Document 9
Entities
What things ARE in the game world
Purpose
This document defines what an Entity is and what every Entity contains. It establishes the universal structure that applies to player characters, NPCs, creatures, and anything else that can act.
This is the skeleton. Race (Document 11) and Classes (Document 10) are the flesh that fills it.
What Is An Entity?
An Entity is anything that can act in the game world.
The test is simple: Can it take a turn? If yes, it's an Entity.
This includes:
- Player characters
- NPCs (friendly, neutral, hostile)
- Creatures (animals, monsters, dragons)
- Constructs (golems, automatons)
- Spirits (ghosts, elementals)
- Divine beings (angels, demons, gods)
This does NOT include:
- Objects (doors, chests, traps)
- Environmental effects (weather, lava)
- Abstract concepts (factions, organizations)
A locked door has stats (hardness, hit points), but it doesn't take turns. It's an object, not an Entity. The golem guarding that door? Entity.
"If it can decide to kill you, it's an Entity. If you have to decide to kill it, it might just be furniture."
Entity Structure
Every Entity in TDGS has the same structure. Some sections may be empty, but the structure is universal.
Identity
Who or what is this Entity?
| Field | Description |
|---|---|
| Name | What it's called |
| Type | Role in the game (Player, NPC, Creature, etc.) |
| Race | What it IS (Human, Dragon, Slime, etc.) |
| Class Levels | What it's TRAINED as (Warrior 5, Mage 2, etc.) |
| Size | How big it is (content defines meaning) |
Type is a label with no mechanical effect. It tells you how this Entity fits into the game: Is it player-controlled? GM-controlled? A monster?
Race determines innate Traits. A Dragon has Traits because it's a Dragon. A Human has different Traits because it's a Human.
Class Levels determine learned abilities. A Level 5 Warrior has Warrior skills. An Entity can have multiple classes (multiclassing) or no classes at all.
Size represents physical scale, from Tiny to Gargantuan. Size affects space occupied, natural reach, grappling, and forced movement. See Size Categories below.
Stats
Every Entity has all nine stats.
| Stat | Governs |
|---|---|
| STR | Physical power, melee damage |
| DEX | Agility, ranged damage, fine motor |
| CON | Toughness, health, endurance |
| INT | Reasoning, arcane magic, knowledge |
| WIS | Perception, divine magic, willpower |
| CHA | Presence, influence, force of personality |
| REF | Reaction speed, defense, initiative |
| MOV | Movement speed, pursuit, escape |
| LUK | Fortune, probability distortion |
There is no "N/A" stat. A mindless slime has INT. It's probably INT 1, but it has one. A statue brought to life has CHA. It's not charismatic, but it has the stat.
This universality matters. The resolution formula works on any Entity against any other Entity because they all have the same stats.
"EVERYTHING HAS STRENGTH. A BUTTERFLY'S STRENGTH IS NEAR ZERO. THIS DOES NOT MEAN IT HAS NO STRENGTH. IT MEANS ITS STRENGTH IS KNOWN. MEASURABLE. COMPARABLE. THIS IS THE POINT."
Derived Values
Values calculated from stats.
| Value | Formula | Description |
|---|---|---|
| HP | Apparent CON × 5 | How much damage before death |
| Knockout Threshold | HP × 0.05 (rounded down) | When unconsciousness occurs |
| Base Power Tier | Sum of 8 base stats / 8 | Inherent power level |
| Apparent Power Tier | Sum of 8 apparent stats / 8 | Current effective power |
HP uses Apparent CON, not base CON. Gear that boosts CON boosts HP.
Power Tier excludes LUK. Luck operates on a different scale and affects probability, not capability. A lucky peasant is still a peasant.
Base Power Tier is what you ARE. It doesn't change when you equip gear. A dragon is Tier 40 whether naked or adorned in magic rings.
Apparent Power Tier is what you FUNCTION AS right now. Gear, buffs, and debuffs all affect it. A hero in divine armor might function as Tier 30. The same hero drunk and naked might function as Tier 15.
