Core Rules

s2The following are the main and essential rules that emphasize the entire DBU system. You will learn how each of these rules affects general and specific game functions, the better you comprehend and absorb them the easier it will be working within the DBU engine. Every rule on this page will always be applied to every instance during game play unless explicitly stated otherwise. Remember as stated in the core concepts specific rules will also supersede general rules in nearly every case.

While reading the rules you will cross many terms, there are cases where some terms might not be defined yet. In these situations, we provide bracket reference the will direct you to noted pages for more information. We will start with the three stepped ‘how-to-play’ guidelines – the fundamental framework for everything that happens in the DBU system.

How to play. These simple steps apply for all situations, whether you are cautiously searching for an artifact, monologuing with a villain, or in a pitched battle against a gang of saibamen.

1. The Architect describes the environment and the world – The Architect tells you about the realm, your characters and what is around you, presenting a basic variety of options for you choose from. 
 
2. You decide and describe what you want to do – Maybe a party leader speaks for the whole group, “We’ll attack the target on the left,” as an example. Sometimes, different characters might do different things; while you might attack a close enemy, your friend might move to protect a critical person of interest. You don’t need to take turns during typical role-play events, however during a combat encounter (Combat & Actions), an Architect will use initiative order to resolve actions. 
 
Encounters are where actions are more structured and you (and the Architect) will take turns choosing and resolving each action as it occurs, in order. This is called the initiative order. However, most of the time, play is fluid and flexible, adapting to the conditions of the scenario.
 
3. The Architect narrates the results of action – The results of one action often will lead to another decision or action, which brings the game back to step 1

Your actions take place in your and the Architect’s imaginations, relying on the ARC’s verbal imageries. Some Architects might use music, objects, sound effects, and other means to set the mood. An ARC might also use different voices for different villains, monsters and other characters. Additionally, an Architect might use a grid map and miniatures to represent each character involved in a scene to help keep track of things going on.

The Dice. The DBU game uses polyhedral dice – you can find these types of dice at nearly any game store as well as a lot of bookstores. The game uses a specific number-sided dice in all instances. A die is referred to as a d6 or a d10 where the letter ‘d’ stands for die and the number stands for the number of sides it has. If the notated ‘d’ is preceded by a numeral value, the value refers to the number of dice to roll. This type of roll is called a prefix roll, the number preceding ‘d’ is the number of dies you roll. For example, when asked to roll 3d10+1d4 you will roll three ten-sided dice and one four-sided dice.

When rolling dice for any reason you are always entitled to at least 1d10 if all other dice have been removed, no matter what other modifiers the roll is subjected to. As an example, if you are rolling 1d10+1d6 and subjected to a penalization dice you would keep the natural result of the d10 and lose the d6 result. The same is true if you are rolling 1d10+1d6 and subjected to a dropped dice you would lose the d6. However, if you were rolling 2d10+1d6, in both examples above, you would lose one of the d10s.

Dice Types. There are several dice types in the DBU, each type has its own metrics and rules.

  • Natural Result (NR): is the face-up numeric value shown on the dice after it is rolled.
  • Dice Score (DS): is the total value of all natural results from a specific roll, plus any additional bonuses or modifiers.
  • Critical. When you roll a d10 and the natural result is a ten (10), you score a critical; a critical allows you to roll one (1) additional d10 and add its natural result to that dice score. Only d10s can score a critical result and a critical dice cannot score another critical.
  • Botch. If you roll a d10 and the natural result is a one (1) you score a botch; a botch reduces your total dice score by five (5). Only d10s can score a botched result and botch result and a botched dice cannot score another botched.
  • Extra Dice (ED): A bonus or additional dice added to a roll. There are rules, such as tier of power (See Character Creation), which will grant you extra dice to a roll. In these cases, the bonus will be described as, “One additional dice,” or “+1dn”
  • Dropped Dice (DD): Specific abilities might remove dice from a specific roll, remove these dice after all other modifiers are accounted for, but before you roll. You will remove a set number of dice from a roll BEFORE it has been rolled. Typically, the rule which applies the dropped dice will state how to remove the dice. If it doesn’t you will remove the highest sided dice to the lowest sided dice.
  • Penalization Dice (PD): A dice removed AFTER it has been rolled. If a dice is removed from a roll after it has been rolled its value is NOT added to the dice score. Typically, the rule which applies the penalization will state how to remove the dice. If it doesn’t you will remove the highest natural result to the lowest natural result.
  • Repeat Dice (RD): A dice that is rolled a second time or re-rolled. When asked to repeat a die you will separate the repeat dice from the specific roll. Then you will roll the dice again, this second result is added back to your roll. In the case of a repeat die, the second result is always kept. You can NEVER re-roll a die that has already been repeated.
  • Solid Dice (SD): A dice that can NOT be removed from a roll by any means; both critical and botch results count as solid dice.

