Attributes & Skills

Attributes determine your character base abilities and how they fuction as a character. There are foue Primary Attributes, known as Mind, Social, Reflex, and Strength. Whenever you would make any Skill Check, Resistance Check, Attack Roll, or any other kind of check, you'll be using one of the four main attributes, as well as adding any Bonuses from your Skills if you have any.

Assigning Attributes

When you first make a character, all of their attributes default to 0. You have a total of four points to divide among each different attribute as you would see fit. You may also decrease any attributes to negative scores, allowing you to spend those points into other attributes.
When you first assign attributes this way, you may not increase a single attribute higher than 3, nor may you reduce a single attribtue lower than -1. However, later on, these attributes may be increased further as you level up. They can be increased to a maximum of 6.

Core Attributes

Below Here each of the five Core Attributes are detailed in their ability and mechanics.

Charisma

Charisma represents a persons confidence, cunning, and the ability to communicate with others.

Mind

Mind represents a character's intelligence, wisdom, and their ability to reason.

Strength

Strength determines one's power and endurance.

Reflex

Reflex represents someone's reactiveness and balance.

Resistance Attributes

Resolve

Resolve is equal to (Charisma + Skill Level)
Resolve is your ability to resist fear and temptation such as holding your ground in the face of danger or resisting the urge to become enraged from a spell.

Focus

Focus is equal to (Mind + Skill Level)
Focus is your ability to see past illusions, tricks, and pay attention to your opponents when they're trying to trip you up with.

Endurance

Endurance is equal to (Strength + Skill Level)
Endurance is your ability to resist physical punishment as well as diseases and poison.

Evasion

Evasion is equal to (Reflex + Skill Level)
Evasion is your ability to dodge attacks against you and jump out of the way of danger.

Additional Attributes

Beyond the Core Attributes, there are additional Attributes, they are either determined by your Core Attributes or by your characters level.

Wounds

Your character has Three Wound Slots.
Your characters wounds determines how much damage they can take until they fall unconcious and enter the Dying State. Whenever they would take a point of damage, they gain a wound.

Intiative

Intiative is equal to your Reflex.
Your Intative determines your characters ability to react, specifically in combat encounters but can also be used when two opposing characters are attempting to interact to determine who acts first.

Speed

Speed is equal to 20ft. For every two points of Strength, your Speed is increased by +5ft.
Your speed determines your characters ability to move across the battlefield and how fast they can. You add your Speed Bonus to your Movement.

Prowess

Prowess is an especially important Attribute. Whenever you would make an Attack Roll, Cast a Spell, Make a Resistance Check, or Use a Maneuver, you may add Prowess Dice to that ability. Prowess Dice are represented by D6s, so if you add 3 prowess dice to a roll, you're adding 3D6s onto that rolls hit.

Prowess Dice Abilities

You may Add Prowess Dice to the following Ability Checks.
  • Attack Rolls.
  • Spell Hit Rolls and Spell DCs.
  • Resistance Checks.

Prowess Points

At first level, you have a number of Prowess Points equal to 2. Whenever you would want to add a Die to a roll, you take that away from your Prowess Points, temporarily reducing the number of Prowess Points you would have.

Prowess Point Maximum

You also have a Prowess Point Maximum, this number does not change and is always equal to the Total number of prowess points you can have, this being 3 at first level.

Expending and Rolling Prowess

When you add prowess dice to a roll, you choose how many you wish to add. This number cannot exceed your current number of Prowess Points. You add the total bonus from the Prowess Dice you rolled on top of the normal Ability Check you made. After doing so, you then mark off the number of points expend from your Prowess Points.
In addition, whenever you add prowess dice to an Ability Check, you cannot add more prowess Dice than your Attribute Score. For example, if you have a Strength of 3 and attempt an attack Roll with a greatsword, you cannot add more than 3 Prowess Dice to that roll.

