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===Overhauls=== #Jed's system: When a normal stat+trait roll can't break it, you must make a Break roll against a certain DC, and every Break you spend lets you roll a d6. For example, you may be confronted to a DC 6 challenge and choose to spend 2 Breaks to roll 2d6 instead of only one, which wouldn't leave you much chances to succeed. On a miss, you still get a favorable effect, but your objective isn't quite satisfied. Also, if your roll exceeds your Breaking Point number, you trigger an undesirable effect like the standard Breaking Point consequences. Lastly, you gain a number of Breaks equal to half your score on the roll, rounded. This means after using a Break, you always get at least one back. #Anonymous tester's changes: Breaks become Bends, the world gets a Crack stat, and what is being called the Breaking Point becomes a Break. Being where the players bend reality (possibly letting them do it freely, just to push the limit), and based on just how far they're pushing reality they add a number from one to ten to the area's Crack stat ("I break down the door", 2; "I make him stop existing", 10 (rough numbers)). When reality is Cracked enough, it Breaks and bad shit goes down. Gravity turns off, earthquakes, or whatever. Thinking about it now, I think that the amount of crack generated would be dependent on the player's sixth stat.
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