Basic Fantasy storyline. Seriously, no depth, just playing to test out my system.
Rules
In order to perform an action:
First, write it. Describe what you are doing.
If whatever you are doing requires any skill on the part of your character, has any chance of failing hilariously, or any need of random determination, you will need to roll dice.
The basic formula for dice rolling in this game is rolling a d12 (12 sided die) and adding applicable modifiers.
Some examples of when dice need to be rolled, and the appropriate modifiers are as follows:
Critical Success: On Natural
12. Roll d% target 100-Weapon/Spell Skill or higher.Double damage or special effect. 100/100
always wins.
Critical Failure: On Natural
1 Roll d% target 50-Weapon/Spell Skill or higher succeeds.Damage self or special effect on failure.
1/100 always fails.
A few notes on the above:
d(whatever) means roll a (whatever) sided die.
d% = d100 or "percentage dice"
on a tie, Attacker Wins.
natural (whatever) means rolling a d12 and getting (whatever)
COMBAT/DRAMATIC TIMING
When it matters to micromanage things, such as in a chase, in a fight, or a very tense situation which could erupt at any moment, we will go into turn order.
In order to determine turn order, roll d12+Initiative. The highest goes first. Everybody goes twice in a turn. Once on their initiative check, and once at Half (not rounded) of their initiative check. In the case of ties, those who have not yet gone get to go first, then we go with the character with highest Initiative stat, and then determine randomly/GM's choice (sometimes dramatic/storyline reasons may override turn order, just go with it, we do not need rule lawyers slowing things down).
1 turn is a total of 5 seconds long. This is for both actions for every character involved. So, while we resolve each in sequence, for theatrical purposes things are basically happening all at once.
If a character decides to only take one action, they can choose to take it at their first or second action.
If some are surprised, they lose their first action. This means that someone who is ambushed may actually still go first, if their initiative check is more than double the ambusher's. This fits high fantasy-style reflexes very well.
Also, during combat, the direction you are facing matters. Most systems glaze over this, and assume people are circles that see in every direction. For our purposes, we arent using a map, so mainly, if you are facing someone directly, its fighting as normal. If they are to your sides, they get a bonus against you, and if they are directly behind you, they get a bigger bonus against you (and can use the Backstab Talent). These bonuses/penalties also apply to relevant skill checks, like intimidating, if there is a visual component, spotting someone who is hiding, etc. Basically, just keep in mind who you are facing, and know that those behind you get bonuses. Use it to your advantage as well. You can change the direction you change once with every action, either before or after you act.
ACTIONS/TOKENS:
When using tokens to perform actions, as in combat and magic casting, you must consider fatigue. If you use ** worth of effort in tokens in the same turn, and perform 2 actions, you will fatigue. This means that you make one of your tokens unusable until you have rested. You may choose which one. If you use ** on a single action, and do not act for the other, or you use * or (none) while performing 2 actions, you do not fatigue.
IMPORTANT: When you recieve damage equal to your resilience vs damage, you must wound a token, similarly making it unusable. You MAY choose to wound your fatigued tokens.
If at any point, you have no active tokens, meaning they are all either fatigued or wounded, you lose consciousness. If they are all wounded, you are dying, taking 1 damage per turn (bleeding out) and if you take damage equal to your resilience, you die.
Once a token has been used in a turn for offense, it cannot be used again for offense until the next turn. It can, however, be used for defensive rolls without accruing any extra effort/fatigue.
You may choose to not use a token for defense, or may be forced not to due to not having one, you can use 1/2 of 1/2 of the appropriate ability score as the effective finesse, for no effort.
MAGIC:
Before we get into mechanics, magic is personal. Be creative. Your fire spell might look like firey hellcats leaping at your targets, or just a sheet of flame. When manifesting your powers, please feel free to do all that you want with it. If you want to only have a flash in your eyes to make things happen, then so be it. If you feel like throwing around ruby dust, then do it. If you want to recite incantations from a spellbook, then, please, do it. Make it your own. Magic, even more than other aspects of roleplaying, should be individualised.
The total Spell Level of a spell that has been cast is Spell Skill + Power of the token used.
