D20 Tactical Players Handbook

BASIC-RP Source Reference Document

This site is under construction and the SRD is being updated regularly.


Players Handbook

Ability Scores

All characters and entity's are represented by seven ability scores; five physical and two mental. They are Brawn, Agility, Speed, Intellect, Constitution, Resolution and Perception. The maximum number of ability points a character can have is 110.

Ability Score Adjustment

Bloodlines may have adjustments to their standard ability scores. This will affect how you generate a character. See character creation in the Leveling system section for more details. In the bloodline table you will find each Bloodlines ability score adjustments.

Brawn (BRA)

Brawn measures an entity's muscle and physical power. Brawn also limits the amount of weight an entity can carry. This is used against difficulty tests where brawn is a key attribute.

Athletic Weight:How much weight an entity can carry without slowing down. See the Brawn table.

Heavy Weight: How much weight an entity can carry while moving at 3/4 the normal movment rate. See the Brawn table.

Burdensome Weight: How much weight an entity can carry while moving at 1/2 the normal movement rate. See the Brawn table.

Max weight: The maximum amount of weight an entity can carry. If an entity carries more weight than they’re allowed, they cannot move or act until reducing the weight. Movement rate is 1/4 the normal.

Brawn Table
Ability Score Athletic Weight Heavy Weight Burdensome Weight Max weight
1 0 1 2 5
2 1 2 4 8
3 2 5 7 10
4 3 7 11 15
5 5 10 15 20
6 10 20 30 40
7 15 30 45 60
8 20 40 60 80
9 25 50 75 100
10 32 65 97 130
11 37 75 112 150
12 45 90 135 180
13 50 100 150 200
14 57 115 172 230
15 62 125 187 250
16 70 140 210 280
17 75 150 225 300
18 82 165 247 330
19 121 242 363 485
20 88 267 401 535
21 158 317 476 635
22 196 392 588 785
23 233 467 701 935
24 308 617 926 1235
25 383 767 1151 1535
26 476 953 1430 1907
27 592 1185 1777 2370
28 736 1473 2209 2946
29 915 1830 2745 3661
30 1137 2275 3413 4551

Agility (AGI)

Agility measures hand-eye coordination, agility, reflexes, and balance. This ability is important for entity's who typically wear light or medium armor or no armor at all, and for anyone who wants to be at ranged attacks. You apply the agility ability score to all tests where Agility is the primary attribute.

Two-weapon Attack Modifier: When using a second weapon; it only receives half of the entity's agility score.

Defense: An entity's reaction defense (dodge, parry or block) are calculated but using the half the entity's agility and speed scores added together plus the shield rating if blocking or the weapons block rating if parrying total negative agility and speed modifiers then add any positive modifiers. Agility and speed scores will be ignored in cases where entity’s cannot react to a situation such as when surprised, prone, paralyzed, sleeping or tied up.

Example Skills: Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and climbing. These are some skills that have Agility as a key ability attribute.

Speed (SPD)

Speed measures how fast you can move. This ability is important for entity'ss who typically wear light or medium armor or no armor at all. You apply the entity's speed ability score to all tests where speed is the primary attribute and half the ability score modifier if its a core attribute. Speed modifies your attack speed based on the weapons base speed. Movement Speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Sprint or charging in combat the first turn is a standard move. The following turns will gain an additional meter per stamina point spent with a maximum of three points per turn.

Attackes Speed Modifier: Half the entity's speed score plus equipment speed modifiers.

Movement Speed Modifier: Your speed depends mostly on your bloodline and what armor you’re wearing. At Speed ability scores 16, 18, 20, 22, 24 Add one meter to your bloodline base movement speed.(for entity size they gain one space they take up. Medium and small standard space is one meter)

Defense: An entity's reaction defense (dodge, parry or block) are calculated but using the half the entity's agility and speed scores added together plus the shield rating if blocking or the weapons block rating if parrying total negative agility and speed modifiers then add any positive modifiers. Agility and speed scores will be ignored in cases where entity’s cannot react to a situation such as when surprised, prone, paralyzed, sleeping or tied up.

Example Skills: Sprinting, Charging, Quick draw, Dodge, Parry, Blocking, Tumble. These are the skills that have Speed as one of their key attributes.

Intellect (INT)

Intellect determines how well your entity learns and reasons. This ability is important for advanced skill users because it affects how far they can traverse a skill tree. Each skill will have a minimum intellect assigned to it; the deeper down a tree the higher the requirements go. Not all skill tree depths require the same intellect requirements. An animal has an Intellect score of 1 or 2. A creature with intellect similar to a human child has a score of at least 3.

Intellect Tests apply your entity's Intellect modifier to: Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spell-craft difficulty tests. These are some of the skills that have Intellect as their key ability.

Known Languages: All entity's with the ability score 3 or higher know how to speak. If the GM allows; reading and writing are avalible at ability score 6 and above. This indicates the number of languages or dialects an entity can learn. If the entity’s Intellect is 1 or 2 the only communication is through rudimentary sounds and gestures.

Max Number of Skill: The maximum number of Skill a character with this Intellect score can learn.

Illusion resistance Indicates the cumulative power of magical or technological illusions an entity is resistant to. The entity will have a hidden DT test roll made for them by the GM once per scene or chapeter that will apply to all passive resistance tests. The entity may request an active hidden test at any time to possibly have a better result. In tactical actions mode of play this will take an action.

Intellect Table
Ability Score Modifier Known Languages Max # of Skill
1 0 8
2 0 16
3 1 24
4 1 32
5 1 40
6 2 48
7 3 56
8 4 64
9 5 72
10 6 80
11 7 88
12 8 96
13 9 104
14 10 112
15 11 120
16 12 128
17 13 136
18 14 144
19 15 152
20 16 160
21 17 168
22 18 176
23 19 184
24 20 192
25 21 200

Constitution (CON)

Consitution represents an entities health and stamina. A higher constitution score increses the maximum health points an enity can inrease. An entitys base constitution is also the maximum number of times they can be resurrected. The constitution ability score modifier can be applied to the following:

Fortitude PDT: Are for resisting poison and similar threats.

