Rules

Before reading further, it is important to note that all sections of the memento mori rulebook is entierly modular. All segments should be able to taken individually and trialed before deciding if it is the right system for you. Also, if one or more segments of this rulebook does not suite you need, you may ignore them and it should not impact the mechanics of the other segments too much. Meaning, in theory, you may be able to adapt this system to any other system of your choosing.

Stats

The stats in memento mori slighty differ from the stats in other rpg. For starter, there is an array of new stats to quatify different apsects of a character. Why not take the simple approach and go with the already established stats? Well because this system is aimed at reflecting all the capacity a character might. In terms of performance alone, a backflip being determined by dexterity is questionable.

You may still be able to use parts of this system without using these specific stats. Although the game as been design with those in mind and may use adjusting. Here are all the stats and their equivalent in other popular systems such as D&D.

  • Strength
  • Dexterity
  • Agility
  • Body
  • Endurance
  • Soul
  • Mind
  • Instinct
  • Will
  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma

As you may see, strength remains the same and dexterity is devided between dexterity and agility while constitution becomes body and endurance. Intelligence becomes less broad and explodes in mind, instinct and will which are all, as you may read later, different form of intelligence. Wisdom in memento mori is fragmented between all intelligence stats but also becomes a modifier instead. Since wisdom, could be compared to education and therefor is not a stat. Lastly, charisma as described by D&D " measures your ability to interact effectively with other" then becomes will. Although, as you may read, will is much more than simply your ability to interract but also your ability to understand both self and others.

Performance Stats

Performace stats regroup all stats with the primary goal of performing an action. All stats can assist in an action, but performance stats are aimed to reflect the ability of one to perform.

  • Strength is a stat aimed at translating the capacity of one to adequatly use their muscles and perform actions where the body needs to exute sufficient force. This stat is not limited to arms, the strength stat reflects from the whole body.
  • Agility is the stat that transcribes the overall coordination of the body, the ability to move your entire body in a certain way, or flexibility.
  • Dexterity focuses on the ability to exercise an action with precision utilizing the extremities of the body (feet, hands, tongue, etc).

Physical Stats

Physical Stats are stats that describe a character's physical prowess/abilities. They are stats that determine the character's shape in a way.

  • Body is the stat that directly impacts the health. It reflects the character's metabolism, healing factor, and resiliency to damage. It can also be an indicator of the size and weight of a character.
  • Endurance is the stat that directly impacts stamina. It indicates the character's ability to do a constant effort/movement without losing force and quantifies one's ability to recover.
  • Soul is a stat most characters are not aware of and have very little control over. It determines the astral presence of the character within the shell of their mortal coil. Mind you, the character "self" is not determined by the soul, a character is determined by all the stats and one's character's personnality will not be the same without their body. Imagine the soul stat as a new organ more than a puppet master in a shell.

Cognitive Stats

Cognitive stats regroup all the stats determining the ability to process certain situations, their intelligence. Note, intelligence does not mean education or wisdom. Here, intelligence is the raw ability to process without any support, hence the name cognitive.

  • Instinct is the stat which determines how intelligently can one use their senses. Again, this does not determine how sharp the senses are, but how they are used and processed towards a goal.
  • Mind is the stat where intelligence is used in a reasoing way. It is the ability of one's character to use logic.
  • Will is the stat that determines the emotional intelligence of a character. Since the understanding of one-another cannot be processed with logic, anything related to understanding others or their own emotions is done through will. It is also therefore the stat used to determine how susceptible to fear, intimidation, and etc. the character is.

Modifiers

If the stats are the raw abilities of a character, then how does one measures proficiency, such as charisma, education and wisdom? Through the modifiers. Modifiers is the best way to quantify the ability of one to perform a certain action he is preficient in. This way, a whole new layer of arsenal is added to make the perfect character design.

Here is some example of how to use modifiers. Imagine a character named Louis. Louis has never been educated and for the better part of his life he as been living in the wild. Although Louis may seem wild and closer to his instinct, he still managed to overcome adversity with ingenuity, his mind. Therefor Louis is not an idiot, simply ignorant. Now lets take a second character to finish this example. Baron his highly educated, has learned most of what is expected from a noblemen and remembers them. However, he is simple minded, not very smart. Now, in front of an intellectual challenge, such as a puzzle, Louis might in fact be better place to solve. Although, in front of a challenge more mathetimatical or logistical, Baron's education will be added to his rolls and would most likely outsmart Louis.

As you can see, modifiers create interesting scenarios where the raw ability of one may not suffise to overcome the challenge. It creates a unique and very realistic dynamic of learned vs innate skill set. Where no matter how dexterous you may be, the carpenter will, most likely, make better woodwork than you.

Rolls

When one is considering how to roll in this system, they must not think of the conventional way of rolling like in most popular systems. For example, in this RPG system, the roll is determined by the stat, meaning a stat of 12 mind will roll a d12 and a stat of 15 mind will roll a d10 and a d6 minus 1 from the total.

