To play Noontide, everyone except the GM needs to create a Player Character (PC). Exactly what kind of adventurer your PC might be is up to you, but the choices you make in this chapter will establish three important sets of abilities for them: how they fight; the type of adventuring expertise they have; and how they can influence and persuade Non-Player Characters (NPCs) controlled by the GM. Your PC might be a strong and stalwart warrior, adept at tracking monsters and slaying them with blade and bow; a wise and cunning master of magic, learned in legends and lore; a swift and stealthy explorer, wielding daggers and lockpicks with dexterity and determination; or a faithful servant of the gods, blessed with divine magic and guidance. This chapter lays out your options in general terms – the Combat Mode, Quest Mode, Free Mode, and Challenges chapters explain what your choices will mean in detail.
Always round down any decimal places when calculating your PC’s statistics. Section 1: Attribute Scores
Note: It’s recommended to read sections 1-5 before creating your first PC, as the decisions you make in section 1 will determine your options in each subsequent section.
Each PC is defined primarily by their Attribute Scores – six numbers that represent their physical and mental capabilities. These numbers underpin a PC’s prowess in combat, their ability to explore the world and overcome its hazards, and the ways in which they can influence and persuade non-player characters (NPCs) controlled by the GM. The first step in creating a PC is to spend points to increase some or all of their Attribute Scores. A new PC has Attribute Scores between 5, which represents the average for a healthy adult, and 12, which represents distinctly above-average ability. As a PC completes Quests, they gain additional points to further increase their Attribute Scores, potentially up to the maximum of 25 – which represents near-superhuman ability.
A brand new PC starts with Attribute Scores of 5, and is awarded 20 Attribute Points (AP) which must be spent to increase some or all of their Attribute Scores above 5 before starting play. Each AP increases a single Attribute Score by 1. All 20 AP must be spent, and no Attribute Score can exceed 12 at this stage. Once you have finished allocating your AP, record your PC’s Attribute Scores in the Attribute Scores grid on your character sheet. To check that you have allocated the correct number of AP, calculate the total of all of your PC’s Attribute Scores – it should be 50.
Minimum Attribute Scores
A PC’s Attribute Scores must meet or exceed certain values to use certain types of equipment and magic, as stated in Sections 2 and 3 of this chapter. As you go through the character creation process, make sure that your PC’s Attribute Scores meet the requirements for the training and equipment you want them to have. You can redistribute their starting AP at any time if necessary.
The next part of this section summarizes each Attribute Score in turn, describing what it represents and how a PC’s capabilities are improved by increasing it.
Physical Attribute Scores
The Strength Score represents a PC’s muscle power. In combat, it contributes to a PC’s ability to use weapons, especially heavy close-combat weapons. The Strength Score also determines whether PCs are capable of performing feats of athletics, such as leaping great distances or moving heavy obstacles. In social situations, PCs with high Strength Scores can use their imposing physical stature to inspire, reassure, or threaten other characters.
Invest in Strength if you want to strike hard, forge a path ahead using sheer might, and impress or intimidate others with your powerful physique.
The Agility Score represents the speed and precision of a PC’s movements. In combat, it contributes to a PC’s skill with weapons, especially bows and light close-combat weapons, and their ability to avoid damage if they do not wear heavy armour. The Agility Score also determines whether PCs are capable of performing feats of acrobatics and stealth, such as keeping their balance on a narrow beam, or sneaking past a sentry without
being detected. In social situations, PCs with high Agility Scores can use subtle body language to beguile or distract others.
Invest in Agility if you want to unleash a barrage of swift attacks, move quickly and quietly, and be a master of manipulation and misdirection.
The Endurance Score represents a PC’s ability to persevere through physical hardship. First and foremost, it determines how much damage a PC can take before being killed. It also determines the effectiveness of heavy armour for PCs who choose to wear it. The Endurance Score also grants additional Surge Points, which can be spent to exceed the normal limits of a PC’s physical Attributes at critical moments. In social situations, PCs with high Endurance Scores carry an air of calm, collected confidence.
All PCs benefit from investing in Endurance. Invest strongly if you want to use heavy armour and shields to bear the brunt of enemy assaults, be a persistent and tenacious threat on the battlefield, and wear your scars with pride to inspire or warn others.
Mental Attribute Scores
A PC’s Intelligence Score represents their powers of logic and reasoning, as well as their ability to piece together clues and draw conclusions from evidence. A high Intelligence Score is necessary for a PC to use Arcane Magic – an esoteric and complex art through which a PC can rain bolts of destructive force upon their foes, or bend the fabric of reality around themselves and other characters to reposition them on the battlefield. Increasing a PC’s Intelligence Score increases the potency of any Arcane Magic spells they cast, and how quickly they can solve puzzles and draw conclusions from evidence. PCs with high Intelligence Scores are perceptive and articulate, making them adept at using diplomacy and deception to persuade others.
Invest in Intelligence if you want to wield Arcane Magic to control the battlefield or destroy your foes, see through riddles and mysteries, and speak your mind with eloquence and erudition.
The Faith Score represents the strength of a PC’s belief in the creator gods who bound and shaped primordial matter to form the world in its first Age. PCs whose belief is strong enough can awaken and command the dormant magic of creation using a power known as Invocation. Invocation can be used in combat to protect the PC and their allies, or to weaken the defences of their enemies. Outside of combat, PCs with high Faith Scores can beseech the gods to show them the quickest path to their goal, and to reveal secrets and hidden dangers that lie ahead. A PC with a high Faith Score becomes a walking conduit for divine energy, which manifests around them as an otherworldly aura of light and shadow that intensifies as the PC’s Faith Score increases. In social situations, this aura can be used to captivate and inspire others, or to mask the PC’s true motives.
