How to Play

The student, called a player, starts by creating a character. The character is how the player senses, acts, and understands the game world, called the realm. There are no other players in the realm, only the student. The character is the main character of the story. The character can get into fights or other dangerous situations, so it is possible the character can die.

The teacher, called the game master (GM), describes what the character senses, controls the realm, and tells the story. The GM creates the story for the character, and the character tries to accomplish a goal. The goal can be anything: create a village in the world, look for adventure, or start a business.

The game ends when a character dies, but the player can decide to make a new character to continue the game. It also ends when the lessons in the Captain’s Manual are over.

Create a Character

The player must create a character to play the game. A character has attributes, health, and skills, as well as other important aspects.

A character has a lot of information for the player to remember. It’s a good idea to write down all the information on a character sheet.

Levels

Levels describe how much experience a character has. The more experience a character gets, the higher the level they become. A character gains experience by finishing missions, quests, or performing actions. When this is done, a character is awarded experience points. All characters start at level 1 .

Level Up Characters gain levels by collecting experience points. Here is the chart for how many experience points are needed to level up.

LevelExperience
10
21,000
33,000
46,000
510,000
615,000
721,000
828,000
936,000
1021,000
1128,000
1236,000
1345,000
1455,000

When a character levels up, they gain the following more health and skill points.

  • Health: add 1d10 + Constitution Bonus
  • Skill points: add 1 point to all skills

Attributes

In the game, each character has 6 attributes that describe them physically (Strength, Dexterity, Constitution) and mentally (Intelligence, Wisdom, Charisma). The attributes have a scoring system ranging from 3 to 18, where the higher the better. Players determine attribute scores by rolling 4d6 (four six-sided dice) and dropping the lowest roll. Write down the final sum. They follow this step 6 times, once for each attribute score. Once finished with this step, the student should have 6 attribute scores in their list. A student can check how powerful their character is by comparing the total attribute scores to the numbers below.

Character Power Chart

  • 45- points: Weak Person
  • 63 points: Average Person
  • 81 points: Exceptional Person
  • 99+ points: Heroic Person

Assigning the attribute scores The final score for each attribute depends on how the player wants their character to excel in the game. The player chooses which attribute is given which score. Do this until all scores are assigned. For example, if the player wanted a smart character, they would assign their highest attribute score to Intelligence. On the other hand, if the player wanted a strong character, they would assign highest attribute score would go to Strength.

Once all of this is finished, the player may reroll one score that is 10 or below. They must keep the new value even if it is lower.

Attribute Bonus Each attribute is used for something in the game. Each also have an attribute bonus. This is how to calculate the attribute bonus for all attributes:

(Attribute - 10) / 2 = Attribute Bonus (round down)

For example, if a character has a 15 Strength score, the Strength bonus is +2. If they have an 8 Strength score, the bonus becomes a penalty at -2. The player should calculate the attribute bonus for all attributes, and record them on the character sheet.

Health

Health is how much blood a character can lose before they die. Health is a calculation based off the character’s Constitution score.

(Constitution - 10) / 2 = Constitution Bonus (ConB)
Health = ConB + 1d10 (per level)

Skills

These are the different ways a character can accomplish tasks in the game. Each skill has an attribute modifier. This means that the skill uses that attribute. For example, Search uses the Intelligence attribute, and Climb uses the Strength attribute.

A character can use any skill that doesn’t require training. At level 1, characters get a certain amount of skill points to use.

(4 + IntB) * 4 = Skill points at level 1

For each level after level 1, a character gets an additional 4 + IntB skill points.

Spending Skill Points A character uses skill points by placing them into a skill rank on the list below. The skill rank is the bonus to any skill checks. However, the maximum amount of skill points in a rank is limited to 2 times the character level.

For example, a level 1 character can only spend 2 skill points for any skill, since level 1 * 2 = 2. On the other hand, a level 4 character can spend up to 8 points in a skill rank.

Using Skills The character or the GM will say a skill check can be performed. As mentioned, each skill has an attribute modifier that uses the attribute score as a bonus.

To perform a skill check, select a skill, and add the bonuses together. Then, roll a d20, add the bonus to the role, and compare the result to the difficulty check (DC) (set by the GM).

For example, to use the Climb skill on a character with 16 Strength and 4 skill ranks, the bonus will be equal to the Strength bonus of +3 (16 - 10 / 2) and the rank bonus of +4. The total bonus for Climb is +7 (3 + 4).

Skill Table Those that are in bold require training. If you want to learn more, you can refer to this website: Hypertext d20 SRD.

Skill NameKey Ability
AppraiseIntelligence (Int)
BalanceDexterity (Dex)
BluffCharisma (Cha)
ClimbStrength (Str)
ConcentrationConstitution (Con)
Craft (Alchemy, Armor, etc.)Intelligence (Int)
Decipher ScriptIntelligence (Int)
DiplomacyCharisma (Cha)
Disable DeviceIntelligence (Int)
DisguiseCharisma (Cha)
Escape ArtistDexterity (Dex)
ForgeryIntelligence (Int)
Gather InformationCharisma (Cha)
Handle AnimalCharisma (Cha)
HealWisdom (Wis)
HideDexterity (Dex)
IntimidateCharisma (Cha)
JumpStrength (Str)
KnowledgeIntelligence (Int)
ListenWisdom (Wis)
Move SilentlyDexterity (Dex)
Open LockDexterity (Dex)
Perform (Act, Dance, etc.)Charisma (Cha)
ProfessionWisdom (Wis)
RideDexterity (Dex)
SearchIntelligence (Int)
Sense MotiveWisdom (Wis)
Sleight of HandDexterity (Dex)
Speak LanguageNone (N/A)
SpellcraftIntelligence (Int)
SpotWisdom (Wis)
SurvivalWisdom (Wis)
SwimStrength (Str)
TumbleDexterity (Dex)
Use RopeDexterity (Dex)

NOTICE

That’s it! Now you are ready to play the game.

2026-05-10 17:17