This game appeals to me because characters have one one statistic, Might, that is used as a measurement of the character’s physical endurance, luck and general resolve. This resource is spent to avoid lethal wounds or enhance dice rolls. It is recovered through rest. Everything else is derived from the character narrative, which is a (maximum) 30 word paragraph describing who the character is. Here is an example.
Kartum was Puunish army physician and apothecary. During his travels he became competent in Puunish, Nemian and Baroomian. His talent for throwing knives saved his life many times.
So your finished character sheet would have the narrative and these notes:
Name: Kartum Class: Adventurer
Gear: Surgical kit, Herb bag, 1 week rations, bedroll, Knife, 3d6 silver coins
When dice rolling is required, a difficulty level is set, and 2d6 is rolled. If the roll equals or exceeds the difficulty level, the roll succeeds. Kartum’s rolls related to physicians, creating or dispensing medicine, or throwing knives will be easier for him than for other characters.
He can speak Puunish, Nemian and Baroomian. Languages are important in this game. There is a common trade dialect that almost everyone speaks, but it lacks the substantive nuance of the other languages. To communicate effectively and fit into a culture, you need to know their language.
As the character adventures and gains experience, he can gain new skills and increase his Might.
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