Saturday, May 1, 2010

Combat, pt 1

Initiative
Initiative determines who goes first in combat. The equation to determine initiative is simply the individual's Speed score + 1d10. The highest number goes first. For example, Ouliana the Wild Mage has 54 Speed. Her player rolls 1d10 with the result of 4. Therefore, her initiative is 58 for that round. Raul the Duelist has speed of 54, as well, but rolls a 7. His initiative is 61, which is higher than Ouliana's, so Raul will go before her. If a character has 2 attacks, use half their initiative, rounded down for their next attack. For some reason, Raul has 3 attacks, so he divides this number by 3 to determine what his initiative on each attack is. The first is at 61 initiative, the next is at 40 initiative, and the final is at 20 initiative. Ouliana has 2 attacks, once at 58 initiative, once at 29 initiative. If the two are fighting each other, Raul (61) attacks, then Ouliana (58), then Raul (40), Ouliana (29), and then Raul (20) gets his final attack. If Ouliana used a spell that had a two turn casting time that casts the beginning of end of the second, she would still roll for initiative and use both numbers, as she still gets two turns. This is how it was ordered:
61) Raul attacks.
58) Ouliana starts casting.
40) Raul attack.
29) Ouliana finishes casting.
20) Raul attacks.

When unarmed or using an "unarmed weapon", the character gets an additional attack per round at every 20 Speed interval (20, 40, 60, 80, 100).
With light melee weapons, this occurs at 30 Speed intervals + 10 (40, 70, 100).
With one-handed melee weapons, it's at 50 and 100, and two-handed weapons happen at 75 speed.
With bows, it is at intervals of 50 (50, 100).
Heavy crossbows take six turns to load and prepare before they can be fired (or four with the Quick Reload skill) and light crossbows take two turns to load (or one attack per turn with the Quick Reload skill).

Chance to Hit
The chance to hit is a percentile check. As defined in the attributes section, this number is based almost entirely on speed. Each character has a chance to evade equal to their speed minus half the attacker's speed. For example, Tsukushi the Warrior has a Speed score of 63. She is fighting a goblin with a Speed score of 40. If she attacks the goblin, her chance to hit is 91%
100 - (40 - (63 / 2, rounded down))
100 - (40 - 31)
100 - 9
91
If the goblin attacks Tsukushi, it has a 57% chance to hit.
100 - (63 - (40 / 2))
100 - (63 - 20)
100 - 43
57

Sunday, April 11, 2010

Step 6: Description, Pt 3

Deities

Each character may follow any deity they desire (or choose to follow none).

Oriana - She is the goddess of chaos, magic, and desire. Depictions of her usually show her as a human wearing a white dress that is slightly muddy from the forest (she was supposedly abandoned there by her migrant family when she showed signs of having magic, which was viewed as an evil sign), with long, brown, curly, very frizzy hair and fluorescent blue eyes. Her shrines are all in heavily wooded areas and are usually just a dulled knife stabbed into a tree with her name scrawled on the blade. Candles are usually numerous underneath. Her favored weapon is the knife and she is the patron goddess of barbarians, wild mages, ritualists, and shaman.

Willem - He is the god of law, war, and beauty. Depictions of him show him as the stereotypical human white knight with flowing blonde hair and perfect teeth. The exception to this look is he has brown eyes. His shrines are located in major towns, often in their own churches and have a grand statue of him in full, spiked armor, wielding his favored weapon, a scythe, victoriously. He is the patron god of warriors, reapers, and crusaders.

Sir Eric - He is the god of music, love, and drink. Depictions of him show him as a human playing a mandolin in a dress and wearing a covering over the lower half of his face with women at his feet. His hair is black, long and feminine and his eyes are brown. His body shape makes it hard to tell he is not, in fact, a woman. His shrines are very rare, but are usually in bars and brothels. His favored weapon is the dagger. He is the patron god of bards and assassins.

Vasda - He is the god of goodness, the sun, and the moon. Depictions of him show him as a gnome with red, curly hair, blue eyes, and his face is painted half black and half white. His shrines are all over the gnomish cities, as he is their patron god. His favored weapon is the claymore. Steam faeries worship him because he was known to have been the first to breed with a faerie to create their race. While not being a patron god of druids, he has a large following of them.

