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DM Kiirnodel
2007-01-31, 11:26 PM
This is a system I've been working on for a while, I'd like some honest critique, but remember... being nice is good. I'm new here too, so... be nice to the newbie. Critiques like (The Zyietla are cliché, change their interaction with the Ethel-Mar is some way that blargs OR the Yiiff's racial traits are awfully powerful) will be considered. Stuff like (You put how muhc tiem into this? lol you suck AND i dont like tyar, drop them) will be ignored.

- Thanks and please ... try to read. I know it's long. If you only want to comment on a specific part, go ahead, I'd be surprised if someone read the entirety of it.

[Edit:] Many posts to come, if you don't see rules yet, they aren't posted yet. I've got them all in forum code, just hang on. Also - there are things in my head that I PROBABLY just forgot to type up, if you feel you are missing something, go ahead and ask! :)

The Birth of the Asor's children

Asor, a being representative of all the animals on the surface of the world of Elterr, was merely an orb of light. She circled around the planet, rising and falling with each day. Some animals wandered during the night, the other during the day. When one of the stars fell from the sky, a new predator threatened the animals. The fallen star, Samar, wasn't actually a star, but no one really knows what it was, but creatures crawled from it. The Mars, the creatures that crawled from the crater, were excellent hunters. The Mars did not take more than their share, but even the mightiest of beasts fell to their blades.

Asor wanted to restore the balance that was disrupted by the Mar race. So she returned to Elterr and procreated with all of the animals in her mortal form. She had ninety-nine children and all of them attacked the Mar, of these children only three survived, but the Mar race, a brilliant knowledgeable race, fell from their advanced society into war-like creatures. They still held their amazing melee talent and mastery of acrobatics, but their acute mind was shattered by the force of bestial creatures that Asor sent. The Mar, now called Ethel-Mar, fled from the Millennial Forest and into the crater and surrounding area, called Mars.

Asor's three remaining children fled back to Asor and they found their mother dying on the floor of the grassland. Before she died, she sent a burst of light back into the sky, bringing day back to Elterr, and she created a copy of each of her remaining children.

Yiiff - A massive fighter, Yiiff was fur-covered beast with large claws. He was not only a brilliant tactician, but had a strong will and muscle power. He was covered in black fur, except at the eyes. He strongly resembles the badger animal, but his children sometimes have different markings, such as that of tigers or leopards. However, they all have the skull features and claws of a badger.

Arsinia - A short, but agile creature, Arsinia used shametic magicks to restore her allies and rout her foes. Her massive ears allowed her to detect foes from afar and she always knew how to easily avoid an otherwise fatal encounter. She resembles a hare and sometimes other variations occur.

Clesia - The mouse was a stealthy assassin, she could stab foes with her blades in vital areas during the war and she continues to do so. Her daughters and sons learn the adaptability of her race, and sometimes some slightly larger ones, rat-folk clesians, became warriors.

Current Society -

The Yiiff knew that the orb in the sky created them and it blesses them, so they worship The Light. The Yiiff is a warrior race, led by an organization called 'The Paladins.' The Yiiff have always shunned the use of Imagicka, since they noticed the Ethel-Mar used that same witchcraft in the war against them. Yiiff may never learn to use Imagicka of any sort, but they do wield a form of power similar to Imagicka given to them by The Light. The current leader of the Paladins, Sunflash, wanders throughout Elterr, defeating evil. The Ethel-Mar are still a war-like race, but they hold no aggression towards the Yiiff, or their relatives for that matter. The Yiiff are masters of the polearms and bludgeoning weapons, using their large size and reach to defeat foes. The occaisonal Yiiff warrior uses his claws, but this is generally frowned upon, due to the fact it refers to their devolution to their previous states of animalistic intellect. However, it is considered perfectly appropriate when one is unable to use a weapon, such as when ambushed or when disarmed.

The Yiiff have relatively strict laws, but none of the Yiiff believe them to be strict as they are quite used to a society built on order. Most of these laws involve attending the Ceremony of Light on Sun-Day, showing respect to proper officials, such as Nobles and Paladins, and most of all: No stealing of life, property or rights of others. They typically respect one another and it is not uncommon for the Yiiff to live in a community of give-and-take as required instead of using currency.

The Arsinians were shunned by the Yiiff partially because of their use of Imagicka in the Mars War. The Arsinians have devolped their Imagicka skills from the spirits of Asor, embedded in all things natural. Arsinian Imagicka-wielders typically wear only natural outfits and covet the secrets of the Imagicka discipline of Restoration. The Arsinians, besides the Shametic leaders, are a group of nomadic folk, travelling throughout Uruusine and Yiiff lands in no particular pattern. Despite their initial conflict with the Yiiff about the terms of magic, the Arsinians and Yiiff have become strong allies and friends.

Arsinian villages are generally simple, but instead of building out, Arsinians build up or down. Arsinians have large feet and can use them to burrow or jump, and building up and down conserves more of the space that Asor granted them. The Yiiff, while good at burrowing, lack the climbing capacity of Arsinians and Clesians. Arsinian villages are typically guarded by Arsinian 'Rangers' who patrol the perimeter of these villages, favoring the bow over weapons, taming any animal they see and slaying any beast that threatens the village.

The Clesians never established their own society, Clesia followed Arsinia for the longest time and their offspring thrived off of others quite some time, attempting to learn some of the Arsinian's secrets as well. The Clesians however moved onto living with Humans when they arose from the ground, and even after they evolved into other types of humans. The Clesians wandering and intermingling with others have made them a very diverse race, adapting to each society with ease. The Clesians hold no heroes, but seem to hold many secrets. Clesians lack the sheer force of will to practice Imagicka.

The Fall of Mars - the bringer of War

The comet Mars fell from the sky into Elterr and the Mar climbed out and begin to spread across the surface. These lithe, tall creatures learned to manufacture anything within grasp as weapons and began hunting all of the animals, their insatiable hunger from the millenia they travelled to this location. They thought very little of their massacre, the creatures merely spawned more, and they took their share with no return to the planet.

That is when the Mar noticed that a force of these creatures, much larger, bulkier and smarter came. The Mar called upon their elders to guide them, and the Magi defended the Mar from most of the attacks of the animal-folk, but in the end all of the Mar Magi were slain, only three of the animal folk stood standing and the Mar lost their will to fight. The three remaining left and in this time of darkness, the 'Sun' sprang back up and the Mar rejoiced. The Mar, no longer guided by the Magi, were left without the secrets of Imagicka, construction or even simple creation. The Mar then praised for the last Mage to come aid them in their struggle for existance, her name was Ethel.

The Mar renamed themselves the Ethel-Mar, in hopes that she would hear their song and take them to a new home, but until then, the Ethel-Mar would fight on Elterr against the horrors existing here. The Ethel-Mar live in a warrior society, lead by Sword-Monarch Naldarakain at the city of Mars. Mars is their only memory of the powerful empire they once had, it now is a ruin of ancient relics they know not how to use and walls that shelter them from attack and weather. Few Ethel-Mar have the capacity to learn Imagicka, but one fabled one has managed to discover the secrets.

[Ethel-Mar only have access to Divining, Enchantment, Enhancement and Protection]

The Rise of the Human Empire

The humans lived beneath the surface of Elterr, in their mining settlements and caves. They loved gems and shiny objects and were a relatively simple society. They were ruled by three kings: Charrol, Emphar and Surazal. The kings were by no means normal, they explored like the other human workers, but they had the edge that they were smarter, larger or more charismatic. When the three of them found a dying woman, tall and beautiful, they captured her. She claimed she needed to aid her children and Surazal claimed that they were her children. She was never so happy to see her children and with her last few days transferred all of ther mystical energies into the three. Charrol gained mastery over death and intelligence beyond imagination, Emphar recieved the strength of giants and the resilience of mountains, Surazal gained mastery of deception and summoning. The three brothers used their powers to enslave their own people and for centuries the humans served their new masters.

The humans watched their masters practice their newly found powers, and evolved. The humans no longer needed the be caged and revolted against the Three. The three never expected the attack and they desperately fought, horribly outnumbered, to keep their slaves at bay. Eventually the humans caged the remaining three and left them to die in their earthy prison. The four leaders of the humans were Alastar, Kreeus, Boriala and Orlianis. They walked from the earth and onto the surface, finding more life there.

The humans began to split after this point, Alastar guided the humans to the plains and began settling there, as far as he could and everywhere in between. The only race he originally encountered were the Clesians, which were more than willing to adapt to their lifestyle, helping the humans build structures and find food.

It was not long after this that the humans of the plains discovered the nomadic Arsinians. The Arsinians watched them carefully from a distance, but confirmed any suspicions with the Clesians. They Arsinians informed the Yiiff and the Yiiff formally greeted themselves to the humans. The humans of this land noticed they were a long ways away from any of the others, so they decided to name themselves after the plains they had started their civilization on. The Yiiff told them that these were called the Plains of Tyar, and the plains-walkers, as the Yiiff called them, were now called Tyar.

The Tyar interacted with many of the races, learning an array of talents and abilities, and mostly spreading their civilization. Untouched by customs and such, they felt little remorse in taking over a huge mass of land. This would only cause them trouble when they went into the forest near Mars...

In search of Imagicka -

A small group of the humans were fascinated by the idea of Imagicka, a tale told by the Clesians, and found that their allies the Yiiff would refuse to teach them that power as they shunned it, and that the Clesians were incapable of it. This seemed quite a conundrum, to the humans, to know of a power, but not manage to wield it. This specific group of humans decided to track down the Arsinians, who supposedly could use Imagicka. When they finally found the Arsinians, they realized how difficult it was to master Imagicka, as well as how rare it was, and a few left at this point. The Arsinians taught them a few tips, but they said that the majority of power was held by the Magi of the past, secret information hidden in Mars. The Arsinians named this group of humans after a Asorian translation for 'The Devoted Traveler' which roughly translated to Zyielatlaren. They shortened it to Zyietla and the humans of 'Zyietla' left for Mars.

Ardent Defense -

When the humans crawled out from beneath the surface, some wanted to stay behind in near the hole they came out of to prevent the darkness from returning. They let the others go, and stayed behind and watched. This race practiced melee skill often, most of which being defending themselves from attack in the region they crawled from. This region, however, was very close to where Surazal found the fallen Magi, and the effect it had on these humans made them weak to Imagicka, which would ultimately cause their cry for help when the invasion actually occured. The valley of Kruffio is where they waited, and Kruffio was shortened to Kruff and they adapted that to refer to their clan, when they notice the changes in the other humans later, they will adapt this name as their racial title. Eventually Emphar would come from this cave and threaten Elterr from the surface.

Encounters with Mars -

When the Zyietla approached Mars, they were ambushed and captured, falling easy prey to the skilled warriors of the Ethel-Mar. They brought them to Mars and questioned the Zyietla. When they found the Zyietla innocent of hostile behavior, they set them free, but worried about the Tyar and how easily they spread throughout the flat-realms. The Zyietlans found themselves in a paradise, the walls, the runestones, the entirety of Mars was inscribed with the secrets of Imagicka, but the Ethel-Mar had little mental capability to activate the seals. Orliana, the leader of the Zyietla, offered an alliance with the Ethel-Mar and it was accepted. The Zyietlans studied the runes and eventually each one found themselves capable of Imagicka, they left with all of this knowledge in tow, and headed into the forests and mountains of Zyienaretia.

The Ethel-Mar then sent out patrols to find the Tyar. Using their standard tactic of bait, capture, interrogate, release; they found that the Tyar were not so forgiving. The Tyar waged war against the Ethel-Mar, but where the Tyar had craftsmanship and numbers, the Ethel-Mar had mastery over many millienia of the art of warfare. The Ethel-Mar fended off every attack the Tyar attempted, eventually subduing them in Rovaniar, the flat-plains of the South. The Tyar admitted their fault and the Ethel-Mar returned to Mars to wait for their savior.

Hidden in the Hills -

Some humans found themselves fond of their new friends, the Clesians, and followed them into their already made homes. The Clesians rarely made villages, so they had hovels in the hills. The humans had difficulty fitting into them, and difficulty seeing. The humans that had learned bit of Imagicka from the Arsinians taught the other humans to manifest light, to overcome their weak eyesight. They eventually evolved to fit the tight tunnels and to naturally be able to make light and developed the stealth that the Clesians had also managed to master. They became so close to the Clesians, the Clesians called their their kin, or 'Khin.'

Disputable Lineage -

The humans were unsure of who was the 'original' human. The Tyar had come to accept that they adapted so much from the other races that they couldn't come to think what customs were human and what were customs of the surface creatures, and the Khin had adopted the society similar to Clesians, but the Zyietla, living in the mountains claimed they kept the human lineage preserved by hiding once again, in the mountains, and using their ingenuity to build structures. The Kruff claim that since they had little interaction with the other races, which is very obvious due to their blunt nature, that they are the true humans. The fact that the Kruff remain the tallest and all of the other races were shortened, somehow seems to be their proof, but the Zyietla claim that only after going underneath the earth did they become short, and that is why they are the true humans. It seems that this answer is beyond both of them.

A New Threat

To be added later...

DM Kiirnodel
2007-01-31, 11:28 PM
Character Creation:

1 - Select Race
2 - Allocate Attributes
3 - Spend Skill Points
4 - Spend Adaptation Points
5 - Purchase Equipment

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Attributes:

Strength - You much damage you inflict with your melee attacks, how effective you are with athletic abilities. The amount of die you roll to wound foes is covered by this attribute, as well as many uses of the Athletics skill.
Dexterity - How accurate you are with attacks, how deft you are with fingers and hands. Melee, Marksman and such usually apply to this attribute, as well as Stealth to steal items
Agility - How difficult it is to hit you, how readily you avoid oncoming area attacks, how often you go in combat as well. The defense and reaction skill use this attribute often.
Toughness - This represents your physical resilience, your hit points, and ability to resist damage. Toughness does not apply to skills, however, when it comes to resisting fatigue caused by lack of sleep or exhaustion, toughness can stave it off temporarily.
Intellect - This is your ability to solve puzzles and think. Imagicka, Adademics and such rely directly on this, as well as your ability to read others via intuition and such. Intellect can also make you harder to fool with persuasion.
Personality - This is your ability to influence others, you can use composure or negotiation to get an NPC to believe something you say, whereas you could also use persuasion to intimidate them into following you. Many social skills are based off of this.
Perception - Your ability to notice things, such as a door left open, tracks, a foe sneaking up on you. Alertness primarily uses this, as well as intuition. Although, Survival and other skills find this primarily useful too.
Spirit - Your mental resilience, your resistance to Imagicka effects, as well as your ability to fight off unconsciousness. This also represents your willpower and morale.

Races:

Sample

Base Attributes
This are your starting attributes. You may add bonus according to the explanation below.

Attributes:
You may allocated extra points onto the base attributes. Part of these MUST go to both physical and mental. You can not make a person who is entirely lacking in either, although you usually don't need to.

Traits:
Size - 6 is average. This represents your reach with a medium weapon, your base hit points, and your bonus to speed.
Speed - Normal (Size + Agility as a 2 tick movement) <-- Some speeds are quicker or slower
Racial Traits - An explanation of each racial trait here.
Adaptation Points - Sample has 8 adaptation points. Adaptation points is experience that you must spend at the start, you can use it only to increase skills or purchase talents and stances. 8 is average, representing adaptable races. Those with 10 typically don't train too much in one thing, whereas a 6 might have a series of required training while young.

Arsinians

Description
The Arsinians are a nomadic race led by spiritual leaders. They have very few settlements, but the ones they do are relatively simple in structure. Arsinians favor hunting and herbalism and often train in such to survive, and survival in aspect that Arsinians value. Arsinians are led by Shamans although less than 20 shamans exist among the entire race.

Arsinians are about 4-5 ft. tall and have ears that about 1 feet tall from their heads. They are covered in fur, usually a mottled or solid color, but some variations. They have large feet and can sprint for long distances at high speeds. They have a rodent-like face, except the snout is more blunt and rounded, almost like a human, but not. They have a small tuft for a tail, it is for show and nothing more.

Base Attributes
Strength - 2
Dexterity - 2
Agility - 4
Toughness - 2
Intellect - 2
Personality - 2
Perception - 4
Spirit - 2

Attributes:
You may spend 12 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Arsinians have 8 adaption points to spend on skills and talents. (This is average)
Size - 5 (If you excuse the massive ears, they are much shorter than the average humanoid)
Speed - Swift (Size + Agility + 4 as a 2 tick movement)
Improved Imagicka - The Imagicka skill costs 1 less XP to increase.
Improved Perception - When increasing attributes, all perception increases cost 1 less XP to increase. When increasing skills, all alertness increases cost 1 less XP to increase.
Low-light vision - When in dark illumination, but still light, Arsinians take no penalty to alertness checks.
Skill Mastery - Arsinians get a +1 bonus to Alertness, Athletics, Medical and Professions skills. The profession must be Alchemist, Herbalist or Hunter.
Sound Manifest - With a spirit check, 2 Successes D 5, the Arsinian can create small sounds for a number of ticks equal to 10 plus their spirit.

Clesians

Description
The Clesians do not have a uniform society. When Clesia founded her race, she merely camped out with the others, but some groups of Clesians hide in foothills of mountains. Clesians usually take great glee in finding new things or learning new tricks, and they are adept learners.

Clesians have a rodent-like wedge shaped head. Sometimes their incisors stick out of their mouth, even when closed. They have pronounced whiskers and stand never more than four feet in height, but about 3 and a half is average. Sometimes their long tails are covered in fur, but most of the time it is bare. Their furry body is typically dark colored, but the ones with furry tails have been known to have light colored bodies.

Base Attributes
Strength - 1
Dexterity - 3
Agility - 3
Toughness - 2
Intellect - 2
Personality - 3
Perception - 3
Spirit - 1

Attributes:
You may spend 14 points to increase your base stats, you must spend at least 4 points in increasing physical stats and at least 4 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Clesians have 10 adaption points to spend on skills and talents. (Clesians have been known to master talents quickly, or a vast array of abilities)
Size - 4 (Clesians are barely taller than Khin)
Speed - Slow (Size + Agility - 1 as a 2 tick movement)
Bite - Clesians may use their sharp incisors to bite foes, this attack still is weak, but counts as an unarmed attack that deals lethal piercing damage.
Low-light vision - When in dark illumination, but still light, Clesians take no penalty to alertness checks.
Resistance - A Clesian's Toughness attribute counts as being three higher when resisting diseases and poison.
Skill Affinity - Pick one skill at Character creation. This skill costs 1 XP less to increase, whenever you use exp to increase the skill.
Skill Boosts - Clesians get a +1 bonus to Alertness, Composure and Stealth.