Invest in Faith if you wish to bolster your allies, weaken your enemies, and manipulate the physical world with the divine power of Invocation, and exert a supernatural emotive force.
The Willpower Score represents the strength of a PC’s determination, courage, and self-belief. A high Willpower Score is necessary to learn Essence Magic – a spectacular and devastating power which conjures elemental fire and ice to wreak havoc on the battlefield. A PC can channel their own life force into these spells, harming themselves in exchange for increasing the power of their magic. Increasing a PC’s Willpower Score strengthens their resolve in the face of danger, allowing them to stand firm when confronted with monsters and other phenomena that might cause others to flee in terror. It also grants additional Focus Points, which are used to increase a PC’s concentration or exceed the normal limits of their mental Attributes at critical moments. In social situations, PCs with high Willpower Scores can win over others through sheer force of conviction.
Invest in Willpower if you want to blast your foes with the elemental fury of Essence Magic, be a fearless leader, and rally or break other characters with your unshakeable resolve.
Each Attribute Score has a corresponding Attribute Factor. These are used at certain points in the character creation process, and are frequently used while playing the game to resolve the PCs’ actions. Many actions that a PC can take represent the application of a particular Attribute, and in these cases, a number of dice equal to the corresponding Attribute Factor are rolled to determine how successful the action is. Increasing an Attribute Factor by 1 increases the number of dice you can roll when taking an action that depends on that Attribute Factor by 1, making the action more likely to succeed, and increasing your PC’s contribution if it is a group action.
Each Attribute Factor is equal to the corresponding Attribute Score divided by 3. Alternatively, you can refer to the table below.
Attribute Score Attribute Factor
Once you have finished allocating your PC’s starting AP, determine each of their Attribute Factors and record them in the Attribute Factors (AF) column on your character sheet. Don’t forget to check your PC’s Attribute Factors if you redistribute their starting AP.
Note: Always take care not to mix up Attribute Scores and Attribute Factors when the rules refer to either of them.
Sidebar: Attribute Score Tips
5s – Don’t be afraid to leave up to three Attribute Scores at 5. Doing so allows you to maximize other scores and create a more specialized PC.
7s and 11s – Most Attribute Score increments provide a PC with a direct benefit: either a higher Attribute Factor, or meeting the required minimum for a certain type of training or equipment. However, while increasing the Endurance Score always provides an additional Hit Point, increasing any other Attribute Score from 6 to 7, or from 10 to 11, does not provide
any immediate benefits. Avoid leaving any Attribute Scores at 7 or 11 unless you are certain that you don’t want the benefits that would be gained from increasing any other scores instead.
Having determined your PC’s Attribute Scores and Attribute Factors, there are some important numbers that depend on them that must be recorded in the Vital Statistics grid on your character sheet.
Hit Point Maximum
A PC’s Hit Point maximum determines how much damage they can take. Enemy attacks and magic spells, as well as traps and other hazards, can cause a PC to lose Hit Points, and if their Hit Point total is reduced to zero, the PC is killed.
Each PC’s Hit Point maximum is equal to 6 + their Endurance Score. Record this number in the Hit Points field on your character sheet.
Whenever a PC loses a total of 5 Hit Points, they suffer an Injury. Each Injury must be marked in the Injuries field on the character sheet. Whenever dice are rolled for a PC, the maximum number of dice that can be rolled is reduced by the number of Injuries the PC has. Injuries can be healed using the Treat Wounds action in Quest Mode, and are automatically healed when the Party returns to a safe area after completing a Quest. A PC begins the game with zero Injuries.
Surge Points & Focus Points
Surge Points and Focus Points allow a PC to exceed the normal limits of their physical or mental capabilities at critical moments. A PC begins the game with a number of Surge Points equal to their Endurance Factor, and a number of Focus Points equal to their Willpower Factor. Simply copy these two Attribute Factors into the boxes marked “Surge Points” and “Focus Points” respectively. The Quest Mode chapter explains how Surge Points and Focus Points are used during the game.
Note: The final score in the Vital Statistics grid, Encumbrance, is explained and determined in Section 3.
Section 2: Training
Each PC has undergone extensive training to become a formidable opponent on the battlefield. Exactly what combination of weapons, magic, and armour a PC has learned to use effectively is represented by Training Levels. A brand new PC has 5 Training Points which must be spent on Training Levels before starting play. The types of training available are divided into three categories: Defence Training, Weapons Training, and Magic Training. Within each of these categories are several Training Disciplines for specific combat techniques and magic spells. Each Training Discipline has four Training Levels that PCs can reach, with each successive Training Level within each discipline representing greater mastery. Reaching higher Training Levels in a particular Training Discipline increases the number of dice you can roll for your PC when they attack, defend, or cast a spell in Combat Mode. The more dice you roll when your PC takes a particular action, the more effective that action is likely to be. Certain Training Levels also grant PCs additional abilities which are explained in the Combat Mode chapter.
A new PC can reach a maximum of Training Level 2 in any Training Discipline, and each Training Level within each discipline has certain minimum Attribute Score requirements. Each Training Level in any discipline costs 1 Training Point, and a PC must spend a Training Point to reach Training Level 1 in a particular discipline in order to spend a second Training Point to reach Training Level 2 in that discipline. After they complete Quests and become more powerful, PCs who have reached Training Level 2 in a Training Discipline can reach Training Level 3, and then Training Level 4.
