Grey
Dialectical Hermeticist
At each stage, apply racial modifiers as necessary.
Step 1: Attributes
All Attributes begin at one. Contrary to the standard rules, 1 is now the baseline and average. Select 3 Major Attributes and divide five points between them. Then choose 3 Minor Attributes, and divide 4 points between those. You have 3 points remaining to spend where you will. Remember that you needn't limit yourself to a single umbrella, such as all social or all physical. Attributes are capped at 4 unless stated otherwise.
Step 2: Skills
You have 25 points to divide among your skills. No skill can go higher than 3 without background points. You may select four Skill Specialties for free (I did not know how to feel when I saw that Exalted errata also does that).
Step 3: Derived Traits
Calculate the following:
Speed = Fitness + Athletics + any racial modifiers
Combat Pool = Speed + Dexterity + any racial modifiers
Ranged Pool = Dexterity + Intuition + Ranged/Guns + modifiers
Offense: Melee = Dexterity + Melee
Offense: Ranged = Dexterity + Ranged, Intuition + Guns
Offense: Unarmed: Dexterity + Unarmed
Parry/Block = Dexterity + Parry
Dodge = Dexterity +Evasion
Health and Condition vary by species.
Step 1: Attributes
All Attributes begin at one. Contrary to the standard rules, 1 is now the baseline and average. Select 3 Major Attributes and divide five points between them. Then choose 3 Minor Attributes, and divide 4 points between those. You have 3 points remaining to spend where you will. Remember that you needn't limit yourself to a single umbrella, such as all social or all physical. Attributes are capped at 4 unless stated otherwise.
Step 2: Skills
You have 25 points to divide among your skills. No skill can go higher than 3 without background points. You may select four Skill Specialties for free (I did not know how to feel when I saw that Exalted errata also does that).
Step 3: Derived Traits
Calculate the following:
Speed = Fitness + Athletics + any racial modifiers
Combat Pool = Speed + Dexterity + any racial modifiers
Ranged Pool = Dexterity + Intuition + Ranged/Guns + modifiers
Offense: Melee = Dexterity + Melee
Offense: Ranged = Dexterity + Ranged, Intuition + Guns
Offense: Unarmed: Dexterity + Unarmed
Parry/Block = Dexterity + Parry
Dodge = Dexterity +Evasion
Health and Condition vary by species.
Last edited by a moderator: