Characteristics or base statistics are used to provide a framework of description and limitation for your character. These characteristics are the basis for skills, spells, combat, and all other properties of your character are founded on.

Characteristics Edit

Primary characteristics are the numbers on which all other aspects of the character are built. There are nine: Agility, Beauty, Constitution, Strength, Perception, Personality, Intelligence, Wisdom, and Spirit. Each of these characteristics is used as the basis for anything your character can do, from trade skills to combat, from magic to leading a kingdom. Each kind above will have different maximums, but all heroes start with the same number of points to spend. Remember, your character is a hero, not an NPC, and so it is expected that there is something special about them, something more than the ordinary.

Agility (AGL) Edit

Agility describes the character's quickness, flexibility, and ability to manipulate small, intricate things with their fingers. While there are a larger number of skills that fall under Agility than any one of the others, many skills are more complex than any one characteristic. The higher a character's agility, the more likely they are to succeed at things that require fine manipulation, quickness, or flexibility. Lower agility scores indicate someone who is clumsier, sluggish, or inflexible. Agility is one of the possible primary traits for ranged combat.

Beauty (BEA)* Edit

Beauty is a character's physical aesthetics in an objective sense. It encapsulates symmetry, coloring, scent, feel, timbre of voice, or other physical things that are usually objectively defined as pleasant to the senses. While individual perceptions may vary, thus orcs may find other orcs attractive, beauty itself is not based on individual perspective. The higher the beauty score, the more likely the character will be attractive to another character, will be able to gain attention, and will make good first impressions. Lower scores indicate someone who is not as physically desirable to downright ugly (yes, we know it's an ugly word, but it's a harsh reality that many Unbular and other kinds often face; calling it something else is just lying and that's heavily frowned on in the Guild).

Constitution (CON) Edit

Constitution is the physical hardiness and integrity of the character's body. It defines the ability of a character to take or shrug off physical aggression in the form of combat, magic, poisons, or any other kinds of attacks against the body. The higher the score, the more endurance, durability, and integrity a character has. A lower score indicates someone who is physically frail.

Intelligence (INT) Edit

Intelligence is simply the character's ability to store and recall information or to reason through logical puzzles or arguments. The higher a character's intelligence, the more likely they are to remember things or be able to figure things out. Lower scores indicate poor memory and reasoning skills. Intelligence only pertains to “can I?” not “should I?”

Perception (PRC) Edit

Perception is the character's ability to perceive the world around them through the natural senses. High scores in perception mean they are highly aware of the environment and the things in it, are able to sense things better, react faster, and aim more precisely. Lower scores indicate dullness of the senses, lower reaction times, and less precision. Perception is used in all aggressive actions including ranged, melee, and physical magic combat.

Personality (PRS)* Edit

Personality refers to the character's less tangible qualities, their inner beauty. It relates to their kindness, generosity, leadership, and likability. The higher the personality score, the more positive these attributes are and the more likely they are to persuade others, find followers, and be liked. The lower the score, the less liked they will be, the less they will influence people positively, and the more likely they are to cause a fight. Whatever a character believes about themselves, Personality reflects how they actually come across to others.

Spirit (SPI) Edit

Spirit has to do with the mental endurance, will to overcome, and moral integrity. The higher the spirit score, the more likely a person is to maintain their moral standard (not necessarily good or evil, but whatever they currently are at the time), to persevere in the face of adversity, and to throw off attacks on the mind. Low scores mean the person has no mental defenses or moral compass.

Strength (STR) Edit

Strength represents a character's capacity to exert physical force to do work. The greater the strength score, the easier it is for them to lift, push, pull, or swing objects. Lower scores represent physically weak characters. Strength is one of the possible primary traits for melee combat.

Wisdom (WIS) Edit

Wisdom is the ability to evaluate things and determine which is better out of a group. The higher the wisdom score, the more likely a character is to make a favorable or ‘good’ choice (from their perspective). The lower the score, the more likely the choice will lead to a less favorable outcome. Wisdom concerns itself with “should”, not with “can’.

*A note about beauty and personality. Beauty is acknowledged by the Hero’s Guild as real and objective. We also accept that there is physical (external) beauty and inner beauty. That’s why Beauty and Personality are separated. To deny the reality of beauty and ugliness, both external and internal is absurd. Words have meanings and we prefer precision, conciseness, and objectivity and we reject political correctness.

Characteristic Building - Assigning Characteristics Edit

Characteristics are associated with some calculated statistics like hit points, but are most used in conjunction with skills in regard to dice rolls for those skills. Each Kind listed in Chapter 1 has a table associated with it that gives the average and maximum normal characteristics for that kind.

Average for a characteristic means what a typical character in that kind might have. Max is the normal highest score a kind may have in a characteristic without magic or other artificial aid.

Player Characters (PCs) can assign characteristics a number of different ways. Our preferred way, in order to play the character that you want, is to start with 45+3d10 points to distribute in a 1/1 manner among all 9 characteristics keeping in mind the maximums for your kind.