Ethel-Mar

Description
The Ethel-Mar live in a warrior society. Training every day is merely a part of their life. Ethel-Mar are typically very disciplined and strong of body and spirit. They give praise to Ethel and often pray for her arrival to Elterr. When she does, they will be taken to the land of the Vyol. Vyol is supposedly filled with the ancient enemies of the Magi, and the Mar will slay all of the Magi's enemies.

Ethel-Mar usually stand over six feet in height, sometimes over seven in rare cases. Their bodies are thin, their eyes slanted, their hair dark. Typically they do not grow facial hair, but some cases have been heard of. Their arms are longer than normal and they are inhumanly flexible. They are otherwise very humanoid in shape.

Base Attributes
Strength - 2
Dexterity - 4
Agility - 4
Toughness - 2
Intellect - 1
Personality - 2
Perception - 3
Spirit - 2

Attributes:
You may spend 12 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Ethel-Mar have 8 adaption points to spend on skills and talents. (This is average)
Size - 6 (The Ethel-Mar is very tall, but wirey)
Speed - Fast (Size + Agility +3 as a 2 tick movement)
Alertness Boost - Ethel-Mar get a +1 bonus to their Alertness Skill and Survival skill.
Art of War - Ethel-Mar get two weapon proficiencies per melee point, instead of one, and may purchase the offensive or defense stance for 0 XP.
Darkvision - Ethel-Mar can see out to 10 + Perception yards in darkness at no penalty.
Improved Agility - When increasing attributes, all agility increases cost 1 less XP to increase. Ethel-Mar get a +1 bonus to their Acrobatics Skill.
Profession Penalty - Ethel-Mar must spend 1 extra XP to learn a new Profession.

Khin

Description
The Khin are nomadic, much like the Arsinians, but they tend to make long stops at civilization before disappearing for years. The Khin have the most famed archers, putting all of the Tyar and Ethel-Mar to shame, although some Zyietla and Arsinians have been known to match their prowess.

The Khin rarely stand over three feet in height, and have usually curly hair. Facial hair is about as common with Khin as Tyar, Kruff or Zyietla, their human-kin. They are often skinny, but sometimes an overindulgent Khin is heard of.

Base Attributes
Strength - 1
Dexterity - 4
Agility - 4
Toughness - 1
Intellect - 2
Personality - 2
Perception - 2
Spirit - 2

Attributes:
You may spend 14 points to increase your base stats, you must spend at least 4 points in increasing physical stats and at least 4 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Khin have 8 adaption points to spend on skills and talents. (This is average)
Size - 4 (The Khin are noticeably smaller than the average humanoid)
Speed - Slow (Size + Agility -2 as a 2 tick movement)
Improved Agility - When increasing attributes, all agility increases cost 1 less XP to increase.
Improved Stealth - When increasing stealth, skill increases cost 1 less XP to increase.
Skill Boost - Khin get a +1 bonus to stealth, acrobatics and athletics.
Light Manifest - With a spirit check, 2 Successes D 5, the Khin can create a light for a number of ticks equal to 60 plus ten times their spirit.
Marksman Boost - Khin get a +1 bonus to their marksman skill, their proficiency for this marksman skill point must be the shortbow.

Kruff

Description
The Kruff are the protectors of the human heritage. They used to watch over the Homon Hole, but ever since Emphar attacked, they have been forced to flee to Kelfwood, Ashenhill and Dawnvale. The Kruff have a strong alliance with the Zyietla and both of them often join forces to take down foes. The Kruff often train, similar to the Ethel-Mar, but using defensive tactics and with structures, as opposed to arboreal environements.

The Kruff stand usually almost six feet in height. They usually have a broader build than any of the other races, save the Yiiff. The Kruff are naturally musclebound and tough, and it shows. They often grown long hair, trimmed and pruned to perfection. They have facial hair about as often as the rest of their human-kin, the Zyietla, Tyar and Khin.

Base Attributes
Strength - 3
Dexterity - 2
Agility - 1
Toughness - 4
Intellect - 2
Personality - 1
Perception - 2
Spirit - 3

Attributes:
You may spend 14 points to increase your base stats, you must spend at least 4 points in increasing physical stats and at least 4 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Kruff have 8 adaption points to spend on skills and talents. (This is average)
Size - 6 (The Kruff is the average humanoid)
Speed - Normal (Size + Agility as a 2 tick movement)
Academics Boost - Kruff get a +1 bonus to Academics skill, their proficiency for this Academics skill point must be in History.
Defense Boost - Kruff get a +1 bonus to their defense skill, their proficiency for this defense skill point must be mail armor or the kite, heater or tower shield.
Improved Toughness - When increasing attributes, all toughness increases cost 1 less XP to increase.
Low-light vision - When in dark illumination, but still light, Kruff take no penalty to alertness checks.
Magic Vulnerability - Kruff roll one less die on any die to resist Imagicka, this penalty does not apply to charm and fear effects.
Resistance - A Kruff's Toughness attribute counts as being three higher when resisting diseases and poison.
Stalwart - A Kruff's Spirit counts as being one higher to resist fear and charm effects, the 'Fearless' Talent costs 1 less EXP for Kruff to learn.

Tyar

Description
The Tyar are a social race, thriving on others. They have spread to all ends of Elterr, and have interacted with all of the other races on every border. Although their kingdom is in pieces, they are still held together with an alliance between all of the Tyar King's Kingdoms. The Tyar feel it is up to them to defend Elterr from the attacks of their ancestors and the blessings of their four gods guide them.

Tyar stand about five and a half feet to six feet in height, sometimes below five feet, but that is rare with adults. They often keep themselves in tip-top condition with fashionable clothes and well-trimmed hair. The royal and noble blood-lines have been known to have outlandish hair colors such as cyan, turquoise, fuchsia or orange. Whether this is natural or dyed, only the Tyar know, although they claim it is inherited with the royal bloodline.

Base Attributes
Strength - 2
Dexterity - 2
Agility - 2
Toughness - 2
Intellect - 2
Personality - 3
Perception - 2
Spirit - 3

Attributes:
You may spend 14 points to increase your base stats, you must spend at least 4 points in increasing physical stats and at least 4 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Tyar have 10 adaption points to spend on skills and talents. (They are very adaptable)
Size - 6 (The Tyar is the average humanoid)
Speed - Normal (Size + Agility as a 2 tick movement)
Improved Personality - When increasing attributes, all personality increases cost 1 less XP to increase.
Improved Skills - With the exception of Melee, Marksman, Grapple and Defense, all skill increases cost 1 XP less to increase.
Skill Boost - Tyar get a +1 bonus to any two skills except: Melee, Marksman, Defense, Grapple.
Sleep Immunity - Tyar are immune to the effects of magical sleep and need only rest for 4 hours each day, they do not count as being asleep and suffer no penalties to alertness during this resting period.

Yiiff

Description
The Yiiff are led by The Paladins, an organization dedicated to worshipping The Light and defending the other Yiiff from attack. The Yiiff have well-structured settlements in Hammerforge, the Swordshore and the Iron Plains. The Yiiff consider themselves to be the proud defenders of what remains of Asor's creation.

Yiiff usually stand about seven feet in height, but eight feet is not unheard of. They are about as broad as a Khin is tall, and their fur-covered body is usually in black and white stripes. They have massive claws the size of daggers, and their badger-like faces are regal and usually calm.

Base Attributes
Strength - 4
Dexterity - 1
Agility - 2
Toughness - 3
Intellect - 2
Personality - 2
Perception - 2
Spirit - 4

Attributes:
You may spend 12 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Yiiff have 6 adaption points to spend on skills and talents. (Yiiff undergo spiritual training and battle training as well, leaving less time to personal endeavors)
Size - 7 (The Yiiff is slightly larger than the average humanoid)
Speed - Normal (Size + Agility as a 2 tick movement)
Combat Boost - The Yiiff may elect to boost melee or grapple as a skill boost. If they choose melee, the proficiency must be the battleaxe, waraxe, warhammer or any polearm.
Improved Spirit - When increasing attributes, all spirit increases cost 1 less XP to increase.
Improved Strength - When increasing attributes, all strength increases cost 1 less XP to increase.
Low-light vision - When in dark illumination, but still light, Yiiff take no penalty to alertness checks.
Magic Resistance - Whenever an Yiiff takes a wound from a magical attack, it deals one less wound, to a minimum of one. You get +1 die when rolling dice to resist Imagicka.
Natural Weaponry - Yiiff recieve the 'Unarmed Expertise' Talent for 0 XP, and their massive claws are used as weapons. These weapons deal damage as Size - 1 medium weapons with the Trip and Disarm qualities. This weapon counts as a Str 4+ requirement weapon.
Survival Boost - Yiiff get a +1 bonus to Survival skill, their proficiency for this craft skill point must be in Arboreal.

Zyietla

Description
The Zyietla claim they are the true humans. Their regal society, their foundation of Imagicka from Mars, their pursuit of the Ancestors. They epitomize human... so they say. The Zyietla live in isolated cities away from the other races and watch from afar, only assisting when it is advantageous to them. Although should another race willingly walk into their territory, they are more often than not, quite friendly.

Zyietla typically stand four and a half to five feet in height. They grow hair very rapidly and usually the non-combatants grow as much hair as they like, but warriors typically keep facial hair and such to minimal lengths, Zyietla do not fight fair and hair-grabbing is one easy tactic they like to use. The Zyietla are typically thinner than the other humanoids for their size are considered to be the most graceful as well.

Base Attributes
Strength - 2
Dexterity - 4
Agility - 3
Toughness - 1
Intellect - 4
Personality - 2
Perception - 2
Spirit - 3

Attributes:
You may spend 11 points to increase your base stats, you must spend at least 3 points in increasing physical stats and at least 3 points increasing mental stats. You may not increase an attribute more than 3 times this way.

Traits:
Adaptation Points - Zyietla have 6 adaption points to spend on skills and talents. (This is below average, most of their training is spent elsewhere instead of personal endeavors)
Size - 5 (The Zyietla is slightly shorter than human-sized)
Speed - Swift (Size + Agility +2 as a 2 tick movement)
Improved Intellect - When increasing attributes, all intellect increases cost 1 less XP to increase.
Knowledge Boost - Zyietla get a +1 bonus to their academics skill, their proficiency for this academics skill point can be in any proficiency.
Magic Affinity - When purchasing the Casting Stance Talent, the Zyietla only need spend 6 EXP or Adaptation points. If the Zyietla does, that Zyietla gets a +1 bonus to their Magic Skill, their proficiency for this Magic skill point can be in any proficiency. The Imagicka skill costs 1 less XP to increase.
Magic Resistance - Whenever an Zyietla takes a wound from a magical attack, it deals one less wound, to a minimum of one. You get +1 die when rolling dice to resist Imagicka.
Mana Burn - Zyietla can make an Imagicka attack against foes in a casting stance. The range on this attack is 20 yards plus their intellect attribute and it is resolved by the Zyietla rolling an Intellect check versus the foes Spirit check. If the Zyietla scores more successes, the foe gains one point of Imagicka drain. This has a 4 tick casting time, a 4 tick recuperation time, and once used, can not be used again for an hour.
Swift Stealth - Zyietla have learned to set up quick ambushes upon their foes, unleashing a flurry of arrows and spears into their enemies. The 'Swift Stealth' ability costs 0 XP and the Zyietla may purchase it, even without meeting the prerequisites.

------

Skills:

You begin with 12 points to divide between all of your skills. You can not put more than 2 points into one skill at this time. After you have distributed all of these points, add one to two different skills. You may add any racial bonuses after these steps.

Some skills are divided into proficiencies, such as melee. In these cases, you get proficiency with a new use of that skill each time you take a new skill point. For example, a human has 1 in melee and selected longsword. The next time that human increases their melee skill, he chooses a new weapon, such as the battleaxe.

Some proficiencies, like Profession and Performance do not work this way. In these cases, you pick one proficiency and increase only that one. You can take the skill many times, each with a different proficiency.

The dagger and quarterstaff cost 0 skill points in melee to learn.

Cloth Armor and the Buckler cost 0 skill points in defense to learn.

Melee (Accuracy and skill with melee weapons)
- Proficiency: Every time you take a skill point in Melee, you select a melee weapon and then may use it without penalty with your melee skill.
Marksman (Accuracy and skill with ranged and throwing weapons)
- Proficiency: Every time you take a skill point in Marksman, you select a ranged or throwing weapon and then may use it without penalty with your marksman skill.
Grapple (Accuracy and skill with punches and kicks)
Defense (Ability to defend oneself from enemy weapons)
- Proficiency: Every time you take a skill point in Defense, you select a type of armor or type of shield and then may use it without penalty, you must learn mail before you can learn plate.
Athletics (Ability to climb, jump and swim)
Acrobatics (Ability to slip past foes and maintain balance)
Reaction (Ability to react in combat and dodge large effects)
Stealth (Ability to remain unnoticed)
Persuasion (Ability to lie, gather information and convince others)
Negotiation (Ability to make others more friendly, or less hostile, towards oneself, or another)
Composure (Ability mask one's face when lying or when struck)
Performance (Ability to play an instrument or perform)
- Proficiency: Whenever you take Performance, you must pick one type of performance, all bonuses to this skill go only to that performance type. You may take this skill many times and apply each point to a new performance type.
- Acting, Brass, Chant, Dance, Keyboard, Oratory, Strings, Woodwind, etc...
Alertness (Ability to detect sneaking foes and secrets)
Animal Lore (Ability to train, tame and calm animals)
Intuition (Ability to detect stances, changes in stances and if a person is using composure)
Survival (Your ability to gather food, make directions and blaze trails)
- Proficiency: Whenever you take Survival, you must pick one type of environment, all bonuses to this skill go only to that environmental type. You may take this skill many times and apply each point to a new survival type.
- Arboreal, Arid, Alpine, Subterranean, Plains etc...
Academics (Your knowledge on a particular subject)
- Proficiency: Whenever you take Academics, you must pick one type of knowledge, all bonuses to this skill go only to that academics type. You may take this skill many times and apply each point to a new academics type.
- Arcane Lore, History, Nobility, 'Specific Region', Religion, etc...
Device Lore (Your knowledge with disabling and creating traps and devices)
Medical (Your ability to detect injuries, guess cause of death, and heal the wounded)
Imagicka (Your skill with magic)
- Proficiency: Whenever you take Imagicka, you pick a type of Imagicka and increase that skill in that discipline. Each discipline must be taken seperately, as if it were a different skill. Each time you learn a new discipline or increase its skill, you learn all of the spells in that category.
- Creation, Destruction, Divining, Enchanting, Enhancement, Illusion, Maladiction, Protection, Summoning, etc...maybe more.

DM Kiirnodel
2007-01-31, 11:28 PM
Talents

Stances - Whenever you enter a stance it takes a certain amount of time. That time is the exiting stance time plus the entering stance time, this usually takes 0-2 ticks tops.

Combat Stance: 0 AP
- 0 ticks to enter the stance
- 0 ticks to exit the stance
- While in a combat stance, you can attack.
- It is obvious that you are ready for combat and you get -3 composure to hide that you are ready for combat.

Combat Stance Talents:

Acrobatic Charge (Agl 4+, Acrobatics 2+) – 3 AP – When charging you can use athletics to ignore cover, acrobatics to ignore people and still make a successful charge. Normally any form of blocking terrain or people block off a charge entirely.
Backstab (Dex 5+, Ambush, Melee 3+, Stealth 3+) - 3 AP - If you attack a foe in his either of his flanks, except a flank in which is protected by a shield, you add half of your ambush bonus to. Any attack against an opponent's rear quarter counts as an ambush, even if you aren't in a stealth stance.
Blind-Fighting (Alertness 3+) – 3 AP – You have no speed penalty or accuracy disruption penalty when fighting without using sight.
Bludgeoning Strike (Melee 5+) – 2 AP– Your attacks with bludgeoning weapons gain Bludgeon +1.
Brutal Hack (Melee 5+) – 3 AP– Your attacks with hacking weapons gain Puncture +1.
Cheap Shot (Dex 5+, Ambush, Melee 3+, Stealth 3+) - 4 AP - You stab or kick at a Kidney, Groin or Nose. You roll the attack as usual, but double your melee skill for this attack and it takes one less tick to perform. When you get to the wounding phase, you instead delay them by the amount of ticks you scored instead of dealing damage. Half of this duration, rounded down, they are stunned.
Dual Weapon Attack (Dex 4+, Melee 1+) – 4 AP – All attacks made this turn are decreased by one die, and you may attack with two weapons at once, one in each hand.
Dual Weapon Barrage – 4 AP (Dex 5+, Melee 4+, Dual Weapon Attack) The Dual Weapon Attack action costs 1 tick less for you.
Dual Weapon Flurry – 3 AP (Dex 5+, Melee 2+, Dual Weapon Flurry) – The penalties for flurrying with both of your weapons are reduced by one, you may only use this with the dual weapon attack ability.
Expert Disarm(Dexterity 4+) – 3 AP – You get +2 on Dexterity checks to disarm foes.
Expert Trip(Dexterity 4+ or Strength 4+) – 3 AP – You get +2 on Dexterity or Strength checks to trip foes.
Flurry of Strikes (Dex 5+, Reaction 5+) – 2 AP – You reaction checks to reduce ticks with attacks can have 6 successes instead of 5 max.
Hit and Run (Swift or Speed 11+; Dex 4+, Agl 5+, Melee 3+) – 7 AP – By taking a –1 penalty to all rolls this turn, you may combine the attack and move action, dispersing movement before the attack, after the attack, or both.
Improved Flurry (Dex 4+, Melee 2+) – 4 AP – The penalties for flurrying are reduced by one for you.
Iron Fist (Melee 2+, Str 4+, Unarmed Expertise) – 3 AP – When you make unarmed attacks, your size is treated as being one higher for wounding purposes.
Knockdown (Strength 5+) – 3 AP – You can run into people during movement, allowing opposed strength rolls to attempt to knock the target to the ground, +4 ticks to the move action.
Opportunistic Strike (Dex 5+, Ambush, Melee 4+, Stealth 4+) - 8 AP - If you attack a foe your are in melee with on your turn, and an ally attacks that same foe with a melee attack, you may delay your next action by two ticks to make a 'free attack' against that foe instantly. Once used, you may not use this ability for 10 ticks.
Melee Barrage (Dex 5+, Melee 4+, Improved Flurry) – 4 AP – If you flurry with a heavy weapon, it gains heavy -1, otherwise, you gain swift +1.
Momentum Swing (Str 5+, Tgh 5+) – 3 AP – Whenever you charge with a non-small weapon, roll an additional die to wound and you may attempt to knock down.
Slash Flurry (Melee 5+) – 2 AP – Your attacks with slashing attacks gain Swift +1.
Strike the Lifeblood (Melee 3+, Int 4+, Unarmed Expertise) – 4 AP – Your unarmed attacks gain Bludgeon 1.
Swift Draw (Dex 4+) – 2 AP – Whenever you perform an action, immediately after or before the action you may elect to draw a sheathed weapon without taking any penalties.
Unarmed Expertise – (Melee 1+) 2 AP – You inflict lethal damage while unarmed, and a d8 to wound.
Unarmed Mastery (Melee 4+, Unarmed Expertise) – 6 AP – When you roll dice involving unarmed strikes, re-roll up to one die per attack.
Unarmed Retaliation (Melee 5+, Unarmed Expertise) – 4 AP – Whenever you are struck while unarmed, if you haven’t used this ability in the last 8 ticks, you may attack your attacker without taking an action.
Vicious Thrust(Melee 5+) – 3 AP – Whenever you roll an attack with a piercing attack, you may roll an additional die to wound.
Whirling Attack (Dex 4+, Melee 4+) – 10 AP – Instead of attacking once on your action, you may make an attack at everyone foe you can reach. (+4 initiative)
Witch Hunter (Spr 4+) – 3 AP – Whenever you hit an Imagicka wielder with an attack, make opposed spirit checks, and the opponent gets –1 to all rolls with this check. If you win, the target can not use Imagicka for a number of ticks equal to double your spirit attribute.

