Adventurer Creation

Ability Scores & Other Stats

We keep the basic six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). Characters start with $0$ in each of them, and can gain a +1 by giving another ability score a -1.

Race

There are five major races: Human (Red Oni), Elf (Blue Oni), Dwarf (Strong Guy), Gnome (Smart Guy), and Halfling (The Chick).

  • Humans get +1 to any two scores.
  • Elves get +1 Dexterity, +1 Charisma
  • Dwarves get +1 Constitution, +1 Wisdom
  • Gnomes get +1 Intelligence, +1 Charisma
  • Halflings get +1 Wisdom, +1 Constitution

Class

There are five major classes: Fighter, Mage, Cleric, Thief, and Adventurer.

  • Fighters get +1 Strength, +1 Constitution. They get Combat Skills primarily.
  • Mages get +1 Intelligence, +1 Constitution. They get Discovery Skills primarily.
  • Clerics get +1 Wisdom, +1 Charisma. They get Emotive Skills primarily.
  • Thieves get +1 Dexterity, +1 Charisma. They get Exploration Skills primarily.
  • Adventurers get +1 to any two scores. They get one skill of their choice primarily.

Skills

Skills come in four camps: Combat Skills, Communication Skills, Discovery Skills, and Exploration Skills. Depending on your class, one of these skill categories is "primary" for you, and the others are secondary. Choose two skills from your Primary focus, and one from one other focus.

Untrained

  • Combat Beginner
    • Basic Attack: 1d4 damage
  • Discovery Beginner
    • Basic Skill: 1d4 successes.
  • Emotive Beginner
    • Basic Skill: 1d4 successes.
  • Exploration Beginner
    • Basic Skill: 1d4 successes.

Combat Skills

  • Knight's Style
    • Basic Attack: 1d10 damage.
    • Add Strength to attack and damage rolls.
    • Add Constitution +2 to AC.
  • Barbarian's Style
    • Basic Attack: 1d12 damage.
    • Add Strength to damage rolls.
    • Add Constitution to AC.
  • Skirmisher's Style
    • Basic Attack: 2d6 damage
    • Add Dexterity to attack rolls.
    • Add Dexterity to AC.
  • Ranger's Style
    • Basic Attack: 1d8 damage (ranged).
    • Add Dexterity to attack and damage rolls.
    • Add Dexterity to AC.

Communication Skills

  • Diplomacy
    • Basic Skill: 1d8 successes (protected)
    • Add Charisma to your skill roll.
    • Add Charisma +2 to Willpower.
  • Bluff
    • Basic Skill: 1d10 successes
    • Add Charisma to your success roll.
    • Add Intelligence to Willpower.
  • Intimidate
    • Basic Skill: 1d12 successes
    • Add Charisma to your skill roll.
    • Add Strength to Willpower.

Discovery Skills

  • Knowledge
    • Basic Skill: 1d10 successes.
    • Add Intelligence to your skill roll.
    • Add Intelligence to Stealth.
  • Observation
    • Basic Skill: 1d8 successes (hidden).
    • Add Intelligence to your skill roll.
    • Add Dexterity to Stealth.
  • Intuition
    • Basic Skill: 1d10 successes.
    • Add Wisdom to your skill and success roll.
    • Add Wisdom to Stealth.

Exploration Skills

  • Sneaking
    • Basic Skill: 1d8 successes (hidden)
    • Add Dexterity to your success roll.
    • Add Dexterity +2 to Fortitude
  • Athletics
    • Basic Skill: 1d12 successes
    • Add Strength to your skill roll.
    • Add Strength to Fortitude
  • Acrobatics
    • Basic Skill: 1d10 successes
    • Add Dexterity to your skill roll and success roll.
    • Add Dexterity to Fortitude.
  • Survival
    • Basic Skill: 1d8 successes (secure)
    • Add Wisdom to your skill roll.
    • Add Constitution +2 to Fortitude.

Dice Rolls

To attempt something, you make a skill roll (called an attack roll in combat): 1d20 + your relevant Skill bonus (Combat, Communication, Discovery, Exploration). If you beat the target's defense (AC, Willpower, Stealth, or Fortitude), you gain a number of successes dependent on your skill (1d8-1d12 if you are trained, 1d4 or 1d6 if you are untrained). Once the number of successes exceeds the target's defense pool (called HP in combat), the target is disabled for the duration of the encounter.

To both of these rolls, as well as to your own defenses, you should add your level. Your own defenses, like your enemy's, begin at 10.

Your Targets

Each action requires a target. In combat, you generally make attacks against creatures. In communication, you generally persuade NPC's. In discovery, you generally unearth secrets. In exploration, you generally travel over obstacles. Once you have beaten the target's DP (representing health in combat, secrecy in discovery, stubbornness in communication, and distance in exploration), that target can no longer hassle you. The secret is uncovered, the enemy is knocked out, the NPC is won over, and the obstacle is overcome.

A simple challenge is often made up of only one target, only meant to challenge one party member. A complex challenge is made up of one target per PC, and is meant to challenge the entire party.

Defense Pool

Characters have four defense pools (Combat [aka: HP], Communication, Discovery, and Exploration), each of which starts at 3. Add 2 to your Primary defense pool, and add 1 to one other defense pool of your choice.

Character Creation Example

Billburt is playing a dwarf fighter, and chooses two combat skills (knight's style and barbarian's style) and one other skill (athletics, as an exploration skill). He has the following stats:

  • Combat (Knight's Style)
    • Attack Roll: 1d20+2
    • Damage Roll: 1d10+1
    • AC: 14, HP: 5

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