Temporary Dice. When rolling for abilities that grant temporary or permanent increases to an aptitude ignore the critical and botch roll rules. Results of a one (1) are simply a one, a result of a ten (10) is simply a ten.

Keep the best. When a rule directs you to roll multiple dice and keep the highest or best result, roll these dice separate from your regular dice. For example, if you have a pool of three dice and a rule states that you roll 2d10 and keep the highest result, you will roll one d10 from your pool with another d10, not from your pool – keep the highest result and add it back to the remaining two dice.

Percentile Dice. Some rules will require you to roll percentile dice. For this type of roll is you will use two d10. Select one of the dies to represent the tens (10s) place name and another to represent the ones (1s) place name. You will then roll the two dice together and review the natural results of each. The tens dice will represent your first number and the ones dice will represent your second number. This new value is your percentage number, compare it to the value required by the rule that called for the roll. As an example, if your tens dice is a four (4) and your ones dice is a two (2) then your percentage is forty-two (42).

Variant Rule
Dice Creep – The following variant can be used in place of the current dice system. This option turns all dice into ten-sided die or d10’s. This includes, but is not limited to, all traits, talents, abilities, techniques, Tier of Power, transformations, and other rules within the DBU system. When any rule calls for a die, of any number of sides, to be rolled that die is considered a d10 regardless what is printed in the raw rule.
 
Notably, there are rules and traits that are balanced based on the type of dice they use or roll. To address these types of rules from becoming too powerful follow the dice conversion chart below.
 
1d2 = (+5)
1d4 = (+1d10)
1d6 = (+2d10)
1d8 = (+3d10)
1d10 = (+4d10)
 
 
While using the Dice Creep variant, increase your Life Points by +3d10 at character creation and each new Power Level you gain. Additionally, double the value of your racial Health Modifier at character creation and each new Power Level you gain. This will help balance out the damage ratio and Life Point curve to better adjust for the large change to dice value and dice volume.

Rolls And Checks. Does your punch hurt a Saibamen or simply miss? Will the time patrol officer believe an outrageous bluff? Can you dodge the blast from a ki explosion, or do you take full damage? In all cases where the outcome of an action isn’t clear, the DBU engine relies on dice rolls, to determine the success or failure.

Attributes and their modifiers are the basis for nearly all dice rolls that a player or architect will make on the behalf of a character or villain. Attribute checks, combat rolls, and saving throws are the main kind of rolls you will make. These types of rolls form the core rolls of the game. Follow these three steps when rolling.

Roll the dice and add any modifiers. Roll a d10 and add the relevant modifiers. Modifiers are derived from one of the eight attributes, tier of power, and some times includes bonuses to reflect a character’s skill. Modifiers can also come from a multitude of rules that you are entitled to or that an enemy imposes onto you. Penalties and circumstantial bonuses, a combat modifier, an ability, a character trait, or some other effect might give a bonus or penalty to the roll.

 Compare the dice score to an opposition target. 
  • A passive opposition is an obstacle that is fixed, meaning something that isn’t actively trying to oppose you. It could be anything, lifting a heavy object, climbing a cliff, or an otherwise unchanging hindrance. The target number of this opposition is static and will be determined by the Architect or a rule.
  • An active opposition means the obstacle that is actively attempting to oppose you. This can be an enemy combatant or any other hindrance which isn’t fixed and is constantly changing. The target number of this type of opposition changes and will be rolled in accordance with a rule. (See challenges below)

Target Number. The Target Number (TN) is a numeric value that represents how hard an action is to do. When you check to see if an action succeeds, you will roll a dice and add any relevant modifiers or subtract penalties, then compare the dice score to the TN.