Passive Stance: 0 AP
- 0 ticks to enter the stance
- 0 ticks to exit the stance
- Your agility and defense skill counts as 0.
- You must be aware of foes to exit this stance, or must have reasonable suspicion.
- This is the only stance you can perform a full-run in.

Passive Stance Talents:
Charismatic – 3 AP (Prs 4+) – All negotiation and persuasion rolls are at one lower difficulty.
Expert Haggler – 2 AP (Prs 5+, Persuasion 1+) – The difficulty for personality checks to reduce prices is reduced by one for you.
Master Healer – 2 AP (Medical 1+) – Medical checks difficulties’ are reduced by one for you.
Master Tracker – 2 AP (Alertness 1+, Survival 1+) – Anytime you roll a dice pool related to tracking, the difficulty is reduced by one.
Master Performer – 2 AP (Performance 1+) – The difficulty for performance checks are reduced by one for you.
Survivalist – 4 AP (Int 3+, Survival 1+, Stealth 1+) – The difficulty of survival and stealth checks are lower by one for you in natural surroundings.
Swift – 3 AP (Agl 4+) – You move as if your agility was one higher than normal, but only for distance covered while moving.

Stealth Stance: 0 AP
- 1 tick to enter the stance
- 0 ticks to exit the stance
- It is not obvious that you are ready for combat, you may roll a composure check against a foe to convince them that you are not ready to fight, or are in a passive stance.
- You may not move greater than half speed, if you do, then you immediately assume a passive stance instead.
- You immediately enter a combat stance if you perform an attack while in this stance.

Stealth Stance Talents:

Ambush (Dex 5+, Stealth 1+) - 4 AP - If you strike a foe while in a Stealth stance, your strength counts as being four points higher for that attack. (Bare in mind that whenever you attack while in a Stealth stance, you exit the stance)
Chink in the Armor (Dex 6+, Per 4+, Melee OR Marksman 3+) - 5 AP - While in a Stealth Stance, you may reduce a foe's absorb rating given by armor equal to the number of successes on your perception + alertness check, difficulty 6. This action takes 5 ticks to perform.
Debilitating Shot (Dex 5+, Marksman 2+) - 3 AP - Whenever you use your Ambush ability with a ranged weapon, you may elect to lower a foe's physical attribute by one for 30 ticks.
Expert Sneak (Stealth 2+) - 3 AP - The difficulty for stealth checks is reduced by one for you, while in a Stealth stance.
Hamstring (Dex 5+, Melee 3+) - 4 AP - If you wound a foe while in a Stealth stance, their speed is reduced by 50% for 30 ticks.
Intuitive Reflexes (Perception 4+) - 4 AP - You count as being in a combat stance whenever you are attacked while in a passive stance or stealth stance. (Your still get to use your agility against attacks while unaware)
Swift Stealth (Agl 6+, Stealth 2+) - 6 AP - You may move 75% of your speed and still not break your stealth stance.
Twist the Blade (Dex 5+, Melee 2+) - 3 AP - Whenever you use your Ambush ability with a bladed weapon, you may elect to lower a foe's physical attribute by one for 30 ticks.

Shooting Stance: 0 AP
- 0 ticks to enter the stance
- 1 tick to exit the stance
- While in a shooting stance, you can attack with ranged weapons.
- This is considered a combat stance.
- You recieve a -1 penalty to your defense skill against melee attacks.

Shooting Stance Talents:
Aimed Precision (Dex 5+, Marksman 5+) – 3 AP - When shooting your bow, you may spend extra ticks aiming, but no more ticks than you have skill points in marksman. If you do, for each two ticks you waited, the bow's attack recieved any combination of +1 Strength or +1 Marksman skill. (For example, if you waited 4 ticks, you could choose +2 Strength OR +2 Marksman OR +1 Strength and Marksman)
Barrage (Dex 5+, Marksman 4+) – 3 AP - Shooting a ranged weapon costs 1 tick less to perform.
Calculated Shot (Int 4+, Marksman 3+) – 3 AP - Whenever you make a marksman check without flurrying, you may use Intellect instead of Dexterity.
Defiant Shot (Marksman 5+) – 4 AP -Whenever you are charged, if you haven’t used this ability in the last 8 ticks, you may shoot your attacker without taking an action.
Hamstring Shot (Dex 5+, Marksman 3+) - 6 AP - If you wound a foe while in a Shooting stance, you may elect to inflcit one less wound. If you do, their speed is reduced by 50% for 30 ticks.
Improved Precision (Dex 5+, Marksman 3+, Precision) – 3 AP – You ignore the penalties imposed by allies when shooting.
Master Marksman - (Melee 6+) - 8 AP - The difficulty for marksman rolls while in an offensive stance is 4, not 5, base.
Multi-shot (Dex 5+, Marksman 5+) – 3 AP - You may take a -1 penalty to your marksman skill, and take an extra tick to fire your ranged weapon. If you do, you may perform an attack at two different targets simultaneously.
Power Shot (Dex 4+) – 4 AP - Whenever you hit an opponent with an arrow, you may roll an additional die when rolling your wounding roll.
Precision (Dex 5+, Marksman 2+) – 3 AP - You ignore penalties for shooting into melee, and lessen penalties for shooting beyond range and at smaller targets.
Rapid Reload (Dex 5+, Reaction 2+) – 10 AP – Instead of spending 6 ticks to reload your crossbow, you may spend only 3 ticks.

Defensive Stance (Agl 2+, Int 3+; Defense 3+) - 2 AP
- 1 tick to enter the stance
- 1 tick to exit the stance
- This is considered a combat stance.
- While in a Defensive stance you can activate defensive stance talents
- You get -1 to melee and marksman skills while in a defensive stance
- You get +1 defense skill while in a defensive stance
- If you attack-parry, the penalty does not stack, you get a -2 penalty instead. The bonus stacks
- The bonus changes to +2 if you use total defense while in this stance.

Defensive Stance Talents:
Agile Riposte (Agl 4+, Dex 5+, Melee 3+) - 6 AP - While in a defensive stance and a foe misses you, you may strike at them immediately after their attack. This attack has no penalties imposed by attack-parrying or defensive stance. You must wait 8 ticks before using this ability again and activating this ability costs 2 ticks of action. You must exit the defensive stance as part of this maneuver.
Defensive Attack (Agl 4+, Dex 4+, Melee 2+) - 3 AP - Whenever you use the total defense action, and an opponent misses you during it. You get +3 melee on your next attack against that opponent.
Defiant Shout (Per 3+) - 4 AP - As an 6 tick action, you may perform a Defiant shout at a foe. He must be within 10 + your personality yards from you. You roll a personality + persuasion check versus their spirit + composure. If they fail, then they get -2 melee skill when attacking any of your allies.
Dodge (Agl 5+) - 3 AP - Whenever an opponent misses you, you may move a number of feet equal to your base speed. This action costs no ticks and once used, you must wait 15 ticks before using it again.
Master of Defense (Agl 5+, Defense 6+) - 8 AP - The difficulty for defense rolls while in a defensive stance is 4, not 5, base.
Shield Expert - 3 AP - You get +1 defense skill when using a shield and in a defensive stance.
Shield Retaliation - 4 AP - Whenever an opponent misses you by more than 2, you can knock them with your shield. This delays them by a number of ticks equal to the defense bonus your shield grants. You may not use this with a buckler.
Shield Wall - 5 AP - When in a defensive stance, any ally within reach of you gains your shield bonus - 1, You must use a kite, heater or tower shield to use this ability.

Offensive Stance (Dex 3+, Per 2+; Melee or Marksman 3+) - 2 AP
- 1 tick to enter the stance
- 1 tick to exit the stance
- This is considered a combat stance.
- While in a Offensive stance you can activate Offensive stance talents
- You get +1 to melee or marksman skills while in an Offensive stance
- You get -1 defense skill while in an Offensive stance
- If you use a power swing during an Offensive stance, or an All-out attack, then you get an additional +1 die bonus to hit the foe.

Offensive Stance Talents:
Cleave (Melee 4+) - 5 AP - You may make an attack at all foes in your flank and front arcs, all at -1 to your melee skill. This attack costs normal weapon ticks +2 ticks per additional foe.
Crushing Blow (Str 5+) - 3 AP - When rolling to wound and in an offensive stance, your strength is treated as one higher assuming you wield a weapon that requires a Strength of 4 or higher to wield it without speed penalty.
Frenzy (Str 5+, Tgh 4+, Spr 3+) – 6 AP – The first time you are wounded in combat, you enter a frenzy. Your defense skill decreases by two, While in frenzy you can not parry or attack-parry, you must always perform some kind of attack or rush if no one is within range, even if there are no enemies left over. This lasts for 30 ticks of combat plus twice your toughness score, you can attempt to break it off early by passing a spirit check with three or more successes at D 6. While in a Frenzy you gain 'Puncture 1' and 'Reinforced 1'. (These stack if you already have these abilities from others sources.)
Implacable Offense (Dex 5+) - 4 AP - Whenever you hit a foe, your next attack is at +1 melee skill. This stacks until you miss a foe, or until the bonus is equal to your current melee skill.
Leaping Charge (Athletics 1+, Melee 1+) – 5 AP – Whenever you charge, the difficulty for melee checks is reduced by two.
Master of Offense - (Melee 6+) - 8 AP - The difficulty for melee rolls while in an offensive stance is 4, not 5, base.
Mighty Blow (Str 6+, Melee 4+) – 4 AP – Whenever you roll to wound with a Str 4+ weapon, for each success, knock the opponent back 2 feet.
Overswing (Str 5+) - You can choose to power swing for -2 melee instead of -1, if you do, you get +3 strength instead of +1.
Power Charge (Melee 4+) - 3 AP - Whenever you charge, you get +3 speed for that action. If you sucessfully hit your foe, that foe is delayed for 2 ticks plus the number of wounds it causes, if it wounds.
Powerful Strikes (Str 5+) - 4 AP - Whenever you perform a power swing, that foe gets -1 defense until they next act, which is delayed by one tick if you strike.
Retaliation Strike (Str or Dex 5+) - 4 AP - Whenever you are struck while in an offensive stance, your next attack against that foe is at +1 melee skill.
Sundering Strike - 3 AP - Whenever you attack a foe's weapon or shield, you get +2 Str and Dex for that attack.
Taunt (Per 3+) - 4 AP - As an 6 tick action, you may perform a Taunt at a foe. He must be within 10 + your personality yards from you. You roll a personality + persuasion check versus their spirit + composure. If they fail, then they get -2 defense skill when attacking any of your allies.

Talents:

These are talents that are active in ANY stance.

Accurate Intuition(Intuition, Reaction 1+) – 4 AP – Whenever you roll an intuition or reaction check, the difficulties are reduced by one.
Fearless (Spr 4+) – 3 AP – You are immune to intimidation persuasion attempts and Fear inducing Imagicka effects.
Feel no Pain (Tgh 5+) – 4 AP – You are immune to the debilitating effects of damage for being below half hit points and below quarter hit points.
Lucky (Usable at GM discretion, usually in peril) – 3 AP – You may scoop up all of your die for a dice roll and re-roll all of them.
Resilience (Tgh 5+) – 5 AP – Your maximum hit points is one higher than normal.
Vitality (Tgh 6+) – 5 AP – You gain 'Reinforced 1'

Racial Talents:

Arsinian Only:
Arterial Shot (Dex 5+, Arsinian, Marksman 3+) – 2 AP – Whenever you score a critical hit with a bow, your strength counts as being one higher for that attack.
Bow Mastery (Dex 5+, Arsinian, Marksman 3+) – 2 AP – Whenever you fire a bow, you roll an additional die with your marksman check.
Find the Path (Per 6+, Arsinian, Survival 2+, Alertness 2+) – 2 AP – The difficulty for finding a trail, blazing a trail or finding tracks is one lower for you.
Spiritual Boost (Spr 5+, Arsinian, Imagicka (Restoration) 1+) – 4 AP – You can spend an extra 2 ticks to cast a spell, if you do, then you are immune to concentration delay caused by weapon damage for that spell and you count as having +2 Spirit for that spell.
Sprint (Agl 7+, Arsinian) – 3 AP – When in a passive stance, your speed counts as being two higher. When in combat, you may activate a 'sprint' ability. The sprint ability lasts for 10 ticks and adds +50% to your speed during this time.

Clesian Only:
Ankle Slasher (Dex 5+, Clesian, Melee 3+) – 3 AP – Whenever you hit a larger foe with a slashing or piercing attack, delay their initiative by one tick.
Filth Dweller (Tgh 4+, Clesian) – 2 AP – You are immune to disease.
Intuitive Sense (Prs 5+, Clesian, Composure and Intuition 2+) – 3 AP – The difficulty for composure and intuition checks are one lower for you.
Mimicry (Int 5+, Clesian) – 6 AP – Whenever you see an ally perform a talent that is NOT an Imagicka talent or a passive ability, you can attempt to mimic it. This action takes just as long as that action you are mimicking, and you must roll an Intellect + Intuition check. If you score enough successes equal to or greater than the amount of EAP required to learn that ability, you gain it for 20 ticks plus your Intellect score. You can only have one extra ability learnt this way at a time.
Poison Mastery (Int 5+, Clesian, Profession (Poisoner) 1+) – 2 AP – The difficulty for you to detect or craft posion is one lower for you.

Ethel-Mar Only:
Agile Stance (Agl 6+, Dex 6+, Ethel-Mar, Melee 4+, Defense 4+, Reaction 4+) – 4 AP – You now may enter a stance of agility. This stance has the following benefits:
- 1 tick to enter the stance
- 1 tick to exit the stance
- This is considered a combat stance.
- This is considered a defensive stance if you know the stance.
- This is considered an offensive stance if you know the stance.
- You gain a +2 bonus to reaction and +1 bonus to melee or defense, whatever you don't select, you get a -1 to.
Arterial Strike (Dex 6+, Ethel-Mar, Melee 3+) – 2 AP – Whenever you score a critical hit with a melee attack, your strength counts as being one higher for that attack.
Blade Mastery (Dex 6+, Ethel-Mar, Melee 3+) – 2 AP – Whenever you strike with a dagger, katar, kukri, scimitar, shortsword, you roll an additional die with your melee check.
Improved Initiative (Agl 6+, Ethel-Mar, Reaction 3+) – 2 AP – You always start combat at initiative 0, and always win all ties for initiative.
Shift Stance (Agl 6+, Ethel-Mar, Reaction 3+) – 2 AP – No matter what stance you elect, exiting and entering stances cost 0 ticks for you. You may switch stances even when it isn't your turn, if you do, then you must wait 20 ticks before using this ability again.

Khin Only:
Blinding Flash (Spr 4+, Khin) – 4 AP – You may use the Manifest Light ability as an offensive attack in combat. If you do, you target a foe within 15 yards. The foe is blinded for one tick as a burst of light flashes around him. He must make a spirit check, if he scores four or more successes, the light has no more effect. If he scores three successes, his current initiative is delayed by two ticks, if two successes, he is blinded for 3 ticks instead and is delayed for 5 ticks, if only one succes, then he is stunned for 1 tick, blinded for 4 ticks and delayed by 6 ticks. If he scores no successes, he is stunned for 2 ticks, blinded for 5 ticks and delayed by 8 ticks.
Elusive Target (Agl 7+, Khin, Acrobatics, Reaction AND Stealth 3+) – 4 AP – Whenever making an attack causes you to exit your Stealth stance, and you have cover within 5 feet, you may use this ability. You and your foe roll opposed checks, Agility plus Reaction versus the foes Perception plus Alertness, if you score more successes, then you count as being invisible to that foe until the end of their next action.
Master Tinkerer (Int 4+, Khin, Device Lore 2+) – 2 AP – The difficulty for Device Lore checks are one lower for you.
Ranged Mastery (Dex 7+, Khin, Marksman 4+) – 6 AP – Whenever you make a marksman check, the difficulty is one lower for you.
Thief (Agl and Dex 6+, Khin, Stealth 2+) – 1 AP – When you attempt to pick pockets, roll an additional die.