Now, you may have the burning question and be confused after reading the first paragraph, "Why do I need to subtract 1 from the total of d10 and d6?" Well to answer that question is simple, it is to always keep the minimun number you can roll a one. To explain further, say you have a dex stat of 14, you would say you would need to roll a d10 and a d4 correct? Well no, cause if you were to say, roll double ones with both die, the sum would be a 2. That would not work because the lowest you can possibly roll should always be a 1. Well, how do we fix that? Easy, just think in terms of for every die above 1 you must roll, always subtract 1 from the overall total.

For more examples, imagine you have a dex stat of 15, simply roll 2d8 minus one since you have one additional die. Or you could roll a d10 and a d6 minus 1 and receive the same outcome. Now, say you have a body stat of 16, this requires three die, a d10 and 2d4. After substracting 2 because of the additional two die, you get your correct roll. If you would like to see more examples, please refer to the stat number table.

At the end of the day, you may follow these two rules.

  • Can I roll exactly than one?
  • Can I roll exactly my stat?
Here is a set of examples.

With a stat of 9

-1 ?

If dice = 1, outcome would be 1 - 1 = 0. If ignored, it means 2/10 chances of rolling a 1.

If dice = 10, outcome would be 10 - 1 = 9

With a stat of 9

-1 ?

If dice = 1 & 1, outcome would be 2 - 1 = 1.

If dice = 6 & 4, outcome would be 10 -1 = 9

With a stat of 14

?

If dice = 1 & 1, outcome would be 2 = 0. If ignored, it means Cannot roll 1.

If dice = 10 & 4, outcome would be 10 + 4 = 14

With a stat of 14

-1 ?

If dice = 1 & 1, outcome would be 2 - 1 = 1.

If dice = 10 & 4, outcome would be 10 + 4 - 1= 13

With a stat of 14

-2 ?

If dice = 1 & 1 & 1, outcome would be 3 - 2 = 1.

If dice = 8 & 4 & 4, outcome would be 16 - 2= 14

With a stat of 11

-1 ?

If dice = 1 & 1, outcome would be 3 - 2 = 1.

If dice = 10 & 2, outcome would be 12 - 1= 11

Although a valid option, try and avoid using coins as much as possible.

Table of dices

Stat 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Dice 1 -1 -1 -1 -1 -1 -1 -2 -1 -2 -1 -2 -1 -1 -2 -1 -2 -1 -2 -1 -2 -1 -2 -1 -2 -3 -2 -3 -2 -3 -2 -1 -2

Icons of Dice Types

Dice 2 4 6 8 10 12 20 100
Icon
Notes Coins are to be avoided, but stats of 2,3 and 5 must used them. Head=2 Tail=1 0 on a 10 sided die is 10. If a 100 sided dice can be used, good. Otherwise use a percentage die + d10 which would act as a singular dice.

Dice Calculator

Enter a stat number to find the dice combination:

Combat

Combat is an essential part of any RPG. If combat feels unfair, or that it is missunderstood, it can ruin an experience entirely. Hence why this section is crucial to understand, otherwise, it may be best to use another combat system until this has been trial and enjoyed.

Turns

Turns follow a system of heat and cold principles, meaning that time flows differently if you are in heat or cold.

Cold is when time flows slowly, where you can do your turn as usual: such as movement, speaking, planning, drinking, preparing, etc. It is also a period when stamina recovers, if you spend enough time in this state.

Heat is when two opponents or more are engaging in an exchange of blows. Time flows very fast and stamina drains quickly. If you are delivering blows and failed attacks, nothing happens. You can continue attacking as long as you would like. Even after stamina has reached zero. However, if an attack critically fails, your opponent can initiate a counter attack.

A counter attack is a state of heat that is taken from an opponent's turn. You can attack as much as you would like, however you can not change from the target within the current turn.

Guard

A guard is what determines if something can or not reach you when attacked.

Feat is all extra bodily defenses someone might have or that an opponent must face before reaching their target, for example, a fear factor.

Movement is the requirement to be hit or to hit their opponent. It determines if an attack is dodged or not. It translates to how evasive you are. By default, agility is the stat that determines movement. It can affected by many factors such as armor. The more areas your body is covered, more disadvantaged you will be impacted regarding movement. This factor is importantly determined by the material used for the armor.

Defense is your reaction to intercept or block an attack. It is by default determined by your dexterity. Regarding armor, the more areas that are covered, the more advantages towards defense you will receive. This adds an extra saying, if your opponent goes past your guard with an attack, there is still a chance that he hits the armor instead.

Your natural armor is your resistance to blows and how much can your body absorb before it is translated to damage.

Factors of modifications to any of these categories of guard can be added by traits or equipment worn.

Damage

Blunt -> the damage check is reduced, but it avoids armor. Is usually determined by strength check.

Piercing -> Adds boons to penetrate armor, meaning armor class is less impactful. Is usually determined by dexterity check.

Slash -> On damage hit, higher chance of dismembering and bleeding.

Regarding armor on damage, if the opponent does not crit on defense, there is still a chance the armor will absorb the blow. Once again, this factor is determined by the material upon the armor is made.