To create a character, it is helpful to first pick an identity. This could be anything describing who your character is. It might be a passion (like „Collector“), a profession („Baker“), a general character archetype („Hero“), defining personality trait („Fool“), a combination or something else you come up with.
Next, you get to spend 10 points on your starting ability scores. Make sure all attributes have at least one point after you are done.
Lastly, pick one Skill from each attribute category and increase its level to 1.
Your current physical and mental state is represented by four attributes.
|♠️||Strength||Physical fitness and power as well as confidence and decisiveness.|
|♦️||Intelligence||Represents knowledge, logic and attention, as well as sanity.|
|♣️||Dexterity||Mobility, speed, balance and accuracy as well as secrecy.|
|♥️||Charisma||Charm, Kindness and social Skills, as well as mental state and motivation.|
Attribute points fluctuate. They can be awarded or taken away, both for decisions and as a result of skill checks. They can be spent to re-roll skill check results.
Under normal circumstances, attribute values range between 1-5. They can drop to 0, but this has serious consequences.
♠ Strength Skills
|♠♠||Brute Force||Use raw strength or attack.|
|♠♦||Defy||Stand your ground or brace for impact.|
|♠♣||Grab||Hold or move something.|
|♠♥||Intimidate||Instill fear or make a threat.|
♦ Intelligence Skills
|♦♠||Explore||Perceive your surroundings or investigate.|
|♦♦||Analyze||Examine a situation or object to gain insight.|
|♦♣||Tinker||Interact or modify devices and objects.|
|♦♥||Persuade||Convince someone using reason or appeal.|
♣ Dexterity Skills
|♣♠||Evade||Dodge or avoid an attack or obstacle.|
|♣♦||Stealth||Move quietly and remain undetected.|
|♣♣||Agility||Perform acrobatic feats or move quickly.|
|♣♥||Deceive||Lie or trick someone to achieve a goal.|
♥ Charisma Skills
|♥♠||Inspire||Boost morale or increase motivation.|
|♥♦||Help||Assist someone or treat an injury.|
|♥♣||Enthrall||Captivate an audience or gain attention.|
|♥♥||Charm||Win someone over with charisma or grace.|
For a skill check, you roll 2d6 and add your skill level.
If you are unhappy with the result, you can spend an ability point of either attribute associated with the skill to roll again.
Rolling double 1s is always a failure, rolling double 6s is always a success.
You do not always know what consequences await you. But as a rule of thumb, succeeding on a skill check will grant you one point in the skills primary attribute. On the other hand though, failing a check will cost you one point of that attribute.
If an attribute would hit 0 or 5 due to this change, you will loose or gain a point in the skill you rolled your check for instead.
All skill values (as well as attributes) have to stay in the 0 – 5 range. If the skill value can not change due to a success or failure, change the attribute instead, even if it hits 0 or 5. (But never below 0 or above 5)
If any of your attribute values hits 0, you suffer serious consequences. These depend on the situation you are in, but the following table can give you an idea if what to expect:
|♠️Strength||You pass out, you get a serious injury or die.|
|♦️Intelligence||You space out, loose focus or go insane.|
|♣️Dexterity||You get sore, incapacitated or permanently paralyzed.|
|♥️Charisma||You loose motivation, suffer permanent emotional damage or give up completely.|