CORE RULES ~ CHAPTER II

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II. Character’s definition

II.1. Character’s attributes

Any character is described by 3 different levels of attributes.

The 1st level attributes are the ‘Known Stats’ (KS): the overall natural abilities of the character, these represents the maximum potential of the character. The KS are disclosed to both the player and to the GM.

The 2nd level attributes are the ‘Unknown Stats’ (US): how the character develops his KS, if the KS are the maximum potential, these are the actual current development of the character. The US are disclosed to the GM only: the player is unaware of them and should never be informed.

The 3rd level attributes are the ‘Exclusive Skills’ (ES): the field of application of the US, where the character decides to focus on. The ES are known by both player and GM.

Every attribute has a value from 1 to 10 (the higher the better).

There is a relationship among the levels; every level of attributes is linked to the previous one as the chart below:

II.2. First level of attributes

The known stats (KS) are divided into 4 types, 2 physical and 2 mental, as follows:

  • Build (BU): strength, endurance and health.

  • Control (CO): coordination, speed and reflexes.

  • Intellect (IN): reasoning, learning, and understanding or interacting with the powers of eldritch magic.

  • Empathy (EM): cognition and social relationships, in addition, communion with divine magic.

A score of 0 indicates the extreme negative: death for Build, paralysis for Control, coma for Intellect, vegetative state for Empathy (see States of the character).

The KS are rolled by the player. The GM needs to set up a rule to let the players determine their KS, as a mere example: roll 6d10 and discard the highest and the lowest result; roll 2 series of 4d10 and keep the best one; roll 4d10 and re-roll scores of 1 or 2; allow the player to freely distribute 24 points (raise or lower the total to suit desired gameplay).

II.3. Second level of attributes

The unknown stats (US) describe how the PC has developed his KS.

  • Endurance (END): degree of resistance to prolonged efforts, body shocks, intoxications or diseases and the carrying capacity.

  • Vigor (VIG): both vitality and muscle capacity or whenever a test of strength is required, included combat with most weapons.

  • Accuracy (ACC): all combat actions with ranged/thrown weapons or actions that require a steady hand or great precision.

  • Agility (AGI): alertness, reflexes, some combat actions with light weapons and the movement of a character.

  • Erudition (ERU): ability to store information and concepts and to deal with eldritch sorcery.

  • Reasoning (REA): use of logic regardless to the knowledge of the PC. This attribute has nor score neither related ES because the player’s capabilities replace it for any in-game application.

  • Awareness (AWA): how much the character knows himself, his limits and the surrounding world and handling clerical canons.

  • Presence (PRE): influence of the character on others and events. Like for Erudition, score and related ES are replaced by player’s real presence for any in-game application.

All the US attributes can be modified during the game but Reasoning and Presence.

The score in an attribute cannot be higher than the related 1st level attribute score:

A PC with 7 in Build may have both Endurance and Vigor with a score between 1 and 7; the same logic can be applied between KS and ES thus making 7 the highest score for that PC in any ES related to Build.

None of these stats give a measure of the character's ‘degree of beauty’ because such an attribute doesn’t affect any mechanic and it only contributes to the character’s characterization in terms of role-play.

II.4. Third level of attributes

The Exclusive Skills, ES, are related to an US and represent the fields where the character has trained and developed his capabilities.

The ES have a score between 1 and 10 like KS and US, with a score of zero in case the character does not know the skill at all.

There are five groups of ES namely:

  • Civic (CIV) – Skills to master a practical job or profession.

  • General (GEN) – Skills useful for adventure and campaign.

  • Illicit (ILL) – Skills of outlaws and criminally minded.

  • Martial (MAR) – Skills to use weapons and armor.

  • Occult (OCC) – Skills to understand and control magic.

The ES are attributes which can increase over the life of the character in two ways: character's level progression or as a result of an unknown rule set by the GM (for details, see respectively Character's improvement by Growth and Character's ES improvement).

Any character starts with an ES score of zero (no knowledge). Then as the ES is learnt the score is set to 1 and it can improve as the game develops.

The score of an ES is limited to the value of the relative KS (like the US).

For any known ES the player must have a clear explanation or rationale why his character pursues that skill.

An ES cannot be used without knowledge (i.e. score at 0). However the GM on a case-by-case basis may grant a waiver: a character with no knowledge has a malus of -4 (for details, see Performing an action).

II.5. Character’s background

The character's origins impact on the PC directly: a solid and coherent history of the PC is requested to give depth to the PC’s stats.

