Traits & Characteristics▼

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Computed Physical Overview

Height
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Weight
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Speed
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Target Size
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Blood
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Background & Notes▼

Raw Stats▼

Points Used
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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

Skill Points Used
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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.

NameHeightPowerSpeed ToughnessQuintessenceNight 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.

SkillTypeCostRequired AttrSuccess 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.

MaterialWt/ModGapSlashStabSmash/BashBurnShockFreezeCorrodeQuint.

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.

PieceSlotMaterialGapNoiseVision%Hearing%ImpedancePrice/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.

WeaponTypeActionMin ReachReachHit FormulaMaterialMin PowerDmg MaxMax Pwr ModWtPriceQuint.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).

WeaponTypeActionRange Inc.Max RangeReloadHit FormulaMaterialMin PowerDmg MaxMax Pwr ModWtPrice

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.

NameWtPriceToughStamBloodClearsBuff

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.

NameWtPrice

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.

NameClassTypeTargetRangeCastCostMemoryDifficulty

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.

Your Purse
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⚔ Melee Weapons▼

WeaponDamage TypeMax DmgMin PowerWtPriceOwned

🏹 Ranged Weapons▼

WeaponDamage TypeMax DmgMin PowerWtPriceOwned

🎒 Equipment▼

ItemWtPriceOwned

🧪 Consumables▼

ItemWtPriceOwned

🪖 Armor Pieces▼

Priced at whatever size you buy it — defaults to your own Target Size.

PieceSlotMaterialSizePriceOwned

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.

Body Weight
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Weapon Weight
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Equipment Weight
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Armor Weight
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Total Carried
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Can Deadlift
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Maximum Speed
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🎒 Carried

Weapons

WeaponDamage TypeWeight (lbs)Reach

Equipment

ItemQtyUnit WeightTotal 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.

PieceSlotMaterialSizeWeightCost

📦 In Storage

Kept safe somewhere — it doesn't weigh you down and can't be held. Take it back to carry it again.

ItemTypeWeight

🤝 Given Away

ItemGiven toWhen

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.

NameWeapon TypeMin LvlHitDamageParryAim (s)Range x

Character Playsheet

Identity

Name—
Species—
Body Type—
Sex—
Age—
Native Language—

Physical

Height—
Weight—
Weight (with Equipment)—
Maximum Speed—
Target Size—
Blood—
Purse—

Raw Stats▼

Final Attributes▼

Held Items▼

Available Actions
Available Actions

Armor▼

Loadout▼

Nothing equipped.

Selected Skills▼

None selected.

Selected Features▼

None selected.

Techniques▼

No techniques chosen.

Spell Book▼

No spells known.