The Character Sheet is here.
1.0 Character Progression Table (Level Up Table)
2.0 Stats Table
2.1 Sizes and Occupied Spaces Table
3.0 Respecing/Respecification
4.0 What Levels are Meant to Represent
1.0 Character Progression Table (Level Up Table)
2.0 Stats Table
2.1 Sizes and Occupied Spaces Table
3.0 Respecing/Respecification
4.0 What Levels are Meant to Represent
1.0 Character Progression Table (Level Up Table)
When you Level Up, increase your Level by +1 and gain the corresponding cumulative bonuses on the table below. Every Level above 30 is the same as Level 29, but every 10 levels (Level 40, 50, 60, etc.) gain Devotion and +1 Exertion Die.
Stat Bonus: Increase your Total Might, Total Skill, or Total Magic by the listed amount. Sometimes you may choose to increase a stat by +2, but only if it is not the highest of the three. If you have two stats tied for highest, they are both treated as your highest stat. If you have three stats tied for highest, they are all treated as your lowest stat.
Improve Scaling: Choose to increase your HP Scaling or Mana Scaling by +1.
Devotion: You may not take skills with the Devotion Skill Tag unless otherwise stated. You may have up to +1 Devotion Skill. You cannot take a Devotion Skill otherwise. Multiple Ranks in a Devotion Skill only count as a single Devotion Skill.
Stat Bonus: Increase your Total Might, Total Skill, or Total Magic by the listed amount. Sometimes you may choose to increase a stat by +2, but only if it is not the highest of the three. If you have two stats tied for highest, they are both treated as your highest stat. If you have three stats tied for highest, they are all treated as your lowest stat.
Improve Scaling: Choose to increase your HP Scaling or Mana Scaling by +1.
Devotion: You may not take skills with the Devotion Skill Tag unless otherwise stated. You may have up to +1 Devotion Skill. You cannot take a Devotion Skill otherwise. Multiple Ranks in a Devotion Skill only count as a single Devotion Skill.
Level | Stat Bonus | Skill Points | Special |
---|---|---|---|
1 | +1 Highest or +2 | 10 | N/A |
2 | +0 | 4 | Improve Scaling |
3 | +1 Highest or +2 | 4 | Improve Scaling |
4 | +2 | 4 | N/A |
5 | +1 Highest or +2 | 4 | Gain +1 Reaction |
6 | +0 | 4 | Devotion |
7 | +1 Highest or +2 | 4 | Gain +1 Exertion Die |
8 | +0 | 4 | Improve Scaling |
9 | +1 | 4 | N/A |
10 | +1 | 4 | Gain +1 Reaction, Devotion |
11 | +1 | 4 | N/A |
12 | +1 | 4 | Gain +1 Exertion Die |
13 | +1 Highest or +2 | 4 | Improve Scaling, Devotion |
14 | +1 | 4 | N/A |
15 | +1 | 4 | Gain +1 Reaction |
16 | +1 | 4 | Devotion |
17 | +1 | 4 | Gain +1 Exertion Die |
18 | +1 Highest or +2 | 4 | Improve Scaling |
19 | +1 | 4 | Devotion |
20 | +1 | 4 | Gain +1 Reaction |
21 | +1 | 4 | N/A |
22 | +1 | 4 | Gain +1 Exertion Die |
23 | +1 Highest or +2 | 4 | Improve Scaling, Devotion |
24 | +1 | 4 | N/A |
25 | +1 | 4 | Gain +1 Reaction |
26 | +1 | 4 | N/A |
27 | +1 | 4 | Devotion, Gain +1 Exertion Die |
28 | +1 Highest or +2 | 4 | Improve Scaling |
29 | +1 | 4 | N/A |
30 | +2 | 4 | Gain +1 Reaction, Devotion |
2.0 Stats Table
Stat | What? | What's Mine? | Tell Me More. |
---|---|---|---|
Level | How much of your potential you've gained out of 20. | Ask the Host. Probably 1, hopefully 4 or higher if you're not new. | See the "Character Progression" page. |
Skill Points | Potential in numerical form. | (Level * 4) + 6 | When spent, represent time and effort committed to deliberate practice or through your environment. Skill Points can be used to purchase skills (also referred to as taking skills). The increase or decrease of a skill's Skill Point Cost is retroactive. |
Attacks | The number of attacks you can make on your turn without other bonuses. | 1 | Your number of attacks can be increased by skills or by wielding weapons. |
Total Attacks | The total number of attacks you can make on your turn. | Attacks + Weapon Attacks | An Attack may be spent to make an attack against a target using any weapon you have equipped, or activate skills, but Weapon Attacks may only be used to make Weapon Attacks or activate skills using the Weapon which grants them. |
