D4-d12 is used for stats. Level 0 is 0, Level 1 is d4, level 2 is d6 and so on.
D4: 1 crit fail, 2 failure, 3 lesser failure, 4 Success
D6: 1 Crit fail, 2 failure, 3 lesser failure, 4 lesser success, 5 success, 6 overshoot
D8: 1 Crit fail, 2 failure, 3 lesser failure, 4 lesser success, 5-7 success, 8 overshoot
D10: 1 Crit fail, 2 failure, 3 lesser failure, 4 lesser success, 5-9 success, 10 overshoot
D12:1 Crit fail, 2 failure, 3 lesser failure, 4 lesser success, 5-11 success, 12 overshoot
Physical stats: Can be upgraded via concerted actions and a good roll, or via Favor. Generally do not degrade.
Strength: Used to do things that require physical strength and brute force.
Dexterity: Used for things that require balance, poise, and coordination.
Speed: Used for things that require quick movements or reactions.
Endurance: Used for withstanding injury, illness, poison, pain, and the like.
Awareness: Used to notice things, gain clues, and avoid sneak attacks.
Guile: Used for lying, hiding, deception, and general skullduggery
Knowledge: Used for knowing things, testing to see if you have specific knowledge.
Willpower: Used for intimidation, mental strength, concentration, and so on.
Occult stats: Cover things beyond the ken of mankind.
Corruption: Physical deformities and mutations that result from gifts granted by your Deity. Starts at 0 and goes up to d4 when your first corruption is gained. This die is rolled when you attempt to use a physical gift or power you have been granted. This die is rolled AGAINST other dies when your deformities could interfere.
Madness: Compulsions, persistent hallucinations, alterations of personality, and mental illnesses that result from gifts granted by your Deity. Starts at 0, goes up to d4 when your first Madness is gained. This is the die rolled when you use a mental or magical gift or power you have been granted. This die is rolled AGAINST other dies when your madness could interfere.
Favor: Favor of your Deity. Gained by doing things it desires. Starts at 0, goes up by one level at a time. Favor has many uses: The Favor die may be rolled along with any Stat test and the best result will be taken; however if the Favor die lands on 1-2, it drops by 1 level. A level of Favor can also be expended to raise a physical or world stat by 1 level. Finally, a level can be expended to ask your Deity for a favor or gift. Your favor die is rolled when you ask for this gift, before the level is removed.
World Stats: Measures a character’s place in the world in various ways. On a roll of 1-2, they reduce to their level by one. These levels can be regained or upgraded via concerted actions or via Favor.
Connections: A character’s connections in the world. A well connected person knows many people, is associated with many groups, can get things others cannot and has favors they can call in. A character with no connections is alone and will have to make it on their own.
Possessions: The things a character owns, can borrow, or otherwise get ahold of without paying. A character with high level will have many things, particularly many unusual, rare, valuable, or otherwise abnormal things. Without possessions, a character will have little to draw on in terms of objects. Note that this doesn’t replace an inventory or allow objects to be pulled out of “Hammerspace”; it simply allows a person to go and get something from their house or collection without having to specify beforehand every single object they own but aren’t carrying with them. Some items cannot be gained via this method, regardless of the roll.
Money: The extent of the character’s financial reserves. Like possessions, this is not a level of money they have on them, instead it is a measure of the money the can go get. Someone with a high level can go to their bank account and there will be money there for them to use while someone with a low one might quickly find themselves penniless.
Standing: A character’s place in the community. High Standing means they are much loved, respected, and accepted by the populace. Low standing means you are an outcast. Those in high standing can avoid suspicion and actions taken against them that those less loved may not be able to escape.
Creating a character: Distribute a d4, a d12, a d10, 2 d8s, and 3 d6s, one die to a stat for your physical stats. Occult stats all start at 0. All World stats start at 0 and you have 10 points to level them up, one point per level. Fill out the rest of this sheet.
Name:
Appearance:
Backstory: (namely what lead you here and what you hope to accomplish)
Physical stats: (list in order)
Occult stats: (list in order but should all be zero)
World Stats:
Inventory: (Roll your possessions die. You may start with that many items, but they must be things you actually have in your house/own in real life. If you claim to have something rather outrageous I may ask for proof. Roll your Money die. You have the result x100 in cash.)