I dont post here often enough for anyone to likely remember anything about it, but Ive got a question regarding my Mortal Core project.
The cental point of the system is that "magic" runs on storylogic, and everyone is trying to out meta and out genre savy their way to effectual superhumanism through narrative significance. To abstract this, ive been using six stats to represent a character's "archetype", which determines what kinds of benifits they get from magic and what kinds of events they can try to force through their personal narrative.
Right now the stats are as follows:
>Good
The quality of safty extended to communal human values and the lives of those who follow them. Not consistantly powerful, providing minor benefits to quality of life and aiding slightly is the consolidation of groups, but overwhelmingly effective against evil narratives.
>Evil
The quality of independent power, and as an extension, threat to others. The exact opposite of good, evil is very consistantly powerful, but beware of heroes.
>grit
The quality of masculinity, aggression, violence, and resolve. Tends to empower fighters in a variety of ways not always relative to violence.
>appeal
The quality of coolness, attractiveness, and magnetism. Empowers charisma chiefly, but also can change the rules of reality in small ways to benefit the "rule of cool"
>reason
The qulaity of realism, wisdom, and practicality. Effectively antimagic.
>enigma
Catchall for mysterious or fantastic qualities that may be common conventions in fiction but have no real grounding in reality. Conventional magic goes here, as does subterfuge and sometimes terror.
What do you guys think of these categories? Do I need more to cover all the common cenventions of fiction? Do you think some are too generalized and need to be split up?
Posting from phone, apology for errors