Recovery

At the start of your turn, if you are not at your Maximum Prowess Total, you Reroll a number of Prowess Dice equal to the Maximum Prowess Total. For every die you roll that is Equal to your Recovery Score, or higher, you regain a Prowess Point. You cannot gain more Prowess Points than your Prowess Point Maximum.
Assuming you're not in combat, after expending prowess points, you regain all prowess points after six seconds in world. Or One Round.

Recovery Score

Your Recovery Score is equal to 5.
This number can be increased or decreased depending on your character build.

Bonus Score

At 1st level, your Bonus is equal to +0.
Whenever you Recover prowess, you can gain additional prowess back automatically equal to your Bonus Score.

Skills

Skills are your primary abilities in which you can interact with your environment. Whenever you would attempt any difficult task such as breaking down a door, lying to a guard, calming a wild animal or picking a lock, you're attempting a Skill Check.

Attribute Bonuses and Skills

Skills are broken up into four catagories based on their attributes. Depending on the type of Skill you use, you're adding that Attribute to the ability check.
In addition, if you have any skill points in that skill, you add that bonus to the roll as well.

Skill Points

At 1st level and as you level up, you will gain skill points. You can invest Skill Points into certain skills of your choice. For every point a skill has, you add +1 to any Skill Checks you make with that skill. You can invest a Maximum of six points into a single Skill.

Making a Skill Check

Skill Check Bonus is equal to (Attribute + Skill Points)
When you make a Skill Check, you roll 3d6 and add your Skill Check Bonus to the roll. Depending on the roll you would get for the skill check, the Game Master determines if you succeed or not. You may also make a skill check against another target in which they would make a skill check in response, such as if you attempt a Deception check, they may make an Insight Check against you.

All Skill Checks

Charisma

  • Deception. Deception is your ability to convincingly lie or hide the truth from someone.
  • Intimidation. Intimidation is your ability to strike fear into someone and frighten them into doing what you want.
  • Leadership. Leadership is your ability to inspire crowds and convince people to fight for your cause.
  • Performance. Performance is your ability for singing, acting, and entertaining on a stage.
  • Persuasion. Persuasion is your ability to convince someone to agree with you on a specific issue or bribe them successfully into what you want.

Mind

  • Animal Handling. Animal Handling is your ability to treat with animals without getting harm, such as calming a wild bear or taming a horse.
  • History. History is your knowledge of the worldy politics, people, events, religion, and culture.
  • Insight. Insight is your ability to see through people's lies and percieve their true intentions and motives.
  • Investigation. Investigation is your ability to search a location for clues, traps, or specific pieces of information.
  • Magic. Magic is your knowledge of spellcraft, alchemy, and the greater mysteries of the world.
  • Medicine. Medicine is your knowledge of the body and how to treat it for wounds.
  • Nature. Nature is your knowledge of the natural world, animals, plants, caves, etc.
  • Perception. Percetion is your ability to percieve the world around you using your natural senses including, sight, smell, touch, hearing, and taste.
  • Survival. Survival is your ability to live off the land, starting a camp fire, and survive the wilds.
  • Technology. Technology is your knowledge of complex machines and engines.

Reflex

  • Acrobatics. Acrobatics is your ability to balance, such as walking a tight rope.
  • Stealth. Stealth is your ability to hide in the shadows and sneak around people.
  • Sleight of Hand. Sleight of Hand is your ability to pick pockets, break locks, and hide daggers under your sleaves.

Strength

  • Athletics. Athletics is your ability to break down doors, climb cliff walls, or run in a race.

Advantage & Disadvantage

Whenever using certain abilities, you may gain a Level of Advantage or Disadvantage on ability checks. A level of Advantage allows you to add an additional D6 to the ability check roll. For every level you have, you add an additional D6. Whilst Disadvantage subjtracts a single D6 to the ability check roll. If you would gain three levels of Disadvantage you automatically fail on the ability check.

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