7.3.2

Version

7.3.2

Development Began

2013-novemberish

Launch Date

2014-Apr-19

Core Rules

Character Advancement

Skill Points

  • Characters receive 10 Skill Points at level 1. More Skill Points are awarded as the PCs complete challenges (in the same manner as BP).
    • For each 10 more Skill Points received, level increases by 1.
    • All characters gain 40 bonus Skill Points at level 1, representing their background and pre-adventurer training.
  • Skill Points are used to increase the modifier of a skill, exactly as in d20/3.5. In other words, each 1 SP adds +1 to a skill modifier.
    • From 0-4 skill points, a skill is considered Rank 0.
    • From 5-9 skill points, a skill is considered Rank 1.
    • From 10-14 skill points, a skill is considered Rank 2. etc...
  • The maximum number of skill points invested in any one skill is equal to your level plus 5.
    • Thus, at level 1, the maximum is 6 skill points. At level 5, it is 10. At level 10, 15. Etc.
    • At maximum investment, a skill's rank will correspond to previous notions of level-based rank.

Ability Scores

  • New characters receive 10 ability score points to spend as desired. No score may be increased beyond 5 with these points.
  • For each 10 SP earned, characters gain 1 ability score point.
    • Thus, characters at level 1 have 11 ability score points. At level 10, they have 20 points. Etc.
  • There are no longer any "Hero bonuses". Skill Points cannot increase ability scores.
  • Races affect ability scores.
  • Some Feats may affect ability scores.

Feats

  • Characters receive 1 Feat for each 10 SP they earn.
    • At level 1, they gain 4 bonus Feats representing their Background.
    • Total feats at level 1: 5. At level 2, 6. Etc.
  • Feats may have requirements; each Feat will indicate these. For example, a Feat might require a Str of 3, or 5 ranks of Agility.

Skills

Paths

  • All skills now have a list of Paths.
  • When you train in any skill, you must select one Path. This choice is permanent.
  • Thereafter, you gain the abilities listed for that Path, as well as any listed under General for that skill.
  • As soon as you have the requisite amount of Skill Points invested in a skill, you gain all abilities listed for your Path. The requisite amount is 5 for rank 1, 10 for rank 2, etc.
  • You may spend Feats to gain access to other Paths. For example:
    • You have 10 ranks of Fire, granting access to ranks 0-2 in "General". You chose the path Firestarter, gaining ranks 0-2 of that path.
    • You spend 1 feat to gain rank 1 access to an alternate path: "Flameborn".
    • You spend 1 more feat to gain rank 2 access to Flameborn.
    • At this point, you cannot spend feats to gain rank 3 access to Flameborn, because you do not yet have rank 3 access to the Fire skill itself.

Combat

Wounds and Injuries

  • Damage Threshold no longer exists.
  • Whenever you suffer Wound Points, you may immediately cash them in for Injuries of the appropriate type.
    • The purpose of this is to trade the unpleasant effects of Wounds (i.e. disablement, death) for less-debilitating but longer-term effects (e.g. broken leg, missing hand, etc).
    • Simply select an Injury of your choice, as long as its description makes sense (i.e. third-degree burns don't make sense when stabbed by a rapier). You immediately gain the Injury, and lose the corresponding amount of Wound Points listed in that injury.
    • You may select an Injury that removes more Wound Points than you currently have. This does not give you "positive Wound Points", it simply resets them to 0.
    • Even if your WP are reduced to 0, you suffer from Bleeding Out and must stabilize as normal.
  • The ability to select Injuries is typically allowed only to PCs and important NPCs, not ordinary monsters.

Armor

  • As Damage Threshold no longer exists, DR values for Armor will increase.
  • Armor is now able to add bonuses to Block, stacking with those from shields.

