QAGS Second Edition 
System Reference Document

©2021 by Steve Johnson & Leighton Connor. License details can be found at http://www.hexgames.com/license. 
The QAGS Second Edition System Reference Document is released under a Creative Commons  Attribution 4.0 International (CC BY 4.0) license. You must use the following attribution in your text in the same place and in the same size font as your own copyright   notice: 
This work is based on the QAGS Second Edition game system (found at http://www.hexgames.com) produced by Hex Games and written by Steve Johnson and Leighton Connor and is used here under a Creative Commons Attribution 4.0 International (CC BY 4.0) license (https://creativecommons.org/licenses/by/4.0/ ). 

Character Creation
QAGS Second Edition (Q2E) characters are described in terms of mechanics by certain Words. Many of these Words have Numbers associated with them. The specific Words used in Q2E, as well as the rules for determining the related Numbers, are described below. Before you start figuring these out, you should come up with a solid character concept. 
Body, Brain, and Nerve 
Body, Brain, and Nerve describe a character's natural abilities and aptitudes. Most people have Body, Brain, and Nerve scores between 6 and 16, with 11 being an average score. Body is the character's overall physical condition. This includes brute strength, hand-eye coordination, manual dexterity, agility, physical appearance, and general health. Brain describes a person's mental abilities. Common sense, memory, general knowledge, perception, and the ability to think abstractly and solve problems are all aspects of a character's Brain. Nerve describes the character's emotional and social abilities. Characters with high Nerve scores are cool under pressure, have good instincts, and know how to interact with people. Nerve also describes a character's willpower and ability to cope with fear or stress. 
Job 
A character's Job describes what they do. This often means what they do for a living, but this is not always the case. A Job is more than just a set of skills; it often suggests or defines a character's role in society and lifestyle. The player and GM should work together to determine what trappings, benefits, and skills a Job entails. They should also consider ways in which a particular character departs from the stereotype. Job Numbers range from 6 to 19, with the average professional having a score between 9 and 13. 
Gimmick 
This Word is an unusual or unique trait, advantage, resource, or ability your character possesses, such as "Superhuman Strength" or "Always Find a Parking Space." In most cases, you can't learn a Gimmick; you either have it or you don't. Gimmick Numbers range from 1 to 20 depending on how often they work. 
Weaknesses 
A Weakness is some sort of major disadvantage that the character must contend with. It should be like a tragic flaw in literature, not just some annoying character trait or minor inconvenience. The character's Weakness should be something that they have little or no control over and that presents a constant threat to their well-being. Curses, debilitating injuries, and psychological malfunctions of every type are good examples of Weaknesses. Weakness Numbers range from 1 to 20, depending on how often they affect the character. 
Skills 
A Skill is an ability or area of knowledge possessed by a character, but not covered by their Job. When selecting Skills, it's important to remember that you don't need to account for every single learning experience the character has ever had. Skills usually represent hobbies that a character frequently engages in— music trivia, frisbee, political activism, and the like. Each of a character's Skills has a Skill Bonus attached to it, ranging from +1 to +5. 
Health Points 
A character's Health Points determine how much damage they can take before they die. Whenever a character gets shot, punched, or clawed by a monster, they lose Health Points. When a character’s Health Point total reaches zero, the character is dead. 
Yum Yums 
Yum Yums are pieces of candy that a player earns for making the game more enjoyable. They're similar to hero points in other game systems, only in QAGS they're a lot more important. Yum Yums will be described in detail later. 
Who Would Play Him/Her in the Movie? (WWPHITM?) 
This Word is useful for helping other players get a better idea of what your character is like. Taking all the information you know about your character into account, try to figure out what actor or actress you would cast in a little imaginary movie about your character. Physical appearance is not the main concern here— instead, you want an actor who could properly convey the character's attitude, emotions, and personality. 