The rest of this section describes each Training Discipline, including the benefits of reaching Training Levels 1 and 2 in each. Once you have chosen how to assign your PC’s Training Points, record their Training Levels in the Training grid on your character sheet.
Sidebar: Training Levels and Attribute Scores: Choosing Training Levels that complement your PC’s Attribute Scores will ensure that your PC is fully effective in combat. If you increased a particular Attribute Score by 3 or more, and find that you don’t want your PC to use equipment or spells that depend on that score, you might want to rethink your PC’s fighting style or redistribute some of their AP.
Defence Training Disciplines
Defence Training is essential to surviving each battle. It is divided into three Training Disciplines: Evasion, Heavy Armour, and Shields. When a PC is attacked, or targeted by an enemy spell, the player rolls dice to avoid the attack or spell (see Defence Dice in Section 3). The number of dice rolled is equal to either the PC’s Training Level in Evasion plus their Agility Factor if they are wearing light armour or no armour at all, or their Training Level in Heavy Armour plus their Endurance Factor if they are wearing heavy armour. If the PC has a shield, their Training Level in Shields can be added to the number of dice rolled, providing additional protection.
Note: Since a PC benefits from the Heavy Armour discipline only when they are wearing heavy armour, and from the Evasion discipline only when they are not wearing heavy armour, they can never benefit from both disciplines at the same time. It’s therefore strongly recommended to take Training Levels in either Heavy Armour or Evasion, not both. Taking Training Levels in both disciplines does not provide practical flexibility, as PCs do not usually get a chance to change or remove their armour during a Quest.
The Evasion discipline focuses on staying mobile in combat, anticipating and dodging enemy attacks and spells. For each Training Level a PC has in this discipline, one die can be rerolled when the PC defends against a spell. The benefits of this discipline can be reduced if a PC is carrying heavy equipment, as explained under Encumbrance in Section 3.
Attribute Score Requirements: A PC must have an Agility Score of at least 6 to reach Training Level 1 in Evasion, and at least 10 to reach Training Level 2.
The Heavy Armour discipline teaches warriors how to take advantage of the superior protection and momentum provided by layers of plate and chain mail. With no Training Levels in this discipline, a PC cannot wear heavy armour. For each Training Level a PC has in this discipline, one die can be rerolled when the PC defends against a melee attack. In addition, wearing heavy armour allows a PC to push enemies around the battlefield more easily, and resist more firmly when enemies attempt to do the same to them.
Attribute Score Requirements: A PC must have an Endurance Score of at least 6 to reach Training Level 1 in Heavy Armour, and at least 10 to reach Training Level 2.
The Shields discipline allows a PC to use a shield to block enemy attacks and spells, gaining additional protection. With no Training Levels in this discipline, a character cannot use a shield. For each Training Level a PC has in this discipline, one die can be rerolled when the PC defends against a ranged attack. At Training Level 2, a PC can bash an enemy with their shield, knocking them off balance and leaving them more susceptible to attacks.
Attribute Score Requirements: Any PC can reach Training Level 1 in Shields, but a PC must have Strength and Endurance Scores of at least 8 to reach Training Level 2.
Attacking and Casting Spells: Action Dice
Each PC has a number of Action Dice, which are rolled when attacking or casting spells in Combat Mode. The number of Action Dice a PC has depends on their Character Level: a brand new PC has 6 Action Dice, and gains 1 additional Action Die at every even numbered Character Level. The Weapon and Magic Training Levels you’ll choose in the rest
of this Section, as well as the Attribute Factors you chose in Section 1, determine the maximum number of Action Dice you can roll when your PC attacks with a particular type of weapon or casts a particular spell. The more dice you roll, the more effective the attack or spell is likely to be.
Weapon Training Disciplines
A brief introduction to the types of weapons available to PCs, and the corresponding Weapon Training Disciplines, is given below.
Melee weapons are divided into two categories: Simple and Martial. Simple melee weapons include clubs, cudgels, and staves, as well as tools and other objects not designed to be used as weapons. A PC does not require Training Levels to use Simple weapons. Martial weapons are more deadly than Simple weapons, and can be used to make special attacks, but wielding them effectively requires training. Martial melee weapons are divided
into five weapon types: Axes, Hammers, Light Blades, Spears, and Swords, and each weapon type has a dedicated Training Discipline with four Training Levels. A PC must reach Training Level 1 in the corresponding discipline to use weapons of a particular type effectively, and reaching Training Level 2 allows them to make special attacks.
Attribute Score Requirements: A PC must have Strength and Agility Scores of at least 6 to reach Training Level 1 in the Axes, Hammers, Light Blades, Spears, or Swords Training Disciplines. Strength and Agility Scores of at least 10 are required to reach Training Level 2 in Axes, Hammers, Spears, or Swords. To reach Training Level 2 in Light Blades, a PC must have a Strength Score of at least 8 and an Agility Score of at least 10.
Choose Your Weapon
When a PC attacks an enemy, the maximum number of Action Dice that can be rolled for the attack is equal to the PC’s Training Level in the corresponding weapon type plus either their Strength Factor or their Agility Factor, depending on the type of weapon used. A brief description of each melee weapon type, is given below to help you compare your options, including which Attribute Factor is used to calculate the maximum number of Action Dice that can be rolled when attacking with a weapon of that type, and the special attacks granted by reaching Training Level 2 in the corresponding training discipline.
