There are five primary stats that define a character’s basic capabilities. Normal people have average stats by default, with perhaps some poor ones and some good ones. Heroes initially get a D30 worth of stats that they can distribute however they wish. Stats can be used to perform a variety of actions as listed below, just by rolling the appropriate die.
Used for rolls involving lifting, pushing, carrying, throwing heavy things, climbing, and any action requiring physical force, such as fighting with simple or heavy melee weapons (or when unarmed).
Used for rolls involving agility, speed, balance, jumping, throwing light things, and any type of movement (DEX can be used instead of STR for climbing if desired). Also used to determine Reflexes (REF), Action Points (AP), and for fighting with light melee weapons, ranged weapons, or martial arts.
Used for rolls involving intuition, knowledge, analysis, memory, wisdom, concealment, and perception (“perception rolls” are INT rolls). Also used to determine Reflexes (REF) and Mastery Points (MP), or to resist being deceived, persuaded, or bluffed.
Used for rolls involving willpower, magic, intimidation, charm, persuasion, and bluffing. Also used to resist non-physical attacks, intimidation, or charm, and represents personal charisma (among similar creatures).
Used for rolls involving physical toughness, resilience, and endurance. Also used to determine starting Hit Points (HP), or to resist physical attacks, poisons, disease, heat, fatigue, etc.
| Die | Stat Description | Notes |
|---|---|---|
| --- | None | May cause character to be non-functional. |
| D2 | Deficient | Barely functional. |
| D3 | Poor | Below average for adult humans. |
| D4 | Average | Average for adult humans. |
| D6 | Good | Common for starting heroes. |
| D8 | Great | Common for experienced heroes. |
| D10 | Amazing | Impressive even for heroes. |
| D12 | Legendary | The normal limit for mortals. |
| D16 | Superhuman | Requires inhuman heritage or magical enhancement. |
| D20 | Monstrous | Very powerful monsters or magical beings. |
| D24 | Mythical | Unique monsters or magical beings of great power. |
| D30 | Demigod | Beings with partially divine heritage. |
| D36 | Minor God | Divine beings with a narrow domain. |
| D48 | Major God | Divine beings with a broad domain. |
| D60 | Primal God | Divine beings with the power to shape reality. |
A D16 or higher stat can only be used with GM permission. Stats cannot be values not found on the chart above (such as D1, D5, D7, D9, D11, D14, D18, etc.).
A character could have no dice in a particular stat with the GM's permission, but this would come with some major drawbacks (beyond always just rolling a 1 for any roll with that stat). Having no STR means you cannot carry anything and cannot move except by crawling (unless you are very small or nearly weightless). Having no DEX also means you cannot move except by crawling. Having no INT means you are an automaton and can only act by following a simple set of rules. Having no PRE means you have no will and only follow the direct commands of others (or just have basic fight/flight/freeze instincts). Having no FOR means you tire with the slightest effort and can only take a single action in combat before collapsing unconscious.
Secondary stats are not allocated directly, but are based a primary stat (or two) instead.
Used for dodging, hiding, moving quietly, and to determine the order in which actions are taken (“initiative”). Hiding and moving quietly are collectively called “stealth” and a “perception vs. stealth roll” is an INT vs. REF roll. If the calculation for this value is in-between two of the standard die types, use the closest die type, favoring the larger die if the value is exactly between two types (i.e., a "D7" would become a D8, but a "D13" would become a D12).
Used to attack with any physical weapon or when unarmed (and to parry with a melee weapon or when unarmed). Simple melee and heavy melee weapons, along with unarmed combat, use STR, while light melee weapons and ranged weapons, along with martial arts, use DEX. Weapon type modifies this stat by anywhere from -2 die ranks to +2 die ranks (see equipment tables for details). Record this statistic for both your primary and secondary physical attacks, but also seperately for each weapon you carry.
This is a character's "passive defense" that is used to resist melee attacks, ranged attacks, or other direct physical damage if an active defense (such as dodging, parrying, or blocking) is not attempted. Armor type modifies this stat by anywhere from -2 die ranks to +2 die ranks (see equipment tables for details).
