Difference between revisions of "The Character"

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To describe a character, we use attributes and skills. Attributes are the innate abilities of the character. It’s the basic building blocks: Size, Strength, Endurance, Coordination, Learning, Awareness and Magical Aptitude. Skills are the abilities attained through training, such as swimming, climbing and fighting skills. They are all based on the attributes. The skills are divided into three categories: Physical, Mental and Perception. The physical skills are based on coordination. The mental skills are based on learning. The perception skills are based on awareness.
+
{{Note|For the legacy system, see [[Legacy_The_Character]].}}
  
== Character Sheets ==
+
To describe a character in Amar RPG, we use '''Characteristics''', '''Attributes''', and '''Skills''' - three hierarchical tiers that build upon each other.
To make and record a character, use the [http://isene.org/cs.html Character Sheet] (or the [http://isene.org/csm.html Character Sheet with Magick Lore and Spells]). The sheets are rather self explanatory when you read the rules. The dotted underlines beside attributes and skills are for marking training and experience. Use the sheets to fill in the character's values and print it out for the game. Mark training and experience with a pencil. You may also print out blank sheets and fill inn everything with a pencil.
+
 
 +
[[File:CharacterSheet-new.jpg|thumb|450px|right]]
 +
 
 +
== The Three-Tier System ==
 +
 
 +
Amar RPG organizes all character abilities into three tiers:
 +
 
 +
;Characteristics (Tier 1)
 +
: The fundamental nature of a being: '''BODY''', '''MIND''', and '''SPIRIT'''
 +
 
 +
;Attributes (Tier 2)
 +
: Grouped abilities under each characteristic (e.g., Strength, Melee Combat, Intelligence, Casting)
 +
 
 +
;Skills (Tier 3)
 +
: Specific trained abilities under each attribute (e.g., Climb, Problem Solving, Litteracy)
 +
 
 +
== The Characteristics ==
 +
 
 +
===BODY===
 +
The physical nature of the character's body - strength, endurance, agility.
 +
 
 +
'''Attributes under BODY:'''
 +
* '''Strength''' - Physical power and lifting capability
 +
** Skills: Carrying, Weight Lifting, Wield Weapon
 +
* '''Endurance''' - Physical resilience and stamina
 +
** Skills: Fortitude, Combat Tenacity, Running, Poison Resistance
 +
* '''Athletics''' - Coordination and physical movement
 +
** Skills: Hide, Move Quietly, Climb, Swim, Ride, Jump, Balance, Tumble
 +
* '''Melee Combat''' - Close-quarters fighting
 +
** Skills: Specific weapons/combinations
 +
* '''Missile Combat''' - Ranged weaponry
 +
** Skills: Specific weapons
 +
* '''Sleight''' - Fine motor skills and dexterity
 +
** Skills: Pick Pockets, Stage Magic, Disarm Traps
 +
 
 +
===MIND===
 +
The mental capabilities of the character - intelligence, knowledge, awareness, and willpower.
 +
 
 +
'''Attributes under MIND:'''
 +
* '''Intelligence''' - Reasoning and problem-solving
 +
** Skills: Innovation, Problem Solving
 +
* '''Nature Knowledge''' - Understanding of natural world and magic
 +
** Skills: Medical Lore, Plant Lore, Animal Lore, Animal Handling, Magick Rituals, Alchemy
 +
* '''Social Knowledge''' - Cultural and linguistic understanding
 +
** Skills: Social Lore, Spoken Language, Literacy, Mythology, Legend Lore
 +
* '''Practical Knowledge''' - Applied survival and craft skills
 +
** Skills: Survival Lore, Set Traps, Ambush, Crafting skills
 +
* '''Awareness''' - Perception and awareness of one's surroundings
 +
** Skills: Reaction Speed, Alertness, Tracking, Detect Traps, Sense Emotions, Sense Ambush, Sense of Direction, Sense Magick, Listening
 +
* '''Willpower''' - Mental fortitude and determination
 +
** Skills: Pain Tolerance, Courage, Hold Breath, Mental Fortitude
  
== The Attributes ==
+
===SPIRIT===
 +
The magical and spiritual nature of the character - spellcasting ability and divine connection.
  
;Size
+
'''Attributes under SPIRIT:'''
: The size of the character’s body. A character with a large size can take more damage but is easier to hit with a missile weapon than a smaller character. The size is determined from the weight of the character.
+
* '''Casting''' - Magical manipulation of spells
;Strength
+
** Skills: Range, Duration, Area of Effect, Weight, Number of Targets
: The physical strength of the character. With zero in this attribute you are paralyzed.
+
* '''Attunement''' - Elemental and magical resonance
;Endurance
+
** Skills: Self, Fire, Water, Air, Earth, Life, Death, etc.
: The physical and mental endurance of the character. With zero in this attribute you are dead.
+
* '''Innate''' - Inborn magical abilities
;Coordination
+
** Skills: Flying, Camouflage, Shape Shifting, race-specific abilities
: The character’s dexterity and agility. With zero in this attribute you are paralyzed.
+
* '''Worship''' - Connection to deities and entities
;Learning
+
** Skills: Specific Gods and major entities
: The character’s ability to assimilate new knowledge and know how to use it. Learning has little to do with the character’s IQ, since this is roleplayed by the player. With zero in this attribute you are dead.
 
;Awareness
 
: The character’s perception and reaction speed. With zero in this attribute you are dead.
 
;Magical Aptitude
 
: The character’s ability to perceive and manipulate mana. Most people have 0 in this attribute. With less than zero in this attribute you are dead.
 
  
== Numbers ==
+
== Numbers and Ratings ==
  
 
The general description of the character such as appearance, weight and height is determined freely by the player. The GM may wish to exclude extremes.
 
The general description of the character such as appearance, weight and height is determined freely by the player. The GM may wish to exclude extremes.
  
The attributes and skills of a character is rated by a number. Human attributes vary from 0 to 9. The size of an adult human is from 2 to 5. The human potential in strength, endurance, coordination, learning, awareness and magical aptitude is 9 (7 in strength for women). This can not be exceeded without very special magic. Other creatures have different potentials in the various attributes. See the Creatures chapter for these.
+
The characteristics, attributes, and skills of a character are rated by numbers. Human potential varies by tier:
 +
* '''Characteristics''': 0-3
 +
* '''Attributes''': 0-5
 +
* '''Skills''': 0-8+
 +
 
 +
The mean human value is 1 for characteristics, 2 for attributes (ages 15-30).
  