Axes and Hammers are favoured by warriors who value power over finesse. A PC’s Strength Factor is used to determine the maximum number of Action Dice that can be rolled when attacking with an Axe or a Hammer, and each hit deals 2 points of damage. PCs who reach Training Level 2 in the Axes Training Discipline can make Sweeping Attacks that hit multiple enemies, while PCs who reach Training Level 2 in the Hammers discipline can make Staggering Blows that deal extra damage but leave the PC more open to attack.
Light Blades are swift and agile. A PC’s Agility Factor is used to determine the maximum number of Action Dice that can be rolled when attacking with a Light Blade, and each hit has a chance to find an enemy’s weak spot, such as a gap in their armour or a vulnerable organ, becoming a Critical Hit. Normal hits deal 1 point of damage, while Critical Hits deal 3 points of damage. PCs who reach Training Level 2 in this discipline can make a Feint Attack to misdirect an enemy’s defence. If a Feint Attacks is successful, all of its hits are Critical Hits, but if it fails, it deals no damage at all.
Spears and Swords strike a balance between precision and power. A PC’s Strength Factor is used to determine the maximum number of Action Dice that can be rolled when attacking with a Spear or a Sword, and a number equal to the PC’s Agility Factor can be rerolled for each attack. Each hit deals 1 point of damage. PCs who reach Training Level 2 in the Spears Training Discipline can make Cautious Strikes that keep their targets at a distance, sacrificing attack power for increased defence. PCs who reach Training Level 2 in the Swords Training Discipline can Counterattack when an enemy fails to hit them.
Melee Weapons Sidebar: It’s strongly recommended for a new PC to take Training Levels in only one melee weapon type discipline. At higher Character Levels, PCs unlock the ability to apply their highest Training Level in a melee weapon type discipline to additional melee weapon type disciplines, allowing PCs to master multiple close combat fighting styles without compromising their defensive or magical abilities.
Melee Weapon Size
Each melee weapons is either one-handed or two-handed. Two-handed weapons deal more damage than one-handed weapons, but using a one-handed weapon leaves the other hand free for either a second one-handed weapon or a shield. Axes, Hammers, Spears, Swords, and Simple melee weapons can all be one-handed or two-handed, but Light Blades are always one-handed. The Combat Mode chapter explains the differences between one and two-handed weapons in detail.
The Dual Wielding Training Discipline allows a PC to attack with two one-handed Martial melee weapons of the same type simultaneously. The rules for doing so are explained in detail in the Combat Mode chapter. A PC who has no Training Levels in Dual Wielding cannot attack with two weapons simultaneously. Each Training Level in this discipline allows a PC to roll a number of extra Action Dice when attacking with two weapons, depending on what type of weapon they use. This is explained in Section 3. A PC cannot use two Simple weapons at the same time.
Attribute Score Requirements: A PC must have Strength and Agility Scores of at least 8 to reach Training Level 1 in Dual Wielding, and at least 12 to reach Training Level 2.
Like melee weapons, ranged weapons are divided into Simple and Martial categories. The crossbow is the only Simple ranged weapon, while Martial ranged weapons comprise the longbow and the shortbow. The Archery Training Discipline governs the use of all of these weapons. A PC with no Training Levels in this discipline can use a crossbow, but cannot use longbows or shortbows. Reaching Training Level 1 in Archery allows a PC to use longbows and shortbows, while Training Level 2 allows them to make a Multi-Shot that fires arrows at multiple targets, or a Focused Shot that has increased range depending on the PC’s Training Level in the Archery discipline. A Multi-Shot made with a shortbow can target more enemies, while a Focused Shot made with a longbow deals increased damage. A crossbow cannot be used to make a Multi-Shot, but can be used to make a Focused Shot.
Attribute Score Requirements: A PC must have a Strength Score of at least 6 and an Agility Score of at least 8 to reach Training Level 1 in Archery, and a Strength Score of at least 8 and an Agility Score of at least 12 to reach Training Level 2.
Magic Training Disciplines
There are three types of magic that PCs can learn: Arcane Magic, Invocation, and Essence Magic. Each type of magic has two Training Disciplines, each of which governs a different spell. The Combat Mode chapter explains how each spell works in detail.
In order to cast a particular spell, a PC needs to reach at least Training Level 1 in the corresponding Training Discipline. Reaching Training Level 1 requires a score of at least 8 in a particular Attribute – Intelligence for Arcane Magic disciplines, Faith for Invocation disciplines, or Willpower for Essence Magic disciplines. A score of at least 12 in the same Attribute is required to reach Training Level 2.
Increasing a PC’s Intelligence, Faith, or Willpower Factor by 1 increases the number of dice rolled when casting spells that use that Factor by 1. Each successive Training Level in a particular Magic Training Discipline also increases the number of dice rolled by 1, and adds additional effects to the spell, such as increasing its maximum number of targets.
Arcane Magic is used to assail foes with beams of energy or to fold the fabric of reality, with Force Arc and Warp spells respectively. Each of these spells has its own Training Discipline. Force Arc spells fire rays of piercing light at one or more enemies, while Warp spells teleport their targets to different locations on the battlefield. Doing so allows the caster to control the flow of battle in numerous ways, such as separating enemies from each other, plucking allies out of dire situations, or forcing enemies into (or out of) close combat. To cast Arcane Magic spells, a PC must be holding a special piece of equipment, called an Arcane Catalyst, which takes the form of either a wand or a staff. A Staff Catalyst can be used as a weapon when held in both hands, but a Wand Catalyst cannot be used as a weapon at all.