Tag Line 
Your character's Tag Line is a quote that conveys useful information about the character, their outlook on life, and so forth. Like WWPHITM?, your character's Tag Line helps to give other players an immediate impression of the character. It can reflect their general speech pattern, how they communicate, and a little about the character's personality. Don’t feel like you have to use the character's Tag Line frequently (or ever) in the game—that's not the point. 
SAMPLE WORDS 
Below are some sample Jobs, Gimmicks, Weaknesses, and Skills for QAGS characters. This list is by no means exhaustive. Any trait you can think of is acceptable, as long as it fits the game world. 
Jobs 
Airborne Ranger, Baseball Player, Cat Burglar, Dog Catcher, Exterminator, Frat Boy, Gangsta Rapper, Handyman, Inventor, Janitor, Knight, Librarian, Medic, Naturalist, Optometrist, Policeman, Quartermaster, Rock Star, Scientist, Taxidermist, Undertaker, Viking, Weatherman, X-Ray Technician, Yoga Instructor, Zombie Master 
Gimmicks 
Automatic Writing, Babe, Cosmic Powers, Dead Aim, Everybody’s Buddy, Friends in Low Places, Green Thumb, Hard To Kill, Iron Stomach, Jukebox Hero, King of the Road, Lightning Reflexes, Mutant Powers, Nerves of Steel, Omnipotent, Polymath, Quick as a Cat, Rich, Super Speed, Telekinetic, Unerring Sense of Direction, Vampire, Whiz Kid, X-Ray Vision, Youthful Exuberance, Zeus’s Offspring 
Weaknesses 
Achilles’ Heel, Broke, Club Foot, Delusions of Grandeur, Enemies, Forgetful, Gambling Addiction, Hemophiliac, Intangible, Jinx, Kleptomaniac, Lycanthropy, Mute, Never Gets a Break, Obligations, Punching Bag, Quixotic, Rube, Stupid, Tinhorn, Unlucky, Vampire, Workaholic, Xenophobic, Young and Stupid, Zeus Hates You 
Skills 
Archeology, Basketball, Civil War Re-enactor, Darts, Electronics, Fishing, Guns, History Buff, Internet Junkie, Jet-Setting, Kick Boxing, Loan Shark, Magic Tricks, Norse Mythology, Origami, Panhandling, Quarterstaff, Renaissance Fairs, Scientology, Talk Smack, Umpire, Vandalism, Weight Lifting, X Games Trivia, Yak Herding, Zoology 
Assigning Numbers
Characters’ numbers can be determined using random die rolls (Qik-Start Characters) or by allocating points (Point-Based Characters). The GM may require all players to use a particular system or allow each player to use whichever system they prefer. 
Qik-Start Characters
Qik-Start character creation is a simple step-by-step process, described below: 
 1.	Roll a twenty-sided die (d20) and divide by 2. Add 6 to the result. 
 2.	Repeat 4 times (when you're done, you should have 5 numbers). 
 3.	Assign the numbers to Body, Brain, Nerve, Job, and Gimmick. 
 4.	Your character's Weakness Number is equal to their Gimmick Number. 
 5.	Choose 3 Skills. Assign one of them a +1 Skill Bonus, one of them a +2 Skill Bonus, and one of them a +3 Skill Bonus. 
 6.	Your character's Health Points are equal to their Body Number. 
 7.	Roll d20 once more and divide the result by 5. This is the number of Yum Yums your character starts the game with. All characters begin play with at least 1 Yum Yum. 
Point-Based Characters
Point-based character creation takes longer and is slightly more complicated than making a Qik-Start character, but provides the player more control over the character’s Numbers. To use the point-based system, the GM must determine how many Yum Yums the players get for character creation. Dumb Table 1 provides guidelines for starting Yum Yums based on the desired power level for the game. 
Dumb Table 1: Starting Yum Yums	
Power Level	Yum Yums	Examples	
Depressing	40	Mr. Roper, Barney Fife	
Low	50	Drew Carey, Gilligan	
Average	70	Bo Duke, Jake Blues	
High	90	John McClane, Brisco County, Jr. 	