Kruff Only:

Drink 'til you Drop (Tgh 6+, Kruff) – 4 AP – You are immune to poison.
Kruff Historian (Int 4+, Kruff) – 1 AP – Academics (History) costs 1 AP less to increase and the base difficulties of all Academics (History) checks is reduced by one.
Melee Mastery (Int AND Str 4+, Kruff) – 2 AP – Pick any one melee weapon, whenever you attack with that weapon, roll an additional die on your melee check.
Physical Endurance (Tgh 6+, Kruff) – 6 AP – Whenever you take more than one wound from a physical attack, reduce the number of wounds taken by one.
Surge of Adrenaline (Str 5+, Dex 4+, Tgh 5+, Kruff) – 6 AP – Whenever you are crippled or injured, instead of decreasing your attributes, your Strength, Dexterity and Agility increase instead.

Tyar Only:
Charismatic (Prs 4+, Tyar, 5+ skill points in Negotiation, Persuasion and Composure) – 2 AP – Whenever you attempt to persuade, negotiate or deceive someone with words, the base difficulty is one lower than required.
Heritage of the Three (Spr 5+, Tyar) – 5 AP – You inherited dark powers of the Three. You gain Magic Resistance (See Yiiff and Zyietla for more information), your skin gains a paler hue. If you have the Summoning discipline of Imagicka, your minions have one extra skill point.
Inspiring (Spr 5+, Tyar, Composure 3+) – 3 AP – Allies who fight with you in combat gain Spirit +1.
Stance Intuition (Per AND Int 4+, Tyar) – 2 AP – You get +2 Intuition to detect stances, including if a foe is in a passive stance and is using composure to hide their stance.
Weapon Mastery (Int AND Dex 4+, Tyar) – 3 AP – Pick any one weapon, whenever you attack with that weapon, roll an additional die on your melee, grapple or marksman check.

Yiiff Only:
Faith in the Light (Spr 5+, Yiiff) – 3 AP – Once per fight, you may perform a blessing. This prayer costs 2 ticks to perform and it lasts for 10 ticks plus twice your spirit attribute. During this time, you receive a +1 bonus to all skills.
Mace Mastery (Str 6+, Yiiff, Melee 3+) – 2 AP – Whenever you strike with a mace, maul or warhammer, you roll an additional die with your melee check.
Mage Rend (Spr 5+, Yiiff) – 4 AP – Whenever you strike a foe in a casting stance, the penalty to the casting time is doubled and you both make opposed spirit checks, if the foe fails to score more successes, then the spell is interrupted entirely.
Resolve (Spr 5+, Yiiff) – 4 AP – When resisting the effects of Imagicka, your spirit score is treated as being three higher than it actually is.
Smite (Spr 5+, Yiiff, Faith in the Light) – 1 AP – Once per fight, you may smite a foe, adding four to your Strength score for a single attack. You may only use this ability with a polearm, axe, or hammer.

Zyietla Only:
Agile Retaliation (Dex 6+, Agl 5+, Zyietla, Melee 4+, Dodge) – 4 AP – Whenever you use your Dodge talent, you may strike your foe during that action, with a pike, glaive or rapier.
Arcane Ambush (Int 5+, Dex 5+, Zyietla, Stealth 2+) – 3 AP – If you are in a stealth stance, and you attack a foe who is capable of casting spells, and strike them, you make an Intellect check versus their Spirit check, if you win then they gain one point of Imagicka drain. If they are in a casting stance when you perform this, then they gain one point of Imagicka drain in addition to whether the previous roll is successful or not.
Imagicka Strike (Int 5+, Dex 5+, Zyietla)– 3 AP – If you are in a combat stance, you may empower your melee weapon with Imagicka, you immediately decrease your spirit and toughness by one each for 30 ticks and you make your next attack at Strength +3.
Spear Mastery (Dex 6+, Zyietla, Marksman 3+) – 2 AP – Whenever you strike with a spear, pike or glaive, you roll an additional die with your melee check.
Theft of Magic (Int 7+, Zyietla, Imagicka 2+) – 4 AP – Whenever you successfully perform mana burn, and you have at least one point of Imagicka drain, you lose one point of Imagicka drain.

DM Kiirnodel
2007-01-31, 11:29 PM
Equipment:

Weapons deal damage based off of your size. For example, a Tyar with a dagger and a strength of 3 will roll 7 dice to-wound. (Dagger is Size - 2, 6 - 2 in other words, and 3 more dice due to strength) The standard reach for melee weapons IS your size, small weapons have one foot less reach, whereas large weapons one more. Some weapons reach further than normal and will be indicated in the weapon's entry.

Weapons:

Small Weapons:
Dagger (Melee - 0 points; Marksman - 1 point)
- Type 'Blade'
- Wounding Dice: Size - 2
- Throw distance (Size + Str distance range increment)
- Piercing damage
- Can deal slashing in melee instead (Melee skill 1+ required)
- Strength Requirement (None)

Handaxe (Melee - 1 point or Marksman - 1 point)
- Type 'Axe'
- Wounding Dice: Size - 1
- 'Puncture 1' ability
- Throw distance (Size + Str distance range increment)
- Hacking damage
- Heavy 1
- Strength Requirement (4+ No penalty, Str 2-3 = -1 reaction, Str 1 = -2 reaction)

Kama (Melee - 2 points)
- Type 'Blade'
- Wounding Dice: Size - 2
- 'Flurry Strike +2' ability (Slashing only)
- 'Trip Attack' ability
- Piercing damage
- Strength Requirement (2+ No penalty, Str 1 = -1 reaction)

Katar (Melee - 2 points)
- Type 'Blade'
- Wounding Dice: Size - 2
- 'Puncture 1' ability (Piercing only)
- 'Flurry Strike +1' ability (Slashing only)
- Piercing or Slashing damage
- Strength Requirement (2+ No penalty, Str 1 = -1 reaction)

Kukri (Melee - 1 point)
- Type 'Blade'
- Wounding Dice: Size - 1
- 'Critical 2' ability
- Slashing damage
- Strength Requirement (3+ No penalty, Str 1-2 = -1 reaction)

Shortsword (Melee - 1 point)
- Type 'Sword'
- Wounding Dice: Size - 1
- 'Improved Parry' ability
- Piercing damage
- Can deal slashing instead (Melee skill 2+ required)
- Strength Requirement (3+ No penalty, Str 1-2 = -1 reaction)

Medium Weapons:

Battleaxe (Melee - 1 point)
- Type 'Axe'
- Wounding Dice: Size
- 'Puncture 1' ability
- Hacking damage
- Can deal slashing instead (Melee skill 3+ required, loses puncture)
- Can deal bludgeoning instead (Melee skill 3+ required, loses puncture and 2 less wounding dice)
- Strength Requirement (6+ No penalty, Str 4-5 = -1 reaction, 2-3 = -2 reaction, 1 = -3 reaction)

Javelin (Marksman - 1 point)
- Type 'Throwing'
- Wounding Dice: Size - 1
- Throw distance (25 + Size + Strength range increment)
- Piercing damage
- Strength Requirement (3+ No penalty, 1-2 = -1 reaction)

Longsword (Melee - 1 point)
- Type 'Sword'
- Wounding Dice: Size
- 'Improved Parry' ability
- Slashing damage
- Can deal piercing instead (Melee skill 1+ required, Size -1 wounding instead)
- Can deal bludgeoning instead (Melee skill 2+ required, loses 2 wounding dice and -1 melee skill for this attack)
- Strength Requirement (4+ No penalty, 2-3 = -1 reaction, 1 = -2 reaction)

Mace (Melee - 1 point)
- Type 'Bludgeon'
- Wounding Dice: Size
- 'Bludgeon 2' ability
- Bludgeoning damage
- Strength Requirement (5+ No penalty, Str 3-4 = -1 reaction, 1-2 = -2 reaction)

Rapier (Melee - 2 points)
- Type 'Sword'
- Wounding Dice: Size - 1
- 'Improved Parry' ability
- 'Flurry Strike +2' ability
- 'Puncture 2' against targets with cloth or no armor
- 'Feeble 2' against targets with mail or plate armor
- Slashing or Piercing damage
- Strength Requirement (None)

Scimitar (Melee - 1 point)
- Type 'Sword'
- Wounding Dice: Size - 1
- 'Improved Parry' ability
- 'Flurry Strike +2' ability
- Slashing damage
- Can deal piercing instead (Melee skill 2+ required)
- Can deal bludgeoning instead (Melee skill 2+ required, loses 2 wounding dice and -1 melee skill for this attack)
- Strength Requirement (3+ No penalty, 1-2 = -1 reaction)

Shortbow (Marksman - 1 point)
- Type 'Bow'
- Two-handed use
- Wounding Dice: Size - 1
- 'Puncture 1' ability
- (45 + Size) Range Increment
- Piercing damage
- Strength Requirement (3+ No penalty, 1-2 = -1 reaction)

Spear (Melee - 1 point or Marksman - 1 point)
- Type 'Polearm' AND 'Throwing'
- Wounding Dice: Size
- 'Reach 3' ability
- Piercing damage
- Throw Distance (12 + Size + Strength Range Increment)
- Strength Requirement (4+ No penalty, 2-3 = -1 reaction, 1 = -2 reaction)

Warhammer (Melee - 1 point)
- Type 'Bludgeon'
- Wounding Dice: Size
- 'Powerful Critical' ability
- 'Bludgeon 1' ability
- Bludgeoning damage
- Strength Requirement (6+ No penalty, Str 4-5 = -1 reaction, 2-3 = -2 reaction, 1 = -3 reaction)

Large Weapons:

Crossbow (Marksman - 1 point)
- Type 'Crossbow'
- Wounding Dice: Size + 3
- 'Puncture 3' ability
- 'Reload 6' ability
- 'No Strength Adjustment'
- (45) Range Increment
- Piercing damage
- Strength Requirement (None)

Glaive (Melee - 1 point)
- Type 'Polearm'
- Wounding Dice: Size
- 'Puncture 1' ability
- 'Reach 4' ability
- 'Set' ability
- 'Trip' ability
- Slashing damage
- Can deal bludgeoning instead (Melee skill 3+ required, loses puncture and 2 less wounding dice, melee skill -1)
- Strength Requirement (7+ No penalty, Str 5-6 = -1 reaction, 3-4 = -2 reaction, 1-2 = -3 reaction)

Greatsword (Melee - 1 point)
- Type 'Sword'
- Wounding Dice: Size + 1
- 'Puncture 1' ability
- Slashing damage
- Can deal hacking instead (Melee skill 2+ required)
- Can deal bludgeoning instead (Melee skill 3+ required, loses puncture and 2 less wounding dice, melee skill -1)
- Can deal piercing instead (Melee skill 3+ required, loses 2 wounding dice and melee skill -1)
- Strength Requirement (7+ No penalty, Str 5-6 = -1 reaction, 3-4 = -2 reaction, 1-2 = -3 reaction)

Halberd (Melee - 1 point)
- Type 'Polearm'
- Wounding Dice: Size
- 'Puncture 1' ability
- 'Reach 3' ability
- 'Set' ability
- 'Trip' ability
- 'Cavalry Slayer' ability
- Slashing or Piercing damage
- Can deal bludgeoning instead (Melee skill 3+ required, loses puncture and 2 less wounding dice, melee skill -1)
- Strength Requirement (7+ No penalty, Str 5-6 = -1 reaction, 3-4 = -2 reaction, 1-2 = -3 reaction)

Longbow (Marksman - 1 point)
- Type 'Bow'
- Wounding Dice: Size
- 'Puncture 1' ability
- (55 + Size) Range Increment
- Piercing damage
- Strength Requirement (4+ No penalty, 2-3 = -1 reaction, 1 = -2 reaction)

Maul (Melee - 2 points)
- Type 'Bludgeon'
- Wounding Dice: Size + 2
- 'Puncture 1' ability
- 'Bludgeon 2' ability
- 'Heavy 4' ability
- Bludgeoning damage
- Strength Requirement (13+ No penalty, Str 11-12 = -1 reaction, 9-10 = -2 reaction, 7-8 = -3 reaction, 5-6 = -4 reaction, 3-4 = -5 reaction, 1-2 = -6 reaction)

Pike (Melee - 1 point)
- Type 'Polearm'
- Wounding Dice: Size
- 'Puncture 1' ability
- 'Reach 5' ability
- 'Set' ability
- Piercing damage
- Can deal bludgeoning instead (Melee skill 3+ required, loses puncture and 2 less wounding dice, melee skill -1)
- Strength Requirement (7+ No penalty, Str 5-6 = -1 reaction, 3-4 = -2 reaction, 1-2 = -3 reaction)

Waraxe (Melee - 1 point)
- Type 'Axe'
- Wounding Dice: Size + 1
- 'Puncture 2' ability
- Hacking damage
- Can deal slashing instead (Melee skill 2+ required)
- Can deal bludgeoning instead (Melee skill 3+ required, loses puncture and 2 less wounding dice, melee skill -1)
- Strength Requirement (9+ No penalty, Str 7-8 = -1 reaction, 5-6 = -2 reaction, 3-4 = -3 reaction, 1 = -4 reaction)

Weapon Special Abilities:
Bludgeon X – When you wound an enemy with this weapon, add X to their initiative.
Cavalry Slayer – The halberd may trip riders on horses, add three to your strength with the halberd during this attempt.
Critical X – You need exceed by X on an attack roll to score a critical hit. If a weapon does not mention it's critical, assume Critical 3.
Disarm – You may attempt disarms with this weapon.
Heavy X – When you add to your initiative with this weapon, add X to your wait time.
Feeble X – An enemy adds X to their toughness rolls to resist wounds from this weapon.
Flurry Strike X - Roll X extra dice on your reaction roll to reset your initiative when you attack with this weapon.
Improved Parry – When charged, fighting defensively or using total parry, increase your defense skill by one when using this weapon.
No Strength Adjustment – You do not add any bonus to the damage of this weapon due to strength.
Nonlethal – This weapon does not deal lethal damage.
Powerful Critical – This weapon strikes so hard that it is very hard to resist the stunning effects of a critical hit. The target must roll twice and take the worst result against critical hits.
Puncture X – An enemy subtracts X from their toughness rolls to resist wounds from this weapon.
Reach X – Add X to your reach with this weapon. Also, whenever you can not attack a foe who is closer than X feet to you.
Reload X – This weapon does not automatically reload during your attack routine, you must spend X extra ticks to fire again, reloading during this time.
Set – You get +3 Strength when wounding foes with this weapon on an action when you set against charge.
Swift X – When you add to your initiative with this weapon, subtract X from your wait time.
Trip – Add one to your strength when tripping with this weapon.
Wrap Shot – Your opponents do not count as wielding shields against this weapon.

Armor:

Light Armor:

Cloth -
Absorb: 0
Reinforced 0
Skill Penalty -0
Max Agl: None
Crit Resist: 0
Speed: -0

Leather -
Absorb: 1
Reinforced 0
Skill Penalty -0
Max Agl: 8
Crit Resist: 0
Speed: -0

Mail -
Absorb: 2
Reinforced 0
Skill Penalty -1
Max Agl: 6
Crit Resist: 0
Speed: -0

Medium Armor:

Leather -
Absorb: 1
Reinforced 1
Skill Penalty -1
Max Agl: 7
Crit Resist: 1
Speed: -1

Mail -
Absorb: 2
Reinforced 1
Skill Penalty -2
Max Agl: 5
Crit Resist: 1
Speed: -1

Plate -
Absorb: 3
Reinforced 1
Skill Penalty -4
Max Agl: 3
Crit Resist: 1
Speed: -1

Heavy Armor:

Mail -
Absorb: 3
Reinforced 1
Skill Penalty -3
Max Agl: 3
Crit Resist: 2
Speed: -2

Plate -
Absorb: 4
Reinforced 1
Skill Penalty -5
Max Agl: 1
Crit Resist: 2
Speed: -2

Armor Special Abilities:
Absorb X: Add X to the number of dice rolled when struck from a physical attack.
Reinforced X: Add X to all dice to resist damage when struck from a physical attack.
Skill Penalty X: Subtract this number from the number of dice when rolling Athletics, Acrobatics, Stealth, Reaction (Except when using a weapon) and Imagicka.
Max Agl X: When rolling a defense check, if your Agility is HIGHER than X, treat it as X when wearing this armor.
Crit Resist X: Critical hits are require X more dice to crit you.
Speed X: Subtract X from your speed while in this armor.

Shields:

Buckler -
Defense Bonus: +1
Front: Yes*
Flank: Yes*
Rear: No
Skill Penalty: -0
Hands: 0

Round Shield -
Defense Bonus: +1
Front: Yes
Flank: Yes
Rear: No
Skill Penalty: -0
Hands: 1

Kite Shield -
Defense Bonus: +2
Front: Yes
Flank: Yes
Rear: No
Skill Penalty: -1
Hands: 1

Heater Shield -
Defense Bonus: +2
Front: Yes
Flank: Yes
Rear: Yes
Skill Penalty: -2
Hands: 1

Tower Shield -
Defense Bonus: +3
Front: Yes
Flank: Yes
Rear: Yes
Skill Penalty: -3
Hands: 1

Shield Abilities -
Defense Bonus: How much you can add to your defense skill.
Front: Yes, if it can protect from foes in front of you.
Flank: Yes, if it can protect from foes on your off-hand flank.
Rear: Yes, if it can protect fromes foes at your rear.
Skill Penalty X: Subtract this number from the number of dice when rolling Athletics, Acrobatics, Stealth, Reaction (Except when using a weapon) and Imagicka. If you wear armor as well, add these two numbers together.
Hands: How many hands the shield requires. The buckler is the only one which requires no hands to wield.

*The buckler can only protect the off-hand flank OR the front at a time, not both, like all the other shields.

DM Kiirnodel
2007-01-31, 11:30 PM
Spells:

Special Stance 'Casting Stance':
Casting Stance (Int 4+, Spr 5+) - 8 AP
- 0 ticks to enter the stance
- 1 tick to exit the stance
- You may cast spells only while in this stance.
- This is considered a combat stance, but you may not attack while in this stance.
- You receive a -2 penalty to defense while in this stance.
- When you learn this stance, you are allowed to take skill points in Imagicka.
- When you learn this stance, your toughness is permanently reduced by one. There is no way to repair this decrease.

