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Post by Zyraen on Aug 14, 2022 20:33:57 GMT 8
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Post by Zyraen on Aug 14, 2022 20:34:04 GMT 8
Supporting Documents
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Post by Zyraen on Aug 14, 2022 20:34:23 GMT 8
An Excel sheet has been provided as for above, so you do not need to remember it nor manually create it pen & paper style.
Most likely your GM has access to the above, but this topic is for the following is Pen and Paper style, assuming you have no Excel to assist with it, hence might be more nitty-gritty.
Expertise is a level-based modifier, which applies to attack rolls, damage rolls, AC and Fortitude Reflex Will. Note that Fortitude Reflex and Will are defenses, and attacks made against them (typically known as spells in other games) are penalised by cover, concealment etc based on their nature. The values are as follows Levels 01-03 : Expertise 1 Levels 04-07 : Expertise 2 Levels 08-10 : Expertise 3 Levels 11-13 : Expertise 4 Levels 14-17 : Expertise 5 Levels 18-20 : Expertise 6 Levels 21-23 : Expertise 7 Levels 24-27 : Expertise 8 Levels 28-30 : Expertise 9
Saving Throws are simply a d20 roll, with 10+ being a success. They are usually modified by feats and items, but some abilities may also apply a penalty to saving throws.
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UB CHARACTER CREATION STEPS
A) CHOOSE AN ARRAY 5, 3, 0 / HP 25, WP 5 5, 2, 1 / HP 30, WP 6 4, 4, 1 / HP 25, WP 5 4, 3, 2 / HP 30, WP 6 3, 3, 3 / HP 35, WP 7 Assign the 3 numbers on the left to the following 3 Traits : Physique (Str+Con), Finesse (Dex+Int), Influence (Wis+Cha)
This can be communicated as assign 9 points to 3 Traits, max 5 and with the 5th point costing double (or max 4 for simplicity/speed)
A character's Fortitude defense is his 10+Expertise+Physique, Reflex is 10+Expertise+Finesse, Will is 10+Expertise+Influence.
B) STATS Assign your points in each Trait among the following pairs, with no negative numbers. Str-Con, Dex-Int, Wis-Cha Eg. Finesse 4 can be Dex1 Int3, Dex4 Int0, etc Due to most combat effects being based off Traits and not Stats, you have slightly more flexibility in being well-rounded.
C) SKILLS Get 25 skill points (sp) to distribute among the Skills. You can have up to +7 in a skill, and the last point costs one extra sp. So +6 costs 6 sp, +7 costs 8 sp. For simplicity, you can just assign +5 to 5 skills. Note each Skill Rating = Base Stat + Skill Points put in
D) ARMOR PROFICIENCY Choose from heavy armor plus shield (speed reduced to 5 but AC not dependent on Sec Trait) or light armor/unarmored (AC dependent on Sec Trait).
Light/Unarmored Armor AC is 10 + Expertise + 2 + Sec Trait. Heavy Armor AC is 10 + Expertise + 7. If the character equips a shield, he gets a +1 shield bonus to AC and Reflex, but also -1 armor check penalty to Str/Con/Dex skills
E) WPN/IMP PROFICIENCY All chars can use Basic weapons. Choose one of below Implement: Choose +1 vs Fort Reflex or Will. You cannot choose this if you chose Heavy Armor in the previous step. Weapon: All Military weapons or One Non-Precise Exotic weapon (or Unarmed Combat, if monk etc).
F) FEATS : CHOOSE TWO STARTING At least One must be a Role Feat
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SPENDING UPGRADE POINTS (UP)
Starting Level : Y You have 6 UP per level, +1. So the UP you start with is 6 x Y + 1.
2 UP: Gain 5 HP to max and current HP. It is recommended to to purchase *Min* 5 HP per two levels (this minimises the chance of being instantly killed by high damage rolls, ie going from conscious with single digit HP straight to dead due to hitting negative half of your max HP)
2 UP: Gain 5 skill points to assign into skills (max +7 in a skill) 2 UP: Gain Prowess (ie +3) in a skill (stacks with the +7 for an absolute max of +10, before magic items etc)
2 UP: Gain a feat (max 7 feats gained this way). At L11 and L21, gain a free feat and the cap on purchased increases by 7 each (to a total max of 4 free feats and 21 feats purchased)
4 UP: Gain +1 to a Trait. Caps at 4+1 per 5 levels (round up), ie Cap is 5 at L1, 6 at L6, 7 at L11, etc The UP Cost gradually increases, Trait7-8 costs 6 UP each, then 8 UP for Trait9 and 10 UP for Trait10
3 UP: Gain a Rank1 or Rank2 Signature Attack (SA) / Signature Move (SM) ability. 6 UP: learn a Rank3 or Rank4 Signature Attack (SA) / Signature Move (SM) ability. Note to gain a Rank2 you need a corresponding Rank1 of the same type and source (ie from same class/ discipline/ profession). Same for Rank3 and Rank4.
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Post by Zyraen on Aug 14, 2022 20:42:44 GMT 8
Racial Abilities
Racial Abilities are once per encounter, and are regained upon resting. Note that they are not Signatures for the purpose of interacting with Willpower nor Feats or anything else that refers to Signatures. Example Racial Abilities are included below.
Racial Bonuses The following serves as an effective guideline for creating Races. There are more options available to monstrous races, such as large characters, those that can be prone without penalties, etc, which can be made known on request.
Note that all characters and also trained NPCs (soldiers, constables, thieves etc) are assumed to have low light vision
- choose +1 Fort, Reflex or Will
- choose one from below, that should make sense for your race, eg general mismatches are things like Nimble for Dwarves, or Ample Reserves/Oversized for Halflings. The GM can allow for a choice of two, with options to replace each one with a flat +1 to Fort Reflex or Will
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