Magic Fantasy Gardens

8 Stats. For every 2 combined stats there is a magic stat (lowest of the two).

=Attributes=

Water
Strength

Perception

Air
Agility

Manipulation

Earth
Toughness

Willpower

Fire
Charisma

Intelligence

Soul
Awareness

Luck =Abilities=

Crashing Wave Approach
Gain 1 die on any Water-related task. Lower your Water by one when this Ability kicks in to gain [Water] dice.

Float Like The Wind
In a Speed Contest gain [Air] success levels. With a Major Result, you may fly this Action, or pay an Air to fly this Scene.

Mountain Does Not Fall
Lower your Earth by one when this Ability kicks in. Ignore the first [Earth] success levels against Damage.

Biting Edge Mantra
Inflict [Fire] extra success levels of Damage on your next Conflict. This is done even if you lost the Conflict. Lower your Fire by one when this Ability kicks in.

Power Relocation Protocol
Increase any other Magical Attribute by [Soul] your next Conflict. Lower your Soul by one when this Ability kicks in. =Terms=

Conflict
Roll against eachother. Highest inflicts a Result on the other.

Damage
A Problem that has to be Healed to go away.

Fatigue
A temporary lowering of your capabilities such as "Temporarily blinded" or "Tired".

Problem
The GM inflicts a problem on the current scene, session, arc or campaign.

Conflict Result
The winning side in a Conflict causes a Result to the opposition. If the opposition consists of several targets, split the result in any way between all of them. Include Damage, Fatigue, Problem and Twist. A point of Result causes 1 Fatigue or a Twist during a Scene. Two points of Result causes Damage or Problem during a Scene. Arc duration costs 1 more, and Campaign costs 2 more.

Twist
A type of result. You inflict a Problem on both yourself and the opposition, with a Scene, Session (+1), Arc(+2) or Campaign(+3) duration.