Skills |
Abilities |
Appraise
Archery Athletics Bargain Bluff Brawling Craft Demolitions Diagnose Diplomacy Draw Forgery Gamble Handgun Handle Animal Heal Inspire Intimidate Knowledge Engineering Knowledge Geography Knowledge Local Knowledge Nature Melee Oratory Perception Perform Repair Resistance Ride Rifle Rope Seduction Sense Motive Shotgun Sleight of Hand Speak Language Stealth Style Survival Teaching Thrown Weapon |
INT
REF AGI/STR/END COL COL STR/AGI TEC TEC INT EMP REF TEC LUK REF EMP TEC ATR COL INT INT INT INT STR/AGI COL INT COL TEC END AGI REF REF ATR EMP REF AGI INT AGI ATR TEC EMP REF |
Endurance
X2 = Health Intelligence = Pick-up Skill Points Attractiveness 1/2 = Reputation Bonus Empathy X2 = Sanity Agility movement - 1-2(20ft) 3-4(25ft) 5-6(30ft) 7-8(35ft) 9+(40ft) Technology = Pick-up Skill Points Strength 1/2 = Melee and Brawling Damage Bonus Cool = Cool Check Reflex = Initiative Luck = Luck Check Character Creation -Roll 1d10 x 10 to generate a row of 10 numbers. Generate 3 rows and choose one to assign to your abilities in any order.
-Choose Class to generate Ability Stems like Health and Movement. -Apply Martial, Social, or Skill Class package bonus. -Spend 40 skill points on class skills (min-0 / max-7) (One Shot Max 9) -Apply Pick-up skill points on non class skills (min-1 / max-7) (One Shot Max 9) -Generate reputation and starting money -Spend starting money |
Skill Descriptions
Appraise (INT)
Appraise is used to accurately estimate the value of items and services. A DC 15 Appraise puts your guess within 25% of the actual value, where a DC 20 gets within 5%.
Athletics (END/STR/AGI)
Athletics applies to many physical actions based off of its three related abilities. Endurance based Athletics would apply to swimming, running, or working for extended periods of time. Strength based Athletics would apply to lifting, jumping, and climbing. Agility based Athletics would apply to tumbling, balancing, and acrobatics.
Bargain (COL)
Bargain is your ability to manipulate deals in your favor. It is opposed by the opponents Bargain Skill and successes and losses are represented in additional discounts and charges.
Bluff (COL)
Bluff is your ability to lie. It is opposed by Sense Motive.
Brawling (STR/AGI)
Brawling is your ability to fight unarmed. Strength is applied for attacking where Agility is applied for defending. Either Ability can be used to escape from a grapple. Half of your Strength is added to damage dealt with the Brawling Skill.
Craft (TEC)
Craft is used to make things of all kinds including weapons, armor, items, and buildings. The time it takes to create something depends on the market price of the item. It takes days of work equal to 1/4 the price of the item to build it. It also requires base materials in value equal to 1/4 the price of the item. Each day of crafting requires a roll DC 15 to count that day of work towards the total. A Craft roll DC 10 is required for simple items, where a DC 20 is required for extremely complex projects. Additional skilled hands can also make rolls to help take days off of the total.
Heal (TEC)
Heal is your ability to treat wounds on yourself and others. There are a few ways the skill can be applied
Stabilize- Standard Action - Make a Heal DC 15 to bring an unconscious target to 1 Health.
Patch Up- Standard Action - Make a Heal roll to heal damage a target has taken. The better the result the more you heal.
10- 1 Health
15- 2 Health
20- 3 Health
25- 4 Health
30- 5 Health...
Using a First Aid, Medical, or Surgeons Kit in this way also applies the bonus to the Heal roll to the amount healed. A target can only receive health this way once/day.
Long Term Care- 8 Hours - Make a Heal DC 15 to care for a target in recovery adding one extra day to their recovery each day you care for them. Using a First Aid, Medical, or Surgeons Kit in this way also applies the bonus to the Heal roll to the amount of days of recovery reduced.
Appraise is used to accurately estimate the value of items and services. A DC 15 Appraise puts your guess within 25% of the actual value, where a DC 20 gets within 5%.
Athletics (END/STR/AGI)
Athletics applies to many physical actions based off of its three related abilities. Endurance based Athletics would apply to swimming, running, or working for extended periods of time. Strength based Athletics would apply to lifting, jumping, and climbing. Agility based Athletics would apply to tumbling, balancing, and acrobatics.
Bargain (COL)
Bargain is your ability to manipulate deals in your favor. It is opposed by the opponents Bargain Skill and successes and losses are represented in additional discounts and charges.
Bluff (COL)
Bluff is your ability to lie. It is opposed by Sense Motive.
Brawling (STR/AGI)
Brawling is your ability to fight unarmed. Strength is applied for attacking where Agility is applied for defending. Either Ability can be used to escape from a grapple. Half of your Strength is added to damage dealt with the Brawling Skill.
Craft (TEC)
Craft is used to make things of all kinds including weapons, armor, items, and buildings. The time it takes to create something depends on the market price of the item. It takes days of work equal to 1/4 the price of the item to build it. It also requires base materials in value equal to 1/4 the price of the item. Each day of crafting requires a roll DC 15 to count that day of work towards the total. A Craft roll DC 10 is required for simple items, where a DC 20 is required for extremely complex projects. Additional skilled hands can also make rolls to help take days off of the total.
Heal (TEC)
Heal is your ability to treat wounds on yourself and others. There are a few ways the skill can be applied
Stabilize- Standard Action - Make a Heal DC 15 to bring an unconscious target to 1 Health.
Patch Up- Standard Action - Make a Heal roll to heal damage a target has taken. The better the result the more you heal.
10- 1 Health
15- 2 Health
20- 3 Health
25- 4 Health
30- 5 Health...
Using a First Aid, Medical, or Surgeons Kit in this way also applies the bonus to the Heal roll to the amount healed. A target can only receive health this way once/day.
Long Term Care- 8 Hours - Make a Heal DC 15 to care for a target in recovery adding one extra day to their recovery each day you care for them. Using a First Aid, Medical, or Surgeons Kit in this way also applies the bonus to the Heal roll to the amount of days of recovery reduced.
Sanity
Sanity is your measure of mental stability. It can be lowered by traumatic events and raised by rare, enlightening events. Your maximum and starting Sanity is 2x your Empathy. If your Sanity falls to 1/2 of its max you take on a Minor Madness. If you fall below 1/4 your maximum you take on a Major Madness. These conditions can be removed by restoring your Sanity.
Minor Madness:
Addiction
Phobia
Amnesia
Superstition
Nerves
Obsession
Major Madness:
Paranoia
Hallucinations
Mute
Night Terrors
Schizophrenia
PTSD
Minor Madness:
Addiction
Phobia
Amnesia
Superstition
Nerves
Obsession
Major Madness:
Paranoia
Hallucinations
Mute
Night Terrors
Schizophrenia
PTSD