Attribute Score Requirements: A PC must have an Intelligence Score of at least 8 to reach Training Level 1 in the Force Arc and Warp Training Disciplines, and at least 12 to reach Training Level 2. Training Level 2 in either discipline increases the maximum number of targets for the corresponding spell by 1.
Invocation is used to manipulate the magic of the gods that permeates the physical world. This magic can strengthen or undermine the very bonds of matter, depending on how it is called forth. The power of Affinity binds matter together, while its counterpart, Entropy, disrupts and dissociates matter. Each of these powers has its own Training Discipline. Affinity increases the number of dice rolled when an affected PC defends themselves against enemy attacks, while Entropy decreases the number of dice rolled when an affected enemy defends themselves against attacks made by PCs. A PC need only be able to speak to use Invocation – no special equipment is required.
Attribute Score Requirements: A PC must have a Faith Score of at least 8 to reach Training Level 1 in the Affinity and Entropy Training Disciplines, and at least 12 to reach Training Level 2. Reaching Training Level 2 in either discipline increases the maximum number of targets for the corresponding spell by 1.
Essence Magic consists of the twin arts of Pyromancy and Cryomancy, each of which has its own Training Discipline. A Pyromancy spell creates sheets of roaring flames that deal damage to multiple enemies, while a Cryomancy spell blasts a single target with supernatural frost that deals damage and reduces the target’s attack power. A PC must have an empty hand to use Essence Magic, but no special equipment is required.
Attribute Score Requirements: A PC must have a Willpower Score of at least 8 to reach Training Level 1 in the Pyromancy or Cryomancy Training Disciplines, and at least 12 to reach Training Level 2. Reaching Training Level 2 in Pyromancy increases the maximum number of targets of a Pyromancy spell by 1, while reaching Training Level 2 in Cryomancy increases the maximum severity of the attack penalty inflicted on a target.
Maximum Action Dice for Spells
Your PC’s Attribute Factors and Training Levels determine the maximum number of Action Dice you can roll when your PC casts a spell in combat. The more Action Dice you roll for a spell, the greater its effects are likely to be. If your PC has Training Levels in any Magic Training Disciplines, use the Spell Action Dice Table below to calculate the maximum number of Action Dice you can roll for each spell your PC knows, and record each number in the corresponding field in the Spell Action Dice grid on your character sheet.
Spell Action Dice Table
Spell Maximum Action Dice per Spell
Force Arc Intelligence Factor + Force Arc Training Level
Warp Intelligence Factor + Warp Training Level
Affinity Faith Factor + Affinity Training Level
Entropy Faith Factor + Entropy Training Level
Pyromancy Willpower Factor + Pyromancy Training Level
When casting an Essence Magic spell, a PC can draw upon their own life force to provide additional energy to the spell. The maximum number of additional dice that can be rolled in this way is equal to the PC’s Training Level in the corresponding Essence Magic
discipline, and causes the PC to lose an equal number of Hit Points which cannot be recovered during a Quest.
The Training Table below shows all of the Training Levels available to new PCs and the minimum Attribute Score requirements for each.
Discipline Training Level Minimum
Evasion Training Level 1 Agility 6
Training Level 2 Agility 10
Heavy Armour Training Level 1 Endurance 6
Training Level 2 Endurance 10
Training Level –
Hammers Light Blades Spears
Training Level 2 Strength 8 Endurance 8
Training Level 1 Strength 6 Agility 6
Training Level 2 Strength 10 Agility 10
Training Level 1 Strength 6 Agility 6
Training Level 2 Strength 10 Agility 10
Training Level 1 Strength 6 Agility 6
Training Level 2 Strength 8 Agility 10
Training Level 1 Strength 6 Agility 6
Training Level 2 Strength 10 Agility 10
Training Level 1 Strength 6 Agility 6
Training Level 2 Strength 10 Agility 10
Dual Wielding Training Level 1 Strength 8
Training Level 1 Strength 6 Agility 8
Training Level 2 Strength 8 Agility 12
Force Arc Training Level 1 Intelligence 8 Training Level 2 Intelligence 12
Warp Training Level 1 Intelligence 8 Training Level 2 Intelligence 12
Affinity Training Level 1 Faith 8 Training Level 2 Faith 12
Entropy Training Level 1 Faith 8 Training Level 2 Faith 12
Pyromancy Training Level 1 Willpower 8 Training Level 2 Willpower 12
Cryomancy Training Level 1 Willpower 8
Section 3: Equipment
Most PCs rely on a selection of weapons and armour to see them safely through each Quest. This section shows the equipment available to new PCs, and explains how to choose and record the equipment that a new PC has at the start of play.
The Equipment Table below shows the equipment available to a new PC, divided into sections for Armour, Shields, Melee Weapons, Ranged Weapons, and Arcane Catalysts, and provides information about each item that will be referred to throughout this section.
Light Armour 2
Heavy Armour 4
Shields Weight Shield Bonus
Light Shield 2 Training Level
Heavy Shield 3 Training Level +1
Melee Weapons Weight Weapon Type
One-handed Simple Weapon (e.g. crowbar, club) 0.5 Simple Two-handed Simple Weapon (e.g. quarterstaff) 2 Simple Light Blade 0.5 Martial
One-handed Spear 2 Martial
One-handed Sword 2 Martial
One-handed Axe 2 Martial
One-handed Hammer 2 Martial
Two-handed Spear 2.5 Martial
Two-handed Sword 2.5 Martial
Two-handed Axe 3 Martial
Two-handed Hammer 3 Martial
Ranged Weapons Weight Weapon Type
Crossbow 1.5 Simple
Shortbow 0.5 Martial
Longbow 1 Martial
Arcane Catalysts Weight Weapon Type
Wand Catalyst 0.5
*Note: a Staff Catalyst also counts as a two-handed Simple melee weapon. Starting Equipment
A new PC begins the game with a selection of the items shown in the Equipment Table above. You can choose as much equipment for your PC as you like, with the following restrictions:
? Every piece of equipment has a weight value, shown in the Weight column of the Equipment Table. The total weight of a PC’s equipment cannot exceed 18.