Block, Dodge, and Parry

  • Block is now an attribute derived from the Fortitude skill and equipment-based bonuses. It is no longer a Skill that can be rolled directly.
    • Instead, Block is now calculated as (Fortitude modifier, including SP and Con bonus) + (equipment bonuses) + (circumstance bonuses).
    • When you use the Block reaction, you apply your Block modifier as DR against an incoming attack in your forward arc (requiring awareness). You must expend 1 Stamina.
    • You may expend more than 1 Stamina, gaining +100% Block Rating to that specific attack for each extra point. This requires no feats or training.
    • If you reserve a hand for blocking, you gain +10 to Block Rating, and the first Stamina point cost is removed.
  • Dodge is now a use of the Agility skill. It is used in the same manner as before, but it is no longer its own skill.
  • Parry is now a use of the Melee skill. It is used in the same manner as before, but it is no longer its own skill.
files
  • (up)
  • (cur)
  • 7.1 Overview
  • 7.1
  • 7.2.1
  • 7.2.1a
  • 7.2
  • 7.3.1
  • 7.3.2
  • 7.3.3
  • 7.3
  • 7.4.1
  • 7.4.2
  • 7.4.2b
  • 7.4.3
  • 7.4
  • 7.5
  • 7.6 Advancement
  • 7.6 Feats
  • 7.6 Gating
  • 7.6
  • 7.8 in 5e style
  • 7.8
  • 8.0
  • Ability Scores
  • Absorb
  • Action Points
  • Action
  • Actions
  • Adventuring Gear
  • Affinity
  • Affliction
  • Agility
  • Air
  • Alchemy
  • Alertness
  • All Powers alphabetically
  • All Powers by Category
  • Angel
  • Animal Companion
  • Animal Empathy
  • Arcane Magic
  • Armor Penetration
  • Armor
  • Armortech
  • Arms
  • Aspirations
  • Attributes
  • Aura
  • Avoidance
  • Awareness
  • Ball Lightning
  • Binding
  • Biology
  • Biotech
  • Blacksmithing
  • Block Rating
  • Block
  • Blood Calls to Blood
  • Blood
  • Blue Steel
  • Build Points
  • Call Animals
  • Call Lightning
  • Challenges
  • Change Log
  • Change Notes
  • Channeling
  • Charge
  • Classes
  • Clothing
  • Cold Iron
  • Combat Encounters
  • Combat Insight
  • Combat Skills
  • Combat Styles
  • Combat
  • Command Plants
  • Commune with Nature
  • Concentration
  • Consecrate
  • Control Air
  • Control Weather
  • Cooldown
  • Courage
  • Create Phylactery
  • Creating Encounters
  • Custom Powers Test
  • Custom Powers
  • Cybernetics
  • DM Tips
  • DM Tools
  • Damage Threshold
  • Damage Type
  • Damage Types
  • Darksteel
  • Dazed
  • Dazzled
  • Death
  • Defenses
  • Descriptors
  • Detect Magic
  • Difficulty Class
  • Dlarun
  • Dodge
  • Dominance
  • Dragon
  • Druid
  • Duration
  • Dwarf
  • Earth
  • Effects
  • Electric Loop
  • Elemental Control
  • Elemental
  • Elf
  • Empathy
  • Enchanting
  • Endurance
  • Energy
  • Enervation
  • Equipment
  • Evocation
  • Extraplanar Minion
  • Factions
  • Faerie
  • Fairy
  • Falling Damage
  • Fatigue
  • Feats (pre 7.5)
  • Feats (pre-7.3)
  • Feats
  • Fighter
  • Fire (Scratch Space)
  • Fire
  • Fooble
  • Force (pre-7.5)
  • Force (scratch space)
  • Force
  • Fortitude
  • Frost Armor
  • Frost
  • Fury
  • Futuristic Weapons
  • Gear
  • General Skills
  • Grab
  • Gravity
  • Grip
  • Hardness
  • Harry Dresden
  • Healing
  • Hedgecraft
  • Hero Points
  • Heroic Traits
  • Hit Points
  • Holy (old)
  • Holy Light
  • Holy Word
  • Holy
  • Human Potential
  • Idea Bin
  • Ideas
  • Illusion
  • Implements
  • Infighting
  • Initiative
  • Injuries
  • Inscription
  • Invocation
  • Jewelcrafting
  • Jewelry
  • Judgment
  • Junction
  • Knowledge Skills
  • Legacy
  • Let Blood
  • Light
  • Lightning Rod
  • Lightning Shield
  • Lightning
  • Luck
  • Magic Circle
  • Magic-User
  • Magic
  • Meditation
  • Melee Weapons
  • Melee
  • Mentalism
  • Mercy
  • Minor Creation
  • Mist Form
  • Mithral
  • Mobility
  • Modern Weapons
  • Monster Rules
  • Movement
  • Nauseated
  • Necromancer
  • New List
  • New RP
  • Object Defenses
  • Old Custom Powers
  • Old Invocation
  • Opposed Skill Checks
  • Pact Magic
  • Pact
  • Parry
  • Perception
  • Persuasion
  • Pin
  • Plant Growth
  • Power Skill
  • Power Skills
  • Power Source
  • Power Sources
  • Power
  • Powers (7.4.2b)
  • Priest
  • Primal Magic
  • Protection
  • Psionics
  • Purity
  • Push (Power)
  • Push
  • Pyrite
  • Race Points
  • Race
  • Races
  • Range Increment
  • Range
  • Ranged Weapons
  • Ranged
  • Reflex
  • Reserve
  • Resilience
  • Resource Points
  • Rewards
  • Rewind Time
  • Ritual Casting
  • Ritual of Summoning
  • Rogue
  • Scale
  • Security
  • Senses
  • Shadow (Power Source)
  • Shadow (old)
  • Shadow
  • Shields
  • Shifter
  • Silver
  • Size
  • Skill Challenges
  • Skill
  • Skills (old 7.1)
  • Skills
  • Sleep
  • Sorcerer
  • Sorcery
  • Soul
  • Space
  • Special Attacks
  • Special:Menu
  • Special:Style
  • Spell Penetration
  • Spellcraft
  • Spront
  • Starting Equipment
  • Static Charge
  • Stealth
  • Summon
  • Summoning
  • Sunder
  • System
  • Table Test
  • Targeting
  • Technomancy
  • Telepathy (pre-7.5)
  • Telepathy
  • Temp
  • Terrain
  • Test Page
  • Test
  • Thaumaturgy
  • The Fifth Element
  • The Sight
  • The Unifying Force
  • Time
  • To-Do
  • Totem
  • Trade Skills
  • Transmutation
  • Trinkets
  • Trip
  • Truesilver
  • Type
  • Unarmed
  • Vampire
  • Vehicles
  • Version History
  • Vessels
  • Vigilance
  • Wall of Blood
  • Warg
  • Warlock
  • Water
  • Weapons
  • Wielding
  • Wild Aspect
  • Willpower
  • Wind Shaping
  • Windrider
  • Witch
  • Wizard
  • World
  • Wound Points
  • Wounds and Injuries
  • _badge
  • _home
  • _menu
  • _style
  • img
  • nominal
  • powers
  • sys_ui_related_list_entry_67d125c6a3d0121078c78b48b51e61c4
  • tempfeats