Each spell has a basic thing that it does. It has several variables, and they can each changed by using the Spell Level. For instance, a basic fire spell does 1 damage at melee range, on a single target, and happens instantly. A level 7 (2 in the skill + 5 Power) might do 1d2 damage each turn for 3 turns, or 1 damage on each of 3 spaces that are 4 yards away maximum. Each spell will have rules on what levels can add. A spell can be cast at an intentionally lower level, in order to reduce cost, or because the extra effects are not needed (sometimes, even the MIGHTY ARCHMAGE OF CALIRANT just needs a spark, instead of a meteor swarm that consumes the countryside).
Arcane Spells cost 1 mana per spell skill of the spell cast. the above fire spell, would cost 2 mana if cast at level 7 (the Token effectively adds power without adding cost) or 1 mana if cast at level 6 (only using 1 level of the skill) but can never be reduced to less than 1. You can also spend 2 additional mana when casting a spell to increase the total level of the spell by 1. You may do this as much as you would like. Expending all of your mana on one spell might be seen as rash, but can sometimes come in handy.
Divine spells are always cast at maximum level, but do not cost differently depending on cost. You simply have so many divine favors in a day.
Ranged spells still expend mana/uses if they miss.
Melee spells still expend mana/uses, but if they miss can try to re-hit the target, as it does not leave the caster (think of a firey hand that only explodes over on contact).
Background
This section is used to flesh out the rules of magic.
The first part of each description is the "base spell" and the second part is how levels of the spell can be spent to improve the effects.
The basic ideas are in the "rules" section, but the charts and what each spell can become are listed here:
Arcane Schools:
Elemental
Fire: 1dmg on melee, single target, instant. 1
lvl adds 1 Range Step, 1 Area Step, 1/3 Duration Step, or next damage die.
Cold: 1dmg on melee, single target, instant. 1
lvl adds 1 Range Step, 1 Area Step, 1/3 Duration Step, or next damage die.
Electricity: 1dmg on melee, single target,
instant. 1 lvl adds 1 Range Step, 1 Area Step, 1/3 Duration Step, or next
damage die.
Acid: 1dmg on melee, single target, instant. 1
lvl adds 1 Range Step, 1 Area Step, 1/3 Duration Step, or next damage die.
Force
Push/Pull: 1 STR, 1 yard, single target, 1 turn.
1 lvl adds 1 STR, 1 Range Step, 1 Target, or 1 Duration Step.
Teleport: 1 Target, 10 yards travelled, melee. 1
lvl adds ¼ target, 1 Range Step (distances *10 for travelled), or 1 Range
Step (for targets)
Barrier: Stops 1 dmg/turn, melee range, 1 space 1
Turn. 1 lvl adds 1 Range, 1 Area Step, 2 dmg/turn, or 1 Duration Step
Dart: 1dmg on melee, single target. 1 lvl adds 1
yard, ½ target, or next damage die.
Object: 1 size change, +/-1 resilience, minor physical change,
melee, 1 turn. 1 lvl adds 1/6 size
change, +/- 1/3 reselience, 1/3 physical change,1 Range Step, or 1
Duration Step.
Creature: 1 size change, +/-1 to physical ability score, minor
physical change, melee, 1 turn. 1
lvl adds 1/6 size change, +/- 1/3
physicla ability score, 1/3 physical change, 1 Range Step, or 1 Duration
Step.
Self: 1 size change, +/-1 to physical ability score, minor
physical change, 1 turn. 1 lvl adds ¼ size change, +/- ½ physical ability score, ½ physical
change, or 1 Duration Step. (1
physical change could be claws, scales, fur, teeth, etc.)
Energy: 1 type change, 1 size
change, melee, 1 turn. 1 lvl adds
1/5 type change (2 changes to opposite), ¼ size change, 1 Range Step, or 1
Duration Step.
Divine Schools:
Healing/Harming
Token: 1* Healed from Fatigue or 1 * Wound moved
to Fatigue, on touch/spell level. 1 lvl adds 1 Range step. Or inverse for
Harming.
Disease: Disease duration reduced to 1/lvl of
normal duration (count as 1 year for terminal/permanent diseases). Disease
reduced to less than 1 hour is cured. For Harming, disease currently on
target is progressed by lvl Days, or implants disease.