If the dice score equals or is higher than the TN, the roll is a success – you succeed and complete the task. However, if the dice score is lower than the NT it’s a failure. This means you do not overcome the objective or make any progress toward completing the task – your ARC might even give setbacks to a future task for the failure.

When you reach a new tier the standard target numbers increase. Each tier increases all TN’s by five (+5). This includes every difficulty level of target number from “very easy” to “nearly impossible.”

DIFFICULTYTN
Very Easy 5+
Easy 10+
Medium 15+
Hard 20+
Very Hard 25+
Nearly Impossible 30+

Ability Checks. An ability check tests your characteristics and training to overcome an obstacle. When you attempt an action (other than an attack) that has a chance of failure, the ARC will call for an ability check to determine the results. During an ability check, the ARC will decide which of the eight attributes is relevant to the action and decide the difficulty of the task. To make an ability check, roll a d10, add the attribute modifier and add any other relevant modifiers. The value is then compared to the value of the target number.

Skills. Skills represent a facet of an attribute score, and your skill score shows your focus on that facet. For example, if you attempt to walk across a narrow ledge, the ARC might ask for an agility (acrobatics) check to traverse successfully: agility is the attribute and acrobatics is the skill.

You can only add a skill modifier to your ability checks if you are proficient with a skill. For example, if you are attempting to pull off a gymnastic stunt and grab an object, the ARC will ask for an agility (acrobatics) check. If you have proficiency in acrobatics, you can add your skill modifier to the check. If you lack expertise in the skill, you’ll simply make an agility attribute check without a skill modifier.

The skills for each attribute are listed in the following table. (Note, there are no skills related to Tenacity or Potency.) See the attribute entries later in this section for examples of skills associated with each specific attribute.

ATTRIBUTEsKILLS
Agility Acrobatics, Stealth, Pilot, Thievery
Strength Athletics
Scholarship Craft, Knowledge, Profession, Investigation, Science, Medicine
Insight Perception, Survival, Creature Handing
Spirit Clairvoyant, Concealment, Use Magic
Personality Bluff, Intimidate, Persuasion, Performance

 Skill Proficiency. You will gain skill proficiencies from your race at character creation and you also gain (1) one free skill proficiency of your choice from the list above. Skill proficiencies have ranks, these ranks range from experienced to expert. When you gain a new skill proficiency your rank with that specific skill will be the rank experienced.

As you increase your power level you will be able to gain more skill proficiencies by sending character perks (character creation). You can use perks to select a new skill proficiency or increase the rank of one you already have. Each time you increase a skill’s rank you increase the skill’s modifier by two (+2). You cannot increase a single skill rank more than five (5) times. (See chart below).

Proficiency RankModifier
Experienced +2
Trained +4
Qualified +6
Specialist +8
Expert +10

Skill Ability Checks. To make an ability check with a skill modifier, roll a d10, add the attribute modifier and then add your skill modifier. As an example, when rolling an ability check to climb you would roll a d10 add your strength modifier, tier of power and add your athletics modifier together. The dice score is then compared to the TN associated with the specific climb that called for the check.

Variant Skills. There are some situations where one skill that applies only to a specific attribute might be used for another. For example, if you are attempting to climb a cliff and the distance from the ground to its edge is vast, the ARC might ask for a tenacity (athletics) check to see if you have enough stamina to climb that far. Even though athletics is not one of the skills under tenacity, in cases like this the ARC might allow players to apply different attribute modifiers to skill checks.

This would also be the case if you are attempting to intimidate an enemy with brute strength: the ARC might allow you to use the strength attribute with the skill intimidate, which would normally be related to personality. These variant skills are up to the ARC.

Passive Checks. Passive checks are a special kind of check that doesn’t require rolling any dice. This type of check could represent the average result of a task being done repeatedly, such as searching for a dragon ball continually in the same location. Or it could also be used if the ARC wants to covertly determine whether you notice a hidden enemy without rolling. To determine your total for a passive ability check, apply all modifiers normally, but instead of rolling any dice simply add three (+3) to the total. Increase your passive checks by three (+3) for each tier of power reached. Then compare this to the TN of the task or situation.