Casting Stance Talents:
Bodily Recuperation (Imagicka 3+) – 4 AP– You may decrease a physical stat by one to remove a point of Imagicka drain.
Discipline Specialization (Imagicka (Skill) 3+) – 2 AP – The difficulty to pass Imagicka checks are reduced by one, for a discipline of your choice.
Elemental Mastery (Imagicka (Destruction) 4+) – 5 AP – Whenever you perform a spirit check to inflict Cold, Fire or Lightning damage, the difficulty is lowered by one for you.
Expert Arcanist (Imagicka 5+) – 6 AP – The difficulty to pass Imagicka checks are reduced by one.
Expert Malefactor (Imagicka (Malediction) 4+) – 4 AP – Whenever you perform a Malediction, you automatically succeed on ties, instead of the spell having no effect.
Master Arcanist (Imagicka (Arcana) 4+) – 5 AP – All Arcana spells you cast have one point less casting and recuperation tick.
Master Summoner (Imagicka (Summoning) 4+) – 4 AP – You may have two summoned creatures active at once, but only if one of those is an Imp.
Restoration Mastery (Imagicka (Restoration) 4+) – 5 AP – Whenever you successfully perform a cure spell, the target is immune to all effects that it cured for 2 ticks times your Restoration skill. Whenever you successfully perform a heal spell, the target resists all forms of damage by 1 for 2 ticks times your Restoration skill.

Imagicka and Armor:
The Skill penalty that is applied to Acrobatics, Athletics, Reaction and Stealth is doubled and also applied to Imagicka.

Example - A Tyar in Light Mail armor takes a -4 penalty to all Imagicka skills, even if it drops it into the negatives.

Enhanced Casting Abilities:
You can make spells more difficult to cast in order to make them better. You can take a -1 penalty to your Imagicka skill to get a 'bonus' ability for a spell, you can do this as many times as you like, but as long as you don't reduce your Imagicka skill, in that discipline, to below 0.
- Overcome Resistance: When you do this, you add +2 to your intellect to surpass Imagicka Resistance.
- Overpower: When you do this, any opposed Spirit check required allows you to roll an additional 1d8.
- Quicken: The spell costs 1 less tick of casting time, if you choose this multiple times, you can not cut the casting time by more than half.

Example: A Zyietla has a 7 Intellect and a 4 Destruction skill and elects to 'Ice Bolt' a Demigraal. Seeing as she can easily pull off the spell with her Intellect alone, she drops her Destruction skill by four for this spell. She drops the casting time by two, so she can act earlier in order to 'Ice Bolt' another one, and she also 'Overpowers' if for 2, in hopes that she can inflict two wounds instead of one, and slowing it down.

Interrupted Casting:

It is not uncommon to be struck while casting in a battle, and doing so is incredibly distracting. Whenever you are damaged by any attack, you lose some concentration. Being struck, but not necessarily damaged, delays your casting by one tick. Being struck, and wounded delays casting by one tick plus the number of wounds dealt. This can not delay casting longer than what the spell's original casting time. If you take 4 wounds and the spell's casting time is 4, you merely start the spell over from that tick. You can reduce the casting time delay by rolling a Composure + Spirit check (D 5). For each success beyond the amount of wounds dealt, the casting penalty is reduced by that amount. For example, if you take 2 wounds in combat, you would normally be delayed by three ticks, but if you roll three successes on your Spirit + Composure roll, then it would only delay you by two ticks. If you take more than half of your wound in a single attack, you must roll an additional Spirit + Composure check, (D 5) and you must score a number of successes greater than the amount of damage dealt or fail the spell entirely. If this happens, the recuperation time starts immediately.

Restrictions:
Races are restricted to some disciplines, here are those:
Arsinians may learn Destruction, Divining, Enchantment, Enhancement, Malediction, Restoration, Protection.
Clesians may not learn Imagicka.
Ethel-Mar may learn Divining, Enchantment, Enhancement, Protection.
Khin may learn Destruction, Divining, Enchantment, Illusion, Malediction.
Kruff may learn Creation, Divining, Enchantment, Enhancement, Protection.
Tyar may learn Creation, Destruction, Divining, Enchantment, Illusion, Malediction, Protection, Summoning.
Yiiff may not learn Imagicka.
Zyietla may learn Arcana, Creation, Destruction, Divining, Enchantment, Enhancement, Illusion, Maladiction, Protection.

You know all of the spells in which you have skill points in.

For example:
A Zyietla has 2 in destruction, 1 in enchantment and 1 in enhancement, he knows: Arcane Bolt, Bolster Vitality, Enchant Cloth, Enchant Weapon, Enhance Spirit, Fire Bolt, Ice Bolt, Immolate.

Reading a spell entry:
~Name of Spell~ - (X Successes; D Y)
In order to cast this spell, you must roll an Intellect + Magic (However many skill points you have in this discipline) check. If X of these dice are Y or higher, you cast the spell successfully.
Cast Time: X Ticks, this is how long you must wait before the spell successfully is cast. Your concentration may be disrupted.
Recuperation Time: X Ticks - Amount of time you must wait before taking another action.
Range: How far your spell can reach.
~Description of what the spell does~

Disciplines:

Arcana

The Zyietlan discipline of Arcana focuses more on affecting other spells rather than actually performing something. It can enhance and bolster other spells cast by the caster or allies, and dampen or even remove spells cast by others. This discipline also contains the only spells to alter space and time, which includes stepping back in time, slowing time and teleporting.

Skill level 1:

Amplify Spell - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: Self.
The next spell you cast is amplified, for determining effects, your intellect and spirit count as being one higher for this spell. This lasts for 30 ticks or until you complete a spell, whichever comes first. If you are under the effect of Dampen spell, this spell has no effect and the Dampen spell effect is dispelled.

Extend Spell - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 35 yards + 2 yards per skill point in arcana.
Pick a spell that is currently happening within range, other than a Power Word spell or a Time spell. That spell lasts for 10% more ticks than normal. You may increase this to 20% if you score six or more successes.

Skill level 2:

Concentration Ward - (2 Successes; D 5)
Cast Time: 2 ticks.
Recuperation Time: 1 tick.
Range: Self.
For the next 20 ticks plus 1 tick per skill point you have in Arcana, you are immune to the effects of delayed spellcasting caused by physical damage, magical damage and critical hits.

Dampen Spell - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per Arcana skill point.
The next spell the target casts is dampened, for determining effects, the target's intellect and spirit count as being one lower for that spell. This lasts for 30 ticks or until the target completes a spell, whichever comes first. If the target is under the effect of Amplify spell, this spell has no effect and the Amplify spell effect is dispelled.

Skill level 3:

Dispel Magic - (4 Successes; D 5)
Cast Time: 6 ticks.
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per Arcana skill point.
Select a target within range. Roll an Intellect + arcana check for each spell effect they have active, D 5, versus the foe's Spirit + magic (discipline). If they score more than you, the effect is not dispelled, otherwise it's duration ends. If you target an opponent currently casting a spell, you can elect to dispel that spell instead of dispelling the effects on them. If you do, use the same process as above, and if you succeed their casting time immediately ends and their recuperation time begins, their spell has no effect.

Phase Step - (4 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 0 ticks.
Range: 30 yards plus 2 yards per skill point in Arcana
You rmove immediately to any place within range. Pretty simple, huh?

Skill level 4:

Power Word: Banish - (4 Successes; D 6)
Cast Time: 0 tick
Recuperation Time: 1 tick.
Range: 15 yards + 1 yard per skill point in Arcana.
Select a target within range. You and your opponent roll opposed Spirit checks, if you tie, they fade from reality for a number of ticks equal to your skill points in arcana, performing no actions during this process. Anything with a duration pauses for them, and they can not be seen nor targeted. If you roll higher than them or if they are an outsider, the duration is doubled. If they are an outsider and you roll higher, the duration is tripled. You gain one point of Imagicka drain and may not use Imagicka for 10 ticks.

Suppress Magic - (4 Successes; D 5)
Cast Time: 5 ticks.
Recuperation Time: 5 ticks.
Range: 25 yards + 1 yard per Arcana skill point.
The target of this spell loses all magic effects on them for 10 ticks plus the number of skill points you have in arcana. If a duration on any spell should run out during this time it ends. The spell's effects continue after this spell runs out. The target recieves a +2 bonus on all rolls to resist magic. If any spell still targets them during this, including healing, damage and duration, the effect is reduced by 25%. If the target wants to resist this effect, you make opposed spirit checks and this effect is resisted if the target rolls more successes than you.

Skill level 5:

Arcane Speed - (4 Successes; D 5)
Cast Time: 2 ticks.
Recuperation Time: 0 ticks.
Range: Self.
When the casting of this spell is complete, the next spell you cast has a casting time of 0 ticks and a +50% boost to its recuperation time. After the recuperation time is over, you gain one point of Imagicka drain.

Power Word: Purge - (5 Successes; D 6)
Cast Time: 0 tick
Recuperation Time: 1 tick.
Range: 15 yards + 1 yard per skill point in Arcana.
Select a target within range. Roll an Intellect + arcana check for each spell effect they have active, D 5, versus the foe's Spirit + magic (discipline). If they score more than you, the effect is not dispelled, otherwise it's duration ends. If you target an opponent currently casting a spell, you can elect to dispel that spell instead of dispelling the effects on them. If you do, use the same process as above, and if you succeed their casting time immediately ends and their recuperation time begins, their spell has no effect. For each effect dispelled, the target must roll a 1d8 and roll under their spirit or immediately take one wound. You gain one point of Imagicka drain and may not use Imagicka for 10 ticks.

Skill level 6:

Improved Amplify Spell - (5 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: Self.
The next spell you cast is amplified, for determining effects, your intellect and spirit count as being two higher for this spell. This lasts for 30 ticks or until you complete a spell, whichever comes first. If you are under the effect of Dampen spell, that spell is dispelled and this effect continues as normal, if you are under the effect of an Improved Dampen Spell, this spell has no effect and dispels the Improved Dampen Spell.

Power Word: Time - (6 Successes; D 6)
Cast Time: 0 tick
Recuperation Time: 0 ticks.
Range: Self.
You stop time instantly. You may act freely for a numbe of ticks equal to twice the amount of skill points you have in Arcana. After this duration, you gain one point of Imagicka drain and may not use Imagicka for 10 ticks.

Creation

Skill level 1:

Conjure Fog - (2 Successes; D 5)
Cast Time: 3 ticks
Recuperation Time: 3 ticks.
Range: 25 yards + 1 yard per skill point in Creation.
Duration: 30 ticks + 5 ticks per skill point in Creation.
You create a 7-yard radius fog cloud. Vision in the cloud is reduced to one's size when in the cloud. (For example, a Khin could only see out to four feet). Also, unless a target enters a passive stance, they move at half speed when attempting to exit the fog cloud.

Create Sustenance - (2 Successes; D 5)
Cast Time: 10 ticks
Recuperation Time: 4 ticks.
Range: 1 yard.
Duration: 12 hours + 4 hours per skill point in Creation.
You create food and water, enough to feed three people plus the number of skill points you have in creation. The food is incredibly delicious and has magical properties. When consumed, the food grants a +1 bonus to Spirit for six hours.

Skill level 2:

Call Weapon - (3 Successes; D 5)
Cast Time: 20 ticks
Recuperation Time: 5 ticks.
Range: 3 yards.
Duration: 2 hours + 1 hour per skill point in Creation.
You call a weapon out of time and space into your hands, or into the hands of another within range, who is willing. This weapon can be ANY weapon off of the weapons list. If you score three more successes than required, it is mastercrafted, giving it 'Flurry Strike +1' or 'Melee Boost +1.'

Create Obstacle - (3 Successes; D 5)
Cast Time: 10 ticks
Recuperation Time: 4 ticks.
Range: 15 yards + 1 yard per skill point in Creation.
Duration: 15 ticks + 3 ticks per skill point in Creation.
You create an obstacle or barrier, there are a few types of barriers:
Cluster of Rubble: This prohibits the 'charge' and 'run' action, and slows anyone's movement by half when moving through the rubble field. This spell is easy to cast, and the duration is doubled if you choose this version of the spell. Area of Effect for cluster rubble is 3 yard radius PER skill point in creation.
Wall: You create a wall that is twice as tall as your skill points in Creation and is twice as long as it is wide. It is two inches thick per skill point you have in Creation. Walls block line of sight and movement.
Sticky Obstacle: You must have two solid objects to base a sticky obstacle with (Ooze, webs etc...), targets in the area of effect of a stick obstacle must make an Agility + Reaction check and if they score a number of successes lower than your skill points in Creation, they can not move. They can make an action to try to release themselves, using Strength and Athletics, costing 8 ticks. Anyone who passes the check moves at half speed. Anyone new to pass in the sticky field moves at half speed. Area of effect for a stick obstacle is 2 yard radius per skill point in Creation.

Skill level 3:

Call Armor - (4 Successes; D 5)
Cast Time: 20 ticks
Recuperation Time: 5 ticks.
Range: 3 yards.
Duration: 2 hours + 1 hour per skill point in Creation.
You call a suit of armor out of time and space onto your body, or onto the body of another within range, who is willing. Likewise, you can merely have the suit of armor fall to the ground. This armor can be ANY armor off of the armor list. If you score three more successes than required, it is mastercrafted, giving it 'Skill Penalty +1' or 'Max Agl +1.'

Conjure Spirit Steed - (4 Successes; D 5)
Cast Time: 60 ticks
Recuperation Time: 5 ticks.
Range: 1 yard.
Duration: 12 hours + 1 hour per skill point in Creation.
You create one magical horse. The horse is sized for any creature you select. It may not attack, but has an Agility and Toughness of 8. The creature is Fast, with a speed of Size + Agility + 5 + Skill points in Creation. The steed is usually two sizes larger than its intended rider.

Skill level 4:

Create Potion - (5 Successes; D 5)
Cast Time: 300 ticks
Recuperation Time: 10 ticks.
Range: 1 yard.
Duration: Permanent.
You create a potion! Potion materials cost money, usually 5 - 25 sterling, but some cost more. You can create a potion for any discipline of skill level 1, even if it is a banned discipline (Yes, this means anyone with skill level 4 in this can make minor healing potions, not just Arsinians), likewise, if you have skill in a discipline, you can make any potion of your skill level in that - 1.

Instantaneous Creation - (5 Successes; D 5)
Cast Time: 2 ticks
Recuperation Time: 0 ticks.
Range: Self
Duration: 10 ticks.
The next Creation spell you cast has a casting time of 0 ticks, but 50% extra recuperation time. You can an additional point of Imagicka drain after the recuperation time.

Skill level 5:

Create Golem - ()

Extend Creation - ()

Skill level 6:

Call Magical Essence - ()

Conjure Wall - ()

Destruction
Skill level 1:

Arcane Bolt - (3 Successes; D 5)
Cast Time: 4 ticks
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per skill point in Destruction.
Select a target within range. You make a wounding roll using your Spirit as your Strength score and the opponent uses Spirit in place of toughness, you deal a number of wounds equal to the number of successes you exceeded your opponent by. If you and your target roll the same amount of successes or you rolled less, this spell has no effect.

Fire Bolt - (2 Successes; D 5)
Cast Time: 5 ticks
Recuperation Time: 5 ticks.
Range: 30 yards + 2 yards per skill point in Destruction.
Select a target within range. Make a Dexterity plus Marksman check versus the opponent's Agility plus Reaction. If your opponent scores more successes, the Fire Bolt misses. Otherwise roll a Spirit check, D 6. For each success, the target takes 1 point of fire damage and is ignited. If they do not put them self out (a 5 tick action that can only be done in the passive stance), then they must roll an agility check D 8. They take one more point of fire damage if there are no successes.

Skill level 2:

Ice Bolt - (3 Successes; D 5)
Cast Time: 5 ticks
Recuperation Time: 5 ticks.
Range: 25 yards + 1 yard per skill point in Destruction.
Duration: 30 ticks (Slow effect only)
Select a target within range. Make a Dexterity plus Marksman check versus the opponent's Agility plus Reaction. If your opponent scores more successes, the Ice Bolt misses. Otherwise roll a Spirit check, opposed by your opponent's Spirit check. If you score less successes, the Ice Bolt does nothing. If you get enough successes to tie or beat them by one, they take one wound from cold damage. If you beat them by two or three, they take two wounds, and so forth. The opponent loses 1 point of agility times the number of wounds taken for 30 ticks (minimum 1 agility) and must take 4 ticks to perform a movement, instead of 2 ticks, during this time.

Immolate - (3 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 6 ticks.
Range: 15 yards + 1 yard per skill point in Destruction.
Duration: 24 ticks.
Select a target within range. That target takes a wound from Fire damage, and is ignited. Every 6 ticks thereafter, they must roll an Agility check, if none of these die are above your Spirit score, they take an additional wound. If the target has Magic Resistance, then only the first wound is resisted.

Skill level 3:

Energy Burst - (4 Successes; D 5)
Cast Time: 1 tick
Recuperation Time: 4 ticks.
Range: 15 yards + 1 yard per skill point in Destruction.
Select a target within range. You and your opponent roll opposed Spirit checks, if you win, they take a single wound from Magic damage.

Lightning Bolt - (4 Successes; D 5)
Cast Time: 8 ticks
Recuperation Time: 6 ticks.
Range: 40 yards + 4 yards per skill point in Destruction.
Select a location within range. Any target between you and that location, in a five foot line, potentially takes Lightning damage. You roll an Intellect plus Destruction check, against the foes Agility plus Reaction check. The foes take an amount of damage equal to the amount you rolled higher than them.

Skill level 4:

Arcane Barrage - (3 Successes; D 5)
Cast Time: 4 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Destruction.
Select a target within range. You make a wounding roll using your Spirit as your Strength score and the opponent uses Spirit in place of toughness, you deal a number of wounds equal to the number of successes you exceeded your opponent by. If you and your target roll the same amount of successes or you rolled less, this attack has no effect. After the recuperation time is over, you may launch another bolt at the foe without re-casting the spell, you need one more success to complete it. You may repeat this process until you fail a check.

