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Rules - Characters

  • Age
  • Attributes
  • Skills
  • Talents
  • Personality Traits
  • Gear
  • Experience

Age

Age is divided into three categories: young, adult, and old.

 HumanDarfel / TherionDwarf / KalexianElf
Young 16-2513-20 20-4020-100
Adult 26-5021-45 41-80 100+
Old 51+ 46+ 81+ *
* - Elves are never considered old

Your chosen age category affects your attributes, skills, and your general talents.

 AttributesSkillsGeneral Talents
Young16 81
Adult15102
Old 14123

Attributes

Each character has 5 main attributes :

  • BODY - Represents strength, physical power, health and overall constitution. It affects attacks made with melee weapons and your stamina. [Stamina]
  • AGILITY - Represents dexterity, coordination and reflexes. It affects attacks made with ranged weapons, and your defensive skills.[Dodge]
  • MIND - Represents overall intelligence, reason and cognitive skills. Is also directly tied to your Willpower. [Willpower]
  • AWARENESS - Represents your instincts, your reaction speed, and your connection to the natural and supernatural worlds. [Reactions]
  • SOUL - Represents your divine connection and spirituality. Affects channeling and stress. [Stress]
Values for these attributes varies between 2 and 5.
Starting characters have a number of points to distribute among their attributes accordingly to their age, min 2, max 4.
You can assign a 5 only to the key attribute of your chosen class or race.

Stamina

Stamina represents how much the character can endure physical punishment. Stamina is defined by the character's class, plus his BODY score.
When an enemy attacks and hits the character, reduces his Stamina by the amount of damage caused, after reducing the damage by his defense and armor.
If the character's Stamina reaches 0, any futher damage causes 1 Wound.
Stamina is usually recovered by resting or healing, but some talents can also recover Stamina.

Reactions

Reactions are defensive actions your character takes when he is attacked. The character has a number of Reactions equal to the AWARENESS score minus 1.
During combat, you spend Reactions to try to dodge or block attacks directed at the character.
If the character is attacked and you have no Reactions remaining, the character cannot dodge or block the attack.
Reactions are restored at the beginning of the round.

Willpower

Willpower is a resource that you can spend to use the character's special abilities and talents.
You gain 1 Willpower for every two successes you achieve on a roll.
The maximum Willpower a character can have at any time is equal to the MIND score plus the amount of Victory Points.
After resting, Willpower always resets to a value equal to the character's MIND score.

Stress

Stress represents your mental and emotional resilience. You can accumulate Stress up to your SOUL score without any effect.
Any Stress above the character's SOUL score, adds Stress dice to your push rolls.
When a Stress die results on a failure, this is a critical failure, and the character gains a Condition.
After resting, Stress always resets to 0.

Skills

Skills are measured on a scale from 0 to 5.
Starting character have a number of points to distribute among their skills accordingly to their age.
Max starting skill level is 3 for your class skills.
All other skills are limited to a starting level of 1.
Magical skills are only available through Talents.

Non-skilled : You can try to use any skill without training using only your attribute score, however this tests are always made at -1 dice if the skill have specializations.

Specialization - Some skills have specialization,
You may choose one specializations for each level you have in the skill.
You can try to use a specialization you don't have, but that is made at -1 dice.

Expertise - Some talents give you Expertise on some skills
When you have expertise on a skill you roll d8s instead of d6s on the skill dice for this skill.
A d8 succeeds on a 7 or 8 result.

Talents

Talents are abilities that give you an advantage in the game.
You get one talent for you class, another for your race and a number of general talents depending on your age.

Every Talent has three ranks. You normally start the game with rank 1 in each talent, but you can choose to forgo one general talent for starting the game with rank 2 in another.
You can increase your talent levels and learn new talents during the game.

Personality Traits

Pride

There is something that your character is very proud of. This defines your character and makes him stand out. Once per game session you can make a call on your pride to get one automatic succes in a dice roll. You must justify how your Pride helps you.

Dark Secret

On the other hand, every character has some kind of trauma or weakness that affects him. The dark secret is a tool for the GM, but can earn you extra XP if you role-play it during the session.

Gear

Living in the frozen lands is not easy and travel through the wilds is dangerous.
You must write down all the items you are carrying on your character sheet.
If it's not listed on your sheet, you don't have it with you.

Your class determines what gear you can choose from the start of your game.
You can carry a number of medium or regular items up to your carry limit (BODY x 2).
Heavy items count as two regular items. Light items count as 1/2.
Clothes and backpacks does not count toward encumbrance.
Backpacks allow you to carry a number of extra items equal to your BODY, but it gives you a -2 modifier to your Mobility skill.

Consumables

Some categories of items in the game are called consumables. Food, water, ammunition, torches are all consumables.
For each consumable, you have a Supply rating. Each consumable counts as one regular item. At regular intervals (usually a day) you make a supply roll. You roll a dice equivalent to the current supply rate. If you roll a 1 or 2, the supply rating is reduced by 1. When the supply rating reaches zero, you are out of consumables.

Supply ratingdice
1d4
2d6
3d8
4d10
5d12

Experience

Whenever the characters overcome an obstacle they achieve Victory Points (VP).
Victory Points temporarily increase Willpower.

The amount of VP can vary from session to session.
As a guideline :

  • 1 point : Easy obstacle (trap, puzzle, social encounter)
  • 2 points : Medium obstacle (average combat, chase, social conflict)
  • 3 points : Hard obstacle (long combat, achieve a minor goal)
  • 5 points : Boss fight (achieve a main goal)

When the characters have the chance to rest, they convert all of their Victory Points into Experience Points (XP).

Players may spend XP to improve their characters. You can only spend XP when the character rests.

  • Skills: To increase a skill level by one step costs a number of XP equal to the skill level you want to achieve multiplied by 5.
    Learning a new skill (at level 1) costs 5 XP.
  • Talents: To increase your rank in a talent by one step costs a number of XP equal to the rank you want to attain muliplied by 10.
    Learning a new talent costs 10 XP and requires a teacher with the talent.

Personality Traits: After a session you may change your Personality traits as your pride and dark secret. Try to connect the change to something that has happened during the game.