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- Character Rank (CR)
- A character's CR at creation is 1.
- Ability Scores
- Add together the Base Ability Scores for your Class and Race. You also have five bonus points that you may distribute freely among your Base Ability Scores. You cannot raise a score above 7.
- Then add any modifiers from skills (these can raise your Base Ability Scores above 7).
- Determine your final Ability Score Value by dividing the total Base Ability Score by 3 (round down).
- Class STR DEX POW INT HP HP Modifier
- Guardian 4 2 1 3 50 +8
- Samurai 4 2 2 2 50 +8
- Monk 4 4 2 0 55 +9
- Cleric 3 0 4 3 40 +6
- Druid 2 1 4 3 35 +5
- Kannagi 1 3 4 2 40 +5
- Assassin 2 4 3 1 40 +5
- Swashbuckler 3 4 2 1 40 +6
- Bard 2 4 2 2 40 +5
- Sorcerer 0 3 3 4 35 +4
- Summoner 1 3 3 4 35 +5
- Enchanter 2 2 2 4 35 +4
- Race STR DEX POW INT HP Fate
- Human (+1 to any two) 8 1
- Elf 0 1 1 0 8 1
- Dwarf 1 0 1 0 16 0
- Half-Alv 0 1 0 1 8 1
- Werecat 1 1 0 0 8 1
- Wolf Fang 2 0 0 0 16 0
- Fox Tail 0 0 1 1 8 1
- Race of Ritual 0 0 0 2 0 2
- Skills
- Each class has three automatic starting skills. Choose three additional Combat skills and one General skill from among the Arch-Class, Main Class, Race, and Common skill lists. At CR 1, your maximum Skill Rank (SR) is 1.
- Attributes
- These are the things you actually use to make checks. They're determined by adding the corresponding Ability Score Value plus a number of dice (usually 2D6), plus any modifiers from skills and items.
- Physical STR + 2D + modifiers from skills and items
- Endurance STR + 2D + modifiers from skills and items
- Disable DEX + 2D + modifiers from skills and items
- Operate DEX + 2D + modifiers from skills and items
- Perception POW + 2D + modifiers from skills and items
- Negotiation POW + 2D + modifiers from skills and items
- Knowledge INT + 2D + modifiers from skills and items
- Analyze INT + 2D + modifiers from skills and items
- Accuracy (Highest Ability Score Value) + 2D + modifiers from skills and items
- Evasion DEX + 2D + modifiers from skills and items
- Resistance POW + 2D + modifiers from skills and items
- Purchase Items
- Each PC starts with 350G, a Backpack, an Adventurer's Set, and a Sandwich.
- Other Values
- Max HP Class + Racial Modifier + modifiers from skills and items
- Starting Fate Racial Modifier + modifiers from skills and items
- Damage Damage Value of one equipped item + modifiers from skills and items
- Magic Magic Value of one equipped item + modifiers from skills and items
- Recovery Modifiers from skills and items
- Physical Defense STR x 2 + modifiers from skills and items
- Magical Defense INT x 2 + modifiers from skills and items
- Energy STR + INT + modifiers from skills and items
- Movement 2 + modifiers from skills and items
- Personal Factors
- Things like your Name, Sex, Guiding Creed, Level (Elder Tale level, which is unrelated to your Character Rank and has no mechanical effect on play), and starting Sub-Class.
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