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![[01 Attributes|01 Attributes]]
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![[Derived Attributes]]
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![[03 Lineage]]
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![[04 Heritage]]
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![[06 Qualities]]
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![[05 Background]]
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![[07 Contacts|07 Contacts]]
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![[08 Features]]
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[[Version 1/Notes/2 Attributes/Attributes|Attributes]] range from -10 to +10 but typical player characters won't have any [[Version 1/Notes/2 Attributes/Attributes|Attributes]] below 0. The attribute distribution for an average human is 2 in every [[Version 1/Notes/2 Attributes/Attributes|Attribute]].
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Skills are the next layer of ability placed on top of attributes. They are learned abilities, things characters gain through training and practice. Skills are used to fire weapons, sneak past guards, charm a grumpy guard, and many other things. They range from 0 to +5 but specializations can add an additional +3 or +5.
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Lineage represents the blood ties and hereditary traits of the a creature. Some lineage options are dwarf, elf, human, orc, etc.
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# Lineage Elements
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## Age
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This represents the age when a member of the lineage grows into adulthood.
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## Size
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Most lineages are medium size category but some may be small. Large is not common
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## Speed
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Determines how far a creature can move over land by standard means (walking)
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## Traits
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Some lineages may have additional traits like Natural Adaptations (natural weapons or armor)
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## Attributes
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Lineages grant bonuses to specific Attributes. Typically a lineage will grant +2 to one Attribute, and +1 to two attributes.
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Heritage represents the upbringing and culture of a character. It dictates what [[Language Skills|Language]] and [[Knowledge Skills|Knowledge]] skills a character starts with and may grant other abilities too.
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## Language Skills
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Heritages grant 1 Native level Language Skill and either 2 Normal level Language Skills or 1 Expert level and 1 Novice level Language Skill.
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## Knowledge Skills
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Heritages grant up to 4 Knowledge Skills. These skills may be specified by the Heritage but all heritages offer at least 2 Knowledge skills of the players choice.
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Backgrounds help to define a character's personal history before becoming an adventurer. Backgrounds may grant [[Specialization|Skill Specializations]], [[Language Skills]], and [[Knowledge Skills]]. It also provides a starting set of [[Version 1/Notes/14 Equipment/Equipment]] and [[06 Qualities|Qualities]].
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## Skills
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Backgrounds grant +2 to 2 specific Skills and +1 to 2 other specific skills. Players also get to choose and additional skill to increase by 2 and two other skills to increase by 1
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### Specialization
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Backgrounds grant a single Novice skill specialization. The skill that this specialization is applied to is set to +5 and can not be increased by other benefits of this Background.
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## Language Skills
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Backgrounds can grant one additional [[Language Skills|Language Skill]]
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## Knowledge Skills
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Each background grants up to 4 [[Knowledge Skills]]. Two of these skills are the players choice.
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Characters often have innate characteristics or consequences from past experiences that shape the way they are today. These are represented as Qualities, which can be either positive or negative. Qualities are typically only gained during [[Character Creation]] but they may be awarded during play by the GM.
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Characters may choose up to 3 qualities during character creation. Some qualities allow for players to increase this maximum number of chosen qualities.
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There are three types of qualities, Innate (chosen during character creation), Purchased (bought using xp), and Story (granted by the gm)
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Qualities with overall beneficial effects are called Merits and ones with overall detrimental effects are called Flaws
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Contacts are NPCs that characters know and can ask favors of. Often these are named NPCs but they could be known by their title like a guard or tavern keeper.
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When characters select a background they also gain at least 2 contacts because of that background. Players may come up with the contacts but they should be approved by the GM before the first session the character is participating in.
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Features are abilities that characters gain as they become stronger. This is further explained in [[Character Progression]].
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---
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meta: true
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---
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---
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meta: true
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---
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Ability Features are standalone and can only be unlocked once. They don't have any prerequisites other than minimum attribute or skill values.
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Increases the value of an attribute or skill. The price of the upgrade increases based on the current value of the attribute or skill.
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You gain the [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/Unarmed Strike]] feature. The damage dealt by this feature can be upgraded using the [[02 Damage Upgrade|Damage Upgrade]] feature as if it were a weapon that you have proficiency with.
