Spending Soul
and some (literal) patches
As you can see, I’ve changed the Advantages - now they can be derived only from the first two stats.
One can spend Soul points to cast spells (more info in the future - I have one cannibalism-worthy magic system but may be too complex for this game) or to “bend reality” accordingly to one’s will:
You may spend 1 Soul to immediately heal 1d3 lost Flesh or Mind points;
You may spend 1 Soul to re-roll any failed test (no further re-rolls are allowed);
You may spend 2 Soul to re-roll a Trauma effect (soon);
You may spend 3 Soul to automatically succeed at any test (treat as you just rolled 12).
That’s basically it. Nothing particularly fancy. While Flesh and Mind are, aside of determining the number of Advantages, basically two sets of Hit Points, Soul can be spent in many situations to help achieve certain goals - or to avoid being destroyed.