Heroic	125	James Bond, King Arthur	
Super-Heroic	175	Superman, Hercules	
Godlike	300	Odin, Merlin	
Ludicrous	500	Your 25th level Elven Paladin/Thief	

The Yum Yum costs for different Words are listed below:
 •	Body, Brain, and Nerve: 1 Yum Yum per point. 
 •	Job: 2 Yum Yums per point. A second Job costs 3 Yum Yums per point. 
 •	Gimmick: Gimmick starts at 10. It costs 5 Yum Yums to increase the character’s  Gimmick Number by 1 point. A second Gimmick cost 5 Yum Yums per point. 
 •	Weakness: Weakness starts at 10. Decreasing a character’s Weakness Number by 1 point costs 3 Yum Yums. Increasing the character’s Weakness Number by 1 earns the character 2 extra Yum Yums for character creation. A second Weakness is worth a number of extra Yum Yums equal to double the Weakness Number. 
 •	Skills: It costs 3 Yum Yums to purchase a Skill at +1. Each additional +1 costs 1 point. 
 •	Health Points: Health Points start out equal to the character’s Body Number. Additional Health Points may be purchased for 2 Yum Yums per Health Point. 
 •	Yum Yums: The character starts the game with the number of Yum Yums they had left over after character creation. 
 •	Tag Line and WWPHITM?: These words do not have Numbers associated with them. 

Doing Stuff
This section describes the basic mechanics for resolving character actions in QAGS. 
Die Roll Basics
There are two main types of rolls in QAGS: simple and resisted. In a simple roll, the player rolls a 20-sided die and compares it to the character’s Number in the most appropriate Word. If the roll is less than or equal to the Number, the action succeeds, with the value of the roll determining the general level of success. A resisted roll, on the other hand, is used when two characters are directly competing against one another. Resisted rolls are most often used in combat, but can also be used when two characters engage in a contest of skill (such as Paper, Rock, Scissors), or when a character attempts to outsmart or outmaneuver an opponent (Hide and Go Seek, for example). To make a resisted roll, both players make simple rolls. If one person succeeds and the other fails, the successful character wins the contest. If both succeed, the character with the higher roll wins. If both rolls succeed and the result is a tie, the GM may declare a stalemate or have the players reroll. If both rolls fail, neither character gains an advantage. 
Which Word Should I Use? 
When making rolls, a player should use the Word that best reflects the character’s ability to perform the action. If none of the character's Words is appropriate, the character will have to make a default roll (see below). In some cases, the character will have to make a Weakness roll before making the normal roll. For example, if a character has the “Not Too Good at Cypherin’” Weakness, they'll need to make a Weakness roll before they can attempt any math-related Brain roll. If the Weakness takes effect, the Brain roll automatically fails. 
Using Skills 
Whenever one of the character's Skills is applicable to an action, they get to add their Skill Bonus to the Number they’re rolling against. Most Skill Bonuses are added to the character's default Number, but they can also modify Jobs, Gimmicks, Body, Brain, and Nerve. If more than one Skill applies to the action, the character may add all appropriate Skill Bonuses. 
Other Modifiers 
In many cases, the GM will ask the player to apply a modifier to their score before making his roll. Except in a few special cases (such as combat damage), these modifiers are always applied to the Number the character is rolling against, not the die roll. So, for example, if a character is awarded a +2 modifier for a Job check, and their score is 15, they need to roll a 17 (15+2) or less to succeed. Regardless of modifiers, a natural “20” always fails. 
Situational Modifiers: These modifiers are based on the specifics of the situation at hand. Most situational modifiers are between -5 (conditions greatly impede action) and +5 (conditions greatly improve chance of success). 
