System Info

System Info

Attributes & Vitals
HP= Hit dice + End + mods
MP= Int+Wis+ mods
WP=Wis+Str+ mods
Init=Dex+Int+mods=Speed[squares, or x5=feet]

Starting SP = Int


  • Human – Atr=12, Hit Die D8, Bonus Common Sense or Adept Learner
  • Elf – Dex+1 Wis+2 End-1, Hit Die D6, Bonus Light Step or Keen Sense
  • Dwarf – Dex-1 End+2 Str+1, Hit Die D12, Bonus Blind Sight or Resist Death
  • Half-Elf – Dex+1 Wis+1, Hit Die D8, Bonus Human or Elf
  • Half-Giant – Str+2 End+3 Int-2 Dex-1, Hit Die D12, Bonus Tracking or Ignore Cold
  • Half-Orc – Str+1 End+2 Cha-1, Hit Die D10, Bonus Human or Orc
  • Orc – Str+2 End+2 Int-2, Hit Die D12, Bonus Blood Rage or Thick Hide
  • Melfling – Str-2 Dex+3 End-2 Cha+1, Hit Die D4, Bonus Heroic Feat or Chicanery
  • Lycan – Human Atr & HD, Bonuses Survival, Perception, & Animalism
  • Cambion – Dex+2 Int+2 Cha-1, Hit Die D10, Bonuses Dark Vision & Unsettling Presence
  • Wyrm – Str+2 End+3 Int+1 Cha-1, Hit Die D20, Bonuses Breath Attack, Sorcery, & Avatar

Character Creation Process
1. Choose a Race
2. Apply racial bonus
3. Distribute Attribute points (10)
3a. 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)
4. Determine Vitals (HP, MP, Init, WP, CR)
5. Determine and train Skills, SP=Int at 1st level
6. Choose two Backgrounds, apply any bonuses
7. Choose a bonus Ability
8. Finishing touches: Name, Age, Alignment, Portrait

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

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
  • catnip
  • assess situation

System Info

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