I am hosting a solo campaign for my GF, who is a big fan of Jerma. I actually don't know much about him hahahaha but I like ttrpg so I think this was a perfect little game for us to start with. Just wanted to ask some questions about the system and ask for your advice! You are the creator so I am assuming that you have some ideas to how the game might be played.
1) Levelling and Stats. It is stated that you get 4 stat points and 5HP at Level 1, and you gain 1 HP at every other level (on odd numbered levels essentially), but is there any mechanics in which your stats points increases? Or does it stay static throughout play?
2) Rolls. It is stated that this game uses 2d6, however in the hardness levels, the Superpowered level (>12 for a pass) is impossible with 2d6 (unless you are a peoples that have an attribute that change that). I'm just wondering if you are supposed to add your stat level to your rolls? So if you have 2 for Smahts maybe it's +2?
3) my GF wants to make a Felionoid defector who ran away from the Felinus Magistratus and befriended a Ratts (named Rattlew like Mathew). If they have no access to a power suit, does that mean they no longer have the Positive Attributes and are constantly Vulnerable? I am fine with this but I also want to be able to balance the game so that their character is not too squishy.
Mainly this matters for a longer campaign if I want all the characters to level up and improve etc. Despite the Jerma Lore we have brainstormed quite a dramatic backstory about love, betrayal and the unlikely bond between rats and cats. I was thinking of homebrewing for these mechanics but if you have any ideas or intention please let me know!
