending time with your friends. Rest and Relaxation is mainly to remove any conditions that you have. On a 6 or lower, you will not remove any conditions, break that relationship, but still heal back your full HP.
2. The person who called the attack makes the roll. Your comfort with meta gaming may allow the person with the highest emotional rating to make the roll. But I always let the person called the team attack make the roll. And they can always spend more power points than needed to gain advantage on that roll. So if there are 4 players, the need 5 power points among them to make the team attack. If they spend 6, the person making the roll has advantage on that roll.
You transfer your emotional rating in damage to yourself. Person A is trying to heal person b and they fail. They still heal Person B, by transferring those wounds to themselves equal to their emotional rating. If person A has an emotional rating of 1, they would heal 1 from person b, and take 1 damage to themselves. If they have a 0 or less, on a fail, they don't heal person B because they have no emotional rating.
Does that help?
You have to pick a weapon to have a weapon. If a person has a physical of 0, they do no damage unless they roll well on the clash roll. The GM can decide that they always do 1 damage if they wish, but I often say that there are so many other things to do, that it's ok for them not to do any damage unless they roll well.
If you are talking about piling on plus ones from the We can do it move, a person helps and then the person they are helping should take the action they are being assisted with.
There are rare occasions where things can be constructed in a way to allow many +1s to happen at once, and I've seen it happen once for one roll.
In things like combat, I will usually allow 1 person to help, but I've talked to other GMs are fine with letting multiple people help. The thing to keep in mind is the narrative and that the world won't wait. So as each person tries to help, the world should be acting alongside those actions.
I'm so glad that you found my game! There are many support files including character sheets at https://www.leatherman.games/games/glitter-hearts
There are a few online communities that make role playing games easy.
https://roll20.net/ is one example. Also, I'm working with a company that is making Role, for online game systems. They are kickstarting now.
https://www.kickstarter.com/projects/role/role-a-new-kind-of-platform-for-the-rp...