Skills & Stats
Each Hero and Critter in the game are defined by a list of common Skills. The 16 basic Skills listed below each have a corresponding Skill Level and Skill Rank. These Skill Levels and Ranks determine how good (or bad) a Hero or creature is in a particular Skill. The higher the Skill Level (and hence the Skill Rank) than the better the Hero will be at the particular Skill and the more successful they will be trying these types of actions.
For Example - Rastan the Barbarian has Remarkable (Level 8) Might. Therefore his is quite strong and has a good chance to lift heavy objects and can cause more damage when he hits in unarmed and melee combat.
A list of the Skills and description follows.
Agility - This reflects a Hero`s quickness and nimbleness. It is used when Heroes dodge, leap, run and determines who acts first in combat.
Awareness - Is the Hero’s perception, mental alertness, keenness of eyesight and hearing. It is used when Heroes are trying to find a concealed door or detecting a hidden enemy.
Brawl - Is a Hero’s skill in unarmed combat. How well a Hero can fight without a weapon, including parrying attacks and disarming foes. It can include exotic martial arts styles as well. The Offensive value of an unarmed attack is equal to the Hero`s Might Skill Level –1.
Charm - Reflects how shrewd and persuasive a Hero is. It is used when a Hero tries to talk their way out of a situation or convince others of what they are saying, whether it be lying, conning, bribing, bargaining or negotiating with another creature.
Craftsmanship - This is a Hero`s ability to mend, repair and create items. From simple dwellings, arrows, bows, weapons, armour etc.
Dark Sight - This special skill allows Heroes to see in the dark like a cat. It is used when trying to find something in the dark and there is not enought light to use the Awareness Skill.
Endurance - Is a measure of the Hero’s fortitude, stamina and general toughness. The larger this skill the more Health Points a Hero has and less likely they are of being taken Out Of Action.
Folk Lore - Shows how knowledgeable a Hero is in relation to facts about history, legends, geography, items and creatures.
Healing - Is the Hero’s ability to restore a wound with natural healing methods. It also shows the Hero’s knowledge to cure diseases, sickness and poisons.
Magic - This special skill allows Heroes to manipulate magical energy to perform spells. It reflects the Hero’s knowledge and ability in the schools of magic. A Hero’s maximum Mana is equal to their score in Magic*.
Magic Resistance - This special Skill allows the Hero to test this skill when a spell or magic is used upon him. A successful result indicates that the Hero has avoided the effects of the spell or magic.
Marksmanship - Represents how accurate a Hero’s aim is when using thrown and missile weapons such as rocks, bows, daggers, spears, bows, slings and crossbows etc.
Roguery - Reflects how well the Hero can hide, sneak around, break into locked devices, steal and conceal items on their person. It is the favourite skill of thieves.
Might - Is a Hero’s brawn, might and physical power. A Hero with high might is more likely to lift heavy things and inflict greater damage in close combat.
Sword-Play - Is a Hero’s adeptness with hand held weapons, whether it be a sword, axe, dagger, etc. It affects how likely the Hero is to land blow on an opponent, how well they can parry attacks and disarm their foes with their weapon.
Wilderness Lore - Reflects the Hero’s knowledge of plant life, hunting, tracking, foraging and general outdoor survival skills. The GM may also include this skill to cover fishing, boating and navigation.
For Example - Rastan the Barbarian has Remarkable (Level 8) Might. Therefore his is quite strong and has a good chance to lift heavy objects and can cause more damage when he hits in unarmed and melee combat.
A list of the Skills and description follows.
Agility - This reflects a Hero`s quickness and nimbleness. It is used when Heroes dodge, leap, run and determines who acts first in combat.
Awareness - Is the Hero’s perception, mental alertness, keenness of eyesight and hearing. It is used when Heroes are trying to find a concealed door or detecting a hidden enemy.
Brawl - Is a Hero’s skill in unarmed combat. How well a Hero can fight without a weapon, including parrying attacks and disarming foes. It can include exotic martial arts styles as well. The Offensive value of an unarmed attack is equal to the Hero`s Might Skill Level –1.
Charm - Reflects how shrewd and persuasive a Hero is. It is used when a Hero tries to talk their way out of a situation or convince others of what they are saying, whether it be lying, conning, bribing, bargaining or negotiating with another creature.
Craftsmanship - This is a Hero`s ability to mend, repair and create items. From simple dwellings, arrows, bows, weapons, armour etc.
Dark Sight - This special skill allows Heroes to see in the dark like a cat. It is used when trying to find something in the dark and there is not enought light to use the Awareness Skill.