The background is defined according to the place of origin and the social class: both allow the PC to access certain ES (see Character's creation). The GM has to approve any ES outside the selection a player wants to access.

II.6. Character’s Morality and faith

Every character in the game has a Morality and is free to worship a divinity, called Patron. Morality is declined into four Paths, each defined according to one area of the following graph:

The score of Morality is unknown to the player and the GM will keep track of it; the player decides which path the PC will follow at inception.

Morality is not a fixed parameter, it changes over the life of the character and is defined by a position within the quadrant of the chosen path.

Every quadrant is a 5x5 grid with the ‘starting position’ in [2, 2] of the chosen quadrant (marked with a square in the graph below). The Moral nature of the character aims the ‘perfect status’ in the position [5, 5] (marked with an asterisk on the external corners of the following graph).

The GM may decide a step into one of the four directions based on the impact during the game of a PC’s single act or a sequence of actions:

  • Up: action(s) significantly benefitting himself.

  • Right: action(s) significantly benefitting others.

  • Down: action(s) significantly disadvantaging himself.

  • Left: action(s) significantly disadvantaging others.

The GM keeps track of the Morality development without disclosing it to the player with an exception: if the Morality moves into a different quadrant than the original one, there are 2 options: whether to keep the chosen quadrant or to change path.

When the PC acts in a way that his Morality has fallen into a different quadrant, the circumstance is an exception to avoid disclosure to players: the GM is free to discuss with the player what would be best for his PC: whether to keep the chosen quadrant or to change path during the game. Should the player want to keep the original quadrant, the GM applies a malus equal to the distance from the original quadrant to any action or roll on top of any result until he will step back into his original Path.

While the score of Morality is the couple of values corresponding to the position in the quadrant of the character's path, the Morality Index is the ‘distance’ from the ‘starting position’ (i.e. sum of the current position points minus 4, which is the sum of the starting position points): this is a second way to measure Morality within the game.

A character has a Morality of [2, 2] in the Path of Glory (that value is the starting point); after some time, the character has behaved in a way that the GM has made two moves in his Morality: first a step up (positive action mainly towards himself) and then a step right (positive action towards the others). After these actions the character's value is [3, 3]. In the first status, the character has 0 Morality Index, whereas in the updated status the character has +2 Morality Index (corresponding to (3+3)-(2+2)).

The Morality affects PC’s progression: the Morality Index affects the speed in reaching the following level of experience (see Levelling up).

The player is free to choose the PC’s Faith and the Patron worshipped by his PC. There is no link between the paths of Morality of a character and of an Immortal with an exception: in case the PC is a channeling spellcaster, then a Morality misalignment grants no channeling powers.

Should there be any rule working on the Morality, like a spell effect, the only relevant alignment to be checked is the character’s Morality, while faith is not relevant for this purpose.

It is possible to spend one or more points of the PC’s Morality Index (up to 3 and until the index reaches 0 and not below) to get a ‘deus ex machina’ intervention. The overall guideline for the cost is: 1 point for a non-lethal negative effect on the PC; 2 points for a potentially lethal effect on the PC; 3 points for a more complex situation with other characters involved.

II.7. Character’s State of Mind

Every character has a value which represents their current State of Mind (SOM) during the game.

The State of Mind is a value between 1 and 10 like any stat in the game and it is known to the player.

The baseline for this stat is the same value of the PC’s EM, or 5 if EM is not applicable.

The value of State of Mind can be modified by certain external factors; these factors are experiences ‘new’ or ‘relevant’ to the character.

The GM evaluates on a case-by-case basis, here are some examples:

  • an event which improves Morality score grants a 1-point increase in SOM (a decrease of 1 point occurs in the opposite case);

  • an encounter with an aligned fantastic or extra-planar creature never met before yields a +1 (a -1 if opposite alignment);

  • a success in combat against an opposite-aligned creature never encountered grants a +1 SOM modifier (and -1 if aligned);

  • a success recognized by other PCs or an event that increases PC’s reputation in the eyes of others.

A character is considered panicked when he reaches a score of 1 or exalted with a score of 10 (for details, see States of the character).

The score of State of Mind determines the order in the sequence of the turn (see Sequence of the game) and affects a character’s check with a bonus or a malus in case of either exalted or panicked characters (see Bonus and malus application).

The score of State of Mind naturally tends towards the baseline; when a character has a score modified by external factors (see above), this value will reposition itself to the Empathy score at a rate of 1 step per week.