Poison:
Injury: 1limb/part, one target, melee, takes 1
hr. 1 lvl adds 1/10 limb/part, ¼ range step, -1/2 Duration Step
Divination
Scrying: 1 Location, within 10 yards, for 1 turn.
1 lvl adds ¼ location, 1 range step(distances *10), or 1 Duration Step.
Prophecy: 1 time, within 1 turn, for 1 turn. 1
lvl adds 1/6 time, 1 Duration Step(to look at), or 1 Duration Step (to
look at it)
Sympathy: 1 target, within 100 yards, for 1 turn.
1 lvl adds ¼ target, 1 range step
(distances *100), or one Duration Step. *Special* with sympathy, add lvls
based on object related to target, -4 with nothing.
Knowledge: 1 Topic, +5 knowledge skill check,
instant. 1 lvl adds +2.
Specific knowledge, not general.
Protection/Weakening
Physical: +/- 1 Defense, one target, melee, 1 turn. 1 lvl adds +/-
½, 1/3 target, 1 Range Step, or 1 Duration Step
Arcane: +/- 1 Defense, one target, melee, 1 turn. 1 lvl adds +/-
½, 1/3 target, 1 Range Step, or 1 Duration Step
Divine: +/- 1 Defense, one target, melee, 1 turn. 1 lvl adds +/-
½, 1/3 target, 1 Range Step, or 1 Duration Step
Health: +/- 1 Defense, one target, melee, 1 turn. 1 lvl adds +/-
½, 1/3 target, 1 Range Step, or 1 Duration Step
Buff/Debuff
Major Skill: +/- 1, one skill, one target, melee, 1 turn. 1lvl
adds +/- 1/3, one skill, 1/3 target, 1 Range Step, or 1 Duration Step.
Ability: +/- 1, one Ability, one target, melee, 1 min(12
turns). 1 lvl adds +/- 1/2, 1/3
target, 1 Range Step, or 1 Duration Step
Minor Skill: +/- 2, one skill, one target, melee, 10 min. 1 lvl
adds +/- 1, 1/3 target, 1 Range Step, or 10 min.
Resilience: +/- 1, 1 type (phys/ment), one target,
melee, 1 turn. 1 level adds +/-1/2, ¼ type, 1/3 target, 1 Range Step, or 1
Duration Step
Various Progressions:
Area Steps:
1
2
3
4
5
6
7
8
9
10
target
1Sp
3Sp
6Sp
10Sp
15Sp
21Sp
28Sp
36Sp
45Sp
Range Steps:
1
2
3
4
5
6
7
8
9
10
Melee
1
2
4
10
20
30
40
50
60
Damage Die Steps:
1
2
3
4
5
6
7
8
9
10
1
1d2
1d4
1d6
1d8
1d10
1d12
1d12+1d2
1d12+1d4
1d12+1d6
Duration Steps:
1
2
3
4
5
6
7
8
9
10
instant
1 turn
3 turns
6 turns
12 turns
2 min
4 min
10 min
20 min
30 min
Lasting Effects:
Poisons, Diseases, Compulsion, Phantasm, and Illusion
all work in a similar manner. They each
have an effective "damage" that is dealt when an individual is
exposed to it. This damage is compared
to the relevant Resilience stat, and if
it is lower, then there is no immediate effect.
For those that persist, the damage may repeat, but will only actually
affect the target after the cumulative damage has overcome the Resilience.
For instance, a character bitten by a rabid rat may
catch rabies. The rabies does disease
damage vs the character's Physical Resilience.
Let us assume that if Rabies does not infect immediately that it does
not infect at all. If the Resilience
stat is higher than the damage dealt, the character resists and is fine. If the Disease Damage is higher, the disease
takes affect.
Multiple of the same type of lasting effect (Poison,
Disease, Compulsion, Phantasm, Illusion)
each apply, and each takes effect whenever their totals overcome their
respective resilience, as a
poisoned/diseased body is more susceptible to other disease, and a troubled
mind is likewise weaker to further attack.
Poisons: Each poison has
Damage, Linger time, Duration and Effect.
