Name Primary for Profession Use
(STR) Strength Fighter and Bandits Jumping, Damage in Comabt, Carrying Entities
(SPD) Speed Runner and Heralds Movement_And_Foraging, Defense Bonus, Climbing, Swimming, Initiative
(INT) Intelligence Scout and Spies Spotting Predators, Spotting Traps, Freeing Trapped Rabbits, Tutor Tactic Slots 🍺
(AGI) Agility Maverick and Burglars Chance to Hit, Carrying Items, Throwing Items, Applying Herbs in Combat, Disarming Traps, Constructions, Camuflage and Disguise
(CON) Constitution Empath and Guardians Animal Hit Point (HP), Healing, Cecotropes (Rabbits), Resisting Disease, Resisting Poison, Reproduction, Ageing
(MYS) Mysticism Seer and Shamans Shock, Sensing Danger, Detecting Falsehood, Perception and Spotting 🍺 (Sight)
(SML) Smell Herbalist and Traders Detecting and Identifying Food, Detecting and Identifying Herbs, Identifying Scat and Spoor, Marking, Tracking, Use of Smell Underground, Scent Track, Perception and Spotting 🍺 (Smell)
(CHA) Charisma Storytellers and Grifters Languages, Communication During Encounters, Finding a Mate, Passing on Knowledge to Offspring, Persuasion and others

These Determine the possible development and ability.

  • Single Trait Composition:
    • Trait Value: Set at character creation by Trait Value
    • Trait Rating: (Trait Base Bonus + Trait Level)
      • Trait Base Bonus
      • Trait Level: Start at 0 and can be improved by Gaining Advancement Point (AP)
    • Maximum Trait Level: Indicate the maximum possible Trait Level that the single trait can reach.

your Trait Value may imposes Maximum limit to each Trait Level, depending on your Base Trait Value
🍺 Your Profession's Primary Trait Maximum Trait Level may always be at least 6

Trait Value Trait Base Bonus Maximum Trait Level
6 or less +0 4
7–12 +0 5
13–15 +1 6
16–17 +2 7
18 or more +3 8

Different species may have different roll for each Genetics roll

Species STR SPD INT AGI CON MYS SML CHA
Bunny 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6
Raccoon 4d6 3d6 3d6 3d6 3d6 2d6 3d6 2d6
Jackrabbit 3d6 4d6 3d6 2d6 3d6 3d6 2d6 3d6
Chipmunk 2d6 3d6 4d6 3d6 2d6 3d6 3d6 3d6
Skunk 3d6 3d6 3d6 4d6 3d6 3d6 2d6 2d6
Porcupine 3d6 2d6 3d6 2d6 4d6 3d6 3d6 3d6
Opossum 3d6 2d6 2d6 3d6 3d6 4d6 3d6 3d6
Armadillo 2d6 3d6 2d6 3d6 3d6 3d6 4d6 3d6
Squirrel 3d6 3d6 3d6 3d6 2d6 2d6 3d6 4d6

AP(s) may be Granted by the GM within or at the end of the session by completing acts, events etc...

Spend AP to level up your traits over your Base Trait Value
Each Trait Start at Level 0
To Advance a Level 0 to a Level 1 Trait you must spend 1 AP
To Advance a Level 1 to a Level 2 Trait you must spend 2 AP
To Advance a Level n to a Level n+1 Trait you must spend n+1 AP

Note that AP can only be given by the GM, no experience exists in this game, this mean that killing or Encountering more enemy may not necessarily correlates in additional AP

Last Edit: 2026-10-07
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