STAT RULES
How Stat Checks Work
Roll a d20. If the result is ≤ the relevant Stat, you succeed.
Typical situational modifiers range from +4 (very easy) to -8 (very hard). Apply these to the Stat before rolling.
Teamwork: each meaningful helper gives +1 to the acting character’s Stat (max +4) if they could reasonably assist.
Called Shots (Universal Procedure)
Use this when you want a specific, cinematic effect instead of (or in addition to) normal damage.
Declare the called shot and which Stat powers it (see each Stat below).
Make your normal attack as usual. If it hits, proceed.
Make a Called Shot Stat Check with difficulty based on the stunt:
Soft target, large area, set-up time: +0 to +2.
Normal difficulty: -2.
Small target (hand/eye), armored joint, fast-moving: -4.
Tiny target, through cover, mid-leap precision: -6.
On success, apply the called-shot effect listed for that Stat. On failure, the attack resolves normally (no special effect).
Tip: The GM can also swap the special effect for extra damage on a success if it fits the scene better.
STRENGTH (STR)
Raw power, leverage, shock force.
What STR Does
Melee To-Hit & Damage:
3–5: -2 to hit, -2 damage
6–8: -1 to hit, -1 damage
9–12: +0 / +0
13–15: +1 / +1
16–18: +2 / +2
19+: +3 / +3
Shove, Grapple, Lift, Carry: Roll STR for physical contests and hauling.
Break/Force: Roll STR to smash, bend, pry, or burst.
Force Doors & Breaking Things
Roll STR with object-based modifiers:
Rotted wood latch: +4
Simple wooden door: +2
Barred sturdy wood: -2
Iron-bound door, good lock: -4
Stone slab/portcullis: -6
Reinforced iron gate: -8
Context modifiers:
Proper tool (crowbar, ram): +2
Bad footing or cramped angle: -2
Braced from the far side: -2
Team lift/ram: +1 per helper (max +4)
On success, you breach, break, or deform it enough to pass or disable it. On failure by 5+, you strain yourself (GM may impose -1 STR checks until a short rest).
STR Called Shot Example: “Cleave & Sunder”
Brutal, destructive finishing or disabling attacks.
Examples: cleave a foe in two; smash a shield to splinters; crumple a breastplate; break a spear; hammer someone to the ground.
Procedure: After a hit, make a STR called shot check (usually -2; -4 vs heavy armor).
On success, choose one:
Sunder Gear: Destroy or disable one held or worn item (GM sets size logic; metal plate may require two successes).
Break Stance: Knock target prone or shove 5–10 ft; target loses its reaction this round.
Rend: Add bonus damage equal to your STR modifier tier (+1/+2/+3) per weapon die.
DEXTERITY (DEX)
Fine control, precision, balance, hand-eye coordination.
What DEX Does
Ranged To-Hit:
3–5: -2 to hit
6–8: -1
9–12: +0
13–15: +1
16–18: +2
19+: +3
Finesse Weapons (light blades, rapiers, etc.): May use DEX to hit. Damage still uses STR unless the weapon explicitly allows DEX to damage (GM option).
Stealth, Pick Locks, Sleight, Balance, Tumble: Roll DEX.
Initiative: No change (party vs party in your system).
DEX Called Shot Example: “Precision Disable”
Surgical strikes that target function rather than mass.
Examples: sever bowstring; pin cloak to a beam; nick a tendon; shoot the weapon hand; slice a belt or strap; lodge an arrow in a gear.
Procedure: After a hit, make a DEX called shot check (typical -2; -4 if tiny target like a strap; -6 for eye/trigger-finger).
On success, choose one:
Disarm/Disable: Target drops or can’t use the item for 1d3 rounds.
Hamstring/Cripple: Target suffers -2 to movement and physical checks for 1d3 rounds.
Pin/Anchor: Fix clothing/limb to terrain; target must pass STR or DEX check to free itself (action).
CONSTITUTION (CON)
Stamina, toughness, resistance, staying power.
