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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 byHit Location
1Torso
2Legs
3Arms
5Head

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 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this page is no longer active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
DateJournal LinkTitle
2015-01-02Pre Game SessionCharacter creation and group assembly
2015-01-05Session 1Travel to Sothis and exploring the city
2015-01-10Session 2Travel to Tephu, attack en route to Eto
2015-01-16Session 3Undocumented
2015-01-23Session 4Exploring the sun temple continued
2015-02-05Session 5Capturing the Statues
2015-02-12Session 6Travel to Totra
2015-02-16Session 7Port Peril and the White Lotus
2015-02-23Session 8The monastery and meeting Dalia
2015-03-09Session 9Assault on slaver encampment
2015-03-21Session 10Chasing Perin Black water and descent into the deep
2015-03-28Session 11Discovering the underground
2015-04-18Session 12Exploring the undercity
2015-04-25Session 13Training at the academy
2015-05-02Session 14Return to the surface and Port Peril

Rebooting campaign on Terra

DateJournal LinkTitle
2015-05-09Session 1Midsummers Festival, Stealing Perry's boat

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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 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 ScoreModifier
8-1
9-1
100
110
121
131
142
152
163
173
184
194
205
215
226
236
247
257
268
278
289
299
3010

Skills

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 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


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
AcrobaticsDexBalance, Escape Bindings, Jump (Precision), Tumble
Animal handlingResDomesticate, Handle, Ride, Sense Motive, Soothe, Train, Knowledge Biology
AthleticsStrClimb, Jump (Distance, Height), Lift, Swim, Run, Push, Pull
DiplomacyInt, ResBluff, Impersonation, Persuade, Sense Motive, Negotiate, Knowledge Society, Knowledge Politics
InvestigationIntSearch, Gather Information, Investigation, Deduction
MedicineIntDiagnose, Cure Disease, Neutralize poison, Long term care, Knowledge Anatomy, Knowledge Medicine
PerceptionIntListen, Spot, Other Senses
PerformIntOration, Singing, Dance, Act, Play Instrument, Bluff, Knowledge Arts
ProfessionVariesArmorsmith, Astronomer, Jeweler, Sailor, Surveyor, Weaponsmith
Recall KnowledgeIntAppraisal, Knowledge Areas: Anatomy, Arts, Biology, Finances, Geography, Herbs, History, Ki and Bindings, Local, Medicine, Nature, Politics, Society, Streetwise, Trading
Sleight of handDexLock Picking, Pick Pocket, Illusions, Misdirection
StealthDexMove Silently, Hide, Trackless Step, Spying
Wilderness survivalIntTracking, 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 DescriptionDC
Trivial5
Easy10
Moderate20
Hard30
Near Impossible40+

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 RankCostTotal Cost
111
212
324
426
539
6312
7416
8420
9525
10530
11636
12642
13749
14756
15864
16872
17981
18990
1910100
2010110
2111121
2211132
2312144
2512156
2613169
2713182
2814196
2914210
30*15225

*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 ModifierTotal Points at level 201 Skill2 Skills3 Skills4 Skills
+04011865
+160141086
+280161198
+31001913109
+412020141110
+514022151210

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
wiki/archived material.txt · Last modified: 2019/03/22 00:43 by caleymccready