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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."

Decimancer
DecimancerD10

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?

FieldDescription
NameWhat it's called
TypeRole in the game (Player, NPC, Creature, etc.)
RaceWhat it IS (Human, Dragon, Slime, etc.)
Class LevelsWhat it's TRAINED as (Warrior 5, Mage 2, etc.)
SizeHow 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.

StatGoverns
STRPhysical power, melee damage
DEXAgility, ranged damage, fine motor
CONToughness, health, endurance
INTReasoning, arcane magic, knowledge
WISPerception, divine magic, willpower
CHAPresence, influence, force of personality
REFReaction speed, defense, initiative
MOVMovement speed, pursuit, escape
LUKFortune, 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."

Hundröd the Uncountable
Hundröd the UncountableD100

Derived Values

Values calculated from stats.

ValueFormulaDescription
HPApparent CON × 5How much damage before death
Knockout ThresholdHP × 0.05 (rounded down)When unconsciousness occurs
Base Power TierSum of 8 base stats / 8Inherent power level
Apparent Power TierSum of 8 apparent stats / 8Current 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."

Tetrahex the Obscure
Tetrahex the ObscureD4

Abilities

What this Entity can DO beyond basic actions.

CategorySourceHas Levels?Has Tiers?
SkillsClass, TrainingYes (1-8)Yes
SpellsClass, TrainingNoYes
TraitsRace, TransformationNoNo

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.

CategoryDescription
WeaponsThings used to attack (sword, bow, wand)
ArmorThings that protect (plate, shield, robe)
AccessoriesWorn items that aren't armor (rings, cloaks, boots)
ItemsCarried 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."

Sir Critsalot
Sir CritsalotD20

Status

The Entity's current state.

FieldDescription
Current HPHow much health remains
ConditionsActive buffs and debuffs
XPExperience 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

CategorySpaceReachExamples
Tiny<1 sq0Rat, pixie, insect
Small1 sq1 sq (Adjacent)Goblin, halfling, dog
Medium1 sq1 sq (Adjacent)Human, elf, orc
Large2×2 sq2 sq (Near)Horse, ogre, dire wolf
Huge3×3 sq3 sq (Near)Giant, elephant, young dragon
Gargantuan4×4+ sq4+ 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 DifferenceModifier
Same size+0
1 category smaller+2 to larger
2 categories smaller+4 to larger
3+ categories smallerAuto-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 DifferenceEffect
Same sizeNormal
Target 1 category largerDistance halved (round down)
Target 2+ categories largerNo forced movement

Carrying Capacity

Larger creatures can carry more. Base carrying capacity is STR × 10 WU (Weight Units), multiplied by size.

CategoryMultiplier
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."

Nyxara Tidelight
Nyxara TidelightD12

The Complete Entity Structure

ENTITY │ ├── IDENTITY │ ├── Name │ ├── Type │ ├── Race │ ├── Class Levels [] │ └── Size │ ├── STATS │ ├── STR │ ├── DEX │ ├── CON │ ├── INT │ ├── WIS │ ├── CHA │ ├── REF │ ├── MOV │ └── LUK │ ├── DERIVED VALUES │ ├── HP (Apparent CON × 5) │ ├── Knockout Threshold (HP × 0.05) │ ├── Base Power Tier (base stats / 8) │ └── Apparent Power Tier (apparent stats / 8) │ ├── ABILITIES │ ├── Skills [] │ ├── Spells [] │ └── Traits [] │ ├── EQUIPMENT │ ├── Weapons [] │ ├── Armor [] │ ├── Accessories [] │ └── Items [] │ └── STATUS ├── Current HP ├── Conditions [] └── XP

Examples

Simple Creature: Goblin

IDENTITY Name: Goblin Type: Creature Race: Goblin Class Levels: None Size: Small STATS STR: 8 DEX: 12 CON: 8 INT: 6 WIS: 8 CHA: 6 REF: 11 MOV: 10 LUK: 0 DERIVED VALUES HP: 40 (CON 8 × 5) Knockout: 2 (5% of 40) Base Power Tier: 8 ((8+12+8+6+8+6+11+10) / 8 = 69/8 = 8) Apparent Power Tier: 8 (no gear bonuses) ABILITIES Skills: None Spells: None Traits: Darkvision, Cowardly EQUIPMENT Weapons: Rusty Dagger (+0 hit, +1 dmg) Armor: Leather Scraps (10% Deflection) Accessories: None Items: 3 copper coins STATUS Current HP: 40 Conditions: None XP: N/A

