Creating a Primary Character
This process will involve the following steps (not necessarily in this order):
Make up a character name
Assign Attributes (Strength, Dexterity, Constitution, Knowledge, Awareness, Willpower, and Charisma) and record your Lucidity, Health, and Energy.
Create 3 Traits
Create Skills
Starting Gear
Attributes
The Seven core attributes of a character are:
Strength (STR) or physical power. It determines things such as your ability to make melee attacks or grapple and carry capacity.
Dexterity (DEX) or quickness and coordination. It determines things such as your ability to make ranged attack and avoid danger.
Constitution (CON) or endurance and physical grit. It determines your health and your ability to resist poisons.
Knowledge (KNO) or smarts, intellect, and problem solving. It determines whether your character has knowledge in a particular topic.
Awareness (AWA) or alertness and observation. If determines your ability to act quickly in combat and notice hidden things.
Willpower (WIL) or self-identity and mental toughness. It determines your mental health and whether you can bind spirits.
Charisma (CHA) or natural charm and influence. It determines your ability to sway other sentient creatures.
Strength Impacts Melee Attacks and Carry Capacity
Dexterity Impacts Defense and Ranged Attacks
Constitution Impacts Health and Wounds
Knowledge Impacts Spirit Capacity
Awareness Impacts Defense and Initiative
Willpower Impacts Energy and Spirit Capture
Charisma Impacts Social Encounters
Generating Attributes
Roll 4d6 drop lowest 7 times and record the results.
Score | Modifier |
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | +0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
If you do not like the results of your array, you can take an array of [+2, +1, +1, +1, +0, +0, -1]
Lucidity
Lucidity reflects a Player’s control over their characters’ fates. You have a Maximum Lucidity of LEVEL+13. You can choose to substitute any d20 roll with a Lucidity roll. To make a Lucidity roll, add any relevant Attribute Score to your Lucidity, then roll 1d20. If the result is equal to or less than the current Lucidity attribute, the roll is successfuI. Every time you succeed on a Lucidity roll, your Current Lucidity is decreased by 1.
Regaining Lucidity
Lucidity score increases at a rate of 1 per long rest (2 if you participate in a Lunar Pause), but can also be increased as a consequence of good roleplay or heroic circumstances.
Maximum Health
Your starting Max Health is calculated using CON + 6. Every time you level up, Add CON + 4.
Maximum Energy
Your starting Max Energy is calculated using WIL + 6. Every time you level up, Add WIL + 4.
Creating Traits
Each character starts with 3 unique traits that give them unique abilities in the world.
Fast Healer
You heal an additional d4 at the end of a long rest.
Impaler
You can add STR to the penetration of STR attacks
Breakthrough
You can now add DEX to the damage of DEX attacks
Hunk
Add LEVEL + CON to Item Slots
Wingman
You can hype up a certain attribute in a well-known ally. Until they fail any roll, they gain a buff for all non-attack rolls using that attribute. They cannot benefit from this effect again until a rest or another suitable circumstance arises (GM discretion).
Defender
You can grant armor gained from shields/weapons to adjacent allies.
Precognition
Add KNO to your Defense instead of DEX.
Inspirator
You can add your CHA to a roll once per rest or suitably inspiring moment.
Backstabber
Attacks from flanks deal an additional 4 damage.
Shieldbreaker
Your attacks ignore Protection bonuses from shields.
Rescuer
Rescue Exploits don’t cost Lucidity on a success.
Educated
+1 bonus to all skill rolls you don’t have a rank in.
Exploitative
If an enemy fails to do an exploit against you, you can attempt to do their attempted exploit against them instead.
Guts
You can wield massive weapons with 2 hands, 2-handed weapons with 1 hand, and dual-wield larger weapons.
Willful
Add LEVEL * WIL to Maximum Health instead of LEVEL * CON.
Resourceful
You can non-magic consumable items twice (at GM’s discretion).
Brawler
Your unarmed strikes do 1d8 damage and ignore Damage Reduction/Soak. You can make unarmed strikes for 1 action.
1 on 1
You add +1 to damage, penetration, and protection in 1v1 scenarios.
Debator
You can use KNO for rolls instead of CHA during discussions or arguments.
Adrenaline Rush
If you take 10 damage in one turn or fail a roll to resist fear, you gain 6 protection until a minute has passed since the damage was dealt or the fear has ended.
Helpful/Harmful
Treat the Help/Interfere action as 2 buffs/breaks.
Rapid Strikes
All attacks always cost 1 action.