HP Modifier: Modifies the health die rolled to determine HP. See gaining health in the entity attributes section for more details.

Vitality Shock: Modifies an entitys chance to survive against magical / technological / gene splicing changes to the body. If the entity fails a vitality PDT see the abiltiy, skill or magic discripion for the consequences.

Resurrection Chance: Defines an entitys chance to survive resurrection. If the character fails they can no longer be revived.

Venom, Poison, Parasite Resistance: Is the optional modifier when calculating a Constitution PDT vs. poison or venom or parasites.

Regeneration: Entity's with exceptionally high constitution regenerate health points at a rate equal to 1 per number of rounds listed after the slash in the chart or if it is a whole number per round. Regeneration is possible via supernatural ability / advanced technology or a heavily reinforced constitution ability score. Acid and fire damage take twice as long to heal via regeneration.

Consitution Table
Ability Score Con Modifier Vitality Shock Resurrection Chance VPP Resistance Regen per round
1 -2 35% 30% -3 N/A
2 -2 40% 35% -2 N/A
3 -2 45% 40% -2 N/A
4 -2 50% 45% -1 N/A
5 -1 50% 45% -1 N/A
6 -1 50% 45% 0 N/A
7 -1 60% 55% 0 N/A
8 -1 60% 55% 0 N/A
9 0 70% 65% 0 N/A
10 0 75% 70% 0 N/A
11 0 80% 75% 0 N/A
12 0 80% 75% 0 N/A
13 +1 85% 80% 0 N/A
14 +1 90% 85% 0 N/A
15 +1 95% 85% 0 N/A
16 +1 90% 85% 0 N/A
17 +2 92% 87% 0 N/A
18 +2 94% 89% +1 N/A
19 +2 96% 91% +1 1/100
20 +3 98% 93% +2 1/20
21 +3 99% 95% +2 1/4
22 +3 99% 97% +3 1/3
23 +4 99% 99% +3 1/2
24 +4 99% 99% +4 1
25 +4 100% 100% +4 2

* 1/100 rounds is 10 minutes (1 round is 6 seconds. 60 seconds per minute is 10 rounds per minute)

Resolution (RES)

Resolution describes an entities control exerted to do something. Every entity has a Resolution score.

Ignore Pain Tests You apply your entities Resolution ability score to the Resolution Table to see the percentage chance pain is ignored.

Spell Failure The chance to prevent spell interruption. This happens when the caster should lose concentration. Examples of this include falling, getting hit in combat and being distracted in some way.

Spell Interrruption Prevention The chance to prevent spell interruption. This happens when the caster should lose concentration. Examples of this include falling, getting hit in combat and being distracted in some way.

Mental Defense Modifier Modifies a character’s saving throw vs. spell effects that affect the mind. Full Resolution modifier.

Spell Immunity Entities with high Resolution are immune to all the effects given in the chart. The number indicates up to what level on the fear & charm magic tree the character is immune to.

Resolution Table
Ability Score Ignore the Pain Spell Failure Spell Interrupt Prevention Mental Defense * Spell Immunity *
1 0% 90% 0% -9 N/A
2 0% 80% 0% -8 N/A
3 0% 70% 0% -7 N/A
4 0% 60% 0% -6 N/A
5 0% 50% 0% -5 N/A
6 0% 40% 0% -4 N/A
7 0% 30% 0% -3 N/A
8 0% 20% 0% -2 N/A
9 0% 10% 0% -1 N/A
10 0% 0% 0% 0 N/A
11 5% 0% 5% 0 N/A
12 10% 0% 10% +1 N/A
13 15% 0% 15% +1 N/A
14 20% 0% 20% +1 N/A
15 25% 0% 25% +1 N/A
16 30% 0% 30% +1 N/A
17 35% 0% 35% +1 N/A
18 40% 0% 40% +2 1 and below
19 45% 0% 45% +2 1 and below
20 50% 0% 50% +3 2 and below
21 55% 0% 55% +3 2 and below
22 60% 0% 60% +4 3 and below
23 65% 0% 70% +4 3 and below
24 70% 0% 70% +4 4 and below
25 75% 0% 75% +4 4 and below

* Fear and Charm Trees only

Perception (PER)

Perception describes an entities ability to detect something. Every entity has a perception score. Vision distance and low light sight are available on the perception table. Being able to detect movement is a RAS of sound and vision (sound + vision)/2. This is normally the same unless the entity has techne traits that changes eachs score from the default perception ability score. Perception is broken down into 5 general categories: Sound, movement, smell , vibrations and distance of vision. Techne and traits can boost one or all of these subcategories.

Perception Tests You apply your entities Perception modifier to Perception Tests. Some tests call out sound, vision, smell or vibrations; most tests ae the basic ability score only.

Detect Sound: You can better detect the direction a sound came from and possible how far away. For each 6 meters way take a -1 modifier for the following: the detection of direction and distance, identification by sound or hearing clearly.

Detect Movement: You can better detect movement and the direction it was going. This is normally the abilityscore modifier but in instances where they are differnt calculate the RAS for each sense the entiy is using to detect the movement.

Example: RAS = (smell + vision + sound)/3 or (smell + vision + sound + vibration)/4

Detect Smell: You can better detect the smell of something out of place or recall the spell of something.

Example skills: Tracking, identity potion (smell)

Detect Vibrations: You can detect the size and direction of where something is coming from at half the perception ability score for the RAS.

Notice Details: You are better at noticing something out of place or hard to notice. RAS = (Int + PER) /2 (include imperfections on illusions)

Vision Distance: The average distance a base blood line can still notice enough details to recognize a persons face in perfect conditions. Distance is in meters. The Perception chart Distance / Perception is in meters. The human bloodline standard is 6 meters / 6 meters. If the entity has 6/6 vision, they can see clearly at 6 meters what should normally be seen at that distance. If the entity has 6/12 vision, they must be as close as 6 meters to see what an entity with normal vision can see at 12 meters. 6/3 vision means that the entity can see with clarity details at 6 meters that most entities with normal vision can only see within 3 meters. A hawks vision is 6/1.

