Appendices

( ⇪ Campaign Setting )

This is accessory information to make it easier to run the game.

The Character Sheet

Here’s the link to the character sheet.

Here’s a link explaining character creation.
(I intend to convert it to a wiki page ASAP.)

You’ll also want to glance through the House Rules article to see whether there’s anything in there that applies to you, and note the contents of the Character Building Variants article.

Assume your character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits for free: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit. Note however that NPCs may make assumptions about you based on your clothing or equipment. Also assume that all PCs have an apartment (with all of the basic amenities, including internet access) somewhere in a settlement near the location where they entered the game which requires no noteworthy monetary upkeep, so PCs can store things in their apartment if needed.

Glossary

Armor Class (AC) Roll = 3d6 + PC’s AC modifiers
Attack Maneuver Check = 3d6 + PC’s CMB mod
Attack Maneuver Score = 11 + NPC’s CMB mod
bon = bonus
Caster/Manifester Score = The NPC equivalent of a caster/manifester level check; 11 + NPC’s caster/manifester level + modifiers
CHA = Charisma
CMB = Combat Maneuver Bonus
CMB mod = BAB + STRmod + special size modifier (use DEXmod instead of STRmod if you’re Tiny or smaller)
CMD = Combat Maneuver Defense
CMD mod = BAB + STRmod + DEXmod + special size modifier + misc modifiers
CON = Constitution
Defend Maneuver Check = 3d6 + PC’s CMD mod
Defend Maneuver Score = 10 + NPC’s CMD mod
DEX = Dexterity
Effectiveness Check = The player version of a save DC; 3d6 + DC modifiers [spell/power level + ability modifier]
Fear effect = An effect which could raise your Fear Level to its next step.
Fear Level = How your character’s Fear is affecting them right now, gained from Fear Effects, overlaps (does not stack) with Stress Level, could be “OK”, “Shaken”, “Frightened”, or “Panicked”.
Fortitude Score = The NPC version of a Fortitude saving throw; 11 + NPC’s Fortitude save modifier
FP = Fortitude Points; Save points that represent your immune system, rolled against when you fail a Fortitude saving throw, where if you bust you fail the Save Attempt.
INT = Intelligence
mod = modifier
Nonlethal Damage = A gradual defense that represents physical strain, determines whether you’re staggered or unconscious, added to your strife to determine total Stress.
Passives = A set of always-active abilities that grant an automatic success against very low DCs relevant to that Passive.
Press Your Luck = An optional choice a player can make whenever rolling a 3d6 which makes the dice result more random but has a potentially greater pay-off; almost always worth doing.
Reflex Score = The NPC version of a Reflex saving throw; 11 + NPC’s Reflex save modifier
RP = Reflex Points; Save points that represent your reflexes, rolled against when you fail a Reflex saving throw, where if you bust you fail the Save Attempt.
Save Attempt = What you do if your Fortitude, Reflex, or Will saves are assaulted, consists of a Saving Throw and if that fails a d% roll vs your Save Points to see whether you bust.
Save Points = Three gradual defenses that represent your internal reserves against detrimental effects, recovered through rest; your final defense in a Save Attempt that you roll against to see whether you bust.
Save Scores = The NPC equivalent of saving throws.
Saving Throw
Spell/Power Resistance Check = The player version of determining spell/power resistance; 3d6 + [(SR or PR) – 10]
STR = Strength
Stress = How stressed your character is, the sum of your Nonlethal Damage and Strife.
Stress Level = How your character’s Stress is affecting them right now, overlaps (does not stack) with Fear Level, could be “OK”, “Shaken”, “Frightened”, or “Panicked”
Strife = A gradual defense that represents mental strain, gained mostly failing Save Attempts and taking damage, added to your Nonlethal Damage to determine total Stress.
Weapon Type = A number that represents the conversion between the d20 threat range and the 3d6 threat range.
Will Score = The NPC version of a Will saving throw; 11 + NPC’s Will save modifier
WIS = Wisdom
WP = Will Points; Save points that represent your willpower, rolled against when you fail a Will saving throw, where if you bust you fail the Save Attempt.

Appendices TODO List

This section contains a list of things that should go into various kinds of appendices.

  1. Write an appendix containing a table of the SP progressions of all prestige classes that grant their own spellcasting, and describe the exact method by which all spell point values have been determined for both standard classes and prestige classes.

Appendices

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