Welcome to A Beginner's Guide.IndicesCat--A kind of creature Persana tried to make, and her first attempt at making life (turn 18), as well as the subject of an animated painting. It looks like a small quadruped with a tail and fur and a head. Not to be confused with cat?s.
Cat?--A kind of creature made from Persana's attempt at making a cat. Not to be confused with cats.
Figurine--The kind of creature Figura is.
Person--The kind of creature Persana is.
Watcher--A golden robe with red points of light under its hood. Seems to speak in limerick-like rhymes.
Altar--Probably not used for anything important.
Bed--A good place to sleep.
Door--Can be open (I) or closed (O).
Sofa--Can be sat on.
Statue--Pretty...Kissing doesn't seem to do anything to it.
Vending Machine--Something Persana made up, presumably intending to have it dispense stuff.
Bread--0.5 Inventory slots per loaf (25 slices). Consumable (+0.5 Nutrition per slice). Comes in loaves and slices.
Bucket--Presumably 1 Inventory slot. It is probably useful for holding paint, and perhaps other liquids.
Bucket of Paint--1 Inventory slot. It seems to be useful for painting. It seems to give off mind-altering fumes.
Candy Bar--0.1 Inventory Slots. Consumable (+1 Nutrition, +2 Sugar).
Crowbar--1 inventory slot. Unknown use, probably for prying, loosening, and/or stealing stuff.
Egg--0.06 inventory slots per egg. Consumable (+2 Nutrition, +1 Vitamins, +1 Minerals, -1 Toxicality per egg; -1d4 Health, -1 Toxicality if uncooked)
Fork--0.2 inventory slots. Unknown use.
Glaive--2 inventory slots. A weapon, specifically a polearm.
Guitar--Unknown inventory slots. Unknown use.
Jug--Unknown inventory slots. It is probably useful for holding milk, and perhaps other liquids.
Jug of Milk--0.5 inventory slots. Consumable (+5 Nutrition, +2 Minerals).
Knife--Unknown inventory slots. Unknown use.
Lamp--0.5 inventory slots. Glows; use likely related.
Meat--0.33 inventory slots. Consumable (Beige: +4 Nutrition, +2 Protein, +1 Vitamins when cooked; Red: +5 Nutrition, +2 Protien when cooked), likely benefits from being cooked. Comes in different varieties.
Plate--0.33 inventory slots. Unknown use. Brittle.
Pick--1 inventory slot. Can dig, or be used as a weapon (2d6 base damage)
Soylent Green--What you called a green, jel-like foodstuff made by putting vomit in the Food?-Making Machine. Technically Consumable (-1 Health, +1 Nutrition), unless "cooked".
Spoon--0.2 inventory slots. Useful for eating. Questionably useful for painting.
RulesVitals are little things like name, health, gaping wounds, etc.
Attributes define your raw ability.
Carnitude: How much muscle you have, ie how strong you are. A bit of a stretch to maintain the alliteration, so sue me. Adds to damage. Possessed by people.
Cleverness: How quickly you pick up on new things. Possessed by people.
Constitution: How tough you are. Adds to your Hit Points. Possessed by people.
Cwickness: How fast, agile, or dextrous you are. Possessed by people.
Malleability: Flexibility? Possessed by figurines.
Mentality: Intelligence? Possessed by figurines.
Mettle: Toughness/Strength? Possessed by figurines.
Pith: How tough something is? Possessed by pets.
Potency: How strong something's special powers are? Possessed by pets.
Power: How strong something is? Possessed by pets.
Presence: How cool something is? Possessed by pets.
Promptitude: How fast something is? Possessed by pets.
Assets are good things. Many Assets have a maximum value. Once at maximum value, you can't get any more of it.
Creativity: How much creativeness you have in you. You seem to get Creativity by altering your mind, and possibly other ways. You can spend Creativity to make things or to imbue them with certain traits. It seems to be an important Asset. Possessed by Persana.
