Player Card

Derived Capabilities List (May be modified by increase in Level, magical items, or spell effects)

  • Life Force = Vitality + Durability (Damage taken before “hors de combat”)
  • Magic Quanta Pool = Magic + Vitality (Number of magic quanta available to use)
  • Missile Strike = Perception + Agility/2 (Chance to strike distant target)
  • Melee Strike = Might + Agility/2 (Chance to strike adjacent target)
  • Magic Strike = Magic + Agility/2 (Chance at successful incantation)

Core Capability Bonuses

As a Core Capability increased over a value of 12 special bonus are received.

  • Missile Damage Bonus
    For every 1 point over 12 of the CC for Agility the ranged damage is increased by +1
  • Melee Damage Bonus
    For every 1 point over 12 of the CC for Might the melee damage is increased by +1
  • Magic Strike Bonus
    For every 2 point over 12 of the CC for Intellect derived Magic Strike is increased by 1.
  • Dodge Bonus
    For every 2 points over 12 of the CC for Agility the Attacker’s die roll is increased by +1.
  • Fast Talk Bonus
    For every 2 point over 12 of the CC for Persuasion get 1-6 moments to stall hostile reaction and continue parley.
  • Sixth Sense Bonus
    For every 2 point over 12 of the CC for Perception get an additional roll to avoid being surprised or falling into ambush.
  • Quanta Pool Bonus
    For every 1 point over 12 of the CC for Magic the quanta pool is increased by +2
  • Life Force Bonus
    For every 1 point over 12 of the CC for Durability the Life Force is increased by +2

Learned Capabilities List (May be modified by Level, magical items, equipment quality.)

  • Skullduggery = Perception + Agility/2 (jimmy door, pick lock, stealth etc.)
  • Huntsman = Durability + Perception/2 (Track, snare, survival, scout etc.)
  • Weapons Master = Might + Agility/2 (Special Attacks, Strike Bonus, etc.)
  • Scholarship = Intellect + Perception/2 (Decipher, Deduce, Discover etc.)
  • Healer = Intellect + Magic/2 (Field Dressing, Non-magical healing etc.)
  • Leadership = Might + Persuasion/2 (Number, morale, and loyalty of hired help)
  • Craftsmanship = Intellect + Agility/2 (Invent, build, repair, non-magic items)
  • Showmanship = Persuasion + Agility /2 (Duration and value of performance arts)