Character Concept/Background Modifiers: This type of modifier is used almost exclusively for default rolls. If some established or implied fact about the character's background would help or hinder their chances to perform an action, the GM may reflect that fact with a modifier. Concept/background modifiers should be between -2 and +2. 
Default Rolls 
When a character is attempting to do something that requires training they do not have, they make a default roll. The character's Number when making a default roll is equal to one-half of their Word (rounded down). Body, Brain, and Nerve are most commonly used for default rolls, though Jobs and even Gimmicks may occasionally be more appropriate. 
Weakness Rolls 
Whenever a character's Weakness may come into play, they will have to make a Weakness roll. While most of the Numbers in QAGS are the character's chance of success, the Weakness Number is actually the character's chance of failing to resist, and therefore succumbing to, the Weakness. In effect, the Number is that of the Weakness, not the character. If the roll is less than or equal to the Number, the Weakness takes effect. If the roll is greater than the Number, the character is able to control, overcome, or avoid the effects of the Weakness. 
Second Chance Rolls 
If a character has two Words that could both apply to the situation,  they’re entitled to a Second Chance roll. For the first roll, use the Word that is most appropriate to the situation (or the Word with the higher score if both are equally appropriate). If this roll fails, the player may make a second roll using the other Word. A character can never use a default roll as a Second Chance roll. 
Success/Failure Degree 
When a player makes a roll, you can use the value of the roll to determine how well the character succeeded or how badly they failed. For successful rolls, the degree of success is determined by the value of the roll. For failed rolls, the degree of success is determined by the difference between the roll and the character's modified Number. The degree determines the general level of success or failure, as shown on Dumb Table 2. 
Dumb Table 2: Success or Failure Degree	
1-5 	Minimal. Just made it or just missed it. 	
6-10 	Average. Nothing to write home about. 	
11-15 	Impressive. Done with style and grace (or distinct lack thereof, if roll failed). 	
15+ 	Spectacular. People will be talking about this for years. 	
Difficulty Numbers 
While modifiers will usually be sufficient to reflect the ease or difficulty of a situation, there are times when it makes more sense for the GM to set a difficulty number. Rolling against a difficulty number is like making a resisted roll. The character must make a successful roll that is higher than the difficulty number. Sample difficulty numbers can be found in Dumb Table 3. If the difficulty number is higher than the character's score plus any applicable modifiers, the character cannot perform the action. If the success degree of the roll is important, use the difference between the roll and the difficulty number when consulting Dumb Table 2. 
Dumb Table 3: Difficulty Numbers	
Difficulty of Task	Difficulty Number	Example	
Tricky	5	Swallowing Loose Change	
Tough	10	Swallowing a Light Bulb	
Herculean	15	Swallowing a Sword	
Just Plain Nuts	19	Eating a Volkswagon	

Combat
Combat in the QAGS game is divided up into rounds. A round is defined as “the amount of time it takes for everyone in the scene to take one action.” The round does not represent a set amount of game time—it's simply a convenient way to break up combat. In spite of this fact, the GM may occasionally rule that an action will take multiple rounds to complete (usually when the action being attempted is a complex non-combat action). 
Who Goes First? 
Since a lot of things are going on at the same time, the order of actions in a combat round is not usually important. The GM will go around the table, asking each player what they plan to do during the round. Once everyone has declared their action, the GM will ask for rolls in the order that makes the most sense. If for some reason exact timing does become important, the GM will either compare the appropriate scores (usually Nerve or Body) of the characters involved or ask for a resisted roll of some kind. 
Types of Combat 
There are two basic types of combat: hand-to-hand and ranged combat. Hand-to-hand combat occurs when two people are swinging fists, pointy sticks, lawn knomes and other hand-held weapons at one another. Ranged combat happens when someone wants to hurt an enemy without getting too close. This usually involves characters shooting, throwing, or flinging things at one another, but can also include things like a superhero's energy blast or a monster's atomic breath. Both types of combat are resolved using a resisted roll, though the details vary slightly. 