Perception Table
Ability Score Vibration Low Light Distance / Perception
0 N/A N/A N/A
1 0 -8 6/40
2 1 -6 6/30
3 1 -5 6/24
4 2 -4 6/19
5 2 -3 6/15
6 3 -2 6/12
7 3 -1 6/10
8 4 -1 6/8
9 4 -1 6/7
10 5 0 6/6
11 5 0 6/6
12 6 +1 6/5
13 6 +1 6/4
14 7 +2 6/3
15 7 +2 6/3
16 8 +3 6/2
17 8 +3 6/2
18 9 +4 6/1
19 9 +4 6/1
20 10 +5 7/1
21 10 +6 8/1
22 11 +7 9/1
23 11 +8 10/1
24 12 +9 11/1
25 12 +10 12/1

Entity Attributes

Different entities have different default attributes beyond the ability scores. A complete list is available on the Key Terms section. The most common attributes are listed below.

Health

Health Points (HP) represent a character's health. When the entity takes damage, they lose hit points. Hit points are an abstraction. A character that takes 8 points of damage loses the same amount of hit points whether he was hit in the head or the arm with the exception of critical hits or effects from dying.

Temporary Health Points Certain effects give an entity temporary hit points. When an entity gains temporary health points, note the current health point total. When the temporary health points go away the entity's health points drop to his current health point total. If the entity's health points are below the current health point total at that time, all the temporary health points have already been lost and the an entity's health point total does not drop further. When temporary health points are lost, they cannot be restored as real health points can be, even by magic or technology.

Altered Constitution Altered Constitution If an entity's Constitution Ability score is modified, HPs will need to be calculated again. Write down the current HP. Write down the current HP maximum. If the new HP is zero or below the entity is in the dying phase. See the Combat section Dying and Disabled for more details. Follow the steps below to calculate new current and maximum health for an entity.

Base HP First take the Max HP the entity has and divide it by the entities current constitution value. This will be the base HP. Base HP is rounded to the nearest hundredth place.

New Constitution The final HP is rounded down to nearest whole number Formula: Base hp * (new constitution modifier value) = New Max health.

Update Current HP

Step 1: Old HP / Old maximum HP = New HP multiplier

Step 2: New HP multiplier * New Maximum HP = Current HP available. Round up to the nearest number even if it is negative or zero.

Example: 11 HP of 27 Max HP. The old constitution is 10 and The new constitution is 11.

27 / 10 = 2.7 [Base HP]

2.7 * 11 = 29 [New Max Health]

11 / 27 = .407 [New HP multiplier]

.407 * 29 = 12 [Current HP available]

Injury: Damage is dealt based on the specific weapon, item, spell etc. and is rolled when a successful (or sometimes partially successful) attack is achieved. Bonuses to damage are added after the dice are rolled. Penalties are likewise subtracted after the dice are rolled, but damage can never be reduced below 1 point. Damage multipliers multiply the total number of damage dice rolled. A modifier is never multiplied, and are only factored in after all of the damage dice are rolled.

Gaining Health Points: At the time of leveling up you can take a techne to enhance your body beyond the typical for your bloodline. See Fortify Health Techne.

Healing is the act of gaining back HP that an entity has lost or repairing a more permanent bodily injury. This can be done by magical/ technological means or with the use of applying medical knowledge. Lastly an entity can heal at a slower natural rate.

Natural Healing is the body's rate of healing without the aid of magical or technology. For low constitution scores it can take up to two days to heal one health point. Higher constitution modifiers grant additional healing. See the Natural Healing Table for details. For example with maximum hit points of 10 and a constitution modifier of +2 the entity can recover 1 + (10 [max hp] * 0.20) for a total of 3 hp in 8 hours.

Healing Limits You can never recover more hit points than you lost. Magical / Technological healing won’t raise your current hit points higher than your full normal hit point total.

Natural Healing Table
Constitution Modifier HP Recovered
-2 2 days for 1 HP
-1 1 day for 1 HP
0 1 long rest for 1 HP
+1 1 long rest for 1 + 10% total HP
+2 1 long rest for 1 + 20% total HP
+3 1 long rest for 1 + 30% total HP
+4 1 long rest for 1 + 40% total HP

* All #% healing is rounded down. You may add consecutive rests together before rounding down for up to a maximum of 3 long rests.

Regenerative Healing: Regeneration either by natural or unnatural means differs based on the grade of regeneration. Each grade limits how effective the regeneration is via the types of injuries it can restore. Health point recovery is based of the natural healing for the con modifier for the duration of the effect. For unnatural means the source will list the duration in either rounds or minutes. Unless otherwise listed each grade includes the lower values effects but the effects do not stack. Apply the better effect. For natural regeneration the requirements are listed in the Con Score column. For magical or technical regeneration it is regulated by the grade or regeneration; see the Grade column.

Regeneration Table
Grade Con Score Discription Example
1 19 Restores minor disfigurements Minor scarring, bruising, cures acne for a day
2 20 Restores one crippling damage every 8 hours nerve damage, broken bones (needs set) burns and damage tendons
3 21 Regenerating one limb or organ every 3 days. Grade 2 regeneration now takes 10 minutes For vital organs like a heart or brain the entity is in a coma until restored
4 22 Regenerating one limb or organ every 2 hours. Grade 2 regeneration now takes 1 minute Faster version of grade 3
4 23+ Regenerating one limb or organ each minute. Grade 2 regeneration now takes 1 full round Regeneration starts during the entity's next action phase

Unnatural Healing: When healed with magic or technological aids the entity being healed takes a hit to stamina as his body heals. The healing amount is the same as a 8 hour rest for natural healing plus an additional amount each round this starts the entity's next action phase. For unnatural healing the source will list the duration in either rounds or minutes. When the entity's fully healed or the entity's stamina is depleted the healing effect is canceled and no further healing can be done until invoked again.

Unnatural Healing Table
Grade Stanima Required Additional Healing
1 4 +1
2 3 +2
3 2 +3
4 1 +4
5 0 +5

Fatigue

Fatigued is when all stamina points are depleted. This can happen through spending stamina points of the entities own will or through the effects of something that happened to it.

Calculation:dropping to -1 stamina is stage 1 fatigue. For every -5 stamina the entity enters an addition fatigue stage.

