Characters

Attributes

Physique (PQ)

Physique determines melee damage, physical damage resistance, physical energy, and hit points.

Focus (FC)

Focus determines the communication strength between the brain and the body. Reflexes, aim, and timing. Determines the likelihood of a melee or ranged attack of hitting their target.

Intelligence (INT)

Intelligence determines mental energy, most skills, and diplomatic feats.

Natural Stats

Hit Points

Determined by race and Physique.

  • Can be boosted by Perks

Physical Energy (PE)

Determined by physique. Some physical attacks require the use of physical energy.

PE = 10 x PQ

Examples

  • Overdraw - Ranged damage
  • Power Strike - Melee

Notes

  • Can be boosted by Perks

Mental Energy (ME)

Determined by Int. All mental abilities (spells) require the use of Mental Energy.

ME = 10 x INT

Natural Armor (NAC)

NAC = 2 x PQ

Augmented Stats

Armor Coverage (AC)

Natural Armor + Item Bonus.

Combat / Saving

Attacking / Hitting

Examples

Penalties

If no energy remaining, minus energy cost of attack to hit dice.

Melee

  • d20 + Focus + Physique
  • Cost: -Physical Energy of Attack (weight of item if not specified)

Ranged

  • d20 + 2x Focus
  • Cost: -Physical Energy of Attack (lower than Melee)

Mental

  • d20 + Focus + Intelligence
  • Cost: -Mental Energy of Ability

Damage

Melee

  • Weapon Dice + Physique

Ranged

  • Weapon Dice + Focus

Mental

  • Ability Dice + Intelligence

Saving

Reflex

  • d20 + Focus + Class/Racial Save

Fortitude

  • d20 + Physique + Class/Racial Save

Will

  • d20 + Int + Class/Racial Save

Roles

Tank

  • Physique - For taking damage
  • Int - For many abilities

Melee DPS

  • Physique - For taking / dealing damage
  • Focus - For hitting

Melee Healer

  • Intelligence - For hitting / mental energy
  • Physique - For surviving / melee damage

Ranged DPS (Phys) "Physical"

  • Focus - For hitting / damage
  • Physique - For physical energy requirements

Ranged DPS (Int) "Magic"

  • Intelligence - For hitting / damage / mental energy
  • Focus - For hitting

Ranged Healer

  • Intelligence - For hitting / mental energy
  • Focus - For hitting

Sneaky (Melee or Ranged)

  • Focus - For reflex saves
  • Intelligence - For most abilities / mental energy

Abilities

All abilities, unless otherwise noted, can be used unlimited times per day.

Passive

Active

Jolt

  • Does 2d6 electric damage to target.
  • Add 2d6 damage every 10th level.
  • Costs 2 ME

Overdraw

  • Requires a bow
  • Deal 2d6 damage with a bow
  • Add 1d
  • Costs 2 PE