"Know the difference between what something is and what it appears to be. The farmer in enchanted plate isn't a knight. Strip away the magic and he's still just a farmer. A very dead farmer, now."
Abilities
What this Entity can DO beyond basic actions.
| Category | Source | Has Levels? | Has Tiers? |
|---|---|---|---|
| Skills | Class, Training | Yes (1-8) | Yes |
| Spells | Class, Training | No | Yes |
| Traits | Race, Transformation | No | No |
Skills are trained abilities. They come from Classes or special training. They have levels (1-8) and tiers. A Warrior learns combat skills. A Thief learns stealth skills.
Spells are magical abilities. They come from magical Classes or special sources. They have tiers but no levels. You learn new spells, not stronger versions of the same spell.
Traits are innate abilities. They come from Race or transformation. They have no levels and no tiers. You have them or you don't. A dragon breathes fire because it's a dragon, not because it studied fire-breathing.
Natural Weapons and Armor are Traits.
A dragon's claws are a Trait: "Claws (+5 damage)". Using claws is an action like any other attack. You can't swing claws AND a sword in the same action.
A turtle's shell is a Trait: "Shell (50% Deflection)". Natural armor stacks with worn armor, respecting the 75% deflection cap. A turtle in chain mail has 75% deflection, not 80%.
Equipment
What this Entity is carrying and wearing.
| Category | Description |
|---|---|
| Weapons | Things used to attack (sword, bow, wand) |
| Armor | Things that protect (plate, shield, robe) |
| Accessories | Worn items that aren't armor (rings, cloaks, boots) |
| Items | Carried objects (potions, tools, keys) |
Equipment may be empty. A ghost has no equipment. A wild wolf has no equipment. A peasant might have a rusty knife and the clothes on their back.
Equipment affects Apparent Stats. A ring of +2 STR increases Apparent STR. This affects damage, HP (if CON), Power Tier, and anything else derived from that stat.
"Gear makes the difference between a dead adventurer and a live one. I've seen legendary heroes fall because they forgot to wear their amulet. I've seen peasants triumph because they found the right sword. Never underestimate equipment."
Status
The Entity's current state.
| Field | Description |
|---|---|
| Current HP | How much health remains |
| Conditions | Active buffs and debuffs |
| XP | Experience points (if tracking) |
Current HP starts at max HP and changes through damage and healing.
Conditions are temporary states like Poisoned, Hasted, or Prone. See Combat for example conditions.
XP tracks experience for advancement. Not all Entities track XP. A random goblin doesn't need an XP total. Player characters do.
Size Categories
Size represents physical scale and affects several mechanical systems.
Categories
| Category | Space | Reach | Examples |
|---|---|---|---|
| Tiny | <1 sq | 0 | Rat, pixie, insect |
| Small | 1 sq | 1 sq (Adjacent) | Goblin, halfling, dog |
| Medium | 1 sq | 1 sq (Adjacent) | Human, elf, orc |
| Large | 2×2 sq | 2 sq (Near) | Horse, ogre, dire wolf |
| Huge | 3×3 sq | 3 sq (Near) | Giant, elephant, young dragon |
| Gargantuan | 4×4+ sq | 4+ sq (Near/Far) | Ancient dragon, kraken, titan |
What Size Affects
Space Occupied: Larger creatures occupy more squares on the grid. A Large creature occupies 4 squares (2×2).
Natural Reach: Larger creatures can strike targets further away without moving. Reach is measured from any edge of the creature's space.
Grappling
Size difference creates modifiers when grappling.
| Size Difference | Modifier |
|---|---|
| Same size | +0 |
| 1 category smaller | +2 to larger |
| 2 categories smaller | +4 to larger |
| 3+ categories smaller | Auto-success for larger |
A Medium creature grappling a Large creature has -2. The Large creature has +2.