Size | A representation of your effective mass, resistance to outside physical forces correlating to your physical size, density, muscle density, or even willpower. | Medium | Sizes from smallest to biggest are as follows (with examples in parenthesis): Miniscule (Ladybug) Tiny (House Cat) Puny (Labrador) Small (a thin, small, or weak human) Medium (an average human) Stocky (a hearty or powerful human) Large (tiger, or bear) Huge (single story building) Massive (1.5 story building) Colossal (3 story building) Megalithic (Kaiju) After a certain point your Size becomes inherently linked to your physical size and you occupy more Space(s) as seen below, under the 1.2 Sizes and Occupied Spaces Table . |
Size Number | The number derived from your Size. | 8 | Sizes from smallest to biggest are as follows (with Size Numbers in parenthesis): Miniscule (0) Tiny (4) Puny (5) Small (7) Medium (8) Stocky (9) Large (10) Huge (11) Massive (12) Colossal (13) Megalithic (15) |
Movement Resistance | You ability to decide not to be moved. | (Half of Size Number) -1 in Spaces | When you would be moved, but you don't want to be, reduce the movement by up to this many spaces. This number diminishes when used, and returns to usual at the start of each of your turns. |
Move Speed | Your ability to deliberately move. | 5 | When you want to move, move up to this many spaces. This number diminishes when used, and returns to usual at the start of each of your turns. Unless stated otherwise, this Movement Speed refers to Walking. |
Maximum HP | The highest your HP can be. | (HP Scaling * Level) + 40 | N/A |
HP | How much life you have in you. Damage reduces this number, and healing increases this number. | The same as your Maximum HP, unless you took damage. | While you are reduced to 0 or fewer HP, you are Stunned. Stunned: You can only use a single action, which you choose. |
HP Scaling | How much your Maximum HP increases by when you Level Up. | Size Number | At level 2, 3, 8, 13, 18, 23, and 28 choose to increase your HP Scaling or your Mana Scaling by +1. |
Point of No Return | When this number is higher than your HP, you die. | -19 + (-1 * Level) | N/A |
Maximum Mana | The highest your Mana can be. | (Mana Scaling * Level) + 10 | N/A |
Mana | How much energy you have in you. | The same as your Maximum Mana, unless you exerted yourself. | You may spend Mana, even if you have 0 or fewer Mana. If your Mana would be reduced beneath 0, take an amount of True Damage equal to triple the Mana spent. |
Mana Scaling | How much your Maximum Mana increases by when you Level Up. | 6 | At level 2, 3, 8, 13, 18, 23, and 28 choose to increase your HP Scaling or your Mana Scaling by +1. |
Total Might | A representation of your ability to apply force through physical power. | Varies | When you create your character, choose for your Total Might, Total Skill, or Total Magic to be any one of the following numbers (each number may only be chosen once): 10, 12, 14. |
Might | Your ability to deal damage through physical power. | Varies | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Athletics | Your ability to apply force through physical power, particularly when competing against others. | Might+Attacks+Size Number | N/A |
Inventory | The amount which you can carry in physical size and weight, presumably in some sort of bag or other container. | 10 + Total Might + Size Number | N/A |
Total Skill | A representation of your ability to move nimbly or with grace through speed and precision. | Varies | When you create your character, choose for your Total Might, Total Skill, or Total Magic to be any one of the following numbers (each number may only be chosen once): 10, 12, 14. |
Skill | Your ability to deal damage through speed and precision. | Varies | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Nimble | Your ability to move nimbly or with grace, particularly when competing against others. | Skill+Attacks+(16-Size Number) | N/A |
Total Magic | A representation of your ability to utilize Mana. | Varies | When you create your character, choose for your Total Might, Total Skill, or Total Magic to be any one of the following numbers (each number may only be chosen once): 10, 12, 14. |
Magic | Your ability to deal damage through magical power or precision. | Varies | The numerical value of this stat corresponds to your Total Stat. The following is the Total Stat (with the Stat in parenthesis) 0 or 1 (-5) 2 or 3 (-4) 4 or 5 (-3) 6 or 7 (-2) 8 or 9 (-1) 10 or 11 (+0), etc. |
Arcana | Your ability to manipulate magic, particularly when competing against others. | Magic+Mana Scaling | N/A |
