Every Hero and Critter in the game is defined by a set of common Skills. Each of the 16 basic Skills has a matching Skill Level and Skill Rank. These words and numbers show how good or bad a Hero or creature is at that Skill. The higher the Skill Level (and Skill Rank), the better they perform and the more successful they are when using that Skill.
For Example - Rastan the Barbarian has Remarkable (Level 8) Might. Therefore he is quite strong and can lift heavy objects and cause more damage when he hits in unarmed and melee combat.
A list of the Skills and description follows.
Agility reflects a Hero’s speed, dexterity, and quick reactions. It determines their ability to move quickly, dodge attacks, leap obstacles, climb things, and act swiftly in combat, often striking first. High agility enhances acrobatics, trap evasion, and navigating challenging terrains.
Awareness represents a Hero’s sharp senses and mental alertness. It aids in spotting hidden doors, detecting enemies, and noticing environmental changes. High awareness is invaluable for avoiding ambushes, spotting traps, and uncovering overlooked clues.
Brawl represents a Hero’s skill in unarmed combat, including strikes, grapples, and blocks. It can also encompass proficiency in street fighting, wrestling or exotic martial arts, enabling several techniques. The Hero’s Offensive value in unarmed combat is based on their Might Skill Level, reduced by one,.
Charm reflects a Hero’s ability to influence others through wit, charisma, and persuasion. It’s essential for navigating social interactions, negotiating, and turning conflicts into opportunities. Heroes with high Charm excel at bargaining, lying, deception and persuasion.
Craftsmanship represents a Hero’s ability to create, repair, and enhance various items, from weapons and armor to shelters. It showcases their ingenuity and resourcefulness, allowing them to thrive by fashioning and maintaining essential tools and structures in any environment.
Dark Sight allows Heroes to see in partial darkness, adapting their vision to perceive surroundings in shades of grey and contrasts. It’s essential for navigating dark environments, detecting hidden threats, and excelling in nocturnal or stealth missions where light is scarce.
Endurance reflects a Hero’s toughness, mental fotitude and stamina, allowing them to withstand stress, recover from injuries, and endure harsh conditions. High Endurance increases Health Points and resilience, helping Heroes survive battles and resist the effects of poisons or diseases. Endurance assists with the ability to function in heavier armour.
Folk Lore represents a Hero’s knowledge of history, legends, and the world’s creatures and artifacts. It enables them to recall ancient tales, understand the significance of events, and identify landmarks, items, and supernatural beings. This skill aids in uncovering mysteries, solving puzzles, and understanding differing languages.
Healing represents a Hero’s ability to restore health, treat injuries, and cure diseases or poisons. Skilled Healers can mend wounds, diagnose ailments, and cleanse infections, ensuring their companions are always prepared for the next challenge.
Magic represents a Hero’s ability to harness and manipulate magical energy, casting spells across various schools like elemental, arcane, or divine. It reflects their mastery of rituals, symbols, and incantations, allowing them to channel ambient magic for remarkable effects. A Hero’s maximum Mana is tied directly to their Magic skill level, influencing the power, variety, and endurance of their spells
Magic Resistance allows a Hero to resist or nullify magical attacks through innate ability, training, or magical defenses. High Magic Resistance reduces vulnerability to spells, curses, and enchantments, making it essential against powerful spellcasters and magical hazards.
Marksmanship measures a Hero’s precision and skill with ranged weapons like bows, throwing-knives, or crossbows. Proficient Heroes can calculate trajectories, adapt to conditions, and deliver precise strikes, excelling in long-range combat, hunting, or tactical ambushes.
Roguery reflects a Hero’s skill in stealth, lockpicking, trap disarming, forgery and subterfuge, enabling them to move unseen, bypass locks, and steal with precision. Masters of covert tactics, Heroes with high Roguery excel in infiltration, espionage, and acquiring guarded treasures.
Might represents a Hero’s physical strength and power, enabling them to lift heavy objects, break barriers, and use larger, heavier weapons. Heroes with high Might excel in combat, clear obstacles, and carry more equipment, making them vital to any adventuring party.
Sword-Play represents a Hero’s expertise with hand-held weapons, enabling precise strikes, parries, and disarming maneuvers. It enhances both offensive and defensive combat abilities, making Heroes formidable in close encounters and adaptable on the battlefield
Wilderness Lore represents a Hero’s expertise in surviving and thriving in the wild, from identifying plants and tracking animals to foraging and finding water. It includes outdoor survival skills like building shelters, setting up camps, and navigating with natural landmarks. This skill may also extend to fishing, boating, and reading subtle environmental signs to uncover hidden dangers or opportunities.
