Game Mechanics
Primary Attributes: | Secondary Attributes: |
Strength: | Force: |
Dexterity: | Accuracy: |
Constitution: | Health: |
Intelligence: | Focus: |
Wisdom: | Will: |
Charisma: | Self: |
Primary Attributes:
These are your base stats that affect your characters abilities. The table below shows how the primary stats translate into other stats that affect game skills and abilities. Primary attributes are generated at the creation of your character and can be raised with Improvement Points as the game progresses. Improvement points are earned every time you gain a level, each level you gain 10 Improvement Points times your current level. (10 at level 1, 20 at level 2, 30 at level 3....) until you reach level 20, after level 20 you simply earn 200 improvement points per level.
Primary | Base Score | Improvements made | Actual Score | Modifier | "I" point cost to improve | Secondary attributes | |
STR | 51 | 1 | 52 | 10 | 2 | 1 | Force |
DEX | 140 | 1 | 141 | 28 | 6 | 19 | Accuracy |
CON | 53 | 1 | 54 | 11 | 2 | 2 | Health |
INT | 50 | 1 | 51 | 10 | 2 | 1 | Focus |
WIS | 50 | 1 | 51 | 10 | 2 | 1 | Will |
CHA | 50 | 1 | 51 | 10 | 2 | 1 | Self |
Secondary Attributes:
Secondary Attributes are generated by a formula and affect direct game stats such as damage, magic points, hit points and they also affect your saving throws. Secondary attributes improve automatically as your Primary attributes improve.
Modifier: (for skills base value's)
The Modifier is similar to a secondary attribute, however it is used for figuring base values of skills. When a skill says to use Strength and Dexterity for a base value, that means use the modifiers. Thus, you would add 10+28 (in the above example) together to get a base value of 38.
Modifiers are also what your primary score would be if it was a standard D&D score.
Calculating the modifier is done like this: Divide the "Actual Score" by 5, and round up.
Calculating the "I point cost to improve": This is A bit more tricky. You multiply your ACTUAL SCORE times the total Improvement points you have made, then multiply that result times 4% (0.04) -- this result is how many I points you must spend to raise the attribute another point. This system makes it so the higher you raise a score, the harder it is to continue raising it. The higher the score is and the more points that have been spent, the more it will cost to buy another point.
Calculating the Base Save Throw: The base Save throw is calculated like this:
Based on the key attribute, a score of 44 equals a 0 base save for that save type. For every point your primary attribute increases, your base save increases 2 points. (so a dexterity of 45 means a reflex save base of 2) for every point under 44, your base save gets -2.)
Calculating damage bonuses: When you score a hit, the weapon you use does damage. In addition to this damage you cause damage for being strong and accurate. Therefore your damage bonus is your Force plus your Accuracy. In the above example, the character would deal +20 extra damage each hit for having a Force of 1 and an Accuracy of 19. (note: keep in mind that a score of 140 in dexterity is extremely high and was used for example purposes. Scores in excess of 100 are considered very high)
Calculating bonus Hit Points: Each time your character increases in level, they gain more hit points based on their race and health score. Simply add your health score to the roll of your hit point die each level. In the above example, the character gets +2 hit points each level for having a Health score of 2.
Calculating Spell Slots: (see magic for more info)
To find your ARCANE spell slots:
(INT Modifier x Focus) + (CHA Mod x Self)
To find your DIVINE spell slots:
(WIS Modifier x Will) + (CHA Mod x Self)
These simple formulas show you how many spell slots you have available to learn new spells. Note that higher level spells require more slots.
(each spell level takes that many slots up)