Endurance - Is a measure of the Hero’s fortitude, stamina and general toughness. The larger this skill the more Health Points a Hero has and less likely they are of being taken Out Of Action.
Folk Lore - Shows how knowledgeable a Hero is in relation to facts about history, legends, geography, items and creatures.
Healing - Is the Hero’s ability to restore a wound with natural healing methods. It also shows the Hero’s knowledge to cure diseases, sickness and poisons.
Magic - This special skill allows Heroes to manipulate magical energy to perform spells. It reflects the Hero’s knowledge and ability in the schools of magic. A Hero’s maximum Mana is equal to their score in Magic*.
Magic Resistance - This special Skill allows the Hero to test this skill when a spell or magic is used upon him. A successful result indicates that the Hero has avoided the effects of the spell or magic.
Marksmanship - Represents how accurate a Hero’s aim is when using thrown and missile weapons such as rocks, bows, daggers, spears, bows, slings and crossbows etc.
Roguery - Reflects how well the Hero can hide, sneak around, break into locked devices, steal and conceal items on their person. It is the favourite skill of thieves.
Might - Is a Hero’s brawn, might and physical power. A Hero with high might is more likely to lift heavy things and inflict greater damage in close combat.
Sword-Play - Is a Hero’s adeptness with hand held weapons, whether it be a sword, axe, dagger, etc. It affects how likely the Hero is to land blow on an opponent, how well they can parry attacks and disarm their foes with their weapon.
Wilderness Lore - Reflects the Hero’s knowledge of plant life, hunting, tracking, foraging and general outdoor survival skills. The GM may also include this skill to cover fishing, boating and navigation.
Skill Levels and Skill Ranks
SKILL RANK (SKILL LEVEL)
Useless (0)
Poor (1)
Basic (2)
Humble (3)
Competent (4)
Fair (5)
Good (6)
Excellent (7)
Remarkable (8)
Exceptional (9)
Incredible (10)
Renowned (11)
Legendary (12+)
Useless (0)
Poor (1)
Basic (2)
Humble (3)
Competent (4)
Fair (5)
Good (6)
Excellent (7)
Remarkable (8)
Exceptional (9)
Incredible (10)
Renowned (11)
Legendary (12+)
Other Hero Stats
There are a few other Hero (and Critter) stats that are derived from their Skills. These are:
Health Points (HP)
These are a measure of how healthy, fit and tough a Hero is. A Hero's starting maximum Health Points are equal to five times their Endurance Skill Level. If a Hero's HP are reduced to Zero (0) or below than they have been taken Out of Action.
These are a measure of how healthy, fit and tough a Hero is. A Hero's starting maximum Health Points are equal to five times their Endurance Skill Level. If a Hero's HP are reduced to Zero (0) or below than they have been taken Out of Action.
Mana
This is a measure of how much magical energy a Hero has at their disposal. When spells are cast the Mana Cost of the spell is deducted from the Hero's current Mana score, if this is reduced to Zero (0) then the Hero may not cast any more spells until Mana is recovered. A Hero's starting maximum Mana is equal to their Skill Level in Magic.
This is a measure of how much magical energy a Hero has at their disposal. When spells are cast the Mana Cost of the spell is deducted from the Hero's current Mana score, if this is reduced to Zero (0) then the Hero may not cast any more spells until Mana is recovered. A Hero's starting maximum Mana is equal to their Skill Level in Magic.
Move
This stat represents how fast a Hero or Critter can move (in metres) in one Combat Round and still take an action. A Hero's or Critter's Move is equal to 5 plus their Level in Agility.
A Hero can Sprint - up to 2 times their Move score but may not take any other actions in that combat round.
A Hero's ability to move is affected by their Agility Skill and what type of armour they are wearing or carrying.
For Example: Shamaran the Half-Elf Blade-Master has Remarkable (Level 8) Agility. His Move is 13 (5+8). He is wearing a suit of Leather Armour which is classed as Light Armour - so it does not affect his Move score. Through his adventures he aquires a suit of Chain Mail armour (Heavy Armour) and puts it in his backpack - His Move score is now reduced to 11 (13-2) while he carries it around.
See the armour table in the Equipment section for more details on Armour penalties (AP).
This stat represents how fast a Hero or Critter can move (in metres) in one Combat Round and still take an action. A Hero's or Critter's Move is equal to 5 plus their Level in Agility.
A Hero can Sprint - up to 2 times their Move score but may not take any other actions in that combat round.
A Hero's ability to move is affected by their Agility Skill and what type of armour they are wearing or carrying.
