Action Roll
1d20 + attribute dice (all dice explode) |
Attribute Dice
Score |
Dice |
Cost |
1 |
1d4 |
1 |
2 |
1d6 |
3 |
3 |
1d8 |
6 |
4 |
1d10 |
10 |
5 |
2d6 |
15 |
6 |
2d8 |
21 |
7 |
2d10 |
28 |
8 |
3d8 |
36 |
9 |
3d10 |
45 |
10 |
4d8 |
- |
Cost to increase attribute = new attribute score
Score of 10 cannot be purchased
Quick Builds
Specialized Hero |
5, 4, 3, 2, 2, 2 |
Well-rounded Hero |
4, 4, 3, 3, 3, 1, 1 |
Jack of All Trades |
3, 3, 3, 3, 3, 2, 2, 2, 1 |
Point-Buy
0 |
0 |
1 |
1 |
2 |
3 |
4 |
6 |
4 |
10 |
5 |
15 |
Level Advancement
Total XP |
Level |
Max Attribute |
0 |
1 |
5 |
3 |
2 |
5 |
6 |
3 |
6 |
9 |
4 |
6 |
12 |
5 |
7 |
15 |
6 |
7 |
18 |
8 |
8 |
21 |
8 |
8 |
24 |
9 |
9 |
27 |
10 |
9 |
1 XP = 1 feat point + 3 attribute points
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Mental Attributes
Learning |
Recall facts about history, arcane magic, the natural world, or any information you picked up from an external source |
Logic |
Innovate a new crafting method, decipher a code, jury-rig a device, get the gist of a language you don’t speak |
Perception |
Sense ulterior motives, track someone, catch a gut feeling, spot a hidden foe, find a secret door |
Will |
Maintain your resolve, resist torture, study long hours, stay awake on watch, stave off insanity |
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Physical Attributes
Agility |
Dodge attacks, move with stealth, perform acrobatics, shoot a bow, pick a pocket |
Fortitude |
Resist poison, shrug off pain, survive in a desert, wear heavy armor |
Might |
Swing a maul, jump over a chasm, break down a door, wrestle a foe to submission |
Social Attributes
Deception |
Tell a lie, bluff at cards, disguise yourself, spread rumors, swindle a sucker |
Persuasion |
Negotiate a deal, convince someone, haggle a good price, pry information |
Presence |
Give a speech, sing a song, inspire an army, exert your force of personality, have luck smile upon you |
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|
Extraordinary Attributes
Alteration |
Change shape, alter molecular structures, transmute one material into another |
Creation |
Channel higher powers, manifest something from nothing, regenerate, divinely bolster |
Energy |
Create and control the elements—fire, cold, electricity |
Entropy |
Disintegrate matter, kill with a word, create undead, sicken others |
Influence |
Control the minds of others, speak telepathically, instill fear, create illusory figments, cloak with invisibility |
Movement |
Teleport, fly, hasten, telekinetically push |
Prescience |
See the future, read minds or auras, view from afar, detect magic or evil, communicate with extraplanar entities |
Protection |
Protect from damage, break supernatural influence, dispel magic, exile extradimensional beings |
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