The poison deals Poison Damage vs Physical Resilience immediately, and
every minute for the Linger time. At the
point that the Poison Damage overcomes the Resilience, the Effect is applied,
and is applied every minute.
Diseases: Each Poison has Damage, Linger time,
Duration, and Effect. Disease deals
damage vs. Physical Resilience immediately, and every day for the Linger Time. At the point that the Disease Damage
overcomes the Resilience, the Effect is applied immediately and each time the
damage overcomes the resilience, as Damage is applied every Day for the
Duration.
Compulsion: The compulsion has a Damage, Linger time,
Duration, and Act. Compulsion deals
damage vs. Mental Resilience immediately and every turn for the Linger
Time. When the Compulsion Damage
overcomes Mental Resilience, and for the rest of the duration, the afflicted
character is compelled to take the actions, or to not take the prohibited
actions, suggested. No act may be
overtly harmful or obviously dangerous or against the character's deepest
nature or the Compulsion will be broken immediately.
Phantasm/Illusion: Each will have Damage, Duration,
and Description. Phantasm should be
disturbing, and personal to the target (the caster may not know what the target
is experiencing). The damage is dealt agains Mental Resilience
immediately. If it overcomes the
illusion takes affect, or the phantasm scares or shakes the target for the
duration. If the immediate damage does
not exceed the mental Resilience, the illusion will be seen/heard and understood to be a complete illusion, but the phantasm will not take effect at all. Multiple targets of illusion will experience
the same thing specified by the caster, while multiple targets of Phantasm
experience levels of fright and personally disturbing events.
Characters
Character Creation:
1.Concept
2.Race
3.Abilities
4.Tokens
5.Major Skills
6.Minor Skills
7.Talents
8.Gear
9.Round It Out
***Anytime there is rounding involved, round Down***
Concept:
The most important part of building any character is
its concept. What do you want to do with the
character. Whether you are writing a
story, planning an adventure, or creating your ideal hero/villain this is where
you begin. What will your character do
when its life is threatened? How will it
react to charity? Hostility? Camaraderie?
Will it be a daring swashbuckler or a cowardly lion? A bumbling baboon or a stunning beauty? This is where the most important decisions
are made. Avoid the feeling that your
character must fall into a classic archetype.
While it may certainly do so, it is not a requirement, and I encourage
you to be creative, mixing skills
and aptitudes.
Race:
To decide race, look back on your concept. Which race will
help you fulfill your goals? The
standard races are:
1.Human
2.Orc STR
3.Elf DEX
4.Troll BUI
5.Halfling AGI
6.Goblin INT
7.Gnome CHA
8.Dwarf MIT
9.Lizardfolk WIS
Humans spend fewer advancement points when compared to other races, and therefore
develop faster.Perhaps they need the
boost since the others begin with greater abilities.Simply put, they spend 1 fewer advancement point to raise a value, and
they get to choose one minor skill
to add a +1 bonus.
Abilities:
Abilities are the basic statistics that tell what your
character can and cannot do.
To determine your abilities roll 3d6, take half of the
lowest (round up) and add them together.
This gets you a value between 3 and 15, averaging around 9. Do this 8 times and assign one to each
Ability Score. Then apply the racial
modifier, as noted above.
The Main function of Ability Scores is to determine
your Token’s Power and Finesse.
Power
Finesse
Fight
Strength
Dexterity
Move
Build
Agility
Arcane
Intellect
Charm
Divine
Might
Wisdom
Strength: Determines how much you can lift, how much
damage you deal with melee and thrown attacks.
Dexterity: Determines how
well you hit with and defense from physical Attacks, damage dealt with
projectile attacks, and Initiative.
Build: Determines how much you can carry when
moving, and goes directly into determining Resilience.
Agility: Determines how far you move when moving, how
good your Reflexes are and Initiative.
Intellect: Determines the Level of Arcane Spells cast,
Mental Resilience, and the amount of Mana you have.
Charm: Determines success of casting and defending
from Arcane spells.
Might: Determines the Level of Divine Spells cast,
and Mental Resilience.
Wisdom: Determines the success of casting and
defending from Divine Spells.