A character’s maximum number of actions per turn is equal to 1 plus one-quarter of their DEX (rounded down). This calculation is shown in the table below. Note that anything which modifies a character's DEX (such as wearing heavy armor) can also alter the number of action points they have.
| DEX is a D3 or less | 1 action per turn |
| DEX is a D4 or D6 | 2 actions per turn |
| DEX is a D8 or D10 | 3 actions per turn |
| DEX is a D12 | 4 actions per turn |
| DEX is a D16 | 5 actions per turn |
| DEX is a D20 | 6 actions per turn |
| DEX is a D24 | 7 actions per turn |
| DEX is a D30 | 8 actions per turn |
| DEX is a D36 | 10 actions per turn |
| DEX is a D48 | 13 actions per turn |
| DEX is a D60 | 16 actions per turn |
A character’s base hit points are equal to their FOR die. Additional hit points are gained as you go up in rank. Characters lose hit points when they take damage and are knocked out (or killed) when they run out. Non-heroes have their HPs reduced by 50% (rounded down). This includes monsters of rank one or below. Rank two monsters have their HPs reduced by 25%, while rank three monsters get their full HPs. Each rank above three gives a 25% bonus to a monster's HPs (+25% for rank four, +50% for rank five, +75% for rank six, and +100% for rank seven or higher). These adjustments are already included in the HPs of listed monsters.
A character’s base mastery points are equal to their INT die. Additional mastery points are gained as you go up in rank. Mastery points represent how skilled you are at anything you do and are most often used to improve dice rolls (see below). Non-heroes and monsters that aren't even rank one do not get MPs. Rank one monsters only get one-eighth of INT in MP (rounded down). Rank two monsters only get one-fourth of their INT in MP (rounded down). Rank three or above monsters only get one-half of their INT in MP (rounded down). While monsters have fewer mastery points, they are shared among the group of monsters and can be used by any individual in the group.
Player characters have abilities beyond those of normal people, making them more capable beyond just having better statistics. These abilities can come from a number of different sources:
All player characters have a class (see below) which gives them a set of abilities beyond those of a normal person (normal people do not have a class). These abilities are found on each character sheet. The majority of a class' abilities are common to all members of that class, but each class also gets a set of "elective" abilities that can be chosen from other classes (with some restrictions as listed on the character sheet) or from background abilities (see below).
| Warrior | Heavy melee weapons, intimidation, and aggressive combat. |
| Rogue | Light melee weapons, deception, evasion, and stealth. |
| Hunter | Ranged weapons, poisons, tracking, and animal handling. |
| Paladin | Heavy armor, shields, inspiration, and defensive combat. |
| Alchemist | Firearms, improvised magical items, and tactical combat. |
| Monk | Unarmed combat, acrobatics, and primal magic of earth and fire. |
| Warlock | Drains, curses, fear, and infernal magic of domination and darkness. |
| Druid | Combat shapeshifting and nature magic of the forest and sky. |
| Priest | Protection, healing, and holy magic of peace and restoration. |
| Mage | Powerful magical attacks, illusions, and arcane magic of air and ice. |
Player characters can have abilities based on their personal background if the GM allows it (i.e., it has to make sense for the world you are in). Such an ability could come from the character's race, culture, or their particular backstory. This requires the use of an elective ability and should not be more powerful than a class ability of the same rank. Note that monster abilities are effectively background abilities for monsters (which do not have a class), and a player could take a monster ability as an elective ability if the GM allows it (making sure it is not too powerful). Some example background/monster abilities appropriate for player characters:
| Ancient Knowledge | Double your number of background skills and all your non-combat skills are rolled with advantage. Appropriate for very long-lived or immortal characters (elves, dwarves, etc.). |
| Strong Spirit | You are resistant to curses, mental control, and corruption, with advantage on all rolls to resist such effects. Appropriate for "pure of heart" characters (haflings, paladins, etc.). |
| Clear Mind | You are resistant to illusions, deception, and misdirection, having advantage with any related roll. Appropriate for highly educated characters (scholars, gnomes, etc.). |
| Darksight | You can see in complete darkness without penalties of any kind. Appropriate for characters who usually live in darkness (orcs, goblins, etc.). |
| Wings | You have wings that allow you to fly at your normal speed, but you are at disadvantage for all melee combat rolls when on the ground. |
| Amphibious | You can move on land as well as in water (use the normal movement rules when in water), can breathe under water, and take no penalties for fighting under water. |
| Fire Resistance | You are highly resistant to fire. Halve all fire-based damage (rounding down). |
Abilities can be obtained throught the use of powerful magic items and artifacts. Player characters do not normally start with these items, although an elective ability could be used to start with one if the GM allows it. Magical items and artifacts are normally found as treasure, a reward for a quest, or as something crafted by an alchemist. A character's PRE stat determines how many magic items and artifacts they can use (see the magic item rules for details).