Cooperation. Under some circumstances, you might team up with an ally and work together to use a skill. The player with the highest attribute modifier will roll and perform the ability check normally. The aiding player then adds their related skill proficiency to the natural result.

Challenges. There may be moments when you and another player’s efforts are directly opposed to one another. As mentioned in the opposition section, this is referred to as an active opposition. This could occur when both parties are trying to do the same thing and only one can succeed, such as attempting to snatch up a dragonball that lies on the ground between them. Active opposition also applies if you are trying to prevent each other from achieving a goal – for example, if you are walking upstairs and another player is trying to hold you back. These types of results are determined by a special form of ability check called challenges.

Both players in a challenge make ability checks appropriate to their efforts, applying bonuses and penalties. However, instead of comparing your dice score to a TN, you compare the score to the results of the challenging player. The player with the highest score wins the challenge, either succeeding at the action or thwarting the other player’s action. As the result of a tie, the situation might remain the same as before. Typically, defenders will win ties, but in some challenges, such as snatching a dragonball off the ground, a tie could result in neither player grabbing it.

Encompassing Skills. Encompassing skills apply to more than one specific area of expertise. For example, you might have knowledge: nature, the general understanding of woodland creatures and plants. Or, you might have knowledge: history, the information about past events or people. Both examples are the knowledge skill, however, each one is distinct.

Encompassing skill is a general term used with any type of skill that you can gain proficiencies with more than once for different things. A character might have the knowledge skill three times, one for each different field of information. Encompassing skills can be taken as many times as a player wants, and ARC allows for different fields of expertise.

Architect: Alright, one at a time. Garret, you are going to try to rescue the boy. Make a strength and then agility acrobatics check.

Garret (rolling dice): Okay, first is an ability check. My strength score is twelve so my modifier would be a six. That is 1d10+6 correct?

Architect: That is correct. The acrobatics check is called a skill ability check. So, you will add your dice, your agility modifier and your skill proficiency modifier for that roll.

Garret: Right. My dice score for the strength ability check is seven and my skill ability check for acrobatics is fifteen.

Attribute Scores. Every characteristic has an attribute score, a metric that expresses the magnitude of that characteristic. However, your attributes scores don’t only measure your innate aptitudes, but also incorporate your training and capabilities in activities related to that attribute.

  • Agility, measuring mobility.
  • Strength, measuring physical strength.
  • Tenacity, measuring endurance
  • Scholarship, measuring reasoning and knowledge.
  • Insight, measuring wisdom and perception.
  • Spirit, measuring magical influence.
  • Potency, measuring life energy
  • Personality, measuring the force of character.

These eight attributes provide a description of your character’s physical and mental characteristics. Is your character light on their feet? Hardy and wise? Attribute scores express these qualities – your character’s assets as well as weaknesses.

At character creation, you select three attributes: primary, secondary and tertiary. Your primary attribute score is eight (8), and secondary attribute score is six (6). Your tertiary attribute score is four (4) and all your remaining attribute scores are two (2). (Character Creation)

ATTRIBUTE ScoreModifierAttribute ScoreModifier
2-3 +1 24-25 +12
4-5 +2 26-27 +13
6- 7 +3 28-29 +14
8-9 +4 30-31 +15
10-11 +5 32-33 +16
12-13 +6 34-35 +17
14-15 +7 36-37 +18
16-17 +8 38-39 +19
18-19 +9 40-41 +20
20-21 +10 42-43 +21
22-23 +11 +1-2 +1

Attribute Modifiers. Each attribute also has a modifier derived from its respective score. Typically, attribute modifiers will range from one (1) to ten (10). To determine an attribute modifier without consulting the table below, divide the attribute score by two and round down.

Attributes Descriptions And Details. All actions or tasks in the game are covered by one of the eight attributes. This section will explain in detail what the attributes mean and how to use them in the game. Like how to use skills and what situations they might apply to. Details on life points and soak, as well as bonuses to attack and damage. Read each attribute carefully and make note of anything that might be of importance to your character.

