Character
A character is a single entity, controlled either by a player or the referee.
Each character primarily consists of 9 statistics which determine how likely they are to succeed at a variety of tasks.
Characters can have abilities which grant powers beyond the scope of these rules. If there is a conflict, the ability takes precedence.
Statistics
Strength
Used to determine your inventory size. Governs the power behind your melee attacks, affecting armor penetration.
Allows you to exert physical force to move objects or opponents, such as through throwing or shoving. Also enables
you to resist being forcibly moved by others and to break objects or terrain features.
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An attack's penetration is based on the weapon's weight and the wielder's strength. The DC of armor saving
throws is the sum of these two values.
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A character's pocket limit is based on their strength. The limit is 6 plus 1 for each point of strength beyond
10.
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Forcing others to move requires a strength check to assign that many feet of forced movement to the target.
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Resisting forced movement requires a strength saving throw to resist that many feet of forced movement.
Agility
Determines your movement speed and the distance you can leap. Enables you to swiftly react to and dodge threats, and
maintain your balance on uneven terrain.
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You are more likely to dodge attacks if you have a higher agility. The DC for a melee attack roll is equal to
the defender's agility.
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When attempting to travel over uneven, unstable, or slippery terrain, you must make an agility saving throw or
lose movement equal to your speed and fall prone.
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When attempting to leap, you must make an agility check with a DC of your declared jump distance. If you fail,
you fall prone that far away.
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If you leap from unstable or slippery terrain, you must make an agility saving throw or fall prone in place. If
you land in unstable or slippery terrain, do the same for where you landed.
Vitality
Sets your max HP. Protects against effects in your body, like poisons and sickness. Also lets you shake off various
statuses, allowing you to remove their effects.
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Your max HP is equal to your vitality. Whenever you take a wound, you take 1d8 damage.
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Whenever you take damage while channeling an action, you must make a vitality saving throw or lose concentration
on that action.
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The DC of concentration checks is the same as the DC of the armor saving throw.
Awareness
Determines your perceptiveness and the order you act in conflicts. With heightened awareness, you can spot hidden
adversaries or objects, react swiftly to immediate threats, and even interrupt the actions of others.
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Your initiative order is based on your awareness. Add it to your d20 roll whenever you roll initiative.
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When you search for something (or someone), the DC is equal to its stealth score. If the stealth score is less
than your awareness, you passively notice even if it was deliberately hidden.
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The DC for a ranged attack roll is equal to the defender's awareness.
Finesse
Determines your targeting range and determines attack accuracy for most weapons. Your finesse lets you disarm
traps, unlock doors, and stealth effectively.
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An attack's accuracy is based on the weapon's weight and the wielder's finesse. The bonus for an attack roll is
the attacker's finesse minus the weapon's weight.
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When you hide, either yourself or another object, you assign it a stealth score equal to a finesse check.