SYSTEM SUMMARY
This document contains the complete structure of the System, including stats, racial traits, leveling rules, classes and class evolution, skills, perks, spells, resource pools, System access differences, and milestone choices.
BASE FRAMEWORK
Base Stats:
All characters begin with the following stats set to 1:
Strength, Constitution, Dexterity, Intelligence, and Wisdom
Resource Pools:
Resource Pools are derived directly from stats.
Health = Constitution x 10
Stamina = Strength x 10
Stamina Regeneration = Strength per 10 minutes
Mana = Intelligence x 10
Mana Regeneration = Wisdom per 10 minutes
Starting State:
Racial bonuses are applied before any leveling or class selection.
RACES AND RACIAL BONUSES
Racial bonuses are innate traits applied at birth. Each race also has a Racial Perk reflecting natural strengths and weaknesses.
Examples:
Goblin:
Associated Perk example: Goblin Agility
Hobgoblin:
Associated perk example: Hobgoblin Constitution
Orc:
Associated perk example: Orc Ferocity
Other races follow the same structure: numerical adjustments and a defining perk. All races adjustments total +3 and -1 Stats.
LEVELING STRUCTURE
Levels 1 through 5:
Each level grants 3 Free Stat Points. Total free points before selecting a class: 12.
Level 5 Milestone:
At Level 5, the individual selects a Class. The System also offers a choice of one new Skill or Spell. Available options reflect the individual’s actions and tendencies up to that point.
After Level 5, class bonuses begin applying each level.
Free Skill or Spell Milestones:
The System offers a new Skill or Spell choice at the following levels: 5, 10, 15, 20, 30, 40, 60, 70, 80, and 90.
Levels without choices: 25 (1st Class Evolution), 50 (2nd Class Evolution), and 100 (Final Class Evolution).
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After Level 100, no more automatic choices are offered. New Skills or Spells must be earned or discovered naturally.
CLASS SYSTEM
Two Class Categories:
Classes fall into two types: Regular Classes and Special Classes.
Regular Classes:
Provide 3 fixed Class Bonus stat points per level. Provide 1 Free Stat Point per level.
Examples:
Fighter:
Rogue:
Cleric:
Mage:
Special Classes:
Provide 3 Class Bonus stat points per level, but one alternates between two stats each level. Provide 2 Free Stat Points per level.
Examples:
Battle Chief (Dravak):
Earths Disciple (Grub):
Class Evolution:
Classes evolve at Levels 25, 50, and 100. At Level 100, the class reaches its final evolved form. The person also receives an ultimate Skill or Spell tied to the final class.
At each evolution milestone the System presents three to five evolved class options. Each option upgrades the base class but emphasizes different thematic directions.
Examples include specialization into strength, speed, tactics, defense, or hybrid forms.
Class Changes:Every now and then the System will offer an individual a Class Change. When offered a Class Change, accepting means losing everything associated with your previous class. You will then be set to Level 5, as if you just selected your class for the first time.
For example, Borin was a level 43 Smith, and had Stats, Skills, Perks, and even a few Spells from all those levels. When he got his Class Change to Cleric, he lost all those levels, along with everything he had gained from that Class, and became a Level 5 Cleric.
A Class Change is a risk, but often one worth taking.
SKILLS
General Rules:
Skills represent techniques and capabilities. They have standardized descriptions across all users.
Examples:
Quick Feet:
Climbing:
Stealth:
Perception:
Passive and Activatable Skills:
Most skills are passive or semi-passive. A small number are activatable, functioning similarly to spells. These are rare and often unique.
Example: Divine Judgement (Borin).
PERKS
Perks are passive traits gained from race, class, physiology, achievements, or rare events.
Racial Perks:
Define innate advantages and disadvantages tied to species.
Class Perks:
Some classes or evolutions grant perks as part of their identity.
Unique Perks:
Rare and influential. Examples include those granted to Max and Gideon for rolling their race at random. Unique Perks can significantly alter progression, abilities, or synergy with spells.
SPELLS
General Rules:
Spells cost Mana, generally in multiples of 5. All spells begin at Tier 1 Level 1.
Spell Progression:
Tier 1:
Evolves to Tier 2 at Level 10
Tier 2:
Evolves to Tier 3 at Level 20
Tier 3:
Evolves to Tier 4 at Level 40
Tier 4:
Evolves to Tier 5 at Level 80
Tier 5 is the highest tier.
Each tier requires twice the previous tier’s level range, making higher tiers increasingly difficult and powerful.
SYSTEM ACCESS AMONG CIVILIZED AND MONSTROUS RACES
Civilized Races:
Humans, elves, dwarves, and similar peoples have universal full System access. They can view full status details, allocate stats, choose skills and spells, and evolve classes. This grants them a natural advantage in personal strength and refinement.
Monstrous Races:
Goblins, hobgoblins, bugbears, beastfolk, naga, and similar species generally have passive System access.
Passive Access Limitations:
They can pull up their Status screen, but see only:
Designation (such as Goblin Warrior or Goblin Scout), Level, and Resource pools
They cannot allocate stats, choose skills or spells, or evolve classes. Most do not have personal names recognized by the System.
Individuals with passive system access also level up much slower than those with full access, further separating their power levels.
Unlocking Full Access:
Rare individuals among monstrous races can unlock full System access when certain conditions are met. Generally these individuals are the chief or leader of a group. They then gain a personal name and full interaction capabilities.
There are exceptions. For example, in the Ironfang tribe, a few goblins had full access before Grub arrived and began making his changes. This included the chieftain, Dravak, as well as his two lieutenants Throk and Kesh. Now after Grubs meddling, the four of them and a few others have complete access to the System, totaling nine out of roughly 230. This is still less than 1 out of every 25, so that should go to show how rare it normally is.
Balance of Power:
Civilized races maintain individual superiority due to full System access. Monstrous races compensate with numbers and rapid reproduction.
As an example, goblins in particular mature very quickly, reaching full combat capability in six to seven months from conception, allowing goblin tribes to go through two generations per year.
While the civilized races have the advantage in personal power, the monstrous races make up for it in sheer numbers.

