Each hero's progress is kept track of on a piece of paper called their log sheet. The abilities and possesions of the heroes and all beings in play are represented by numbers. After a few sessions, it should become clearer what the various numbers represent. For now lets just say that a higher number indicates more prowess than a low one; a 3 is run of the mill, anything over 5 is excellent, over 10 is outstanding and those who pass 15 are worthy of legendary status.
When a hero does something, an ability is used. Usually
a die roll is called for; the die roll may be modified: and
the result may be limited.
If the final result is compared to 0, with three possible consequences, it is called a challenge roll.
If the result is applied as damage, it is called an attack roll. When a number or rating is used instead of an opposing roll, it is called a test
. If the roll is equal to or higher than the required number, the attempted action occurs as planned.
Physique and mentality are called attributes. They can't
be changed unless the referee and all of the players agree.
All such agreements are one time deals.
Strength and knowledge are called basic characteristics.
Agility and perception are called adjusted characteristics.,br> Characteristics can be increased during the game.
Below is a list of skills and specialties, the
column is the characteristic that the skill and specialties
in the row begin the game equal to. Characteristics, skills
and specialties can be increaseed during the game. Skill
advacements add to the characteristic to their left when
using the skill.
A specialty's advancement can be added directly to the attribute to the left or else half the specialty's advancement can be added to the skill to the left. When an ability is mentioned in these rules, it will be an attribute, characteristic, skill, or specialty. Be sure to use the ability called for, it is much harder to advance in some abilities than others, (see expertise).
Table 1 Skills/specialties
Characteristic: Skill: Specialties
Table 2 Dice from ability conversion rating dice 1 1D2 2 1D4 3 1D6 4 1D8 5 1D10 6 1D12 Each +1 therafter, a +1 die mod is gained Table 3 Rating :: actual table rating actual (adventure rounds, meters, kg, silver coins) 1 1-10 3 = 1 hour, 4 = 1 1/2-2 hours 2 11-40 16 = 1 mile 3 41-90 1 gold coin = 10 silver coins 4 91-120 3 = typical adult human weight range 5 121-250 6 251-360 When a rating is given and and a precise 7 361-49 actual value is required, roll 2 six sided 8 491-640 dice and subtract 2, multiply the 10 811-1000 difference between the higher and lower possible values by the roll/10, then add the result to the lower value.
As the hero is created, the ratings are noted on it.
Each hero starts out with 10 background points. These can be
used to "buy" advances or attribute shifts. There is a big
difference between background points and expertise points,
(next section), so don't get them confused, (background
points are only used when starting a new hero).
Table 4a Background point costs use cost 1 specialization advance = 1 point 1 skill advance = 2 points 1 characteristic advance = 3 points shifting 1 line on attribute column = 4 points 1 spell = 1 point Table 4b Attributes physique mentality cost 3 2 8 3 1 4 2 2 0 1 3 4 2 3 8 Table 5 height and weight race height weight abilities Human male P+2D6+60" H+(SxPxH/5) +1 physique, +1 mentality female P+2D6+57" 2H+(SxP) +1 mentality, +2 agility Dwarf male P+1D6+50" 2H+(SxPxH/5) +1 physique, +2 strength female P+1D6+45" 4H +2 strength, +2 academics Elf male P+1D20+55" H+(SxPxH/5) +1 mentality, +2 magic female P+1D6+55" 2H+(SxP) +2 mentality Centaur male 2P+2D10+70 5H+(SxPxH/2) +2 physique female 2P+2D10+70 2H+(SxPxH/2) +2 physique Saurian male P+2D4+65 PxH +2 Agility, double defense female P+2D4+65 PxH +2 Agility, double defense
If a player desires a particular height and weight, the referee should allow it, (without penalty), if it differs less than 10% from the rolled amount.