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Fractureable parts:
Wrist 2, Fingers 2, Forearm 2, Elbow 2, Upper Arm 2, Shoulder 2, Neck 1, Chest 1, Waist 1, Hip 1, Thigh 2, Patella 2, Calf 2, Ankle 2, Toes 2
Plaster value: initially 0, +1 for each area covered with plaster
Corruption value: initially 0. After the battle, each person will have a Corruption value + plaster value of*and 0.2. The higher the Corruption value, the easier it is to become obsessed with plaster and self-mutilate. If the Corruption value = the upper limit, they will become plaster dolls (tear the card). ), you can choose whether to - Intelligence*0.05 corruption value after each level.
Passed the check: running, jumping, dodging, etc. Hip 1, thigh 2, patella 2, calf 2, ankle 2, toe 2. Each part is broken and cast: -2 points, no cast: -4 points
Climbing, throwing, deciphering, etc. Wrist 2, fingers 2, forearm 2, elbow 2, upper arm 2, shoulder 2, neck 1, same as above
figure
strength:
intelligence:
agile:
endurance:
55 points per person, no more than 20 points can be allocated to each item
The upper limit of corruption value = 10 + endurance*0.2
Skills: (Design 2 of your own, or choose from the following:)
Running: points reduced by -2 for lower body casts, -4 difficulty on speed-related checks
Jumping: Points caused by lower limb casts are reduced by -1, and the difficulty of jump-related checks is -4
Climbing: Points caused by upper body casts are reduced by -2, and the difficulty of climbing-related checks is -4
Fortitude: Points dealt by plaster are reduced by -1
Plan: The first die in each battle can be re-rolled and give +2 points
Persuasion: roll Intelligence +1d20, >30 to succeed
Stealth: Roll Dexterity +1d20, >30 to remain undetected
Fighting: melee combat points + strength*1d5
Medical Skills: Can put a plaster on yourself or teammates
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