You've yeed your last haw
Targets and Modifiers:
- Rolls do not dictate how a player character thinks, feels, or reacts to something. These are for use in CRP, events, and situations generally outside the realm of normal interaction.
- Skills should feel rarely reliable in how they reflect character ability.
- The outcome of rolls still fall within the realm of what’s plausible, and remain contingent on what’s being emoted. A high roll doesn’t allow a sword to cut through a breastplate, and RP should remain the focus with rolls as a tool to ease the decision of outcomes.
Characters have a set of attributes, skills, and skill focuses that reflect their overall ability. When a test in a particular ability is made, the player rolls a number of d6 equal to the sum of the relevant skill and attribute, and compares it to a target number to decide outcome.
Each d6 made in a roll is compared against a target number to determine if it counts as a success or a failure. The overall number of successes is compared with that of the opponent to decide who was more successful in their efforts.
Targets and Modifiers:
The roll needed to decide a success is generally 4 (even chances for success and failure), but certain circumstances can change this. Generally, if a character is significantly disadvantaged this number increases by one (5), and if they’re overwhelmingly disadvantaged, it increases by two (6). This can be applied in reverse, where an advantaged character decreases the target number instead, but only one way should be applied for any given roll.
Attributes, skills, and focus are increased by spending experience. Experience is earned by RPing regularly, and caps at a 10 each month. Cost increases with each point spent in a particular ability, and attributes are more expensive than individual skills.
General traits that broadly characterize a character’s ability. One of these is applied to every roll made, based on which is most relevant to the situation. Attributes cap at 5.
- Body: A character’s general physicality. Specific traits such as strength or swiftness are individual skills, this can be considered more as general athleticism.
- Mind: A measure of a character’s mental acuity and skills learned through academic study. This generally governs skills that apply what you know.
- Soul: A measure of ‘force of character’ and general ability to influence others and resist such influences themselves.
Specific abilities or characteristics that represent a character’s ability in a particular area. Skills cap at 5, outside certain circumstances. The skills here are listed with what attribute they generally go with, but they aren’t bound to any.
- Awareness (Mind): A character's sense of area around them, and ability to notice subtle details in the environment.
- Ranged (Body): Skill with projectiles, such as bows and thrown weaponry.
- Handling (Soul): Skill in working with animals, such as directing or calming them.
- Determination (Soul): A character's mental fortitude and ability to keep in control of themselves.
- Fortitude (Body): A character's ability to endure physically hostile environments, illnesses, and toxins.
- Medicine (Mind): Knowledge of mundane healing and skill to apply it.
- Might (Body): A character's raw physical strength and skill in utilizing it.
- Evasion (Body): A character's reflexes and ability to dodge.
- Stealth (Body): A character's affinity with hiding and moving quietly.
- Survival (Mind): Skill with tracking, foraging, and wilderness survival.
- Grappling (Body): Familiarity with fighting unarmed, both striking and wrestling.
- Melee (Body): Familiarity with melee weaponry, and skill with their use.
- Guile (Soul): A character's affinity with deception and trickery.
- Thievery (Mind): Skullduggery, such as taking things unnoticed or bypassing locks.
- Lore (Mind): A character's familiarity with scholarly pursuits, and likelihood of having some specific knowledge about the world.
- Intimidation (Soul): Ability to frighten people and animals by force of demeanor alone.
- Crafting (Mind): A character's knack for learning crafting skills and making things on the fly.
A specialized focus in a particular skill. Each point of focus gives a flat modifier to specific dice, automatically allocated to get as many to reach the success DC as possible. Focus must be declared for a specific topic somewhere on the character sheet or profile, such as “Melee: Longwords” or “Lore: Ancient History” and shouldn’t be applied to tests not relevant to that specific choice. Caps at 3.