? A PC can only have one set of armour. This can be heavy armour only if the PC has reached Training Level 1 in the Heavy Armour Training Discipline.
? A PC can only have one shield.
? A PC who has any Training Levels in any Arcane Magic Training Disciplines must include at least one Arcane Catalyst in their starting equipment.
Sidebar: Just as it’s important to choose Training Levels that complement your PC’s Attribute Scores, it’s also important to choose equipment for which your PC has Training Levels.
Note – Simple weapons: Since Simple weapons are weaker than Martial weapons, there’s no benefit to taking a Simple melee weapon, even as a backup, if your character has reached at least Training Level 1 in a particular Martial melee weapon discipline. The same is true for ranged weapons.
Once you’ve finalized your PC’s equipment, record each item in the Equipment field on your character sheet.
Heavy equipment provides various advantages in combat: heavy armour provides a bonus when shoving or being shoved; heavy weapons generally deal more damage than lighter weapons; and carrying a shield or additional weapons provides defensive and offensive flexibility respectively. However, heavy equipment also weighs a PC down, making it more difficult for them to dodge enemy attacks and spells, and to accomplish feats of
speed and stealth. Each PC has an Encumbrance Score which represents the extent to which the weight of their equipment hinders their ability to move quickly and quietly. A PC’s Encumbrance Score is subtracted from the number of dice rolled when that PC attempts activities that require fast and precise movements, as well as the number of dice rolled to avoid enemy attacks and spells when the PC is not wearing heavy armour. The Quest Mode chapter lists all of the actions to which this penalty applies.
Use the Weight column in the Equipment Table at the start of this section to calculate the total weight of your PC’s equipment. Then, refer to the Encumbrance Table below to determine your PC’s Encumbrance score, and record it in the Encumbrance field in the Vital Statistics grid on your character sheet. The Quest Mode chapter explains how the Encumbrance score is used during exploration.
Total Equipment Weight Encumbrance Score
Maximum Action Dice for Attacks
Your PC’s weapons, Attribute Factors, and Training Levels determine the maximum number of Action Dice you can roll when your PC attacks an enemy in combat. The more Action Dice you roll, the more likely your PC is to hit an enemy, and the more damage they are likely to deal. Once you have chosen your PC’s weapons, fill in one of the Attack Action Dice grids on your character sheet for each weapon. Use the Attack Action Dice Table below to calculate the maximum number of Action Dice you can roll for each of your PC’s weapons. Record the weapon’s type and whether it is a one-handed or two-handed weapon in the Weapon field (e.g. Two-handed Axe), and the maximum number of Action Dice in the Action Dice field.
Attack Action Dice Table
Weapon Type Maximum Action Dice per Attack
Axe Strength Factor + Axes Training Level
Hammer Strength Factor + Hammers Training Level Light Blade Agility Factor + Light Blades Training Level Ranged Agility Factor + Archery Training Level
Spear Strength Factor + ? Agility Factor + Spears Training Level Sword Strength Factor + ? Agility Factor + Swords Training Level Simple Melee Strength Factor
If your PC has Training Levels in the Dual Wielding discipline, they can attack using two one-handed Martial melee weapons of the same type at the same time. They also gain additional Action Dice that can only be rolled when attacking with two weapons. The number of additional dice gained depends on the type of weapon and your PC’s Training Level in Dual Wielding. The Dual Wielding Table below shows the number of additional Action Dice a character gains when attacking with two weapons of each type.
Dual Wielding Table
Weapon Type Additional Action Dice
Axe Dual Wielding Training Level – 1
Hammer Dual Wielding Training Level – 1
Light Blade Dual Wielding Training Level + 1
Spear Dual Wielding Training Level
Note: There is no need to record the number of additional dice gained by using two weapons on your character sheet.
Your PC’s armour, Attribute Factors, and Training Levels determine how many dice you roll when your PC is attacked by an enemy, or targeted by an enemy’s magic. These dice are called Defence Dice, and the more you roll, the less likely your PC is to be hit by an attack
or affected by a spell. Unlike Action Dice, you’ll roll the maximum number of Defence Dice every time your PC is attacked. Use the Defence Dice Table below to calculate the number of Defence Dice for your PC, and record this number in the Defence Dice box on your character sheet.
Defence Dice Table
Armour Number of Defence Dice
No Armour Agility Factor + Evasion Training Level – Encumbrance Score – 2 Light Armour Agility Factor + Evasion Training Level – Encumbrance Score
If your PC has Training Levels in the Shields discipline, they gain a number of additional Defence Dice when using a Shield equal to their Training Level in the Shields discipline. If your PC has a Shield, simply copy their Training Level in the Shields discipline into the Shield Bonus field on your character sheet. If a PC uses a Heavy Shield, they can reroll each Shield Bonus die once each time they are attacked.
