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- The Derived Stats
- Health Points (HP)
- Health Points (HP) are a measure of your character’s overall durability. That is, how much damage they can take before they are at risk of death. They are calculated as [Your Vitality Core Stat/2, rounded down minimum 1].
- Mana Points (MP)
- Mana Points (MP) are a measure of your character’s Mana Reserves. These are used to cast Spells and perform Martial Perks. They are calculated as [Your Casting Core Stat/5, rounded down minimum 1]. If you do not have a Casting Stat, you instead use your Vitality. If you later gain a Casting Stat, you replace your Vitality with your Casting Stat and re-calculate your MP.
- Movement Speed (MS)
- Your Movement Speed (MS) is how many Units (see page [page]) you can move when you take the Movement Action (see page [page]). It is calculated as [Your Speed Core Stat/6, rounded down minimum 1]. Your Swimming Speed, Jumping Height, and Jumping Distance are half of this value, rounded down.
- Effective Range (ER)
- Your Effective Range is the distance you can make Ranged Attacks without taking a Penalty. Each Unit beyond this value incurs a -1 penalty to your Attack Pool. It is calculated as [Your Intellect Core Stat/10, rounded down minimum 1] + [Your Perception Skill Ranks/10, rounded down minimum 0]. Attacks using Melee Weapons that have the [Thrown] Tag use half of this (rounded up, minimum 2 Units), and Spells replace Intellect with the Class’s Spellcasting Attack Stat. Weapons and Modifications can add a bonus to this value.
- Maximum Range (MR)
- Your Maximum Range is the furthest distance you can make Ranged Attacks. You cannot land Ranged Attacks beyond this value. It is calculated as [Your Intellect Core Stat/5, rounded down minimum 1] + [Your Perception Skill Ranks/5, rounded up minimum 1]. Attacks using Melee Weapons that have the [Thrown] Tag use half of this (rounded up, minimum 2 Units), and Spells replace Intellect with the Class’s Spellcasting Attack Stat. Attacks made beyond this value automatically miss. Weapons and Modifications can add a bonus to this value.
- Magical Potency (EFP)
- The potency of any Effects you apply via Spells or certain Perks. It is calculated as [Your Spellcasting Core Stat/20].
- Carrying Capacity (CW)
- Your Carrying Capacity is how much your character can carry before becoming over-encumbered (see page [page]). It is equal to [3 x Your Strength Core Stat] + [ 2 x Your Athleticism Skill Ranks]. If you have the Athleticism (Might) Specialization, you multiply your Athleticism Skill Ranks by 5 instead.
- Attack
- You make an Attack. Each Attack beyond the first costs +1 AP. Here is how to calculate your Attack Pools:
- Unarmed Attack
- [Strength Core Stat/10, Rounded Down, Minimum 1] + [Vitality Core Stat/10, Rounded Down, Minimum 1]
- Unarmed Damage (UD)
- This is how much damage you deal when you’re using any weapon with the [Unarmed] Tag or your bare fists. You roll it as a D6 pool when you land a blow with an Unarmed Attack. It is calculated as [Your Strength Core Stat/10, rounded down minimum 1] + [Your Vitality Core Stat/20, rounded down minimum 1].
- Melee Weapon Attack
- [Strength Core Stat/10, Rounded Down, Minimum 1] + [Speed Core Stat/10, Rounded Down, Minimum 1]
- Melee Damage (MD)
- This is how much damage you deal when you’re using any Weapon with the [Melee] tag. You roll it as a D6 pool when you land a blow with a Melee Attack. It is calculated as [Your Strength Core Stat/10, rounded down minimum 1] + [Your Speed Core Stat/20, rounded down minimum 1].
- Ranged Weapon Attack
- [Speed Core Stat/10, Rounded Down, Minimum 1] + [Luck Core Stat/10, Rounded Down, Minimum 1]
- Ranged Damage (RD)
- This is how much damage you deal when you’re using any Weapon with the [Ranged] tag. You roll it as a D6 pool when you land a blow with a Ranged Attack. It is calculated as [Your Speed Core Stat/10, rounded down minimum 1] + [Your Luck Core Stat/20, rounded down minimum 1].
- Melee Spell Attack
- [Spellcasting Core Stat/10, Rounded Down, Minimum 1] + [Speed Core Stat/10, Rounded Down, Minimum 1]
- Spell Damage (SD)
- This is how much damage you deal when you’re using any Spell with the [Damage] tag. You roll it as a D6 pool when you land a blow with a Spell. It is calculated as [Your Class’s Spellcasting Core Stat/10, rounded down minimum 1] + [Your Speed (Melee) or Luck (Ranged) Core Stat/20, rounded down minimum 1].
- Ranged Spell Attack
- [Spellcasting Core Stat/10, Rounded Down, Minimum 1] + [Luck Core Stat/10, Rounded Down, Minimum 1]
- Spell Damage (SD)
- This is how much damage you deal when you’re using any Spell with the [Damage] tag. You roll it as a D6 pool when you land a blow with a Spell. It is calculated as [Your Class’s Spellcasting Core Stat/10, rounded down minimum 1] + [Your Speed Core Stat/20, rounded down minimum 1].
- Dodge
- Usable Against: Any Attack
- Success Bonus: Move 1 Unit to an unoccupied Unit adjacent to your current location.
- [Speed/10, Rounded down minimum 1] + [Luck/10, rounded down minimum 1]
- Endure
- Usable Against: Any Attack
- Success Bonus: Make a Vitality + Intimidation (Mental) Skill Check against the Attacker’s Wisdom + Endure (Mental) Skill Check. If they fail, they suffer a penalty to Attack Pools made against you until the end of their next turn equal to your Magical Potency+1..
- [Vitality/10, Rounded down minimum 1] + [Luck/10, rounded down minimum 1]
- Parry
- Usable Against: Melee Attacks
- Success Bonus: Deal your Strength/30 (rounded down, minimum 1) to the Attacker’s HP.
- [Speed/10, Rounded down minimum 1] + [Strength/10, rounded down minimum 1]
- Deflect
- Usable Against: Ranged Attacks
- Success Bonus: Roll your Spellcasting Stat/30 (rounded down, minimum 1) as a D6 pool to deal damage to one viable target within your Effective Range.
- [Speed/10, Rounded down minimum 1] + [Your Spellcasting Stat*/10, rounded down minimum 1]
- *If you lack a Casting Stat, use your Vitality.
- Block
- Usable Against: Melee Attacks
- Success Bonus: Shove the Attack back in a straight line equal to your Magical Potency x 2 Units. This becomes x 3 if you are wearing a Shield.
- [Vitality/10, Rounded down minimum 1] + [Strength/10, rounded down minimum 1]
- Barrier
- Usable Against: Ranged Attacks
- Success Bonus: Recover MP equal to your Magical Potency. This becomes Magical Potency + 1 if you are wearing a Shield.
- [Vitality/10, Rounded down minimum 1] + [Your Spellcasting Stat*/10, rounded down minimum 1]
- *If you lack a Casting Stat, use your Intellect.
- Resistance (RES)
- Resistance (RES) is your ability to shrug off damage using your body’s natural resistances. You roll it as a D6 pool (see page [page] for more information) whenever you would take damage, with each success reducing the damage taken by 1 point (minimum 1 damage). It is calculated as [Your Vitality Core Stat/10, rounded down minimum 1]+[Your Luck Core Stat/20, rounded down minimum 1], and Any Armor you wear will confer a bonus to this D6 pool.
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