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)