In addition to the categories they are already divided
into, they can also be classified as “Physical” and “Mental.” STR, DEX, BUI, and AGI are Physical
Abilities. INT, CHA, MIT, and WIS are
Mental Abilities.
Tokens:
Tokens are the basic unit of the game, which allow you
to actually do things. While your
Abilities describe your physical and mental status, your Tokens specify just
how you are able to use those qualities.
Anytime
you perform an action, you will use a relevant Token. You may only use the same
token once per turn (5 seconds) to perform an action. There are 4 types of Tokens, each associated
with a classic fantasy archetype or “class”:
FIGHT
FIGHTER
MOVE
ROGUE
ARCANE
MAGE
DIVINE
CLERIC
When your character is first created, you have 3
"free" tokens. Each token has
3 values on it in addition to its “type.”
Each token has a Power and a Finesse value, as well as an “effort” value
(represented by *s). A token may have 0,
*, or **(effort). A base token has:
Power = (1/2 Power Ability) -1
Finesse = (1/2 Finesse Ability) -1
Effort = 0
You may then raise either value by adding effort to the token, with a maximum of ** effort on any one token.
Example: Arcane Token with INT
12 and CHA 8 could have the following values
5/3, 5/4*, 6/3*, 7/3**, 5/5**, or 6/4**
The maximum effort that may
be used in one turn is **. Using **
while doing 2 actions in one turn will cause fatigue. Using ** while doing no other actions will
not cause fatigue.
You select these tokens based
upon what you want your character to be
able to do. Keep in mind that in order
to defend effectively against something, you must have that type of Token. For example, you must have a Fight to defend from physical attacks, an Arcane to defend from Arcane spells, and a Divine to defend from Divine spells. Without them you will be able to roll defense, but it will be very "gimped".
Major Skills:
Major Skills define your character’s training and
aptitudes. They are sorted into 4
categories:
At character creation, you have 4 Major Skill points
to distribute. You also decide what your
Expert Skills are. You pick 4 Minor
Skills, and those apply to your “expertise.” Attack, Defense, Arcane, Arcane
Defense, Divine, Divine Defense, Speed, and Reflexes are your Defining
Skills. Weapon, Spell, Armor, and Expert
skills are your variety skills. Your Variety skills must be less than or equal
to their corresponding Defining skill as follows.
Weapon
Attack
Armor
Defense
Spell (arcane)
Arcane
Spell (Divine)
Divine
Expert
No Defining Skill
Defining skills allotted from your Starting Major
Skill points gain 1 Lvl per point assigned.
Variety skills are actually sets of skills. For weapon, it could be sword, dagger, bow,
etc. A group of related weapons. For spells, there is a set spell list. Armor
are types of armor. Expert skills are 4
minor skills chosen as defining for your character. Each Starting Major Skill point you allot to
a variety skills gives you 2 Levels that you may distribute between any of the
variety skills.
If you decide to allot all 4 of your Major Skills at character creation within any one of the archetypes, you will gain one bonus token of that type. For instance, if you decide to put 2 points in Attack, 1 in Defense, and 2 in Sword, you will gain a bonus Fight Token.
Minor Skills:
Minor skills are the small things that let you
interact in complex ways with the world around you. These could include tying knots, sewing up
wounds, looking around, or any other task which can be trained. At character creation, you have 4 Minor Skill
points to distribute how you choose.
Each race gains a bonus to a skill.
Humans can choose +1 to any one skill, and other races add +2 to a specific
skill noted below:
Survival Orc
Perception Elf
Intimidate Troll
Acrobatics Halfling
Sneak Goblin
Knowledge Gnome
Craft Dwarf
Diplomacy Lizardfolk
Security
Balance
Perform
Disguise
Appraise
Climb
Ride
Swim
Concentrate
If you think of other skills your character might
have, take them. This is not a complete
list. The more specific the skill, the lower roll required to succeed. For example, rolling a 10 in "Perception" to see something is not as impressive as rolling a 10 in "Sight"
Talents:
This would be the equivalent of special class
abilities in other games. These are your
special training, effective attack options, things you are good at, and things
you can do that others simply cannot.
