These change the characters basic characteristics.
Increasing a stat by 1 (or more) is a good thing.
Decreasing a stat by 1 (or more) is a bad thing.
No stat can go negative, so don't even try to buy it down past 0.
Usually all stats but Tenet start at 5. Tenet starts at 1 unless god
has declare differently. Increases to Tenet can only be bought with bad
Just to remind you the stats are;
D.G.S. Stat table,
In addition to modifying the basic stat's it is also possible to buy quallifying
statements called tags, Tags raise the effective stat when they come into
play. For example the tag; good puzzle solver with allow the charater to
have a higher intelligence when solving puzzels but not for other intelligence
Each tag costs 1 point, but increases the effective state by two when
It is equally possible to buy 'bad' tags for 1 point back which count
against the character. e.g. claustrophobic. These reduce the stat by two.
Tag's allow stats to tempararily exceed 10 or drop below 0.
Usually tags are assoicated with a particular stat, but once again
good role playing can effect this rule.
God should watch to make sure this 'cheep' stat system is not being
These give/ improve the skills the character has.
The system recognises a number of different kinds of skills.;
The basic type of skill, like a stat is rated from 1 to 10. Players say
what the character is good at, give the stat a name and buy its value.
Anything can be a skill. Examples include;
Some skills work similar to tags, but are usually
more specific. e.g. good pilot
Each of these cost 1 point and give a bonus of when used. Note the
character will probably need an associated skill, but skill tags can usually
be applied to numberous skills. E.g. out good pilot would be a bonus to
flying, navigation, aircraft maintanace, aircraft weapons systems, meterology....
and anything else associated with flying.
Others are abilities needed before the character can attempt certain thing.
E.g. Driving; allows a character to drive a car. French; allows a chatacter
to understand the forigen languages spoken in france.
Characters have a number of these free depending on the setting (E.g.
native tongue, reading/writing)
Additional abilites cost 1.
As with stats, it is possible to buy negative skills which act against
the character, or to not take 'freeby' abilities (e.g have a character
that can not read.)
Cost is -ve the normal value. (Therefore an illiterate character gets
1 point back which can be spent else where).
These allow the player to gain/loose NPC contacts / enemies
Note it is possible to burn out a contact by using them too much.
(Say number of times equal to the level cost per adventure) If this limit
is esxeeded (even by the ref for enemies) the contact drops one level (Thus
even nemisis's eventually get bored and go bother some one else!)
These allow the player to gain/loose possessions.
Treat possesions as tag's/skills as appropriate and use the same costs.
Suggested 'possession' tags include: Car, Flat, Landowner (By multiples
for large areas of land).
Suggested 'possession' skills include: Infulencial (An area of society),
Once again negative tags are possible e.g. Homeless, Descriminated
These changes are included to 'balance' the points and pad out the
characters life. It allows the player to buy events that have no actually
effect on the character but are an important part of the characters history
or back ground. As they are usualy neutral changes they have no actual
points cost other than the 1 or so point gained or last for the bad/good
Good Karmic past life.,
Experiences with friend the character has lost touch with,
Events only the character knows about.
Legensa surronding the character that no one, not even the character
This is a general catch all charagory, if it doesn't fit into one of the
above, it drops in here.