Health: Presumably, how uninjured you are. You pass out and risk death when your Health hits 0! Possessed by people and cat?s.
Heat: ?? ?? Possessed by Figurines.
Minerals: How much mineral-rich food you have consumed. Raises Constitution. Possessed by people.
Nutrition: How full you are. Automatically reduces Toxicality in a 1:1 ratio; can be used to increase Health in a 1:2 ratio. Possessed by people.
Protein: How much protein-rich food you have consumed. Raises Carnitude. Possessed by people.
Stimulation: ?? ?? Possessed by figurines.
Structure: Like Health. When reduced to half value (round up), gives a -1 to rolls; gives an extra -1 for each additional halving. Possessed by figurines.
Sugar: Gives a bonus to Cwickness rolls.
Vitamins: How much vitamin-rich food you have consumed. Raises Cwickness. Possessed by people.
Ailments are bad things. Many Ailments have a maximum value. Once at maximum value, bad things tend to happen.
Confusion: Your uncertainty about the nature of the universe. Who knows what it does, or why it lacks a maximum value?
Moltenness: How melted one is? Possessed by figurines.
Thirst: How thirsty you are. Heat seems to cause thirst. When this reaches a maximum, you die. You also get a -1 to all rolls for every other point of Thirst you have (-1@1, -2@3, etc). Possessed by people.
Toxicality: How much toxins have built up in your body. You seem to get Toxicality by coming into contact with toxic substances. When this reaches a maximum, you have a 15% chance of dying each turn, +5% each turn, +10% for each point above the maximum you are. Possessed by people.
Skills tell you how well you know how to do stuff.
Skill rolls are, um, rolled on a d30 (which the GM got for Christmas and has been dying for an excuse to try since). The results, after modifiers of course, are determined something like this:
<1: Epic Failure
1-5: Critical Failure
6-10: Average Failure
11-15: Near-Miss
16-20: Basic Success
21-25: Success
26-30: Critical Success
>30: Masterful Success
Skills come in the following levels:
Untrained: You have no idea what you're doing. You get a -5 penalty. You advance to Novice with a Cleverness roll of 15 or more after a successful skill roll, or by training.
Novice: You have a little experience or training, or very little of both. You get a -3 penalty. You advance to Skilled with a Cleverness roll of 15 or more after a successful skill roll 33% of the time, or by training.
Skilled: You have either some experience and training, or a good amount of practical experience. While someone with a Skilled level has neither a bonus nor a penalty, each a Cleverness roll of 15 or more after a successful skill roll has a 10% chance of increasing your skill level. Levels after Skilled are numbered--Skilled I, Skilled IV, etc--and give a +1 bonus for each level.
Master: This seems to automatically cause a reroll. You are not sure how to reach Master skill level, but presumably you need to do something awesome with the skill in question.
The Inventory is where you keep your stuff. There are two parts to it.
The Main Inventory includes all things worn, carried, attached, etc.
The Hammerspace Inventory Device is a neat little thing that holds what you don't have in your Main Inventory. It occupies a little grid. Some items can expand the grid.
Creating living beings seems to be a bit...complex. First, you need a body. Then, you need some other stuff which you're not sure what all they are. You have identified that there are multiple stages of animation, including "mindless and unmoving." There seem to be three.
Meditation is possible. Its effects vary on the roll:
Epic Failure--All Creativity lost; +1d6 Confusion
Critical Failure--1d6 or half of Creativity lost (whichever is greater); +1 Confusion
Average Failure--1 Creativity lost.
Near-Miss--Nothing.
Basic Success--Nothing except peace of mind...
Success--As above, but with...a little extra. Such as losing 1 Confusion.
Critical Success--1 Creativity gained, 1d6 or half of Confusion (whichever is less) lost.
Masterful Success--1d6 Creativity gained, or Creativity doubled (whichever is lesser), all Confusion shed.
Round up.
MiscNote: I will be basing suggestions not only on popularity, but also on sanity and how well it integrates with the story. So nothing crazily stupid like a despondent clown.