Each character will have 6 stats:
Strength – power
Dexterity – nimbleness
Constitution – health
Intelligence – ability to learn, mental acuity
Wisdom – worldliness, street smarts
Charisma – force of personality
When first created characters will be assigned stat bonuses in order of priority. There will be a ladder of bonuses to apply (8, 6, 4 and 2). They should be applied with the highest on the most useful stat and down, leaving two stats without bonuses.
Each character will have a aspect. Such as ‘Street Rat’ or ‘Good Intentions’
This is a phrase or a description that defines your character. It needs to be something that works both for and against them in a story context. Perhaps a street rat can wriggle out of difficult conversations easily but might draw too much attention from city guards or have trouble passing in high company. Someone driven by good intentions might make friends easily but be too gullible.
See this link for some inspiration
Each character will have a list of skills according to their class or circumstances. When they level up they may swap or upgrade as many of those three skills as they wish. The nature of these spells is to be decided with the GM (Arrabell)
A Mage takes spells in all three skills.
A level one fire spell
A level one scrying spell
A spell to detect Giant Spiders (Having grown up in a village near a deep forest infested with them)
The mage decides with the GM that the fire spell will take the form of a fireball with a 50m range. This becomes their main weapon/spell
At level two the mage upgrades the fire spell to level 2 and decides with the GM that it can now split and hit two targets
The scrying spell has not been useful at all, so the mage decides to swap out that spell for a level 2 healing spell, having decided the character has discovered the sight of blood makes them queasy.
The skills will be available ASAP, in lists for each class.
Each character sheet will include five boxes, after significant events or actions that result in significant experience (Like some natural 20 rolls depending on plot context) one box will be ticked. When all five are ticked the character levels up. One stat bonus point will be awarded to be assigned at the player’s discretion.
When a character enters combat they simply decide what they wish to do, one action at a time. (slash with sword, cast fire spell, cut a rope) The GM will decide on difficulty check (the number a player’s roll+ bonuses) will have to beat) but will keep it secret. When the player rolls the GM will declare whether that action was successful. If it was, and the action results in damage the player then rolls the dice appropriate to their weapon. (see weapon damage table – coming soon)
A player wishes to attack a bandit who is trying to rob them. The player’s warrior character draws their sword and shouts a battle cry (skill) before swinging the sword at the bandit’s head.
The GM decides that the battle cry frightened the poor bandit, and lowers the original difficulty of the roll to hit him (14) She decides it should now be a difficulty of 12.
The player rolls a 14 (with strength bonus added) so it hits.
The player now checks what damage the sword should do. The table states swords roll a d8 for damage and hit once. So the player rolls a d8. He rolls 6, which is not enough to kill the bandit, but it does disorient and concuss him. The GM will lower the difficulty to hit that bandit from all subsequent attacks.
Player vs Environment, or normal game play.
This works much like combat, if a player wishes to do an action that might require success, luck or skill the GM will decide the difficulty and the Player will roll a d20 and add any relevant bonuses to see if they succeed.
A rogue wishes to pick a lock. The GM declares it will be a dexterity check (and assigns a difficulty of 18 because it is a complex safe lock)
The rogue rolls a 3 and adds her dexterity bonus of 6. Total of 9 is not enough to pick the lock. She now has experience of the lock however and the GM will drop the difficulty slightly on the next roll.
If a player rolls a 1 or a 20 they have extraordinary effects.
1. A critical fail. Any roll of 1 automatically fails. In the spirit of the game the GM will ask you to ‘tell the story of your roll’ you should explain what happened and the consequences of the fail.
The rogue rolls again to pick the lock but rolls a 1. It is a critical fail. The player tells a short story. She sneezes and the lockpick breaks in the lock, wedging it shut and preventing further attempts. The clumsy break in the lock triggers an alarm, that begins to sound in the castle.
20. A Legendary roll (also known as a natural 20 or Nat20) a 20 is not always an automatic success, but will significantly improve your chances.
On a roll of 20 the GM will explain, if appropriate, the legend that the action became.
A roll of 20 while fishing landed a huge golden carp which feeds your whole party for the night. The resulting legend has your character painted a century later as the hero of a story in which a golden fish granted three wishes, now maidens swim naked there every summer to encourage the fish to return.