
Character
Character mechanics
Attributes
Base scale, 3-18. The normal value for a healthy adult is 9-10.
Strength: The physical strength
of the character.
Dexterity: The physical dexterity and agility (hand-eye coordination) of the character.
Constitution: The physical endurance and stamina of a character.
Psyche: The mental capacity and level of intelligence of a character.
Willpower: The mental strength and resilience of the character.
Perception: The general ability of the character to perceive its surrounding. Mainly sight and hearing, but also includes the other senses.
Charisma: The appearance and social ability of the character.
Focus: Focus is a term for the ability of the character to take things one step further and more or less force his will upon the world. The attribute is also the base for focus abilities and a measure for how many times a focus ability can be used. Focus can also be used to influence the difficulty of rolls, to make a hard roll easier.
Focus
abilities:
Some individuals manage to master their skills to such degree that they seem to be able to perform feats beyond what seems
possible, others just seem to be able to achieve
whatever they set their minds to. Focus abilities are special abilities
that come with certain background professions. Points are spent temporarily and a character
needs to rest to regain them. To use a focus ability
a player can spend the characters focus points.
A character may use focus abilities without penalty equal to his focus ability
score. Beyond that a negative score will be accumulated and a roll must be done against
Will with equal amount of dies as the times focus has been used beyond
the characters limit.
As long as the roll is a success, the character will endure the strain but all rolls will be one lever harder
(+1 die) until the time that the character rests. If the roll fails, the character will feel fatigued
and dazed. All rolls will be two levels
harder (+2 dies)
and no more focus may be used until being rested.
A perfect roll has the character show vigor and no negative
levels are incurred. A fumbled roll means that the character faints
from overexertion and will remain
unconscious until all negative points
have been restored. Focus
points are restored
at a rate of Will/4 per hour spend resting.
Destiny:
There are things in the world that are hard or impossible to explain. One such thing is how certain people seems to be meant for greater things, as if destiny itself is watching over them. Playing characters are among these.
There are two kinds of values; Permanent and Temporary.
Permanent points represent the maximum amount of points a character has. If a character gets into a situation that means certain death, a point of permanent destiny will be spent to avoid death, reducing the total by one, and instead leave the character incapacitated but alive.
Temporary points may be spent to sway the outcome of a situation. A player can use temporary points in two ways. It can be used as a value for luck that the player can roll against to see if destiny is on his side, making a near miss a hit or a fumble a regular fail. A point may also be spent by the player to get an automatic success or get a pointer (or hint) from the GM as to what to do to solve a puzzle or where to go to progress the game.
The difference between
permanent and temporary is that the later will reset between
sessions. To increase
or regain permanent points,
one may go any
of the following ways.
Buy with experience points
Extraordinary actions; If a character succeeds with an action with nigh impossible odds or play out a scene in an exceptional way, the GM may give out a point of permanent destiny as reward.
The benevolent grace of the GM; Memorable moment of the game could be worth its reward in points of destiny, if the GM pleases.
Character creation
Roll for attributes using 4d6, remove the die with the lowest value. Calculate all values (convert damage numbers to dice on table)
Select character profession
Calculate secondary stats: HP - (CON+WIL)
HP group:
Light - HP,
Extensive - HP/2
Critical - HP/3
Base damage modifier: 2d6
Trauma threshold - ((CON+WIL)/2)
Movement speed - (DEX+CON+WIL)/4 Walk per turn: (Move/5)
Initiativ – ((DEX+PSY+PER)/3)
Damage modifier:
Unarmed – ((STR+DEX)/2)
Melee – ((DEX+PER)/2)
Bow and thrown – ((STR+PER)/2)
Damage modifier is added to the damage roll of any attack done by the character. The modifier is determined by calculating the attributes and then comparing it to the table for damage bonus. If a roll with modifier applied results in a negative value, the damage done is 0.

Mark and note all class abilities, then add points
New characters get 60 point to put into class abilities and 20 to spend freely
Cost of upgrading abilities;
Purchasing a new ability cost 2 points and gives a value of 5 (abilities can not have a lower score than 5)
Cost per level:
5-10: 1 point per level
11-15: 2 points per level
16-18: 4 points per level
19-20: 8 points per level
21+: 12 points per level