Descriptions of all important attributes within your character file, in order of appearance during character creation.
Level
Leveling is unlimited (technically). Experience required to get the next level is equal to (current level * 100).
Every level you get 1 SP (Skill point) and 1 TP (Talent point). Every 10th level you get a Feat.
Default start is at level 10 with 15 SP, 10 TP and a Feat.
Species
Defines what your character is among the different living beings. Defines your species-specific abilities and prowess.
Based on your species, you get a set amount of Constitution, Endurance and Effervescence. These represent your species’ characteristics and cannot be changed easily.
Defense
To reduce incoming damage, you have Block Rating, Dodge Rating and Resistances.
Block Rating
Measured in one or more d4’s.
Amount of damage that you are able to reduce in one incoming attack.
Dodge Rating
Measured in one or more d12’s.
Amount of damage in one incoming attack that you can fully avoid only on successful roll.
Resistances
5 types of Resistances: Physical, Energy, Heat, Cold and Psyche. This is your passive reduction to these types of damage whenever you suffer one. It is mainly affected by your armor.
Talents
This is your main source of abilities and upgrades.
You spend a number of TP (Talent points) to get talents from any general talent tree, as well as your Species’ own additional tree. The additional tree is located on the respective Species’ page.
Number of TP required depends on sum of Talent Stat’s values (Body, Mind and Soul). Upon getting the talent, you add these values to your sheet.
Stats and Skills
You have 6 Stats and every stat has 2 substats (Skills).
- Agility
- Speed - your moving speed and your reflexes
- Dexterity - your fine motor functions and accuracy
- Strength
- Power - your force behind your actions
- Fortitude - your body and gut strength
- Intellect
- Control - your operating on working systems (including human body)
- Analysis - your logic, deduction and memory
- Will
- Resolve - your mental fortitude
- Perception - your alertness and observations
- Display
- Portrayal - your acting, intimidation and lies
- Poise - your balance and positioning
- Charm
- Appeal - your charisma and likability
- Speech - your expression and speaking comprehension
Each stat is represented by a Talent Stat:
- Body - Agility and Strength
- Mind - Intellect and Will
- Soul - Display and Charm
You spend 1 SP (Skill point) to increase a skill score by one.
Skills are limited by the value of it’s connected Talent Stat. If you are gifted in a skill, it’s maximum score is doubled and it’s modifier cannot be less than 0.
Stat’s score is based on sum of it’s skills’ scores.
Roll modifiers are calculated as (score - 4) for both.
Health and Stamina
As active resources, a character has Stamina and 2 types of HP.
Surface HP
SHP is the first HP bar. Your natural armor before being injured. It can heal by itself while resting.
Deep HP
DHP is the second (and last) HP bar. It cannot regenerate naturally and requires medical attention.
Upon reaching 0 DHP a character enters coma and is on death’s door. For more info - Dying.
Stamina
It is used for certain actions in combat.
On 0 Stamina the character is exhausted and falls to the ground. They are unable to perform any action until the start of their next turn when they regain 1 Stamina.
When making an action that requires more Stamina than the character has currently, the rest of the cost is paid with DHP.
Calculation
The maximum amount of each resource is based on your Species and Talent distribution.
- SHP is equal to (Body * Constitution + Level)
- DHP is equal to (Soul * Effervescence + Level)
- Stamina is equal to (Mind * Endurance + Level)
Feats
These are “cost-free” expertise that offer supplementary abilities. Often these are passive, but there are also active ones. Many Feats can have requirements you must meet in order to take them.
Inventory and Equipment
You have a limited amount of inventory space based on slots. Every creature has a slot limit based on their Strength score multiplied by their size (ex. Medium is x5). Many items may need more than 1 slot to carry them. Currency and augments do not use slots.
There are 4 armor equipment slots - Head, Chest, Hands, Feet. Armor increases your resistances and may have other effects.
Augments (WIP) are modifications to your own body that may give you some advantage.
Encumberment
While carrying more weight than you are able to, you get Fatigue point until relieved of the additional weight. You also can only use Land Travel. You cannot physically carry more than double your Carry Capacity.