Recovery: To recover from fatigue the entity needs to rest for ten minutes per stage of fatigue. Alternativly an entity can use a technological aid or magic to recover the spent stamina.

Effect: Each stage of fatigue is -1 to all attributes. If the constitution attribute goes below 1 the entity is dying. When an entity depletes all of their stamina points the entity goes into fatigue 1. Draining them yet again enters stage 2. Also other effects upon an entity can force an entire to increase a number of fatigue stages. For sprinting or charging in combat your movement distance is reduced by 1 meter for each stage.

Fatigue Table
Staimina Points Fatigue level
0+ 0
-1 1
-3 2
-5 3
-7 4
-9 5
-11 6
-13 7
-15 8
-17 9
-19 10
-22 11
-23 12
-25 13
-27 14
-29 15
-31 16
-33 17
-35 18
-37 19
-39 20
-41 21
-43 23
-45 24
-47 25
-49 26

Stamina

Stamina can be used for blocking in melee combat, extra force in an attack, grappling / escaping from a grapple, to move as if you are not carrying a backpack, to move normal speed on difficult terrain. This is done by spending one or max two points of stamina per round. An ability may increase or decrease this number. For any Reaction Defense or an attack RAS that incorporates brawn you may add the number of stamina points spent to the roll as a modifier. When making a brawn test you may also spend points of stamina to increase your roll. For sprinting or charging in combat you may increase your movement distance by 5 for one round by spending 1 stamina point. Stamina may also be used by both your abilities / skills or others entities acting on you. After entities' stamina has reached zero they are fatigued.

At the time of leveling up you can take a techne to enhance your body beyond the typical for your bloodline. See Fortify Stamina Techne.

SIZE

Size is the area an entity can control not just the entities pure physical size.

Entity size categories are defined differently from the size categories for weapons and other objects. Since this size modifier applies to Defense against a melee weapon attack or a ranged weapon attack unless a melee atack area completely crushes or covers the area with nothing to block the damage. Two entities of the same size strike each other normally, regardless of what size they actually are. Entity sizes are compatible with vehicle sizes. Kilometer movement is the distance the entity of that size can cover in 6 hours. More details covered in the movement section.

Size Table
Size Space Size Modifier Kilometer
Micro N/A +12 N/A
Miniature 1/4 meter x 1/4 meter +9 6
Tiny 1/2 meter x 1/2 meter +6 12
Small 1 meter x 1 meter +3 20
Medium 1 meters x 1 meter 0 25
Large 2 meter x 2 meter -3 50
Huge 3 meter x 3 meter -6 75
Gigantic 5 meters x 5 meters -9 100
Enormous 6 square meters -12 150
Colossal 12 square meters -15 300

Micro Entities

Miniature Entities

Tiny Entities

Small Entities

Medium Entities

Large Entities

Huge Entities

Gigantic Entities

Enormous Entities

Colossal Entities

Languages

Most Bloodlines begin knowing a common language and their native language. Entities may also know additional bonus languages based on their intellect. The human bloodline begins play knowing common and are not restricted to their choice of bonus languages.

Fantasy Language Table

Languages Typically Spoken by
Common Most civilized bloodlines
Burrow speak* Foxes, rabbits,moles, squirrels, burrowing mammals and Gnomes
Druidic** Druids
Dwarven Dwarves
Eleven Elves
Giant Ogres, giants, trolls
Goblin Goblins, bugbears
Gnoll Gnolls
Gnome Gnomes
Halfling Halflings
Hobgoblin Hobgoblins
Orc Orcs

*Gnomes only **Druids only

Reputation

Reputation is how well you are liked or disliked as a whole. You could be known as a savior or a heinous villain depending on the view of the other party. The PC only knows a general reputation they have in a certain area. Some NPC will have different views on your personal reputation than the general public. Detest, Neutral and Favored. The GM has a much finer detailed scale should they choose to use it. This scale goes from negative ten to ten. Negative one to one are neutral ratings and will not affect your treatment or prices. The GM is at full discretion to modify how NPCs react based on your reputation and how the characters personality would perceive any player characters.

Gaining Reputation: A party or an entity can gain reputation by helping an individual or a problem a town or region is facing. An entity can gain slight favor when in the presence of a party that has better reputation as long as the entity is not so nefarious to taint the parties reputation as a whole.

Losing Reputation: A party or an entity can lose reputation by doing things that displease a person or the populace in a town / region. They may lose reputation while taking down a crime boss in a town because the party decided to smoke the enemies out of their hideout and inadvertently burned down the surrounding buildings.

Maximum Henchmen: The number of NPEs that may act as hirelings or retainers.

Loyalty Modifier: Modifies a henchman’s / retainers loyalty to the entity.

Reaction Modifier: Modifies random reaction rolls during an encounter.

Prices and Reputation Table

Reputation Price Modifier Maximum Henchmen Loyalty Modifier Reaction Modifier
-10 Won't sell 0 -10 -10
-9 180% 0 -9 -9
-8 170% 0 -8 -8
-7 160% 0 -7 -7
-6 150% 0 -6 -6
-5 140% 0 -5 -5
-4 130% 1 -4 -4
-3 120% 1 -3 -3
-2 110% 2 -2 -2
-1 100% 3 -1 -1
0 100% 4 0 0
1 100% 6 0 +2
2 95% 8 +2 +4
3 90% 10 +4 +6
4 85% 20 +8 +8
5 80% 30 +12 +10
6 75% 40 +16 +12
7 70% 50 +20 +14
8 65% 60 +24 +16
9 55% 70 +28 +18
10 50% 80 +32 +20

Bloodlines

Bloodlines are the different genetic variations that are available for a PC. They are divided into two basic types. These types can be combined but the benefits and negatives for ability score modifiers will stack to a maximum of 25 and a minimum of 2. Most game settings have already evolved species tyipically either from genetic enineering designed by homosapians on homosapians or a deity manipulating homosapians. Most bloodlines are not geneticly compatible with each other due to conflicts caused by the modifications. Forced adaptations either through magic, bio-engineering or parasitic entity modifying with out the reguard for human dignity; these are called Chimera.

