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
In addition to dealing damage, an attack hits in a particular location, which causes additional effects
When a target receives healing, location based penalties to the legs, arms, and head are relieved
You may count a “5” in addition to a “6” for the purposes of meeting qualifications for Exploding dice.
This is the first campaign to test out the elemental D6 campaign in its beta phase.
| Date | Journal Link | Title |
|---|---|---|
| 2015-01-02 | Pre Game Session | Character creation and group assembly |
| 2015-01-05 | 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 3 | Undocumented |
| 2015-01-23 | Session 4 | Exploring the sun temple continued |
| 2015-02-05 | Session 5 | Capturing the Statues |
| 2015-02-12 | Session 6 | Travel to Totra |
| 2015-02-16 | Session 7 | Port Peril and the White Lotus |
| 2015-02-23 | Session 8 | The monastery and meeting Dalia |
| 2015-03-09 | Session 9 | Assault on slaver encampment |
| 2015-03-21 | Session 10 | Chasing Perin Black water and descent into the deep |
| 2015-03-28 | 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 14 | Return to the surface and Port Peril |
Rebooting campaign on Terra
| Date | Journal Link | Title |
|---|---|---|
| 2015-05-09 | Session 1 | Midsummers Festival, Stealing Perry's boat |
/lib/tpl/dokuwiki/tpl_header.php:
<?php
if ($INFO['isadmin']) {
tpl_action('recent', 1, 'li'); //recent changes
tpl_action('media', 1, 'li'); //media manager
tpl_action('index', 1, 'li'); //sitemap
}
?>
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
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
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
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 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
There are two situations in which you receive skill points, when you create your character, and when you level up your character. In both instances, you will be given (2 + 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 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 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
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 Name | Ability Modifiers | Subskills |
|---|---|---|
| Acrobatics | Dex | Balance, Escape Bindings, Jump (Precision), Tumble |
| Animal handling | Res | Domesticate, Handle, Ride, Sense Motive, Soothe, Train, Knowledge Biology |
| Athletics | Str | Climb, Jump (Distance, Height), Lift, Swim, Run, Push, Pull |
| Diplomacy | Int, Res | Bluff, Impersonation, Persuade, Sense Motive, Negotiate, Knowledge Society, Knowledge Politics |
| Investigation | Int | Search, Gather Information, Investigation, Deduction |
| Medicine | Int | Diagnose, Cure Disease, Neutralize poison, Long term care, Knowledge Anatomy, Knowledge Medicine |
| Perception | Int | Listen, Spot, Other Senses |
| Perform | Int | Oration, Singing, Dance, Act, Play Instrument, Bluff, Knowledge Arts |
| Profession | Varies | Armorsmith, Astronomer, Jeweler, Sailor, Surveyor, Weaponsmith |
| Recall Knowledge | Int | Appraisal, Knowledge Areas: Anatomy, Arts, Biology, Finances, Geography, Herbs, History, Ki and Bindings, Local, Medicine, Nature, Politics, Society, Streetwise, Trading |
| Sleight of hand | Dex | Lock Picking, Pick Pocket, Illusions, Misdirection |
| Stealth | Dex | Move Silently, Hide, Trackless Step, Spying |
| Wilderness survival | Int | Tracking, Hide Tracks, Trapping, Foraging, Hunting, Detecting Traps, Rope-work, Create Shelter, Knowledge Nature, Knowledge Geography |
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
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
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
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
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
Species:
Gender:
Age:
Weight:
Height:
Eye Color:
Hair Color:
Skin Color:
Nationality:
Class:
Organizations:
Description
Culture checklist