Healthy Living
Your companions and yourself gain 5 Maximum Health
Rumor-monger
You have a buff when taking actions related to gathering information.
Improvised Fighter
Your attacks with improvised weapons deal an additional 1 penetration and 2 damage.
Businessman
You will never be turned away from a business as long as you have 100 gold in your pocket.
Mental Clarity
You can never have a Break for KNO, AWA, WIL, or CHA Skill rolls.
Natural Immunity
You have a Buff on rolls against disease.
Fellowship
All members of your group have a buff to their WIL rolls.
Organized
You gain an additional 2 designated item slots.
Shuffle
You can move 5 feet as a free action once per turn.
Fate's Gamble
When you are at 0 Health, you can choose to roll Lucidity twice. If you succeed both rolls, you gain 1 Health.
Creating Skills
Skills can be broken up Ranks 1-5. You add your rank in a skill to rolls. All characters start with 8 points to put into skill ranks.
Armor and Language skills don’t have ranks, you either have them or you don’t. They are gained from background or through narrative as the story progresses.
Here are some examples of skills:
Charm | Swords | Diplomacy |
Linguist | Thieves’ Tools | Maces |
Alchemy | Silver Tongued | Gourmand |
Wrestling | Camouflage | Ambush |
Bows | Rhetoric | Sabotage |
Shmooze | Woodcarving | Trickery |
Traps | Leadership | Axes |
Daggers | Gaslighting | Smithing |
Sex | Impersonation | Obligation |
Business | Nimble Hand | Faith |
Study | Surveillance | Spears |
Gear
Here are some examples of some starting Weapons and Armor:
Advancement
As the game goes on characters become more powerful. Gaining XP is what warrants increases in your character’s level. This will usually be collecting gold or completing a significant story milestone.
Level | XP TOTAL |
2 | 10 |
3 | 30 |
4 | 60 |
5 | 100 |
6 | 150 |
When characters gain a level, you can add +1 to an attribute. You cannot bring an attribute above +3 in this way. You will need to recalculate your Lucidity, Health, and Energy.
Actions
You can take a move action and an additional 2 actions per turn. You have an infinite number of free actions (things that are too quick/easy to be considered an action, such as dropping a weapon or spitting).
Action Options
Melee Attack
2 actions - You make an attack roll. If you are dual-wielding, this costs 1 action. On a hit, you can attempt an exploit.
Ranged Attack
1 actions - You make an attack roll.
Charm/Deceive
1 action - Make a CHA roll against the target’s AWA. On a success, the target must decide between setting skepticism aside and going along with you or calling you out.
Help/Interfere
1 action - As long as you have a relevant skill, you can give a buff/break to another player’s roll.
Move
1 action - You move 30 feet. If you are prone you move 10 feet. Half this distance if you want to avoid opportunity attacks or if you stand up from prone.
Read a Person
2 actions - Make a AWA roll against the target’s CHA. The GM will then tell you to ask 1-3 questions and answer them.
Are they telling the truth?
What’s your character really feeling?
What does your character intend to do?
What does your character wish I’d do?
How could I get your character to __?
A similar question of your choice.
Read a Situation
2 actions - Make a AWA roll. Upon providing the result, the GM tell you to ask 1-3 questions and answer them.
Where’s my best escape route / way in / way past?
Which enemy is most vulnerable to me?
Which enemy is the biggest threat?
What should I be on the lookout for?
What’s my enemy’s true position?
Who’s in control here?
A similar question of your choice.
Ready
You designate a number of actions to be spent on a triggering moment out of turn.
Swap a Designated Item
1 action - You can make a non-designated item replace a designated item.
Begin Casting a Spell
Free Action - You begin to cast a spell. If you take 10+CON damage, increase the casting time by 1 round.
Cast a Spell
2 Actions - You cast the spell you have been preparing.
How Combat Works
Attacker makes an Attack Roll. If you excede the Defense of the Defender, it hits.
The difference of Attack - Defense equals Penetration.
Find the difference of Protection - Penetration.
If the result is 0 or less, the defender will take full damage. If the result is 1 or greater, deduct that number from damage.
Deduct penetration from protection. Excess penetration has no effect.
If protection is double the damage, the defender takes 0 damage. Otherwise, deduct protection from damage. Apply remaining damage to the defender. If protection exceeds damage, reduce damage to 1.
Item Slots
Characters have a number of item slots equal to 18 + STR. Most items, including groups of small items that could fit in one hand, take up one slot. Items that require two hands take two slots. 500 coins use a full slot. 20 arrows in a quiver use a full slot.