Hand-to-Hand Combat 
Each round of hand-to-hand combat between two characters is resolved with a resisted roll. Each person uses the Word that best describes the type of attack they’re making. The roll represents a series of feints, parries, ineffective blows, and other aspects of the brutal ballet of combat. The winner of the roll gets to inflict damage upon their opponent. 
Ranged Combat 
Ranged combat is also handled with a resisted roll. Unlike hand-to-hand combat, however, a single roll in ranged combat represents only one attack (not a complete “exchange of fire” between the two combatants). Therefore, there is always an attacker and a defender. The attacker is the person firing the gun, launching the cathedralpult, or throwing the rock. The defender is person the attacker is shooting at, flinging a church at, or throwing towards. While the attacker uses whatever Word is most appropriate to the sort of attack they’re making, the defender uses whatever Word best reflects their ability to avoid the attack. This is almost always Body, though a few Jobs or Gimmicks can be used instead. While either participant in hand-to-hand combat can cause damage to the other, only the attacker can cause damage in ranged combat. If the defender wins the roll, the attack simply misses the target. 
Damage 
Whenever the result of a combat sequence indicates that a character takes damage, simply subtract the losing roll (or zero, if the loser failed their roll) from the winning roll. The result is the base amount of damage caused by the attack. If the character who caused the damage is using a weapon, add the weapon’s Damage Bonus (see below) to this total. Subtract the result from the injured character's Health Points. 
Damage Bonus 
The basic Damage Bonus for an attack is based on the size of the weapon: +0 for tiny weapons, +1 for small weapons, +2 for medium-sized weapons, +3 for big weapons, and +4 for frickin' huge weapons (telephone poles, thrown cars). For most ranged weapons, size is based on the size of the missile being fired—an arrow is small, for example. For guns, size is based on the power and ammunition of the weapon, not the physical size of the gun or the bullets: BB guns are tiny; .22 rifles are small; 9mm pistols are medium; .44 magnums are large; .50 caliber machine guns are frickin' huge. 
While size matters, it's not the only thing that determines a weapon's ability to deal damage. When figuring out how much damage an attack does, consult Dumb Table 4: Additional Damage Modifiers and add all appropriate modifiers. For example, a broadsword is big and pointy, which means it has a Damage Bonus of +4. A chainsaw is big, sharp, mechanically assisted, and scary, for a total Damage Bonus of +6. A cathedralpult is frickin' huge, mechanically assisted, and building-destroying, for a Damage Bonus of +55. 
Dumb Table 4: Additional Damage Modifiers	
Weapon/Attack is: 	Examples	Modifier	
Pointy/Sharp	Swords, Animal Teeth, Arrows	+1	
A Gun	Uzi 9mm with Laser Sightings, .38 Special	+1	
Scary*	Chainsaws, Shotguns	+1	
Mechanical	Chainsaws, Crossbows	+1	
Energy Based	Ray Gun, Flamethrower	+2	
Prolific	Automatic Gunfire, Super-Speed Punches	+3	
Explosive	Grenades, Land Mines	+5	
Car-Destroying	Rogue Elephant, Anti-Tank Gun	+10	
Building-Destroying	Giant Monster, Bomb	+50	
City-Destroying	Hurricane, Nuclear Missile	+1,000	
World-Destroying	Wrath of God, Death Star	+1 Million	
*While anything that could cause grievous bodily harm is scary, some attack forms are especially intimidating. This bonus should never be applied to ho-hum, run-of-the-mill attacks. 	
Death 
Normally, when a character reaches zero Health Points, they’re dead. Some characters (including PCs), however, are a bit harder to kill. When your character is mortally wounded, make a Body roll. If the roll fails, you die. If the roll succeeds, the character is alive, but in bad shape. Until the character gets medical attention, they cannot do anything other than bleed. For every hour they go without receiving treatment, another Body roll is required. If the roll fails, the character permanently loses 1 point from their Body score. If the character's Body score reaches 0, or if they take any more damage, they’re dead. 
