Traits & Characteristics▼
set avatar
Computed Physical Overview
Background & Notes▼
Raw Stats▼
Final Attributes▼
Calculated from raw stats × characteristic modifiers. These are the values used in play.
Physical
Movement
Cognitive
Senses
Features — Blessings & Curses
Select traits that define your character's history and nature.
Skills
Species
Add or edit playable species. Attribute values are multipliers (1.0 = neutral). Height is the base height in inches before age/height modifiers. Weight is a body-weight multiplier.
| Name | Height | Power | Speed | Toughness | Quintessence | Night Vision |
|---|
Skills
Define new skills or edit/delete existing ones. Success % is the sum of the chosen attributes' values, capped at 100%. Set a count greater than 1 to add an attribute multiple times — e.g. Knowledge = 3 makes success = Knowledge × 3.
| Skill | Type | Cost | Required Attr | Success Attrs |
|---|
Armor
Define new armor materials or edit/delete existing ones. Weight per piece = area weight ratio × target size × Weight/Mod. Damage modifiers are typically negative (damage reduction); Quintessence can also be negative (interferes with magic).
How this reduction is applied in combat: a hit rolls raw damage from 1 up to the weapon action's Max Damage (scaled by the attacker's Power), then subtracts the armor's modifier for that damage type on the location struck, then the result is capped at the weapon's Max Damage again. That means a strong attacker whose raw roll already lands near or above Max Damage can punch through most or all of an armor's reduction — the cap re-asserts itself before armor gets to matter. Armor is most protective against weaker or unlucky rolls, and against attacks with a low Max Damage relative to the armor's modifier; it does less to blunt a heavy hitter's best swings. If a hit "shows no reduction," check the roller's damage line — it prints the raw roll, the armor subtraction, and whether the Max Damage cap kicked in.
| Material | Wt/Mod | Gap | Slash | Stab | Smash/Bash | Burn | Shock | Freeze | Corrode | Quint. |
|---|
Armor Pieces
A specific manufactured item (Full Helmet, Kettle Hat, ...) that references one Material above — the material still supplies damage reduction and Weight/Mod — but carries its own Gap, Noise, and Vision/Hearing modifiers (a full helm covers the face, a kettle hat doesn't, even in the same steel). Slot "Any (Generic)" fits any body slot as plain draped material with no special shape — one is auto-created per Material so nothing you already set up needs to change. A character buys/finds a SPECIFIC SIZE of a piece in the Loadout tab; that size (not this row) determines its actual weight and cost.
| Piece | Slot | Material | Gap | Noise | Vision% | Hearing% | Impedance | Price/Mod |
|---|
Melee Weapons
Define new melee weapon actions or edit/delete existing ones. A single weapon (e.g. Battleaxe) typically has multiple rows here — one per action it can perform (Slash, Smash, Parry, Hook, etc.) — since each action has its own reach, hit formula, and damage.
| Weapon | Type | Action | Min Reach | Reach | Hit Formula | Material | Min Power | Dmg Max | Max Pwr Mod | Wt | Price | Quint. | Natural Slot |
|---|
Ranged Weapons
Define new ranged weapon actions or edit/delete existing ones. Range Increment is the distance unit used for range-based penalties; Max Range is the absolute limit (leave blank for none).
| Weapon | Type | Action | Range Inc. | Max Range | Reload | Hit Formula | Material | Min Power | Dmg Max | Max Pwr Mod | Wt | Price |
|---|
Consumables
Define potions and other expendable items. Restore values heal Toughness/Stamina/Blood; Clears lists conditions removed (comma-separated, e.g. bleeding); the Buff applies an attribute bonus for a GM-managed duration.
| Name | Wt | Price | Tough | Stam | Blood | Clears | Buff |
|---|
Equipment
General gear — backpacks, rope, tools, and the like. Weight-only until now; Price lets these be bought through the Shop alongside weapons, armor, and consumables.
| Name | Wt | Price |
|---|
Economy
Currency is Crowns and Pence (100 pence = 1 Crown). A brand-new character's starting purse is this baseline, multiplied by their background if they took Noble or Urchin/Underclass as a Blessing/Curse — set once, at that character's very first save, and never recomputed after (so it can't undo a player's own spending).
