Race
For All Attacks and Defense Rollups Use a 1d20.
Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.
Note: In every equation where it says “Bonus Roll” it means that the equation can have a portion or all of the bonus roll added into it. If it does not say Bonus Roll, then the player can not adjust the roll at all.
Attack
Male : Roll + 10 + Bonus Roll
Female: Roll + 8 + Bonus Roll
Magic Attack
Male : Roll + 35 + Bonus Roll
Female: Roll + 20 + Bonus Roll
Mental Attack
Male : Roll – 20 + Bonus Roll
Female: Roll – 25 + Bonus Roll
Energy Attack
Male : Roll + 5 + Bonus Roll
Female: Roll + 3 + Bonus Roll
Defense
Male : Roll + 12 + Bonus Roll
Female: Roll + 12 + Bonus Roll
Magic Defense
Male : Roll + 30 + Bonus Roll
Female: Roll + 30 + Bonus Roll
Mental Defense
Male : Roll – 25 + Bonus Roll
Female: Roll – 15 + Bonus Roll
Energy Defense
Male : Roll + 3 + Bonus Roll
Female: Roll + 7 + Bonus Roll
Character Interactions Section Use 1d20
Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.
Awareness (Aware)
Male : Roll + 25 + Bonus
Female: Roll + 15 + Bonus
Merchant
Male : Roll + 5 + Bonus
Female: Roll + 8 + Bonus
Agility
Male : Roll + 0 + Bonus
Female: Roll + 0 + Bonus
Diplomacy (Dipl.)
Male : Roll + 20 + Bonus
Female: Roll + 10 + Bonus
Leadership (Leader)
Male : Roll – 20 + Bonus
Female: Roll – 13 + Bonus
Discerning and Encountering Use 1d20
Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.
Lie
Male : Roll + 25 + Bonus
Female: Roll + 30 + Bonus
Stealth
Male : Roll + 25 + Bonus
Female: Roll + 20 + Bonus
Trap
Male : Roll + 8 + Bonus
Female: Roll + 8 + Bonus
Steal
Male : Roll + 15 + Bonus
Female: Roll + 18 + Bonus
Discern Lie (Disc. Lie)
Male : Roll + 8 + Bonus
Female: Roll + 7 + Bonus
Catch Spy
Male : Roll – 20 + Bonus
Female: Roll – 15 + Bonus
Detect Trap (Det. Trap)
Male : Roll + 5 + Bonus
Female: Roll + 3 + Bonus
Poison
Male : Roll – 26 + Bonus
Female: Roll – 21 + Bonus
Major Trauma Rolls Use 1d20
Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.
Persona
If the race of the character has a specific Persona, then starting from that, roll a 1d10, with 5 being the Persona that is set. Go up if it is greater than 5 and down if less than five.
(1. Azure Impatharic 11. Non-Viable
2. Impatharic 12. Unbiased
3. Non-Pareil 13. Impartial
4 Generous 14. Unemotional
5. Sympathetic 15. Callous
6. Kind 16. Sociopathic
7. Warm 17. Psychopathic
8. Fair 18. Afreetious
9. Even Handed 19. Tolmion
10. Open Minded 20. Terra Tolmion)
Base Persona for Cheatham: Even Handed.
Male : Roll – 3
Female : Roll + 3
Luck
Luck is Rolled as a 1d20 divided by 2. Luck can not be above 15 pts. for the initial bonuses, thus anything beyond 15, even with bonuses, is 15 + (extra Divided by 20). So if you have 22 pts. then it will be 15 + (22 Divided by 20) = 16. (Always Round down.)
(Adjusting Luckis 4 pts. per every 1.)
Male : (Roll / 2) + 0 or if >15 then (Roll/20)+15) [+ 0 + (Bonus Roll/4)] Rounded Down.
Female: (Roll / 2) – 0 or if >15 then (Roll/20)+15) [+ 0 + (Bonus Roll/4)] Rounded Down.
Mutation Points. (Mut. Pts.)
Male : Roll + 15 + Bonus
Female: Roll + 10 + Bonus
Fear
(Adjusting Fear is 2 pts. per every 1.)
Male : Roll + 12 + Bonus Roll
Female: Roll + 15 + Bonus Roll
Shock
(Adjusting Shock is 2 pts. per every 1.)
