Edit Nettle

Saving rebuilds this character unhurt: meters are reset, wounds are removed, and skill progress within a level is cleared.

Body
Body type
Attributes

0 of 100 points left. Each attribute runs from 10 to 20.

Physical

Strength Raw muscular power and the ability to exert force. In a fight: Multiplies weapon damage by 5% per point over 10, and adds a little to the structure of every body part. 10
Endurance Sustained physical effort and resistance to fatigue. In a fight: Sets most of the stamina pool and how much stamina comes back each round. 11
Agility The ability to move the whole body quickly and fluidly. In a fight: Feeds both offense and defense. It is scaled by the body type's mobility. 14
Dexterity Control over small, precise movements of the hands. In a fight: The main offense stat: half of the chance to land a blow comes from it. 12
Constitution Overall toughness and resistance to injury, illness and poison. In a fight: The main source of body part structure. Also adds to stamina, pain tolerance and knockout resistance, makes wounds clot faster, and helps you stay conscious through blood loss. 20
Speed Burst movement and quickness on foot. In a fight: Adds to initiative and fills the tempo meter that grants extra actions. It is scaled by the body type's mobility. 20
Reflexes How quickly a character notices a threat and physically responds. In a fight: The main defense stat, and the larger part of initiative. 10

Mental

Intelligence Problem-solving, reasoning and the ability to pick up knowledge. In a fight: Reading the fight on offense: +1 to hit for each round spent fighting the same foe, up to Intelligence − 10. 13
Memory The ability to retain and recall information. In a fight: Against a foe you have fought before, you start with part of your read bonus already earned: 5% of it per point of Memory over 10, up to half. 12
Creativity The capacity for original thinking and improvisation. In a fight: Makes you unpredictable: lowers the read bonus a foe can build against you by half of Creativity − 10. 19
Perception Sharpness of the senses and an eye for subtle details. In a fight: A share of both offense and defense. 11
Willpower Inner fortitude: staying on task through pain, stress or temptation. In a fight: The largest part of pain tolerance. Also adds to knockout resistance and the stamina pool. 16
Logic A systematic, deductive approach to solving problems. In a fight: Reading the fight on defense: +1 defense for each round spent fighting the same foe, up to Logic − 10. 10

Emotional

Confidence Belief in one's own abilities and worth. In a fight: Raises starting nerve by 3 per point over 10, and resists being intimidated. 20
Stress tolerance How well a character handles fear, anxiety and panic. In a fight: Shrinks every loss of nerve by 5% per point over 10, and adds to pain tolerance. 20
Empathy The ability to sense and understand what others are feeling. In a fight: Resists feints: each point makes an enemy's feint 4% less likely to work. 20
Morale Courage and fighting spirit when things are going badly. In a fight: Raises starting nerve by 2 per point over 10. 16
Adaptability Resilience when circumstances change or the unexpected happens. In a fight: Shrinks the penalties from injured, broken and crippled body parts by 3% per point over 10, and restores a little nerve every round. 10

Social

Charisma Overall appeal, charm and force of personality. In a fight: Powers the Intimidate action, which damages an enemy's nerve. 13
Persuasion Skill at convincing others and finding deals both sides accept. In a fight: Powers the Parley action, which can talk a shaken enemy into yielding. 12
Manipulation The ability to mislead or quietly steer others toward your own goals. In a fight: Powers the Feint action, which gives +15 to your next attack. 11
Leadership The ability to inspire and organise others toward a common goal. In a fight: Powers the Rally action, which restores your allies' nerve. 10
Etiquette An understanding of social norms, customs and protocol across cultures. In a fight: Nothing in combat. It is waiting for the world layer: duels, courts and diplomacy. 20
Armor worn

Each piece only protects what it covers; a hit anywhere else meets no armor. Where pieces overlap, the better one counts. Each piece is drawn on the figure in its material.

Starting skills

Skills run from 0 (untrained) to 10 and only improve through use. Set starting levels freely for now; archetypes will decide them later. Aptitude is how fast this build learns each skill: under ×1.00 it is harder than normal.

Weapons

Brawling · Untrained Fighting with fists, feet and whatever the body offers. +2 to hit per level when striking unarmed. Aptitude ×0.76 from Strength and Reflexes 0
Blades · Untrained Swords and daggers: edge alignment, point control and footwork. +2 to hit per level with a sword or dagger. Aptitude ×1.00 from Dexterity and Agility 0
Polearms · Untrained Spears and other long weapons that fight at reach. +2 to hit per level with a spear. Aptitude ×0.84 from Dexterity and Strength 0
Axes and maces · Untrained Axes, maces and other weapons that put their weight at the far end. +2 to hit per level with a mace or great axe. Aptitude ×0.80 from Strength and Endurance 0
Archery · Untrained Bows: drawing, judging distance and loosing cleanly. +2 to hit per level with a bow. Ranged combat is not built yet, so this does nothing so far. Aptitude ×0.88 from Dexterity and Perception 0

Fighting

Dodge · Untrained Getting out of the way: slipping, ducking and giving ground. Attacks against you are 2 points less likely to hit per level, while you are conscious. Aptitude ×0.92 from Agility and Reflexes 0
Precision · Untrained Putting a blow exactly where it was meant to go. Removes 2 points of the aim penalty per level on a called shot, never turning it into a bonus. Aptitude ×0.88 from Perception and Dexterity 0
Tactics · Untrained Seeing the pattern in how an opponent fights and using it. Your read of a foe grows 20% faster per level. The caps from Intelligence and Logic still apply. Aptitude ×0.88 from Intelligence and Logic 0

Social

Deception · Untrained Selling a lie with words or with the body. +2 per level to the chance a Feint works. Aptitude ×1.16 from Manipulation and Creativity 0
Intimidation · Untrained Making someone believe that fighting you is a mistake. +2 per level to the chance an Intimidate works. Aptitude ×1.28 from Charisma and Confidence 0
Negotiation · Untrained Finding the words that let someone stop fighting without shame. +2 per level to the chance a Parley works. Aptitude ×1.24 from Persuasion and Empathy 0
Command · Untrained Getting others to hold together and follow when it matters. A Rally restores 1 more nerve per level. Aptitude ×0.88 from Leadership and Charisma 0
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