
<aside> 🗨️
Provides simplistic, yet enjoyable system to character’s non-combat abilities.
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Before session (Player): Player writes down 3 special abilities cards that his character possesses and gets 5 commitment tokens. GM gets 3 commitment tokens for each player in game.
Before session (GM): Fills special abilities cards with flaws (as many as he wishes), restricting their usage, i.e.: “works only on females”, “works only on simple traps”, “may only be used at night” etc.
During game (Player): May use one of his abilities and put in hand any amount of commitment tokens he posseses (at least 1). GM also takes chosen amount of commitment tokens, but cannot put in hand more than 3. If player’s amount of commitment tokens is bigger than GM - his ability succeeds.
During game (Player): May use any ability which is considered normal (i.e. persuasion, jumping, general knowledge) using the same resolution mechanism via commitment tokens.
During game (GM): May reward player with extra commitment tokens for exceptional role playing and social achievements.
Levelling: When gaining level, player may remove one flaw from any of his social cards or gain new social card (filled with flaws by GM).
<aside> ⚔️
Turn combats into interesting puzzles - enjoyable for both players and GM.
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<aside> ❤️
Each player starts with 6 Health Points, represented by D6 put next to his character’s figurine during combat.
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Levelling: When gaining level, GM may choose to upgrade player’s health points to bigger dice, K6 → K8 → K10 → K12 → K20.
<aside> 🎴
Each skill card contains list of actions, like: move 2, attack 2 (range 2). Each action may be skipped if player desires, then the next action is played.
</aside>

Before session, after receiving concepts of player’s characters (GM): Prepares for each of players 3x skill cards and 1x blank.
Levelling: When gaining level, GM may choose to upgrade (preferably weakest) player’s card or fill blank card with new ability, but then also adds next blank card to the player’s deck.