This is not a comprehensive list. If you want to add a different
ability, talk with your GM and come up with a cost based on those that are
here. You get 1 talent for free at
character creation. Cost does not
matter, and if it can be leveled, it starts at lvl 1. Keep in mind that advancing talents gains you
special abilities, but does not move you along the track of a class, and does
not gain you Tokens.
Ambidexterity:{2}
Lose off-hand penalties.
Backstab: {2 per lvl} Fight Action. Add 1 dmg/lvl when
attacking from behind (target must have -2 penalty vs you) or 2 dmg/lvl when attacking a helpless
target.
Bardic Music: {2 per lvl} Single action to start. 1 Perform
skill roll vs arcane defense. Targets within hearing distance lose 1
action per level. (total 2/target max). Targets get 1 roll per action
lost. (example.. level 10 bardic music can make 10 targets lose 1 action a
piece or 5 targets lose 2, or any total up to 10 actions) As an additional
bonus, the player who takes this feat at the highest level gets almost complete control over the
music being played in the game room.
Berserk: {4} one * on a fight action used during your
own turn is ignored while Berserking.
Spellcasting and other actions that require concentration cannot be
performed while using Berserk. Maximum Duration = BUI in Rounds. Afterward, the character Fatigues * for each round of the Berserk
duration.
Channel Mana: {4} May expend 3 mana to increase damage die
one step on Physical Attack. Mana is used up regardless of hit/miss. Must
be declared before attack rolled.
***Companion: {2/lvl} Gain a pet/follower that grows stronger as you
level this Talent. Can be gained
multiple times for multiple pets.
Mechanics to come later.*** NOT READY FOR PLAYTEST
Favorite Enemy: {2/lvl} add 1 to Attack Roll and Damage /lvl vs
opponents of certain type. If a
very narrow group add 2/lvl. If a
specific individual, add 4/lvl. (evil, animals, humans, etc, 1/lvl. Certain tribe, guild, dogs, etc, 2/lvl)
Hit on the Run: {4} May make 2 moves and 1 attack in one turn,
using the same MOVE Token. Effort
rules still apply (if the move is ** it cannot be done, if it is * the
FIGHT can only be 0). The attack
can come anytime after the first 3 Yards of Movement, and at the
appropriate action in the turn. No
other actions can be made.
Hypnotize: {2/lvl} Single action to start. 1 Diplomacy
skill roll vs Divine Defense. Target must be within close sight and able
to understand the language. The
target loses control of 1 action per level. Target get 1 defense roll per
action lost. (example.. level 10 Hypnotize can make the target lose
control of 10 actions, provided the target fails all rolls) The target can
be made to do simple movement and common tasks, but cannot be forced to
attack itself or an ally, and will not do something obviously
dangerous. Hypnotizer must use one
action every round to give new instructions. Any instructions not followed allow for
simply lost actions. Target is not
defenseless.
Jump Attack: {4} May make Acrobatics roll to jump to
opponent. Gain +2 to Attack and Damage for each yard traveled in the air
(downward included) but gain -2 to Defense for the next turn for each yard
travelled. If fallen from high
place, may take falling damage as well.
Magical Conduit: {4} Gain 1 additional Mana per Arcane Token.
Mentally Tough: {2} Add 2 to Mental Reselience.
Paranoid: {2} Add
2 to Initiative.
Ritual Casting: {4} add 1 Hour to cast a spell,
and gain free mana to spend on it equal to a Perform + ½ INT check. Free mana may be used to cast the spell, and
increase it’s effective level. Multiple
may contribute, adding their results together.
Mana may not be used for anything else.
School Specilization: {4} Choose a school of spells. Add 2 to the levels of all spells from
that school.
Tough: {4} Add 2 to your Reselience.
Two Weapon Fighting: {4} May Attack with 2 weapons in one
action. One in each hand. Still restricted by effort. -2 on Attack
with both. (May also have off-hand penalties)
Ugh Smash!: {4} May take -1 to Attack (up to Attack Skill)
to add +1 damage. (+2 if 2 handed weapon)
Unarmed Fighting: {4/lvl} 1st level upgrades unarmed
damage from Fatigue to Wound. 2nd
level and therafter adds damage step. Unarmed starts naturally at 1 dmg
Gear:
Choose basic gear. Do not deck your characters out, as they are new adventurers. The list is an example, not exhaustive. If you have specific types of weapons/armor, just pick which thing is closest for stats. Leave room for upgrades in the future. I am not assigning specific money and cost, just do what you think makes sense, and i'll guide you if you seem under or over equipped.
