FDSystem

Index
System Info
Setting
Races
Backgrounds
Magicka
Skills
Abilities

Attributes & Vitals
Str+End+Dex+Int+Wis+Cha=10
HP= Hit dice + End + mods
HD/Lvl = 4, 1, 1, 1, 2, 1, 1, 1, 1, 3, 2, 2, 2, 2, 4, 2, 2, 2, 2, 5
MP= Int+Wis+ mods
WP=Wis+Str+ mods
Init=Dex+Int+mods=Speed (squares, or x5=feet)
CR=End+Dex+Armor+mods
Skill Points = Int+Lvl+mods

Character Creation Process

1. Choose a Race
2. Apply racial bonus
3. Choose two Backgrounds, apply any bonuses
4. Distribute Attribute points (10)
4a. Alternately you may roll for stats, 1D6-2 per Attribute, resulting in scores ranging between -1 & 4 (1D6-2 ~ -1, 0, 1, 2, 3, 4)
5. Determine Vitals (HP, MP, Init, WP, CR)
6. Determine and train Skills, SP = Int+Lvl+mods
7. Choose a bonus Ability
8. Finishing touches: Name, Age, Alignment, Portrait

Races

  • Humans
    • High Human – Fire – Atr=12 – D8
    • Redman – Stone – Str+1, End+1 – D10
    • Ashen – Fire – Dex+1, End+1 – D8
  • Kiakar
    • High Kiakar – Fire – Dex-3, End+3, Str+2 – D12
    • Tekesche – Stone – Dex-1, End+4 – D12
    • Sogomogh – Growth – Dex-2, End+3, Wis+2 – D12
    • Maji – Lightning – Dex-1, Int+3, Cha+1 – D10
    • Terapin – Water – Dex+1, Int+1, Wis+1 – D8
    • Scalaii – Fire – Dex-2, End+3, Cha+2 – D12
  • Sylvans
    • Ancestor Tree (NPC) – Water – N/A – N/A
    • High Sylvan/Ent (NPC) – Water – End+4, Dex-3, Int-1, Wis+4 – D20
    • Capling – Water – Cha+3, Str-2, Dex-1 – D6
    • Sporeling (NPC) – Water – End-1, Int-2 – D4
  • Mirian/Elves
    • Altr’mir/High Elf – Solar – Dex+1, Int+2 – D6
    • Vvilden/Wood Elf – Lunar – Dex+2, Wis+1 – D6
    • Dreugh’mir/Dark Elf (NPC) – Shadow – Dex+2, Int+2, End-1 – D6
    • Merrimir/Sea Elf – Water – Dex-1, Wis+2, Cha+2 – D8
    • Zephr’mir/Sky Elf – Air – Dex+2, Str+2, End-1 – D6
    • Trogden/Stone Elf – Stone – Dex-1, Str+2, End+2 – D10
    • Cyndr’mir/Fire Elf – Fire – Int+2, Wis+1, End-1 – D6
    • Untr’mir/Deep Elf (NPC) – Fire – End+3, Str+1, Wis-2 – D12
  • Drako
    • High Drakonian – Water – Str+1, Int+1, End+1 – D10
    • Lowborn Drak – Water – Str+2, Dex+2, End+1, Cha-2 – D10
  • Naga
    • Common – Fire – Dex+1, Str+2 – D10
    • Docked (NPC) – Fire – Str+2, End+2, Int-1 – D10
  • Machina (NPC)
    • Machinae – N/A – Atr=11 – D10
    • Automatae – N/A – Atr=13 – D10

Resolving Conflicts – Gameplay

Whenever a conflict must be resolved, the player involved rolls a D20 and adds any relevant modifiers. If the total matches or exceeds the target CR the conflict is resolved successfully, otherwise it fails. Combat works pretty much the same way with a few additions as per any ability or spell used. Hitting a target’s CR is a successful attack, and damage may be rolled.

Combat Specifics

Every combat begins by taking initiative, all involved roll a D20 and add their init modifier, this determines the order of battle highest to lowest. Players and enemies take turns according to their initiative, one round at a time. Every round each participant may take 1 move action, 1 standard action, and 1 free action.

Move Actions

  • move your speed
  • equip/unequip an item
  • reload a gun or crossbow
  • recover from prone (1/2 move)

Standard Actions

  • basic attack
  • offensive ability
  • hold for reaction
  • hold initiative
  • standard spell casting

Free Actions

  • speak/parlay/command
  • concentrate on a spell effect
  • quickened ability
  • cantrip
  • assess situation

FDSystem

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