General Notes and Gameplay Updates:
I'm starting to piece together how I want the general game mechanics to work, but there's still going to be a lot of improvisation until I see how they go in a practical situation. Here are things to be aware of for now.
1. Each character has a health meter (Life, or Essence for the ghost). When that reaches zero, you die. Depending on your other numbers, it will go up or down over time.
2. The other important stats are Energy, Fullness and Pain. You want to keep each number over 20 or you'll suffer some very negative effects (Going down to 0 will be much worse). Other effects take place at different spots, but will be less noteworthy. If something is effecting your character, I'll explain it in-game, but not unless it comes up.
3. You can restore your numbers by using or consuming certain items. Again, I'll explain what happens when it happens. Energy and Pain can be restored by resting. You can rest anywhere, but it's better to rest in safe places. Returning to the Safeway will automatically restore all stats to 75 and life to 100. Also, if certain players aren't responding and their numbers are dropping, I may automatically use one of their items to keep things moving. If you have a preference for how your character should do things when you're not around, let me know and I'll try to accommodate.
4. You can inspect any item to get a brief description / clues to what it might do. I'm trying to imagine a purpose for everything I hand out, but if you have another idea on how to use something, give it a try and I might allow it. The clues I give will only reflect on what I have in mind.
5. During combat, the Die of Safety will only be rolled once, at the beginning. If you think your number is too low, you can seek a better defensive position during the battle. The Die of Contact will be rolled every time you try to use a weapon / power against an enemy.
6. Forgot this originally: The party will also have a traveling speed. This is the pace at which they go on foot. The default will be what I'm calling "casual" speed, but the group can move up to 4x faster than that (quickly = 2x, running = 3x, sprinting = 4x) or half as fast (mosey = 1/2x) if they desire. Faster speeds use up significantly more energy than moving casually.
I think that's all for now. I'll tack this post onto the original post for quick reference. Feel free to ask questions.