The mean human value of the attributes is 3 between ages 15 to 30. The size is based directly on the weight of the character and is found using the table below
+
'''SIZE''' remains a special attribute determined from weight (not purchased with points):
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 34: Line 85:
 
|'''Size''' || '''Kgs''' || '''Size''' || '''Kgs''' || '''Size''' || '''Kgs'''
 
|'''Size''' || '''Kgs''' || '''Size''' || '''Kgs''' || '''Size''' || '''Kgs'''
 
|-
 
|-
|'''½'''  || < 10  || '''6 '''  || < 300 || '''12''' || < 1000
+
|'''½'''  || < 10  || '''6 '''  || < 300 || '''12''' || < 1000
 
|-
 
|-
|'''1'''  || &lt; 20  || '''7 '''  || &lt; 400 || '''13''' || &lt; 1150
+
|'''1'''  || < 20  || '''7 '''  || < 400 || '''13''' || < 1150
 
|-
 
|-
|'''2'''  || &lt; 50  || '''8 '''  || &lt; 500 || '''14''' || &lt; 1300
+
|'''2'''  || < 50  || '''8 '''  || < 500 || '''14''' || < 1300
 
|-
 
|-
|'''3'''  || &lt; 100  || '''9 '''  || &lt; 600 || '''15''' || &lt; 1450
+
|'''3'''  || < 100  || '''9 '''  || < 600 || '''15''' || < 1450
 
|-
 
|-
|'''4'''  || &lt; 150  || '''10'''  || &lt; 725 || '''16''' || &lt; 1600
+
|'''4'''  || < 150  || '''10'''  || < 725 || '''16''' || < 1600
 
|-
 
|-
|'''5'''  || &lt; 225  || '''11'''  || &lt; 850 || '''+1''' || +200  
+
|'''5'''  || < 225  || '''11'''  || < 850 || '''+1''' || +200
 
|}
 
|}
  
The average value in the skills will vary a great deal more than the attributes. This is because skills have much to do with specialization. While a farmer and a fisherman may have the same attribute values, the fisherman may have 3 in swim and the farmer 0.
+
====Optional Rule: Half-Size Points====
  
To get an idea of the various skill ratings, take a look at the table below.
+
For more granular size representation, GMs may use half-size increments between the standard SIZE values. This provides finer detail for creatures and characters whose weight falls between the standard thresholds.
  
 
{| class="wikitable"
 
{| class="wikitable"
|+Skill Ratings
+
|+Half-Size Table (SIZE 0.5 to 8)
|-
 
|'''Skill''' || '''Description'''
 
 
|-
 
|-
| 0 || Basket case
+
|'''Size''' || '''Weight (kg)''' || '''Size''' || '''Weight (kg)''' || '''Size''' || '''Weight (kg)'''
 
|-
 
|-
| 1 || Green
+
|'''0.5'''  || < 10    || '''3.5'''  || 75-99  || '''6.5'''  || 263-299
 
|-
 
|-
| 2 || Trained some
+
|'''1'''    || 10-14  || '''4'''    || 100-124 || '''7'''    || 300-349
 
|-
 
|-
| 4 || Trained
+
|'''1.5'''  || 15-19  || '''4.5'''  || 125-149 || '''7.5'''  || 350-399
 
|-
 
|-
| 5 || Well trained
+
|'''2'''    || 20-34  || '''5'''    || 150-187 || '''8'''    || 400-449
 
|-
 
|-
| 7 || Very good
+
|'''2.5'''  || 35-49  || '''5.5'''  || 188-224 || '''8.5'''  || 450-499
 
|-
 
|-
| 10 || Mastery
+
|'''3'''    || 50-74  || '''6'''    || 225-262 ||           ||
|-
 
| 15 || Top notch
 
 
|}
 
|}
  
== Making a Character ==
+
''Note: This optional system is used in the Amar RPG online tools for precise NPC generation.''
  
To record a character, use a character sheet.
+
To get an idea of skill ratings:
  
Distribute 60 points among the attributes strength, endurance, coordination, learning, awareness and magical aptitude according to the following system: to go from 0 to 1 costs 1, from 1 to 2 costs 2, from 2 to 3 costs 3, etc. (see the table below). The first point of magical aptitude costs 10 points extra. Size is determined from the weight of the character and has no “cost.” It is usually 3.
+
{| class="wikitable"
 
+
|+Skill Ratings
Distribute 60 points among the skills after the same system.
 
 
 
{| class="wikitable" style="width: 300px;"
 
|+Attribute and Skill “Cost”
 
 
|-
 
|-
|'''Value''' || '''Cost'''
+
|'''Skill''' || '''Description'''
|-
 
| 1 || 1
 
 
|-
 
|-
| 2 || 3
+
| || Untrained
 
|-
 
|-
| 3 || 6
+
| || Novice
 
|-
 
|-
| 4 || 10
+
| || Trained some
 
|-
 
|-
| 5 || 15
+
| || Competent
 
|-
 
|-
| 6 || 21
+
| || Well trained
 
|-
 
|-
| 7 || 28
+
| 7 || Professional
 
|-
 
|-
| 8 || 36
+
| 12 || Master
 
|-
 
|-
| 9 || 45
+
| 16 || Legendary
 
|}
 
|}
  
All characters start with 5 in their spoken language unless more points are added to it. This basic in their native language is free.
+
== Making a Character ==
 +
 
 +
To create a new character, use the following starting values:
 +
 
 +
'''Characteristics:''' Choose to start with 1 in two characteristics, 0 in the third
 +
* Example: BODY 1, MIND 1, SPIRIT 0
 +
 
 +
'''Attributes:''' Distribute these values: 3, 2, 2, 1, 1, 1
 +
* Assign them to attributes under your chosen characteristics
 +
* Example with BODY 1, MIND 1: Strength 3, Endurance 2, Intelligence 2, Awareness 1, Willpower 1, Athletics 1
 +
 
 +
'''Skills:''' Distribute these values: 3, 2, 2, 2, 1, 1, 1, 1, 1
 +
* '''All characters start with 2 in Spoken Language''' (native tongue) - add any skill points on top of this
 +
* Example: Climb 3, Carrying 2, Fortitude 2, Problem Solving 2, Reaction Speed 1, Running 1, Literacy 1, Tracking 1, Swim 1, plus Spoken Language 2 (base)
  
Remember to set the values according to your character’s background. If he is a hunter, coordination and awareness should be a priority. Likewise the skills of hide, move quietly and bow.
+
== Total Skills ==
  
Only in very special cases should a character be allowed to begin play with any magick spells.
+
When we talk about the total value for a skill, we mean: The Skill value pluss its corresponding Attribute value and its corresponding Characteristic value.
 +
* Example: The total in Fortitude would be the PC's value in Fortitude + Endurance + BODY
 +
* Example: The total in Dodge would be Dodge + Melee Combat + BODY
 +
* Example: The total in Reaction Speed = Reaction Speed + Awareness + MIND
  
The table below gives an indication of how powerful a character is, based on allocated points for attributes and skills.
+
If a character has MIND of 2, Awareness of 1 and Reaction Speed of 0, the total for Reaction Speed would be 3.
  
