Player's Handbook · Chapter 2

The One-to-Ten Scale

Every number in this game — every stat, every skill, every measure of a person — lives on a single scale from 1 to 10. There is no other math to learn. When you know what a 7 means, you know what every 7 in the world means.

The scale

ScoreWordWhat it means
1–2TerribleSerious weakness or almost no experience.
3PoorBelow what most people can reliably do.
4–5NormalOrdinary human ability.
6CapableNoticeably competent.
7SkilledImpressive even among experienced people.
8ExceptionalOne of the better people in a profession or community.
9EliteRare ability that attracts attention.
10ExtraordinaryAmong the best realistically possible in the setting.

A 5 is not bad

Most ordinary adults live around 4–5 in most stats. A 5 is competent, unremarkable, dependable — the middle of ordinary life. The bands above 5 are where a person starts to stand out, and each step up is a genuinely different kind of person.

A character with several 8s or 9s should feel unusual. An 8 is one of the better people in a profession; a 9 is rare enough to attract attention; a 10 is among the best it's possible to be. If everyone at the table is an 8, nobody is.

How to read a score

When the GM describes a scene, read the scores as who you are in that moment. A 7 in Senses spots the tail before they close in. A 4 in Senses walks into the ambush with everyone else. The number isn't a modifier you apply — it's the answer the fiction is already giving you.

Why one scale for everything

Because stats and skills share the scale, they speak the same language. Your 7 in Stealth and your 7 in Speed are the same quality of skilled — just in different directions. You never translate between systems. A 7 is a 7.

The scale is a ceiling, not a target

Nothing asks you to fill the whole scale. Most characters sit in the 4–7 range for most of their life, with a small handful of peaks. The 8–10 band is meant to be rare — that's what makes it extraordinary.

Manual updated Sep 11, 2026.