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![]() The Basics: Steps
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| Step | Dice | Step | Dice |
| 1 | 1d4 | 11 | 2d10 + 1d4 |
| 2 | 1d6 | 12 | 2d10 + 1d6 |
| 3 | 1d8 | 13 | 2d10 + 1d8 |
| 4 | 1d10 | 14 | 3d10 |
| 5 | 1d12 | 15 | 2d10 + 1d12 |
| 6 | 1d10 + 1d4 | 16 | 3d10 + 1d4 |
| 7 | 1d10 + 1d6 | 17 | 3d10 + 1d6 |
| 8 | 1d10 + 1d8 | 18 | 3d10 + 1d8 |
| 9 | 2d10 | 19 | 4d10 |
| 10 | 1d10 + 1d12 | 20 | 3d10 + 1d12 |
The Game Mechanics are based around character creation. So let us examine that first of all. A character is
created upon the skeleton provided by a series of Attributes. These define the natural physical, mental, and subjective or metaphysical power of a character. They are the raw and unfinished talents that the character has. The Attributes are not pre-defined. I provide here a list of Attributes I find useful to use. But depending upon the genre and GM's preference, any list of Attributes may be used. I suggest that all characters share some or all of the same Attributes, but it is conceivable that everyone could have subtly different ways of describing a character. The Attributes I use are:
| Attribute | Description |
| Physique (Physical) |
This is a measure of your muscle, your mass, your vitality, your stamina, and your frame. It indicates how much damages you do unaided and how easily you resist punishment, disease, and poison. |
| Coordination (Physical) |
This is a measure of your manual dexterity. It affects how well you can strike and parry, as well as how skilled you are with actions like lock picking, pick pocketing, and sneaking. |
| Reflexes (Physical) |
This is a measure of your physical agility and reaction time. It affects when you act in combat, how easily you are surprised, your balance, and how effective you are at unarmed combat. |
| Senses (Physical) |
This is a measure of the sharpness of your five (or six) senses as well as your judgment relating to them. It affects your ability to notice things, how effective you are at searching and tracking, and gauging distances with ranged weapons. |
| Knowledge (Mental) |
This is a measure of your experience and study. It indicates how much you know in general and your ability to recall things you have learned. It is considered rote learning, not general intelligence. |
| Insight (Mental) |
This is a measure of your mental agility. It indicates how logical, intuitive, and smart you are. It affects any skills which require reasoning, the application of information in a new way, and natural genius. |
| Will (Mental) |
This is a measure of the strength of your persona. It affects how easily influenced you are, your ability to resist personal magical attacks, your inner discipline, and your sanity. |
| Charm (Mental) |
This is a measure of your social aptitude. It affects both how charismatic you appear to others (people and animals) and how easily you can get them to do your bidding. It also indicates your ability for empathy and understanding of human and animal nature. |
A player has 3 x the number of Attributes to spend in Steps on their character's Attributes. I usually specify a minimum and maximum value for a normal Attribute. This insures that no creates an unplayable character or one that is too powerful (hopefully). To understand the rating of each Step in an Attribute, see the table below.
| Attribute Step | Descriptive Rating |
| 1 | Child-like |
| 2 | Low Average |
| 3 | High Average |
| 4 | Impressive |
| 5 | Remarkable |
| 6 | Amazing |
| 7 | Incredible |
| 8 | Legendary |
Generally, I state that the minimum a normal human has in any Attribute is a Step 2. Lower than that is essentially equal to a Child of 6 or so. Any normal adult with a Physique of 1 would have to have an explanation for why they were so weak (maybe they are old and infirm, or suffer from consumption). And an Insight of 1 would indicate the Adult was mentally deficient or had brain damage (both are possible and feasible, just not generally considered average or normal). By the same token, it is unlikely that a normal human could ever throw a truck or compute factors faster than a high-speed computer. Therefore I tend to limit starting Attributes to 6, unless the players has a reasonable justification for it (bionic implants or natural mathematical genius).
| Physical | Mental | |||
| Physique | 2 | Knowledge | 2 | |
| Coordination | 4 | Insight | 3 | |
| Reflexes | 4 | Will | 3 | |
| Senses | 3 | Charm | 3 |
Although Move isn't an Attribute, I list it here because it is calculated from a character's Attributes. Move is a measure of how many yards a character can move in a round (it's generalization, not a draconian limitation). Move is simply a character's Physique Step + Reflexes Step + 6. So Moduraan in the example above has a Move of (Phys 2 + Rflx 4 + 6 = 12) 12 yards per round. Note that this measure is solely for humans (i.e. the +6 modifier). Other races will have different modifiers (i.e. dwarves are Phys + Rflx + 4).
Skills are the talents and aptitudes that a character has sharpened through practice and training. They flesh out the character, showing where his interests and his background are. A barbarian would not likely possess advanced knowledge of mathematics, but he might know how to wield a weapons and which plants are good to eat (at least around his village). Skill use is simple. All skills have a Step value that describes how knowledgeable or practiced a character is with the skill. This Step is added to the appropriate Attribute Step to determine the number and type of dice a player rolls when using that skill. This total is called the Skill Pool.
Skills generally are associated with a specific Attribute for most cases. However, under certain circumstances, they can "float" and be used with alternate Attributes. These cases are determined by the GM, generally when he feels it is necessary or when a player asks for consideration of a novel situation.
Generally, a character starts with 20 Steps to put into skills. As a general rule, for starting characters I do not allow a skill higher than 2. This prevents players from creating unreasonably unbalanced characters which lack crucial skills that everyone else possesses. The GM is free to give any number of starting skill Steps and set any limit they wish. For lists of Skills by Genre, see the Settings Section.
| Skill Step | Descriptive Rating |
| 1 | Apprentice |
| 2 | Journeyman |
| 3 | Average Practitioner |
| 4 | Experienced Practitioner |
| 5 | Guildsman |
| 6 | Master Guildsman |
| 7 | Guild Leader |
| 8 | Grandmaster |
And that is that. Your character is essentially finished. You may, at GM's discretion, buy Advantages, choose Disadvantages, buy Magic or Faith abilities, or purchase Equipment. For rules on these choices and for creating more advanced and experience characters, see the Options Section.