Exertion Dice | Your ability to alter dice results out of sheer willpower. | Three d6's | Each player begins play with 3 Exertion die, and regains them by doing one of the following: -Wake up after having slept for 8 hours. -Eating your first meal in a day. -Not doing anything strenuous for 24 hours. You may use any number of Exertion Die at any time during play. You may use a single Exertion Die to: -Increase the result of any d20 by the result of the Exertion Die. -Gain an amount of HP or Mana equal to the result + Level. -Increase a single instance of damage dealt by double the result. -Treat a Critical Hit as a normal hit. The Host may not use this effect. Your Exertion Die may be used by any of the characters you control, including Companions. Hosts begin each session with 3 Exertion Die (every time you sit down to play). Hosts may not use more than 1 Exertion Die at a time. |
Hit | How accurate your attacks are. If this number is higher than your attack target's Defense, you hit. | 1d20 + Level + (Attacks) | N/A |
Defense | A representation of the odds that you will not be harmed by an attack, by way of armor, awareness, speed, skill, luck, or even fate. | Level + 9 | N/A |
Dodge | Your ability to actively avoid being hit by an incoming attack such by way of moving out of the way, or distracting or distressing your assailant to the point of missing. | 1d20 + Level + 11 | N/A |
Perception | You ability to notice things through sight, sound, and other senses. | 1d20 + 0 (- target's Stealth) | Gain +1 Perception per two targets helping you search. To save time and bookkeeping a group of people should probably just make one Perception roll using the highest bonus available. |
Stealth | Your ability to not be noticed when you don't want to be noticed. Subtracted directly from the Perception of those who try to notice you. | 0 (See Stealth and Perception Below.) | N/A |
2.1 Sizes and Occupied Spaces Table
A creature occupies more spaces dependent upon their Size. For example, a Tiny creature occupies a quarter of a space, and a Medium creature occupies half of a space, so two Tiny creatures and one Medium creature could all three share a single space.
Attacks made against creatures with whom you share a space are made at disadvantage. For each ally you share a space with, you are counted as being flanked by 1 fewer foes (to a minimum of 0).
Attacks made against creatures with whom you share a space are made at disadvantage. For each ally you share a space with, you are counted as being flanked by 1 fewer foes (to a minimum of 0).
Size | Occupied Spaces Square (Length and Width) | Occupied Spaces Height | Fall Damage Taken if you become Prone Unintentionally |
---|---|---|---|
Miniscule | 0 | 0 | 0 |
Tiny | 0.2 | 0.5 | 0 |
Puny | 0.2 | 0.5 | 0 |
Small | 0.5 | 1 | 0 |
Medium | 0.5 | 1 | 1d6 |
Stocky | 0.5 | 1 | 1d6 |
Large | 1 | 1.5 | 2d6 |
Huge | 2 | 2 | 3d6 |
Massive | 3 | 3 | 3d6 |
Colossal | 4 | 5 | 4d6 (also deal 1d6 + Total Might Sonic Damage in a 1 Space AoE centered on you) |
Megalithic | 6 | 8 | 5d6 (also deal 1d6 + Total Might Sonic Damage in a 2 Space AoE centered on you) |
3.0 Respecing/Respecification
Every time you Level up, you gain +1 Respec Point. Any number of Respec Points may be used to remove an equal number of Skill Points from a skill. If the number of Skill Points you have invested in a skill is fewer than its Skill Point Cost, you lose the Skill. You regain any Skill Points removed from skills in this way. Skills with the Class Skill Tag cannot be Respecified.
4.0 What Levels are Meant to Represent
The Host of a game should decide what Level the players should be before the players are told to make characters. Level determines what types of things a character is capable of doing, more directly with skills, but more indirectly with things like whether they're almost killed by one rat or a thousand, if the sight of a hungry monster is as good as already having died, or a minor incontinence.
A Level 1 character is not your average person; they can probably handle themselves in a fight, and not only that but they can be stabbed a few times and shrug it off by morning. At Level 2 and Level 3 a character isn't likely to become much stronger, but can be if they just needed that one skill to finish off their build. Levels 1-3 are low power compared to the rest of the game. Combat is dangerous, especially against high numbers of creatures, and if you're looking to raise difficulty and simplicity (and lower the life expectancy) of a game, you may want to start players at Level 1, and make it clear that the strongest of history's heroes were Level 4, maybe even reducing Level 1's Skill Points to 4.
