HACKSSENTIAL RULES ~ CHAPTER II
II. Character
II.1 Attributes
A character in VI·VIII·X is defined by three levels of attributes:
1 Known Stats (KS) These represent the character’s natural potential. The upper limits of their physical and mental abilities. They are visible to both the player and the GM.
2 Unknown Stats (US) These reflect how the character has developed within that potential. They are known only to the GM; players are not aware of their values and should never be told.
3 Exclusive Skills (ES) These define the areas in which a character has trained or gained specific expertise. ES values are known to both the player and the GM.
All attribute values range from 0 to 10, with higher scores indicating greater ability. A stat can never exceed the value of its related Known Stat.
Known Stats (KS) – First level attributes
There are four Known Stats, two physical and two mental:
Build (BU) Physical strength, endurance, and health.
Control (CO) Coordination, speed, and reflexes.
Intellect (IN) Ability to reason, learn, interact with eldritch magic.
Empathy (EM) Social understanding and emotional connection, including alignment with divine magic.
The player rolls KS values according to a method defined by the GM (e.g., roll 4d10, re-rolling 1s and 2s). If a KS drops to 0, the character enters a specific state (see States).
Unknown Stats (US) – Second level attributes
Unknown Stats (US) describe how a character’s abilities have developed based on their potential (KS). The GM manages US values in secret and are not visible to the player. All US attributes except Reasoning and Presence can be modified during the game, up to the limit set by their related KS:
Endurance (END) Stamina, shock resistance, disease tolerance, load capacity.
Vigor (VIG) Vitality, raw strength, physical power, especially in combat.
Accuracy (ACC) Precision with ranged weapons or tasks requiring fine control.
Agility (AGI) Reflexes, quick movements, and finesse with light weapons.
Erudition (ERU) Capacity for learning, recall, mastering eldritch knowledge.
Reasoning (REA) Logical thinking. This is not scored, as it is replaced by the player’s own reasoning in gameplay.Awareness (AWA) Self-awareness, perception of surroundings, and spiritual understanding.
Presence (PRE) A character’s ability to influence others and events. Like Reasoning, it has no numerical score and is based on the player's real-world presence.
Exclusive Skills (ES) – Third level attributes
Exclusive Skills (ES) are specific areas in which the character has gained knowledge or training. Each ES is tied to one US stat and has a score from 0 to 10. A score of 0 means the character lacks all knowledge of the skill and cannot use it unless the GM allows an attempt with a -4 malus.
There are five categories of ES:
Civic (CIV) Professional and trade-related skills.
General (GEN) Versatile skills for exploration and adventure.
Illicit (ILL) Skills used in criminal or covert activities.
Martial (MAR) Combat training and weapon proficiency.
Occult (OCC) Magical knowledge and spellcasting.
Characters begin with 0 in all ES. Skills improve either through leveling up or via secret rules determined by the GM (see Level-up and ES improvement).
II.2 Morality
A character's morality is defined by choosing one of four Paths, each representing a different approach to personal and ethical decisions. Morality is not a fixed trait. Rather, it is represented by a score that evolves over time based on the character’s actions. That score is tracked as a position within a 5x5 grid tied to the chosen Path.
At character creation, the player chooses a Path for their character. This determines the starting quadrant of the morality grid, with the character beginning at position [2,2] (marked with ■). The ideal or “perfect” alignment with a Path is found at position [5,5] (marked with ▲), located at the outer corner of each quadrant.
As the game progresses, the GM tracks the character’s movement on the grid based on their in-game choices. Each morally significant action can shift the character in one or more directions:
↑ Up: action(s) significantly benefitting himself.
→ Right: action(s) significantly benefitting others.
↓ Down: action(s) significantly disadvantaging himself.
← Left: action(s) significantly disadvantaging others.
These moves are not shown to the player unless the character crosses into a different quadrant. When that happens, the GM may discuss the shift with the player, offering them a choice: either change the character’s Path to match the new quadrant, or continue on the original Path with a penalty.
