Players start at level 1 with 10 health, 10 points in each of the core attributes and 2 extra points to spend as they please, 20 points to spend as desired on skills, 5 move, 3 starting feats, and 100 points of sanity. Note that health and move may be affected by how they spend their extra attribute points.
The core attributes are as follows Strength, Agility, Mental Fortitude and Constitution. Attribute checks are made with a twenty sided dice. Players may add 1 point to their dice for each point that they are over ten. Attribute scores max at twenty when leveling but may go up to 25 with the use of feats.
Affects all rolls relating to strength. Will also affect how individuals perform in a fist fight and with certain melee weapons.
How agile a character is. Every two points of agility increase a characters move by one point. A characters initiative roll is give one extra point for each point they have in agility over ten.
How resistant your character is to psychic attacks and certain types of poisons. This can impact a characters sanity score.
How resistant your character is over all. For every point in constitution your character gains one extra point of health.
The skills are in the game are Appraise, Balance, Boating, Bluff, Computer Use, Dagos Sight, Demolitions, Driving, Engineering, Forgery, Magic, Medical, Melee, Pick Lock, Pilot, Sneak, Shooting, Sleight of Hand and Swim. Sills max at twenty by leveling but players may get up to rank thirty by using feats. When starting out a character may pick any skill to put their points into except Dagos sight and magic. Skill checks are made with a hundred sided dice. Each rank that a player has in a skill adds two to their roll. Skill checks work through a system called checked unchecked. Players that have a skill are able to perform this skill perfectly when not under any duress. When a player is under a state of duress they must roll to perform that skill. Players that do not have any points in a skill have a difficult time performing this skill even when not under duress. An example of this would be driving. A character with one point in driving is able to drive well unless they are threatened. If a character does not have any points in driving they would have a difficult time driving in an empty parking lot. All skill checks are based slightly on what a character says in a given situation. The better a players answer the easier the check.
How well a character is able to size up a situation and research it. Examples include spot checks, finding information online or at the library and telling how much an item is worth.
How well a character can operate a boat.
How well a character can lie, talk or manipulate.
How good a character is at using a computer.
How well an character is able to detect objects affected by magic.
How well a player can destroy a structure.
How well a character can drive.
How well a character is able to work in engineering.
How well a character can create fakes or spot fakes.
How skilled a character is a magic.
How skilled a character is a practicing medicine.
How skilled a character is at hitting people with things.
How skilled a character is a picking locks.
How well a character can pilot a plane.
How sneaky a character is.
How accurate of a shot a character is.
How good a character is at manipulating things in their hands.
How well a character can swim.
Frequently characters will encounter situations that they are not able to talk themselves out of. In this case characters will be forced into combat scenarios. When characters get into fights both their move score and initiative play important roles. As do cover and the weapon types a character uses.
initiative determines who goes first in a combat situation. Initiative is determined by rolling a d20 and adding 1 point for every 2 points in agility a player has over 10. Players take turns in combat based on their initiative scores.
For combat characters will be required to move about on a board. A characters move scores is set to a default value of 5. For every 2 points a character has over ten in agility they get one extra point in move. Characters my also gain additional move with the use of feats and some magic effects. A move score for a character tops out at 10.
Characters will regularly level up. When characters level is decided by the game master. Usually it’s best to have characters level at the end of a particular scenario. Usually after a boss fight or when they figure out a particular mystery.