Variant Rule
Alternate Attribute Generation. At character creation, you can roll your starting attribute scores. Roll a set of eight d10s. Record the dice results and assign each result to one of your eight attributes. Instead of rolling you can take the standard set of rolled attributes which is “7, 7, 6, 6, 5, 5, 4, 3”

Agility – (AG). The first attribute is agility; it encompasses your speed, dexterity, and overall quickness. The acrobatics, pilot, thievery, and stealth skills reflect expertise in agility. Agility is used for dodging attacks, movement during combat and determining much quicker you are compared to others.

Acrobatics. An agility (acrobatics) check covers tasks such as keeping your balance while walking on narrow or unstable surfaces or taking less damage from a fall. Acrobatics can also be used when attempting gymnastic stunts, including dives, rolls, and flips.

Pilot. The agility (pilot) skill is all about operating vehicles and things that go fast. Pilot is an encompassing skill (see above for more about encompassing skills). You can have pilot (hover car) or pilot (star ship). Pilot can be selected as a skill proficiency more than once, each time for a different type of vehicle.

Thievery. You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.

Stealth. The stealth skill is your experience or training in avoiding notice, whether by moving silently, sneaking up on a target or by finding ways to remain out of sight.

Haste. Haste is the attack speed you gain from your mobility and flexibility. Add one-half (1/2) of your agility modifier to strike rolls when making any type of attack, such as physical, energy, ballistic, and magical. (See Attacking & Conditions)

Defense Value. This is your ability to dodge attacks or cause your opponent to miss an attack against you. Your defense value is equal to your agility modifier. Add your defense value to all dodge rolls. However, during a surprise round, if you are unable to perform actions, you can’t add defense value to your dodge roll. (See Combat & Actions)

Swiftness. When you move during combat you increase your speed by your swiftness. When you are moving along the ground you will add one-half (1/2) of your agility modifier to your ground swiftness. When you are flying you will add your full agility modifier to your flight swiftness.

Outside of combat, we suggest players can fly between 100mph/160km to 500mph/804km – Up to your ARC’s discretion. Since the source material has such discrepancies with flight while outside of a combat encounter, we suggest flight be left up storytelling, role-playing, and plot – use your best judgment.

Initiative. At the start of any and every combat encounter, you will roll initiative by making an agility check. Initiative directs the order of combatants’ turns in the round of combat. Add one-half (1/2) of your agility modifier to you initiative rolls. You might gain additional actions against slower enemies if your initiative score is significantly higher. (See Combat & Actions)

Other Agility checks. The following is a small list of other tasks that an ARC might require an agility check for:

  • Securely tying up a prisoner
  • Wiggling free of restraints
  • Steering a heavy object descending a slope
  • Concealing an object on you person

Strength – (ST). Strength is your raw, brute physical power and athletic ability. A strength check can be used to attempt, lift, push, pull, break something, or to force your body through something. You also will use strength to determine damage when rolling to wound a target.

Athletics. A strength (athletics) check covers any type of physical situation such as climbing a sheer wall or cliff, holding on to a surface while being attacked. Jumping up or across remarkably long distances, swimming or staying afloat in currents, strong waves, or areas of otherwise treacherous waters, or resisting being pushed or pulled you underwater.

Lift and Push. Your strength score regulates the amount of weight you can bear. The following will define what you can lift, push, or carry.

  • Carry Capacity. The amount of weight you can carry is equal to your strength score multiplied by thirty. That total is the number of pounds you can carry.
  • Lift, push, drag. You can lift, push, or drag equal to twice your carrying weight or sixty times your strength score. If you are pushing, dragging, or lifting a weight that exceeds your carry capacity, your speed drops by three (3) yards or one (1) square.

Physical Power. Physical power is the measurement of your bodily strength such as a punch, a thrown or melee weapon. Add your strength modifier to wound rolls when making any type of physical attack.

Super Stack. If your strength modifier is at least six (6) or higher than your agility modifier, you suffer a penalty of two (-2) on all strike and dodge rolls. You also gain +1d8 to your physical attack wound rolls. The penalty increase by two (-2) and the bonus damage increases by +1d8 for every additional six (6) points your strength modifier is high than your agility modifier. As an example, if the score is eighteen (18) higher, you suffer a penalty of six (-6), and gain +3d8 to your physical attack wound rolls.

