Overview
The Cosmere, by Brandon Sanderson, is being turned into a TTRPG with both new and familiar design elements. There are interested choices, and highly thematic concepts in this game
Resolution Mechanic
d20 Roll Over + Attribute + Skill
Plot Die - d6 = 2 faces give opportunies, 2 faces give complications
2 sides of complication give bonus - +4, +2
Ancestry/Race/Kin
Human or Singer. There are lots of subsets for the Humans on Roshar. You can be Alethi for instance
Attributes
Awareness Intelligence Presence Speed Strength Willpower12 points - split up however with no more than 3 in a stat
Skills
Skills are listed under each pairing of Attributes: Physical, Mental, Spiritual. Weapons are also skills. Each skill has ranks, and you add these ranks to the particular attribute to get your full Skill bonus.
Expertise - Is an interesting concept also. It unlocks other aspects of weapons or skill abilities
Class / Profession
Agent Envoy Hunter Leader Scholar WarriorThis system utilizes path based abilities. There are a lot of options.
Below you will see 6 different Professions, and each one has different tech trees/ or paths. There are no limitations to the mixing and matching of these Paths and abilities
Abilities/Power/Feats
Talents within the different Specializations (tech trees) are considered your abilities.
Initiative
Fast and Slow TurnsThis game uses a system similar to Shadow of the Demon Lord. You have fast and slow turns for the players, and fast and slow turns for the enemies. If the players want to go fast they have to sacrifice 1 of the actions for the turn.
Turns / Rounds
The game utilizes side based initiative that are divided up into the different Fast and Slow groupings. If you have 3 players that all chose Slow Turns they can decide amongst each other who goes first.
Action Economy
On your turn you get 3 Actions that you can spend how you feel (if you chose a Slow turn).
No action can be repeated
You also get 1 Reaction during the round. These can be used in different ways.
Attack Mechanic
On your turn you will roll 1d20 + Attribute Modifier + Weapon Skill. You need to get over a Difficulty Rating of some sort based on the monster. You also roll your Damage Die and the Plot Die (when applicable) at the same time.
If you miss, you can opt to still do the damage of the die by spending 1 Focus. Otherwise you would miss entirely and do no damage.
If you hit then you would do the full damage + your Attribute Modifier in damage.
Defensive Mechanic
You have 3 different defensive stats for the different pairings of Attributes: Physical, Mental, Spiritual. The enemy is trying to roll OVER this number to hit you.
Armor is used to deflect damage, or negate it.
Modifications to Resolution
The major conditions in the game are Injuries. If you are taken to 0 Hit Points you then roll for an injury. Injuries then start to stack. When you roll for an injury lower is worse on a D20, but if you ARE injured already it will modify your roll
Conditions
The main modification is using Advantage/Disadvantage. The unique thing about this is that you choose which die to add it to prior to the roll.
Rest Mechanic
Short Rest = Recovery Die. You roll this particular die and whatever the result you can split up in between your HP and your Focus. Full Rest = full everything
Resource
There are three resources in this game.
Health & Dying
See about with the discussion about conditions.