SALT CROWN
“Contar sus años no sabe
y ya sabe que el sudor
es una corona grave
de sal para el labrador”.
-	Miguel Hernandez

Somewhere in a destroyed Spain, 1938
The “Spanish Civil War” is a war fought from 1936 between the Republicans, who were loyal to the democratic, left-leaning Second Spanish Republic, and the Nationalists, a group with fascist thoughts led by General Francisco Franco. Both sides in the struggle receive help from other countries: Soviet Union support the official government while Germany, Italy, and Portugal support opposition. Most volunteers come from other countries including the USA. It’s a proxy war where nations confront their ideologies and test their new weapons for the imminent conflict that will be known as Second World War.
But besides armored vehicles and planes, those countries have been starting to use experimental drugs that can give superhuman capacities to their soldiers. This great power provokes accelerated aging making older their users. To compensate this undesired effect, the “lab rats” are teenagers, or even kids, orphans without beloved relatives who miss them and with a whole life ready to be sacrificed in the name of the faction that is using them. Playable characters (PC) are a group of them.

Character creation
Characters have six attributes (numbered from 1 to 6) used to solve their actions:
1.	Strength (STR): Physical power and stamina.
2.	Agility (AGI): Dexterity, speed and movement capacity.
3.	Sociability (SOC): Ability to interact with others.
4.	Intelligence (INT): Abstract thought, understanding and capacity to learn.
5.	Perception (PER): Observation and capacity to make deductions.
6.	Essence (ESS): Capacity to use superpowers over human senses (flight, storm control…).
Players distribute 15 points between them with 1 as minimum and 4 as maximum. 
Characters can also be created in a random way by assigning one point to each attribute and rolling 9 six faced dices. Each dice value corresponds to the attribute where the point must be assigned. If some attribute exceed the 4 limit, the surplus dice must be rerolled until limits are respected.
To determine their superpower each player must throw a dice. This power would be chosen by the player but must be related to the attribute with the same number. Respective examples: “Titanium skin”, “Over jump”, “Mesmerize”, “Improvise tools”, “X-ray vision” or “Energy ray”. 
Health is calculated as the sum of AGI and STR x2 minus the number of “Aging signs” related to those attributes. If this value reaches ‘0’ or less (from injuries for example) PC would be considered dead. Medical care can recover this value but never above the value determined by the attributes plus aging. 
Sanity is calculated as the sum of SOC, INT and PER minus the number of “Aging signs” related to those attributes. If this value reaches ‘0’ or less (from traumatically experiences for example) PC would be considered insane. Psychological treatments can recover this value but never above the value determined by the attributes plus aging. Unfortunately such treatments are not very common in this horrible war.

Solving actions
The value of each attribute represents the number of dices that must be thrown to solve related actions. The total sum of each roll is compared with the action difficulty, a success correspond to a total roll above this value. If both values are equal the action result is a margin victory with some drawback chosen by game director (GM). Default difficult value is ‘7’. If all dices thrown are ‘1’ the result is a botch, the worst possible result for the PC.
For a contested action high final value above difficult value is the winner.

Using powers
If a power can help a PC to solve an action he/she can use this power by rolling an additional number of dices equal to their ESS (always must use all corresponding dices). Those dices must be of a different color and if their partial sum equals or exceeds the others, aging effect must be applied. 
Powers based on ESS only thrown a number of dices equal to their value on this attribute. In this case aging effects are applied if their total value equals or exceeds ESS x4.

Aging effects
To determine such effects, player must throw a dice and mark an “Aging sign” close to it. Each time an attribute with those marks is used, PC must substitute “normal” dices with dices of a third color, “old” dices, one per each “Aging sign” on it. The result of those dices must be divided by 2 before sum (so a result of 1,2 is a 1; 3,4 is a 2 and 5,6 is a 3). Player must also indicate and include into their role interpretation the appearing effect of this sign (Memory lapses, grey hair, lameness, bad temperament…).
“Aging signs” assigned to ESS rest one point to this attribute as an additional and permanent effect (so yes characters must lose their powers with use).

Full example
Roque plays a character with AGI 3, ESS 2 and the power “One with the shadows”. To infiltrate into an enemy camp avoiding enemy patrols he decide to use his power, so he throw three white dices corresponding to his AGI and two red corresponding to his ESS. He obtains 1,4 and 5 (total 10) for the first and 5,6 for the seconds (total 11, more than the previous). His thrown has been awesome (a total of 21) so the action it’s a success but his character become older. He throws a new dice for a 2 so age affects his AGI and he must add a mark there. He explains that his PC acquires a “trembling pulse” as “aging sign”. For the next actions that require agility he must substitute one of his three normal dices with one halved.