FES: Proficiency Level, Ability Scores, Aspects, Paths, and Hit Points

Proficiency Level

The standard starting character would be proficiency level 3. Generally, levels 1 & 2 are better suited for young characters, or for NPCs.

If you have a relevant trait, acquisition, or otherwise narrative explanation for why your character would be trained or capable of applying their proficiency/expertise to a challenge, you can add their proficiency bonus to your roll.

Additionally, your proficiency level adds directly to both your HP and MP.

Abilities

There are six basic abilities separated by physical and metaphysical properties of existence.

Physical

  • Power - Physical Burstiness
  • Agility - Physical Deftness
  • Fortitude - Physical Sturdiness

Mental

  • Ego - Mental Burstiness
  • Cunning - Mental Deftness
  • Willpower - Mental Sturdiness

When creating a character, assign 7, 6, 6, 5, 4, 3 to each of the six attributes.

Aspects

Aspects are essentially a more subtle representation of how you carry yourself in competence and incompetence; your strengths and weaknesses.

For each aspect type, choose an attribute that represents the aspect presented for you. An ability cannot be used for more than one aspect.

Aspect Attribute Explanation
Strength Any Advantage on any roll using this attribute.
Vulnerability Any Disadvantage on any roll using this attribute.
Defense Physical Attacks targeting this attribute do not suffer disadvantage.
Determination Mental Attacks targeting this attribute do not suffer disadvantage. You gain a pool of determination points equal to this attribute that you can choose to spend on rolls before rolling, which recovers when you suitably rest and recover.

Paths

You can choose from one of four paths. If the path is relevant to your roll, you gain an advantage on that roll.

  • Path of Athletics - Martial ability. Swords, physical activity, etc.
  • Path of Expertise - Skilled ability. Tools, sleight of hand, math, etc.
  • Path of Magic - Metaphysical ability. Spells, magic items, potions, etc.
  • Path of Worldwise - Knowledge & its applications. “I know a guy” streetwise, biology, linguistics, etc.

Depending upon which path you choose, you may then assign physical hit points (HP) and mental hit points (MP) depending upon your path:

Path Physical hit points Mental hit points
Athletics Highest physical attribute +PL Lowest mental attribute +PL
Expertise Choice 1 Highest physical attribute +PL Lowest mental attribute +PL
Expertise Choice 2 Lowest physical attribute +PL Highest mental attribute +PL
Magic Lowest physical attribute +PL Highest mental attribute +PL
Worldwise Choice 1 Highest physical attribute +PL Lowest mental attribute +PL
Worldwise Choice 2 Lowest physical attribute +PL Highest mental attribute +PL