Quick Sheet
An overview of the gaming system, complete with relevant links for further information.
Race – Physical Traits
Certain traits are also acquired based on your character’s history.
HIT POINTS SPEED STRENGTH CONSTITUTION SIGHT HEARING PERCEPTION MENTAL RESISTANCE MAGIC RESISTANCE MENTAL INDEX
Hit Points – Life points
Speed – Travel, worldmap/actionmap
Strength – Carrying weight, dead lift
Sight – See in different conditions
Hearing – Hear in different conditions
Constitution – Physical resistance
Perception – awareness
Mental resist. – Against comman spells
Magic resist. – Against magic effects
Mental index – Self-confidence.
NO SAVING THROW: These abilities serve as metrics for your skills. Hearing contributes to your perception, and enhanced sight grants you dark vision. >>>
SAVING THROW: Constitution involves a saving throw when you undertake extreme exercise or are exposed to significant force. The Game Master determines the difficulty level of these saving throws. (See table below) >>>
SAVING THROW:These abilities require a saving throw when you need to either stay alert or defend yourself against commands or magical effects The Game Master determines the difficulty level of these saving throws. (See table below) >>>
PROGRESS: When you roll a 20 (1D20) on a saving throw, you earn one point on your progress tracker. Once this tracker reaches 10 points, you receive a +1 bonus * to the physical trait associated with that saving throw. >>>
In a tabletop role-playing game, whenever the players encounter situations of good or bad luck, the Game Master has the flexibility to subtly adjust the difficulty. This could involve granting an additional dice roll for a chance to improve the outcome, or increasing the target number that must be reached for success. This dynamic allows the Game Master to maintain balance and enhance the gaming experience. >>>
MI – grading
-2 -1 0 1 2
* When you fill your progress tracker to 10, you receive a +1 bonus. Depending on your desired speed of progression, you can adjust the tracker to reach this bonus at a lower threshold of 5 or a higher one at 15.
Saving throws
When you encounter situations that necessitate a specific trait, you should consult the GM to determine the situation’s level of difficulty, ranging from ‘A walk in the park’ to ‘Walking through a minefield. Depending on the GM’s assessment, you will need to achieve the appropriate die number or exceed it. – Or it could be no throw at all if that is what the GM rules.
LEVEL | 1 | 2 | 3 | 4 | 5 | |
Total Failure | A walk in the park | Walking on eggshells | Dancing on hot coals | Navigating a maze blindfolded | Walking through a minefield | Guaranteeing success |
1 | 5 | 8 | 11 | 14 | 17 | 20 |
When deciding between a walk in the park or navigating through a minefield, you traverse across five distinct levels of difficulty. If you find these options too few, you may choose any intermediate level of challenge.
History- Skill Traits
ABOUT: Skill traits are assigned based on your character’s history in the game (some from Guild as well). All the skill traits are open to progression.
- USE: Stealth – Moving unseen, Thivery – Lockpicking and pickpocketing, Deception – Fooling people,
- SAVING THROW: are made by 1D20 determined by difficulty tables >>>
- PROGRESS: When you roll a 20 on a saving throw, you earn one point on your progress tracker. Once this tracker reaches 10 points, you receive a +1 bonus to the physical trait associated with that saving throw. >>>
STEALTH THIVERY DECEPTION INTIMIDATION CRAFTING SURVIVING NATURE MEDICAL ATHELETICS ACROBATICS AQUATICS DIPLOMACY SOCIETY REFLEX BLOCK ARCANA