Strength: Represents a character's overall physicality.
Agility: Represents a character's swiftness and reflexes.
Insight: Represents a character's mental/spiritual acuity.
Confidence: Represents a character's personal magnetism and willpower.
To determine scores, at character creation, roll 3d4 (3-12).
Game Effects of Ability Scores:
Strength
Every 1 points: +1 HP.
Every 2 points: +1 Strength Modifier to Physical Melee Damage.
Agility
Every 1 point: + 1% Dodge Bonus.
Every 2 points: +1 Initiative.
Insight
Every 1 points: +1 Verve.
Every 2 points: +1 Damage Reduction.
Confidence
Every 1 points: +1% Attack Bonus.
Every 2 points: +1% Critical Chance.
Verve: Verve is the measurement of a character's Life Force and Personal Power. Verve is the resource for special abilities. It is consumed as it is used, and may be rejuvenated through rest or other means.
A character's Verve is equal to the sum of it's ability scores, divided by 2.
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Action Points: Each Character beings with 1 Action Point at creation, every 6 levels, a character receives an additional Action Point. Action points are spent to take actions in combat, such as moving, using abilities, attacking or engaging in vigilance.
HP: HP is the amount of damage a character can incur before he or she dies. When a character is reduced to 0 HP, they succumb to their wounds and begin Dying. They die in 1d6 rounds unless stabilized or revived. Any damage taken by a Dying character kills them.
Strength Modifier to Damage Bonus: Strength modifiers apply only to physical attacks and Bows. Does not apply to Magic, Crossbows or Guns (unless otherwise noted).
Avoidance: Whenever a character is attacked, they have a chance to dodge during the combat roll. As long as the roll is below their Avoidance they take no damage from the attack.
Initiative: Characters turns begin in order from Highest Initiative Score to Lowest. Solve ties with a die roll.
Damage Reduction: Each point of Damage Reduction ignores 1 point of Damage when successfully attacked.
Critical Chance: Your chance to deal Critical Damage (Amount dealt depends on attack's Critical Modifier). During the Combat Roll, if the total is equal to 100- Critical Chance, you deal Critical Damage. Ie, if your Critical Chance is 10%, on a Combat Roll of 90 or above, you deal Critical Damage. If your Critical Chance is 15%, on a Combat Roll of 85 or above, you deal Critical Damage.
Attack Bonus: Your chance to overcome an opponents Dodge/Cover Bonus during the combat roll. Each 1% Attack Bonus decreases their Evasion/Cover Bonus by 1%.
Cover Bonus: Cover Bonus is not derived from an Ability Score, but from special abilities or hiding behind cover. It functions exactly the same as Evasion Bonus, but does not stack with it. If you have a Dodge Bonus of 20% and a Cover bonus of 40%, you have a 40% chance to avoid the attack from the Cover Bonus, not 60% from the both added together.
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-The Combat Roll-
When one character makes an attack roll percentile die (1-100). Take the attack's Miss Chance (if applicable) + the attacked's Dodge Bonus - the attackers Attack Bonus. If the roll is beneath this sum, the attack is a miss. If the roll is greater than or equal to the attackers Critical Chance, the attack is a Critical Attack so long as it hits. A roll of 0 is a an Epic Miss no matter what, a roll of 100 is an Epic Hit no matter what. After the attack is determined a hit/miss, damage is rolled, Damage Reduction applied, and damage determined.
Example 1.
Gelfrid the mercenary attacks Shara the Enchantress. Each has the following modifiers.
Gelfrid: +10% Attack Bonus, 20% Miss Chance, +15% Critical Chance.
Shara: +25% Dodge Chance, 2 Damage Reduction.
Percentile die are rolled, the roll is a 36.
Add Shara's Dodge Chance (25%) to Gelfrid's Miss Chance (+20%) for a total of 45%.
Subtract Gelfrid's Attack Bonus (10%) for a total of 35%
The roll is a 36, which is 1 point above the sum of 35 from modifiers, so the attack is a hit. Gelfrid rolls damage of 7. We subtract Shara's Damage Reduction of 2. So Gelfrid has dealt Shara 5 damage.
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Leveling Up: Characters begin at level 1. As they gain Experience Points (XP) they may spend these experience points on Abilities and Tags. An additional effect of gaining XP is gaining Levels. As characters gain Levels from having accumulated and spent XP, they gain increases to their total number of Action Points ( +1 per 6 levels), the maximum number of Specializations they can have active due to heavily investing XP in a tag (+1 per 10 levels beyond the first), Increases to one of their four attributes (+1 each even numbered level) and Role Playing Points (+1 each odd numbered level).