Magic spells, environmental hazards, and certain enemy attacks can inflict non physical damage on PCs. A list of all of the different damage types is given in the Combat Mode chapter. Mundane armour and weapons provide no resistance to non-physical damage, but PCs may acquire items that are enchanted to reduce certain types of non physical damage. This protection is written on the item’s data sheet as a damage type followed by a number – for example, Fire 5. Whenever the PC takes damage of that type, the amount of damage they take is reduced by the number shown. If a PC acquires any such equipment, the amount of protection it offers must be recorded in the box marked Resistances on the PC’s character sheet. If a PC has multiple pieces of equipment that offer resistance to the same damage type, only the highest number applies. A new PC typically will not have any items that offer Resistances, so the Resistances field can be left blank.
Section 4: Studies
On their path to becoming an adventurer, each PC has acquired certain skills and knowledge, either through instruction or personal experience, that will prove invaluable on their Quests. Such skills and knowledge are divided into six categories, called Studies. Studies are used frequently during gameplay in many different ways. Studies can, among other things: determine whether a PC knows a piece of relevant information regarding their surroundings or their enemies; determine whether they find a secret, or notice a hazard; allow them to overcome obstacles; or allow them to identify or interact with other objects of interest that they encounter, potentially to their benefit or detriment.
Similar to Training Disciplines, each Study has four Study Levels that represent increasing expertise. Each PC starts with 2 Study Points which must be spent on Study Levels before play begins. Just like Training Levels, each Study Level costs 1 Study Point, and a PC must reach Study Level 1 in a particular Study before they can reach Study Level 2. Therefore, a new PC begins the game having either reached Study Level 1 in two Studies, or Study Level 2 in a single Study. After completing Quests, a PC can progress from Study Level 2 to Study Level 3, and finally to Study Level 4.
A brief summary of each of the six Studies is given below. See the Quest Mode and Free Mode chapters for a more in-depth explanation of each Study, including when and how it is used in the game.
Arcane Magic, Invocation, and Essence Magic are not the only types of magic that exist in the world of Noontide. There are many others: some are ancient, lingering since ages long forgotten; others are forbidden, their power contingent on a dark bargain with sinister entities; still others are unique to particular creatures. The Study of Magic consists of information about these mysterious forces. Although this Study does not enable PCs to use any additional forms of magic, it does grant the ability to notice, identify, and interact with magical traps, illusions, and other effects, and to recognize spells being cast by enemies and other characters. Reaching higher Study Levels in the Study of Magic grants information about rarer and more esoteric types of magic.
The Study of Mechanisms allows PCs to find, identify, disable, and repurpose various locks, traps, and other mechanical devices. Gaining higher Study Levels in Mechanisms allows PCs to identify and interact with more complex and better hidden devices.
All PCs have a limited ability to treat wounds suffered by their allies during a Quest in order to restore lost Hit Points. The Study of Medicine increases the number of Hit Points a PC can restore when treating another PC’s wounds, and allows them to diagnose and treat various diseases, and to identify biological hazards such as toxic substances. It also allows them to ascertain the cause of death of any unfortunate creature whose remains they may encounter. As a PC reaches higher Study Levels in Medicine, their skill at treating wounds increases further, and they learn to recognize a wider variety of ailments and hazards. At Study Level 4 in Medicine, a PC can treat their own wounds. Treating wounds is explained in the Quest Mode chapter.
The Study of Monsters consists of information about the deadly creatures that plague the lands, including information about their social, feeding, and hunting habits, their lairs, the nature of the threat they pose, and any weaknesses they may have. It also determines whether the Party is able to detect hidden monsters, or successfully follow a monster’s trail. Higher Study Levels grant knowledge about rarer monsters, as well as more detailed knowledge about more common ones.
The Study of Exploration encompasses orienteering and navigation, geography, archaeology, and wilderness survival. When the Party travels through the wilderness, the Study of Exploration is used to determine how long it takes them to arrive at their destination. It is also used to detect hidden NPCs; to determine whether the Party can successfully keep their bearings when exploring an area in which they might become lost; to glean insights from the geographical features of the Party’s surroundings; and to detect and
identify secrets and hazards in ancient ruins. Reaching higher Study Levels in the Study of Exploration allows the Party to travel faster, and increases each of the skills listed above.
The Study of Lore, unlike the other Studies, is not restricted to any particular subject. Instead, it consists of any and all knowledge that does not fall within the domain of any other Study. This knowledge ranges from esoteric to mundane, from specific to vague, and from impractical to life-saving. However, because of the breadth of knowledge that this Study represents, higher Study Levels in Lore do not grant specific additional knowledge. Instead, whether or not a PC knows any information that falls under this Study’s vast purview is determined by rolling a number of dice equal to their Study Level. For each die that shows a 5 or a 6, the GM reveals one piece of information.
Once you have assigned your PC’s Study Points, record their Study Levels in the Studies grid on your character sheet.
Section 5: Conversation Scores
Conversations between the Party and NPCs are a core part of Noontide, and frequently involve attempts by the Party to convince NPCs to agree to a particular request or demand. In these situations, six numbers called Persuasion Scores are used to determine whether the Party succeeds or fails to convince the NPCs in question, while three numbers called Insight Scores are used to determine whether the Party notices subtle clues in an NPC’s speech, body language, and mannerisms that hint at what the best approach might be.
A PC’s Persuasion Scores are based on their Attribute Factors, and their Insight Scores are based on their Persuasion Scores. Each PC has an individual set of Persuasion Scores, which are combined with those of the other PCs to form a set for the Party. Similarly, each PC has an individual set of Insight Scores which are based on their Persuasion Scores, and these scores are combined to form a set for the Party.
