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