====== Archived material ====== ~~TOC~~ ==== Damage types ==== On a successful hit, the difference represents the target locations the defender has left vulnerable in the face of the attack. The attacker may choose any hit location for which her roll qualifies ^Attacker's roll exceeds defender's roll by^Hit Location^ |1|Torso| |2|Legs| |3|Arms| |5|Head| After the hit location is determined, you will roll the damage formula of the attack. Sum up the base bonus and the sum of the dice rolled. You deal this damage to your opponent The defender always reduces the damage by an amount equal to her Resolve modifier. An attack always does 1 point of damage regardless of penalties or resistances \\ =====Damage locations===== In addition to dealing damage, an attack hits in a particular location, which causes additional effects * **Torso**: Cause additional damage equal to the attacker's strength modifier, unless the target is wearing armor * **Legs**: Incurs a 15 foot movement speed penalty until the end of the next round * **Arms**: Renders an arm ineffective in bindings until the end of the next round. One such wound prevents a full round actions, two such wounds prevents full and standard actions * **Head**: Suffer a penalty to initiative, and make a Will Save with a DC 15. On a successful save you are [[conditions#disoriented]] until the end of the next round. On a failed save, you become unconscious When a target receives healing, location based penalties to the legs, arms, and head are relieved ==== luck feat ==== You may count a “5” in addition to a “6” for the purposes of meeting qualifications for [[exploding dice]]. ====== Beta campaign ====== \\ ===this page is no longer active=== \\ This is the first campaign to test out the elemental D6 campaign in its beta phase. == Journal == ^Date^Journal Link^Title^ |2015-01-02|[[Pre session]]|Character creation and group assembly| |2015-01-05|[[Session One|Session 1]]|Travel to Sothis and exploring the city| |2015-01-10|[[Session 2]]|Travel to Tephu, attack en route to Eto| |2015-01-16|[[Session three|Session 3]]|Undocumented| |2015-01-23|[[Session four|Session 4]]|Exploring the sun temple continued| |2015-02-05|[[Session five|Session 5]]|Capturing the Statues| |2015-02-12|[[Session six|Session 6]]|Travel to Totra| |2015-02-16|[[Session seven|Session 7]]|Port Peril and the White Lotus| |2015-02-23|[[Session eight|Session 8]]|The monastery and meeting Dalia| |2015-03-09|[[Session nine|Session 9]]|Assault on slaver encampment| |2015-03-21|[[Session ten|Session 10]]|Chasing Perin Black water and descent into the deep| |2015-03-28|[[Session eleven|Session 11]]|Discovering the underground| |2015-04-18|Session 12|Exploring the undercity| |2015-04-25|Session 13|Training at the academy| |2015-05-02|[[Session fourteen|Session 14]]|Return to the surface and Port Peril| Rebooting campaign on Terra ^Date^Journal Link^Title^ |2015-05-09|[[Session 001|Session 1]]|Midsummers Festival, Stealing Perry's boat| /lib/tpl/dokuwiki/tpl_header.php: ==== combat stuff==== * **Full Action**: A full action takes the majority of the round to complete. A full action starts in the first segment and continues into the second segment. The action's description will contain information about when it is resolved, which can be in either segment, or both * **Standard Action**: A standard action takes one segment to complete and signifies a less complicated action. Unlike a full action, a standard action can occur in either segment and it must be declared in which segment it takes place. You may only perform one standard action per round * **Move Action**: A move action is similar to a standard action in that it takes one segment to complete. Like a standard action, you must declare what segment you are moving in. A move action allows you to move a number of hexes equal to your speed * **Swift Action**: A swift action is a quick action and takes various forms. Different binding moves use swift actions as a part of their execution. You may also use a swift action to take a 5 foot step. Swift actions can take place in either segment (and sometimes both)\\ **Dodge - Standard (1|2), Full (1-2)**\\ You attempt to dodge incoming attacks. Using Dodge as a Full Action allows you to Dodge two attacks in the round. A Standard action allows you to dodge a single attack during the declared segment\\ //Defense Bonus + Dex + 2d6//\\ If you have an unused swift action, your may spend that swift action to improve your reactions in that round to the following formula: //Defense Bonus + Int + Dex//\\ **Defensive Binding - Standard (1|2), Full (1-2)**\\ You may use any offensive binding move defensively with a 2d6 penalty. Add a 1d6 bonus to any Reflex action in the same round\\ shift earth * Creatures standing on the target earth may make a [[wiki:saves|Reflex]] check against the defensive score. If they win the check, they may use any unused movement actions to move off the moving earth, at their normal speed **Partial Obstacles**\\ Obstacles must be higher than your target's waist height in order to provide //cover//. Obstacles that are deemed substantial by the GM, but waist height or lower, only provide a +1d6 or +1 bonus (GM discretion) and do not block line of sight If the attacker is within 15 feet of a partial obstacle, and closer to the obstacle than the target, the obstacle provides no cover for the target ====== Abilities ====== \\ ===== Determining your ability scores ===== When you create a character, you must determine your scores using the following method: 20d6 are given to the player. The player assigns a number of dice to each ability, assigning a minimum of 2 dice to each ability. The dice for each ability are rolled and the three highest dice are summed to create that ability score. The minimum ability score is eight, rolls that fall below the minimum are automatically set to eight \\ ===== Modifiers ===== Your skill score translates into a modifier which is then used in all binding formulas. The table below helps you to translate a score into a modifier. You cannot get higher than 30 ability score, or higher than a 10 modifier, by any means ^Ability Score^Modifier^ |8|-1| |9|-1| |10|0| |11|0| |12|1| |13|1| |14|2| |15|2| |16|3| |17|3| |18|4| |19|4| |20|5| |21|5| |22|6| |23|6| |24|7| |25|7| |26|8| |27|8| |28|9| |29|9| |30|10| ====== Skills ====== ~~TOC~~ Skills govern your ability to perform tasks as you go about your adventures. Below you will find the rules to guide you through improving your character's skills \\ ==== Acquiring skills ==== There are two situations in which you receive skill points, when you [[wiki:creating_a_character|create]] your character, and when you [[wiki:leveling_up|level up]] your character. In both instances, you will be given (2 + [[Abilities|Int]] Modifier) **Skill Points** to purchase ranks in a skill. The maximum number of ranks you can put into a single skill is equal to your raw [[abilities|Intelligence]] score. You do not have to spend all your Skill points when you create your character, or when you level up, they can be saved and spent later, if you wish. The cost of purchasing skill ranks starts 1 skill point and increases as you purchase additional ranks. See the table [[skills#Skill rank cost|below]] **Focus Skill**\\ At character creation you may choose one skill on which you wish to focus. The skill you choose as your focus gains a 1d6 bonus. You gain additional skill focuses based on your class level table \\ ==== Skill checks ==== When your character attempts to use a skill, success is not guaranteed. Skills have varying degrees of difficulty based on how you are attempting to use the skill. Attempting to use a skill towards a goal is called "making a skill check". To make a skill check, use the formulas below to calculate your score. If the result is greater than or equal to the difficulty rating (Difficulty Check, or DC) then you have successfully applied your skill to whatever you were attempting to do **Skill Check: **\\ //3d6 + Skill Ranks + Key Ability Modifier + Misc Modifier// Unless otherwise stated, in combat or other time controlled events, a skill check uses a Standard action. Many skill checks are used as a part of another action, in which case it requires no action to be used \\ ==== Skill list ==== ^Skill Name ^Ability Modifiers ^Subskills^ |[[Acrobatics]]|[[Abilities|Dex]]|Balance, Escape Bindings, Jump (Precision), Tumble| |[[Animal Handling]]|[[Abilities|Res]]|Domesticate, Handle, Ride, Sense Motive, Soothe, Train, Knowledge Biology| |[[Athletics]]|[[Abilities|Str]]|Climb, Jump (Distance, Height), Lift, Swim, Run, Push, Pull| |[[Diplomacy]]|[[Abilities|Int, Res]]|Bluff, Impersonation, Persuade, Sense Motive, Negotiate, Knowledge Society, Knowledge Politics| |[[Investigation]]|[[Abilities|Int]]|Search, Gather Information, Investigation, Deduction| |[[Medicine]]|[[Abilities|Int]]|Diagnose, Cure Disease, Neutralize poison, Long term care, Knowledge Anatomy, Knowledge Medicine| |[[Perception]]|[[Abilities|Int]]|Listen, Spot, Other Senses| |[[Perform]]|[[Abilities|Int]]|Oration, Singing, Dance, Act, Play