Inuda - She is the goddess of evil, life, and death. Depictions of her show her as an imp using a glaive to cleave an elf in half. She has black hair that moves as if she were in water and her eyes "glow" shadow. Her shrines are in small caves in the wilderness and in imp cities. She is the patron goddess of imps, zombies, and nightblades.

The Unmentioned One - A genderless deity of obscurity, sorrow, and forests. It is only known by name, so there are no depictions of it, but some believe it was a former famed human who killed themselves in the presence of Inuda and Oriana, who agreed that this person was worthy of coming back as a zombie. Its shrines are nearly non-existent, but zombies seem to feel a connection to it and occasionally give it shrines within cemeteries: A grave marked as The Unmentioned One. It is the patron deity of revenants, zombies, and rogues. It has no known favored weapon, accepting any and all who follow it.

Levhael - He is the god of science and nature. He is depicted as an elf in golden armor carrying an handaxe and a longsword, his favored weapons. His shrines are in almost every elven home and contain a small statue of him surrounded by candles. He is the patron god of elves, faeries, monks, battlemages, druids, and duelists. He is known for his strong view of law, though he did not want to be known as a god at all, but Vasda and Inuda, who almost never agree, decided he should be one for his knowledge of the universe that is still ahead of anyone else.

Truscia - She is the goddess of creation, art, and corruption. She is depicted as a deathly skinny and pale human child with her black hair over her face. She wears a black dress and has a claw, her favored weapon, on each arm. She is not a patron goddess of anything and none worship her openly with the exception of imps and other corrupted creatures. She has only one known shrine at the edge of the imp capitol city that only has candles with her name painted in blood on each. She is the only goddess who appears frequently and stays long enough to kill a human and use their blood with added pigment as paint on the walls by her shrine. It is said that looking into her eyes will corrupt anything, no matter how pure of heart it is.

Step 6: Description, Pt 2

Alignment

Alignment is fairly simple to understand, and ranges from law to chaos, good to evil.

Lawful Good - This is the "Goody Two-Shoes" of any campaign, always striving to do good and staying within the bounds of the law.

Neutral Good - This is the one who does good, but with only a little concern for the law. They'll do what is right, trying to stay within the law, but if they break a law or two to do it, they don't mind.

Chaotic Good - This is the reformer. They make sure others are good, no matter how it is done. They would be willing to resort to killing government officials to achieve true good in society, but do not normally approve killing without good reason.

Lawful Neutral - They follow the laws and make great judges, as almost all decisions are impartial. They do not do things for "the greater good", but instead for what creates balance between good and evil.

True Neutral - This is the one who lives to live, nothing else. They do whatever it takes to keep things balanced between law and chaos, good and evil.

Chaotic Neutral - This is the crazy hermit who lives in the forest. They do things to do them, with no concern at all for laws, what is good, or what is evil. They won't kill without good reason, nor will they help a wounded person unless they get something out of it. They are a free spirit.

Lawful Evil - This is the bully who breaks no laws, but can manipulate and extort others without concern for their well-being. They'd think nothing of buying things at a store, getting that store to go out of business, then selling the things they bought at a much higher price.

Neutral Evil - This is the one who does evil for selfish reasons. They do whatever they can get away with for their own personal gain.

Chaotic Evil - This is the person who is evil for the sole purpose of being evil. They do things because it hurts others and makes them feel better. They'd kill their own families for a few points of gold.

Step 6: Description

Any physical description you give for your character, regardless of race, should be reviewed by your GM to see if it is allowed. That is really the only limit. These are some suggested things to include:

Name
Gender
Hair color, length, and style
Eye color
Clothing
Skin/Fur color
Height
Weight
Notable features (scars, missing an eye, unusual birthmarks)
Personality
Background
Alignment*
Deity*

*Will be covered in a later post.

Anything not described here is up to the GM.

Friday, April 9, 2010

Step 5: Skills

Fighters have d10 x 2 + 4 (6 to 24) points to spend in skills. Mages have 3d10 + 2 (5 to 32) points to spend in skills. Spiritualists have d10 + 10 (11 to 20) points to spend. Rogues get 3d10 + 10 (13 to 40) points to spend. At each progressive level, characters gain 10 points to spend, regardless of class.