A PC with 7 of SOM and 5 of EM, will have a drop of 1 in SOM the week after the last increase/decrease and another drop of 1 the week after making the score of SOM equal to 6 for one week and equal (and stable) to 5 the following week. After two weeks the score of SOM will reach the same value of EM (assuming no events happen in this timeframe) and will be steady until a ‘new’ event modifies it. This also works in the other way round: from a score of SOM lower than EM will increase at a pace of 1 point per week up to the value of EM.

The score of SOM is challenged whenever a character has an interaction ‘new’ or ‘relevant’ however the GM is able to extend this rule to peculiar cases described under the rule of Reaction (see Reaction).

II.8. Character’s Ways and careers

All characters belong to a certain social class, according to their background and origin and the Way embeds the idea of a social class.

There are four Ways: Rascals (the lowest rung of the social hierarchy), Errants (people who live outside a developed social environment), Commoners (the middle class), Elite (the top of the social hierarchy).

Within each Way, a character may choose a career as follows:

  • Way of Rascals: Thief, Assassin.

  • Way of Errants: Druid, Ranger.

  • Way of Commoners: Man-at-arms, Cleric.

  • Way of Elite: Wizard, Knight.

At character's creation, a player chooses a Way and a related career based on the PC’s background. The player is eventually free to switch among careers of the same Way. Any change in the Way of a PC should have a sound explanation or be explained by events and in any case be approved by the GM.

The career defines the access to its ES as well as other features during the character’s creation (see The careers). In the next paragraph some classes are presented: these should be considered as standard options however the player and the GM are free to create any other build as a new class keeping the background rules safe (see Character's creation).

II.9. The Careers

The careers are defined with a general description by means of Way, Description (short description), Features (traits of a character belonging to that career), Assets (the starting equipment), Benefits (advantages granted to that career), ES (Exclusive Skills of the career).

Assassin (Way: Rascals)

Description: this career encompasses any crime against the person such as murder, kidnapping, torture and other atrocities.

Features: an assassin is trained to use physical violence, poisons or similar products, and to be unseen or undetected when the situation requires.

Assets: x2 bonus multiplier to be applied to the base background assets.

Benefits: bonus of +1 per level on one Illicit ES thereof 1st level to be spent on Workmanship (vile arts); access to the criminal network of the place of origin and to illicit items (i.e. poison); knowledge of idioms and conventions within outlaw environment.

ES: Body control; Brawl; Combat art (with bows, crossbows, daggers, heavy blades, light blades, thrown weapons, unconventional weapons, vile weapons); Deceive; Detect; Dodge; Legerdemain; Perception; Stamina; Stealth; Tamper; Workmanship (apothecary, other minor arts, vile arts, weaponsmith); Wrestle.

Cleric (Way: Commoners)

Description: this career is fit for those aiming to have an active role within a religious order; this is also recognized by who is not part of it.

Features: a cleric has a vocation and entrusts his existence to follow the path of the worshipped Patron and its purpose; he is able handle a form of magic called Clerical Canons (i.e. same Morality as a prerequisite).

Assets: no bonus to be applied to the base background assets. Some Patrons require a vow (e.g. poverty or chastity).

Benefits: bonus of +1 per level on one Civic ES thereof 1st level to be spent on Education (religious); access to a religious order with the benefits may imply; reaction modifier due to belonging to a hieratic group (it varies according to the social context); casting of Clerical Canons.

ES: Artistic Vein (specific); Clerical Canon (prayer); Combat art (with thrown weapons); Education (alchemic, artistic, astrologic, geographic, heraldic, linguistic, medical, mythological, naturalistic, religious, scientific, historical); First aid; Lore (Clerical Canons); Perception; Stamina; Workmanship (apothecary, sawbones).

Druid (Way: Errants)

Description: this career is dedicated to characters who choose to cast eldritch spells without being a wizard and, at the same time, to live in sparsely civilized areas. The GM can allow the druid to be a channeling spellcaster with the constraint of the same Patron’s Path (i.e. same Morality as a prerequisite).

Features: druids are prominent figures in small rural or nomadic communities; they are part of large councils of their own kind; they are adept at using magic with some limits in accessing magical knowledge depending on the region.

Assets: no bonus to be applied to the base background assets.

Benefits: bonus of +1 per level on one Occult or General ES thereof 1st level to be spent on Lore (Secret Sorcery); access to the community of Druids; knowledge of customs and traditions and participation to the council of the wise men of their communities; reaction modifier among his community.