Male : Roll + 6 + (Bonus Roll/2)
Female: Roll + 2 + (Bonus Roll/2)
Vitality Rolls Use 1d20 x 1d20 for these rolls.
Bonus Roll: Follow up with a 1d30 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.
Will Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll
Will Pts.
Male : Roll X Roll + 40 + Bonus Roll
Female: Roll X Roll + 30 + Bonus Roll
Life Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll
Life Pts.
Male : Roll X Roll + 0 + Bonus Roll
Female: Roll X Roll + 0 + Bonus Roll
Energy Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll
Energy Pts.
Male : Roll X Roll – 20 + Bonus Roll
Female: Roll X Roll – 15 + Bonus Roll
Magic Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll
Magic Pts.
Male : Roll X Roll + 25 + Bonus Roll
Female: Roll X Roll + 17 + Bonus Roll
Soulmere
(Adjusting Soulmere is 2 pts. per every 1.)
Soulmere is 1d20 x 1d20 + Racial Adjustments + (Bonus Roll/2)
Male : Roll X Roll + 30 + Bonus Roll
Female: Roll X Roll + 30 + Bonus Roll
Stamina
Stamina is 1d20 + 1d20 + (Life Divided by 20) + Racial Adjustments + Bonus Roll.
Male : Roll + Roll + (Life / 20) + 5 + Bonus Roll
Female: Roll + Roll + (Life / 20) + 8 + Bonus Roll
Imbue
Imbue is 1d20 + 1d20 + (Soulmere Divided by 20) + Racial Adjustments + Bonus Roll.
Male : Roll + Roll + (Soulmere / 20) – 20 + Bonus Roll
Female: Roll + Roll + (Soulmere / 20) + 10 + Bonus Roll
Initiative Uses 1d20 Flat.
There are no follow ups on Initiative and no adjustments of any kind. Whatever is rolled on the first die will determine the initiative of the character.
Subtract .5 point for every point from Non-Viable of persona that your character is. So if the character is Generous, then remove 7pts. from Initiative (Round Up).
No initiative can be below 1 or above 25 pts. Anything above 20 pts, however, means that the player will fight at the drop of a hat, with little to no cause and little to no reason for it.
Anyone with 5 or below initiative will have to be drawn into a fight rather than out and out starting one. (The persona of the opponent, however, can change this rule in that if the two personas clash then the player will attack when appropriate.)(See Persona.)
Initiative
Initiative is 1d20 Flat.
Male : Roll
Female: Roll
Movement and weight of Character
This one will have to be finished after everything else is completed. You will need the luck of the character as well as a few other things to complete it.
Note: Everything rounds down in this section. There are no dice to roll for it.
Weight of Character
This will be (Attack + Defense)/3.5
Place Weight of Character Here.
Mobility
Add 1 plus any abilities that may add to this. Then Add Luck/100.(Abilities will be stated if there are any. If not, then there will not be anything there.)
1 + 0 + Luck/100(Round Down).
Response
2 + Any abilities + Luck /100. (Always Round Down.)(Abilities will be stated if there are any. If not, then there will not be anything there.)
2 + 0 + Luck/100 (Round Down)
To Roll Understanding, use a 1d20. Then add Will Divided by 200. This will give the overall Understanding of the character. Remember this will effect much of what the character can and can not do.
Understanding (Understand)
Roll + (Will Pts. / 200) + X + Bonus Roll
Male : Roll + (Will / 200) + 0 + (Bonus Roll/2)
Female: Roll + (Will / 200) + 0 + (Bonus Roll/2)
(Adjusting Understanding is 2 pts. per every 1.)
Racial Abilities and Disabilities
These are already selected and can not be changed. If creating a race, see the race charts of Abilities and Disabilities. There are sections. When gaining an ability, the player must look at the same section within the Disabilities and choose one of them as well. This will keep them even. Races can have up to 5 Abilities but will also gain the disabilities with them.
Abilities and Disabilities can be “overcome” using other Traits, abilities, etc. They just need to be found or bought in game to overcome them. No player may play a character without taking into consideration their disabilities.
Racial Abilities
Adapt
Open Languages
Terror
Racial Disabilities
Curse