Fireball - (4 Successes; D 5)
Cast Time: 8 ticks
Recuperation Time: 6 ticks.
Range: 80 yards + 5 yards per skill point in Destruction.
Select a location within range. Any target within 8 yards of that location potentially takes Fire damage. You roll an Intellect plus Destruction check, against the foes Agility plus Reaction check. The foes take an amount of damage equal to the amount you rolled higher than them.

Skill level 5:

Cone of Frost - (5 Successes; D 5)
Cast Time: 10 ticks
Recuperation Time: 6 ticks.
Range: 10 yards + 1 yard per skill point in Destruction.
Pick a direction. Any target in a cone as long and as wide as the range of this spell potentially takes Cold damage and may be slowed. You roll an Intellect plus Destruction check, against the foes Agility plus Reaction check. The foes take an amount of damage equal to the amount you rolled higher than them minus one (minimum one, assuming you roll higher), the opponent loses 1 point of agility times the number of wounds taken for 30 ticks (minimum 1 agility) and must take 4 ticks to perform a movement, instead of 2 ticks, during this time.

Power Word: Ignite - (4 Successes; D 6)
Cast Time: 0 tick
Recuperation Time: 1 tick.
Range: 15 yards + 1 yard per skill point in Destruction.
Select a target within range. You and your opponent roll opposed Spirit checks, if you tie, they take a single wound from Fire damage. If you win, then the target takes two wounds from Fire damage. You gain one point of Imagicka drain and may not use Imagicka for 10 ticks.

Skill level 6:

Arcane Blast - (5 Successes; D 6)
Cast Time: 10 ticks
Recuperation Time: 6 ticks.
Range: 8 yards + 1 yard per skill point in Destruction.
Anyone within range potentially takes Magic damage. You roll an Intellect plus Destruction check, against the foes Agility plus Reaction check. The foes take an amount of damage equal to the amount you rolled higher than them.

Chain Lightning - (5 Successes; D 6)
Cast Time: 10 ticks
Recuperation Time: 6 ticks.
Range: 40 yards + 4 yards per skill point in Destruction.
Select a target within range. Any target between you and that location, in a five foot line, potentially takes Lightning damage. You roll an Intellect plus Destruction check, against the foes Agility plus Reaction check. The foes take an amount of damage equal to the amount you rolled higher than them. Select a foe within X yards of the target, where X is the number of skill points you have in Destruction, they take must roll Agility plus Reaction as well, you use your first Intellect plus Destruction roll, minus one. They take Lightning damage equal to how much you rolled higher. Repeat the last part as many times as you wish, or until you no longer can inflict any more damage.

Continued...

DM Kiirnodel
2007-01-31, 11:30 PM
Spells, Continued:

Enchantment
Enchanting Special Rules - You can not cast this on every item in existence, there is a maximum to the amount of items you can have enchanted at the time. You may have an enchantment on one item per skill point in enchantment.

Skill level 1:

Enchant Cloth - (3 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted suit of cloth armor grants a +1 bonus to defense or a +2 bonus to toughness to resist being damaged. It can also grant Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 instead (Only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. This effect lasts for a number of hours as you have ranks in Enchantment.

Enchant Weapon - (3 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted weapon grants Flurry Strike 3, Puncture 2 or Melee Skill +2. If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. This effect lasts for a number of hours as you have ranks in Enchantment.

Skill level 2:

Enchant Leather - (4 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted suit of leather armor grants a +1 bonus to defense or a +2 bonus to toughness to resist being damaged. It can also grant Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 instead (Only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. This effect lasts for a number of hours as you have ranks in Enchantment.

Enchant Ring - (3 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted ring grants you a skill bonus to any skill of +1, or grants Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 (only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. You can substitute two ability choices to grant it one ability to increase an Attribute by one. This effect lasts for a number of hours as you have ranks in Enchantment

Skill level 3:

Enchant Cloak - (4 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted ring grants you a skill bonus to any skill of +1, or grants Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 (only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. You can substitute two ability choices to grant it one ability to grant protection from melee attacks, preventing one point of damage per strike. This effect lasts for a number of hours as you have ranks in Enchantment

Enchant Mail - (5 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted suit of Mail armor grants a +1 bonus to defense or a +2 bonus to toughness to resist being damaged. It can also grant Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 instead (Only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. This effect lasts for a number of hours as you have ranks in Enchantment.

Skill level 4:

Enchant Plate - (6 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted suit of plate armor grants a +1 bonus to defense or a +2 bonus to toughness to resist being damaged. It can also grant Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 instead (Only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. This effect lasts for a number of hours as you have ranks in Enchantment.

Enchant Talisman - (5 Successes; D 5)
Cast Time: 30 ticks
Recuperation Time: 5 ticks.
Range: Touch
The enchanted ring grants you a skill bonus to any skill of +1, or grants Cold, Fire, Holy, Lightning, Magic or Unholy resistance of 2 (only one). If you pull off three more successes than required, you may elect to choose two abilities, same with six more successes and so forth. You can substitute two ability choices to grant it one ability to grant protection from spells, you elect a discipline of magic and you may add half your skill points in Enchantment to the number of dice you roll to resist spells of this discipline.. This effect lasts for a number of hours as you have ranks in Enchantment

Skill level 5:

Bolster Enchantment - (5 Successes; D 5)
Cast Time: 60 ticks
Recuperation Time: 5 ticks.
Range: Touch
You can only bolster one item at once. For that item, you count as have rolling three more successes than normal, this effect lasts as long as the enchantment does.

Enchant Wand - (5 Successes; D 5)
Cast Time: 60 ticks
Recuperation Time: 5 ticks.
Range: Touch
You enchant a rod of some sort to work as a weapon. This weapon has a range increment of 6 plus your spirit and uses Imagicka + Dexterity to hit a foe. It inflicts damage based off of what material it is made from. (4 base) and uses your foes Spirit instead of toughness and you use your Intellect instead of Strength. The wand lasts indefinitely, but you may only have one wand active at a time and you are the only one who can use it.

Example: A scorched wooden wand deals fire damage, and a rare moonstone wand would have a 6 base damage and deal magic damage.

Skill level 6:

Instantaneous Enchantment - (5 Successes; D 6)
Cast Time: 1 tick.
Recuperation Time: 4 ticks.
Range: Touch
This spell replicates ANY spell on the enchantment type of Skill level 5 or lower, but uses this casting time. You take one wound, you may not resist this wound by any means, and take one point of Imagicka drain.

Permanency - (5 Successes; D 6)
Cast Time: 800 ticks.
Recuperation Time: 60 ticks.
Range: Touch
Changes the duration on ANY spell on the enchantment spell tree of skill 5 or lower to permanent. You may only have a number of permanent items equal to one third of your Enchanting skill.

Enhancement
Skill level 1:

Bolster Vitality - (2 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: Touch
The target gains one hit point and it's maximum hit points increases by one. This effect lasts for 120 ticks plus ten times your skill points in Enhancement.

Enhance Spirit - (3 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: Touch
The target's spirit is increased by one, or by two if you score 6 or more successes. This effect lasts for 120 ticks plus ten times your skill points in Enhancement.

Skill level 2:

Enhance Strength - (3 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: Touch
The target's strength is increased by one, or by two if you score 6 or more successes. This effect lasts for 120 ticks plus ten times your skill points in Enhancement.

Inspire Courage - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 15 yards + 1 yard per skill point in enhancement.
The target becomes immune to fear. This effect lasts for 120 ticks plus ten times your skill points in Enhancement.

Skill level 3:

Enhance Intellect - (3 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: Touch
The target's intellect is increased by one, or by two if you score 6 or more successes. This effect lasts for 120 ticks plus ten times your skill points in Enhancement.

Haste - (4 Successes; D 5)
Cast Time: 6 ticks.
Recuperation Time: 4 ticks.
Range: 15 yards + 1 yard per skill point in enhancement.
The target begins to move very quickly. The 2 tick movement action costs only 1 tick to perform, the weapon swing time for any weapon they wield is reduced by one, two or three, if they wield a small, medium or large weapon respectively. Spell casting times are reduced by 25%, rounding up. The targetalso recieves +1 Agility, or +2 agility if you rolled seven or more successes. This effect lasts 20 ticks plus two ticks per skill point in Enhancement.

Skill level 4:

~Spell~ - ()

~Spell~ - ()

Skill level 5:

~Spell~ - ()

~Spell~ - ()

Skill level 6:

~Spell~ - ()

~Spell~ - ()

Illusion
Skill level 1:

Minor Illusion - (2 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: 35 yards + 2 yards per skill point in Illusion
Area: 2 yard radius, plus one yard per 2 skill points in Illusion.
You create an illusion, it can be anything, but its duration matters entirely on how intricate you desire. For a still illusion with no sound, smell or movement, it will last for 10 minutes times your skill in illusion. If you want to create sound and LITTLE movement (such as trickling water, or a gust of wind) it will last for 1 minute times your skill in illusion. For smell or movement inside the illusion, it would only last 20 ticks plus 2 ticks per skill point in illusion. If you create only sound and no illusionary sight, it can last 2 minutes times your skill points in illusion.

Prism Blast - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 10 yards + 1 yard per skill point in Illusion
Area: 2 yard radius, plus one yard per 2 skill points in Illusion.
You blast the area, an orb of brilliant light, with energy, causing a dizzying display of light, color and brilliance. All within the area must make a spirit check, opposed by your intellect check. If the foe rolls more, they are merely dizzied for 1 tick per skill point in illusion you have. This causes -1 die penalty to rolls during this time. If you tie, the suffers the previous effect and his initiative is delayed by a number of ticks equal to your skill in Illusion. If you score more successes, then they are blinded for a number of ticks equal to twice the number of skill points you have in illusion.

Skill level 2:

Mirror Image - (3 Successes; D 5)
Cast Time: 5 ticks.
Recuperation Time: 5 ticks.
Range: Self
You create a number of nearby images near you, exact replicas of yourself. These images have 1 hit point and 0 Spirit and Toughness. It's agility score and defense skill is equal to your own, and the images mimic your actions, just as you would move. When you move, they move with you and the foe must randomly select which image to target. When an image is struck, it dissipates. The images last for 40 ticks plus 4 ticks per skill point in Illusion.

Illusionary Visage - (3 Successes; D 5)
Cast Time: 20 ticks.
Recuperation Time: 5 ticks.
Range: Self
You disguise yourself as another member of a similar race, or the same race, you may pick another gender and even specific features. Should pick a specific disguise, such as another person, then you must attempt composure and persuasion checks to make the disguise convincing. A good personality assists greatly with this spell.

Skill level 3:

Invisibility - ()

Obfuscation - ()

Skill level 4:

Cloud Mind - ()

Illusion - ()

Skill level 5:

Illusionary Terror - ()

Misdirect Imagicka - ()

Skill level 6:

Greater Invisibility - ()

Prismatic Assault - ()

Malediction
Skill level 1:

Inflict Weakness - (3 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, the target inflicts one less damage whenever it inflicts physical damage for 20 ticks plus 5 ticks per point in Malediction.

Wound - (3 Successes; D 5)
Cast Time: 4 ticks
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You make a wounding roll using your Spirit as your Strength score and the opponent uses Spirit in place of toughness, you deal a number of wounds equal to the number of successes you exceeded your opponent by. If you and your target roll the same amount of successes or you rolled less, this spell has no effect.

Skill level 2:

Drain - (3 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, any one physical attribute of theirs is dropped by one for 30 ticks plus 10 ticks per point in Malediction. If you exceed by more than two, then you may drop that attribute by two, or you may elect to decrease a second attribute by one.

Inflict Fatigue - (3 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, the target becomes fatigued, and rolls one less die for any roll involving a physical attribute and must take 4 ticks to make a standard movement for 10 ticks plus 3 ticks per point in Malediction.

Skill level 3:

Cripple - (3 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 4 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. Reduce the target's speed by twice the amount of successes you win by for 30 ticks plus 10 ticks per point in Malediction.

Inflict Sleep - (4 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, the target falls asleep for 10 ticks plus 3 ticks per point in Malediction. Any attack against that target ends this effect.

Skill level 4:

Leech Health - (4 Successes; D 5)
Cast Time: 6 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You make a wounding roll using your Spirit as your Strength score and the opponent uses Spirit in place of toughness, you deal a number of wounds equal to half the number of successes you exceeded your opponent by, minimum one (Round up). If you and your target roll the same amount of successes or you rolled less, this spell has no effect. You heal a number of wounds equal to the amount of wounds dealt.

Inflict Blindness - (4 Successes; D 6)
Cast Time: 6 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, the target is blinded for 10 ticks plus 3 ticks per point in Malediction.

Skill level 5:

Curse - (4 Successes; D 6)
Cast Time: 6 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, any one physical attribute of theirs is dropped by one. If you exceed by more than two, then you may drop that attribute by two, or you may elect to decrease a second attribute by one. This effect is permanent.

Inflict Paralysis - (5 Successes; D 6)
Cast Time: 10 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, the target is paralyzed for 8 ticks plus 2 ticks per point in Malediction.

Skill level 6:

Leech Imagicka - (4 Successes; D 6)
Cast Time: 6 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target with the ability 'Casting Stance' within range. You and the target make opposed Spirit checks. If you score more successes, the target gets one point of Imagicka drain, and you remove one, if you have one.

Inflict Silence - (5 Successes; D 6)
Cast Time: 10 ticks
Recuperation Time: 6 ticks.
Range: 25 yards + 1 yard per skill point in Malediction.
Select a target within range. You and the target make opposed Spirit checks. If you score more successes, the target is silenced for 8 ticks plus 2 ticks per point in Malediction.

Protection
Skill level 1:

Arcane Shield - (2 Successes; D 5)
Cast Time: 20 ticks.
Recuperation Time: 5 ticks.
Range: Self
You manifest an invisible shield to protect you. This effect counts as a kite shield and this spell does not function if you use a shield. The shield lasts indefinitely, until you would be hit. When struck, the shield explodes in protective energy, and you take 2 less wounds from this attack, this can reduce it to zero (bur not lower).

Minor Ward - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 20 yards + 1 yard per skill point in protection.
The target's defense skill is increased by one. This effect does not stack with any of the other 'Ward' spells, except the 'Magic Wards.' This lasts for 30 ticks times the number of skill points you have in Protection.

Skill level 2:

Barrier - (3 Successes; D 5)
Cast Time: 5 ticks.
Recuperation Time: 5 ticks.
Range: 5 yards + 1 yard per two skill points in protection.
Anytime a ranged attack or spell is fired within the area, it deals one less damage. This lasts for 60 ticks plus five times your Protection skill. When this spell absorbs a number of damage equal to your Protection skill, it dissipates and the spell ends.

Minor Magic Ward - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 20 yards + 1 yard per skill point in protection.
Whenever the target rolls dice to resist a spell, they may roll an additional die. This effect does not stack with any of the other 'Magic Ward' spells, except the 'Wards.' This lasts for 30 ticks times the number of skill points you have in Protection.

Skill level 3:

Energy Shield - (4 Successes; D 5)
Cast Time: 6 ticks.
Recuperation Time: 4 ticks.
Range: 10 yards + 1 yard per two skill points in protection.
Pick fire, lightning or cold; whenever the target is struck by that effect, they take 1 less wound. Whenever the target would be struck in melee, they deal 1 wound of that type to the attacker. The attack may roll an agility check, D 8. The attacker ignores this effect if he scores any successes. This lasts for 20 ticks plus 2 ticks per skill point in Protection.

Ward - (5 Successes; D 5)
Cast Time: 5 ticks.
Recuperation Time: 5 ticks.
Range: 20 yards + 1 yard per skill point in protection.
The target's defense skill is increased by two. This effect does not stack with any of the other 'Ward' spells, except the 'Magic Wards.' This lasts for 60 ticks times the number of skill points you have in Protection.

Skill level 4:

Magic Ward - ()

Ward Aura - ()

Skill level 5:

Force Barrier - ()

Magic Ward Aura - ()

Skill level 6:

Greater Ward - ()

Power Word: Shield - ()

Continued...

DM Kiirnodel
2007-01-31, 11:31 PM
Spells, Continued:

Restoration

The Arsinian discipline of Restoration is the only way to quickly recover from a fight. If a target has been healed more than three times in a day, he may suffer from healing overdose, detailed later.

Skill level 1:
Minor Healing - (2 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target has taken lethal damage, you convert one wound to a nonlethal wound. If you score three more successes than required, you may convert two wounds instead of one. If you heal more than one wound this way, for each two wounds you convert to non-lethal wounds, you may instead remove an entire point of lethal damage from the target.

Restore Endurance - (3 Successes; D 5)
Cast Time: 4 ticks.
Recuperation Time: 4 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target of your spell is fatigued, the effect immediately ends and they are at full vigor. This spell also is slightly rejuvenating to the senses. If they are experiencing penalties to dexterity, toughness, perception and spirit due to lack of sleep, they are reset to -0 and begin accruing again the next interval. If they are not experiencing these penalties, the target can go two more hours without sleep or without having to roll to resist penalties.

Skill level 2:

Cure Poison - (4 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target of your spell is poisoned, they may re-roll their resistance check at +10 toughness. If they pass by more than three, then all poison effects on them end and their attributes/wounds restored, if they pass but do not recieve this effect, all poison effects on them end, but no damaging effect from that poison is restored. If they fail, this spell has no effect.

Restore Drain - (4 Successes; D 5)
Cast Time: 5 ticks.
Recuperation Time: 5 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target of your spell has attributes that are reduced, restore one point of any single attribute. If you score three more successes on this spell than required, instead restore two points of that attribute or one point of two attributes.

Skill level 3:

Cure Disease - (4 Successes; D 5)
Cast Time: 30 ticks.
Recuperation Time: 10 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target of your spell is diseased, they may re-roll their resistance check at +10 toughness. If they pass by more than three, then all disease effects on them end and their attributes/wounds restored, if they pass but do not recieve this effect, all disease effects on them end, but no damaging effect from that disease is restored. If they fail, this spell has no effect.

Minor Healing - (4 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target has taken lethal damage, you convert two wounds to a nonlethal wound. If you score three more successes than required, you may convert three wounds instead of two. If you heal more than one wound this way, for each two wounds you convert to non-lethal wounds, you may instead remove an entire point of lethal damage from the target.