ES: Combat art (with bows, thrown weapons, unconventional weapons); Education (astrologic, language, medical, mythological, naturalistic, religious, historical); First aid; Hunt; Lore (Secret Sorcery); Outdoor survival; Perception; Ride; Secret Sorcery (word); Stamina; Train animals; Workmanship (apothecary).

Knight (Way: Elite)

Description: this career is intended for those who are part of an upper class, being part of a ruler's court is a prerequisite.

Features: trained to fight and to have knowledge of the habits of a court.

Assets: x10 to be applied to the base background assets. A mount is a bonus granted to this career.

Benefits: bonus of +1 per level on one Civic or Martial ES thereof 1st level to be spent on Education (heraldic); access to the ruler's court; knowledge of traditions, the etiquette and the noble families of the region.

ES: Artistic Vein (specific); Combat art (with blunt weapons, bows, crossbows, daggers, heavy blades, light blades, polearms); Dodge; Education (artistic, economic, geographic, heraldic, linguistic, mythological, religious, historical); Hunt; Perception; Ride; Stamina; Trained in armors; Trained in shields; Workmanship (banker, goldsmith, notary).

Man-at-arms (Way: Commoners)

Description: this career is dedicated to the specialization in the martial field like soldiers, civic guards or mercenaries.

Features: strong physical skills and proficiency in weapons and armor.

Assets: no bonus to be applied to the base background assets. However a bonus item (a weapon or an armor) is granted.

Benefits: bonus of +1 per level on one Martial ES thereof 1st level to be spent on any Combat art; access to military environment with all the benefits it may imply.

ES: Brawl; Combat art (with axes, blunt weapons, bows, crossbows, daggers, heavy blades, light blades, polearms, thrown weapons, unconventional weapons); Dodge; First aid; Outdoor survival; Perception; Ride; Stamina; Trained in armors; Trained in shields; Workmanship (blacksmith, weaponsmith); Wrestle.

Ranger (Way: Errants)

Description: travelers of the wildlands with marked martial and outdoor survival skills; the most common figures belonging to this class are scouts, bounty hunters or, in general, wandering warriors.

Features: trained in the use of weapons, ideally the ranged ones and in every aspect essential to grant survival in uncivilized territories.

Assets: no bonus to be applied to the base background assets. However, one bonus equipment is granted among the following: sleeping bag, flintlock, cooking utensils, rope, oilcloth.

Benefits: bonus of +1 per level on one General ES thereof 1st level to be spent on Outdoor survival; knowledge of local flora and fauna, ability to recognize signs in a wild environment and general outdoor survival.

ES: Brawl; Combat art (with axes, blunt weapons, bows, daggers, heavy blades, light blades, polearms, thrown weapons, unconventional weapons); Dodge; First aid; Hunt; Outdoor survival; Ride; Stealth; Stamina; Swim; Train animals; Trained in armors; Trained in shields; Workmanship (carpenter, tanner); Wrestle.

Thief (Way: Rascals)

Description: similar to the assassin class with one main difference: only crimes against property like burglars, receivers, tricksters and racketeers.

Features: proficiencies in illicit activities; ability to evaluate an object and correctly estimate its value.

Assets: x2 to be applied to the base background assets.

Benefits: bonus of +1 per level on one Illicit ES thereof 1st level to be spent on Workmanship (vile arts); access to the criminal network of the place of origin and to illicit items (i.e. poison); knowledge of idioms and conventions within outlaw environment.

ES: Appraise; Body control; Brawl; Combat art (with crossbows, daggers, light blades, thrown weapons, unconventional weapons, vile weapons); Deceive; Detect; Dodge; Education (heraldic, historical); Legerdemain; Perception; Stamina; Stealth; Tamper; Workmanship (goldsmith, other minor arts, vile arts).

Wizard (Way: Elite)

Description: focus on the use of magic; those who become wizards have high mental potential and can access secret studies and practices.

Features: recognized as powerful characters who can bend reality with their magical arts; they often live among like-minded people in schools.

Assets: x5 to be applied to the base background assets. As a bonus equipment, up to four (1d4) books are granted to these characters.

Benefits: bonus of +1 per level on one Occult ES thereof 1st level to be spent on Lore (Secret Sorcery); access to the Wizard's school (i.e. to the library, the laboratory and so forth); reaction modifier in the area.

ES: Appraise; Artistic Vein (specific); Combat art (with thrown weapons); Education (alchemic, astrologic, engineering, geographic, heraldic, linguistic, medical, mythological, naturalistic, religious, scientific, historical); Lore (Secret Sorcery); Perception; Secret Sorcery (word); Stamina; Workmanship (apothecary, notary).

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