Characters start with a set of combat skills, background skills, and traits based on their class, with some automatically known and others that can be chosen (these “elective” skills/traits are listed on each class character sheet, along with the most common background skills/traits for that class).
Combat skills allow the use of weapons and armor without a disadvantage penalty for lack of training. All character sheets list the default combat skills for that class (all the common combat skills are listed in the chart below). Combat skills cannot be substituted for background skills, and combat skills from other classes can only be taken with GM permission. With combat skills, lesser versions (light/medium) must be learned before greater versions (medium/heavy).
| Simple Weapons | Knives, staves, clubs, short spears, and improvised weapons. |
| Light Melee | Short swords, rapiers, whips, and chains. |
| Heavy Melee | Axes, maces, hammers, flails, swords, long spears, and polearms. |
| Bows | Short bows, recurve bows, and long bows. |
| Crossbows | Hand crossbows, light crossbows, and heavy crossbows. |
| Firearms | Alchemist derringers, pistols, and rifles. |
| Light Armor | Hard leather, partial chain, and partial scale. |
| Medium Armor | Chain, scale, and partial plate. |
| Heavy Armor | Plate, heavy chain, and heavy scale. |
| Shields | Shields of any size or shape. |
Background skills include non-combat skills of all kinds, such as performance skills, knowledge skills, languages, art skills, craft skills, transportation skills, etc. Anything is possible, if appropriate for the character, even if it is not in the chart below. Common background skills for each character class are listed on each character sheet (along with how many they can select), but a given skill does not have to be listed in order to be selected.
| Performance | Actor, Singer, Musician, Dancer, etc. |
| Knowledge | History and Law, Undead and Demons, Monsters, etc. |
| Languages | Common, Runic, Draconic, Chthonic, Angelic, Sylvan |
| Arts | Painter, Poet, Sculptor, Writer, etc. |
| Crafts | Brewer, Carpenter, Cook, Mason, Smith, Tailor, etc. |
| Transportation | Rider, Driver, Sailor, etc. |
Background skills roll a stat die when used, but which stat depends on how that skill is being used. When putting on a performance, use PRE. When attempting a purely physical task or performance, use DEX. When performing a purely mental task (knowledge related to the skill), use INT. When performing a task with both mental and physical components, use REF. A skill can be used even if it is not known, but it automatically has at least one level of disadvantage on the roll (and MPs cannot be used for re-rolls). This could be multiple levels of disadvantage if the GM deems it appropriate (for example, no matter how high your INT is, reading a language you don't know is going to be really difficult).
Characters can have a variety of special traits if it makes sense for their background (race, culture, etc.). Characters have no traits by default, but can chose a trait instead of a background skill if they wish. Note that if a trait is fairly powerful (heavy natural armor, flying, fire immunity, etc.), it should be considered an elective ability instead (see above). If a character is of a non-human race, that is considered a single trait and includes one of the other traits listed below. Races do not modify stats, but a character of a particular race should have appropriate stats for that race (generally high DEX and INT for elves, low DEX and high FOR for dwarves, low STR and high DEX for halfings, etc.). More "exotic" races are possible (dragonkin, beastmen, etc.), but only with GM permission. Some example traits appropriate for player characters:
| Low-Light Vision | You can see in dim light with no penalty, and in darkness with disadvantage on any rolls. All elves, dwarves, and orcs have this trait. |
| Small Stature | You are much smaller than a human making you harder to see or hear, giving you advantage on all stealth rolls. All halfings and goblins have this trait. |
| Natural Swimmer | You are able to swim at full speed. All aquatic races, such as naga, have this trait. |
| Sharp Claws/Teeth | Your natural claws and/or teeth count as simple weapons with a -1 die rank modifier. |
| Natural Armor | Your skin is so tough it counts as armor with a -1 die rank modifier. |
| Direction Sense | You always know which direction you are facing and what elevation you are above/below sea level. |
| Sleepless | You do not need to sleep, or can sleep so lightly that your perception rolls are not penalized when asleep. |
| Mental Bond | You have a telepathic link to a single specific person (a two-way link if they have this trait as well). |
| Very Attractive | You are extremely beautiful or handsome by the standards of the dominant culture, giving you advantage in many situations. |
| Noble Birth | You are of noble birth within the dominant culture, giving you advantage in many situations. |
| Well Connected | You have extensive social connections to a wide variety of people, many of whom owe you favors. |
| Mounted Shooting | You have training in using ranged weapons from a moving mount, and do not suffer disadvantage when doing so. |
| Dual Wielding | You have training in wielding two one-handed melee weapons at once, which gives you a +1 die rank modifier. |