Complications 
The basic QAGS combat system is extremely simple. Unfortunately, there are a number of factors that can make things a bit trickier. In addition, some groups may want to add a few additional rules to enhance their combat pleasure. Before the game starts, check with your GM to determine which optional rules they plan to use in the game. 
Combining Hand To Hand and Ranged Combat 
If someone's attacking you with a shotgun and you've only got a rusty can opener, chances are you're not going to just stand there and let them shoot you. Instead, you're going to attempt to get close enough to take a swing at them. The GM will decide exactly what is required to close into hand-to-hand range (usually a series of Body rolls will do the trick). Until this happens, ranged attacks are resolved normally. The ranged attacker gets free attacks until their opponent is (a.) dead or (b.) close enough to take a swing. If (a.) occurs, combat is over. If (b.) occurs, use normal hand-to-hand rules. Assuming the ranged attacker is still trying to shoot at their opponent (and the GM rules that the ranged attack will still work at such close range), they used their ranged attack Word and normal weapon modifiers. 
Armor 
If a character is wearing armor, subtract the armor's Armor Rating from the damage total of the attack. See Dumb Table 5 for some sample armor ratings. When characters use “hard cover,” (ducking behind a car door, for example), they’re treated as if they were wearing armor. 
Dumb Table 5: Armor and Cover	
Armor/Cover Type	Examples	Armor Rating	
None	Buck Naked, Open Field	0	
Minimal	Catcher’s Gear, Tree Branches	1	
Light	Sumo Suit, Wooden Fence	2	
Medium	Chain Mail, Steel Door	3	
Heavy	Plate Mail, Stone Fence	4	
Damn Heavy	Power Armor, Castle Wall	5	
Nigh-Invulnerable	Giant Robot, Tank	25	
“Ganging Up” 
When multiple people attack the same opponent, that opponent becomes much easier to defeat. The first attack against a character during a combat sequence is resolved normally. For each subsequent attack, the character suffers a -2 penalty to their combat Number (-2 for the second attack, -4 for the third, etc). Unless the creature being ganged up on is exceptionally large, no more than four people can attack them in a given combat round. This rule does not apply to ranged combat—a character can dodge each ranged attack that comes at them using their full Body Number. 
Combat Modifiers 
Many situations can give a combatant an edge against an opponent. In hand-to-hand combat, size, reach, and the conditions of the battlefield can all affect the outcome of an exchange of swings. For ranged combat, the distance between the attacker and defender, targeting equipment, and visibility can affect the outcome of an attack. Assigning comprehensive modifiers to every single thing that could possibly affect combat would be impossible. Therefore, the GM should arbitrarily assign modifiers whenever they feel like it. Generally, no single circumstance should result in a modifier worse than -5 or better than +5. 
Using Yum Yums to Increase or Decrease Damage 
Characters may increase the amount of damage they do to an opponent, or decrease the amount of damage an opponent does to them, by spending Yum Yums. Every YY spent increases or reduces damage by 3 points. 
Healing 
Once the characters have been stabbed, beaten up, set on fire, and struck by lightning, the players will probably start to wonder how healing works. To determine how much damage a character recovers, simply consult Dumb Table 6: Healing. 
Note: The healing rates above assume a relatively “realistic” rate of healing and modern medical conditions. Feel free to adjust the rates of healing according to the technology level and tone of your game. 
Dumb Table 6: Healing	
Treatment	Rate of Recovery	
First Aid	1 HP	
Emergency Room Care	3 HP	
Bed Rest	1 HP/Week	
Doctor’s Care	2 HP/Week*	
Hospital Care	3 HP/Week*	
*Once the character has regained 3/4 of their original HP, their rate of healing drops to one HP/week, regardless of what level of care they’re receiving. After a certain point, only time will heal a wound. 	

