Table of Contents

Non-Trainable Characteristics

Health

Energy

Luck

Moral


Trainable Characteristics

Strength

  1. Basic statistics for all the physical strength-related tests
  2. +1/3 Attack

Agility

Perception

Will

Focus

Constitution


Trainable Skills and Masteries

Attack (see RPG Combat Rules)

Defense (see RPG Combat Rules)

Second-Life mastery represents the extents of your second-life abilities (see Double-Life)

Competence test

You subtract a dice throw from the corresponding characteristics (a high characteristic and a low dice throw are good). You then add the difficulty modifier (easy -5, normal 0, difficult +5), and the qualitative result is given by:

  1. Total Failure: < -10
  2. Bad: -10 … -6
  3. Blah: -5 … -1
  4. Not bad: 0 … 4
  5. Good: 5 … 9
  6. Excellent: >9

The test can have an advantage (or disadvantage), in which case you throw twice and take the best (or worst) roll.

Leveling

Each character starts with base characteristics that represent the genetic biases. Through their life, the character will earn experience which will increase their characteristics. The xp cost increases with each bonus point of characteristics: 1 xp for +1, then 2 more xp for replacing +1 by +2, then 3 more xp for replacing +2 by +3, … This follows the formula:

characteristic bonus = Int((Sqrt(1 + 8*xp)-1)/2).

For example, a troll with 10 base strength and 6 points of xp in strength will have a strength of 13, while a gnome with base strength 3 and 6 points of xp will get a strength of 6.

The player will create a character that already has some experiences, which means that during character creation, some xp points will be given to the player to distribute at will.