| Polearm Mastery | You can wield staves, polearms, and long spears as light weapons, using DEX instead of STR. |
| Blade Mastery | You can wield heavy 1H blades as light weapons, using DEX instead of STR, if you use it two-handed. |
Flaws are "negative" traits. Every player character must have at least one flaw. This is the way the player is giving the GM explicit permission to manipulate their character. For example, if a character's flaw is "afraid of fire", the GM can count on the character to freeze or run in the face of flame-based danger. With the GM's permission, a character can have multiple flaws, with each additional flaw giving the character an additional background skill or trait. This generally should only be allowed when it makes the character much more interesting and should never really be more than two or three flaws. Some example flaws appropriate for player characters:
| Afraid of Heights | You are afraid of heights and if forced to confront this fear will make all rolls with disadvantage. |
| Hatred of Elves | You have a deep hatred of elves and will only work with them or interact with them under great duress. |
| Distrusts Magic | You don't trust overt magic of any kind, won't use magic items, and will not voluntarily be magically healed. |
| Greedy | Your lust for money and treasure makes you take foolish risks and break the trust of others. |
| Leg Injury | You have an unhealable leg injury that prevents you from being able to run. |
| Arm Injury | You have an unhealable arm injury that prevents you from using two-handed weapons/shields, and from climbing. |
| Giant Stature | You are much larger than a human, so you cannot enter small spaces or climb, and you have disadvantage on stealth rolls. |
| Grotesque | You are extremely grotesque by the standards of the dominant culture, giving you disadvantage in many situations. |
| Shunned | You are shunned within the dominant culture, due to your background or past actions, giving you disadvantage in many situations. |
| Vow of Poverty | You refuse to keep any money or valuable items you get possession of, giving away everything beyond basic necessities and equipment. |
Hooks are "neutral" traits. Every player character must have at least one "hook". This is the reason they are doing things with the other player characters and they must respect their hook when playing. For example, a character with a hook of "seeks to prove their worth in battle" cannot back away from a fight just because they might lose (although a hopeless fight might be different), and the GM should be able to count on the character behaving this way. It is the player's responsibility to justify why their character will go along with the adventure, using their hook as a justification by default. Some example hooks appropriate for player characters:
| Looking for a Fight | You love to fight, the more powerful the enemy the better. |
| You Killed my Father | You seek the ones who unjustly killed your father. |
| Justice for All | You seek to right wrongs and protect the weak. |
| Have You Seen Them? | You are looking for your missing sister/brother/daughter/son. |
| Foretold by Prophecy | You have a great destiny to fulfill, as prophecy foretold. |
| My Time Has Passed | You're old now, but you can still help the next generation. |
| Friendship is Forever | You easily make friends and are intensely loyal to them. |
| One Last Duty | Your time is short, but you have one last duty to perform. |
Character progression is measured in ranks. Player characters start at rank one, then progress to rank two, rank three, and then rank four as they adventure (higher ranks are allowed, but there are no new abilities beyond rank four). It generally takes three to five adventures to advance to rank two, then another five to ten to advance to rank three, and a further ten to fifteen to advance to rank four. This is entirely up to the GM, though, depending on the desired pace and length of the overall game. Advancing a rank should always involve a heroic adventure that proves the character is ready, and there should be at least a month or more of downtime when a character does advance to a new rank (it should generally not happen in the middle of an adventure).
All class abilities have a rank listed on the character sheet. Rank one characters can only use rank one abilities, then gain higher ranked abilities as their own rank increases. Each increase in rank also allows the player to select an elective ability, but this must be one of half the character's rank or below (rounded up). Ranks above four do not have new class abilities, but still allow a single elective ability per rank.
Each increase in class rank allows a character to select a new elective combat skill, background skill, or trait. There must be a plausible way they gained this skill or trait, as determined by the GM.
Each increase in class rank allows a character to allocate an additional D6 worth of stats to the stats of their choice. However, a single stat can never be increased by more than one die rank each time a new class rank is obtained, so in most cases this means increasing three separate stats by a D2 each (except in the cases of very high or very low stats). A new class rank also increases a character's HPs by one and their MPs by two, or their HPs by two and their MPs by one (player's choice each time). APs are not increased except indirectly through an increase in DEX.