These points can be spent in skills appropriate for the class at no reduction, so a wild mage can put a point in fireball for a total of one rank. If a bard tried to learn it, it would take 2 points for that same rank. A character can have up to their level + 3 ranks in class skills (4 at 1st, 5 at 2nd) and half that (level + 3 / 2, or 2 at 1st, 2.5 at 2nd) in other class' skills. Half a rank in a skill serves no purpose, as this rank is rounded down when checking results.

General

Acting - Requires 4 ranks of Charisma. The ability to act believably. Allows an additional 1% chance of success per rank (up to 10) in the believability of the Disguise Self arcane spell. It can also alter charisma checks by this same amount.

Cannibalize - Eating a corpse restores 5 HP per level. Can only eat humans, zombies, elves, dwarves, gnomes, and half-elves. Only one rank can be gained in this skill. Can only be used by neutral and evil alignments. If a good character were to use it, they would automatically become neutral and would be affected normally for an alignment change.

Charisma - Increases chances to succeed in interactions by 2% per rank (up to 20 ranks).

Conditioned - Mind + 1 (Up to 20 ranks).

Costume - Use makeup, wigs, and costumes to change one's appearance. Has a 50% chance of working + 1% per rank (up to 10) +1% per rank of Charisma + 1% per rank of Acting.

Critical Momentum - Get one more attack each time character gets a critical hit with an attack. Only one rank can be gained in this skill.

Dance - Learn popular dances and perform them successfully. Only one rank can be gained in this skill.

Dual Wielding - Can use 2 one-handed weapons at once, dealing 20% - 1 per rank (up to 18 ranks) damage and are 20% - 1 per rank less likely to hit.

First Aid - Restores d10 + 1 HP. Heals 2x as much HP with a first aid kit. Only one rank can be gained in this skill.

Great Shape - Fitness + 1 (Up to 20 ranks).

Improved Initiative - Get + 5 to initiative per rank (up to 2 ranks).

Knowledge - Knowledge of a specific area (architecture, general, law, local, magic, music, nobility, religion, science). Checks of this skill are 50% likely to succeed + 5% per rank (up to 10 ranks in each area).

Language - Character can speak an additional language (of the playable full races) per rank (in addition to the character's racial language and the common tongue). Can spend one rank per 5 points of Mind.

Literacy - Requires 20 points of Mind. The character can read. Only one rank can be gained in this skill.

Luck - Chance of success + 1 per rank (up to 5 ranks).

Play Instrument - Play a specific instrument. One rank can be gained in this skill for each instrument learned.

Quick Reload - Can load and fire a crossbow in fewer turns (See Combat, pt 1). Only one rank can be spent in this skill. Requires 30 speed.

Runner - Speed + 1 (Up to 20 ranks).

Scribe - Requires 25 points of Mind. The character can write. Only one rank can be gained in this skill.

Toughness - HP + 2 per rank (up to 20 ranks, or HP + 40).

Unarmed Strike - Unarmed attacks deal d10 damage + 1 per rank (up to 20 ranks). Unarmed weapons deal an additional 1 point of damage per two ranks.


Metastasis (can be purchased by fighters (except monks) and rogues only. Crusaders can also purchase these at 1 rank per 2 points spent)

Armor Specialization - Choose a specific armor weight (light, medium, or heavy) and resist up to one point of damage per rank (up to 10 ranks) while wearing an armor of that class. You can put points into all three armor weights, but only if the character can equip that type of armor.

Pain Resistance - Reduces damage against character by one point per rank (up to 10)

Shield Bash - Requires 5 points of Shield Specialization. The character attacks with the shield instead of the weapon for an attack. Deals d10 damage and knocks down bipedal, non-flying creatures for three turns.

Shield Specialization - Resist one point of damage for each 3 ranks, up to rank 15 (3, 6, 9, 12, 15). Must be able to use a shield.

Weapon Specialization - Chance to hit goes up by one and deals one additional point of damage with a specific weapon (Longsword/Jian, Katana, Kama, Short Bow, etc) for each rank in this skill (up to 5 ranks). This skill can be taken for any number of weapons, but is specific to a single weapon, so should be written "Claw Specialization", "Longbow Specialization", "Recurve Longbow Specialization", etc.