Traditional Fantasy

Dhampyre

Dhampyre are the offspring of the halfling and the entities commonly known as vampires. A vampires' symbiotic parasites normally kill off any offspring conceived with homosapien based bloodlines. The halfling's high resistance to poisons, venoms and parasites allows for the offspring to survive but the DNA from the vampire homosapien based host only contains the gender chromosomes. The symbiote's DNA effectively overrides the hosts. The offspring is extremely frail during the early stages of life and only about a quarter survive the gestational period. The dhampyres bloodline have great potential to be extremely hardy and attain the regenerative ability of the vampire ‘s symboit. They have a sixth sense in detecting other planar entities due to their cross breeding. Dhampirs have retained lesser traits from the halfling and the symbiote. While it is possible for a male halfling to father a child with a female vampire; it is extremely rare with this coupling that the father survives the encounter without being turned into a vampire. Dhampyre themselves are effectively sterile after they reach full maturity as the women who’s regenerative abilities are active have a heightened immune system that kills off all forign genetic material before their eggs are fertilized. As with most bloodlines that were genetically engineered they are not compatible with other homospian bloodlines.

Frail: Dhampyres have a base health point of zero.

Thermal Vision: Monochromacy

Quick on their feet: Plus five movement rate for the entities given size.

Forced evolution: At each stage of maturation for the bloodline the Constitution is upgraded by one point. (At character creation you have no choice what ability score gets the plus four.)

Dwarf

Dwarves were designed to thrive both underground and above. They are naturally hardy and culturally highly stubborn. They are resistant to magic forces. They have a short and wide frame. Traditionally dwarfs lived underground, later moving the larger settlements into great stone cities. They have adapted to have better low light vision but have larger than normal eyes some color blindness.

Natural Stone workers: When working stone dwarves roll with Fortune[1] for crafting tests.

Stone Cunning: Dwarves are naturally cunning when faced with natural stone. When actively searching near natural stone they have Fortune[1] make a perception test to detect the following:

Magic Resistance: Roll with Fortune[1] on all magical saves vs throws. All forms of magical healing or enhancment are rolled with Calamity[1].

Forced evolution: At the last two stages of maturation for the bloodline the resolution ability score is upgraded by one point. (At character creation you have to use one of the plus two modifiers on resolution.)

Greater Low-Light Vision: Tritanopia

Elf

Elves have fragile constitutions however, and suffer Calamity[1] on Con saves and Con tests. Elves do not sleep, instead entering a trance like contemplation for six hours. They remain alert for danger during this time, but suffer Calamity[1] on perception tests. Elves have better night vision than most.

Fragile: Elves have Calamity[1] on all Con saves.

Enchantment Resistant: Roll with Fortune[1] against all sleep and charm spells.

Quiet Walker: An elf has Fortune[1] when making a move silently tests so long as they are not wearing metal armor (chain or plated).

Low-Light Vision: Eyes 20% larger

Keen Observation: Elves can roll with Fortune[1] on perception tests.

Sleepless: Require no true sleep but 1/4 of the hours of each day in a consecutive trance. They remain alert but roll with Calamity[1] on perception tests in this state.

Gnome

Gnomes are a hardy bunch but lack the gift of true brawn. They are a divergent branch of the dwarves evolution. Gnomes traditionally lived in hilly or heavily forested areas. They are natural burrowers. Gnomes are expert gem cutters. Like their cousins they are resistant to all magics and retain better than normal low light vision.

Natural Appraiser: Roll with Fortune[1] while appraising the quality of gemstones.

Natural Jewelers: Gnomes roll with Fortune[1] on all crafting tests involving gemstones from setting to cutting a gem.

Magic Resistance: Roll with Fortune[1] on all magical saves vs throws. All forms of magical healing are cut in half rounding down.

Low-Light Vision: Eyes 20% larger

Gifted Illusionist: Gnomes roll with Fortune[1] when learning spells from the illusion magic tree.

Gifted at Earth Magic: Gnomes roll with Fortune[1] when learning spells from the earth magic tree.

Goblin

Goblins have a putrid odor from their sweat. This sweat is resistant to catching fire. Goblins love fire, even though they do not always cook food over a fire. The primary use of fire is for distractions; allowing them to scavenge easier. They have enhanced low light vision but take a penalty to attacking and perception tests involving sight in bright light. Goblins are horrible hunters and trackers. They have Iron clad stomachs and can eat most rotting food and have no troubles with drinking stagnant or salt water. Goblins Intellect is that of around a humans young child.

Gifted at Fire Magic: Roll with Fortune[1] when learning spells from the Fire magic tree.

Iron Clad Stomach: Can consume most rotting food with no ill effect and have no troubles with drinking stagnant or salt water.

Fire Retardant Sweat: Roll with Fortune[1] on all fire saves vs throws for catching fire. Clothes and leathers that have absorbed the sweat gain this resistance. It will wash off in heavy rain or being submerged in water for more than 4 minutes.

Inept Survivalist Roll with Calamity[1] on all tracking rolls and wilderness tests

Enhanced Low-Light Vision: Monochomacy

Half-Elves

Half-Elves are a mix of human and elf bloodlines. They live about twice as long as a human. Physically they resemble elves although taller, heavier and with a less exaggerated taper in their ears. Male half-elves can grow beards like a human. They are accepted in both Eleven and Human cities though they may face bigotry in more rural areas.

Enchantment Resistant: Roll with Fortune[1] against all sleep and charm spells.

Low-Light Vision: Eyes 20% larger

Keen Observation: Half-Elves can roll with Fortune[1] on perception tests.

Half-Orcs

Half-Orcs are a mix of human and Orc bloodlines. This is not normally not by the choice of the human. Orcs camps are ripe with disease and Ors have developed a hardy immune system to deal with it; this has been passed down to their half-orc children. In some Orc tribes they are thought of with respect even though they are weaker; due to their improved ability to learn skills and magics. In other tribes they are viewed as mere property plundered from weak humans. In Human cultures they are looked down upon because of their slow ability to pick up trade skills and are primarily used for hard labor.

Sturdy body: Roll with Fortune[1] for stat increases for Brawn, Agility and Constitution.

