Trainable physical capability
Attributes
Strength, Agility, Endurance, and Awareness improve through use and training and may decline when neglected.
Frail −2d6Weak −1d6Average 1d6Exceptional +1d6Legendary +2d6
Raising an attribute by one tier requires lowering another attribute or skill by one tier. Moving into or out of Legendary shifts two other tiers total. A character can maintain no more than two Legendary attributes or Master skills combined.
Body-weight limits
| Body weight | Maximum Strength | Maximum Agility |
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| >200 kg | Legendary | Frail |
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| 175–200 kg | Legendary | Weak |
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| 135–174 kg | Legendary | Normal |
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| 100–134 kg | Exceptional | Exceptional |
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| 60–99 kg | Normal | Legendary |
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| 40–59 kg | Weak | Legendary |
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| <40 kg | Frail | Exceptional |
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Strength
Governs carrying capacity, lifting, dragging, pushing, heavy objects, and throwing distance.
| Strength | Push / pull | Lift | Throw 1 kg |
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| Legendary | 500 kg | 500 kg | 100 m |
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| Exceptional | 300 kg | 300 kg | 75 m |
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| Normal | 100 kg | 100 kg | 50 m |
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| Weak | 50 kg | 50 kg | 25 m |
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| Frail | 25 kg | 25 kg | 10 m |
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Approximate other throws from the 1 kg benchmark; for example, halve the distance for a 2 kg object.
| Carried load | Frail | Weak | Normal | Exceptional | Legendary |
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| No speed impact | .1 × BW | .2 × BW | .3 × BW | .4 × BW | .5 × BW |
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| No sprint or swim; half jump and climb | .2 × BW | .3 × BW | .4 × BW | .5 × BW | .6 × BW |
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| No run or climb; quarter jump | .3 × BW | .4 × BW | .5 × BW | .6 × BW | .75 × BW |
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| No jog, dodge, or jump | .4 × BW | .5 × BW | .6 × BW | .75 × BW | 1 × BW |
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| Cannot move | >.4 × BW | >.5 × BW | >.6 × BW | >.75 × BW | >1 × BW |
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Agility
Governs balance, poise, grace, flexibility, coordination, speed, and jumping.
| Agility | Jog | Run | Sprint | Climb | Swim |
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| Legendary | 2.5 m/s | 5 m/s | 10 m/s | 3 m/s | 2.5 m/s |
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| Exceptional | 2 m/s | 4 m/s | 8 m/s | 2 m/s | 2 m/s |
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| Normal | 1.5 m/s | 3 m/s | 6 m/s | 1 m/s | 1 m/s |
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| Weak | 1 m/s | 2 m/s | 4 m/s | .5 m/s | .5 m/s |
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| Frail | .5 m/s | 1 m/s | 2 m/s | .25 m/s | .25 m/s |
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| Agility | Standing long jump | Running long jump | High jump | Actions |
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| Legendary | 2 × height | 6 × height | 1 × height | 3 |
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| Exceptional | 1.5 × height | 4 × height | .75 × height | 2 |
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| Normal | 1 × height | 2 × height | .5 × height | 2 |
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| Weak | .5 × height | 1 × height | .25 × height | 1 |
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| Frail | .25 × height | .5 × height | .1 × height | 1 |
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Endurance
Governs stamina, pain tolerance, and exertion over time.
| Endurance | Stamina | Hold breath |
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| Frail | 2 | .5 min |
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| Weak | 4 | 1 min |
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| Normal | 6 | 2 min |
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| Exceptional | 8 | 5 min |
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| Legendary | 10 | 10 min |
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Awareness
Governs physical senses, awareness of others, intuition, and the ability to react.
| Awareness | Reactions / round |
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| Frail | 1 |
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| Weak | 2 |
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| Normal | 3 |
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| Exceptional | 4 |
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| Legendary | 5 |
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Technique and learned knowledge
Skills
Skills use the same exchange rule as attributes: advancement requires another skill or attribute to decline.
Inexperienced −2d6Novice −1d6Journeyman 1d6Expert +1d6Master +2d6
- Legerdemain
- Sleight of hand, escaping bonds, forgery, and disguises.
- Linguistics
- Language fundamentals; sufficient exposure can make communication with non-native speakers possible.
- Logic
- Deductive and inductive reasoning, from debate to solving puzzles.
- Mechanics
- Understanding how objects work, including repair and deliberate breakage.
- Survival
- Tracking, natural medicine, identification, and foraging. Alien ecologies still require time and study.
Defensive skills
All defensive skills require at least one reaction. A successful defense eliminates the attack’s damage, though secondary effects may remain.
- Parry · 1 stamina
- Use a weapon against a melee attack. A successful parry permits an immediate riposte without another reaction, though the counterattack still costs stamina and can itself be parried.
- Deflect · 1 stamina
- Use armor or a shield. Damage may be avoided while force or another secondary effect still reaches the defender.
- Dodge · 2 stamina
- Move out of the attack. Space and mobility are required; success moves the defender up to their standing long-jump distance.
Fighting styles
An attack is expected to hit unless the target uses a defense. Fighting styles therefore set the number of damage dice rather than the chance to hit. Each use costs one stamina.
- Unarmed Melee
- The body is the weapon. Consider the target’s material when setting damage.
- Armed Melee
- A held object inflicts damage; weapon and target materials matter.
- Ranged—Shot
- A weapon fires a projectile.
- Ranged—Thrown
- An object or creature is thrown; weight and suitability affect the result.
Variant abilities
- Manipulation · skill
- Influence an NPC through deception, persuasion, or intimidation when the table prefers a roll over extended social play.
- Magic · skill
- Sets a spell’s efficacy and magnitude. At great mastery, raw scale may supersede ordinary damage.
| Willpower | Frail | Weak | Normal | Exceptional | Legendary |
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| Range | None | Self | Natural reach | Sight | Any known place |
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| Targets | None | 1 | All touched | All seen | Any known targets |
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A life lived before the adventure
Jobs and values
Jobs confer knowledge, practical skill, relationships, and cultural context beyond the formal skill list. Values guide decisions without adding mechanics.
At every life stage except Child and Ancient, take one new job or deepen an existing one. Describe the work specifically, but do not narrow away the broader experience that came with it.
ArtisanFarmer / Rancher / ShepherdAthleteMinerAdministrator / Seneschal / VizierSecurityClergyTrapper / Hunter / GathererDesignerPhysicianResearcher / ScholarDiplomat / InterpreterPerformerBanker / Investor / MerchantPhilosopherAlchemist / Chemist / PharmacistLibrarian / ScribeBuilderInventor / EngineerEducator / Mentor
For values, choose any point on a listed spectrum. Starting characters are encouraged to adopt two extremes; they need not come from the same row.
| Extreme 1A | Extreme 1B | Extreme 2A | Extreme 2B |
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| Wildness | Civilization | Respect Given | Respect Earned |
| Freedom | Order | Equity | Fairness |
| Individualism | Cooperation | Means justify the end | Ends justify the means |
| Mercy | Retribution / Justice | Faith | Certainty |
| Change | Stability | Content | Aspirational |
| Trust | Skeptical / Critical | Charitable | Frugal |
| Prepared | Reactive | Compassionate | Disciplined |
| Temperance | Libertine | Passionate | Rational / Prudence |
| Austerity | Aesthetics | Spiritual | Material |
| Family | Friends | Hopeful / Idealistic | Pragmatic |