MEAR
Might – increases basic attack damage
- Attacks deal damage equal to your might
- Improve ability potency
Energy – increases max energy pool (ep = energy points)
- Use more abilities
- Use disciplines in combat (1ep)
- Use ep to boost accuracy
- Use 1 ep to ready an action
- Use 1 ep to swap weapons once a turn (free action)
- Recover 1 ep every turn
Agility – increases the DC to hit you
- Attack rolls made against you must meet your agility score to succeed
- Critical hits (a natural 20) always hit
Resilience – increases max health pool
- Damage dealt against you is subtracted from your health
- At 0 resilience, you are “at the brink.” Any further attacks will make you roll on the associated chart, adding the amount of damage you sustain after to the roll
ARRAYS
Before you have taken a combat class, you can choose one of the following MEAR arrays
M | E | A | R |
3 | 3 | 10 | 15 |
4 | 4 | 9 | 13 |
4 | 2 | 11 | 13 |
4 | 2 | 9 | 17 |
2 | 4 | 11 | 13 |
2 | 4 | 9 | 17 |
2 | 2 | 11 | 17 |
After you take your first level in a combat class, you can take one of the following MEAR arrays. For every level you have in that combat class, add either 1M, 1E, 1A, or 3R. If you lose that combat class, revert to one of the above arrays.
M | E | A | R |
5 | 5 | 10 | 20 |
8 | 4 | 9 | 17 |
4 | 8 | 9 | 17 |
4 | 4 | 13 | 17 |
4 | 4 | 9 | 29 |
6 | 6 | 9 | 17 |
6 | 4 | 11 | 17 |
6 | 4 | 9 | 23 |
4 | 6 | 11 | 17 |
4 | 6 | 9 | 23 |
4 | 4 | 11 | 23 |