If the player chooses to remain on their original Path after crossing into a new quadrant, the character receives a malus equal to the number of steps from the original quadrant. This malus applies to all actions and rolls, and remains in effect as long as the character stays outside their chosen Path.
Morality is tracked in two ways:
Morality Score: The [x, y] position on the 5x5 grid of the chosen Path.
Morality Index: A simplified measure, calculated as the total steps away from the starting point:
Morality Index = (x + y) – 4
This index affects how quickly a character levels up (see Level-up).
Players are free to choose the PC’s faith and the Patron they worship. However, channeling spellcasters must follow a Patron whose Path matches their own. A misaligned Morality prevents them from casting.
A player may request a deus ex machina intervention by spending points from their character’s Morality Index (up to 3 points, and never reducing it below 0). The general guideline for the cost is:
1 point: Avoid a non-lethal negative outcome.
2 points: Avoid a potentially lethal outcome.
3 points: Resolve a complex or multi-character crisis.
The GM has to handle the in-game application of this rule as if it were a plot twist, like when, in movies, the character is cornered and finds a way.
II.3 State of Mind
Every character has a State of Mind (SOM), representing their current mental and emotional state. This value, from 1 to 10, is known to the player.
A character’s baseline SOM equals their Empathy (EM) score. It can be temporarily modified by significant in-game experiences, especially emotionally impactful or novel ones. Over time, SOM returns to its baseline at a rate of one point per week. Examples include:
+1 for encountering a new, aligned extraplanar or fantastic creature (or –1 if the creature is of opposing alignment).
+1 for defeating an opposing aligned creature not previously encountered (or -1 for being defeated).
+1 or more for events that enhance the character’s reputation or social standing (or -1 for an opposite event).
Special states (for details, see States):
A character with SOM 1 is considered panicked.
A character with SOM 10 is considered exalted.
SOM influence checks, initiative order, and certain reactions as follows:
Initiative Order: Turn order is based on ascending SOM. Those with lower SOM act first (see Sequence).
Bonuses and Maluses: Panicked and exalted states apply modifiers to actions or checks (see [C5-T4]).
Reaction Checks: Whenever a character encounters a new or personally significant situation, the GM may call for a Reaction check based on SOM (see Reaction).
The GM may also extend SOM-based rules to unique or dramatic situations not explicitly covered in the core mechanics.
II.4 Background
A character’s background plays a direct role in shaping who they are. It provides context for their stats and gives depth to the character’s identity in the world. The background consists of two key elements:
Place of Origin
Social Class
Together, these define the character's environment and influence their starting knowledge, skills, and resources. The player proposes a background during character creation, and the GM must approve it to ensure it fits the setting and maintains narrative consistency.
A well-developed and coherent background enhances roleplay and helps guide choices related to attributes, Exclusive Skills, and character development.
II.5 Careers
Every character belongs to a Way, which reflects their social class and general place in the world. Each Way offers a set of Careers, representing the character’s role, training, and early experiences. The Way and Career influence the character’s starting skills, equipment, and special benefits.
There are four Ways, each with two associated Careers:
Way of Rascals: Thief, Assassin
Way of Errants: Druid, Ranger
Way of Commoners: Man-at-Arms, Cleric
Way of Elite: Wizard, Knight
At character creation, the player selects both a Way and one of its Careers. The choice should reflect the character’s background and upbringing. Players may change Careers later, but within the same Way.
Each Career description includes:
Way: The associated social class.
Description: The general role or concept behind the career.
Features: Common traits associated with the career.
Assets: Starting equipment and material advantages.
Benefits: Bonuses granted, such as skill modifiers or social access.
Exclusive Skills: The specific skills available to the career.
Assassin (Way of Rascals)
Description: This career includes those who commit crimes against individuals, such as murder, kidnapping, torture, or other violent acts. Assassins are trained in the use of force, stealth, and often poison.
Features: Assassins are skilled in physical violence, the use of toxins, and remaining unseen or undetected when necessary.
Assets: Assassins receive double the standard assets at character creation based on their background.
Benefits: +1 per level to one Illicit ES, starting with Workmanship (Vile Arts). Access to a local criminal network and illicit items (e.g., poisons). Familiarity with the language, codes, customs of the underworld.
ES: Body Control; Brawl; Combat Art (bows, crossbows, daggers, heavy blades, light blades, thrown weapons, unconventional weapons, vile weapons); Deceive; Detect; Dodge; Legerdemain; Perception; Stamina; Stealth; Tamper; Workmanship (apothecary, Vile Arts); Wrestle.
Cleric (Way of Commoners)
Description: Clerics are individuals who serve an organized faith, often holding an active role within a religious order. Their authority is typically recognized even outside their specific community.
Features: A Cleric lives in service to a divine Patron, aligning their life and choices with the Patron’s Path. This devotion grants them access to Clerical Canons, a form of divine magic. Some Patrons may require oaths, such as vows of poverty or chastity, as part of this commitment.
Assets: No additional assets beyond those granted by the character’s background.
Benefits: +1 per level to one Civic ES, starting with Education (Religion).
Membership in a religious order (incl. privileges and protections). Reaction modifiers based on status within religious hierarchies (context-dependent). Ability to cast Clerical Canons (requires alignment between the character’s Morality and the Patron’s Path).
ES: Artistic Vein (specific); Brawl; Clerical Canon (Prayer); Combat Art (thrown weapons); Dodge; Education (Alchemy, Art, Astrology, Geography, Heraldry, Language, Medicine, Mythology, Nature, Religion, Science, History); First Aid; Lore (CC); Perception; Stamina; Workmanship (apothecary, sawbones).
Druid (Way of Errants)
Description: Druids are mystics of the wilderness who practice eldritch magic outside the formal traditions of wizardry. They live on the fringes of civilization, often in rural, wild, or nomadic communities, and are guided by spiritual and natural forces.
Features: Druids hold respected positions within their communities, serving as wise men and custodians of tradition. They wield magic rooted in ancient knowledge, though their access to certain magical skills may be limited depending on their region. At the GM’s discretion, Druids may channel divine magic instead of using Secret Sorcery, provided their Patron’s Path aligns with their own; in such cases, Clerical Canons replace Secret Sorcery.
Assets: No additional assets beyond those granted by the character’s background.
Benefits: +1 per level to one Occult or General ES, starting with Lore (SS).
Membership in the druidic community and access to its customs and traditions. Participation in councils of rural or nomadic leaders. Reaction modifier when interacting with fellow Druids or their communities.
ES: Brawl; Clerical Canon (Prayer); Combat Art (bows, thrown weapons, unconventional weapons); Dodge; Education (Astrology, Language, Medicine, Mythology, Nature, Religion, History); First Aid; Hunt; Lore (SS or CC); Outdoor Survival; Perception; Ride; Secret Sorcery (Word); Stamina; Train Animals; Workmanship (apothecary).
Knight (Way of Elite)
Description: Knights are members of the upper class, typically part of a noble court or serving a ruling lord. They are trained in the arts of war and etiquette, embodying both martial prowess and aristocratic tradition.
Features: Knights are not only skilled fighters but are also expected to understand and uphold the customs of nobility. They are familiar with courtly life, heraldry, and the social structures of their region.
Assets: Starting assets are multiplied by 10 (based on the character’s background).
A trained mount is granted as a bonus.
Benefits: +1 per level to one Civic or Martial ES, starting with Education (Heraldry). Access to the ruler’s court, with all the influence and protections it offers. Familiarity with local noble families, traditions, court etiquette.
ES: Artistic Vein (specific); Brawl; Combat Art (blunt weapons, bows, crossbows, daggers, heavy and light blades, polearms, thrown weapons); Dodge; Education (Art, Economics, Geography, Heraldry, Language, Mythology, Religion, History); Hunt; Perception; Ride; Stamina; Trained in Armors and Shields.
