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Lucky Break (1 Luck)
Luck Like a Lucky Shot, but for skills. When you make a skill test
of any sort, after you roll you may spend 1 luck to roll four
additional dice and add any successes to the total. Limit once
In a game like this, mortality is high and danger is around per test.
every corner. What separates the heroes from the mooks,
aside from stats? The answer is: luck. Luck is your character’s Comedic Timing (2-5 Luck, GM Decides)
uncanny ability to slide out of the way of death, to stumble If something really, really appropriate could happen right now,
upon advantageous solutions to problems, or to achieve great and your GM agrees, you can spend 2-5 luck to cause that
success against the odds. Every character starts the game thing to occur (GM decides the exact cost).
with 4 luck, but there is no limit to the amount of luck that
can be accumulated. Luck is gained at the end of each session Richter has always shouted at Ebert to stop waving weapons
along with arc points. Characters gain luck in these ways: around in his office, as they keep bumping the chandelier. He
The characters who had the best luck and worst luck during would constantly declare, “It’s fragile, and costs more than
the session in terms of rolling, decision outcomes, and so the building you grew up in!”
on, should each receive 1 luck.
Any character who came up with a good or clever idea that The pair find themselves in a situation
helped out the party should receive 1 luck. where a distraction—say, the chan-
Any character who was severely injured or suffered a delier falling on their would-be
serious setback should receive 1 luck. attackers—would give them
Any player who engaged in some really good role- the opportunity to escape. As
playing or contributed greatly to the spirit of the the chandelier has been the
game should receive 1 luck. focus of many a quip, the GM
Whoever bought the pizza should receive 2 luck, but accepts the comedic timing of
only if they didn’t get any pineapple on it. its inevitable fate for 2 Luck.
Richter and Ebert are able
USING LUCK to escape, and then try
to alert the guards.
Salvation (3 Luck) But the guards are
If you’re about to die in an avoidable way, however, you fail dead. Uh oh.
to avoid it through a botched roll, you may spend 3 luck to
just barely survive. You can apply Salvation in non-lethal, high-
stakes situations, too (for example, pickpocketing the king).
Wound Reduction (1 or 2 Luck)
If you suffer a wound that is not instantly lethal, you may
spend one 1 luck to reduce it by two stages. For instantly
lethal wounds, you may spend 2 luck to reduce them by one
stage, and no more.
Target Shift (1 Luck)
If you’re in a situation where you’re in a large group
of potential targets and an enemy is targeting you,
you may, with the GM’s approval, spend one 1 luck to
have the enemy instead target someone else. It’s fine, you
can always get more friends. This probably won’t work if
the guy targeting you very specifically wants to kill you.
Lady Mashra
Lucky Shot (1 Luck)
When you make an attack of any sort, after you roll, you
may spend 1 luck to roll four additional dice and add any
successes to the total. Limit once per attack.
Andrew Stumbo (Order #28408416)
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Aiming. PER allows characters to read expressions, which CHARISMA (CHA)
allows greater control over social interactions with other (WIL+PER+WIT)/2
people. PER contributes to Charisma (CHA). CHA determines how well your character interacts with other
characters. It’s their animal magnetism, their ability to read
people and appeal to other’s emotions, or ‘get’ them. CHA also
INTELLIGENCE (INT) influences your character’s ability to hide their own emotions,
INT references your character’s ability to collate, process, or to express themselves in an impassioned manner; it is used
recall and connect information in a logical manner. It refers in social interactions of all sorts.
to his ability to understand concepts and analyze facts. INT is
required primarily where thinking fast isn’t as important as
thinking clearly and meticulously. INT also aids in analyzing TOUGHNESS (TOU)
ideas for contradictions or inconsistencies. The attribute (4+X)
determines your character’s ability to examine and retain TOU refers to how resilient a character is to physical harm. It
information, and also to apply logical processes to facts. INT represents thickness of skin, hardness of bone, and layers of
is used extensively in the skill and magic systems. callous and scar tissue. TOU reduces the amount of damage
your character takes when they are attacked. All characters
have a fixed starting TOU of 4. This can then be modified by
things like racial bonuses, boons and banes and other factors.