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/01 Martial Arts Initiate|Martial Arts Initiate]]
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When you make an [[Unarmed Attacks|Unarmed Attack]] on your turn you may make a second [[Unarmed Attacks|Unarmed Attack]] for free during the same turn.
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You may now upgrade your [[Unarmed Attacks]] with the [[05 Extra Attacks|Extra Attacks]] upgrade as if they were a weapon that you have proficiency with.
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/01 Martial Arts Initiate|Martial Arts Initiate]]
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When you hit a creature with an [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/Unarmed Strike]] you may choose to push the creature 5 feet directly away from you. The creature must pass a [[Version 1/Notes/2 Attributes/1 Physical/Strength]] Save with a difficulty equal to your [[Version 1/Notes/2 Attributes/1 Physical/Agility]] or [[Version 1/Notes/2 Attributes/1 Physical/Strength]] + [[Martial Arts]] or be pushed 5 feet away from you. This movement does not allow for Opportunity Attacks.
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Also you may add your [[Version 1/Notes/2 Attributes/1 Physical/Agility]] or [[Version 1/Notes/2 Attributes/1 Physical/Strength]] to the damage of your [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/Unarmed Strike]].
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/01 Martial Arts Initiate|Martial Arts Initiate]]
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Your movement speed increase by 10 feet and difficult terrain does not slow you down. You still suffer from any other affects of the difficult terrain.
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_Prerequisite:_ [[Version 1/Notes/1 Characters/Features/Feature Trees/Martial Arts/02 Martial Arts Novice|Martial Arts Novice]]
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_Prerequisite:_ [[05 Martial Arts Expert|Martial Arts Competence]]
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_Prerequisite:_ [[06 Martial Arts Master|Martial Arts Expert]]
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Unarmed attacks count as magical damage.
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Better at avoiding AoE attacks
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Whenever you make an [[Unarmed Attacks|Unarmed Attack]] this feature allows you to treat the attack as a weapon attack using [[Version 1/Notes/2 Attributes/1 Physical/Agility]] or [[Version 1/Notes/2 Attributes/1 Physical/Strength]] and [[Martial Arts]]. This attack also has a base damage of 1d4 and you add your [[Martial Arts]] skill to the damage.
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Weapon features may be unlocked as many times as desired unless the weapon or feature says otherwise. Weapon features only apply to a single weapon type. E.g. if you unlock an extra attack for [[Knives]] you don't get an extra attack for [[One Handed Swords]].
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Before any weapon upgrades can be purchased for a weapon type the character must have a weapon proficiency with that weapon type.
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Weapon proficiency allows for damage to include the character's strength modifier.
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It also allows damage dice to explode.
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
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Increase the damage die to the next largest die available. If a weapon has multiple damage dice the dice must be upgraded individually. A die can only be upgraded twice from the base damage of the weapon and only the base damage dice may be upgraded. This means that a d4 can only be upgraded up to a d8 and a d10 can only be upgraded up to a d20.
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If [[03 Extra Damage|Extra Damage]] upgrades are purchased each of those additional dice must be upgraded individually. Meaning that if you upgrade a sword with a base damage of 1d6 to the max damage of 1d10 and then get the Extra Damage upgrade the new dice starts as a d6 and must be upgraded separately.
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| Initial | Next | Max |
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| ------- | ---- | --- |
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| d4 | d6 | d8 |
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| d6 | d8 | d10 |
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| d8 | d10 | d12 |
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| d10 | d12 | d20 |
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| d12 | d20 | d20 |
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Cost: level of upgrade x 2
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| Level | Cost |
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| ----- | ---- |
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| 1 | 2 |
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| 2 | 4 |
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
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Add a new damage die for a specific weapon type. The new damage die is the base damage die for the weapon regardless of the current die used for the weapon. Each upgrade must be purchased individually meaning that you can't jump from upgrade level 1 to upgrade level 3. You have to purchase each individual level.
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If the base damage of a weapon includes multiple dice an upgrade still only increases the number of dice by 1.