{| class="wikitable"
+
We always use the total Skill value for rolls. Never the Attribute or the Characteristic. Success is determined by the total Skill pluss a dice roll.
|+Starting Points
+
 
|-
+
== Character Sheets ==
|'''Description''' || '''Attributes''' || '''Skills'''
+
 
|-
+
To make and record a character, use the Character Sheet. Mark training and experience with a pencil.
|Beginner || 45 || 45 
+
 
|-                               
+
== Advancement System ==
|Adventurer || 60 || 60
 
|-                               
 
|Tough adventurer || 75 || 75
 
|-                               
 
|Master || 100 || 100
 
|-                               
 
|Hero || 150 || 150
 
|}
 
  
== Damage Bonus ==
+
Amar RPG uses a '''marks-based advancement''' where progress cascades upward through the tiers.
  
The damage bonus applies to combat as explained in the next chapter.
+
===Gaining Marks===
  
It is: 1 per full 3 in the character’s size + strength.
+
'''Skills''' gain marks through use and training:
 +
* '''1 mark''' for attempting a skill where a dice roll of 1 or more is required
 +
* '''2 marks''' for five consecutive attempts at using a skill
 +
* '''Training with a teacher''' (one week): 2 marks
 +
* '''Training without a teacher''' (one week): 1 mark for BODY skills, ½ mark for MIND/SPIRIT skills
  
== Body Points ==
+
'''Attributes''' gain marks from skill advancement:
 +
* When a skill increases a level, it gives '''1 mark''' to its parent attribute
 +
* Training: Half the rate of skills (1 mark with teacher, ½ mark solo for BODY, ¼ for MIND/SPIRIT)
  
Body points (BP) describe how much damage a character or creature can withstand. It is 2 × size + 1 per full 3 in endurance. If you are wounded (half or less of your total BP left) you get a –2 penalty on all rolls. If you are heavily wounded (quarter or less of your total BP left) you get a –4 penalty on all rolls. At 0 BP you are helpless (conscious but unable to do anything). At negative BP you are unconscious. At minus your total BP you are dead (i.e. if you have 6 BP you die at –6 BP).
+
'''Characteristics''' gain marks from attribute advancement:
 +
* When an attribute increases a level, it gives '''1 mark''' to its parent characteristic
 +
* Training: Half the rate of attributes
  
The body points apply to combat as explained in [[Combat]].
+
===Mark Conversion===
  
If your condition is helpless or worse, you roll a dice every 5 minutes. A 1 means you loose 1 BP from bleeding, while a 6 means you have stabilized and don’t have to make any further rolls. A successful medical lore roll will also stabilize your condition.
+
You can '''convert 3 marks at one tier to 1 mark at the tier above''':
 +
* 3 skill marks = 1 attribute mark
 +
* 3 attribute marks = 1 characteristic mark
  
An unconscious person will awaken in d hours. Even though he is now conscious, he will still have all his damage to recover from.
+
===Advancing to Next Level===
  
== Rolling the Dice ==
+
To advance from level N to the next level (N+1):
 +
* Requires '''5 × (N+1) marks'''
 +
* Example: Going from 4 to 5 in Climb requires 5 × 5 = 25 marks
 +
* When marks are reached, '''roll d6 - you must roll 2 or higher''' to advance (roll all but a 1)
  
Whenever a character attempts to do anything that involves a skill, a dice is rolled.
+
== Key Modifiers ==
  
This is called a skill roll. Add the result on the dice to the attribute + skill in question. The exception is knowledge skills where you only add the skill to the dice, not the attribute. The total is matched against a difficulty rating (DR) to see if it is successful. If it is equal to or higher than the DR, the character succeeds. Example: A character attempts to climb a wall with a coordination of 3 and a climb skill of 3. A 5 is rolled on the dice giving a total of 11. The GM has already determined the difficulty rating to be 11, so the character just manages to climb the wall successfully.
+
These derived values are calculated:
  
For difficulty ratings, see under the specific skills later in this chapter, and also in the chapters on combat and magick. For other DRs, the GM should use the table below as a guideline.
+
'''Body Points (BP):''' SIZE × 2 + Fortitude/3
 +
* '''Wounded''' (½ BP): -2 to all rolls
 +
* '''Heavily Wounded''' (¼ BP): -4 to all rolls
 +
* '''0 BP''': Helpless
 +
* '''Negative BP''': Unconscious
 +
* '''Minus total BP''': Dead
 +
* '''Bleeding''': Roll d6 every minute. On 1, lose 1 BP
  
{| class="wikitable"
+
'''Damage Bonus (DB):''' (SIZE + Wield Weapon)/3
|+Difficulty Ratings
 
|-
 
|'''DR''' || '''Description'''
 
|-
 
|–3 || Impossible to miss     
 
|-
 
|–1 || Peanuts                 
 
|-
 
|0 || Very easy               
 
|-
 
|1 || Easy                   
 
|-
 
|3 || Likely if not trained   
 
|-
 
|5 || Possible if not trained 
 
|-
 
|7 || Very tough if not trained
 
|-
 
|9 || Hard                   
 
|-
 
|12 || Very hard               
 
|-
 
|15 || Extremely hard         
 
|-
 
|18 || Foolhardy               
 
|-
 
|20–25 || Guinnes book of records 
 
|}
 
  
== Open Ended Rolls ==
+
'''Magick Defense (MD):''' (Mental Fortitude + Attunement Self)/3
  
Unless otherwise indicated, all dice rolls are so-called “open ended.” It works like this: if a 6 is rolled on the dice, roll the dice again. If 4–6 is rolled, add 1 to the roll and roll the dice again, etc. If a 1 is rolled on the dice, roll the dice again. If 1–3 is rolled, subtract 1 from the roll and roll the dice again, etc.
+
== Encumbrance ==
  
There is no limit to the result you can get with an open ended dice roll, including negative results such as –5.
+
Based on Carrying skill (under BODY → Strength):
 +
* Up to 2 × Carrying value: No penalty
 +
* Up to 5 × Carrying value: -1 penalty
 +
* Up to 10 × Carrying value: -3 penalty
 +
* Up to 20 × Carrying value: -5 penalty
 +
* '''Swimming''': All weight multiplied by 5
  
== Increasing Attributes & Skills ==
+
== Fear and Courage ==
  
Training will increase attributes and skills.
+
Fear checks use the total '''Courage skill''' (under MIND → Willpower).
  
