Stats

All characters have seven base stats: Prowess, Athleticism, Strength, Awareness, Willpower, Presence, and Stealth. Every stat may have substats, more specific stats that fall under the main stat. All stats are on a scale of 1 to 22 for most characters, with more powerful mortal beings going up to 42 in very rare cases, and inmortal beings going well beyond that. Your character's stats will fall between 5 and 22, usually.
Score Description
1 Infantile
2-4 Childlike
5-7 Below average
8-10 Average
11-13 Professional
14-16 Elite
17-19 Superlative
20-22 Record-breaking
23-42 Beyond mortal
42-90 Inmortal
90+ Divine

Prowess (PRO)

Prowess is the ability of the character to fight, but it also includes fine motor control, proprioception, dexterity, and other combat abilities. Many characters will have a specific substat here for the melee weapons they use. Missile weapons are a skill, not a default prowess substat. This is the default skill for blocking or parrying an attack, or for attacking someone.

Common substats: primary melee weapon, dexterity, parry, block, wrestling, martial arts, fine motor control

Athleticism (ATH)

Athleticism is the ability of the character to move. It includes agility, endurance, climbing, swimming, sports, speed, jumping, and other athletic abilities. This is the default stat for dodging an attack. Any character who can fly defaults their flight ability here.

As speed is part of ATH, ATH determines movement. In combat, a character with average ATH (8-10) can move 30' walking. Anything more than 10, their movement increases 5' per point. Below 8, their movement is 15' between 5 and 7. At 4, their movement is 10', at 3 it is 5', and at 2, they move less than a foot without assistance. At a 1, they cannot move at all without assistance. Flight is double if unimpeded in air; swimming or climbing is a third if unimpeded in water. However, certain species are adapted to swimming or climbing and this is reversed. Dashing, running, or jumping increases movement but requires an ATH roll (failure means tiring out or missing the mark on a jump). Some species can tunnel or dig to move, and the movement rules for that should be discussed with the GM.

Common substats: dodge, agility, acrobatics, endurance, climbing, swimming, jumping, speed, sports, flight, balance

Strength (STR)

Strength is the physical power of the character. It includes lifting, pushing, pulling, and anything that is a matter of raw strength. This stat is also rolled for damage when attacking someone (for both stun and wound), and for toughness and defense when being attacked (for both stun and wound). It is also where constitution and physical resistances are.

Common substats: damage, toughness, constitution, physical resistances (disease, poison, heat, cold, etc.)

Awareness (AWA)

Awareness is the character's ability to notice things, to understand things, and to put two and two together. This includes perception (all five main senses, any magical senses), memory, and insight. This is also the default stat for reaction, which is what the character rolls for initiative at the start of a battle.

Common substats: perception (vision, hearing, smell, taste, tactile), memory, insight, reason, understanding

Willpower (WIL)

Willpower is the mental strength of the character. This is the stat for discipline, resisting mental attacks, resisting temptations, and for matters of conviction.

Common substats: discipline, mental resistances, faith

Presence (PRS)

Presence is the social abilities of the character, the force of their personality. This is the stat for persuasion, for reading people's demeanor or mood, for reading the room, and the default stat for any kind of performance or social deception.

Common substats: persuasion, deception, intimidation, read people

Stealth (STH)

Stealth is the ability of the character to sneak and hide, to go unnoticed. This includes direct hiding and sneaking and smaller actions, like sleight-of-hand.

Common substats: sneak, hide, sleight-of-hand

Attack Rolls

All melee or thrown attacks default to prowess. Any missile attacks are a skill - firearms, archery, etc. If the character has no skill in a missile weapon, they roll awareness as the default, but with a penalty (usually between -3 and -6, depending on the weapon being used). If the character has a higher AWA than PRO, they may take a turn to aim a thrown weapon and roll AWA for a bonus to PRO the next round. They may do this for a missile weapon even if their skill is lower than their AWA.

When a character attacks, they roll their PRO or relevant substat or skill against the target's athleticism/dodge or PRO/block/parry. The following chart explains the results of such a contest:
Roll Description Parry Result Block Result Dodge Result Damage modifier
10 or more below target Critical failure Attack is parried, target may counter attack with a special maneuver or take a single full action Attack is blocked, melee weapon might break, missile may ricochet Attack is dodged, missile may ricochet None
7-9 below target Exceptional failure Attack is parried, target may counter attack with a special maneuver Attack is blocked, target may attempt disarm if in melee Attack is dodged None
4-6 below target Special failure Attack is parried, target may counter attack Attack is blocked Attack is dodged None
1-3 below target Normal failure Attack is parried Attack is blocked Attack is dodged None
Tie Tie Grazing hit Grazing hit Grazing hit -3/-3
1-3 above target Normal success Normal hit Normal hit Normal hit None
4-6 above target Special success Special hit Special hit Special hit +3/+3
7-9 above target Exceptional success Exceptional hit Exceptional hit Exceptional hit +6/+6
10 or more above target Critical success Critical hit Critical hit Critical hit +9/+9
           
Damage and Toughness

When a hit is successful, the attacker rolls damage and the target rolls toughness (or defense). This defaults to a strength roll, but there may be bonuses if the target is wearing armor or the attacker using a weapon. Both roll stun and wound.