A Level 4 character had enough Attacks and/or Mana to really do some damage, ignoring their other capabilities. By this point a player has somewhere around 21 Skill Points, and either about 46 Mana, or 2 Innate Attacks, entering the realm of making it so that the difference between a battle being unwinnable and trivial is determined by tactics and teamwork rather than throwing damage numbers at anything that moves. At Level 5, a character get another reaction, making them more capable of defending themselves or using more interesting tactics and skills. More Reactions means more player involvement when it isn't their turn, bringing the game further from being turn based, and making the game into more of an interactive experience. Which is to say a game. At Level 6, a character is even more powerful and has the ability to take a Devotion Skill which (depending on the character) can completely change the game. At and after Level 4, every level matters because players have so many skill points, and because each level bring characters closer to another Innate Attack, another Reaction, or another Exertion Die.
A Level 7 character is very powerful, likely able to fight off droves of Level 1-3 enemies perhaps even with ease. (Depending on your setting) characters between Level 7 and Level 11 are powerful enough to walk into a bar and get told an awed story about themselves; the type of character you hear a story about their prowess, but they are still clearly human/mortal. Martial artists like Ip Man, and Bruce Lee, men of tremendous strength or size, like André Roussimoff, and Dwayne Johnson.
A Level 12 character has the ability to will themselves to succeed otherwise impossible tasks, they have so many Exertion Dice. A Level 12 Medium character built around grappling, with a good roll and some Exertion Die, can suplex anything that walks, swims, or flies, that alongside other possible feats of incredible power will make Level 12 a divisive level for some, some people thinking it (or even earlier levels) are where the game moves from cool to ridiculous, and for others these herculean feats will be the entire reason to play. Between Level 12 and Level 15, characters are living legends, remembered in life as the most powerful of mortals, and remembered in death as near god like entities through their exaggerated myths. Warriors like Achilles, or Arthur Pendragon, rogues like Robin Hood, or Conan the Cimmerian.
A Level 1 character is not your average person; they can probably handle themselves in a fight, and not only that but they can be stabbed a few times and shrug it off by morning. At Level 2 and Level 3 a character isn't likely to become much stronger, but can be if they just needed that one skill to finish off their build. Levels 1-3 are low power compared to the rest of the game. Combat is dangerous, especially against high numbers of creatures, and if you're looking to raise difficulty and simplicity (and lower the life expectancy) of a game, you may want to start players at Level 1, and make it clear that the strongest of history's heroes were Level 4, maybe even reducing Level 1's Skill Points to 4.
A Level 4 character had enough Attacks and/or Mana to really do some damage, ignoring their other capabilities. By this point a player has somewhere around 21 Skill Points, and either about 46 Mana, or 2 Innate Attacks, entering the realm of making it so that the difference between a battle being unwinnable and trivial is determined by tactics and teamwork rather than throwing damage numbers at anything that moves. At Level 5, a character get another reaction, making them more capable of defending themselves or using more interesting tactics and skills. More Reactions means more player involvement when it isn't their turn, bringing the game further from being turn based, and making the game into more of an interactive experience. Which is to say a game. At Level 6, a character is even more powerful and has the ability to take a Devotion Skill which (depending on the character) can completely change the game. At and after Level 4, every level matters because players have so many skill points, and because each level bring characters closer to another Innate Attack, another Reaction, or another Exertion Die.
A Level 7 character is very powerful, likely able to fight off droves of Level 1-3 enemies perhaps even with ease. (Depending on your setting) characters between Level 7 and Level 11 are powerful enough to walk into a bar and get told an awed story about themselves; the type of character you hear a story about their prowess, but they are still clearly human/mortal. Martial artists like Ip Man, and Bruce Lee, men of tremendous strength or size, like André Roussimoff, and Dwayne Johnson.
A Level 12 character has the ability to will themselves to succeed otherwise impossible tasks, they have so many Exertion Dice. A Level 12 Medium character built around grappling, with a good roll and some Exertion Die, can suplex anything that walks, swims, or flies, that alongside other possible feats of incredible power will make Level 12 a divisive level for some, some people thinking it (or even earlier levels) are where the game moves from cool to ridiculous, and for others these herculean feats will be the entire reason to play. Between Level 12 and Level 15, characters are living legends, remembered in life as the most powerful of mortals, and remembered in death as near god like entities through their exaggerated myths. Warriors like Achilles, or Arthur Pendragon, rogues like Robin Hood, or Conan the Cimmerian.