Advancement Level XP AP Specializations Attribute Increase Skill Point
Rookie 1: 3 +2 +1 +1
2: 3 +1
Recruit 3: 4 +1
4: 4 +1
Novice 5: 5 +1
6: 5 +3 +1
Journeyman 7: 6 +1
8: 6 +1
Professional 9: 7 +1
10: 7 +2 +1
Veteran 11: 8 +1
12: 8 +4 +1
Champion 13: 9 +1
14: 9 +1
Paragon 15: 10 +1
16: 10 +1
Legend 17: 11 +1
18: 11 +5 +1
Myth 19: 12 +1 +1
20: 12 +3
Specializations: When a character invests enough XP in a [Tag] they can gain access to that [Tag]'s Specialization for free. Specializations are unique, typically passive bonuses that synergize with the [Tag]'s ability. While a character may have enough XP invested into multiple [Tag]'s to gain its Specialization, they can only have one active per 10 levels, plus one for the first level. A character may switch their Specialization, to another one they have enough XP invested to access once per level.
Attribute Increases: Every even numbered level, a character gains +1 to their Strength, Agility, Insight or Confidence. This may increase your Verve.
Skill Points: Every odd numbered level a character gains a Skill Point they can use to purchase Advantages to skills.
Damage Types:
Physical
Piercing (bullets, arrows, rapiers)
Crushing (maces, unarmed)
Slashing (swords, axes)
Blast (grenades, explosives, thunder)
Elemental
Heat (fire, lava)
Cold (ice, void)
Shock (lightning, electricity)
Acid (corrosives)
Essential
Mind (mental, illusionary)
Body (poison, disease, internal bleeding)
Spirit (dark, light)
Misc
General Physical (Falling, other physical)
General Magical (other magical)
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Skill Checks and Roleplay
When a character makes a skill check in Roleplay or Combat, they roll a number of d6's equal to the number of Advantages they have for that particular skill, with the goal of rolling a number higher than the Difficulty Check of the particular action. Most combat abilities confer some kind of Advantage (listed in the Roleplay Box), and even situational abilities that enhance Roleplay or Skill use. GM's can grant extra Advantages depending on circumstance, or even remove them if the character is in a particularly bad situation.
Every odd level a player revives 1 Skill Point (SP) they can use to purchase Advantages that apply to Skills. A player can spend their Skill Points on Advantages in any Skill. Skill points reflect the diversity of a character - just because a character is a Juggernaut who gains Advantages mostly in Intimidate and Survival doesn't mean they might not have a penchant for piloting or even art.
Characters also gain Advantages for their Attribute scores. Each Skill corresponds to an Attribute, a character gets an Advantage in a Skill for every 6 points they have in the corresponding Attribute.
Thus, all Advantages are gained from Attributes+Skill Points+Abilities.
Agility: Represents a character's swiftness and reflexes.
Insight: Represents a character's mental/spiritual acuity.
Confidence: Represents a character's personal magnetism and willpower.
To determine scores, at character creation, roll 3d4 (3-12).
Game Effects of Ability Scores:
Strength
Every 1 points: +1 HP.
Every 2 points: +1 Strength Modifier to Physical Melee Damage.
Agility
Every 1 point: + 1% Dodge Bonus.
Every 2 points: +1 Initiative.
Insight
Every 1 points: +1 Verve.
Every 2 points: +1 Damage Reduction.
Confidence
Every 1 points: +1% Attack Bonus.
Every 2 points: +1% Critical Chance.
Verve: Verve is the measurement of a character's Life Force and Personal Power. Verve is the resource for special abilities. It is consumed as it is used, and may be rejuvenated through rest or other means.
A character's Verve is equal to the sum of it's ability scores, divided by 2.
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Action Points: Each Character beings with 1 Action Point at creation, every 6 levels, a character receives an additional Action Point. Action points are spent to take actions in combat, such as moving, using abilities, attacking or engaging in vigilance.
HP: HP is the amount of damage a character can incur before he or she dies. When a character is reduced to 0 HP, they succumb to their wounds and begin Dying. They die in 1d6 rounds unless stabilized or revived. Any damage taken by a Dying character kills them.
Strength Modifier to Damage Bonus: Strength modifiers apply only to physical attacks and Bows. Does not apply to Magic, Crossbows or Guns (unless otherwise noted).
Avoidance: Whenever a character is attacked, they have a chance to dodge during the combat roll. As long as the roll is below their Avoidance they take no damage from the attack.
Initiative: Characters turns begin in order from Highest Initiative Score to Lowest. Solve ties with a die roll.
Damage Reduction: Each point of Damage Reduction ignores 1 point of Damage when successfully attacked.
Critical Chance: Your chance to deal Critical Damage (Amount dealt depends on attack's Critical Modifier). During the Combat Roll, if the total is equal to 100- Critical Chance, you deal Critical Damage. Ie, if your Critical Chance is 10%, on a Combat Roll of 90 or above, you deal Critical Damage. If your Critical Chance is 15%, on a Combat Roll of 85 or above, you deal Critical Damage.
Attack Bonus: Your chance to overcome an opponents Dodge/Cover Bonus during the combat roll. Each 1% Attack Bonus decreases their Evasion/Cover Bonus by 1%.
