Character Creation

Primary Statistics

The seven statistics that your character’s abilities are measured by are:

Level

Your level is a measure of how experienced a character is. On its own, it doesn't do much, but it is used in some derived statistics.

Strength (STR)

Strength determines how much damage you will deal with strength-based weapons. These are usually things like large swords, axes and hammers. It will also affect how much weight you can carry. Strength is not the only determining factor for your inventory space, however.

Strength will affect the following skills:

Dexterity (DEX)

Dexterity determines how nimble you are as a person and how accurately you can move your body. It will give bonuses to damage on some weapons like daggers, light swords or ranged weapons. It will also affect how accurate you are with almost all weapons, and how effective you are at dodging incoming attacks.

Dexterity will affect the following skills:

Endurance (END)

Endurance is a measure of how much punishment you can take. It affects your maximum hit point and how well you can deal with pain. Characters with high endurance can take hits and continue dishing it out in return. They can also travel long distances in shorter amounts of time.

Endurance will affect the following skills:

Intelligence (INT)

Intelligence is how good a character is at logical reasoning. A character with high intelligence will be able to reason their way through most of life's problems.

Intelligence will affect the following skills:

Wisdom (WIS)

Wisdom is an instinctive ability to make good decisions. A character with high wisdom often won't know why they're doing something but will be confident they are on the correct path. 90% of the time, they are.

Wisdom will affect the following skills:

Charisma (CHA)

Charisma is how charming a character is and a general measure of innate social ability. It affects how good you are convincing others but also how good you are at reading another person's intentions.

Charisma will affect the following skills:

Derived Statistics

There are many statistics derived from the primary statistics.

Hitpoints

A humanoid character will have six different hitpoint pools, each representing a different body part. Each body part being reduced to zero hit points will have different effects on the character and reducing any body part far enough below zero will either amputate or entirely destroy that body part.

Head

The head is the weakest point, but also the hardest to hit when making an attack. If the head is reduced to 0, the character is rendered unconscious. At exactly 0 hp, they are still stable, but below 0 they must begin making death saving rolls.

Hitpoints for the head are equal to: 5 + character level + endurance bonus

If the head’s hitpoints are reduced to 5 + the character’s endurance bonus below zero, the character is decapitated and instantly killed. A further 5 hitpoints will completely destroy the head.

Torso

If the torso is reduced to 0, the character will fall unconscious. At exactly 0 hp, they are still stable, but below 0 they must begin making death saving rolls as they are bleeding out.

Hitpoints for the torso are equal to: 10 + character level + endurance bonus

If the torso’s hit points are reduced to 10 + the character’s endurance bonus below zero, the character’s organs can no longer function and the character is dead.

Left Arm

If the arm is reduced to 0, the character loses use of that arm. If the arm is reduced to 7 + the character’s endurance bonus below zero, then the arm has been amputated. A further 7 damage can completely destroy the arm.

The arm’s hitpoints are equal to: 7 + character level + the character’s endurance bonus

Right Arm

If the arm is reduced to 0, the character loses use of that arm. If the arm is reduced to 7 + the character’s endurance bonus below zero, then the arm has been amputated. A further 7 damage can completely destroy the arm.

The arm’s hitpoints are equal to: 7 + character level + the character’s endurance bonus

Left Leg

If the leg is reduced to 0, the character loses use of that leg. If the leg is reduced to 7 + the character’s endurance bonus below zero, then the leg has been amputated. A further 7 damage can completely destroy the leg.

The leg’s hitpoints are equal to: 7 + character level + the character’s endurance bonus

Right Leg

If the leg is reduced to 0, the character loses use of that leg. If the leg is reduced to 7 + the character’s endurance bonus below zero, then the leg has been amputated. A further 7 damage can completely destroy the leg.

The leg’s hitpoints are equal to: 7 + character level + the character’s endurance bonus

Skills

A character's ability to do different things is often ultimately determined by their skills.

Skills are broken up into major and minor skills. Major skills govern a set of minor skills and adding points to a major skill will increase all of its governed minor skills by one point as well. You get a bonus to major skills (and by proxy, their governed minor skills) based on the skill’s governing attribute.

Upon character creation, you will have one points to spend on major skills. When a character levels up, they will receive one point to spend on a major skill and three points to spend on minor skills.

No major skill may be raised to a higher base level than 10. Major skills can be boosted above 10 with bonuses, however.

No minor skill may be raised to a higher base level than 20. Minor skills can be boosted above 20 with bonuses, however.

For detailed information about skills themselves, see the skills page here