The STAT HEX on the character sheet will determine the strengths and weaknesses of your character. For every level you have, you will be granted a single stat point, to become stronger in one (or two) of your attributes; Strength, Dexterity, Charisma, Intelligence, Wisdom, or Constitution. To place a STAT point, you must first have all of the STAT points inner to it. 1 STAT HEX STR DEX 3 This level 4 character is trying to decide where to put her 4th STAT point. She cannot put it here because he only has 1 of the previous 2 points. She can place it here, because she has both of the points inner of it. She cannot place his STAT point here because she does not have the point inner of it.
Every STAT point on the dotted lines of an attribute awards 1 to the attribute. The STAT points between the dotted lines supplies 1 to both of the attributes it sits between. The central STAT point gives 1 to every attribute.
3 1 3 1 5 -4
Whenever your character attempts to perform a nontrivial action, they must pass a skill test. Your character’s potential to pass the test will depend on his raw attributes, his training in the skill, any miscellaneous bonuses and any temporary effects. Add this value to a d8, and if that number is greater or equal to the number that represents the difficulty of the task, you succeed! Some abilities will give you an extra penalty if you are not trained in them; the above picture shows a player without mount training, so they take a -5 penalty. Some items may give you an advantage at certain abilities as well.
XP represents how close you are to a level up. 1000 XP grants 1 Level. XP is awarded for completing combat and noncombat encounters, completing quests and pretty much whenever the GM sees fit. Players can also burn 500 XP to reroll the most recent dice roll. XP caps at 20,000, which gives all levels and 1000 XP spare for 2 rerolls. A player can de-level by burning XP. Hold tells you how many kilograms you can carry in your inventory. It is simply 15 kilograms plus your total strength. This does not consider how much volume you can carry, but be reasonable. Just because you can lift all of those polystyrene bricks does not mean they fit in your backpack. Wealth is simply the amount of money you have on your character. Move tells you how many meters, or squares, your character moves, per turn. If you want to move diagonally, you’re going to have to use Pythagoras’ Theorem to find out the distance, and then round up. Below is a table of common distances. Dimensions Distance Rounded Distance (squares used) 2 3 4 5 6 3 4 5 6 5 5 6 6 7 8
The inventory table contains columns for the number of items, the name of an item, the mass of all of the items in the row and a column to specify whether the item is equipped. Write anything else about the items on additional notes paper.
Draw a pretty picture of yourself in the box… :3
To the left is the diagram on your characters sheet that represents their wellbeing. It is made up of 4 parts, your buffer, your body, your blood and any effects on your character. The buffer is the simplest part, for every point of constitution your character has, he/she can shrug of a successful hit. This refills with an extended rest. If your character is surprised or afflicted by some effects they cannot buffer an attack. The body is where you write down any wounds your character has – broken bones, or bleeding, or potentially any other area specific effects. Wounds can only be healed with treatment. Your 3 blood points show how much harm you have taken. All characters have the same amount of blood, this cannot be improved. When all 3 blood points are lost your character falls unconscious. Your blood points do not just represent how much you have bled, they represent all harm. So, a shock attack will take some of your blood points, even if you do not bleed. You recover 1.5 blood points with an extended rest, as long as you have no wounds. If your character is out of blood points, and is unconscious, it’s mostly up to the GM to decide what happens to the character. They may bleed out if left unattended with wounds or perhaps they recover to 0.5 of a blood point after an hour of being unconscious if their wound is not severe. They can be executed by an enemy, or saved by their allies. Generally the allied player characters will heal all of your characters wounds, and then take your unconscious body to a safe place for extended resting. The effects box for writing any general effects that are on your character. These can include being slowed, silenced, stunned, helpless, unconscious, drunk, alert, paranoid, poisoned, drugged annnnd I could pretty much go on forever. When writing in an effect, know what the effect means, and ideally write that down too; for example, the potency of a poison, and how much damage you take, or the duration that your character is stunned. The other blue and purple numbers will be explained in the attack and defence section.
ATTACK AND DEFENCE
Attacking an opponent involves rolling to hit with a d8, and then adding on your Weapon STAT, the Weapon Score, and miscellaneous and temporary modifiers. This put against an opponent’s defence, which is a flat value dependent on the type of attack, constitution and armour or sometimes dexterity, as well as any miscellaneous or temporary modifiers. If the attack value is higher than the defence value, the attack hits. Also, when someone attacks with a basic attack and sometimes ability, they must choose to aim low or high. If the attack hits and is not buffered, a d8 is rolled to decide where the attack hits. These are the blue and purple values on the body.
Damage comes in 4 forms, blunt, sharp, non-physical and simple. Non-physical attacks generally will be found in abilities, and the effects of the attack will be specified with the ability. Simple is found with unarmed attacks mainly, and deals damage without crippling or causing bleeding. Targets can still be killed using simple attacks. Blunt damage and sharp damage is found often with basic weapon attacks. Sharp damage causes bleeding and is most effective to quickly kill opponents, as the target will begin to bleed. Blunt damage will cripple limbs but does not cause bleeding. All simple, sharp and blunt damage will remove half a blood point if limbs are attacked, a whole blood point if the body is attacked and one and a half blood points if the head or neck is attacked. If the attack was sharp, the same will damage will be dealt as bleeding every turn afterwards until the bleeding wound is dealt with. If the damage was blunt, and the legs were attacked, the target will lose 2 movement speed per crippling wound. This is capped at a minimum movement speed of 1 square. If an arm is hit, the opponent is disarmed, and is unable to use that arm until the wound is dealt with. If the head is hit, the opponent is knocked unconscious for 2 turns.
ABILITIES AND STAMINA
As you level up, as well as gaining STAT points, you gain abilities. Abilities are class dependant actions that your character can do that cost stamina to use. Every ability has a rank, a type, and is unique to any every other ability. Rank represents the power of the ability, and hence also how much stamina it costs. A primary rank ability costs 50 stamina to use. A secondary rank ability costs 100 stamina to use. A tertiary rank ability costs 200 stamina to use. An epic rank ability costs 300 stamina to use.