Weak in mind: Roll with Calamity[1] for stat increases for Intellect, Resolution.

Disease Resistance: Roll with Fortune[1] on disease tests.

Low-Light Vision: Red or Green weak

Halfling

Halflings are small people physically resembling miniature humans. Due to their small size they have always hunted large animals / creatures with the aid of poisons and venom. They prefer to hunt from the shadows and make their attacks from surprise.

VPP Resistance: Roll with Fortune[1] on venom, poison or parasite tests.

Poisonous Creature Handler: Roll with Fortune[1] to extract venom from poisonous creatures

Quiet Walker: Halflings has Fortune[1] when making a move silently tests so long as they are not wearing metal armor (chain or plated).

Improved quick on their feet: Plus ten movement rate for the entities given size.

Human

Because of their high birth rate, quick maturation compared to other races, industrious attitude, tenacity, and ingenuity, humans have become one of the more common bloodlines. They are known for their ability to quickly master a few skills and to capitalize on this when developing societies.

Fast Learners: Roll with Fortune[1] on one chosen lifestyle skill tree, one chosen Magic tree and one chosen combat tree while learning in the respected trees.

Quick Start: Humans start with one extra profession skill at Teenagers and two at adults and older. They also start with one extra skill in magic or combat as teenagers and two as adults and older.

Orc

Orcs camps are ripe with disease and Orcs have developed a hardy immune system to deal with it. Orcs are slow to pick up new skills compared to other bloodlines but make up for it with raw brawn and sturdiness. They are natural hunters.

Sturdy body: Roll with Fortune[1] for stat increases for Brawn, Agility and Constitution.

Weak in mind: Roll with Calamity[1] for stat increases for Intellect, Resolution.

Disease Immunity: Always successful on disease tests.

Natural Tracker: Roll with Fortune[1] for perception tests involving tracking.

Greater Low-Light Vision: Red or Green Blind

Quick on their feet: Plus five movement rate for the entities given size.

Fantasy Bloodline Table
Name Size Health Points Stamina Points Height Range Move Rate Ability Score Negative Ability Score
Dhampyre Small 0 20 3-3.5 ft 25 -2 Int -5 Bra +5 Con +1 Agi +1 Spd
Dwarf Medium 9 19 4-5 ft 20 -2 Spd +2 Con
Elf Medium 6 17 6-7 ft 30 -2 Con +2 Agi
Gnome Small 6 17 3-4 ft 20 -2 Bra -1 Spd +2 Res + 1 Int
Goblin Small 7 16 3-4 ft 20 -4 Bra -2 Int +2 Spd + 2 Con +2 Res
Halfling Small 4 20 3 - 3.5 ft 30 -4 Bra +2 Agi +2 Spd
Human Medium 8 15 5-7 ft 25 N/A N/A
Half-Elf Medium 8 15 5.6 - 6.10 ft 25 -1 Con +1 Agi
Half-Orc Medium 9 14 6-7 ft 25 -3 Int -1 Agi +2 Bra +2 Con
Orc Medium 10 13 7-8 ft 30 -6 Int -2 Agi +4 Bra +4 Con

Future Bloodlines

Android

Android's are dependent on civilization. They do not gain ability score increases in the same way as other playable bloodlines. They buy parts to enhance themselves. Once they successfully bought and installed an upgrade they get the corresponding techne automatically. No training is required and the only downtime is the installation. Depending on the Setting some androids could appear human with fleshy exteriors other androids will look mechanical. Androids can not perform magic and have an Fortune[1] with mechanical / cybernetic augmentation.

Society Dependent: Requires the help of a skill cybernetic specialist to install upgrades. Some upgrades the android could install themselves if they have the proper skills, others require a second party. No downtime when upgrading ability scores except installation time. Automatically gain the ability score improvement techne with no training required with successful installation.

Cybernetic Adapted: Have a +2 modifier when installing cybernetic additions / modifications along with rolling with Fortune[1].

Magic Inept: Androids can not learn or practice any form of magic.

Future Bloodline Table
Name Size Health Points Stamina Points Height Range Movement Rate Ability Score Negative Ability Score
Android Medium 10 20 5.5 - 6.5 ft 25 -2 Agi -2 Res +2 Con +2 Int
Android Medium 8 15 5.5 - 6.5 ft 25 -2 Spd -2 Res +2 Str +2 Agi
Android Small 4 26 2.6-3.6 ft 20 -2 Bra -2 Res +2 Agi +2 Per

Bloodline Traits

Bloodline Traits
Dhampyre Thermal Vision: Monochomacy, Frail, Quick on their feet, Forced evolution
Dwarf Greater Low-Light Vision, Natural Stone Worker, Stone Cunning, Magic Resistance
Elf Fragile, Low-Light Vision, Enchantment Resistant, Quiet Walker, Keen observer, Sleepless
Gnome Natural Appraiser, Natural Jeweler, Magic Resistance, Low-Light Vision, Gifted Illusionist
Goblin Gifted at Fire Magic, Iron Clad Stomach, Fire Retardant Sweat, Inept Survivalist, Enhanced Low-Light Vision
Half-Elf Enchantment Resistant, Low-Light Vision, Keen Observation
Half-Orc Sturdy Body, Weak in Mind, Disease Resistance
Halfling Poison Resistance, Poisonous Creature Handling, Walk Quietly
Human Fast learner, Quick start
Orc Sturdy Body, Weak in Mind, Disease Resistance, Natural Tracker, Quick on their feet
Android Society Dependent, Cybernetic Adapted, Magic Inept

Height and Weight

The Height and Weight Table is to be applied to adult bloodlines. If you are playing a younger age roll for the adult and adjust down. This chart assumes the character is not over weight

The dice roll given in the Height Modifier column determines the entity’s extra height beyond the base height. The calculated Height Modifier determines the entity's extra weight beyond the base weight. The calculated Height Modifier divided by two is the X in the chart

