Everyone might have noticed I included rolls into my post with Pilka. After playing around with dice, I find the simplest fashion of using dice as a mechanic is to use a 1d20 in simple terms. This does not have to be used unless a disagreement happens, a character is fighting a named NPC/important NPC, or if you purely want to use it for writing for more randomization and naturalness. Players cannot die unless the writer gives approval. [b]Mechanics[/b] 1 - 9 = failure/not successful in an attack 10 = a very superficial attack (a scratch or even just cutting through fabric and not skin) 11 - 15 = An attack that draws blood (probably needs stitches but not fatal or severe) 16 + = severe or fatal wounds (wounds that will need to heal for awhile and need medical intervention and medicine to help heal). [hr] I'm finding of doing an extra step for player versus player character fight but I do not know if that would be excessive or not (a blocking roll for the defendant). [hr] People looking into the dice rolls might have noticed that Pilka naturally has a + 2 bonus. This is from years of experience. Other characters that would have bonuses on attacks/use of weapons/etc... currently would be: Jonathan would have a bonus of + 2 when using his aerosol spray to attack or defend. Selene would have a +2 bonus when it comes to her enhancements to traverse or move quickly. If Qia chose to roll for agility/movement in a fight (This would definitely come in handy if the block feature comes into play. She would have a natural +2 to block).