The DXD CRS has the most frequently accessed portions of a character at the top.
This is Sir Bret Giles Franduik. Sounds sort of Dutch, right? In curly braces below is his Drusan name in-world, written as
{ Brejoral }. This is a back-formation, and could have easily been "translated" into Gilesakt or Frandhorgess, or anything else.
Sir Bret is of the Warrior profession and comes from a town next to the coast.
He is a Drusian male, which are Humans within the Humanik species. Humaniki also includes other human sub-species such as the gruff Draufs and swift Alefs. Humans are everywhere.
Sir Bret is 24 years old, and his birth month is the third month of 12. So, in whatever "March" happens to be for his home-town.
At 6-foot 1-inch and 178-pounds, Sir Bret is a big guy. Probably all of that good "Coastal Townsfolk" food that he ate while growing up.
Sir Bret has a Character Level of 5. Notice that there are three groups of circles. The first 4 are for the "Early Game" when players are learning the DXD game system and the lore. The second set is the "Middle Game" when players are setting up their character's characters. Albeit Sir Bret is an NPC, he is a skilled and experienced NPC.
Lastly, is Sir Bret's stat-line. All of his primary Attributes in big numbers at the top, and their DMs, "dice modifiers", in smaller numbers at the bottom.
Tests within DXD are either Opposed or Unopposed. Both type involving rolling at least two six-sided Base dice, or "2D". They are Opposed when a character compares their own dice score, with any bonus DMs, against another character's total. They are Unopposed when a character attempts something that may have a significant chance of failure. Bonus dice replace the lowest Base dice scored, and Penalty dice replace the highest Base dice.
Presume that this character, Sir Giles, wants to resist becoming enthralled by some magical spell that could overwhelm his mind. The GM prompts that Sir Giles perform an Unopposed POW Test, and sets the difficulty ("TN or Target Number") to 10, which makes it a "Hard" test. So, this is written as:
POW TN=10+
The success rate for this is about 17%, which is not very good.
The player controlling Sir Giles has a couple of things it can do to improve the odds. First, it adds its POW DM of +3 to the total, creating an adjusted TN of 7+. This raises the chances of success to 58%.
However, the GM has determined that Sir Giles is currently Distracted and is assigned a DM -1D, which is a penalty die. This lowers the chance for success to 32%. Not very good yet again ... but see below for more!
There are many calculated values for any DXD character. They are only necessary to use if the story which the GM pursues makes use of them. This is often during a Combat Adventure, but it may be something very incidental such as when accidentally becoming injured from a sprung trap or from falling down a cliff.
When a character is injured, they will subtract the amount of Damage from their Hitpoints score. This represents that the battle or injury is slowly wearing down their resolve or enthusiasm to fight. They've got superficial wounds that might leave a scar if at any all. Hitpoints recovery very quickly.
If a character is distracted, is hit by an explosion, or has all of its Hitpoints, the remaining Damge is applied to their Bodypoints. They've got serious injuries, which may include long-term impairment or loss of a limb or an eye. If a character has zero Bodypoints, it is unconscious. If it has negative Bodypoints, it is slowly dying. Bodypoints recover very slowly.
A Resource Pool is a numeric value which can be tracked and spent.
Within DXD, the primary one is named "Favor dice". A character receives one Favor dice for each Character Level it is, plus additional ones if it has a Belief skills for one of the Deities in the game.
Sir Giles is a Character Level 5. Sir Giles receives 5 Favor dice which can be spent during any gaming session. These return in full in the next gaming session. Dice unspent do not accumulate between gaming sessions.
A player may always spend one of its Favor dice when performing a Test. Each provides +1D Base die. Recall that POW Test identified above where Sir Giles would roll 2 Base dice and a Penalty die gave a mere 32% chance of success.
The player decides to spend one of the Favor dice and now may roll 3 Base dice and the one Penalty die. The GM set the TN to be 10+ that became an adjTN 7+, which now gives a 77% chance of success!
Therefore, players are encouraged to wisely spend their Favor dice.
Characters which are not Distracted can also use the "Concentrate" action and do their best and concentrate on the task at hand. This allows another +1D but if they are interrupted, it is likely that they'll become Distracted and be penalized while they re-orient themselves.
Lastly, characters are assigned Skills. Some skills provide DM +1 for each Skill level. Other skills provide DM +1D or even 2D. In this manner, the GM can set Tests for characters that a normal person would not be able to accomplish. An example could be setting TN=25+ ("Improbable") if a character wants to be able to shoot an arrow through a small hole while jumping across the room to avoid being hit by two guards rushing it into close combat.
Each character has a starting Manapool containing as much Mana value as its ZED Attribute. Depending on the Profession a character becomes (Sir Giles is a Warrior Knight), the Affinity attribute will change. For Knights, the Affinity attribute is POW, which makes Sir Giles ZED and Manapool become the same value. During the course across several game sessions (a "Campaign"), a character's ZED and Manapool may increase or decrease independently of its original value.
Although not all characters can be Spellcasters and cast magical spells, all characters can use magically-powered items. Magic in all forms requires use of Mana. The more Mana that is spent, the more of an effect any magic spell or magic item which uses it becomes.
There is a catch. Several catches. Depends.
All magic within Sarna Len generates minute amounts of harmful radiation. The same mechanism which causes this harm also happens to be able to slowly remove it. However, if a character loses an organ, gets skin cancer, or dies as a result; that recuperation mechanism doesn't really help because it is just too late.
Typically, activating a Magical item will require 1 Mana, known as a "Manatrigger". Some Magical items also have a "Manadrain" trait which requires additional Mana to be spent periodically, such as every 10-Minutes, to maintain an effect or effects. Lastly, there is a "Manaflow" trait assigned to powerful weapons which allow a character to voluntarily spend additional Mana to acquire even greater magical effects. As with all things in DXD, each +1 of something, as in +1 Mana being spent, is worth double the prior amount.
Next: The Core Mechanic