Overview

Over the many years of this games development we have struck a balance between the rules light system best suited for the live action environment and something with more granular, robust elements at home in the tabletop environment. This is something like the 5th or 6th iteration of the rules. 

As of August 2023, even though (like D&D Beyond) it has many elements familiar to players of previous editions it will be new to everyone so if you have any questions don’t hesitate to ask the designer (Malix - who can be reached at nystuldm@gmail.com).

Skills 


Gateway characters are mostly defined by the Skills they have and their Rank in those Skills. Skills and Skill Tests are described in their own section. 

Heroic Traits


All Adventurers (and some Plot characters) have one Heroic Trait - something exceptional about them that give them advantages that can’t be had any other way such as “Mighty” which gives them heroic strength.

Most Heroic Traits aren’t obvious but some will be displayed on your badge. Mighty, for instance, is one of those. Thier unmistakable physique is on display for all to see and advertises thier gift. If a Trait should be displayed on your badge the description will say so.

Disadvantages


All Adventurers (and some Plot characters) have one Disadvantage - something about them or their background that provides challenges that they will have to work to overcome.

Like Heroic Traits a few Disadvantages (such as “Infamous”) must be displayed on yout badge.

If a Disadvantage should be displayed on your badge the description will say so.

Feats


In the Gateway Chronicles, Feats are special abilities that give your character special abilities and advantages other characters do not have.

The difference between Heroic Traits and Feats is Heroic Traits are something your character was born with or acquired before starting play but Feats are things they have learned along the way. Most character start the campaign with a single Feat. Others are acquired through play, usually between sessions (see the section on Campaigning for more).

Feats are are expansions of what skills can do and are the principal way you can expand your adventurer’s capabilities.

All Feats have prerequisite skills and skill ranks. For example - Treat is a Feat that can be used to heal a Wound that you can only learn once you have at least Rank 2 in the Medicine Skill. There are also Feats that require that you have one or more other Feats (which works a bit like a crpg “Talent Tree”).

EPIC FEATS: The most powerful abilities in the game are known as “Epic Feats”. No character begins with an Epic Feat and no character can ever have more than one. Only the most experienced characters will have them.

Magic


Only characters whose Heroic Trait is Chosen or Gifted can cast spells.

The rules for spell casting can be found in the Magic chapter.