Other Strength Checks. The following is a small list of other tasks that an ARC might require a strength check for:

  • Breaking free of restraints
  • Stopping a heavy object from moving
  • Holding onto a moving object while being pulled by it
  • Grappling a combatant

Tenacity – (TE). Tenacity reflects your resilience and toughness. It indicates how much punishment you can withstand before suffering from physical trauma. Physical toughness incorporates stamina, ruggedness, physique, bulk, metabolism, resistance, immunity, and other similar physical qualities. Tenacity checks are unusual since there are no skills related to it. Tenacity is the measurement of your endurance, which is typically more passive rather than involving a specific effort.

Life Points. Life Points are the numeric measurement of damage you can suffer before you become defeated. Each time you increase in power level, your life points will also increase.

At character creation, you will roll 3d10 and add your Tenacity and health modifiers to determine your life points. When you increase your power level thereafter roll 1d10 plus any modifiers; add the result to your total life points.

Also, each time your Tenacity modifier increases, so will your life points. For example, if your tenacity modifier was two (+2) and you increased it to three (+3), you will adjust your life points as if your modifier has always been three. When rolling for life points ignore both botch and critical rules.

Soak. Soak is your ability to ignore the damage inflicted on you. Your soak value is equal to your tenacity modifier. Additionally, your soak value can be increased or decreased by abilities, items or other type of modifications. (See Attacking & Conditions) You are always considered to have a minimum soak value of (2) two even if your tenacity modifier or other modification would make it lower. As example, if you tenacity modifier is one (1) you are considered to have a soak value of two (2). However, if you soak modifier is three (3) you will have a soak value of three (3).

Other Tenacity Checks. A tenacity check would be required in any attempt to push beyond your character’s normal limits. An ARC might ask for a tenacity check for the following reasons:

  • Holding your breath
  • Extended hours of labor or physical activity
  • Endure without food or water for an extended time

Scholarship – (SC). The scholarship attribute refers to your grasp of facts and knowledge. It governs your ability to reason, solve problems and evaluate situations. It also includes critical thinking and flexibility of thought. Craft, knowledge, profession, investigation, and science are all skills related to scholarship. It isn’t just native intelligence, and it also isn’t your current level of education, but your ability to learn and comprehend.

Craft. You are trained in a craft, trade, or art, such as electronics, weapon smithing, weaving, and many others. Craft is an encompassing skill. You might have craft (weapon) or craft (tailoring). Craft might be selected as a skill proficiency more than once with each time being for a different type of trade.

Knowledge. A skill all about study of a body of lore and academia. Knowledge is an encompassing skill. You might have knowledge (history) or knowledge (nature). Knowledge can be selected as a skill proficiency more than once with each time being for a different type of study.

Profession. You are skilled in a livelihood or a profession role, such as farmer, engineer, explorer, herbalist, or lumberjack. Like craft and knowledge, profession is an encompassing skill. You might have profession (cook) or profession (miner). Profession can be selected as a skill proficiency more than once with each time being for a different type of job.

Investigation. When looking around for clues and making conclusions based on the evidence, you make a scholarship (investigation) check. You might infer the location of a concealed object, distinguish from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a passageway. Searching security logs in a search for a glimpse of a thief might also require a scholarship (investigation) check.

Science. Science is to use or develop tools, perform experiments, figure out mechanisms, or use computers. Science is an encompassing skill. You might have science (computers) or science (biology). Science can be selected as a skill proficiency more than once with each time being for a different type of education.

Medicine. You can use a scholarship (medicine) check to stabilize an incapacitated comrade and heal minor wounds. While outside of combat you can use medicine to heal injured party members. Roll your medicine skill check, divide the dice score by five – rounded down – this is the number of d6s the target heals. As an example, you make a medicine skill check and score a twenty. Divide twenty by five – equals four. You then roll 4d6 and the target recovers that many life points.

Gifted Student. You have a great aptitude for learning and understanding. When you make any type of skill check add one-half (1/2) of your scholarship modifier to the roll. If the skill check is related to scholarship itself double your modifier when adding it to the check. Additionally, at character creation and when you reach a new tier of power you gain techniques points equal to your scholarship modifier.