Hero’s Stats are normally in the range of 0 through to 12.
Choosing a Hero’s starting Profession will determine the Hero’s Stats.
Useless (0)
Poor (1)
Basic (2)
Humble (3)
Competent (4)
Fair (5)
Good (6)
Excellent (7)
Remarkable (8)
Exceptional (9)
Incredible (10)
Renowned (11)
Legendary (12+)
There are a few other Hero (and Critter) stats that are derived from their Skills. These are:
Health Points (HP) measure a Hero’s toughness and resilience, representing their capacity to endure damage and recover from injuries. Starting HP is calculated as five times the Hero's Endurance Skill Level. If reduced to zero, the Hero is Taken Out of Action until healed, making high HP essential for survival and effectiveness in challenging adventures.
Mana represents a Hero’s magical energy, essential for casting spells and performing magical feats. Starting Mana equals the Hero’s Magic Skill Level, and it depletes with each spell cast, requiring rest or resources to replenish. Managing Mana wisely is crucial for maintaining effectiveness in magical combat and adapting to challenges
Defense measures a Hero’s protection based on their armor, reducing damage from attacks. Heavy armor provides higher Defense, enhancing survivability in combat and allowing Heroes to endure longer. Investing in better armor is crucial for reducing risks and staying active in battles.
Move represents the speed at which a Hero or Critter can travel during a Combat Round, calculated as 5 plus their Agility STAT. Sprinting allows them to move double their Move score but prevents other actions that round. Heavier armor may reduce movement, making strategic positioning and agility critical for navigating the battlefield effectively
Carry determines the number of items a Hero can hold while remaining agile and combat-ready, calculated as 10 plus their Might STAT. Exceeding this limit requires dropping an item to maintain effectiveness. The Game Master decides item weight and size to keep the system balanced and realistic.
For Example: Shamara The Half-Elf Blade Dancer has Fair (5) Might, he therefore can carry 15 items (10+5).
Standard items (take up one item slot) - sword, bow, shield, axe, lantern, torch, healing kit, a quiver of arrows, light armour
Light items (2 of these items take up a slot) - daggers, knives, potions, bandages, wands
Heavy items (these take up 1 slot but also reduce the Hero's Carry score by 1 or more) - Chest of loot, big heavy bag of gold, heavy armour, great swords and axes, pole-arms.
Loot items - gems, coins, jewellery
Notes - any other tiny items can be put in the Notes section of the Hero Sheet
Luck embodies a Hero’s fate, fortune, and divine favor. It allows a Hero to re-roll an unfavorable roll. Throughout an adventure, a Hero’s Luck can ebb and flow.
A Hero may earn a Luck Point (at the GM’s discretion) for the following actions or situations:
Enhancing the Game Session: Roleplaying their Hero effectively, adding humor, drama, or excitement to the adventure.
Heroic Deeds: Freeing a slave, sparing an enemy, or performing other noble acts.
Generosity: Donating riches, assistance, time, or resources to the needy, helpless, or poor.
Surviving Peril: Enduring a harrowing adventure where they were close to death.
A Hero may lose a Luck Point (at the GM’s discretion) for the following actions or situations:
Unheroic Behavior: Killing peasants they are meant to save, mistreating the downtrodden, or stealing out of greed or lust.
Betrayal: Betraying trusted allies or party members.
Villainous Conduct: Generally behaving like a villain rather than a Hero.
A Hero may spend a Luck Point to re-roll a 2d6 die roll they must make. The new result must be taken, whether it is better or worse.
A Hero can choose to give one or more of their Luck Points to another Hero.
Hero Dice embodys a Hero’s fate, fortune, and divine favor. Throughout an adventure, a Hero’s Luck can ebb and flow.
This replaces the Luck Stat in the game.
The GM may opt that the each of the Heroes starts out with one Hero Dice at the beginning of each session.
A Hero Dice can be used to
Re-roll a dice
Add a to a damage roll
Subtract from damage a Hero takes
Hero Dice are earnt and lost just in the same fasion as Luck Point during the game.
A kind GM will allow Heroes to keep any unused Hero Dice into the next session.