Compound Attributes STRENGTH DAMAGE BONUS (SDB)
(STR)/2
Compound attributes are made from an average or aggregate SDB contributes to your damage calculation when using
of multiple core attributes. These attributes are determined melee weapons. See Chapter 19: Combat for more details.
after Character Creation is completed, and factor in penalties
or bonuses related to race or boons and banes.
GRIT
((WIL)/2)+X
ADROITNESS (ADR) Grit is a character’s accumulated resistance to pain, fear, and
(AGI+WIT)/2 the shock of injury. Grit reduces the total pain a character
ADR measures your character’s physical articulation, speed, has accumulated. Characters with high Grit can continue
and mental alacrity. It represents their reflexes and their fighting through terrible injuries and keep calm in the face
coordination between mind and body. ADR is obviously of unspeakable horror. Many people acquire high Grit by
very important in fighting, as it contributes directly to your surviving combat, slaying more difficult foes, and enduring
character’s CP, but it also helps them avoid being tripped, injuries over time.
knocked over, thrown from rocking horses, flung over the Starting Grit is determined by your WIL score, but unlike
sides of ships, and other things that can be avoided with a the other compound attributes, it is not tied to WIL after
combination of quick thinking and action. Character Creation. Increasing WIL after Character Creation
has no effect on Grit, nor can it be purchased with arc points.
Instead, as detailed below, Grit increases through experience.
MOBILITY (MOB) As your character is confronted with violence, injury, blood-
(STR+AGI+END)/2 shed and terror, they have the chance to increase their Grit.
Running, jumping, climbing: these are all determined by
MOB. Your character can move a number of yards equal to Increasing Grit
his MOB each move during combat, or run twice that number, When your character experiences, witnesses or perpetrates
or faster with certain skills and armor enhancements. an action above their Grit level, the GM may decide that they
should make a Grit test. This is a WIL check with RS equal to
the difference between the character’s current Grit and the
CARRY (CAR) level of severity of the experience (as determined on the chart
(STR+END) below) to a maximum 3 RS.
CAR determines how much weight in armor, equipment, and
other inventory your character can lug around before being Success: Character gains 1 Grit.
encumbered. See Chapter 20: Adventuring for more details. Failure: Character does not gain a point of Grit.
Chapter 4: Attributes
Andrew Stumbo (Order #28408416)
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Table 4.2: Grit Advancement
Grit Description Threshold Grit Description Threshold
Totally innocent and Having one’s Empty inside, this person Perpetrating or
0
inexperienced. Average child. feelings hurt. 8 has almost completely lost surviving genocide,
Sensitive, sheltered, learning Physically hurting touch with their feelings. or mass torture.
1 about basic social interaction. someone (even This person is no longer Witnessing
Average young person. accidentally). technically sane. Indifferent everything you
9
Mature person with an Being confronted to pain and suffering, both have ever cared
2 understanding of the way the with death of of the self and others. for be destroyed.
world works. Average adult. someone close. At this point, more thing Destroying
Worldly person with than person; almost everything you have
Witnessing 10
3 experience in the darker completely inured to fear ever cared for with
violent death.
elements of society. and pain. Totally fearless. your own hands.
Tough person, fully aware of
4 the grim nature of life, no Killing somebody.
longer fazed by the world.
Hardened person, now
Killing several
5 capable of facing the
people.
harshness of life head-on.
Jaded individual, increasingly Witnessing violence
6 callous to both enduring and death in a
and witnessing pain. large scale.
Callous and unfeeling, this
Killing or facilitating
person’s empathy is buried
7 the killing of large
deep down to shield them from
numbers of people.
the pain of enduring hardship.
Alazne Zuriñe
Andrew Stumbo (Order #28408416)