This section provides a brief description of what each Persuasion Score represents, and explains how to choose an individual PC’s Persuasion Scores and determine their Insight Scores in turn. The Challenges chapter explains the rules for conversations between the PCs and NPCs in detail.
The Six Persuasion Scores
The Avow Score is used to persuade NPCs by making a promise, or assuring the NPC that the Party is capable of performing a particular task. How much a promise is worth may depend on the Party’s reputation and prior behaviour.
The Charm Score is used to persuade NPCs through flattery, by appealing to their egos, or by trying to impress them.
The Coerce Score is used to persuade NPCs by threatening violence or other negative consequences if the NPCs do not comply.
The Deceive Score is used to persuade NPCs by lying, bluffing, distracting, or otherwise deliberately misleading or misdirecting them.
The Negotiate Score is used to persuade an NPC by offering an exchange – that is, offering something that the NPC wants, or to do something that the NPC wants done, in return for something that the NPC has, or something they will do.
The Reason Score is used to persuade an NPC using a calm and level-headed approach, such as appealing to evidence (or a lack of evidence), describing the possible consequences of an NPC’s actions (or inaction), or by providing an alternative perspective that might make the NPC reconsider their behaviour.
Assigning Persuasion Scores
Each Persuasion Score is linked to three Attribute Factors (and vice versa), as shown in the Persuasion Scores Table below. Each of a PC’s Attribute Factors grants a number of points equal to itself that must be assigned to one or more of the Persuasion Scores to which it is linked. All of the points granted by a PC’s Attribute Factors must be allocated among the corresponding Persuasion Scores before play begins.
Persuasion Scores Table
Attribute Linked Persuasion Scores
Strength Avow, Charm, Coerce
Agility Charm, Deceive, Negotiate
Endurance Avow, Coerce, Reason
Intelligence Deceive, Negotiate, Reason
Faith Charm, Deceive, Reason
For example, if a PC has an Intelligence Factor of 3, that PC gains 3 points from that Factor which must be allocated among their Deceive, Negotiate, and Reason scores. One of those three Persuasion Scores can be increased by 3, or each of them can be increased by 1, or one of them can be increased by 2 and another by 1.
Record your PC’s Persuasion Scores in the Score column of the Persuasion grid on your character sheet. To check that you have allocated the points from your PC’s Attribute Factors correctly, calculate the total of your PC’s Persuasion Scores, and then do the same for their Attribute Factors. The two totals should be the same.
When the Party attempts to persuade an NPC, each PC can roll a number of dice, called Persuasion Dice, to increase the Party’s chance of success. The number of dice rolled depends on which Persuasion Score the Party uses to convince the NPC in question, and is equal to the PC’s Persuasion Score divided by 3. When you have finalized your PC’s Persuasion Scores, divide each of them by 3 and record the results in the Dice column in the Persuasion grid on your character sheet.
Persuasion and Personality
Persuasion Scores represent a PC’s ability to influence NPCs, but they do not necessarily reflect that PC’s true personality. For example, if your PC has high Strength, Endurance, and Willpower Scores, you might choose to maximize their Coerce Score, making them good at persuading NPCs by using threats. This does not necessarily mean that your PC engages in threatening behaviour all the time, or that they enjoy doing so – it just means that they know how to be threatening when the situation demands it. Your PC might be shy and slow to anger; they might be aloof and snobbish; or they might be a vindictive bully after all. It’s up to you.
Each PC has three Insight Scores, which are used to detect clues in an NPC’s body language and tone of voice, or hidden in the details of what they say. These can be used to inform the Party’s approach to persuading the NPC in question, or their decision as to what to do with any information the NPC provides. The three Insight Scores are Empathy,
Suspicion, and Deduction. Each score is equal to the average of two particular Persuasion Scores. Follow the instructions below and record each of your PC’s Insight Scores in the Insight table on your character sheet.
The Empathy Score represents a PC’s ability to perceive emotional cues that hint at an NPC’s motivations, desires, and fears, as well as the strength of the NPC’s trust in the Party and commitment to their cause. It is based on the Avow and Charm Persuasion Scores because they reflect a PC’s ability to kindle loyalty and sympathy in others. To calculate your PC’s Empathy Score, add up their Avow and Charm Scores, then divide the result by 2.
The Suspicion Score represents a PC’s ability to spot attempts to deceive or mislead them, and to sense any underlying hostility that an NPC may bear toward the Party. The Suspicion Score is based on the Coerce and Deceive Persuasion Scores because a PC that prefers intimidation and deceit is naturally more adept at detecting and dealing with them. To calculate your PC’s Suspicion Score, add up their Coerce and Deceive Scores, then divide the result by 2.
The Deduction Score represents a PC’s ability to notice falsehoods, oddities, and inconsistencies in what an NPC says. It is based on the Negotiate and Reason Persuasion Scores because they represent the degree to which the PC tends toward a logical and systematic approach when dealing with others. To calculate your PC’s Deduction Score, add up their Negotiate and Reason Scores, then divide the result by 2.
Section 6: Personal Details
The last step in creating a PC is to give them a name, and describe their appearance and any other relevant personal details. With the exception of a name, there is no dedicated space on the Noontide character sheet for these details, so players can either use the back of the sheet or keep them somewhere separate. Each player is free to give as much or as little detail as they wish, but should at least give their PC a name and provide either a brief description of their physical appearance or an illustration, so that the GM and the other players can visualize the Party in their minds. Any player who wishes to write a backstory for their PC should work with the GM to ensure that it makes sense in the context of the game world.