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TERMS & CONCEPTS:

d6
A regular six-sided die.
2d6
Two six-sided dice rolled together, adding the results.
Gamemaster (GM)
A player who acts as the eyes and ears of the other players, describing what their characters see, hear and experience in the world. The GM also acts out the parts of any other characters the player characters meet, as well as any creatures they find. It is also the GM's responsibility to create stories and adventures for the player character's to find them in, and to act as the narrator to these stories.
Player Characters (PC's)
Characters created and portrayed by the other players in the game.
Attributes
The basic levels of fitness, strength and intelligence each character and creature in Galthea possesses.
Merits
Special abilities a character or creature may possess that helps to define their actions.
Flaws
Specific disadvantages a character or creature may have which helps define their actions.
Skill
A trained ability in a particular subject that allows a character or creature to better perform a specific action.
  THE EPYX GAME ENGINE  

The EPYX Game Engine has been designed with simplicity in mind. Easy to learn, even easier to master, all possible actions are resolved by a simple roll of two six-sided dice, and adding the result of the die roll to other elements in order to equal or beat a specified Target Number.

Each player creates a character which acts as their alter-ego within the world of Galthea. Each character begins play with a series of Attributes, Merits, Flaws and Skills which makes them unique individuals within the world. When interacting with other characters and creatures or performing actions, these character elements allow the players to compare their strengths and weaknesses against the forces of the world around them, perhaps in something as simple as an arm-wrestling contest, or as complex as casting a spell to find a missing person; in fighting an overwhelming number of foes, or persuading an unfriendly innkeeper to let you and your tired friends to stay a night in one of his rooms.

Creating Player Characters (PC's)
With the EPYX Game Engine, creating a fresh, interesting character is easy. Each player receives 150 Character Points (CP's) which they can spend on the 10 Attributes and numerous Skills their PC will take with them through the game. Depending on what type of character the player wishes to play, be it an intellectual scholarly type, a battle-hardened soldier type, or a young apprentice magician type, the player allocates points accordingly to relevant Attributes and Skills.

Once Attributes and Skills have been set, the player may then spend a further 50 Background Points (BP's) on the Merits and Flaws their character was born with and acquired during his or her life up to the point where play begins. Merits include enhanced senses, beneficial personality traits and special abilities, as well as special contacts and memberships in particular organizations and social classes. Many players may also decide to allow their hero to have some Flaws which are detrimental to the character, certain physical or personality defects, for example, or reduced social standing, perhaps even a close friend whose frequent cries for attention the character can never resist, all of which add points to their BP pool. Well rounded PC's will usually have a balance of Merits and Flaws.

Attributes
Each character is made up of 10 Primary Attributes and 5 Secondary Attributes. The Primary Attributes are 'bought' using CP's, but Secondary Attributes are derived by calculating the totals of certain Primary Attributes. Each one is described briefly below.

Primary Attributes

Attribute Description
Intelligence (INT) Overall intelligence and knowledge. Some aspects of problem solving ability, as well. INT is used for all skills involving knowledge
Willpower (WIL) Sheer strength of will. High WIL characters will be incredibly stalwart. WIL is used for all skills involving force of will.
Perception (PER) A measure of the general awareness of the character to their surroundings. PER also governs a character's ability to comprehend the reactions of others around them and react to this. PER is used for all social and empathic skills.
Spirit (SPR) A measure of a character's spiritual presence in the world. SPR allows Shamans and Adepts to cast spells, as well as protecting the masses from those spells. SPR is used for all magical skills.
Fortune (FOR) A measure of a character's luck and karmic goals within the world.
Strength (STR) A measure of the physical strength of a character. STR is used for all skills involving strength alone.
Agility (AGL) A measure of reflexes and physical coordination. AGL is used for all fighting and movement skills.
Dexterity (DEX) A measure of hand-eye coordination. DEX is used for all skills involving manual manipulation.
Size (SIZ) A measure of a character's physical mass.
Health (HEA) A measure of the physical health & fitness of a character.

Secondary Attributes
Attribute Description
Speed (SPD) A measure of how fast a character can move, in meters in one game round. A character can Crawl at ½ SPD and run at twice their SPD. [(AGL + HEA)]
Stun (STN) A measure of how much stun damage a character can take before falling unconscious. [(SPR + HEA) x 5]
Hits (HIT) An overall measure of how much physical damage a character can take before it dies. [(SIZ + HEA) x 5]
Chann (CHN) A measure of how much spiritual energy someone with the Gift Talent has for spellcasting. [SPR x Gift Level].
Fortune Points (FP) A measure of how much experience and karmic value a character gains throughout life. Unlike other Secondary Attributes, FP is not derived from any other Primary Attributes. Instead, it is generally handed out during game time by the GM as a reward for roleplaying or completing a specific task.
Initiative (INI) This determines the order in which a character moves in a combat situation. It is a measure of how fast a character can react during combat. [(AGL+PER)/2]. In a combat situation, each participant rolls 1d6 and adds the result to their INI AR. The participant with the highest Initiative roll goes first. This is further explained in the Combat Section of the Epyx Game System chapter.