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Not trainable characteristics
Health
- You reach 0 and you die
- Can be used to keep conscious when you have no more Energy if you succeed a Stamina test
- You regain Health by sleeping or with natural or magical healing
Energy
- When you reach 0 you can continue to be conscious only by succeeding a Stamina test, you will then use your Health (2 for 1) to keep acting
- Every action consumes Energy, for the same effect, the use of Double-Living capacity consumes more Energy
- You regain Energy while eating and sleeping, never exceeding the Stamina capacity. Your body will prefer rebuild your Health before your Energy.
- A full night (8h) with a full stomach allow you to regain your Stamina as ½Health/Energy
Trainable Characteristics
Strength
- Basic statistic for all the physical strength related tests
- +1 Health
- You need a certain amount of Strength to use a weapon: too little and you cannot use it properly, too much and you may break it
- You can carry up to your Strength without having energy penalty
Agility
- Basic statistic for all the physical agility related tests, for getting out of a fight and stealth.
- +1/2 Combat Skill
- You need to do a Agility test to regain stance once destabilized.
Perception
- Basic statistic for all the senses related tests, foraging and detection
- +1/2 Combat Skill
- Stat required for the Reactive stance
Will
- Capacity to influence others and to resist the influence of others.
- It is not only the appearance but also the way you comport yourself and you will power.
- It can be used to intimidate, seduce, negotiate…
- Negotiation test = Will vs Will
- Zero: ask you to leave and/or call the guard
- Bad: buy 5/4 - sell 1/3
- Blah: buy 1 - sell 1/2
- Not bad: buy 11/12 - sell 3/5
- Good: buy 5/6 - sell 2/3
- Excellent: buy 4/5 - sell 4/5
Focus
- Capacity to focus the mind to control your Second-Life capacity.
- It is not the strength of the capacity but your ability to do what you want with it.
- Use to stop the canalisation of too voracious spell
Stamina
- +1 Energy max
- A Stamina test is required when you reach 0 Energy to keep being conscious using you own Health to fuel yourself
- 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = max Energy
Trainable Skills and masteries
- Combat Skill (cs) represents your ability to fight and is used for Attack or Defense, it's the mean of Agility and Perception. (see RPG Combat Rules)
- Weapon mastery represents your ability to fight with a specific type of weapon (see Weapons)
- Second-Life mastery represents your capacities and mastery of your second-life (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:
- Zero: < -10
- Bad: -10 … -6
- Blah: -5 … -1
- Not bad: 0 … 4
- Good: 5 … 9
- Excellent: >9