Skill level 4:

Power Word: Rejuvenate - (5 Successes; D 6)
Cast Time: 0 tick
Recuperation Time: 1 tick.
Range: 15 yards + 1 yard per skill point in Restoration.
Select a target within range. If the target is wounded, then they immediately heal one wound. If the target is fatigued or is suffering penalties from a lack of sleep, then all of these effects end. If the target is dying, they awaken immdiately at one wound. You gain one point of Imagicka drain and may not use Imagicka for 10 ticks.

Restore Sight - (4 Successes; D 6)
Cast Time: 6 ticks.
Recuperation Time: 6 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target of your spell has a been blinded by supernatural or magical effects, their vision is immediately restored. If they were blinded by a disease or naturally, you must roll a spirit check, difficulty 5. If you score 3 or more successes, then their sight is restored.

Skill level 5:

Improved Healing - (6 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target has taken lethal damage, you convert three wounds to a nonlethal wound. If you score three more successes than required, you may convert four wounds instead of three. If you heal more than one wound this way, for each two wounds you convert to non-lethal wounds, you may instead remove an entire point of lethal damage from the target.

Restore Imagicka - (5 Successes; D 5)
Cast Time: 10 ticks.
Recuperation Time: 4 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target has any points of Imagicka drain, then two points are immediately removed. If you score three more successes than required, you may remove three points of Imagicka drain instead. You may not target yourself with this effect.

Skill level 6:

Cure Paralysis - (6 Successes; D 5)
Cast Time: 20 ticks.
Recuperation Time: 5 ticks.
Range: 5 yards plus 1 yard per three skill points in Restoration.
If the target of your spell is diseased, they may re-roll their resistance check at +10 toughness OR spirit. If they pass, then the paralysis effect ends.

Power Word: Restoration - (6 Successes; D 6)
Cast Time: 0 tick
Recuperation Time: 1 tick.
Range: 5 yards + 1 yard per three skill points in Restoration.
Select a target within range. If the target is wounded, then they immediately heal one wound, if they are below half, however, then they immediately heal two wounds. If the target is suffering from any negative status effect, it immediately ends. If the target is dying, they awaken immdiately at one wound. You gain one point of Imagicka drain and may not use Imagicka for 10 ticks.

Summoning

Unlike other disciplines, the Tyar discipline of Summoning has only one spell per skill point. You may only have one creature summoned at any point in time.

Skill Level 1:
Summon Imp - (3 Successes; D 6)
Cast Time: 600 ticks.
Recuperation Time: 30 ticks.
Duration: Permanent or until slain
Range: 3 yards.
You call an Imp to serve you. This imp has bonus skill points equal to your skill points in Summoning. He has access to Destruction, Illusion and Malediction. You can only put half of these points into magic skill points.

Skill Level 2:
Summon Minor Voral - (4 Successes; D 6)
Cast Time: 600 ticks.
Recuperation Time: 30 ticks.
Duration: 1 hour per skill point in Summoning
Range: 3 yards.
You summon a Minor Voral to do your bidding for a few hours. Vorals are considerably more powerful than imps, but much more difficult to bind. It has bonus skill points equal to your Summoning skill.
Minor Vorals: Pré-Voral and Shyv-Voral

Skill Level 3:
Enhance Fiend - (4 Successes; D 6)
Cast Time: 20 ticks.
Recuperation Time: 5 ticks.
Duration: Instant
Range: 15 yards plus 1 yard per skill point in Summoning.
~Text~

Skill Level 4:
Summon Lesser Voral - (5 Successes; D 6)
Cast Time: 600 ticks.
Recuperation Time: 30 ticks.
Duration: 1 hour per skill point in Summoning
Range: 3 yards.
~Text~

Skill Level 5:
Empower Fiend - (5 Successes; D 6)
Cast Time: 20 ticks.
Recuperation Time: 5 ticks.
Duration: Instant
Range: 15 yards plus 1 yard per skill point in Summoning.
~Text~

Skill Level 6:
Summon Intermediate Voral - (6 Successes; D 6)
Cast Time: 600 ticks.
Recuperation Time: 30 ticks.
Duration: 1 hour per skill point in Summoning
Range: 3 yards.
~Text~


Using Adaptation Points:

Adaptation Points do not 'level' your character up. You 'spend' Adaptation Points (AP) to make increases to your character. Some keep a track of 'total' AP used to give their character a 'relative' level. (For example, the hero 'Sunflash' is a 114 AP character)

Increasing Attributes:

You may increase your physical and mental attributes with AP. This process is relatively expensive and tasking, but it can be done. You can only increase one attribute per resting point. You must spend a number of AP equal to double your current score in it. For example, an Ethel-Mar has a perception of 3. He increases it to a 4 by spending 6 AP. A Yiiff has a spirit of 5, he spends 9 AP to increase it to a 6. He need only spend 9, because Yiiff have a special trait which causes strength and spirit increases 1 AP point less.

Increasing Skills:

You may increase your skills in any known skill or learn a new skill or train in a skill you hadn't previously trained. Learning a new skill costs 3 AP, and sets it from 0 skill points to 1 skill point. If you have already put skill points into that skill, it merely costs a number of AP equal to your current skill points in it. You can increase any number of skills per resting point, but you can only increase a single skill once during that time. Examples: An Ethel-Mar spends 3 AP to increase her Defense from 2 to 3. A Zyietla spends 1 AP to increase his Imagicka (Destruction) skill from 1 to 2. Even though all Imagicka skill increases cost 1 AP less, it is to a minimum of one. The next time he finishes a quest and rests, he will spend 1 more AP to increase that from a 2 to a 3.

Learning Talents:

You may learn new talents and stances with your adaptation points. There is an adaptation point cost beside each talent and that's how much it costs to learn. For example - A Tyar spends 3 AP to learn Crushing Blow or a Zyietla spends 2 AP to learn Defensive Stance.

Saving AP:

You need not spend AP immediately upon entering a resting point, or completing a quest, you may save as many or spend as many of it as you like. You may not go below 0 in AP, but it is relatively suggested that you begin learning a few things quickly to keep up with your party members. (For example, if you are a Khin with an agility of 8, saving up for a 9 in the beginning isn't as useful as learning new stealth and combat talents or as good as increasing skills. Heavy AP-cost increases are usually good when you don't need to wait 3-4 resting points to learn)

Awarding AP:

Whenever you arrive at a resting point in which you rest for a few days or more you gain 'Combat Experience.' This is usually .5-1 AP per combat that you fought until then, maybe even more later in the game, or if you fought a particularly vicious foe. Whenver you complete a quest, you may be awarded 'Quest Experience.' 'Quest Experience' is usually only 3-4 AP in the beginning, but can amount to 6, 8 or even 10 or more later in the game, as the GM desires. There is also an optional 'Role-play Points' which can be awarded at any time, but usually at resting points with 'Combat Experience.' A resting point isn't when you take a couple days to recover from your journey, spend the entire time blacksmithing, gathering information, running around town etc... it is quality downtime. This is supposed to represent reflection, or possibly training.

DM Kiirnodel
2007-01-31, 11:32 PM
System Mechanics:

The Skill Check -

Mostly every roll in Steelstone consists of a skill check. A skill check is usually an Attribute + Skill Point check, consisting of d8s. An example:

An Ethel-Mar notices some tracks in the mud that are still fresh, he shifts from passive stance into a combat stance and attempts to detect any nearby threats. The stance shift is immediate and the other is a skill check. Most skill checks don't need to be measured in time, but time, measured in 'ticks,' will be detailed later. The Ethel-Mar has a perception of 4 and an alertness of 2, and rolls 6d8 to detect nearby creatures. She scores a 1, 4, 5, 5, 7, 7. Unless stated elsewhere, the standard difficulty for a die roll is '5' so this roll would have '4' successes as four of the dice (the two fives and the two sevens) are five or higher. If any creature was within range and wanted to avoid detection they would have to roll an 'Agility + Stealth' check to avoid being noticed.

Currently, let us say a Khin is hiding from the Ethel-Mar. The skill 'Stealth' allows for a bonus if the opponent is more than 1 size category larger. Khin have a size of 4, and Ethel-Mar have a size of 6, so the Khin gets to roll one additional 1d8. The Khin has a 6 Agility and a 3 Stealth, plus the bonus die, he rolls the following: 1, 1, 2, 3, 3, 6, 6, 7, 8, 8. That is five successes, barely enough for the Ethel-Mar to not notice the small Khin.

That, in essence is how you perform most actions in the game, some actions have set requirements to roll, others are merely 'one success is required' whereas some checks allow greater success with more successes. That's the gist of the system.

Combat -

Here is a detailed description of combat, with some examples:

Initiative -

At the beginning of combat, each combatant rolls 1d8 followed by an Agility plus Reaction check. They start this combat at whatever their 1d8 was, minus the number of successes on the reaction roll, at D 7.

Starting with tick one, each combatant takes his turn, each action taking a certain amount of time. Different actions take more or less time than others. Their initiative is reset at a higher number and they wait again to act.

A small example:

A Demigraal notices an Ethel-Mar. The Ethel-Mar, seeing the beast, draws his weapon and enters a combat stance. The Demigraal has an agility of 2 and a reaction of 0, he rolls a 5 and a 6. Since none of these meet the difficulty 7, he goes at whatever 1d8 roll he gets. The Ethel-Mar has an Agility of 6 and a Reaction of 2, he scores 1, 2, 4, 4, 4, 6, 8, 8. That is two successes, his initial 1d8 roll is two lower than what he actually rolls. The Demigraal rolls a 4 and the Ethel-Mar rolls a 5. The Demigraal starts combat at 4, the Ethel-Mar starts combat at 3. The Ethel-Mar moves closer, spending two ticks, he now goes at 6. The Demigraal moves, spending two ticks, he now goes at 7. The Ethel-Mar is now closer enough, let's say, (Within his speed, which this one would have a '15') to the Demigraal. If you move and attack, it costs one more tick to take that action, but the Ethel-Mar will take that penalty in order to strike first. He rolls a melee + dexterity check against the foe's Agility + defense (plus shield bonus if any). If it hits there are a few more steps. His initiative is now 13, so the Demigraal will go first. This continues until the combat ends.

So, how many ticks do these take? A small weapon costs 8 ticks, a medium weapon costs 10 ticks, a large weapon costs 12 ticks. You may use Agility + Reaction to reduce the number of ticks an attack takes. Unless you have an ability or talent that says otherwise, but you can not reduce the attack by more than 5 ticks.

Attacking -

To perform an attack, you use the melee, grapple or marksman skill against the foe's defense. If you use a sword, hammer or pike etc... you use melee, if you use a kick, claw or first etc... you use grapple. If you throw a dagger, use a bow etc... you use marksman.

So, to simplify this, we will use a sword, but it translates to any other weapon just as well. You roll Dexterity plus Melee versus the foe's Agility + Defense + Shield bonus. If the foe scores more successes, then you miss. Otherwise, you hit and may proceed to the wounding phase. Sometimes you score amazingly well and strike them hard. If you get three* more successes than them, it is a critical hit, and has a chance to delay and stun them. It probably will deal extra damage too. Also for every two successes beyond the required amount you get, your attack is resolved at +1 Strength. You also must modify the melee check by the difference you have in size. For example, a Khin, size 4, attacks a Tyar, size 6. The Khin rolls two additional die to attack. If a Yiiff, size 7, attacks an Ethel-Mar, size 6, he gets -1 die to his attack. Simple enough?

*Some weapons required more or less to crit, see weapon entry.

Example: An Ethel-Mar strikes at a Tyar, both are size 6 so no modifiers. The Ethel-Mar has a 6 Dexterity and a 3 Melee skill. The Tyar has a 4 Agility, 2 defense skill and a round shield. The Round shield increases your defense skill by one, so he would roll 7 dice instead of 6. They both roll off!

The Ethel-Mar rolls: 1, 2, 4, 4, 5, 6, 7, 7, 8
The Tyar rolls:, 1, 3, 3, 4, 5, 5, 8.

The Ethel-Mar successfully hits his foe! He scored 5 sucesses to his opponent's three. In addition, he scored two more than necessary, so he may roll his wounding roll at +1 Strength.

Wounding -

The wounding phase is about as simple as the attack phase, only you use different 'modifiers'

Size - This factors into how much damage a weapon you wield can do. Most weapons are based off of a Size which is ... well, your size. For example: A shortsword's base wounding dice is Size - 1. So if you were a Tyar, size 6, you'd roll a base of five wounding dice. You add your strength score to the size mod for wounding. So if the previous Tyar had a four strength, he would roll nine dice to wound.

For each success you get, you inflict one wound to your foe.

However, he may attempt to resist wounds. He may use his toughness and armor to shrug off damage. He rolls a number of dice equal to his toughness, rounded down and his armor's 'absorb' rating. For example, if you the Ethel-Mar that attacked in the previous step hit a Tyar that wore Light Mail armor (Absorb 2) and a Toughness of 4, he would get 6 dice to reduce the damage!

Example: In the past step, the Ethel-Mar hit at +1 Strength, he wields a longsword (Size + 0), which is six wounding dice, plus his strength of four, four dice, but it counts as one higher due to how well he struck so he would roll eight dice to wound the Tyar. Let's see the rolls:

Ethel-Mar: 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 7
Tyar: 1, 4, 5, 5, 6, 8

The Ethel-Mar scores six wounds, minus the fact that foue are resisted, the Tyar takes two wounds!

Now you're done, you roll initiative, like was said in the previous area of combat, and reset your initiative and wait for your turn.

Terms:

- Attack: This is throwing an axe, attacking with a mace, shooting a bow, punching someone, whatever. This is any action involving using a strike of some sort.
- Flat-footed: Unaware of a foe, Defense and Agility reduced to 0 for attacks. This is usually caused by someone successfully performs a stealth skill check while in a stealth chance and is attempting to attack.
- Reach: You can reach out to a number of feet equal to your size - 2. You can reach out to size - 1 with a small weapon, out to your size with a medium weapon, and out to your size +1 with a large weapon. You can attack any foe within reach.
- Reach Advantage: When your reach is more than three feet greater than the reach of your foe, you have 'reach advantage.' While you have reach advantage, your opponent must perform make themselves 'Vulnerable' to attack you, they are no longer vulnerable the tick after your next action, and only if they have moved to where they can reach you. If you have reach advantage, and they move towards into your reach even further, you may delay your current action by five ticks to make an attack against them, you must wait until your next action to perform this attack again.
- Tick: Roughly a second. A measure of time in combat.
- Vulnerable - You must roll 7s or 8s on defense rolls for successes.

Special Actions in Combat -

- All-out Attack: You thrust at your foe with an attack, trying desperately to get one quick strike in. You leave yourself hopelessly open for accuracy and speed. You get +1 melee and reaction for this attack, but until you take your next turn, your defense skill is reduced by three. You may not perform this action while in a 'Defensive Stance' 'Casting Stance' or 'Shooting Stance'
- Defensive Fighting (also called Attack-Parry): This action is an attack that sacrifices accuracy in an attempt to lower the foes accuracy as well. You suffer a -2 penalty to your melee skill while using this attack, but your defense skill increases by one. If you are in a 'Defensive Stance' then the penalty is still only -2, the stance penalty doesn't stack with this penalty, but the defense bonus does stack, graning +2 defense instead. You can not perform this action while in an 'Offensive Stance' or 'Casting Stance.'
- Draw Item: This action is drawing a shield or weapon. It costs 2 ticks for a small weapon or round shield, 3 ticks for a medium weapon or kite/heater shield or 4 ticks for a large weapon or tower shield.
- Feint: This is a special action that you must do with a weapon. It takes a number of ticks as if you swung with that weapon - 1. You choose to make a Personality + Composure or an Intellect + Melee check. If you choose the first, the foe must make a Perception + Intuition check, if you choose the latter, the foe must make an Intellect plus Melee check, adding in their shield bonus if they have one. If you tie or lose, the feint does nothing. If you score more successes, then the next time you attack, the foe rolls X dice less for their agility + defense roll, where X is the number of sucesses you won by.
- Flurry Attack: This action is an attack that sacrifices accuracy for speed. You have a chance of lowering the wait time of the attack, by taking a small penalty to-hit. You may only use this if your melee or marksman skill is 2 or higher. You sacrifice X to your melee or marksman skill and add that to your reaction for this attack, where X is NOT higher than half your melee or marksman skill respectively. (Round down). Some weapons give you a bonus to reaction while performing this, such as the scimitar. This bonus, called 'Flurry Strike X,' only adds the bonus if you perform the flurry attack action.
- Power Swing (or powerful strike): This is a strike that sacrifices accuracy and time for damage. You may only use this if your melee is 2 or higher. You sacrifice X to your melee and/or add Y ticks to your swing duration and add the total to your wounding dice for this attack, where X + Y is NOT higher than half your melee skill (Round down). You may not perform this action while in a 'Defensive Stance' 'Casting Stance' or 'Shooting Stance'
- Tactical Movement (Also called 'Tumble'): This action is like moving, but due to extra caution and agility, you take longer to get to the location by weaving and dodging. You take twice the amount of normal ticks to move, but can make agility + acrobatics checks opposed by the foes Dexterity + reaction, if you score more successes, you are not 'Vulnerable' due to movement. You must have at least 1 skill point in Acrobatics to use this.
- Total Defense (also called Total-Parry or Parry): This action is delaying, while in a Total Defense, you get +3 defense, but your reach is reduced to 0, as well as your melee skill. Some talents (such as Agile Riposte) can return your melee skill and reach to normal in an instant, but this lasts until your next turn. You must wait 8 ticks, modified by the standard reaction check, to act again. You can not perform this action while in an 'Offensive Stance' or 'Casting Stance.'

Imagicka -

Imagicka checks are relatively simple, you follow the instructions in the spell entry, however there is a matter if you pull off the spell or not. Whenever you cast a spell, you roll an Intellect + Imagicka (Discipline) check, and you must score a certain amount of successes at Y difficulty. Most spells are at difficulty 5 and required 2-4 successes. The amount of successes required and the difficulty is stated in the spell entry.

DM Kiirnodel
2007-01-31, 11:32 PM
~Reserved~

DM Kiirnodel
2007-01-31, 11:33 PM
Blank Character sheet with forum code.