What CON Does
Hit Point Bonus per Level (PCs):
3–5: -2 HP/level
6–8: -1 HP/level
9–12: +0
13–15: +1 HP/level
16–18: +2 HP/level
19+: +3 HP/level
Resist Conditions: Rolls to resist poison, disease, exhaustion, bleeding, suffocation.
Concentration-by-Grit: When physical pain or motion would break focus, roll CON to maintain.
CON Called Shot Example: “Concussive Slam”
You weaponize mass and impact to stagger or stun.
Examples: shoulder-check into a wall; shield-bash that rattles the skull; pommel strike to the solar plexus.
Procedure: After a hit, make a CON called shot check (usually -2; -4 vs helmets/full helms).
On success, choose one:
Stagger: Target is Staggered (disadvantage or -2 to attacks/DEX checks) until end of its next turn.
Winded: Target loses its reaction and can’t run/charge until it spends a turn catching breath.
Rattle Focus: If the target was concentrating, it must immediately pass a relevant save or lose concentration.
INTELLIGENCE (INT)
Knowledge, analysis, planning, technical finesse, arcane theory.
What INT Does
Lore, Languages, Codes, Puzzles, Engineering: Roll INT.
Spellcraft (Mages): Shape, optimize, and troubleshoot magic. When a spell requires a control test, roll INT.
Tactics & Exploits: Spend 1 prep action to “Study Target”; on success, you learn a mechanical weak point the GM will honor (see below).
Study Target (Exploits)
Take 1 action to observe/analyze (no attack). Roll INT: easy +2 if stationary/obvious; -2 if chaotic melee; -4 if obscured/armored.
On success, gain Exploit on that target for the scene: once, after you hit it, you may either ignore 2 points of armor/DR or deal +1 weapon die damage.
INT Called Shot Example: “Exploit Weak Point”
You apply analysis to force-multiply a hit.
Procedure: After a hit, make an INT called shot check (usually -2; -4 if guessing through heavy armor without a prior Study).
On success, choose one:
Armor Gap: Ignore 2–3 points of armor/DR on this attack (GM scales to tech level).
Mechanism Kill: Disable a non-living function (hinge, winch, automaton joint, golem rune) for 1d3 rounds.
Precision Overload (Spellcasters): Tighten the weave—spell deals +1 die or imposes -2 on the target’s next save vs that spell’s ongoing effect.
WISDOM (WIS)
Perception, intuition, timing, spiritual attunement, battlefield awareness.
What WIS Does
Perception, Insight, Tracking, Survival: Roll WIS.
Sense Motive, Spot Ambush, Read Intent: Roll WIS (GM may secretly roll).
Divine/Restorative Practice (Clerics): When a healing or warding effect calls for control/efficiency, roll WIS.
Interrupts & Readies
You can spend your reaction to attempt a Read the Moment interrupt:
Trigger: enemy casts, reloads, reaches for a lever, or begins a special move you can see.
Test: roll WIS at -2 (line of sight, clear timing) to act just before that action resolves with a single attack, shove, or shout (“Drop it!”). On success you interrupt; on failure, your reaction is spent.
WIS Called Shot Example: “Disrupt & Deny”
You strike when it matters most to break plans rather than bodies.
Procedure: After a hit, make a WIS called shot check (usually -2).
On success, choose one:
Break Concentration: Target must pass an immediate save or lose its spell/stance/channel.
Expose Opening: You or an ally gains +2 to the next attack vs this target before its next turn.
Sensory Flash: Briefly blind, deafen, or confuse (GM chooses 1 minor impairment) until end of the target’s next turn.
CHARISMA (CHA)
Presence, command, menace, charm, performance under pressure.
What CHA Does
Parley, Intimidate, Bluff, Lead: Roll CHA in and out of combat.
Rally Allies: As an action, roll CHA to remove a minor fear/panic penalty from allies in 10 ft (on success).
Crowd Control (Social): Alter mob direction, calm a beast handler, sway the watch—situational but powerful.
CHA Called Shot Example: “Demoralize & Command”
You hit in a way that breaks will or flips momentum.