Experience will also increase the skills.
+
Roll Courage + d6 vs. the fear-inducing creature's DR:
 +
* '''Success''': No effect
 +
* '''Failure by 1''': -1 to actions this round
 +
* '''Failure by 2''': -1 to actions for two rounds
 +
* '''Failure by 3''': -1 to actions for three rounds
 +
* '''Failure by 4''': Frozen for 1 round
 +
* '''Failure by 5+''': Flee in panic
 +
* '''Critical Failure''': Heart attack (Endurance check or unconscious)
  
A teacher must have 3 more in the attribute or skill he trains another in. This figure is reduced by 1 per full 2 of the teacher’s teaching skill. You may train on your own without a teacher.
+
Roll each round in presence of fear source until Success. A negative effects are cumulative.
  
You need 20 “experience marks” to get a chance to increase an attribute or skill. For attributes you start counting from your potential – current + 1 per full 2 in learning. For skills you start counting from (your current in the attribute the skill is based on – current in the skill) × 2 + 1 per full 2 in learning.
+
== Skill Rolls ==
  
A week of training with a teacher gives you 2 experience marks.
+
The core mechanic uses the '''O6 (Open d6) system''': '''d6 + Attribute + Skill vs. DR'''
  
A week of training without a teacher gives you 1 experience mark in physical attributes and skills. Two weeks of training without a teacher give you 1 experience mark in mental or perception attributes and skills.
+
'''O6 Rolling Procedure:'''
  
You may not teach yourself spells unless you have a skill of at least 1 in that spell. To get a skill of 1 in a spell takes 4 weeks with a teacher or 8 weeks with a magick spell book. Increasing your skill in a spell once you have a skill of at least 1 is as for other knowledge skills. To teach someone a spell, your skill in the spell must be at least equal to the DR of the spell. This is in addition to the normal requirement of having a skill 5 above the skill of the pupil.
+
# Roll a d6
 +
# '''On a 6''': Continue rolling. As long as you roll 4, 5, or 6, add +1 to your total. Stop when you roll 1, 2, or 3
 +
# '''On a 1''': Continue rolling. As long as you roll 1, 2, or 3, subtract 1 from your total. Stop when you roll 4, 5, or 6
 +
# '''Two consecutive 6s''': Critical success (can occur during the extended roll)
 +
# '''Two consecutive 1s''': Fumble (can occur during the extended roll)
  
You may not train if you are heavily wounded (¼ of total BP left). If you are wounded (½ of total BP left) you may only train mental attributes or skills.
+
'''Example O6 Rolls:'''
 +
* Roll: 1, 1, 5 = 0 & '''Fumble'''
 +
* Roll: 1, 5 = 1
 +
* Roll: 1, 2, 2, 3, 2, 1, 2, 4 = -5
 +
* Roll: 2 = 2
 +
* Roll: 6, 2 = 6
 +
* Roll: 6, 5, 1 = 7
 +
* Roll: 6, 6, 5, 2 = 8 & '''Critical'''
 +
* Roll: 6, 4, 4, 6, 5, 2 = 10
  
Experience may also increase attributes and skills. You get an experience mark each time you use a skill in a critical situation. It is generally not a critical situation when the DR is less than your modified skill. Whether a combat is critical or not is up to the GM.
+
'''Complete Skill Check:'''
  
When one consecutive “action” consists of several skill rolls, you only get one experience mark for the whole “action.”
+
When making a skill check, roll: '''O6 + Total Skill vs DR'''
  
When you have accumulated 20 experience marks in an attribute or skill, you roll a dice and erase your experience marks. If you roll a 1 you do not increase your current, if you roll anything else you increase your current in the skill or attribute by 1.
+
Example: Climbing a cliff (DR 8) with BODY 1, Athletics 2 and Climb 3
 +
* Roll O6: 6, 5, 2 = 7
 +
* Total: 7 + 2 (Athletics) + 3 (Climb) + 1 (BODY) = 13
 +
* Result: Success (13 ≥ 8)
  
== Carrying the Weight ==
+
=== Skill Criticals and Fumbles ===
  
As a character gets loaded with items, his abilities are hindered.
+
Combat has its own Critical and Fumble tables (see [[Combat]]). For general, non-combat skill rolls, use the tables below. On a Critical (two consecutive 6s) or a Fumble (two consecutive 1s), roll for the '''category''' (1 to 6) first, then for the specific '''entry''' (1 to 6). If a result does not fit the task, take the row above on the Critical table or the row below on the Fumble table.
  
Normal clothes do not count as encumbrance.
+
Notation: ''O'' is the O6 total of the triggering roll; ''D'' is a plain d6; a "mark" is one experience mark.
  
You get the following adjustments to all physical skills and actions:
+
==== Skill Criticals ====
  
 
{| class="wikitable"
 
{| class="wikitable"
|+Encumbrance Penalties
+
|+ 1, Impression (how it looks to onlookers)
 +
! d6 !! Result
 
|-
 
|-
|'''Weight Carried''' || '''Modifier'''
+
| 1 || Clean work, a small flourish, people notice
 
|-
 
|-
| Up to 2 × strength || 0
+
| 2 || Impressive, one ally gets +1 on their next related roll
 
|-
 
|-
| Up to 5 × strength || –1
+
| 3 || Very impressive, allies get +1 on related rolls for the next D rounds
 
|-
 
|-
| Up to 10 × strength || –3
+
| 4 || Inspiring, allies get +3 on their next related roll
 
|-
 
|-
| Up to 20 × strength || –5
+
| 5 || Renowned, word spreads, +3 reaction from those who hear of it
 +
|-
 +
| 6 || Legendary, the feat becomes a story (lasting reputation boon, GM's discretion)
 
|}
 
|}
  
Particularly unwieldy or bulky items should count as more than their actual weight. Try climbing a tree carrying a ladder. The GM should use his discretion for this.
+
{| class="wikitable"
 +
|+ 2, Efficiency (speed and resources)
 +
! d6 !! Result
 +
|-
 +
| 1 || Brisk, the task takes 3/4 the normal time
 +
|-
 +
| 2 || Quick, half the time
 +
|-
 +
| 3 || Swift, a quarter of the time
 +
|-
 +
| 4 || Frugal, uses half the expected materials
 +
|-
 +
| 5 || Effortless, no resources consumed, or a free follow-up action
 +
|-
 +
| 6 || Instant, a fraction of the time and minimal resources
 +
|}
  
