Ability Scores
Each character has three Ability Scores (Strength, Dexterity, Willpower). Ability Scores give you a modifier to any d20 roll made with them equal to the score itself (i.e., making a roll using Strength with a score of 5 would mean rolling 1d20+5).
You can expend EXP to increase your Ability Scores per the table below.
| EXP Cost | Total Cost | Ability Score |
|---|---|---|
| 0 | 0 | 1 |
| 1 | 1 | 2 |
| 1 | 2 | 3 |
| 2 | 4 | 4 |
| 2 | 6 | 5 |
| 3 | 9 | 6 |
| 3 | 12 | 7 |
| 4 | 16 | 8 |
| 4 | 20 | 9 |
| 5 | 25 | 10 |
Skill Scores
A character has a set of six Skill Scores that are derived from the combined value of two of their Ability Scores. They cannot be increased directly, only indirectly by increasing Strength, Dexterity, or Willpower; or by gaining Skills. The total set of combinations are as follows:
- Strength + Strength = Might
- Dexterity + Dexterity = Finesse
- Willpower + Willpower = Reason
- Dexterity + Willpower = Cunning
- Strength + Dexterity = Grace
- Willpower + Strength = Courage
Skill Scores are utilized in any non-combat scenarios in order to progress Challenge Clocks.
Challenge Clocks
When a character either doesn’t possess time, practice, or tools, the GM can call for a Challenge Clock to represent the time (number of segments) and difficulty (DC to fill a segment) associated with performing the task at hand.
A Challenge Clock’s segments are determined by how long a task might take and the DC based upon how challenging it would be. A player will roll a d20 and add the applicable Skill Score and Skills for a task, then the GM will resolve the following effects:
- Catastrophic (below DC by 5 or more; empty a segment)
- Failure (below DC; nothing)
- Success (equal to, or above DC; fill a segment)
- Breakthrough (above DC by 5 or more; fill two segments)
If a Challenge Clock would empty a segment without any having been already filled, the characters attempting the check would gain one Fatigue.
Challenge Clock Framework
The following table and examples are intended as a framework to be built off. The number of segments and the DC are distinct from each other as tracking a horse that is several days ahead of you may take a long time, but would be a fairly easy task; however, finding an incredibly well hidden door may only take a moment, but require extraordinary astuteness. The following table is intended as a set of guidelines to help maintain consistency in the fiction.
| Duration/Challenge | Segments | DC |
|---|---|---|
| Quick/Easy | 1 | 5 |
| Short/Medium | 2 | 10 |
| Extended/Hard | 3 | 15 |
| Tedious/Arduous | 4 | 20 |
| Eon/Impossible | 5+ | 25+ |
Additionally, if a group would need to complete a Challenge Clock together and simultaneously, then they all roll the relevant Skill Score against the DC, then their rolls are averaged to determine a success or failure as usual.
Helping
As long as a character is within either reach, eyesight, or able to hear another, and it fits the fiction, they can be helped by another character or Hireling. Helping another character consists of replacing one of the Ability Scores used to calculate a Skill Score and adding any relevant Skills as well.
Inspiration
You can receive Inspiration from GM’s and expend it to reroll any roll they or a willing target allows, but before the result of the die is resolved. If you would witness a Critical, the GM may provide you with an Inspiration.
Additionally, Inspiration can be spent to avoid gaining Fatigue.
EXP
As your character continues to live and survive, they gain EXP that can be spent to either increase Ability Scores or unlock new Abilities and Skills. All characters begin at Advancement 1 with a minimum of 5 EXP, and can gain more over time.
The server maintains an EXP cap, with characters able to gain EXP towards that cap so long as their growth can be explained through training or story development. EXP is gained in increments of 5 known as Advancements. At Advancement 1 a character has 5 EXP, at Advancement 2 they would have 10 EXP, at Advancement 3 they would have 15 EXP, etc.
When the server Advancement cap is raised, players may submit a request for EXP to the GMs, explaining how their character has gained the experience. This could include information about: training they had, lessons they learned, or other significant character moments which prompted them to grow. Once approved, the character will be granted EXP up to the Advancement cap.
Through special circumstances, characters are also able to gain EXP which does not count towards the cap, such as by taking Flaws or gaining Scar EXP. This bonus EXP always comes with significant trade-offs, and is meant to reflect a character’s experience of surviving through hardship.
Abilities
Your character becomes more capable and multifaceted as they grow, allowing you to customize their set of Abilities in order to showcase their unique fight style. In order to gain a new Ability you spend EXP to purchase the first in a constellation. You cannot purchase later Abilities in a constellation without first buying those prior.
Skills
Your character can grow in more than just the way they fight. Certain individuals have a penchant for weapons while others might glean more pleasure from the correct identification of edible forage. These specialties are called Skills, each providing additional out of combat effects and adding bonuses to the die rolls used to fill in Challenge Clock. They can be purchased with EXP, and as with Abilities they must be purchased in order.
You can see the list of Skills and Abilities available to you here.
Alternative Stats
A character’s speed begins at 5.
A character’s maximum action points (AP) begins at 5.