A secondary method is to roll 12d10 and keep the 9 highest. From there, two paths become available. First, each individual die kept can be assigned to a Base Characteristic. This method has more randomness to it and less customizability. It also does not address Kinds with higher than 10 BC maximums as no die can be greater than 10, though they can be bought higher later in the creation process or gameplay. The other path is to add the numbers of the 9 kept dice and distribute between the Base Characteristics in a 1/1 manner. Kind maximums for stats still apply.

Calculated Stats Edit

Speed Edit

It is a fact that some people just move faster than others, act more often, and get things done. In the Hero’s Guild rule system, this is reflected in the Speed characteristic. A character’s speed involves a number of different characteristics to determine how often they act in a given round. Also, involving so many characteristics in this stat has a practical effect of keeping characters from dumping all of their points into a single stat to get the higher Speed rating. Agility is involved because speed is based on the bodies basic capacity to act. Intelligence is involved because acting requires constant receiving and analyzing data. Perception is involved in speed because acting requires perceiving the environment accurately in order to interact with it. Spirit is involved in speed because it provides the will to act. Wisdom is involved in speed in that a person needs to make the right decision.

To find a character’s speed, take the average of Agility, Intelligence, Perception, Spirit, and Wisdom, and divide by ten.

Below is a table for determining Player Turns based on Speed.

Speed 1 2 3 4 5 6 7 8 9 10 11 12
1 12
2 6 12
3 4 8 12
4 3 6 9 12
5 3 5 8 10 12
6 2 4 6 8 10 12
7 2 4 6 7 9 11 12
8 2 3 5 6 8 9 11 12
9 2 3 4 6 7 8 10 11 12
10 2 3 4 5 6 8 9 10 11 12
11 2 3 4 5 6 7 8 9 10 11 12
12 1 2 3 4 5 6 7 8 9 10 11 12

Turns Edit

Each Round is divided into 12 seconds called Turns (Game Turns). Speed determines which Turns a player goes in any given Round by dividing 12 by Speed and truncating any decimals.

For example, Ethaniel has the following scores: AGL 5; INT 7; PRC 5; SPI 9; WIS 8. The average is (5+7+8+9+8)/10 = 3.7 which truncates to 3. Which means Ethaniel gets to act 3 times each Round. To find out which Turns, the Round of 12 seconds is divided by 3 Turns to get 4. So Ethaniel will start in Turn 4 and go every 4 seconds thereafter.

There is a difference between Game Turns, or seconds, which are numbered 1-12 and Player Turns, which is determined by their Speed. An action that takes multiple Player Turns can take longer or shorter depending on the speed of the Player.

For example, Dalgan Riftwind and Koribald Riftwind are both casting a spell with Casting Time of 3 Turns. They both start casting at the beginning of the Round. Dalgan is more powerful, but his speed is only 3 so it will take him until Game Turn 12 to cast the spell (he normally goes in 4, 8, and 12). Koribald has a speed of 4 and so he casts in Turn 9 (3, 6, and 9) and then has one more Turn to act as his father is casting the original spell, perhaps even countering his father's spell.

Game Turns are therefore a universal mechanic that has no variability and applies to all. Player Turns depend on the Speed of the Player and the action being taken.

Life Edit

One of the most vital characteristics is life points. These points indicate how close a character is to dying in the game. Life points are calculated initially by adding Constitution and Spirit and multiplying by 5. Additional Life can be purchased for Base Points (BP) at a rate of 1 BP/5 Life at any time throughout a character’s lifespan. More on Base Points in Chapter 3 - Skills.

Endurance (EDR) Edit

Endurance is your action meter.  Every action you take requires energy: physical, mental, emotional, and spiritual.  Your character's endurance reflects how tired they are from continually acting.  Once their endurance is spent, they either have to make serious sacrifices to keep going or stop and rest.

Each skill use comes with its own endurance cost which is explained within the skill description itself.

Endurance is calculated by adding CON, INT, SPI, and PRS then multiplying by 3.  Additional Endurance can be purchased for 1 BP/4 EDR.  At the end of each round (12 seconds), after everyone has acted (including NPCs), all characters initially recover 1/10th of the EDR.  This is called Recovery (REC).  REC can be purchased for 1 BP/1 REC.

Sample Character Sheet Edit

Below is a sample character sheet showing only the top section before equipment. Most parts are self explanatory. Faction refers to the most influential organization in the character’s life which may be a cause, company, or religion. Occupation is analogous to “class” in many other systems, but is how characters identifies themselves for the purposes of the story. Occupation has no practical bearing on any statistics and generally flows from them instead of defining them.

Character Sheet Edit


Player Name:____________Character Name: _______________ Current Alias: _____________________

Kind:______________________ Age:_______ Gender: ___________ Height: _____________

Weight: ______________ Eye color:______________ Coloring: __________________________________

Occupation: ________________ Faction:_____________________


Base Characteristics Edit







Base Points Acquired








Base Points Spent

















1 2 3 4 5 6 7 8 9 10 11 12


At this point, we are ready to move on to the core mechanic of the game, skills.

Navigation Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional ClassesEdit

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