You hold seven attribute scores that influence all other character stats. The numbers are small and the values are directly used on die roll, no additional modifier number required. Player characters start with in between -4 to +4 in different attributes and may, with each level up, increment a selected attribute value by 1, up to maximum of 10. 

Skills are directly connected to each attribute and uses the attribute value as the modifier when rolled. If a character is proficient in the skill they perform the roll with advantage. To remember what skills you are proficient with, simply mark the small circle connected to the skill. 

Defences are used to withstand and defend against attacks and danger. Your defences are directly bound to two attributes, gaining half of their values each and is then rounded towards 0.


The demonic power within your blood grants you abilities connected to your demonic ancestry that is tailored to fit the playstyle of your class. A sorcerer, berserker and ranger, gain different demonic powers even though all of them are of the spectral bloodline. This makes sure that fighter style weapon wielders like the ranger and berserker do not feel like spell casters even though they have magic-like effects. Their demonic abilities centre around them and are more thought of as innate abilities than spells. A ranger of the Infernal bloodline would never be able to learn the fireball ability, but a sorcerer with more technical knowledge of magic could.

Take a berserker of the Magnetic bloodline as an example. They can cause a disruption in gravity around them that might shake creatures off their feet. By clutching their fist they can force pull a nearby target into their melee range. They can magnetise their weapon to another creature, allowing it to be curved through the air when thrown and easier hit a target behind cover. These demonic abilities fit the berserker’s playstyle, they are meant for weapons, close combat and have no spectacular tricks involved. All demonic abilities are built this way, creating interesting character builds with natural powers without everyone ending up feeling like a spell caster.


Players are rewarded for tactical positions and advantages by being granted an Edge die. This can occur when flanking a target, striking from above, or attacking someone out of balance. The Edge die replaces situations where the player would get a flat +2 from this, a +1 from that or just pure Advantage on the roll.

When a player gains Edge they roll an additional D4 together with their D20 and add the results. The Edge die is then upgraded if the player gains Edge from multiple sources, from a D4 to D6 to a D8. It’s a simple way of tracking benefits as you don’t have to remember any numbers, but only what provides Edge. Its varied results fit a game with a D20 instead of a guaranteed success granted by multiple flat bonuses and it’s also easy to remember because of the name itself. When asking yourself, “do I have a slight Edge here?” in most cases you have. No need to look up what the bonus is, if the GM agrees, roll that Edge die!