Weapons
Damage
Range
Dagger
1d2
Melee/3yards
Short Sword
1d4
Melee
Long Sword
1d6
Melee
Bastard Sword
1d8
Melee
Great Sword
1d10
Melee
Short Bow
1d4
20 yards
Long Bow
1d6
40 yards
Crossbow
1d8
60 yards
Sling
1d2
20 yards
Armor
Resilience to Damage
Penalty to Defense Roll
Padded Armor
+1
-0
Leather Armor
+2
-1
Chain Mail
+4
-3
Breast Plate
+6
-5
Full Plate
+8
-7
Weapons should be used with 2
hands if they seem like they should be used with 2 hands. It is nigh-impossible to fire a bow
effectively with one hand, but a long sword can reasonably be used with only
one. Final rulings are up to the GM, but
a character’s STR and BUI should be taken into consideration.
Movement is largely dependent upon gear. Add up the weight of your gear, and if it
does not exceed 30 lbs per Power of a Move Token, then you can use that token
for movement. Overland movement will be
based on Effort. Walking will be in
general slower than combat movement, only one “move” action per “turn” but will
cause Fatigue if a ** Token is used. The
fatigue comes at the end of the journey (8 hrs standard). For general travel times, you will go 7
Miles per 8 hour trip for each point of Finesse of the Token used.
Spells:
Arcane Schools:
Elemental
Fire: Fire damage on target(s)
Cold: Cold damage on target(s)
Electricity: Electric damage on target(s)
Acid: Acid damage on target(s)
Force
Push/Pull: Basic Telekinesis
Teleport: Transport object/person instantly from
one location to another
Barrier: Protective barrier that reduces damage
that comes through
Dart: Impact damage on target(s)
Charm/Illusion
Image: Create image of your design
Sound: Create sound of your design
Compulsion: Encourage one target to follow orders
Phantasm: Create sudden traumatic flash including image and sound.
Polymorph
Object: Change one object into another
Creature: Change one creature into another
Self: Change self into another creature (works like Creature, but
easier to change self)
Energy: Turn one element
into another.
Divine Schools:
Healing/Harming
Token: Basic Healing/Harming
Disease: Instill/Cure Disease
Poison: Instill/Cure Poison
Injury: Injure/Heal limbs causing/fixing
disabilities (includes resurrection at higher levels)
Divination
Scrying: See another location
Prophecy: See target location/object/person at
another time
Sympathy: Know
status of specific object/person. Better results with better connection
(personal belonging, etc)
Knowledge: Gain knowledge in any area.
Protection/Weakening
Physical: Reduce or magnify physical damage on target.
Arcane: Reduce or magnify Arcane effect on target.
Divine: Reduce or magnify Divine Effect on target.
Health: Reduce or magnify Health Effect (poison/disease) on
target.
Buff/Debuff
Major Skill: Increase/Decrease one Major Skill on target(s)
Ability: Increase/Decrease one Ability on target(s)
Minor Skill: Increase/Decrease one Minor Skill on target(s)
Resilience: Increase/Decrease one Resilience (physical or mental)
on target(s)
Round it Out:
Now for the derived stats and finishing touches. Some important statistics are as follows:
Size = 6 for Orcs, 4 for Dwarves, 3 for Goblins, Gnomes, and Halflings, and 5 for the rest.
Resilience = Size + ½ BUI + Fight Tokens
Mental Resilience = ½ INT + ½ MIT + Divine Tokens
Mana = ½ INT + (3*Arcane Tokens)
Divine Spells/day = 3* Divine Tokens
Initiative = (½ of ½ of DEX)+ (½ of ½ of AGI) + Move
Tokens
Keep a record of your base
Physical Resilience, and also your total Resilience to Damage (which includes
bonuses from armor).