Name:
Gender/Race:
Region of Origin –
Hit points –
Experience –
Size -
Speed - ( without armor)

Physical Attributes
Strength –
Dexterity –
Agility –
Toughness –

Mental Attributes
Personality –
Intellect –
Perception –
Spirit –

Skills
Melee -
Marksman -
Grapple -
Defense -
Athletics -
Acrobatics -
Reaction -
Stealth -
Persuasion -
Negotiation -
Composure -
Performance -
Alertness -
Animal Lore -
Survival -
Academics -
Device Lore -
Medical -
Magic -
Profession -

Talents


Racial Traits


Equipment

DM Kiirnodel
2007-01-31, 11:33 PM
Sample Characters to be used in an Example of Play:

Name: Lothar Smythe
Gender/Race: Male Tyar
Region of Origin – Rovaniar
Hit points – 7
Experience – 0
Size - 6
Speed - 8 (9 without armor)

Physical Attributes
Strength – 5
Dexterity – 4
Agility – 3
Toughness – 5

Mental Attributes
Personality – 3
Intellect – 3
Perception – 4
Spirit – 5

Skills
Melee - 3
(Dagger, Quarterstaff, Warhammer, Shortsword, Longsword)
Marksman - 1
(Shortbow)
Grapple -
Defense - 3
(Cloth, Leather and Mail Armor; Buckler and Round Shields)
Athletics - 1
Acrobatics -
Reaction - 1
Stealth -
Persuasion -
Negotiation -
Composure - 3
Performance -
Alertness - 2
Animal Lore -
Survival -
Academics -
Device Lore -
Medical - 1
Magic -
Profession (Blacksmith) - 1

Talents
Inspiring
Offensive Stance
- Crushing Blow
- Power Charge

Racial Traits
Improved Personality - When increasing attributes, all personality increases cost 1 less XP to increase.
Improved Skills - With the exception of Melee, Marksman, Grapple and Defense, all skill increases cost 1 XP less to increase.
Sleep Immunity - Tyar are immune to the effects of magical sleep and need only rest for 4 hours each day, they do not count as being asleep and suffer no penalties to alertness during this resting period.

Equipment
Warhammer, Round Shield, Medium Mail Armor, Shortbow, Shortsword.

---------------------

Name: Indei-For
Gender/Race: Female Ethel-Mar
Region of Origin – Maris Forest
Hit points – 6
Experience – 0
Size - 6
Speed - 16 (16 without armor)

Physical Attributes
Strength – 3
Dexterity – 6
Agility – 7
Toughness – 3

Mental Attributes
Personality – 3
Intellect – 2
Perception – 4
Spirit – 4

Skills
Melee - 2
(Dagger, Quarterstaff, Katar, Kukri, Shortsword, Spear)
Marksman - 1
(Javelin, Thrown Dagger)
Grapple -
Defense - 2
(Cloth and Leather Armor; Buckler and Round Shields)
Athletics - 2
Acrobatics - 2
Reaction - 2
Stealth - 2
Persuasion -
Negotiation -
Composure -
Performance -
Alertness - 3
Animal Lore -
Survival (Arboreal) - 1
Academics -
Device Lore -
Medical -
Magic -
Profession -

Talents
Arterial Strike
Defensive Stance
Improved Initiative
Stealth Stance
- Ambush

Racial Traits
Art of War - Ethel-Mar get two weapon proficiencies per melee point.
Darkvision - Ethel-Mar can see out to 14 yards in darkness at no penalty.
Improved Agility - When increasing attributes, all agility increases cost 1 less XP to increase.
Profession Penalty - Ethel-Mar must spend 1 extra XP to learn a new Profession.

Equipment
Kukri, Round Shield, Light Leather Armor, 3xJavelin, Dagger

---------

Name: Hen'yt D'aen
Gender/Race: Male Arsininan
Region of Origin – Strifefield
Hit points – 5
Experience – 0
Size - 5
Speed - 14 (14 without armor)

Physical Attributes
Strength – 3
Dexterity – 5
Agility – 5
Toughness – 3

Mental Attributes
Personality – 3
Intellect – 4
Perception – 5
Spirit – 4

Skills
Melee - 1
(Dagger, Quarterstaff, Shortsword)
Marksman - 3
(Longbow, Shortbow, Thrown Dagger)
Grapple -
Defense - 1
(Cloth and Leather Armor; Buckler)
Athletics - 2
Acrobatics -
Reaction - 2
Stealth - 2
Persuasion -
Negotiation -
Composure -
Performance -
Alertness - 2
Animal Lore - 1
Survival (Arboreal) - 1
Academics -
Device Lore -
Medical - 2
Magic -
Profession (Hunter) - 1

Talents
Bow Mastery
Precision
- Improved Precision

Racial Traits
Improved Imagicka - The Imagicka skill costs 1 less XP to increase.
Improved Perception - When increasing attributes, all perception increases cost 1 less XP to increase. When increasing skills, all alertness increases cost 1 less XP to increase.
Low-light vision - When in dark illumination, but still light, Arsinians take no penalty to alertness checks.
Sound Manifest - With a spirit check, 2 Successes D 5, the Arsinian can create small sounds for a number of ticks equal to 10 plus their spirit.

Equipment
Longbow, Shortsword, Light Leather Armor, Quiver - 40 arrows

DM Kiirnodel
2007-02-01, 05:03 PM
[ERRORS in the following post, some numbers may be off. I've revised it some]

Lothar, Indei, and Hen'yt engage a pair of Demigraal - Here is some combat with rolls and everything for demonstration purposes. The full character sheet, or rather-half-assed character sheet, is above. :smallbiggrin:

Indei points out the two Demigraal to the other two, the Demigraal appear to be looting a runover cart. Lothar nods and lets out a resounding warcry as Indei moves into the forest on the side. Hen'yt leaps out behind Lothar with his bow ready.

Read the combat rules before reading this, you will understand it better.

Initiative!

Quick overview of a Demigraal -
Str 5, Dex 3, Agl 3, Tgh 5, Int 2, Prs, 2, Per 3, Spr 3
Size 5, HP 6; Speed 7; Ability 'Reinforced 1' due to natural armor
Melee 3, Defense 1, Alertness 2, Survival 1, Athletics 1
Battleaxe, Round Shield, Light Leather Armor

---

Lothar rolls 5, 5, 6, 7 for his Agl + Reaction check and a 5 on his initiative roll. He goes at initiative 1.

Hen'yt rolls 1, 2, 2, 4, 4, 6, 7 for his Agl + Reaction check and an 8 on his initiative roll.
He goes at initiative 6.

Indei rolls 1, 2, 3, 4, 5, 6, 6, 6, 8 for her Agl + Reaction check and a 1 on her initiative roll.
She goes at initiative 0.

Demigraal 1 rolls 1, 5, 6 on his Agl + Reaction check and a 5 on his initiative roll.
He goes at initiative 3.

Demigraal 2 rolls a 2, 5, 8 on his Agl + Reaction check and a 6 on his initiative roll.
He goes at initiative 4.

Initiative queue.

Indei - 0
Lothar - 1
Demigraal 1 - 3
Demigraal 2 - 4
Hen'yt - 6

Indei enters a 'Stealth Stance' and rolls a Stealth check, using 4 ticks of movement to cover 16 feet.

Indei Agility (7) + Stealth (2) roll = 1, 1, 2, 2, 3, 4, 5, 6, 8.
Pretty crappy roll.
Demigraal get -1 alertness due to distance [She is about 40 feet away now, the Demigraal detect without penalty any creature at 5 times size, which is 25 feet]
Demigraal 1 Perception (3) + Alertness (2) - Penalty (-1) = 2, 3, 5, 8.
Failure.
Demigraal 1 Perception (3) + Alertness (2) - Penalty (-1) = 1, 2, 4, 4.
Failure.

Indei remains undetected.

Since Indei took 4 ticks of movement, she adds 4 ticks to her current initiative. 0 + 4 = 4. Another person is already at that initiative, so we compare agility. Indei has an Agility of 7, whereas the Demigraal has a 3. Indei will act first.

Lothar - 3
Demigraal 1 - 3
Indei - 4
Demigraal 2 - 4
Hen'yt - 6

Next is Lothar, being fifty feet away moves forward 2 ticks. With his speed of 8, he moves 8 feet. He and the Demigraal go at initiative 3. The Demigraal charges forward, as well as Lothar, the Demigraal moves 7 feet, and Lothar moves 8 feet.

Indei - 4
Demigraal 2 - 4
Lothar - 5
Demigraal 1 - 5
Hen'yt - 6

Indei moves... again. Setting up her ambush. She moves 16 more feet.
The Demigraal moves forward!

Lothar - 5
Demigraal 1 - 5
Hen'yt - 6
Demigraal 2 - 6
Indei - 8

Lothar is now close enough to perform a charge (+2 ticks of movement) he enters his offensive stance (+1 tick) and uses his power charge ability! His speed is boosted by three for this charge, so he can charge any foe within 22 feet (8, base speed, +3 = 11. Double 11 is 22. You can move up to double speed on a charge). He charges Demigraal 1.

He rolls his attack! [Dexterity (+4) Melee (+3) Offensive Stance (+1) and Charge Bonus (+1)] = 2, 2, 4, 4, 5, 5, 5, 6, 7. Five successes.

The Demigraal rolls defense! [Agility (+3) Defense (+1) Round Shield (+1)] = 1, 1, 5, 6, 7. Three successes!

Lothar hits the Demigraal square in the chest! He rolled two higher than required, which means that he gets a +1 bonus to-wound.

Wounding roll:

Lothar has a Strength of 5, if you see below and he wields a warhammer. Warhammers add an unmodified bonus to wounding equal to your size modifier (Half of your size, in otherwords) He has the talent 'Crushing Blow' which allows his to roll an additional die to wound.

Wounding = [Strength (+5) Weapon (+3) Melee Bonus from exceptional attack roll (+1) "Crushing Blow" (+1)] = 1, 2, 2, 3, 4, 5, 6, 6, 6, 8.

His attack will inflict five wounds, but the Demigraal gets to resist the damage. Due to having a toughness above 1, armor and the thick skin ability, he rolls to resist wounding! [Demigraal's thick skin ability makes 4s succeed on armor + toughness rolls to resist damage]

Toughness = [Half Toughness (+2) Light Leather Armor (+1)] = 1, 4, 5. Two wounds resisted!

Lothar successfully inflicts three wounds to the Demigraal. The Demigraal is now at 3/6 hit points.

Lothar happens to have 'Power Charge' and indeed inflicted wounds on a charge, this causes the foe to be delayed a number of ticks equal to the number of wounds dealt plus two. The Demigraal is therefore delayed five ticks.

Lothar must re-set his initiative, stance changing and charging added 3 ticks to his action already, and swinging a warhammer costs 10 ticks, modified by an agility plus reaction check. Since he does not have a 6 Strength required to wield a warhammer without penalty, he rolls one less die to readjust initiative. Agility +3, Reaction +1, Strength penalty -1 = three dice. He rolls a 5, 6, 6. Three successes, so he adds 10 (-3) ticks and +3 ticks.

Hen'yt - 6
Demigraal 2 - 6
Indei - 8
Demigraal 1 - 10
Lothar - 15

More to be added soon. Hopefully it's not too confusing.

Eighth_Seraph
2007-02-01, 07:46 PM
...I'm just gonna go ahead and say that I don't know a single person who would go through all of that literature. Break it down into the important chunks. What do you need help with?

DM Kiirnodel
2007-02-01, 09:06 PM
...I'm just gonna go ahead and say that I don't know a single person who would go through all of that literature. Break it down into the important chunks. What do you need help with?

.... thanks for posting. Honestly? I think I just need to finish typing in the blanks and have people make characters for an online run. I guess that's what I need help with. Even so, I'd have to make a quick-and-easy guide to character creation, and explain with later steps.

This is kind of like a not-so-friendly handbook, I'll add a post in the ...online campaign thing section with a tutorial?

Yakk
2007-02-01, 09:20 PM
Why d8s? As far as I can tell, each d8 is simply a "flip a coin" by default.

Any sided die would work perfectly well.

The rules for when you have to let someone else go seem missing, or I didn't see them.

You really need a description of each stat, and a short summary of what each stat modifies.

Many of your rules have upteen modifiers that have to be calculated when they happen. For example, when you swing at someone:
First you take how slow the weapon is.
Next, you roll to see if you can swing faster.
Next, you compare your size to your target, and remove or add dice to your attack pool.
Next, you roll your attack pool.
Next, the target rolls their defence pool.
You compare. If attacker gets more successes, this could result in a critical (depending on the weapon), or boost damage.
Next, you roll your weapon's damage (which is at least static!)
Next, you roll 1/2 toughness (warning: odd toughness worth less? more?) plus armor and subtract that from damage.
Finally, you actually deal damage, and deal with the effects.
Lastly, you update your initiative.

5 die pool die rolls, 3 or 4 math steps, and multiple special rules that depend on the weapon.

For one single melee attack.

Finally, what makes your game different and interesting compared to White Wolf die-pool systems? About 1/2 of your dice get a success, while 30% of WW dice do. Your combat system seems very much like exalted, with ticks. Your special ability system seems alot like exalted charms.

Note that you can simplify your weapon damage system. Just do size+strength+mod, instead of doing (size+mod) in one step then adding strength later.

Finally, a system with as many special rules/spells/moves as the above will need extensive playtesting to make sure the costs are reasonably accurate. Is that practical?

Weapons and Races -- is there a base point system you used to balance them, or where they eyeball balanced?

DM Kiirnodel
2007-02-01, 09:32 PM
Why d8s? As far as I can tell, each d8 is simply a "flip a coin" by default.

Thank you for posting :) Well, there are ways to alter the difficulty of the die, some abilities all for a 4+ to succeed, or a 6+, one could have ran with any die, I just decided I liked d8s. Especially with the +1/-1 or even 2 difficulties. In all honesty, though, it was just off the top of the head at the time, and it's worked THUS far.


Any sided die would work perfectly well.

Exactly, so I just decided d8s, but 6s would be too small, same with 4s. A d10 or d12 would work!


The rules for when you have to let someone else go seem missing, or I didn't see them.

On the initiative? Who goes? Not sure what you're saying.


You really need a description of each stat, and a short summary of what each stat modifies.

Exactly! Thank you! You see? I have it all in my head, but I forget that other people don't have access to the same knowledge.


Many of your rules have upteen modifiers that have to be calculated when they happen. For example, when you swing at someone:
First you take how slow the weapon is.
Next, you roll to see if you can swing faster.
Next, you compare your size to your target, and remove or add dice to your attack pool.
Next, you roll your attack pool.
Next, the target rolls their defence pool.
You compare. If attacker gets more successes, this could result in a critical (depending on the weapon), or boost damage.
Next, you roll your weapon's damage (which is at least static!)
Next, you roll 1/2 toughness (warning: odd toughness worth less? more?) plus armor and subtract that from damage.
Finally, you actually deal damage, and deal with the effects.
Lastly, you update your initiative.

You know? Online, it wasn't so bad. In real life, it was taxing on those that weren't so difficult. My girlfriend wrote down 'shortcuts' and pre-calculated attacks with weapons, initiative adjustments, so you just took a look and rolled a certain amount of dice.


5 die pool die rolls, 3 or 4 math steps, and multiple special rules that depend on the weapon.

For one single melee attack.

Thank you for pointing that out, it really is complicated >.< I know.


Finally, what makes your game different and interesting compared to White Wolf die-pool systems? About 1/2 of your dice get a success, while 30% of WW dice do. Your combat system seems very much like exalted, with ticks. Your special ability system seems alot like exalted charms.

Never heard of Exalted, I'll look into it.


Note that you can simplify your weapon damage system. Just do size+strength+mod, instead of doing (size+mod) in one step then adding strength later.

I think I'll do that.

Finally, a system with as many special rules/spells/moves as the above will need extensive playtesting to make sure the costs are reasonably accurate. Is that practical?
I'm not sure it is. However, I'm not sure of another way to balance them.


Weapons and Races -- is there a base point system you used to balance them, or where they eyeball balanced?

All eyeballed. Yup.

My friends who've played it say it's relatively easy and balanced, BUT that seems really biased, because I've told them a lot of the rules and explained a lot of things, so maybe it's just them, so I wanted to bring it online to see if other people thought it was, and my prediction was that it seemed overly complicated.

Thank you so much for the response, I think I'm going to do the following:

Full toughness to resist attacks, full size to wound foes. You know, it'd be about the same, I think.

Collin152
2007-02-01, 11:23 PM
Err... was I expected to read all that? i mean, i'd love to help play test it, but between the massive amount of words and the... naming conventions, I think i might pass on this and find someone to play marvel superheroes with instead. Good luck, though. You'll need it.

DM Kiirnodel
2007-02-01, 11:48 PM
I think my new plan is to make a seperate thread, with all of the hard-to-understand information out of the way. Merely, a step-by-step user guide to character creation with some rules stuff. Would that be better?

Zeal
2007-02-01, 11:57 PM
This seems to be the general thought, but I figure I'd say it anyways: looks interesting, but I can't digest that much text, I can't even glance over all of it.

...plus, you kinda lost me at Yiff.

DM Kiirnodel
2007-02-02, 01:43 AM
This seems to be the general thought, but I figure I'd say it anyways: looks interesting, but I can't digest that much text, I can't even glance over all of it.

Yeah, it's an entire handbook >.<


...plus, you kinda lost me at Yiff.

Why so?

---

I have made a thread for an online test run of it. It is MUCH shorter than the above 'blah' and it can help you out with character creation. I hope to see some of you there.

You can find the link to it here. It is an online post-by-play recruiting thread (http://www.giantitp.com/forums/showthread.php?t=33607)

slapdash
2007-02-02, 04:29 PM
'Yiff' is a term used by furries to describe various sexual acts, I believe. That's probably where Zeal was going with that.

DM Kiirnodel
2007-02-02, 04:31 PM
'Yiff' is a term used by furries to describe various sexual acts, I believe. That's probably where Zeal was going with that.

O_o' ... yeah, I totally should not have gone and googled that. Thanks though... that Yiiff might get a name change now... yeah. Thanks for the heads up there.