Above 20 × strength, the GM must use his discretion, as we are now talking kilograms with a capital K. No penalties are given to mental or perception attribute or skill rolls. All weight is multiplied by 5 for the purpose of encumbrance penalties when swimming.
+
{| class="wikitable"
 +
|+ 3, Increased effect (quality beyond the goal)
 +
! d6 !! Result
 +
|-
 +
| 1 || Solid, clearly beat the DR
 +
|-
 +
| 2 || Fine, one grade of quality better
 +
|-
 +
| 3 || Excellent, effective result raised by +O
 +
|-
 +
| 4 || Superior, markedly better than asked (GM: one grade up)
 +
|-
 +
| 5 || Masterful, double the intended magnitude or quality
 +
|-
 +
| 6 || Flawless, treat as the best possible outcome
 +
|}
  
== Falling ==
+
{| class="wikitable"
 
+
|+ 4, Added effect (a bonus beyond the task)
When you fall it acts as a “hit” doing a damage of d – 4 + meters fallen (1 per 2 meters in water) + surface modifier – 1 per full 3 in tumbling.
+
! d6 !! Result
 +
|-
 +
| 1 || You learn something useful, +1 on the next related attempt
 +
|-
 +
| 2 || You spot an extra detail or opportunity (GM reveals a clue)
 +
|-
 +
| 3 || The result also helps an ally or the next task, +3 there
 +
|-
 +
| 4 || You clear a secondary minor objective for free
 +
|-
 +
| 5 || You create a reusable advantage (a shortcut, a sample, a mark made)
 +
|-
 +
| 6 || Windfall, an unexpected tangible bonus (GM's discretion)
 +
|}
  
 
{| class="wikitable"
 
{| class="wikitable"
|+Falling Modifiers
+
|+ 5, Special (lasting or unusual boon)
 +
! d6 !! Result
 
|-
 
|-
|'''Surface''' || '''Modifier'''
+
| 1 || Insight, +1 to this skill until the next session
 
|-
 
|-
|Stone surface || +1
+
| 2 || Breakthrough, gain 1 experience mark in the skill
 
|-
 
|-
|Hard soil || 0
+
| 3 || Reputation, witnesses remember you favorably
 
|-
 
|-
|Grass || –1
+
| 4 || Keepsake, you gain a useful by-product or token
 
|-
 
|-
|Water || –2
+
| 5 || Teaching moment, an ally also gains a mark in this skill
 +
|-
 +
| 6 || Epiphany, gain 1 mark now and your next attempt is at +3
 
|}
 
|}
  
== Fear ==
+
'''6, Roll twice on this table''' (ignoring any subsequent 6s), and add one experience mark.
  
Now and then the characters will encounter situations where they would be thoroughly scared, sometimes to death. It is very difficult to roleplay a character correctly when he or she meets the first zombie or werewolf. In addition to this, the fear might result in physical reactions beyond any roleplaying skill. To handle this, the character should make an endurance roll with adjustments according to the Fear Adjustments table. The result is checked on the Fear table to find the effects the fear has had on the character in question. Status will not affect this roll.
+
==== Skill Fumbles ====
  
Characters with a weak heart could get a heart attack at a higher result than usual (in addition to fainting or falling into a coma).
+
'''1, Roll twice on this table''' (ignoring any subsequent 1s), and subtract one experience mark.
  
 
{| class="wikitable"
 
{| class="wikitable"
|+Fear Adjustments
+
|+ 2, Setback (lost progress or time)
 +
! d6 !! Result
 
|-
 
|-
|'''DR''' || '''Creature'''
+
| 1 || Slow, the task takes 1.5x the time
 
|-
 
|-
| –9 || Awful demon
+
| 2 || Clumsy start, lose your next action or restart the step
 
|-
 
|-
| +3 || Werewolf   
+
| 3 || Wasted effort, double the time
 
|-
 
|-
| +3 || Giant spider
+
| 4 || Lost ground, undo the last increment of progress
 
|-
 
|-
| +6 || Fresh zombie
+
| 5 || Stalled, start the task over from scratch
 
|-
 
|-
| +9 || Giant     
+
| 6 || Dead end, this approach will not work, find another method
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+ 3, Unwanted effect (tools, materials, surroundings)
 +
! d6 !! Result
 
|-
 
|-
| || '''Familiarity'''
+
| 1 || Scuff, minor cosmetic damage to a tool or the work
 
|-
 
|-
| 0 || Never seen before
+
| 2 || Damage a tool or the materials, usable but at -1 until repaired
 
|-
 
|-
| +3 || Seen a few times
+
| 3 || Tool jammed or stuck, fix-roll DR 10 to recover
 
|-
 
|-
| +6 || Seen many times 
+
| 4 || Ruin the materials, consumables spent for nothing
 
|-
 
|-
| +9 || Commonly seen   
+
| 5 || Break your tool, needs repair or replacement
 +
|-
 +
| 6 || Collateral mishap, you damage something nearby (GM's discretion)
 
|}
 
|}
  
 
{| class="wikitable"
 
{| class="wikitable"
|+Fear
+
|+ 4, Personal cost (only if the task could plausibly harm you)
 +
! d6 !! Result
 
|-
 
|-
|'''DR''' || '''Effect'''
+
| 1 || Off balance, -1 to your actions next round
 
|-
 
|-
|15+ || No effect.                                                                                                                                               
+
| 2 || Strained, -1 to this skill until you rest
 
|-
 
|-
|13–14 || –1 in status for 30 seconds.                                                                                                                             
+
| 3 || Tweaked, Status -3 until Medical Lore DR 8 or an hour's rest
 
|-
 
|-
|12 || –3 in status for 30 seconds.                                                                                                                             
+
| 4 || Rattled, -3 to related actions for D rounds
 
|-
 
|-
|10–11 || –3 in status for 1 minute.                                                                                                                               
+
| 5 || Hurt, take D damage fitting the task (a slip, cut, or burn)
 
