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You have 5 Attribute Points that you can assign to your 8 attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get 1 extra Attribute Point). However, note that you must still observe the attribute cap. | You have 5 Attribute Points that you can assign to your 8 attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get 1 extra Attribute Point). However, note that you must still observe the attribute cap. | ||
When you assign Attribute Points, jot them down on both Page 1 and Page 2 of your character sheet. Note that Page 2 displays all 8 attributes, but Page 1 does not display Coordination because that attribute is primarily used in combat, and combat is detailed on Page 2. | When you assign Attribute Points, jot them down on both Page 1 and Page 2 of your character sheet. Note that Page 2 displays all 8 attributes, but Page 1 does not display Coordination because that attribute is primarily used in [[combat]], and combat is detailed on Page 2. | ||
==== Rolling for Stats ==== | ==== Rolling for Stats ==== | ||
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=== Defenses === | === Defenses === | ||
Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the table below. You can improve any defense by equipping armor, using a shield, or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense. | Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the table below. You can improve any defense by equipping [[armor]], using a [[shield]], or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Defense | !Defense | ||
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<u>REF</u> represents your nimbleness and ability to dodge out of the way of some attacks, like a stream of acid. | <u>REF</u> represents your nimbleness and ability to dodge out of the way of some attacks, like a stream of acid. | ||
<u>FORT</u> demonstrates how good you are at enduring punishing environments and effects, such as the intense heat of a fireball. | <u>FORT</u> demonstrates how good you are at enduring punishing environments and effects, such as the intense heat of a [[fireball]]. | ||
<u>ANT</u> reflects your skill at instinctively intuiting a threat before it hits you. Unlike REF, this defense would be used when you are unaware of an incoming attack, such as being ambushed or triggering a tripwire. | <u>ANT</u> reflects your skill at instinctively intuiting a threat before it hits you. Unlike REF, this defense would be used when you are unaware of an incoming attack, such as being ambushed or triggering a tripwire. | ||
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<u>WILL</u> represents your determination to stay true to yourself. Depending upon the nature of the attack, enchanting magic might target your WILL instead of your LOG. | <u>WILL</u> represents your determination to stay true to yourself. Depending upon the nature of the attack, enchanting magic might target your WILL instead of your LOG. | ||
=== Hit | === Hit Points === | ||
No matter what level you are, your HP is always 10+(level) d(X)+(level) where X is a die size determined by your END. For example, a level 1 character with 0 to 2 points in END will have 10+1d4+1 HP, and a level 1 character with 3 points in END would have 10+1d6+1 HP. You can always choose to take a set HP amount instead of rolling, as shown on the table below. | No matter what level you are, your HP is always 10+(level) d(X)+(level) where X is a die size determined by your END. For example, a level 1 character with 0 to 2 points in END will have 10+1d4+1 HP, and a level 1 character with 3 points in END would have 10+1d6+1 HP. You can always choose to take a set HP amount instead of rolling, as shown on the table below. | ||
{| class="wikitable" | {| class="wikitable" | ||
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What’s a Tag? | What’s a Tag? | ||
Tags are referenced frequently in spells, lineage abilities, talents, and the like. See the Tags subsection (p. 10) for more information on tags. Each BOP will give you Skill Points. You can read more about how skills work in [[Skills]]. Furthermore, your BOP will give you your starting equipment. | Tags are referenced frequently in spells, lineage abilities, talents, and the like. See the Tags subsection (p. 10) for more information on tags. Each BOP will give you Skill Points. You can read more about how skills work in [[Skills]]. Furthermore, your BOP will give you your starting [[equipment]]. | ||
=== Talent === | === Talent === | ||
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Example: Marcus Luxxor | Example: Marcus Luxxor | ||
Nathan and Andi are leveling Marcus Luxxor up from level 2 to level 3 and each picking different options for him. Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point in STR instead. Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP. At level 2, Marcus became a Cleric, so Nathan and Andi have access to cleric talents. Nathan chooses for Marcus to learn the “Wellspring of Health 1” talent, but Andi choosesfor Marcus to learn the | Nathan and Andi are leveling Marcus Luxxor up from level 2 to level 3 and each picking different options for him. Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point in STR instead. Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP. At level 2, Marcus became a Cleric, so Nathan and Andi have access to cleric talents. Nathan chooses for Marcus to learn the “Wellspring of Health 1” talent, but Andi choosesfor Marcus to learn the “[[Divine]] Ward 2” talent. | ||