You can freely swap between a number of designated items equal to 2 + your DEX (Minimum 1).
Hitting 0 Health
Hitting 0 Health is not the end. Any excess damage or future damage reduces your Current Lucidity instead of Health. At the end of a round where you took damage while already having 0 Health, make a Lucidity (CON) roll. On a success, nothing happens. You do not lose Lucidity from this roll. On a failure, the outcome is roughly determined by your GM and the chart below:
Degree of Failure | |
1 | Minor Wound. Heals 2-3 days |
2 | Wound. Heals 1-2 weeks |
3 | Major Wound. Heals 1-3 Months |
4 | Disability. Doesn’t Heal Naturally |
5+ | You take one more turn with a guaranteed critical success, then you die. You regain all of your Lucidity. |
As long as you aren’t already unconscious and don’t die, you can choose to guarantee a success on your next turn and then go unconscious instead of taking an injury.
Long Rests
At the end of a 6 hour rest, you regain 1d4 Health, all of your Energy, and 1 Lucidity.
Lunar Pauses
If a moon is up during your long rest after you have completed the proper ritual, you can travel to a dreamplane. You can remain there for as long as that moon is in the sky.
Upon beginning a Lunar Pause, you regain all of your Energy and 1 Lucidity.
Buffs and Breaks
Buffs and Breaks are supposed to be extremely easy to get. As long as you can think of a basic reason that justifies your character doing something better in the moment, they get a Buff, and if they might be challenged you get a Break. Buffs and Breaks cancel each other out.
Every Buff/Break gives you a d6 to add/subtract from your roll. Take the highest result and add/subtract it from your total.
Narrative Combat
This section is not about crossing swords or dodging magical explosions. This is about outsmarting, outwitting, and outplaying your enemies.
Any time that you successfully “defeat” an opponent, They take an amount of damage equal to the attribute of the “attacker” that is most relevant to the “attack” on a failure or half on a success.
Here are some examples:
You break down a door an enemy was fully relying on to ward off intruders.
You intimidate your enemies by setting yourself on fire in a room filled with gunpowder.
You use a dungeon’s natural defenses to create traps for intruders.
You expose the flaws in an opponent’s ideas in the type of way that leaves them thinking about comebacks in the shower later.
Exploits
Characters may attempt minor and rescue exploits, as outlined below.
Minor Exploits
If an attacker deals damage to a target, they can attempt a minor exploit. The GM then makes a ruling to resolve the exploit. For example:
An opposed Str check to knock on opponent off his feet, grab hold of him with one hand, drive him backwards 10 feet, or throw him through a window.
An opposed Dex check to throw sand in an opponent’s eyes, temporarily blinding them for one round.
An opposed Dex check (perhaps modified by level) to disarm.
Different GMs will make different rulings to suit their table. The above are a guide only.
If the exploit is successful, the intended outcome occurs; the target is tripped, or thrown through the window, etc. The GM makes a ruling to determine the effect
Major Exploits
Major exploits are impressive feats of power and skill that inspire allies and turn the tide of battle.
A Warrior might shatter a foe’s weapon, impale a wolf on a fence spike, grab an enemy in each hand and crack their skulls together (stunning both of them), or cut off a Dragon's wing.
A few stipulations about Major Exploits:
Major exploits do not increase damage to a single target.
Major exploits cannot instantly kill or incapacitate a single target unless their Health is less than your level.
For a major exploit to occur, the warrior usually needs to first hit and cause damage as normal. The warrior then makes a Lucidity check, modified at the GM’s discretion. If the check is successful the exploit occurs. The GM makes a ruling to determine the effect.
Rescue Exploits
In certain situations, an adventurer may attempt a rescue exploit, which can only be used to protect another person or thing. Rescue exploits are only available when it is not the adventurer’s turn, in response to something happening within approximately 30 ft. A rescue allows one player to negate or reverse an adverse event for another
player or NPC.
The player must explain to the table how his
adventurer intends to achieve the rescue. A
rescue might include such things as pushing
another adventurer out of harm’s way, using a shield to deflect arrows targeting an ally, or grabbing hold of a henchmen as they plummet into a pit trap.
If the GM agrees a rescue is possible, the
adventurer can make their move. If the adventurer moves out of melee, enemies within reach get a free attack. Upon arriving, the rescuer must make a successful Lucidity check, modified at the GM’s discretion. If the Lucidity check is successful, the rescue occurs.