Examples: roaring strike that makes minions falter; a feint that forces a parry out of position; a blade stop at the throat with an order to yield.
Procedure: After a hit, make a CHA called shot check (usually -2; -4 vs fearless/undead/constructs).
On success, choose one:
Demoralize: Target is Shaken (-2 to attacks and WIS checks) until end of its next turn. Minions may immediately withdraw.
Force a Choice: Target must choose: drop weapon or suffer disadvantage/-2 to defense until the start of your next turn.
Command Presence: A single lesser foe must hold position or back off 10 ft (no opportunity attacks from it this round).
UNIQUE STATS SYSTEM
Unique stats are advanced traits that shape the game world around the player. Each stat may be upgraded up to 20. At each level gained, the player may allot 1 point into any unique stat. Traits and magical items may raise a stat above 20.
All unique stats are rolled once per long rest, except for Luck, which is spent per point.
Roll Difficulty Chart
| Difficulty | Roll Method |
|---|---|
| Easy | 1d20 vs Stat |
| Medium | 2d20 vs Stat (all dice pass) |
| Hard | 3d20 vs Stat (all dice pass) |
| Nearly Impossible | 1d100 vs Stat |
LUCK
Luck represents fortune favoring the player.
| Score Use | Effect |
|---|---|
| 1+ | Spend 1 Luck to nudge any die roll by 1 up or down. Applies only to rolls made by the player. |
| Ongoing | Luck refreshes after a long rest. Number of Luck points equals the score. |
Example: If a swing misses by 1, Luck can adjust it into a hit.
ANIMAL
Animal represents the bond with beasts and the natural world.
| Score Use | Effect |
|---|---|
| 5 | Eligible to tame a pet. |
| 10 | Eligible for an upgradable pet. |
| Ongoing | Higher scores cause wild animals to react positively unless naturally hostile. |
Example: With a high Animal score, wolves may hesitate to attack or even aid the player.
RANDOM EVENT CHANCE
Random Event Chance represents sudden twists of fortune.
| Use | Effect |
|---|---|
| DM Controlled | The DM may roll this stat when the player could use a shift in events. Passing the roll may trigger beneficial coincidences, while failing may worsen the situation. |
Examples:
A poor conversation turns when a messenger barges in.
A killing blow is interrupted when a torch falls.
A lockpick failure draws a rival thief who opens it instead.
GUARDIAN
Guardian represents divine intervention or unseen protectors.
| Score Use | Effect |
|---|---|
| 1+ | Once per long rest, the player may request a Guardian roll when in danger. |
| Success | Something intervenes: an arrow misses, an NPC steps in, or nature disrupts the threat. |
| Scaling | Higher scores make larger interventions possible, from a villager helping to full battle-turning aid. |
Example: At 1 HP, a bat flies across a bowman’s arrow, saving the player.
WORLDSWAY
Worldsway represents the sway of words and wishes over reality.
| Use | Effect |
|---|---|
| DM Trigger | The DM rolls Worldsway when a player expresses a desire aloud. |
| Success | The world tilts to make it possible, but not instant. Items, encounters, or events may appear if realistic. |
| Failure | The world may twist words negatively, turning careless speech into danger. |
Examples:
“I hope this cave has a chest of copper.” Success = chest exists, hidden in the cave.
“Wouldn’t it be great if reinforcements came with a magic weapon?” Success = reinforcements arrive.
“I hope you fall off the next cliff.” Success = rocks crumble beneath that character.
LAST STAND
Last Stand represents endurance beyond death.
| Score | Effect |
|---|---|
| 1 | Survive at -1 HP for 1 round. |
| 5 | Survive at -5 HP for 5 rounds. |
| 10 | Survive at -10 HP for 10 rounds. |
| 20 | Survive at -20 HP for 20 rounds. |
| Over 20 | Extend survival based on item or trait bonus. |
Rules:
While in Last Stand, the character continues to act until the rounds expire.
If not healed above 0 HP before expiration, the character dies.
If combat ends and the character is not healed, they collapse and must pass a death save to remain alive.

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