Yum Yums
This section describes how to use Yum Yums in your QAGS game. 
What Are Yum Yums? 
Yum Yums are the single most important mechanic of the QAGS game. The basic system lets you describe your character's abilities and determine their chances of success or failure in various situations. Yum Yums, however, are what allow your character to become a hero. Essentially, Yum Yums are “brownie points” awarded to a player by the GM when the player does something to make the game more fun. While Yum Yums can take the form of simple “points” recorded on the character sheet, we suggest using candy, preferably candy that comes in bite-sized pieces such as M&Ms or Smarties. 
How Yum Yums Work 
Many game systems attempt to model reality. A statistical analysis of the QAGS rules will show that this is not our main concern. Instead, we want to model fiction—in other words, to allow players and GMs to work together to tell a great story. In a story, it's the interesting characters who get to be the heroes—they save the world, defeat the evil overlord, and get the girl. In QAGS, it’s the interesting characters that get the Yum Yums, allowing them to become the heroes. You’ll earn Yum Yums by being a good role-player and making the game more fun for everyone involved.  
Using Yum Yums 
You can use Yum Yums to improve your characters' fortunes and abilities and to save their lives in tough situations. Don’t hoard your Yum Yums—just as you need to spend money to boost a sagging economy, so must you spend Yum Yums to keep your QAGS games lively. The most common uses for Yum Yums are described below. 
Food 
If you want to, you can eat your Yum Yums. Unfortunately, eating Yum Yums has absolutely no effect on the game. 
Automatic Success 
A player may spend Yum Yums to succeed at a roll automatically, without actually needing to roll the dice. If the value of the roll is important (for example, the character is making a resisted roll or rolling against a DN), each YY spent is worth 3 points, up to the character's modified Number for that roll. Beyond that Number, each YY is worth only 1 point. 
Re-Rolls 
A player may re-roll any failed die roll by spending 3 Yum Yums. 
Improving Rolls 
When a player wishes to improve the final value of a roll (when rolling for degree of success, against a DN, etc.), they may spend Yum Yums to do so. Each YY spent improves the roll by 3 points, up to the character's modified Number for the roll. Beyond the character's modified score, each YY only improves the roll by 1. 
Avoiding Weaknesses 
When the GM calls for a Weakness roll, the player may spend Yum Yums to keep the Weakness from taking effect. The YY cost is equal to the character's modified Weakness Number divided by 3. 
Avoiding and Reducing Damage 
A player may spend YYs to reduce the amount of damage they sustain when an opponent successfully attacks. Damage is reduced by 3 points for each YY spent. 
Increasing Damage 
When a character successfully attacks an opponent, they may increase the amount of damage caused by spending YYs. Each YY spent increases the damage by 3 points. 
Bending Reality 
In addition to using YY to affect game mechanics, players may also use them to affect the game world. Essentially, a player may spend YY to create a situation more favorable for their character. The basic rule of such “reality bends” is that they cannot contradict anything that has already been established. The number of Yum Yums required to bend reality is entirely up to the GM. This use of Yum Yums is the purest, most basic form of GM bribery, and should be handled as such. 
Character Improvement 
Finally, players may spend Yum Yums to improve their character’s stats, as shown in Dumb Table 7: Character Improvement. 
Dumb Table 7: Character Improvement	
Improvement	Cost	
Increase Body, Brain, Nerve, Job, Gimmick, or Skill by 1 point	New Number*	
Decrease Weakness by 1 point	Old Number* 	
Gain a new Skill at +1	3 Yum Yums	
Gain a new Job with a number of 6	12 Yum Yums	
Gain a new Gimmick with a number of 6	30 Yum Yums	
Gain a new Weakness with a number of 6	Free	
*This must be done 1 point at a time. For example, if a character wants to raise their Body number of 10 to a 12, they will have to spend 11 points to go from 10 to 11 and then another 12 points to raise the number from 11 to 12 (for a total of 23 points).