Other Scholarship Checks. The following is a small list of other tasks that an ARC might require a Scholarship check for:

  • Create a fake file
  • Win a game of chance
  • Recall information about a specific subject
  • Attempt to communicate in another language

Insight – (IN). Insight describes your willpower, common sense, perception, and intuition. An insight check might reflect an ability to understand feelings and body language, notice surroundings, or detect fighting styles. Creature handling, awareness, and survival are also related to insight.

Creature Handing. Creature handling is a social skill where you spend a lot of your time talking to creatures, who are unlikely to talk back. It allows you to make a creature perform a trick (even those it hasn’t been trained for), influence how creatures feel about you, train creatures to perform tasks, and even keep rabid beasts at bay without drawing blood.

Perception. Insight (perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general mindfulness of your surroundings and the keenness of your senses. If you are attempting to search for a hidden object such as a dragonball or computer disk, the ARC will ask for an insight (perception) check. Perception can also be used to find hidden details or information you might otherwise overlook. In any case, you will describe what your character is looking for and the ARC will determine the chance of success.

Passive Perception. While an creature is hiding, even if a you are not searching for them, you might still see them. Compare your passive (perception) score score to the creature’s rolled agility (stealth) check. You passive perception score is equal to ten (10) plus one-half your insight modifier divided by two. [10+1/2 IN Mod / 2]

Conceal. When attempting to hide, make an agility (stealth) check. Your dice score is contested by an insight (perception) check from any combatant that is actively searching for signs of your character. You can’t hide from a combatant that can already see you, and if you make noise while hiding, you are exposed. During combat, combatants are alert and have a readied defense, so if you come out of hiding or approach a combatant, they will normally spot you. However, there are some circumstances where the ARC might allow you to stay hidden as you approach a distracted combatant. This allows you to gain a combat modifier, giving you bonuses to your rolls.

Survival. Survival represents your character’s experience or training in “living off the land.” You know where to find food and shelter, and how to endure harsh environmental conditions. The more capable your character is, the fewer resources you need to prevail. Master survivalists can walk into a forest, desert, or mountainous region with little more than a knife and the clothes on their back and survive for weeks if necessary.

Awareness. Awareness is the keen sense and intuition you gain from your mental training and perception. To reflect awareness, add your insight modifier to strike rolls when making any type of attack, such as physical, energy, ballistic and magical (See Attacking & Conditions)

Other Insight Checks. The following is a small list of other tasks that an ARC might require an Insight check for:

  • Get a gut feeling about what course of action to follow
  • Discern whether a creature is dead or living
  • Knowing when inclement weather might occur

Spirit – (SP). Spirit measures your magical influence – your connection to the arcane and your control over it. Also called the sixth sense or second sight. Spirit controls a character’s clairvoyant, concealment, and use magic skills.

Magical Power. Magical power is the measurement of a character’s control over the arcane. Add your Spirit modifier to wound rolls when making any magical attack, such as a spell, telekinesis, or enchantment.

Clairvoyant. The ability to develop psychic powers base on extrasensory perception. If you have skill proficiency in clairvoyant, increase all your saving throws by two (+2) for each tier of power reached. Characters can also use a spirit (clairvoyant) check to sense a target’s fighting power and location.

Ki Concealment. Concealment is the skill to hide one’s power from others; hiding ki is the ability to obscure your life force from others. The skill doesn’t inherently allow you to know that someone is looking for you. It is simply a reactionary trigger meaning when a character is attempting to sense you, you may attempt a Spirit (concealment) check to prevent them from detecting you.

Sensing. Clairvoyant and ki concealment are opposing skills, when you attempt to use ki concealment an opponent will use clairvoyant in active opposition. When comparing dice scores, if your opponent’s score is higher than yours you will be asked to either reveal your current total ki or life points – the opponent chooses. If your opponent’s score is lower than yours, you can give them a false value for either aptitude – although this value must be below your actual totals. Additionally, when using clairvoyant if successful you might also get a feeling about the nature or alignment of the target.