Stun is the effect of the attack on the target's ability to continue fighting. Wound is the physical damage done to the target.

Stun

The degree of success on a stun roll determines the level of disorientation or consciousness of the target.
Roll Description Effect
Attacker rolls below target's roll Failure No effect on target
Attacker and target tie Tie Target rolls -1 to their next action
1-3 above target Normal stun Target loses their next action
4-6 above target Special stun Target is stunned - they cannot act until they roll their WIL against the base stun score of the attack
7-9 above target Exceptional stun Target is knocked out - they will not wake up until intentionally awakened
10 or more above target Critical stun Target is knocked out and suffers permanent brain damage (-1 to AWA and -1 to WIL)
     
If the attack is a double exceptional or exceptional/critical - the hit was an exceptional or critical success and the stun was an exceptional or critical success (but not both critical) - the target is in a coma and will not come out of the coma until they receive mundane or magical medical attention (difficulty equal to stun power +6 for double exceptional, +9 for exceptional/critical), or for a length of time equal to the stun score of the attack times a d100 days for double exceptional and the stun score times a d1000 for exceptional/critical.

If the attack is a double critical - the hit was a critical hit and the stun was a critical success - the target is in a permanent coma and will not come out of it without mundane or magical medical attention (difficulty stun power +12).

Wound

The degree of success on a stun roll determines the level of physical damage on the target.
Roll Description Effect Recovery
Attacker rolls below target's roll Failure The target is unharmed None needed
Attacker and target tie Flesh wound A superficial wound forms on the target Within a day or so
1-3 above target Normal wound Minor bleeding or bruising, -1 to all rolls during combat, -3 to all rolls outside of combat (except STR) Within a few days if attended to, within a week if not, roll against a 4 to resist infection if untended
4-6 above target Deep wound Moderate bleeding or bruising, -3 to all rolls during combat, -6 to all rolls outside of combat (except STR), target rolls STR against wound score-3 to see if a bone breaks Within a week if attended to, within a month if not, roll against a 10 to resist infection if untended, if a bone breaks, recovery times are tripled, permanent penalties if the broken bone is untended
7-9 above target Mortal wound Major bleeding or damage, -6 to all rolls in combat, -9 to all rolls outside of combat (except STR), target rolls STR against wound score to see if a bone breaks Within a month if tended to, no recovery if not tended to - character bleeds out within 5 minutes from external or internal injuries, if a bone breaks, recovery times are tripled, permanent penalties if the broken bone is untended
10 or more above target Critical wound Massive bleeding or damage, -9 to all rolls in combat, -12 to all rolls outside of combat (except STR), target definitely has a broken bone, target roll STR against wound score+3 to see if they lose a body part Within a year if tended to, no recovery if not tended to - character bleeds out within 3 minutes from external or internal injuries, missing body part cannot be healed mundanely, permanent penalty of -3 to relevant stat depending on lost body part, -6 if poorly tended
       
If the attack is a double exceptional or exceptional/critical - the hit was an exceptional or critical success and the wound was an exceptional or critical success (but not both critical) - the target loses a minor body part or breaks a major bone that will not heal right without mundane or magical medical attention (difficulty equal to wound score +6 for double exceptional, +9 for exceptional/critical).

If the attack is a double critical - the hit was a critical hit and the wound was a critical success - the target loses a major body part that will not heal right without mundane or magical medical attention (difficulty stun power +12).

Triples

If the roll is triple exceptional, the target is medically dead and may only be recovered on a mundane or magical medical roll against stun or wound +12 OR 19, whichever is higher.

If the roll is double exceptional plus a critical, the target is medically dead and may only be recovered on a mundane or magical medical roll against stun or wound +15 OR 22, whichever is higher.

If the roll is exceptional plus a double critical, the target is medically dead and may only be recovered on a mundane or magical medical roll against stun or wound +18 OR 25, whichever is higher.

If the roll is triple critical, the target is dead and there is no chance of recovery.
Topic revision: r5 - 03 Jul 2025, SallyJaneBlack
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