Bloodline Base Height Height Modifier Base Weight Weight Modifier
Dwarf, Male / Female 43" / 41" + 1d10 120 lb /95 lb + Xd10
ELf , Male / Female 55" / 50" +2d12 90 lb / 70 lb + Xd6
Gnome , Male / Female 38" / 36" +1d6 72 lb / 68 lb + Xd4
Half-Elf , Male / Female 60" / 54" +2d12 125 lb / 85 lb + Xd6
Half-Orc , Male / Female 68" / 62" +2d12 145 lb / 105 lb + Xd8
Halfling , Male / Female 32" / 30" +2d6 52 lb / 48 lb + Xd4
Human, Male / Female 60" / 54" +2d12 130 lb / 90 lb + Xd8
Orc , Male / Female 78" / 72" +2d12 160 lb / 120 lb + Xd10
Android Small 32" +2d8 60 lb + Xd4
Android Medium 60" +2d12 140 lb + Xd6

X = Calculated Height Modifier


Actions

Actions are things that an entity can do. Out of combat these actions take place at slower pace. There are two types of combat actions: quick actions and standard actions. Some actions are also skills. These actions can be attempted without the skill just with no skill bonuses.

Out of Combat Action: Any action or skill one would role play and need to make a roll to see if the action succeeds while out of combat.

Not an Action: Activities that are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else. One example is breathing.

Quick Action: Any action and entity could freely take while in combat or turn based actions. One quick action can be used during any quick action stage in the round or two instinctive actions during a quick action stage. Example would be dropping your sword or knife to take your action to draw your bow. Stopping any action that takes multiple rounds may be a free action. If it is not a free action it will be noted on the skill. An example of a skill that you can not stop freely is charging an opponent. Some skills like casting magic or deploying technology may be a free action to stop but could have a backlash effect. This will be noted on the item or skill as a disruption / interruption effect.

Standard Action: Any action that would take time during combat. Note some actions will take multiple stages or rounds to complete. This will be noted on the action. Some skills may reduce a standard action to a free action or reduce the number of action stages required.

Actions Table

Action Name Type Action of Oppertunity General Description
Attack (melee) Standard No Attack
Attack (ranged) Standard Yes Attack
Attack a weapon Standard Yes Attack
Attack an object Standard Maybe Attack
Attack (unarmed) Standard Yes Attack
Activate magic item Standard No Multiple
Aid other Standard Maybe Multiple
Bull rush (attack) Standard No Attack
Bull rush (charge) Standard (multiple rounds) No Movement
Cast Spell Standard Maybe Multiple
Cease concentration on a spell Free Action No Concentration
Charge Standard (multiple rounds) No Movement
Climb (1/4 speed) Standard No Movement
Climb (1/2 speed) Standard No Movement
Crawl Standard Maybe Movement
Concentrate to prepare spell Standard Yes Concentration
Concentrate to maintain active spell Standard No Concentration
Concentrate to hold spell Standard Action No Concentration
Control a frightened mount Standard Action Yes Movement
Coup de grace Standard (multiple rounds) Yes Attack
Delay No Action No Movement
Direct or redirect an active spell Standard Action No Concentration
Dismiss a spell Standard No Concentration
Dismiss a spell in haste Free Action No Concentration
Draw hidden weapon Standard No Manipulate an Item
Draw weapon Standard Action No Manipulate an Item
Drink potion / apply oil / inject advanced aid Standard Yes Manipulate an Item
Drop backpack Standard (multiple rounds) Yes Manipulate an Item
Drop an item Free Action No Manipulate an Item
Drop to prone, sitting or kneeling Free Action No Movement
Escape a grapple Standard No Movement
Feint Standard No Attack
Grapple Standard (multiple) Yes Attack
Holster a weapon Standard No Manipulate an Item
Light a torch with tinder / twig Standard Yes Manipulate an Item
Light a torch with an active flame / magic Standard No Manipulate an Item
Load a hand crossbow or light crossbow Standard Action Yes Manipulate an Item
Load a heavy or repeating crossbow Standard Action (multiple rounds) Yes Manipulate an Item
Load magazine or speed loader Standard (multiple rounds) Yes Manipulate an Item
Load weapon Standard Action Yes Manipulate an Item
Lower spell resistance Standard Yes Concentration
Mount an animal or dismount Standard Action No Movement
Move Standard (multiple rounds) Yes Movement
Move (1 meter step) Free Action No Movement
Move a heavy object Standard (multiple rounds) Yes Multiple
No action Free Action No N/A
Open or close a door Standard Action No Manipulate an Item
Overrun Standard No Movement
Pickup an item Standard Yes Manipulate an Item
Ready (triggers an attack action) Standard No Attack
Ready or loose a shield Standard No Manipulate an Item
Reload a firearm with speed loader or a magazine Standard Action Yes Manipulate an Item
Reload a firearm with internal magazine / tube Standard (multiple rounds) Yes Manipulate an Item
Retrieve a stored item within reach Standard Yes Manipulate an Item
Retrieve a stored item not in reach Standard (multiple rounds) Yes Manipulate an Item
Run Standard (multiple rounds) No Movement
Sheath a weapon Standard Yes Manipulate an Item
Speak Free Action No Concentration
Stand up from prone Standard Yes Movement
Stabilize a dying entity Standard Yes Multiple
Swim Standard No Movement
Total defense Standard No Attack
Trip an opponent Standard No Attack
Use a skill Standard (multiple rounds) Maybe Multiple
Withdrawl Standard (multiple rounds) No Movement

Action Descriptions

Attack Melee: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can’t strike adjacent foes (those within 5 feet).

Attack Ranged: With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

Attacks Unarmed: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except that an unarmed attack deals nonlethal damage. Unarmed strikes count as light melee weapons (for purposes of two-weapon attack penalties and so on). The following exceptions to normal melee rules apply to unarmed attacks.

Action of Opportunity: Making an unarmed attack against an armed opponent provokes an action of opportunity for the entity was attacked. The action of opportunity comes before the entity’s attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an action of opportunity from an unarmed foe.

“Armed” Unarmed Attacks: Sometimes a character or creature attacks unarmed but the attack still counts as armed. A creature with claws, fangs, and similar natural physical weapons, for example, counts as armed. Being armed counts for both offense and defense—not only does a creature not provoke an attack of opportunity when attacking an armed foe, but a character provokes an attack of opportunity from that creature if the character makes an unarmed attack against it. The Combat Martial Arts techne makes a character’s unarmed attacks count as armed.

