Age is divided into three categories: young, adult, and old.
Human | Darfel / Therion | Dwarf / Kalexian | Elf | |
---|---|---|---|---|
Young | 16-25 | 13-20 | 20-40 | 20-100 |
Adult | 26-50 | 21-45 | 41-80 | 100+ |
Old | 51+ | 46+ | 81+ | * |
Your chosen age category affects your attributes, skills, and your general talents.
Attributes | Skills | General Talents | |
---|---|---|---|
Young | 16 | 8 | 1 |
Adult | 15 | 10 | 2 |
Old | 14 | 12 | 3 |
Each character has 5 main attributes :
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 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 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 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 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 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.
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.
Supply rating | dice |
---|---|
1 | d4 |
2 | d6 |
3 | d8 |
4 | d10 |
5 | d12 |
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 :
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.
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.