For Example: Shamaran the Half-Elf Blade-Master has Remarkable (Level 8) Agility. His Move is 13 (5+8). He is wearing a suit of Leather Armour which is classed as Light Armour - so it does not affect his Move score. Through his adventures he aquires a suit of Chain Mail armour (Heavy Armour) and puts it in his backpack - His Move score is now reduced to 11 (13-2) while he carries it around.
See the armour table in the Equipment section for more details on Armour penalties (AP).
Carry
A Hero has a Carry score is equal to 10 plus the Hero's Might Level. This is how many standard items the Hero can carry and still be able to run, jump and fight. This easy system also helps stops greedy Heroes from hoarding heaps of equipment. If the Hero is carrying more items then they will have to drop 1 item to pick up another one. The GM will decide on how small, light, large or heavy some items are for carrying purposes.
For Example: Shamara The Half-Elf Blade Dancer has Fair (5) Might, he therefore can carry 15 items (10+5).
Standard items (take up one item slot) - sword, bow, shield, axe, lartern, torch, healing kit, quiver of arrows, light armour
Light items (2 of these items take up a slot) - daggers, knives, potions, bandages, wands
Heavy items (these take up 2 or more items slots) - Chest of loot, big heavy bag of gold, heavy armour, great swords and axes, pole-arms.
Loot items - gems, coins, jewellery
Notes - any other tiny items can be put in the Notes section of the Hero Sheet
A Hero has a Carry score is equal to 10 plus the Hero's Might Level. This is how many standard items the Hero can carry and still be able to run, jump and fight. This easy system also helps stops greedy Heroes from hoarding heaps of equipment. If the Hero is carrying more items then they will have to drop 1 item to pick up another one. The GM will decide on how small, light, large or heavy some items are for carrying purposes.
For Example: Shamara The Half-Elf Blade Dancer has Fair (5) Might, he therefore can carry 15 items (10+5).
Standard items (take up one item slot) - sword, bow, shield, axe, lartern, torch, healing kit, quiver of arrows, light armour
Light items (2 of these items take up a slot) - daggers, knives, potions, bandages, wands
Heavy items (these take up 2 or more items slots) - Chest of loot, big heavy bag of gold, heavy armour, great swords and axes, pole-arms.
Loot items - gems, coins, jewellery
Notes - any other tiny items can be put in the Notes section of the Hero Sheet
Luck
This Stat represents a Hero's fate, fortune and favour with the Gods. A new Hero starts out with zero Luck. This may increase or decrease (into a negative number) thoughout a Hero's adventuring carrer. There is not upper or lower limit to a Hero's Luck.
Gaining Luck points: A Hero may gain (at the GM's disgression) a Luck Point for the following situations or actions:
Loosing Luck Points: A Hero may loose (at the GM's disgression) a Luck Point for the following situations or actions:
A Hero may spend a Luck Point to re-roll a 2d6 (or 1d6) dice roll that they have to make. Both dice must be re-rolled and the new result is taken - for good or worse.
A Hero may spend 2 Luck Points to make the GM re-roll one of their 2d6 (or 1d6) dice rolls. Both dice must be re-rolled and the new result is taken - for good or worse.
A Hero can not spend a Luck Point on re-rolling another Hero's roll.
This Stat represents a Hero's fate, fortune and favour with the Gods. A new Hero starts out with zero Luck. This may increase or decrease (into a negative number) thoughout a Hero's adventuring carrer. There is not upper or lower limit to a Hero's Luck.
Gaining Luck points: A Hero may gain (at the GM's disgression) a Luck Point for the following situations or actions:
- Adding to the Game Session - Roleplaying their Hero well, adding humour, drama or excitement to the adventure
- Acting in a Heroic manor - freeing a slave, or sparing an enemy
- Generously donating to needy, helpless or poor - riches, assistance, time or resources
- Surviving a rather horrowing adventure where they close to point of death
Loosing Luck Points: A Hero may loose (at the GM's disgression) a Luck Point for the following situations or actions:
- Acting un-heroically - killing the peasants they are trying to save, mistreating the down-trodden, stealing out of greed or lust
- Betraying trusted allies or party members.
- Generally behaving like a villan rather than a Hero
A Hero may spend a Luck Point to re-roll a 2d6 (or 1d6) dice roll that they have to make. Both dice must be re-rolled and the new result is taken - for good or worse.
A Hero may spend 2 Luck Points to make the GM re-roll one of their 2d6 (or 1d6) dice rolls. Both dice must be re-rolled and the new result is taken - for good or worse.
A Hero can not spend a Luck Point on re-rolling another Hero's roll.