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The four ABCD Traits range from 1 to 12. 1 is feeble. 6 is average. 12 is world-class. Trait rolls are d6 + Trait. A Trait roll may be Trait vs #, Trait vs Trait, or Trait vs Skill. Trait scores set the maximum rating limit for each Skill under them, but Specialties can be higher than the Trait limit.

Agility (A): This is manual dexterity and nimbleness.

Speed: (A+C)/2 is your base Walk Speed in yards. You may Walk and also take an action. When moving only at Walking Speed, you may move before and after your action. Run = Speed x3yds. Your overland Travel Speed = Speed /2mph.

Walk Speed (A+C)/2yds

1

2

3

4

5

6

7

8

9

10

11

12

Run Speed (x3yds)

3

6

9

12

15

18

21

24

27

30

33

36

Travel Speed (/2mph)

½

1

2

3

4

5

6

Experience (XP): Accumulated per Session = B. XP is shown on the Character Sheet as [Unspent XP / Total XP]. XP is normally awarded at the end of each game session. The GM may also give bonus XP for role-playing, creative thinking, and smart decision making. XP is spent to buy Abilities.

Constitution (C): This is strength and endurance.

Health (HP): Torso HP = Cx2. Limb HP = C. Head HP = C/2. This determines the amount of damage your body can take before you start Bleeding, lose a limb, or die. See Ch:5.

Load: = Cx5lb. The weight you can carry on your body for an extended time with relative comfort. -1 to A and C rolls, Skills, and Speed per 5lb over your Carry Load.

Constitution

1

2

3

4

5

6

7

8

9

10

11

12

Head HP

1

1

2

2

3

3

4

4

5

5

6

6

Limb HP

1

2

3

4

5

6

7

8

9

10

11

12

Torso HP

2

4

6

8

10

12

14

16

18

20

22

24

Carry Load

5

10

15

20

25

30

35

40

45

50

55

60

Lift Load

20

40

60

80

100

150

200

250

300

350

400

450

Drag Load

50

100

150

200

250

300

400

500

600

700

800

900

DMG Mod

-1

-1

-1

-1

0

0

0

0

+1

+1

+1

+1

Max Gear Size

Light

Medium

Heavy

Demeanor (D): This is charisma and force of will.

Comrades: = Dx2. The number of loyal friends and pets you can attract and maintain. Teammates are considered Comrades by default. Only Comrades benefit from Entertain and Leadership. You must spend one week with a person before designating them as a Comrade. When a Comrade dies, you take -1D temporarily and cannot replace them for one month.

Luck: per day = D. You may spend 1/rnd. Luck regenerates 1/hr of sleep. Luck rolls are d6 + current Luck. You may spend 1 Luck point to:


  • Re-roll a roll you just made.

  • Add +3 to a roll you just made.

  • Succeed at a Skill roll outside of combat.

  • Ignore Fatigue, Fear, Hunger, Pain, Thirst for 1rnd.

  • Get one bonus roll on MGL using Perception(Loot).

  • Give a Comrade a Luck point.