Forced Movement Resistance
Larger creatures resist being pushed, pulled, or slid.
| Size Difference | Effect |
|---|---|
| Same size | Normal |
| Target 1 category larger | Distance halved (round down) |
| Target 2+ categories larger | No forced movement |
Carrying Capacity
Larger creatures can carry more. Base carrying capacity is STR × 10 WU (Weight Units), multiplied by size.
| Category | Multiplier |
|---|---|
| Tiny | ×0.25 |
| Small | ×0.5 |
| Medium | ×1 |
| Large | ×2 |
| Huge | ×4 |
| Gargantuan | ×8+ |
This determines weight-based capacity. For slot-based equipment (what you wear and wield), see Document 15 (Equipment & Slots).
Squeezing
A creature can squeeze through a space one size category smaller than itself. While squeezing: movement costs double, attacks have -2, attackers have +2 against it.
"Size is truth made visible. The dragon doesn't negotiate with physics. The mouse doesn't debate the cat. When something is simply LARGER, the math acknowledges reality."
The Complete Entity Structure
Examples
Simple Creature: Goblin
Player Character: Human Warrior
Powerful Creature: Dragon
A fire dragon who studied fire magic. Because why not be really good at your thing?
"People always ask why I don't have a hoard of gold. Friend, I have something better. I have FRIENDS. And fire. Mostly fire. But also friends! Some of them are on fire right now. They seem upset about it but I'm sure they'll warm up to the idea!"
Building Entities
From Race
Start with Race. Race provides:
- Base stat ranges (a Dragon has higher base stats than a Goblin)
- Innate Traits (Darkvision, Fire Breath, etc.)
- Size
- Natural weapons/armor (if any)
Race is what you ARE.
From Class
Add Class Levels. Each level provides:
- Skills and/or Spells
- Possibly unlocks higher-tier abilities
Class is what you've TRAINED to be.
An Entity can have:
- No classes (wild creature, untrained peasant)
- One class (focused specialist)
- Multiple classes (multiclass character)
From Equipment
Add Equipment. Equipment provides:
- Stat bonuses (affects Apparent Stats)
- Weapons (hit bonus, damage bonus)
- Armor (Deflection %, Ablative pools)
- Miscellaneous effects
Equipment is what you HAVE.
"Three questions define every entity: What were you born? What did you learn? What are you holding? Answer those, and I can tell you exactly how you'll die."
Entity Comparison
Use Power Tier for quick comparisons.
| Tier Range | Examples |
|---|---|
| 1-5 | Insects, vermin, tiny creatures |
| 6-10 | Peasants, common animals, goblins |
| 11-15 | Trained soldiers, adventurers, large predators |
| 16-25 | Heroes, elite warriors, young dragons |
| 26-40 | Legendary figures, adult dragons, giants |
| 41-60 | Ancient dragons, demon lords, demigods |
| 61-80 | Avatars, arch-angels, lesser gods |
| 81-100 | Greater gods, cosmic entities |
A Tier 10 fighting a Tier 40 is outmatched. The math allows it. The outcome is predictable.
A Tier 10 with Apparent Tier 20 (great gear, buffs) fighting a Tier 40 with Apparent Tier 25 (cursed, weakened)? Now it's interesting.
"Numbers don't lie. A Tier 10 can look at a Tier 40 and know exactly how outmatched they are. Some find that discouraging. I find it clarifying. You always know where you stand. Or where you'll fall."
Summary
| Component | Contains |
|---|---|
| Identity | Name, Type, Race, Class Levels, Size |
| Stats | STR, DEX, CON, INT, WIS, CHA, REF, MOV, LUK |
| Derived Values | HP, Knockout, Base Power Tier, Apparent Power Tier |
| Abilities | Skills, Spells, Traits |
| Equipment | Weapons, Armor, Accessories, Items |
| Status | Current HP, Conditions, XP |
Every Entity uses this structure. No exceptions. The universality is the point.
A goblin and a god use the same structure. They just have very different numbers.
Document Status
This document defines Entity structure for TDGS. All Entities in the system conform to this structure.
See Document 10 (Classes) for what classes provide and Document 11 (Races) for what races provide. See Document 13 (Character Creation) for how to build player character entities.