Diceless System and Fatigue Stat

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Stats for Diceless system

Athletic: Max Fatigue points X 10, Main physical stat.

Any physical activity, depend on game setting, a godly level maid can at least lift a boulder.

Affection: Solve thing without action, persuasion, Courteous type speech, help increase relationship.

Any conversation or visual contact, can dissolve other maids hatred/rivalry. Higher level affect easier and/or larger scale.

Skill: Technical actions, survival skill, life skill, intellectual, etc.

Anything that require intellect or operating ability, at godly level a medical maid could sew a torn leg back to the body! (Depend on setting)

Cunning: Solve thing with someone help, Bluff, Trickery, street/trash talk, help decrease relationship.

Any conversation or visual contact, can cause other maids hatred/rivalry. Higher level affect easier and/or larger scale.

Luck: GM will help you or let things slips more at greater scale.

Any thing, GM can be creative. At godly level, is like god/heaven will help you with many things.

Will: Max Stress point X 10, Main mental stat. (Not include intellectual)

Any mental activity, depend on game setting, a godly level maid can even become psychic!


Preference of replacing value with words for RP experience and gm reference.


0 = Horrible

1 = Weak

2 = Normal

3 = Good

4 = Very Good

5 = Excellence

6 = Godly


Stress Stat: Stress will be consider Mental stress, so it should be minimum to nonexistence in physical activity, but in failed social battle or self grieve(even from failed physical activity) can damage it normally.

Fatigue Stat: Fatigue force player to not overdo/overkill things (unless they do it for impression or enjoyment) as they will be force to stop and rest. GM should try their best to avoid letting players abuse resting/healing.

GM will determine if success or fail base on player's description of the action and if he/she's stat will allow that action to happen or not, then the GM determine how much fatigue resulted.

Surpass Ability: Player should suggest action that is within their stat/ability, but allow to surpass it in exchange of receiving more fatigue. GM should favorably reward heroic effort or punish dangerous behavior.

Surpass Cost: Player can only surpass max of 2 category, respectively at X2 and X3 cost.

Athletic Example: Maid has Ath of Weak, she can only do 20(Weak level) push up, but push himself to do 60(Good level) this time. He willing to accept X3 fatigue cost in order to temporary perform at Good level. She succeed, and (most likely) become unconscious where her Gym teacher award him favors.

Luck Example: Maid has a luck of Godly, she try to find some salmon for cooking, but failed(lose few fatigue for action and possibly stress due to deadline) to find one miserably, and so a phenomenon of raining fish [1] occurred. (Could also happen before fatigue lost, GM decide which fair)

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