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Cost: upgrade number x number damage dice
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Example:
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Sword has base damage of 1d6
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| Upgrade Number | Cost | Equation | # of dice |
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| -------------- | ---- | ----------------------------------- | --------- |
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| 1 | 6 | upgrade number (1) x # of sides (6) | 2 |
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| 2 | 12 | upgrade number (2) x # of sides (6) | 3 |
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| 3 | 18 | upgrade number (3) x # of sides (6) | 4 |
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Second example:
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Better Sword has base damage of 2d6
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| Upgrade Number | Cost | Equation | # of dice |
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| -------------- | ---- | ----------------------------------- | --------- |
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| 1 | 6 | upgrade number (1) x # of sides (6) | 3 |
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| 2 | 12 | upgrade number (2) x # of sides (6) | 4 |
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| 3 | 18 | upgrade number (3) x # of sides (6) | 5 |
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
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Can only be unlocked for [[00 Ranged Weapons|Ranged Weapons]]
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If the range of the attack is beyond the ideal range of the weapon the difficulty of the attack decrease by 1 for every level of this upgrade.
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_Prerequisites:_ [[01 Weapon Proficiency|Weapon Proficiency]]
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Increase the number of attacks a character can make when they take the [[Attack]] action. Each extra attack requires an additional [[3 Attack Roll|Attack Roll]] when making an attack.
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Cost: upgrade level x base max damage / 2
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Example 1
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Sword does d6 base damage (max 6)
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| Level | Cost | Additional Attacks |
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| ----- | ---- | ------------------ |
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| 1 | 3 | 1 |
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| 2 | 6 | 2 |
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| 3 | 9 | 3 |
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Example 2
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Better sword does 2d6 base damage (max 12)
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| Level | Cost | Additional Attacks |
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| ----- | ---- | ------------------ |
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| 1 | 6 | 1 |
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| 2 | 12 | 2 |
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| 3 | 18 | 3 |
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# Intimacies
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Intimacies represent loves, hatreds, ideals, and goals. They are important in Social Encounters. Intimacies come in three levels of intensity, Minor, Major, and Defining. Minor intimacies are notable parts of you character's worldview, but only come into play when the subject of the intimacy is directly relevant to the current situation. Major intimacies hold more influence over your character, coming into play even if the subject is only indirectly or tangentially related to the situation at hand. Defining intimacies play a part in every aspect of a character's life, they are pillars of their worldview.
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## Gaining Intimacies
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Characters start with whatever intimacies their players feel are appropriate, with a minimum of four Intimacies, of which at least one must be Defining, one must be Major, one must be in some way negative (a thing the character opposes or dislikes), and one must be positive (a thing the character likes or supports).
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Characters may gain new Intimacies in several ways, all subject to GM approval. The key to changing intimacies is that the change must make sense given the roleplaying going on during the scene and in the broader context of the story. Character's can't gain new intimacies if it doesn't match how they've been played.
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- Intimacies can be created at Minor intensity or strengthened by one level by the social influence of other characters.
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- Whenever the player feels it is appropriate and the GM agrees, the character may add a new minor intimacy or intensify an existing intimacy by one level.
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- In extraordinary situations, the character may gain a new intimacy at major or defining intensity based on the events of the story. If a character kills another character's family it's probably acceptable to go straight to a major or defining intimacy of hatred towards them.
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## Losing Intimacies
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Losing intimacies is similarly simple and subject to GM discretion.
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- Intimacies can be degraded by one level or removed entirely (if minor) by the social influence of other characters.
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- Whenever the player feels it is appropriate, **and the GM agrees**, the character may remove a minor intimacy or degrade an existing major or defining intimacy. Generally this should follow several sessions in which the subject of the intimacy hasn't come up; characters should rarely drop or degrade an intimacy right after it is created even if it is undesirable. Alternately, this might follow several sessions showing the character resolving or working to conquer unwanted intimacies, such as intimacies of fear or hatred.
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- Whenever the GM judges that a player hasn't reflected the intimacy in their roleplaying for a while, they may declare that it has degraded or disappeared completely. This is mostly to keep characters from accumulating lots of defining intimacies, which should be reflected in the character's actions. Few characters can sustain the kind of intensity needed for more than a small handful of defining intimacies, and the GM's pruning help keeps down the clutter.
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Characters may purchase qualities during character creation. After character creation qualities are earned during role play and can only be distributed by the GM.
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![[06 Qualities]]
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