FYI, this isn't a commercial venture. I'm writing up a quick/simple system so that I can run this as a one-shot at MES sometime. The only reason I'm putting it online is so that I can share it with friends and get feedback. Rules are loosely based upon Amber DRPG; there are no dice.
Players start with 50 points, as they are exceptional by nature. The average person has 30 points, with 5 points in each of the four attributes, 5 points in resources, and 5 points on miscellaneous skills.
Human average is 5. Zero implies that you are weak in the area. Negative points imply some form of disability, which is not recommended for game purposes. 10 is reasonably athletic; 15 would imply you could compete at the college level; 20 would be professional athlete. 25 is Olympic-level quality, and anything higher is superhuman.
Wit - Mental flexibility/ingenuity. Aspected as Air. Governs computer use, skill with tresum, humor, problem solving.
Will - Mental endurance/resistance. Aspected as Water. Governs patience, persistence, listening, seduction, resistance to magic.
Grace - Physical coordination/speed. Aspected as Fire. Governs combat, dancing, speed.
Vitality - Physical endurance/strength. Aspected as Earth. Governs raw strength, healing, resistance to physical injury.
Adversary/Ally (-10 to 10) - You have a friend/enemy of some resources.
Mana Thief (5 or 10) - You can steal mana from other tresum users through physical contact. At 10-point level, you can steal mana from average people.
Prophetic Visions (5)
Relic (-5, 5, or 10) - You possess a tresum artifact of some sort. It may be strong, weak, or even cursed.
Resources (-5 to 15) - the measure of one's monetary assets.
Homeless (-5) - You're completely destitute...sleeping on the beach.
Poor (0) - You're still paying for your car, and it's kinda beat up. Your job pays enough that you can maintain an apartment and pay your bills, but you can't afford long vacations. You're probably working a crap job in Dante's Cove.
Middle Class (5) - You own your car which is about 5 years old, and have a decent-paying job. You probably own your own house, and are on vacation for a few weeks in Dante's Cove.
Well-Paid (10) - You own a very fancy/new car, and have a job that pays you ridiculous amounts of money. Your on vacation for the summer in Dante's Cove.
Wealthy (15) - You're independently wealthy.
Adjust points down by 5 if your resources are dependent upon your parents/significant other.
Saint Addiction (-5) - You like Starflower a little too much.
tresum Aware (5) - You know a bit about tresum. You can't do it yourself, but you know how to recognize its symbols/use.
Everyone starts with 5 drama points. Drama points are spent when you wish to accomplish something that your character normally wouldn't be able to do. The GM will determine the cost, which will usually be 1-2 points.
You regain drama points by doing things that bring extra drama upon your character, such as:
Assume that your average player will use one drama per session and regain one point per session.
Because it's Dante's Cove, you're all young, beautiful, and free of STDs.
There are three known houses:
The official Web site also refers to the House of the Sky.
Men are part of the House of the Sun; women favor the House of the Moon. The House of Shadows is a term used to describe demons and wicked spirits long ago banished by the House of Sun and Moon. The tresum Council is comprised of members from both Houses.
You can spend as many points as you want on tresum, much like an Attribute. Your tresum score is also your maximum Mana; casting spells requires Mana. So a fireball spell might costs 7 Mana, and thus can't be used by someone with a tresum score of 5.
tresum is also governed by two attributes which represent offensive and defensive aspects of magic. For both Houses, offensive magic is governed by your Wit. For women, defensive magic is governed by Will; for men, it's governed by Vitality.
Your tresum score cannot exceed either of your governed attributes. I.e., if you want 15 tresum and you're a woman, you'll need to spend 15 points on Wit and 15 points on Will.
Men regenerate two mana per day. Women regenerate one mana per day, but gain 15 mana on the full moon and the new moon.
You can only regenerate mana in select circumstances:
For men, mana regeneration requires getting a physically restorative activities, such as lounging on the beach, spending some time in the hot tub, or getting a massage.
For women, mana regeneration requires mentally restorative activities, such as reading a good book, painting/sculpting/singing, watching the stars.
Yoga/meditation is helpful for all magicians who wish to restore depleted Mana. Using Starflower (Saint) will temporarily grant the magician 10 mana for use in a spell, but that bonus mana will disappear by the next day.
If a magician uses up all his/her mana, s/he will be come exhausted.
For male tresum users, this takes the form of physical exhaustion. He will be weak for several days, feeling drained and sick. If the warlock isn't careful, he will contract some form of opportunistic illness during that time.
For female tresum users, mana depletion triggers mental exhaustion. The witch will become addled/confused, and may have trouble remembering things. She may be afflicted with severe headaches as well.
tresum is intrinsically nature magic, and it's regional. It's unclear how well it works outside of Dante's Cove. It will not work in large cities, nor will it work in the presence of large electrical/electronic systems.
tresum may not work if the user is shielded by metal. Note that the tresum users in the show favor convertibles.
If nature is disturbed, as evidenced by terrible storms or strange shifts in tidal patterns, tresum users may find their powers crippled and may find themselves completely unable to regenerate mana.