Man-at-arms (Way of Commoners)
Description: Man-at-Arms are professional soldiers, city guards, or mercenaries. They are fighters trained for combat and survival in hostile conditions. They are the backbone of military forces and often find themselves on the front lines.
Features: These characters possess strong physical conditioning and are proficient in the use of weapons and armor. Whether serving in a standing army or fighting for hire, they are well-prepared for life on the battlefield.
Assets: No additional assets beyond those granted by the character’s background. However, the character receives one bonus item (a weapon or a piece of armor).
Benefits: +1 per level to one Martial ES, starting with Combat Art. Access to a military environment and the advantages it may offer (such as housing, employment, or legal protections).
ES: Brawl; Combat Art (axes, blunt weapons, bows, crossbows, daggers, heavy and light blades, polearms, thrown and unconventional weapons); Dodge; First Aid; Outdoor Survival; Perception; Ride; Stamina; Trained in Armors and Shields; Wrestle.
Ranger (Way of Errants)
Description: Rangers are skilled wilderness travelers and hunters who blend martial ability with deep knowledge of the natural world. Often serving as scouts, trackers, or bounty hunters, they thrive in untamed regions far from civilization.
Features: Rangers are trained to survive in harsh environments, excel at ranged combat, and read the signs of the wild. Their familiarity with terrain, flora, and fauna makes them valuable guides and formidable opponents.
Assets: No additional assets beyond those granted by the character’s background. However, the character may choose one bonus item from the following: sleeping bag, flintlock, cooking utensils, rope, or oilcloth.
Benefits: +1 per level to one General ES, starting with Outdoor Survival.
Knowledge of local wildlife, weather patterns, natural hazards. Ability to track, forage, and interpret signs in the wilderness.
ES: Brawl; Combat Art (axes, bows, daggers, heavy and light blades, polearms, blunt thrown and unconventional weapons); Detect; Dodge; First Aid; Hunt; Outdoor Survival; Ride; Stamina; Swim; Train Animals; Trained in Armors and Shields; Workmanship (tanner); Wrestle.
Thief (Way of Rascals)
Description: Thieves are specialists in crimes against property; burglars, fences, con artists, and racketeers. While they may avoid open violence, they excel at deception, stealth, and exploitation of the urban underworld.
Features: A Thief is adept in illicit activities such as lockpicking, pickpocketing, forgery, and smuggling. They also possess a keen eye for valuable items and an ability to assess their worth accurately.
Assets: Starting assets are doubled based on the character’s background.
Benefits: +1 per level to one Illicit ES, starting with Workmanship (Vile Arts). Access to criminal networks and black-market goods (e.g., poisons).
Familiarity with the codes, slang, and customs of the outlaw world.
ES: Appraise; Body control; Brawl; Combat Art (crossbows, daggers, light blades, thrown and unconventional and vile weapons); Deceive; Detect; Dodge; Education (Heraldry, History); Legerdemain; Perception; Stamina; Stealth; Tamper; Workmanship (Vile Arts).
Wizard (Way of Elite)
Description: Wizards are masters of eldritch magic, individuals with exceptional mental potential and access to esoteric knowledge. They study arcane secrets, often within the walls of magical schools or learned societies.
Features: Wizards are known for their ability to reshape reality through spellcraft. They are respected, and sometimes feared, for their command of powerful magic. Most live and study in specialized institutions, exchanging knowledge and refining their craft.
Assets: Starting assets are multiplied by 5 (based on the character’s background)
The character begins with 1d4 books as bonus equipment
Benefits: +1 per level to one Occult ES, starting with Lore (Secret Sorcery). Access to a wizarding school, including its libraries, laboratories, and resources. Reaction modifier within communities that respect arcane knowledge.
ES: Appraise; Artistic Vein (specific); Brawl; Combat Art (thrown weapons); Dodge; Education (any); Lore (Secret Sorcery); Perception; Secret Sorcery (Word); Stamina.