Metamagic (can only be purchased by mages)

Abyssal Casting - Spells do not require material components when this skill is maxed (max 4 ranks)

Fast Casting - Cut the casting time of spells by 10% per rank, up to 5 ranks.

Silent Casting - Spells do not require verbal components when this skill is maxed (max 4 ranks)

Still Casting - Spells do not require somatic components when this skill is maxed (max 4 ranks)


Arcane Spells (Mages listed in parentheses get these at 1 rank per point spent. Other classes get them at one rank for every two points spent)

Blur - (Bm, Wm, N) - Enchants an ally, making attacks and spells against them 1% less likely to hit per rank (up to 10 ranks). Lasts one turn per caster level. Takes one turn of verbal preparation and casts on the beginning of the next turn.

Charm Person - (Bm, Wm, Ri) - Makes a person (of any playable race that isn't undead) cooperate fully with the caster for a number of turns equal to the ranks in this skill (up to 20). They will not follow any order that triggers their sense of self-preservation and will remember being controlled. Takes one turn verbal preparation and casts in the same turn.

Commune - (Ri) - Caster can ask a specific dead person (not the undead) a question or for advice once per rank (up to 5 ranks).

Death Wail - (Wm, Ri) - All within 20 feet of the caster (excluding the caster) lose 1 point of speed per rank (up to 20). Affects enemies and allies alike.

Disguise Self - (Wm, N) - The caster can change his or her height and weight to 50% to 150% of normal; skin color and texture, hair color and length, and eye color can change to that of any of the playable races. The believability of the disguise is 5 points per rank, up to 20 ranks. Gains 1% chance of success per rank of Costume.

Eruption - (Bm, Wm) - Deals d10 damage per caster level to all but the caster within within 3 feet per rank (up to 10 ranks) at the initial location of the caster each turn to all who are in the area of effect. Takes 2 turns verbal and somatic preparation and casts at the end of the third. Lasts for four turns.

Extinguish - (Bm, N, Ri) - Put out up to 1 square foot of fire per rank (up to 20).

Fireball - (Bm, Wm, N, Ri) - Deals d10 fire damage per level + 1 per rank (up to 20 ranks). The fireball travels up to 30 feet to the target and explodes in a circle with a 5' radius (10 feet across). Takes two turns of somatic preparation and casts at the beginning of the third.

Horror - (Wm, N, Ri) - Makes all non-undead who aren't aligned with the caster cower in fear for one turn, negating any speed bonuses. Takes one turn to cast. Only one rank can be obtained in this skill.

Shiver - (Bm, Wm) - Causes a creature within 20 feet + 2 feet per level to feel a burst of cold deep inside, taking d10 cold damage per rank (up to 20) + 2 per level. Takes 2 turns somatic and verbal preparation and casts the beginning of the third turn.

Spirit Bolt - (Wm, N, Ri) - Deals d10 damage per rank + 1 per level. Fires a bolt up to 50 feet. Takes 2 turns of verbal and somatic preparation and casts at the beginning of the third. Once cast, the caster cannot do anything for another full round.

Spirit of Fear - (Ri) - Makes all who oppose the caster within 5' of the original casting location per rank (up to 10 ranks) lose 2 points of speed per level of the caster. Takes 4 turns of verbal and somatic preparation and casts on the end of the 5th. Lasts for 5 turns.

Spirit of Restoration - (Ri) - Heals d10 HP per caster level to all who do not oppose the caster within within 3 feet per rank (up to 10 ranks) at the initial location of the caster each turn to all who are in the area of effect. Takes 2 turns verbal and somatic preparation and casts at the end of the third. Lasts for four turns.


Divine Spells (Spiritualists listed in parentheses get these at one rank per point spent. Other classes get them at one rank for every two points spent)

Clear Water - (Cl, Dr, Cr, S) - Purifies one cubic foot of water per rank (up to 10), removing all toxins, chemicals, and dirt.

Corrupt Body - (Cl) - Target loses one point of fitness and one point of speed per rank (up to 20), lasts one turn per level. Takes 5 turns to cast.

Corrupt Mind - (Cl) - Target loses two points of mind per rank (up to 20), lasts one turn per level. Takes 5 turns to cast.