Use Magic. You can use this skill to read, use, activate or otherwise interact with magical objects. An ARC might have you roll a spirit (use magic) check each time you interact with such items.

Other Spirit Checks. The following is a small list of other tasks that an ARC might require a Spirit check for:

  • Identify whether magic was used recently in an area or on a creature
  • Identify whether an object is magical or not
  • Detect when magic is being used or activated
  • Sense a creature’s spiritual existence

Potency – (PO). Potency is the unyielding force over ki a character has. It determines a character’s energy strength, how an attack hits and how much damage it causes.

Energy Power. Energy power is the measurement of your ki strength. Add the potency’s modifier to wound rolls when making any energy attacks, such as a ki blast, beam, or explosion.

Manipulation. When shooting into combat, where allies are in melee range of the target, you must roll a potency check (easy TN). If you succeed, then continue normally with the combat process. If you fail, allies can roll an impulsive saving, throw (medium TN) to avoid the attack. If they pass, the target is targeted normally. Continue normally. If failed an ally is targeted by the attack. If there is more than one ally in melee range randomize between them first, then the selected ally will roll an impulsive save.

Surgency. Your latent power reserves that can be used when you have become weakened. When you use any type of surge ability increase its effects by one-half (1/2) of your potency modifier.

Other Potency Checks. The following is a small list of other tasks that an ARC might require a potency check for.

  • Charging energy-based attacks
  • Energy duels

Personality – (PE). Personality is your force of persuasiveness, and ability to impose your will on others through manipulation, intimidation, cajoling, and other nonphysical means of influence. The personality attribute represents actual strength of personality, not merely how one is perceived by others in a social setting.

Bluff. You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You can make a personality (bluff) check to fast-talk a police officer, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.

Intimidate. Use this skill to get a bully to back down, to frighten an opponent, or make a prisoner give you the information you want. Intimidation includes, but is not limited to, verbal threats and body language. If you threaten a target you can not only collect information but during combat an intimidated opponent has impediment.

Persuasion. When attempting to influence someone or a group of people with tact, social graces, or good nature, the ARC might ask you to make a personality (persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, to negotiate peace between feuding Arcosians, or inspiring a crowd of townsfolk.

Performance. Your personality (performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of theater. Performance is a default skill or encompassing skill. Players can have performance (dance) or performance (sing). Performance can be selected as a skill proficiency more than once with each time being for a different type of entertainment.

Limit Breaker. Personality is a measurement of your courage and emotional fortitude in addition to your charisma. When you take any type of stress test add one-half (1/2) your personality modifier to the roll.

Other Personality Checks. The following is a small list of other tasks that an ARC might require a personality check for.

  • Trick a character for information or objects
  • Inspire awe, wonder, and feelings of grandeur.
Saving Throws. A saving throw is used in an attempt to resist splash effects, traps, poisons, mind control, and maintain personal merit. Saving throws are related to your attribute and represent your ability to resist unusual effects. Typically, you won’t decide when or if you can make a saving throw. An ARC will ask for a save or a situation will force you to make one. There are five types of saves: impulsive (agility), corporeal (tenacity), cognitive (insight), morale (personality) and steadfast. To make a saving throw, roll a d10 and add the appropriate attribute modifier. The target number for a saving throw is determined by a rule or special ability. If the save is successful, you typically avoid the effects, if failed you will suffer the full effects of the source.

Impulsive. An impulsive save is a saving throw used to measure your ability to dodge area-of-effects abilities, traps, splash damage, and fire.

Corporeal. A corporeal save is a saving throw used to measure your ability to withstand physical abuse such as poisons, unconsciousness, and other effects that physically afflict the body.

Cognitive. A cognitive save is a saving throw used to measure your ability to combat mental attacks such as possession, mind control, and other such abilities that affect the mind.

Morale.  A morale save is a saving throw used to measure a character’s ability to remain true to their persona or to fight the effects of emotional conflicts.

Steadfast. A steadfast check is a special type of saving throw used when you reach health thresholds. (See Attacking & Conditions) Steadfast isn’t related to a specific attribute and is doesn’t gain bonuses from tier or power. Typically, a steadfast check is simply a d10 roll however there are some situations or abilities that might grant bonuses or penalties.

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