Catalog Prices
For a campaign whose Weapons/Equipment/Consumables/Armor Pieces were set up before prices existed — fills in a starting price for anything that doesn't have one yet (never overwrites one you've already set by hand), and adds any newer default items your list is missing entirely (e.g. Arrows, Crossbow Bolts).
Spells
Define spells for casters to learn. Cost is per cast, or per round while Maintained is checked. Difficulty is the Logic/Intuition/Knowledge value a caster's own stat is measured against — casting builds success% each round the caster concentrates instead of releasing, so there's no fixed casting time to set. Area/AOE targeting, Attack damage, and Creation-type spells (a persistent object) are captured here but not all mechanically active yet — see the spell's own notes.
| Name | Class | Type | Target | Range | Cost | Memory | Difficulty |
|---|
Shop
Buy gear straight from whatever's in Game Config — a purchase is deducted from your own purse immediately and added straight to your Loadout, same as adding it there by hand.
⚔ Melee Weapons▼
| Weapon | Damage Type | Max Dmg | Min Power | Wt | Price | Owned |
|---|
🏹 Ranged Weapons▼
| Weapon | Damage Type | Max Dmg | Min Power | Wt | Price | Owned |
|---|
🎒 Equipment▼
| Item | Wt | Price | Owned |
|---|
🧪 Consumables▼
| Item | Wt | Price | Owned |
|---|
🪖 Armor Pieces▼
Priced at whatever size you buy it — defaults to your own Target Size.
| Piece | Slot | Material | Size | Price | Owned |
|---|
Loadout
What your character owns: what you're carrying, what's in storage, and what you've given away. Buy or find gear in the Shop. Carried gear counts toward your weight and can be held in your hands; stored gear is kept safe and weighs nothing. Anything can be handed to another character, a mount or a monster.
🎒 Carried
Weapons
| Weapon | Damage Type | Weight (lbs) | Reach |
|---|
Equipment
| Item | Qty | Unit Weight | Total Weight |
|---|
Armor
Buy or record a specific armor piece in the size YOU need — weight and cost are fixed to that size the moment it's added, not recalculated later. Armor scavenged from someone else keeps whatever size fit THEM, so it'll only actually equip (see the Armor tab) if it happens to match your own Target Size.
| Piece | Slot | Material | Size | Weight | Cost |
|---|
📦 In Storage
Kept safe somewhere — it doesn't weigh you down and can't be held. Take it back to carry it again.
| Item | Type | Weight |
|---|
🤝 Given Away
| Item | Given to | When |
|---|
Armor
Equip a piece you're carrying (see Loadout) into each body slot — a piece sized for someone else won't fit and shows disabled.
Spell Book
Any character with at least 1 point in Quintessence can permanently memorize spells here, spending Memory Points (Knowledge × Level) — a matching magic-class skill (Arcane, Deific, Demonic, Nature) doesn't unlock spells any more, it only boosts casting success. Once memorized, a spell can't be unlearned or exchanged.
Techniques
Techniques are fighting skills tied to a weapon type (Axe, Longsword, ...). Choose them up to your class's allowance per level × your Level; each is gated by the level shown. They only apply while using a weapon of that type. You can respec freely while the game is in development.
Techniques
Techniques characters can choose per Weapon Type. Hit = added to the attack's hit chance; Damage = added to the damage roll; Parry = added to a Parry made with that weapon type. Allowance is techniques gained per level, by class.
| Name | Weapon Type | Min Lvl | Hit | Damage | Parry | Aim (s) | Range x |
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