Character Stats
Strength |
For Melee attacks and Melee dmg. A successful Melee hit ALWAYS does at least 1 pt of dmg |
Agility |
Effects AC, ranged attacking, initiative, dual-wielding, and REFLEX saves |
Stamina |
Effects HP and FORT saves. You always earn at least 1HP per level, no matter what your STA stat is. If STA 5 or less, you always take double dmg from poison and disease |
Personality |
A very important stat for PCs, as they are trying to be popular TV personalities. Not a dump stat!!! Messengers and Blaster use to cast spells, Jammers use to boost the crowd. If you're gonna Grandstand, you'll need this |
Intelligence |
Perception, discern info, etc. If INT is 7 or less, you can only speak one language, INT = or < 5 means you're utterly illiterate |
Luck |
Favor of the gods! |
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Applies to Birth Auger, and what you apply your Luck to |
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Your LUCK MOD never changes, even if you burn/lose some luck |
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Luck also effects rolls like crits, fumbles, etc. |
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You can permanently burn luck on a 1:1 basis to boost a die roll |
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You can roll vs Luck for certain special feats, Judge must agree to you using it that way |
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Luck can be regained over time, especially if you do stuff your deity likes |
Saving Throws |
- all level 0 PCs start with +0 to all saves but do get the STAT mod bonuses to the save |
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FORTITUDE - boosted by STAMINA, use vs physical threts |
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REFLEX - boosted by AGILITY, use for reaction-based situations |
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WILLPOWER - boosted by PERSONALITY. Use vs mind-influencing threats |
Languages |
Everyone starts with English |
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For every point of INT mod, you get one more language as approrpriate |
Roll 3D6 down the line for all of these. No wimping out!
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Level 0 PCs
1d4 HP modded by STA |
0 XP |
1 random equipment package p.73 |
1 random occupation p.16 |
1 weapon and training for it (choose from club, dagger, sling, spear) |
Some basic gear/equipment |
+0 to all attacks and saves (modded by applicable stats) |
1d4 crit die on Crit Table 1 |
Level 0's who start with a specific weapon also are proficient in that weapon |
Ignore the -1d attack penalty for using weapons they are not familiar with, as they pretty much suck in general |
Alignment - Law, Neutrality, Chaos |
Misc. Starting PC Notes
Birth Augur |
See page 15 |
Non Humans advance as follows |
Dwarves advance as such. p 52 or specialist dwarf mechanics |
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Elves advance as specialist elf tricksters, p 46 |
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Gnomes advance as gnomes p. 55 |
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Half elves advance as half-elves p. 58 |
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Half orcs advance as half-orcs p. 61 or specialist half orc slayers p 58 |
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Halflings advance as specialist halfling rogues p.47 |
Skill Checks
Standard check |
d20+ability mod |
DC ratings |
easy 5, considerable 10, difficult 15, heroic 20 |
Opposed |
Each side rolls, highest wins |
Grandstanding |
d20 +PERS + Character Level |
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Crowd DC is usually 14 |
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Hometown crowd could be 10 for ex, visiting town could be 15 |
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Once during combat you can grandstand as a free action. |
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Successful check gains +1 point of FAME |
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Once during the round after combat ends you can also try, success is 1 pt of FAME |
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The check should be combined with an action |
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Racial Attributes
Dwarves |
60' infravision, base speed 20' |
Elves |
Sensitive to iron, 60' infravision, heightened senses |
Gnomes |
Base speed 25', draw aggro ability |
Half Orc |
30' infravision, robust |
Halflings |
30' infravision, 20' movement rate |
Half Elves |
+1 on personality-based skill checks, +1d on saves vs magic sleep and magic paralysis |
Classes
Athlete (Wrestler) p. 22 |
Blaster (Spellcaster) p. 25 |
Brawler (Melee Specialist) p. 28 |
Jammer (Bard, cheerleader) p. 31 |
Messenger (Holy Champion/Paladin) p 35 |
Specialist (Trapmaster/finder) p. 39 |
Acrobat (Gymnast) p 41 |
Commando (Surprise specialist) p 43 |
Criminal (gangster) p 43 |
Scout (explorer) p 44 |
Crypt Raider (tomb raider) p 44 |
Dwarf Mechanic p 45 |
Elf Trickster (spellcaster) p 46 |
Half Or Slayer (assassin) p 47 |
Halfling Rogue p 47 |
Character tables - including action dice, crit die, attack bonus, Saves, etc start on page 48)
Races start on p 53
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