Instrument, Bluff, Knowledge Arts| |[[Profession|Profession]]|[[Abilities|Varies]]|Armorsmith, Astronomer, Jeweler, Sailor, Surveyor, Weaponsmith| |[[Recall Knowledge|Recall Knowledge]]|[[Abilities|Int]]|Appraisal, Knowledge Areas: Anatomy, Arts, Biology, Finances, Geography, Herbs, History, Ki and Bindings, Local, Medicine, Nature, Politics, Society, Streetwise, Trading| |[[Sleight of Hand]]|[[Abilities|Dex]]|Lock Picking, Pick Pocket, Illusions, Misdirection| |[[Stealth]]|[[Abilities|Dex]]|Move Silently, Hide, Trackless Step, Spying| |[[Wilderness Survival]]|[[Abilities|Int]]|Tracking, Hide Tracks, Trapping, Foraging, Hunting, Detecting Traps, Rope-work, Create Shelter, Knowledge Nature, Knowledge Geography| \\ ==== Skill check difficulties ==== The difficulty of a check, or DC, represents the intensity of the challenge of undertaking a certain action. This DC is chosen by the GM based on the circumstances of the situation. In general, the difficulty of a check will follow the table below: ^Task Description^DC^ |Trivial|5| |Easy|10| |Moderate|20| |Hard|30| |Near Impossible|40+| Examples of common tasks and their difficulties are given on each individual skill page \\ ==== Legendary skill ==== Characters that can consistently pass DC 30 skill checks will become well known for their prowess in the given skill. When characters score a 40 or above on a skill, word will spread quickly and people will include descriptions of their actions on that check in the stories they tell of them. These stories will eventually become legends \\ ==== Cooperation ==== If you are cooperating with another player, you can coordinate your efforts which will help you succeed. All players make the attempt and the highest roll is representative of the entire group's score If you have ranks in a skill, you may attempt to assist another player attempting a check with the same skill, subject to GM approval. If you make a DC 20 with your check in the related skill, you may grant advantage to the other player making the check \\ ==== Taking ten ==== If your character is in no immediate danger, and is relatively free from serious distraction, you can "take 10" on a skill check. This represents exercising care and caution to make sure you avoid disaster when performing your check. When "taking 10", calculate your skill check as if you had rolled a 3 on every dice. This is useful in situations where a low roll would be disastrous \\ ==== Skill rank cost ==== As you purchase additional ranks with your skill points, the cost for further improvement increases, following the table below: ^Skill Rank^Cost^Total Cost^ |1|1|1| |2|1|2| |3|2|4| |4|2|6| |5|3|9| |6|3|12| |7|4|16| |8|4|20| |9|5|25| |10|5|30| |11|6|36| |12|6|42| |13|7|49| |14|7|56| |15|8|64| |16|8|72| |17|9|81| |18|9|90| |19|10|100| |20|10|110| |21|11|121| |22|11|132| |23|12|144| |25|12|156| |26|13|169| |27|13|182| |28|14|196| |29|14|210| |30*|15|225| *You cannot take more than 30 ranks in a skill **Sample Distributions**\\ Below is a table outlining possible distributions of skill points at level 20 for your reference. Each row shows the distributions, depending on your Intelligence modifier. The columns depict the number of skills over which you wish to distribute your points ^Int Modifier^Total Points at level 20^1 Skill^2 Skills^3 Skills^4 Skills^ |+0|40|11|8|6|5| |+1|60|14|10|8|6| |+2|80|16|11|9|8| |+3|100|19|13|10|9| |+4|120|20|14|11|10| |+5|140|22|15|12|10| **Example**\\ //Your Intelligence Modifier is +4, and you are level 20. You have a total of 120 skill points, and if you distribute those points over three different skills, you could purchase 14 ranks in each skill, having no skill points left over// =======Character profile======= **Species**:\\ **Gender**:\\ **Age**:\\ **Weight**:\\ **Height**:\\ **Eye Color**:\\ **Hair Color**:\\ **Skin Color**:\\ **Nationality**:\\ **Class**:\\ **Organizations**:\\ **Description**\\ **Culture checklist** * Daily food and specialities * Breads, wines, beers, cheeses, berries, nuts, meats, fried and finger foods, mushrooms, desserts * how they dress * tabards/sigils/flags/arms * government structure * games - recreational, sports, skill, mental, word * rituals, rites, rite of passage * morals, beliefs, values * common plant species in the area, specifically flowers * mind altering substances * greetings, gestures * sayings * stories, myths, legends, songs, poetry * hospitality rules, eating customs * laws * counter culture elements * history of culture as it changes * agricultural methods * social structure, roles * jobs and professions