Unarmed Strike Damage: An unarmed strike from a Medium-size character deals 1d3 points (plus the character’s brawn modifier, as normal) of nonlethal damage. A character can specify that his or her unarmed strike will deal lethal damage before the character makes his or her attack roll, but the character takes a –4 penalty on the attack roll because he or she has to strike a particularly vulnerable spot to deal lethal damage.

Concentration Hold a thought or carefully transition one's focus.

Manipulate an Item: In most cases, moving or manipulating an item is a standard action. Some actions will take multiple rounds to complete. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions Table.

Movement: The simplest action is moving your speed. If you take this kind of action during your turn, you can’t also take a 1 meter step. Many nonstandard modes of movement are covered under this category.

Accelerated Climbing: You can climb one-half your speed as a move action by accepting a –5 penalty (modifier) on your Climb test.

Climbing: Up to one-quarter of your speed counts as a standard move action.

Crawling: Speed ability scores 0 - 5 it takes 2 move actions to crawl 1 meter. You can crawl 1 meter with speed ability scores of 6 - 13. With speed ability score of 14 - 17 you can crawl 2 meters in a single move. With speed ability score of 18+ you can crawl 3 meters as a move action. Crawling incurs attacks of opportunity from any attackers who detect you at any point of your crawl.

Swimming: Up to one-quarter of your speed counts as a standard move action.

Adventuring

Movement

How an entity moves in the game setting. This covers tactical movement, travel movement and chase mechanics.

Travel Movements Is across a hex map each hex grid is assumed 50 kilometers unless otherwise stated. The enity base kilometer rate is for 6 hours of travel with at or below the athletic carying capacity to travel for 6 hours on average terrain at a slow pace. A slow pace allows entities to roll with fortune[1] for perception tests reguarding keeping an eye out for trouble and navigation. Based on the rate of travel the enity also gains the ability to regain stanima points at 1/4 the normal rate. For a fast travel pace entities roll with calamity[1] for perception tests reguarding keeping an eye out and navigation. Stanima is also not regained use 10 stanima points per hour traveled. Once stopped or at the desination the entity must rest to regain their stamina. Traveling at the normal pace has no advantages or disadvantages. Travel terrain is defined as average rough and tough this is defining how easy the trail is to navigate and walk. This does not include altitude gain, swamps, heavy snow or ice. See Travel Modifier table for more details. To see an entiy's tactical movement see the tactical movement table.

Keeping up with other entities while traveling is not always possible at the fastest entity's normal travel speed. See Traveling Companions Table for travel rates that are compatable.

Tactical Movement

Tactical Movement is designated in three differnt styles. If the movement rate is not defined it is in meters. The Tactical Movement Table is standardized on low capacity weight. Adjust the distance as required while hauling heavy equipment. Generally it is ideal to drop one's pack or heavy items before entering combat.

Tactical Movement Table
Kilometer Movement TM RUN TM WALK TM CRAWL / SWIM
N/A 1 0.5* N/A
6 2 1 0.5*
12 4 2 1
20 6 3 1.5*
25 8 4 2
30 10 5 2.5*
35 12 6 3
50 14 7 3.5*
75 24 12 6
100 32 17 8.5*
150 48 24 12
300 96 48 24

* Decimal numbers in tactical movement only applicable when doing two actions in one turn with no interuptions or playing using a measuring tool with no grid or hex map. Otherwise round down.

Travel Pace Movement Table
Movement Rate Pace Terrain Time (hours) Distance (KM)
X slow average 6h X kilometers
X normal average 5h X kilometers
X fast average 4h X kilometers
X slow rough 7h X kilometers
X normal rough 6h X kilometers
X fast rough 5h X kilometers
X slow tough 8h X kilometers
X normal tough 7h X kilometers
X fast tough 6h X kilometers
Movement Rate with Weight
Base KM Weight New KM
X Low Capacity X
X 1/2 Load Capacity X * 0.75
X At Load Capacity X * 0.50
X Overloaded Capacity X * 0.25
PC Entity Movement Rate with Weight
Base KM Weight New KM
20 Low Capacity 20
20 1/2 Load Capacity 15
20 At Load Capacity 10
20 Overloaded Capacity 5
25 Low Capacity 25
25 1/2 Load Capacity 18.5*
25 At Load Capacity 12.5
25 Overloaded Capacity 6
30 Low Capacity 30
30 1/2 Load Capacity 22.5
30 At Load Capacity 15
30 Overloaded Capacity 7.5
Entity Stamina per Hour
Weight Stamina Pace
Athletic +2 Slow
Heavy 0 Slow
Burdonson -2 Slow
Max -4 Slow
Athletic 0 Normal
Heavy -2 Normal
Burdonson -6 Normal
Max -10 Normal
Athletic -2 Fast
Heavy -4 Fast
Burdonson -12 Fast
Max -24 Fast
Entity to Vehicular Weight Conversion
Entity Type Weight
Enitiy Athletic Heavy Burdensome Max
Vehical Low Capacity Average Load At Load Capacity Overload Capacity
Vehicule Fuel Consumtion
Base KM with Fuel / Energy Weight New KM with Fuel / Energy
X Low Capacity X
X 1/2 Load Capacity X * 0.75
X At Load Capacity X * 0.50
X Overloaded Capacity X * 0.25
Travel Modifier Table
Condition Time multiplier Hazzard
swamp 2x TBD
Mountains (up and down) 2x TBD
Mountains (up) 4x TBD
Mountains ( down) 1/2x TBD
Travelling Companions Table

"N/A" means not available; the enity can't keep up with the pace. "F" means the entity has to travel fast pace to keep up. "N" means the entity travels the noraml pace. "S" means the entity is traveling at a slow pace.

Leading Entity Followers Movement Rate
MR 5 10 15 20 25 30
5 N S S S S S
10 F N S S S S
15 N/A F N S S S
20 N/A N/A F N S S
25 N/A N/A N/A F N S
30 N/A N/A N/A N/A F N