|-
 
|-
|9 || Victim attacks opponent in a rage trying to grapple it with the result of loosing 10 in defense value.                                                   
+
| 6 || Badly hurt, take O damage and -3 to actions for the scene
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+ 5, Added effect (the problem spreads)
 +
! d6 !! Result
 +
|-
 +
| 1 || Your slip hinders an ally, they are at -1 on their related roll
 +
|-
 +
| 2 || It compounds, the next related roll is at -3
 
|-
 
|-
|7–8 || Victim flees as far as possible from the source of the fear for 5 minutes.                                                                               
+
| 3 || False confidence, you believe you succeeded until it matters
 
|-
 
|-
|6 || Victim stands immobilized as long as the source of the fear is active unless snapped out of it or attacked. If this is the case, apply the result from 7–8.
+
| 4 || You waste a resource an ally was counting on
 
|-
 
|-
|4–5 || Victim becomes hysterical and will stay in place as long as the source of the fear is active unless snapped out of it.                                   
+
| 5 || You create a hazard others must work around (GM's discretion)
 
|-
 
|-
|3 || Victim faints and remains unconcious for 10 to 30 minutes unless actively awakened.                                                                       
+
| 6 || Cascade, a second thing goes wrong as a result
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+ 6, Impression (social and morale)
 +
! d6 !! Result
 
|-
 
|-
|2 || As above and the hair of the victim turns white.                                                                                                         
+
| 1 || Awkward, it looks clumsy
 
|-
 
|-
|1 || Victim falls unconcious (coma) for 1 to 4 days and will need an additional week of rest.                                                                 
+
| 2 || Botched, onlookers snicker
 
|-
 
|-
|0 || Victim suffers a heart attack and urgently needs medical attention. A medical lore roll of 6 or above is needed within one minute for the victim to survive. If the victim survives, he or she will need medical care for an additional one month, and will suffer a permanent loss of 1 in potential and current in strength, endurance and coordination.
+
| 3 || You make a fool of yourself, laughter is heard
 +
|-
 +
| 4 || Bad showing, allies -1 to related rolls for the round
 +
|-
 +
| 5 || Embarrassing, -3 reaction with witnesses for the scene
 +
|-
 +
| 6 || Humiliating, word spreads (lasting reputation ding, GM's discretion)
 
|}
 
|}
  
== Skills ==
+
== Playable Races ==
 
 
Here follows a list of all the skills used. If the GM feels a need for other skills as well, he may invent them on his own, using these as a guideline. Feel free to ask for an account at this site to pitch in and add more skills to the Amar RPG rules.
 
 
 
=== Lock Picking ===
 
 
 
The skill of lock picking is not included. The reason is that all normal medieval locks are dead simple to pick. A person with a crash course in this would pick a lock in 10 to 60 seconds with the right equipment. For very difficult locks, the GM must determine a difficulty rating and the character makes a sleight roll.
 
 
 
=== Physical Skills ===
 
 
 
All physical skills have a minimum value of 1 per full 3 in coordination. The exception is skills you have never practiced, in which case you have a skill of 0. A week of training will take you from 0 to 1 per full 3 in coordination.
 
 
 
A character has one skill for every weapon he wishes to use. See the chapter on [[Combat|combat]] for more details.
 
 
 
:[[Balance]]
 
:[[Climb]]
 
:[[Dodge]]
 
:[[Hide]]
 
:[[Move Quietly]]
 
:[[Ride]]
 
:[[Sleight]]
 
:[[Swim]]
 
:[[Tumble]]
 
 
 
=== Mental Skills ===
 
 
 
:[[Alchemy Lore]]
 
:[[Languages]]
 
:[[Literacy]]
 
:[[Medical Lore]]
 
:[[Path Lore]]
 
:[[Ritual Magick Lore]]
 
:[[Spell Lore]]
 
:[[Survival Lore]]
 
:[[Teaching]]
 
  
=== Perception Skills ===
+
See the race pages for racial modifiers:
 +
* [[Human]] - Balanced, 2 bonus skill points
 +
* [[Elf]] - +1 SPIRIT characteristic
 +
* [[Dwarf]] - +1 BODY characteristic
 +
* [[Others]] - See individual race pages
  
All perception skills have a minimum value of 1 per full 3 in awareness.
+
== See Also ==
  
:[[Locate Traps]]
+
* [[Legacy_The_Character]] - The legacy system
:[[Track]]
+
* [[Magick]] - The magick system
 +
* [[Incantation_Magic]] - Incantation rules
 +
* [[Category:Playable_Races]] - Race options and modifiers
  
Next: [[Combat]]
+
[[Category:Rules]]

Latest revision as of 17:15, 30 May 2026

Template:Note

To describe a character in Amar RPG, we use Characteristics, Attributes, and Skills - three hierarchical tiers that build upon each other.

CharacterSheet-new.jpg

The Three-Tier System

Amar RPG organizes all character abilities into three tiers:

Characteristics (Tier 1)
The fundamental nature of a being: BODY, MIND, and SPIRIT
Attributes (Tier 2)
Grouped abilities under each characteristic (e.g., Strength, Melee Combat, Intelligence, Casting)
Skills (Tier 3)
Specific trained abilities under each attribute (e.g., Climb, Problem Solving, Litteracy)

The Characteristics

BODY

The physical nature of the character's body - strength, endurance, agility.

Attributes under BODY:

  • Strength - Physical power and lifting capability
    • Skills: Carrying, Weight Lifting, Wield Weapon
  • Endurance - Physical resilience and stamina
    • Skills: Fortitude, Combat Tenacity, Running, Poison Resistance
  • Athletics - Coordination and physical movement
    • Skills: Hide, Move Quietly, Climb, Swim, Ride, Jump, Balance, Tumble
  • Melee Combat - Close-quarters fighting
    • Skills: Specific weapons/combinations
  • Missile Combat - Ranged weaponry
    • Skills: Specific weapons
  • Sleight - Fine motor skills and dexterity
    • Skills: Pick Pockets, Stage Magic, Disarm Traps

MIND

The mental capabilities of the character - intelligence, knowledge, awareness, and willpower.