Cover Bonus: Cover Bonus is not derived from an Ability Score, but from special abilities or hiding behind cover. It functions exactly the same as Evasion Bonus, but does not stack with it. If you have a Dodge Bonus of 20% and a Cover bonus of 40%, you have a 40% chance to avoid the attack from the Cover Bonus, not 60% from the both added together.
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-The Combat Roll-
When one character makes an attack roll percentile die (1-100). Take the attack's Miss Chance (if applicable) + the attacked's Dodge Bonus - the attackers Attack Bonus. If the roll is beneath this sum, the attack is a miss. If the roll is greater than or equal to the attackers Critical Chance, the attack is a Critical Attack so long as it hits. A roll of 0 is a an Epic Miss no matter what, a roll of 100 is an Epic Hit no matter what. After the attack is determined a hit/miss, damage is rolled, Damage Reduction applied, and damage determined.
Example 1.
Gelfrid the mercenary attacks Shara the Enchantress. Each has the following modifiers.
Gelfrid: +10% Attack Bonus, 20% Miss Chance, +15% Critical Chance.
Shara: +25% Dodge Chance, 2 Damage Reduction.
Percentile die are rolled, the roll is a 36.
Add Shara's Dodge Chance (25%) to Gelfrid's Miss Chance (+20%) for a total of 45%.
Subtract Gelfrid's Attack Bonus (10%) for a total of 35%
The roll is a 36, which is 1 point above the sum of 35 from modifiers, so the attack is a hit. Gelfrid rolls damage of 7. We subtract Shara's Damage Reduction of 2. So Gelfrid has dealt Shara 5 damage.
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Leveling Up: Characters begin at level 1. As they gain Experience Points (XP) they may spend these experience points on Abilities and Tags. An additional effect of gaining XP is gaining Levels. As characters gain Levels from having accumulated and spent XP, they gain increases to their total number of Action Points ( +1 per 6 levels), the maximum number of Specializations they can have active due to heavily investing XP in a tag (+1 per 10 levels beyond the first), Increases to one of their four attributes (+1 each even numbered level) and Role Playing Points (+1 each odd numbered level).
Advancement Level XP AP Specializations Attribute Increase Skill Point
Rookie 1: 3 +2 +1 +1
2: 3 +1
Recruit 3: 4 +1
4: 4 +1
Novice 5: 5 +1
6: 5 +3 +1
Journeyman 7: 6 +1
8: 6 +1
Professional 9: 7 +1
10: 7 +2 +1
Veteran 11: 8 +1
12: 8 +4 +1
Champion 13: 9 +1
14: 9 +1
Paragon 15: 10 +1
16: 10 +1
Legend 17: 11 +1
18: 11 +5 +1
Myth 19: 12 +1 +1
20: 12 +3
Specializations: When a character invests enough XP in a [Tag] they can gain access to that [Tag]'s Specialization for free. Specializations are unique, typically passive bonuses that synergize with the [Tag]'s ability. While a character may have enough XP invested into multiple [Tag]'s to gain its Specialization, they can only have one active per 10 levels, plus one for the first level. A character may switch their Specialization, to another one they have enough XP invested to access once per level.
Attribute Increases: Every even numbered level, a character gains +1 to their Strength, Agility, Insight or Confidence. This may increase your Verve.
Skill Points: Every odd numbered level a character gains a Skill Point they can use to purchase Advantages to skills.
Damage Types:
Physical
Piercing (bullets, arrows, rapiers)
Crushing (maces, unarmed)
Slashing (swords, axes)
Blast (grenades, explosives, thunder)
Elemental
Heat (fire, lava)
Cold (ice, void)
Shock (lightning, electricity)
Acid (corrosives)
Essential
Mind (mental, illusionary)
Body (poison, disease, internal bleeding)
Spirit (dark, light)
Misc
General Physical (Falling, other physical)
General Magical (other magical)
----------------------------------------------------------------------------------------------------------------
Skill Checks and Roleplay
When a character makes a skill check in Roleplay or Combat, they roll a number of d6's equal to the number of Advantages they have for that particular skill, with the goal of rolling a number higher than the Difficulty Check of the particular action. Most combat abilities confer some kind of Advantage (listed in the Roleplay Box), and even situational abilities that enhance Roleplay or Skill use. GM's can grant extra Advantages depending on circumstance, or even remove them if the character is in a particularly bad situation.
Every odd level a player revives 1 Skill Point (SP) they can use to purchase Advantages that apply to Skills. A player can spend their Skill Points on Advantages in any Skill. Skill points reflect the diversity of a character - just because a character is a Juggernaut who gains Advantages mostly in Intimidate and Survival doesn't mean they might not have a penchant for piloting or even art.
Characters also gain Advantages for their Attribute scores. Each Skill corresponds to an Attribute, a character gets an Advantage in a Skill for every 6 points they have in the corresponding Attribute.
Thus, all Advantages are gained from Attributes+Skill Points+Abilities.






