Player Character: Human Warrior

IDENTITY Name: Kira Stonefist Type: Player Race: Human Class Levels: Warrior 8 Size: Medium STATS STR: 16 DEX: 12 CON: 14 INT: 10 WIS: 10 CHA: 11 REF: 12 MOV: 10 LUK: +1 DERIVED VALUES HP: 80 (Apparent CON 16 × 5, includes +2 from belt) Knockout: 4 (5% of 80) Base Power Tier: 11 ((16+12+14+10+10+11+12+10) / 8 = 95/8 = 11) Apparent Power Tier: 13 ((18+12+16+10+10+11+14+10) / 8 = 101/8 = 12) ABILITIES Skills: Power Strike (Lvl 6), Shield Bash (Lvl 4), Battle Cry (Lvl 3) Spells: None Traits: Adaptable (Human racial) EQUIPMENT Weapons: Masterwork Longsword (+2 hit, +3 dmg) Armor: Steel Plate (50% Deflection), Tower Shield (Ablative 100, recharges) Accessories: Belt of Constitution (+2 CON), Ring of Reflexes (+2 REF) Items: 3 Healing Potions, 50 gold STATUS Current HP: 80 Conditions: None XP: 4,250

Powerful Creature: Dragon

A fire dragon who studied fire magic. Because why not be really good at your thing?

IDENTITY Name: Flamey Eight-ball Type: Creature Race: Fire Dragon Class Levels: Wizard 12 Size: Gargantuan STATS STR: 38 DEX: 22 CON: 45 INT: 20 WIS: 18 CHA: 35 REF: 20 MOV: 28 LUK: +3 DERIVED VALUES HP: 225 (CON 45 × 5) Knockout: 11 (5% of 225) Base Power Tier: 28 ((38+22+45+20+18+35+20+28) / 8 = 226/8 = 28) Apparent Power Tier: 28 (no gear) ABILITIES Skills: Arcane Focus (Lvl 6), Spell Shaping (Lvl 4) Spells: Fireball (Tier 3), Wall of Fire (Tier 3), Fire Shield (Tier 2), Warmth (Tier 1) Traits: - Fire Breath (55 damage, cone, Scene cooldown) - Claws (+2d6 damage) - Bite (+3d6 damage) - Dragon Scales (40% Deflection) - Flight - Fire Immunity - Unsettlingly Friendly (CHA-based, targets are Charmed on failed WIS save) - Loves Campfires (heals 5% HP per round when near open flame) EQUIPMENT Weapons: None (natural weapons) Armor: None (natural armor) Accessories: None Items: Collection of burnt marshmallows, singed friendship bracelets STATUS Current HP: 225 Conditions: None XP: N/A

"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!"

Flamey Eight-ball
Flamey Eight-ballD8

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."

Decimancer
DecimancerD10

Entity Comparison

Use Power Tier for quick comparisons.

Tier RangeExamples
1-5Insects, vermin, tiny creatures
6-10Peasants, common animals, goblins
11-15Trained soldiers, adventurers, large predators
16-25Heroes, elite warriors, young dragons
26-40Legendary figures, adult dragons, giants
41-60Ancient dragons, demon lords, demigods
61-80Avatars, arch-angels, lesser gods
81-100Greater 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."

Nyxara Tidelight
Nyxara TidelightD12

Summary

ComponentContains
IdentityName, Type, Race, Class Levels, Size
StatsSTR, DEX, CON, INT, WIS, CHA, REF, MOV, LUK
Derived ValuesHP, Knockout, Base Power Tier, Apparent Power Tier
AbilitiesSkills, Spells, Traits
EquipmentWeapons, Armor, Accessories, Items
StatusCurrent 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

Status: Canonical

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.