Attributes under MIND:

  • Intelligence - Reasoning and problem-solving
    • Skills: Innovation, Problem Solving
  • Nature Knowledge - Understanding of natural world and magic
    • Skills: Medical Lore, Plant Lore, Animal Lore, Animal Handling, Magick Rituals, Alchemy
  • Social Knowledge - Cultural and linguistic understanding
    • Skills: Social Lore, Spoken Language, Literacy, Mythology, Legend Lore
  • Practical Knowledge - Applied survival and craft skills
    • Skills: Survival Lore, Set Traps, Ambush, Crafting skills
  • Awareness - Perception and awareness of one's surroundings
    • Skills: Reaction Speed, Alertness, Tracking, Detect Traps, Sense Emotions, Sense Ambush, Sense of Direction, Sense Magick, Listening
  • Willpower - Mental fortitude and determination
    • Skills: Pain Tolerance, Courage, Hold Breath, Mental Fortitude

SPIRIT

The magical and spiritual nature of the character - spellcasting ability and divine connection.

Attributes under SPIRIT:

  • Casting - Magical manipulation of spells
    • Skills: Range, Duration, Area of Effect, Weight, Number of Targets
  • Attunement - Elemental and magical resonance
    • Skills: Self, Fire, Water, Air, Earth, Life, Death, etc.
  • Innate - Inborn magical abilities
    • Skills: Flying, Camouflage, Shape Shifting, race-specific abilities
  • Worship - Connection to deities and entities
    • Skills: Specific Gods and major entities

Numbers and Ratings

The general description of the character such as appearance, weight and height is determined freely by the player. The GM may wish to exclude extremes.

The characteristics, attributes, and skills of a character are rated by numbers. Human potential varies by tier:

  • Characteristics: 0-3
  • Attributes: 0-5
  • Skills: 0-8+

The mean human value is 1 for characteristics, 2 for attributes (ages 15-30).

SIZE remains a special attribute determined from weight (not purchased with points):

Size
Size Kgs Size Kgs Size Kgs
½ < 10 6 < 300 12 < 1000
1 < 20 7 < 400 13 < 1150
2 < 50 8 < 500 14 < 1300
3 < 100 9 < 600 15 < 1450
4 < 150 10 < 725 16 < 1600
5 < 225 11 < 850 +1 +200

Optional Rule: Half-Size Points

For more granular size representation, GMs may use half-size increments between the standard SIZE values. This provides finer detail for creatures and characters whose weight falls between the standard thresholds.

Half-Size Table (SIZE 0.5 to 8)
Size Weight (kg) Size Weight (kg) Size Weight (kg)
0.5 < 10 3.5 75-99 6.5 263-299
1 10-14 4 100-124 7 300-349
1.5 15-19 4.5 125-149 7.5 350-399
2 20-34 5 150-187 8 400-449
2.5 35-49 5.5 188-224 8.5 450-499
3 50-74 6 225-262

Note: This optional system is used in the Amar RPG online tools for precise NPC generation.

To get an idea of skill ratings:

Skill Ratings
Skill Description
0 Untrained
1 Novice
2 Trained some
4 Competent
5 Well trained
7 Professional
12 Master
16 Legendary

Making a Character

To create a new character, use the following starting values:

Characteristics: Choose to start with 1 in two characteristics, 0 in the third

  • Example: BODY 1, MIND 1, SPIRIT 0

Attributes: Distribute these values: 3, 2, 2, 1, 1, 1

  • Assign them to attributes under your chosen characteristics
  • Example with BODY 1, MIND 1: Strength 3, Endurance 2, Intelligence 2, Awareness 1, Willpower 1, Athletics 1

Skills: Distribute these values: 3, 2, 2, 2, 1, 1, 1, 1, 1

  • All characters start with 2 in Spoken Language (native tongue) - add any skill points on top of this
  • Example: Climb 3, Carrying 2, Fortitude 2, Problem Solving 2, Reaction Speed 1, Running 1, Literacy 1, Tracking 1, Swim 1, plus Spoken Language 2 (base)

Total Skills

When we talk about the total value for a skill, we mean: The Skill value pluss its corresponding Attribute value and its corresponding Characteristic value.

  • Example: The total in Fortitude would be the PC's value in Fortitude + Endurance + BODY
  • Example: The total in Dodge would be Dodge + Melee Combat + BODY
  • Example: The total in Reaction Speed = Reaction Speed + Awareness + MIND

If a character has MIND of 2, Awareness of 1 and Reaction Speed of 0, the total for Reaction Speed would be 3.

We always use the total Skill value for rolls. Never the Attribute or the Characteristic. Success is determined by the total Skill pluss a dice roll.

Character Sheets

To make and record a character, use the Character Sheet. Mark training and experience with a pencil.

Advancement System

Amar RPG uses a marks-based advancement where progress cascades upward through the tiers.

Gaining Marks

Skills gain marks through use and training:

  • 1 mark for attempting a skill where a dice roll of 1 or more is required
  • 2 marks for five consecutive attempts at using a skill
  • Training with a teacher (one week): 2 marks
  • Training without a teacher (one week): 1 mark for BODY skills, ½ mark for MIND/SPIRIT skills

Attributes gain marks from skill advancement:

  • When a skill increases a level, it gives 1 mark to its parent attribute
  • Training: Half the rate of skills (1 mark with teacher, ½ mark solo for BODY, ¼ for MIND/SPIRIT)

Characteristics gain marks from attribute advancement:

  • When an attribute increases a level, it gives 1 mark to its parent characteristic
  • Training: Half the rate of attributes

Mark Conversion

You can convert 3 marks at one tier to 1 mark at the tier above:

  • 3 skill marks = 1 attribute mark
  • 3 attribute marks = 1 characteristic mark

Advancing to Next Level

To advance from level N to the next level (N+1):

  • Requires 5 × (N+1) marks
  • Example: Going from 4 to 5 in Climb requires 5 × 5 = 25 marks
  • When marks are reached, roll d6 - you must roll 2 or higher to advance (roll all but a 1)

Key Modifiers

These derived values are calculated:

Body Points (BP): SIZE × 2 + Fortitude/3

  • Wounded (½ BP): -2 to all rolls
  • Heavily Wounded (¼ BP): -4 to all rolls
  • 0 BP: Helpless
  • Negative BP: Unconscious
  • Minus total BP: Dead
  • Bleeding: Roll d6 every minute. On 1, lose 1 BP

Damage Bonus (DB): (SIZE + Wield Weapon)/3

Magick Defense (MD): (Mental Fortitude + Attunement Self)/3

Encumbrance

Based on Carrying skill (under BODY → Strength):

  • Up to 2 × Carrying value: No penalty
  • Up to 5 × Carrying value: -1 penalty
  • Up to 10 × Carrying value: -3 penalty
  • Up to 20 × Carrying value: -5 penalty
  • Swimming: All weight multiplied by 5

Fear and Courage

Fear checks use the total Courage skill (under MIND → Willpower).

