Attributes
Begin at 0, can range from -1 to +2. They are:
- Strength (STR): Melee & Inventory
- Dexterity (DEX): Ranged & Initiative
- Intelligence (INT): Skills & Spellcasting
- Charisma (CHA): Social & Favours
- Perception (PER): Spot Hidden
Skills
Skills are descriptions of talents you have. There is no finite skill list, you add the bonus when it is relevant.
The more detailed a skill the more flexible, but simple 2 word skills work fine. \
Skills range from 1-3, with the number being the number of dice you add to a roll. You may have a total of 7+INT skill points total across all skills.
XP Goal
At the end of each adventure you gain XP, according to the goals you achieved. You gain 3 xp for completing a goal, 5 if you complete it more than once.
You have 3 goals,
Base: Explored your past, flaws and relationships
Class: Gained from your class
Party: Collectively decided by your party
Stamina
Stamina is a measure of a characters ability to keep going. In combat damage is dealt to stamina before dealing wounds. You regain all stamina when you Recover.
Stamina can also be expended to Push Yourself granting you +1d on a skill check.
Wounds
When you run out of stamina in a fight or you are hit by something unexpected like a trap you may take Wounds. A Wound will be described in a few words, like ābroken armā or āpounding headacheā, that describe an ailment.
When you would make a roll where that ailment would impede that action you take a -1d penalty to the roll.
Your third wound is a Mortal Wound, when you are mortally wounded you are incapacitated until somebody stabilizes you. Once stabilized you may continue to adventure but may not regain Stamina until the wound is healed.
If you would take a 4th wound; you die, or perhaps not
Treating Wounds
While wounds are debilitating they can be Treated with supplies that would reduce it's effect, such as splinting a broken limb. Treating a wound does not remove it but it does remove the -1d penalty from the wound.