Character Rules

Attributes


After you have chosen a race and class, you will be able to decide your personal and physical details to a certain degree. Hair color, height, weight, and sense of humor are all up to you, but a few things are determined by Character Attributes, and they will affect gameplay. Depending on your race and class, you will gain bonuses and maluses in some of the Attributes.


Strength (Str) – How much you can carry, and some types of damage and defense

Dexterity (Dex) – Your speed and reflexes, and some types of damage and defense

Constitution (Con) – This determines your health and constitution

Knowledge (Kno) – How much you can remember, and your magic ability (mostly)

Wits (Wit) – This is how perceptive you are

Charisma (Cha) – How charismatic and sociable you are


The average person will have about a 10 in each score; so, a very strong person might have a 14 Str, and someone who is constantly sick might have a 6 Con.


Keep in mind that these scores may affect your character’s personality. they will also be important to your rolls and actions depending on the situation. At the beginning of the game we will roll to determine the values for these different Attributes.


Attribute Modifier: Most skills and features are not based directly on your attribute number, but a number derived from it. For every two points above or below 10 in any given attribute, the modifier for it increases or decreases by one. So, an attribute score of 8 or 9 would have a modifier of –1, and a score of 16 or 17 a modifier of +3.



Size

Along with the six basic attributes, size is very important. Size adds a modifier to your defensive rolls as well as stealth, and it effects your base damage dice.



Size Mod

This number is added to defensive rolls (dodge and block or AC). This is also added to your Con score and subtracted from your Dex score.


Stealth Mod

Added to your stealth skill.


Die Tier

This is your base damage dice tier, see more about that below in the Vital Statistics section.







Attributes


You will have plenty of skills to use that will take time, mana, money, and/or materials. Many of these you can use out of battle to brew potions, smelt ore, craft an apron, et cetera. However, some skills you can use in battle to do special attacks and the such. There is a long list of skills, and while many are available to all, some are class specific, and most are not available right at the beginning.


Standard Skills are a set of skills that all classes will have some of, such as how well you can use Artifacts, Stealth, or Persuade.


Studies are a set of knowledge skills that tell how well your character knows things like Geology, History, et cetera.


Training is Weapon Training, Magic Training, and a Craft that you may or may not be proficient in depending on Class and story.


Feats are a much larger set that you gain as you level. They are separated into Combat Feats, General Feats, Rogue Talents, and Metamagic.


Abilities and Features include skills you will gain from your class as well as your race.




Standard Skills

In most cases, Standard skills require a single action, whether it be lifting a rock or patching a wound. The following is a list and general description of the Standard skills.


Acrobatics: ability to manuever around the world.


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Acrobatics:


Stealth and Hide action: When you attempt to hide or be stealthy, you roll a Stealth skill check. From then until you are spotted, that stealth roll will be pitted against other entities’ Perception skill checks. If you want to do so in battle, you must take a Hide action, which counts as a normal Move action.




Studies

This is basically just your memory. GM willing, you can increase this skill by studying a topic.



Weapon Training

You need this table:

d is base damage dice increase, meaning +1 to your damage dice tier

k is an additional attack per attack action, successive attacks to not get bonuses from attribute modifiers to damage

a is accuracy, meaning a +1 to your attack bonus



Magic Training

Every rank in magic training is a +1 to your spell DC.

Every even rank in magic training is a +1 to your spell attack bonus.



Craft

These are a set of optional abilities and features that revolve around gathering resources and using them to manufacture objects. Every craft gives you a bonus to some Studies and a variety of other skills relating to each specific craft. Also, each craft allows you to appraise related objects and at higher levels even create magical items.



Craft

These are a set of optional abilities and features that revolve around gathering resources and using them to manufacture objects. Every craft gives you a bonus to some Studies and a variety of other skills relating to each specific craft. Also, each craft allows you to appraise related objects and at higher levels even create magical items.



Feats and Features

Classes and races will grant a number of features and abilities. Features are passive effects: things like resistances or regaining more health over a long rest. Feats, on the other hand, are additional features or skills that are granted either by completing a great feat of prowess or a milestone in class progression.



Abilities

Some skills, feats, boons, etc may grant you Abilities. These could be a supernatural power, a magical gift, or simply a physical ability. Unless otherwise specified, they are not blocked by anti-magic, and they do not require mana.

Some abilities can be used at will, meaning as many times as you would like. All other abilities can be used a number of times per day, per rest, or per encounter.


Recharge (X-Y)

A type of Special Ability is a Recharge ability. These can be used once, and then potentially recharged. After you use a Recharge ability and at the end of each consecutive turn, roll a d6. If the number on the die falls into the specified range, the ability is recharged.


Recharge abilities are automatically recharged after 2 minutes has passed.







Vital Statistics


These mathy bits are what you need to live in the game, usually related to combat. For more info, see: Walkthrough- Combat, Walkthrough- Character Sheet.



Hit Dice

d8



Stamina

d8 + Con Mod



Damage Dice

Starts out determined by size, gains bonuses from Weapon Training. See Chart:



Damage Dice

d20 + Attack Bonus


Attack Bonus

For most melee weapons:

Str Mod + WT accuracy + enchantments


For finesse weapons:

Dex Mod + WT accuracy + enchantments



Defense



Defense


DCs


Spell Attacks







Races


Races give you THIS







Classes


Classes give you THIS