Roll Courage + d6 vs. the fear-inducing creature's DR:

  • Success: No effect
  • Failure by 1: -1 to actions this round
  • Failure by 2: -1 to actions for two rounds
  • Failure by 3: -1 to actions for three rounds
  • Failure by 4: Frozen for 1 round
  • Failure by 5+: Flee in panic
  • Critical Failure: Heart attack (Endurance check or unconscious)

Roll each round in presence of fear source until Success. A negative effects are cumulative.

Skill Rolls

The core mechanic uses the O6 (Open d6) system: d6 + Attribute + Skill vs. DR

O6 Rolling Procedure:

  1. Roll a d6
  2. On a 6: Continue rolling. As long as you roll 4, 5, or 6, add +1 to your total. Stop when you roll 1, 2, or 3
  3. On a 1: Continue rolling. As long as you roll 1, 2, or 3, subtract 1 from your total. Stop when you roll 4, 5, or 6
  4. Two consecutive 6s: Critical success (can occur during the extended roll)
  5. Two consecutive 1s: Fumble (can occur during the extended roll)

Example O6 Rolls:

  • Roll: 1, 1, 5 = 0 & Fumble
  • Roll: 1, 5 = 1
  • Roll: 1, 2, 2, 3, 2, 1, 2, 4 = -5
  • Roll: 2 = 2
  • Roll: 6, 2 = 6
  • Roll: 6, 5, 1 = 7
  • Roll: 6, 6, 5, 2 = 8 & Critical
  • Roll: 6, 4, 4, 6, 5, 2 = 10

Complete Skill Check:

When making a skill check, roll: O6 + Total Skill vs DR

Example: Climbing a cliff (DR 8) with BODY 1, Athletics 2 and Climb 3

  • Roll O6: 6, 5, 2 = 7
  • Total: 7 + 2 (Athletics) + 3 (Climb) + 1 (BODY) = 13
  • Result: Success (13 ≥ 8)

Skill Criticals and Fumbles

Combat has its own Critical and Fumble tables (see Combat). For general, non-combat skill rolls, use the tables below. On a Critical (two consecutive 6s) or a Fumble (two consecutive 1s), roll for the category (1 to 6) first, then for the specific entry (1 to 6). If a result does not fit the task, take the row above on the Critical table or the row below on the Fumble table.

Notation: O is the O6 total of the triggering roll; D is a plain d6; a "mark" is one experience mark.

Skill Criticals

1, Impression (how it looks to onlookers)
d6 Result
1 Clean work, a small flourish, people notice
2 Impressive, one ally gets +1 on their next related roll
3 Very impressive, allies get +1 on related rolls for the next D rounds
4 Inspiring, allies get +3 on their next related roll
5 Renowned, word spreads, +3 reaction from those who hear of it
6 Legendary, the feat becomes a story (lasting reputation boon, GM's discretion)
2, Efficiency (speed and resources)
d6 Result
1 Brisk, the task takes 3/4 the normal time
2 Quick, half the time
3 Swift, a quarter of the time
4 Frugal, uses half the expected materials
5 Effortless, no resources consumed, or a free follow-up action
6 Instant, a fraction of the time and minimal resources
3, Increased effect (quality beyond the goal)
d6 Result
1 Solid, clearly beat the DR
2 Fine, one grade of quality better
3 Excellent, effective result raised by +O
4 Superior, markedly better than asked (GM: one grade up)
5 Masterful, double the intended magnitude or quality
6 Flawless, treat as the best possible outcome
4, Added effect (a bonus beyond the task)
d6 Result
1 You learn something useful, +1 on the next related attempt
2 You spot an extra detail or opportunity (GM reveals a clue)
3 The result also helps an ally or the next task, +3 there
4 You clear a secondary minor objective for free
5 You create a reusable advantage (a shortcut, a sample, a mark made)
6 Windfall, an unexpected tangible bonus (GM's discretion)
5, Special (lasting or unusual boon)
d6 Result
1 Insight, +1 to this skill until the next session
2 Breakthrough, gain 1 experience mark in the skill
3 Reputation, witnesses remember you favorably
4 Keepsake, you gain a useful by-product or token
5 Teaching moment, an ally also gains a mark in this skill
6 Epiphany, gain 1 mark now and your next attempt is at +3

6, Roll twice on this table (ignoring any subsequent 6s), and add one experience mark.

Skill Fumbles

1, Roll twice on this table (ignoring any subsequent 1s), and subtract one experience mark.

2, Setback (lost progress or time)
d6 Result
1 Slow, the task takes 1.5x the time
2 Clumsy start, lose your next action or restart the step
3 Wasted effort, double the time
4 Lost ground, undo the last increment of progress
5 Stalled, start the task over from scratch
6 Dead end, this approach will not work, find another method
3, Unwanted effect (tools, materials, surroundings)
d6 Result
1 Scuff, minor cosmetic damage to a tool or the work
2 Damage a tool or the materials, usable but at -1 until repaired
3 Tool jammed or stuck, fix-roll DR 10 to recover
4 Ruin the materials, consumables spent for nothing
5 Break your tool, needs repair or replacement
6 Collateral mishap, you damage something nearby (GM's discretion)
4, Personal cost (only if the task could plausibly harm you)
d6 Result
1 Off balance, -1 to your actions next round
2 Strained, -1 to this skill until you rest
3 Tweaked, Status -3 until Medical Lore DR 8 or an hour's rest
4 Rattled, -3 to related actions for D rounds
5 Hurt, take D damage fitting the task (a slip, cut, or burn)
6 Badly hurt, take O damage and -3 to actions for the scene
5, Added effect (the problem spreads)
d6 Result
1 Your slip hinders an ally, they are at -1 on their related roll
2 It compounds, the next related roll is at -3
3 False confidence, you believe you succeeded until it matters
4 You waste a resource an ally was counting on
5 You create a hazard others must work around (GM's discretion)
6 Cascade, a second thing goes wrong as a result
6, Impression (social and morale)
d6 Result
1 Awkward, it looks clumsy
2 Botched, onlookers snicker
3 You make a fool of yourself, laughter is heard
4 Bad showing, allies -1 to related rolls for the round
5 Embarrassing, -3 reaction with witnesses for the scene
6 Humiliating, word spreads (lasting reputation ding, GM's discretion)

Playable Races

See the race pages for racial modifiers:

  • Human - Balanced, 2 bonus skill points
  • Elf - +1 SPIRIT characteristic
  • Dwarf - +1 BODY characteristic
  • Others - See individual race pages

See Also