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Non-Trainable Characteristics
Health
Health
- Values:
- Full
- High
- Low
- Death's door
- Dead
- Can be used to stay conscious when you have no more Energy if you succeed in a Constitution test
- Health above Death's door can only go down to Death's door in one roll (i.e., a character cannot get one-shot if their health is above Death's door)
- You regain Health by sleeping or with natural or magical healing
Damage resistance
- Determine the damage you can withstand before losing Health
- Damage resistance = 2 * Strength + 2 * Constitution + Armor/Protection
Energy
Energy
- Values:
- Full
- High
- Low
- Exhausted
- Unconscious
- When you should reach Unconscious from Exhausted, you can remain conscious by succeeding in a Constitution; you will then use your Health to keep acting
- You regain Energy while eating and sleeping. Your body will prefer to rebuild your Health over your Energy.
- A whole night's sleep (5 quarters = 8h) with a full stomach should allow you to go back to Full Energy
Stamina
- Determine the actions you can use before losing Energy
- Stamina = 2 * Constitution + Expertise - Encumbrance
Luck
- D100 throw to determine if Fate is rooting for you today
- Can be used to improve the quality of a test by one rank
- Aeonic boons can increase luck
- Aeonic curses can decrease luck
Moral
- Ability of the character to withstand hardships
Trainable Characteristics
Strength
- Basic statistics for all the physical strength-related tests
- +2 damage resistance
- You need a certain amount of Strength to use a weapon: too little, and you cannot use it correctly; too much, and you may break it
Agility
- Basic statistics for all the physical agility-related tests, for getting out of a fight and stealth.
- +1/2 Combat Skill
Perception
- Basic statistics for all the senses-related tests, foraging and detection
- +1/2 Combat Skill
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
- Total Failure: ask you to leave and/or call for guards
- 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.
Constitution
- +2 damage resistance (help not loosing health)
- +1 energy economy (help not loosing energy)
- A Constitution test is required when you should become Unconscious to remain conscious using your own Health to fuel yourself
- 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = Full 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:
- Total Failure: < -10
- Bad: -10 … -6
- Blah: -5 … -1
- Not bad: 0 … 4
- Good: 5 … 9
- Excellent: >9
The test can be with advantage (or disadvantage), in wich case, you throw twice and take the best (or worst) roll.
Leveling
Each character start with base characteristics which represent the genetic biases. Through their life the character will earn experience which will increase their characteristics. The xp cost increase 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 formula:
characteristic bonus = Int((Sqrt(1 + 8*xp)-1)/2).
For example a troll with 10 base strength and 6 point 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 which already has some experiences, which means that during character creation some xp points will be given to the player to distribute at will.