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 combat.
A list of the Skills and description follows.
Agility reflects a Hero’s speed, dexterity, and reflexes. 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, mechanical trap evasion, and navigating challenging terrains.
Examples of Heroic Rolls or Reactions
Climbing, jumping, leaping, acrobatics, balance, beast riding
Dodging melee and ranged attacks
Avoiding mechanical traps
Awareness represents a Hero’s sharp senses and mental alertness. It aids in spotting hidden doors, detecting hidden enemies, and noticing environmental changes. High awareness is invaluable for avoiding ambushes, spotting traps, and uncovering overlooked clues.
Examples of Heroic Rolls or Reactions
Avoiding being surprized in combat
Spotting hidden enemies, traps, secret doors or hidden 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 equal to their Might Skill Level minus one.
For Example: Rastan has Remarkable (8) Might. His unarmed attacks have an Offensive of 7.
Examples of Heroic Rolls or Reactions
Headbuts, punches, pushing and kicks
Blocking and avoiding melee and unarmed attacks
Tackling, wrestling, grapling and attempting to restrain opponents
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, deception and persuasion. Can include performing, singing, storytelling and playing instuments to entertain.
Examples of Heroic Rolls
Bargaining, negotiating, persauding, convincing, leading and inspiring
Beast taming, animal handling
Being deceptive, acting, pretending and impersonating
Entertaining, storytelling, performing, singing, playing instruments
Craftsmanship represents a Hero’s ability to create, repair, and enhance various items, from weapons and armor to equipment. It showcases their ingenuity and resourcefulness, allowing them to thrive by fashioning and maintaining essential tools and items in any favourable environment. This Skill can also be used to spot and disarm traps, sliding walls and secret doors. Heroes may also use their Craftsmanship to evaluate the value of items and treasure.
Examples of Heroic Rolls with appropriate tools
Repair damaged weapons, armour and equipment, crafting makeshift weapons
Spotting traps, sliding walls and secret doors
Evaluating values of items, gems and jewellery
Crafting potions, equipment and gear - see the Crafting section
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.
Examples of Heroic Rolls or Reactions in low light conditions
Spoting hidden items and enemies
Spotting traps, sliding walls and secret doors
Moving stealthfully in low light conditions
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.
Examples of Heroic Rolls or Reaction Rolls
Resisting the effects of poisons, toxins, disease and sickness
Equiping and using heavier armour
Resisting stressfull, mentally and physically challenging situations
Swimming, holding breath, travelling long distance
Blocking ranged and melee attacks with an equiped shield
Folk Lore represents a Hero’s knowledge of far off lands. This can include history, legends, and the strange 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 the basics of differing languages.
Examples of Heroic Rolls
Recalling knowledge of history, landmarks, cultures and places
A basic undestanding of forign languages, spoken or written
Knowing lore and identifying strange creatures and their abilities
Knowing lore and identifying strange items and magical artefacts
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 with the right supplies, ensuring their companions are always prepared for the next challenge.
Examples of Heroic Rolls with appropriate equipment
Identifing and treating poisons, sickness and disease
Using items to restore lost Health to wounded comrads
Stabilizing a dying Hero when there are Out of Action
Crafting a healing item, see the Crafting section.
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
Examples of Heroic Rolls
Casting and identifying spells or magical effects - see the Magic section
Learning or creating new spells
Sense magic on items, creatures and locations
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.
Examples of Heroic Rolls or Reaction Rolls
Resisting the effects of hostile spells, illusions, magic or curses
Avoiding the effects of a magical trap
Sense magic on items, creatures and locations
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.
Examples of Heroic Rolls
Firing slings, bows, crossbows and black powder weapons
Throwing weapons, like spears, rocks, throwing knives, nets
Hooking a grappling hook on a difficult target, or lassoing a beast
Throwing flasks of oil, posion, acid or some other similar item
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.
Examples of Heroic Rolls
Moving steathfully and quietly, remaining hidden
Pilfering, stealing, swiping small items
Forging fake documents and items
Lockpicking and trap deactivation
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 close combat, inflict more damage, clear obstacles, and carry more equipment, making them vital to any adventuring party.
Examples of Heroic Rolls
Busting down a door, hauling a friend out of a pit
Holding down a foe, toppling over a statue
Carrying more items, using larger weapons
Sword-Play represents a Hero’s expertise with close-combat weapons, enabling precise strikes, parries, and defensive maneuvers. It enhances both offensive and defensive close-combat abilities, making Heroes formidable in close encounters and adaptable on the battlefield. The GM will tell you when a melee attack (bite from a dragon, giants club) is to heavy to parry or fend.
Examples of Heroic Rolls and Reaction Rolls
Slashing a monster with sword, bashing a guard with a mace
Fending off a melee attack - keeping an enemy at bay with defensive swings
Parrying a melee attack - with swift deflections
Wilderness Lore represents a Hero’s expertise in surviving and thriving in the wild, from identifying plants and tracking creatures, to foraging, hunting and finding water. It includes outdoor survival skills like building shelters, setting up camps, and navigating with natural landmarks or the stars. This skill may also extend to fishing, boating, and reading subtle environmental signs to uncover hidden dangers or opportunities.
Examples of Heroic Rolls
Tracking creatures, hunting wildlife or foraging for food
Navigating with natural landmarks or by the stars
Surviving in the wild, creating shelter, finding water
Fishing and boating, identifing plants and natural animal behavious
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 plus the Hero's Defense. 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. A Hero's or creatures Defense Stat is added to their Health Point total, (as mentioned the Health Point Section above) making them more difficult to to take Out of Action. 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.
Speed represents the how many paces a Hero or Critter can travel during a Combat Round, Speed is calculated as 5 plus their Agility Skill. Sprinting allows them to move double their Speed score but prevents other actions that round. Heavier armor may reduce movement, making strategic positioning and agility critical for navigating the battlefield effectively. Speed determines who acts in order during the combat round. The creature or Hero with highest speed takes their action, followed by the next highest until all comabtants have taken their action for the combat round. If opponents have the same speed score then roll a 2d6 for each, the highest goes first. All distance in-game is measured in Paces, which is roughly equivalent to one metre. This is left intentionally ambiguous to allow some flexibility to play.
Carry determines the number of items a Hero can hold while remaining agile and combat-ready, calculated as 10 plus their Might Skill. 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. Each new Hero starts with 1 Luck at the Hero's creation. Heroes retain any unused Luck into the next session.
A Hero may earn Luck (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 (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 to re-roll a 2d6 die roll they must make.
The new result must be taken, whether it is better or worse, although the Hero may spend another Luck to re-roll again.
A Hero can choose to give one or more of their Luck 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 Heroes gain one Hero Dice at the beginning of each session.
A Hero Dice can be expended to
Re-roll a dice
Add a to damage inflicted
Subtract from damage a Hero takes
Hero Dice are earnt and lost just in the same fasion as Luck during the game.
A kind GM will allow Heroes to keep any unused Hero Dice into the next session.