Attributes

At the time of creation a character has 40 Attribute points to distribute. 

No Attribute can have less than 1 or more than 10 using these initial points

Attributes hard cap at 15. 

The Attribute modifier (Mod) is equal to the actual stat -5 

Attributes CANNOT go below 1, regardless of if it's a base or actual stat.  

Use your Actual Stats when calculating skills, health, magic, AP, etc. 

(Optional) players can also roll for their attributes using D4+D6, or 2D4+D6 and drop the lowest die. 

D4+D6 will result in more controlled attributes, with most being between 4 and 6. 

2D4+D6 and dropping the lowest will result in a higher average with fewer attributes below 5.

Attribute Critical Threshold (CT)

Each attribute has its own Critical Threshold (CT).

The base CT for each attribute starts at 20.

The CT for each attribute decreases by 1 if you have 10 points in that attribute and by an additional 1 if you have 15 in that attribute. 

No CT can go below 16.

Vigor (Vig)

Vigor affects how much you can carry, your effectiveness with unarmed and melee attacks, your ability to grapple and break out of a grapple, break out of ice, etc.

Carry weight: 20 + (2 X Vigor)


Vigor based Skills:


Unarmed

Dictates your ability to hit when using unarmed attacks. 

If attempting to grapple, this skill can be used instead of Vigor


Bladed Melee

This dictates your ability to use bladed melee weapons such as swords and daggers.


Blunt Melee

This dictates your ability to use blunt melee weapons such as maces.


Two Handed

This dictates your ability to use two handed melee weapons such as battle axes and greatswords.



Cognition (Cog)

Cognition affects how well you use your Intellect. It affects things such as how well you pay attention to the world around you, how easily you apply knowledge, and how quickly you regenerate your magic. 

You regenerate 5 magic per rotation at the beginning of your turn. For each point of Cognition you have you regenerate an additional point of magic each rotation. 

Outside of combat you regenerate magic every minute, not every rotation. 

Each time you gain a rank in a class with the Magic Focused trait you gain a boost to your magic regeneration equal to the rank (Rank 0 = +0, Rank 1 = +1 (total +1), Rank 5 = +5 (+15 total))


Cognition based Skills:


Mugen guns

This dictates your ability to use Mugen guns. 

These are magic based weapons that require a power source (Usually a specific spell) in order to be fired. They vary greatly in their damage, fire rate, and magic cost making them a versatile but rare weapon.


Traps

Your ability to use and disarm traps. A must for any aspiring rogue. 


Lockpick

Your ability to unlock locked things. A thief's best friend. 


Awareness

This is your situational awareness and ability to notice and spot things, such as traps, sneaking enemies, items, hidden things, see from a distance, etc. 

This is a very versatile ability that is recommended for most characters. 


Survival 

Your ability to survive in the wilderness. 

Better survivalists can easily make camp, find food, find water, and avoid roaming wildlife. 

Collecting meat and skinning animals, making a fire, and gathering materials from the surrounding area all use this skill. 


Tracking

Your ability to read a trail and follow it. This helps when a target has escaped, when hunting for game, and when looking to see if anyone is nearby.



Fortitude (Fort)

Fortitude determines how durable you are. Higher Fortitude increases your health and lets you resist various physical and magical effects

Health: 100+ (Fortitude * 25) + Level* (10 + 2 * Fortitude)

Your base Armor is equal to your Fortitude modifier.

Charisma (Cha)

Charisma defines how well you talk to others, whether it's lying, being kind, flirting, or striking fear into the hearts of your foes. It also affects how well you play that mandolin you’ve been carrying around.


Charisma based Skills:


Perform - Music: 

Your ability to play instruments and sing. 

A bard’s best friend. 


Intimidation:

Your ability to bully and convince others to act against their will. 


Barter:

Your ability to haggle for a better price on goods. 

A must have for anyone wishing to have some extra gold in their pockets. 


Persuasion:

Your ability to convince someone to do something, such as let you out of the dungeon after you failed your Deception roll, or that the big bad shouldn’t kill you on sight. If all else fails, you can roll this skill to seduce. 


Deception:

Your ability to lie to someone. For example, you are not the one who lit the tavern on fire, you did not rob the store next door, and you most definitely are not the guy who is wanted for murder two towns over.



Intellect (Int)

Intellect defines how smart you are. A higher Intellect helps you make deductions, recall information, design custom equipment, use unknown technology, etc. 

Players gain skill points to spend freely each level. 

The number of skill points you gain is equal to 11 plus your Intellect. 

Your base magic pool is equal to 15 times your Intellect. 

You gain an additional +1 to your max magic for every 2 points you have in any magic skills. 

Gain an additional 3 magic for every character level.


Intellect based Skills:


Medicine

This skill dictates your ability to diagnose and treat illnesses, injuries, etc.


Crafting

This skill dictates your ability to repair equipment and build new equipment from existing materials.


Alchemy

This skill dictates your ability to follow alchemy recipes and to create your own potions from available ingredients.


Alteration

Your ability to use spells from the Alteration school of magic.


Incantation

Your ability to use spells from the Incantation school of magic.


Evocation

Your ability to use spells from the Evocation school of magic.


Healing Magic

Your ability to use spells from the Healing school of magic.


Illusion

Your ability to use spells from the Illusion school of magic.


Necromancy

Your ability to use spells from the Necromancy school of magic.


Personal Magic

Your ability to use magic granted by your class and the Ancient that you follow.

Dexterity (Dex)

Dexterity is how quickly you can do an action, such as steal an item, dodge a grab, or dodge an attack. 

Base AP: 65 + (2 * Dexterity)

AP is used to attack in combat by weapons (AP cost). 

The more AP you have the more times you can attack on your turn (Not per full action).

The maximum AP a character can have is 150. 

The AP cost of any attack cannot be reduced by more than 50%. 

For every 5 points you have in Dexterity you gain +5 feet to your movement speed.

Your base Dodge is equal to your Dexterity modifier.


Dexterity based Skills:


Sneaking:

Your ability to sneak around without being seen or heard. 


Sleight of Hand

Your ability to conceal small items, do card tricks, cutpurses, and pick pockets. 


Perform - Routine:

Your ability to perform non-musical routines, such as dancing, swordplay, etc. 


Bows

Your ability to use bows and crossbows.


Thrown Weapons

Your ability to use thrown weapons such as throwing knives and dagger darts.


Finesse Weapons

Your ability to use complicated weapons such as whips, flails, daggers, and guns.

Fortune (Frtn)

Fortune affects many aspects of the world, such as quality of loot, critical threshold, and if you’re about to find the item you want

The CT of all of your skills is equal to that of your Fortune CT. 

Higher Fortune means you will critically succeed more often. 

For every point of Fortune you have, you gain 5 skill points to spend as you want.