Death Touch - (Cl, Cr) - Target touched creature takes d10 damage per rank (up to 20) + 1 for each caster level. Takes 1 turn to cast.

Meal - (Cl, S) - Creates a simple meal out of thin air consisting of a small loaf of bread, a wedge of cheese, and a small cup of water (the cup disappears upon finishing drinking the water). Can create one meal per rank per day, up to 12 ranks. Will not function if one is not grateful to their god.

Restore - (Cl, Dr, Cr, S) - Heals d10 HP per rank (up to 20) + 1 per level. Can heal any creature within a distance equal to the caster's mind score. Takes one turn to cast.

Throw Stone - (Cl, Dr, Cr) - Throws a stone up to 50 feet to deal d10 damage per level + 1 for each rank, up to 20 ranks. Casts immediately, but requires the approval of the caster's god.

Turn Undead - (Cl, Cr) - Undead targets turn and flee from the caster with a chance of success equal to the caster's Mind score minus 5 for each 10 points of HP of each undead creature to be affected (separate checks for each creature) plus 5 for each rank in the skill (up to 20). Affects one creature for each caster level.


Rogue Skills (Can be purchased by rogues for one point per rank. Other classes can purchase them for two points per rank.)

Backstab - Deal an addition d10 damage when the character surprises target or when behind them. Only one rank can be gained in this skill.

Disarm Traps - 50% chance to disarm traps + 2% per rank (up to 25 ranks). This is lowered by more complex traps.

Move Silently - 50% chance to move undetected when unseen + 2% per rank (up to 25). This chance is raised by 5% in low light and 10% in dark shadows. The chance to notice someone using this skill is half the mind score. If actively searching, it is the full mind score.

Open Locks - 50% chance to open locks + 2% per rank (up to 25 ranks). This chance is raised with special tools (superb kits) by 10% and lowered by exceptionally difficult locks.

Parkour - The character can get from Point A to Point B by climbing, jumping, crawling, swimming, or any other physically possible means. Requires 30 points in all three attributes.

Pick Pockets - 50% chance to pick pockets + 2 per rank (up to 25 ranks) + speed - half target's speed - half target's mind.


Ki (Can only be purchased by monks)

Paralyzing Palm - Paralyzes target touched foe for 1 turn per rank (up to 10)

Ignore Pain - Reduces physical damage against character by 1 per rank (up to 10).

Absorb Pain - Transfer HP to an ally, but lose whatever HP you transfer (i.e., Heal an ally for 10 and take 10 damage).

Convert Pain - Heal for 1 point of HP per rank (up to 10) when hit with offensive arcane magic. This makes it possible to heal if less damage is done than the number of ranks in this.

Monday, April 5, 2010

Step 4: Equipment, Pt 4

Gear
-Backpack (empty) - 2g
-Barrel (empty) - 2g
-Basket (empty) - 1g
-Bedroll - 1g
-Bell - 1g
-Blanket, Winter - 1g
-Bucket (empty) - 1g
-Caltrops - 1g
-Candle (10) - 1g
-Case, map or scroll - 1g
-Chain, 10 ft - 30g
-Chalk (10) - 1g
-Chest (empty) - 2g
-Crowbar - 2g
-Fishing Net, 25 sq ft - 4g
-Flask (empty) -1g
-Flint & Steel - 1g
-Grappling Hook - 1g
-Hammer - 1g
-Ink (8 0z vial) - 8g
-Ladder, 10 ft - 1g
-Lantern, bullseye - 12g
-Lantern, hooded - 7g
-Lock
--Cheap - 20g
--Standard - 40g
--Good - 80g
--Superb - 150g
-Manacles - 15g
-Manacles, superb - 50g
-Mirror, small steel - 10g
-Oil (10 pints) - 1g
-Paper (sheet) - 2g
-Parchment (sheet) - 1g
-Pick, miner's - 3g
-Piton (10) - 1g
-Pole, 10 ft - 1g
-Pot, iron - 1g
-Pouch, belt (empty) - 1g
-Quill (10) - 1g
-Rations (1 day) - 1g
-Rope, 50 ft - 1g
-Sack (empty) - 1g
-Sealing Wax - 1g
-Sewing needle (2) - 1g
-Signet Ring - 5g
-Soap, 1 lb - 1g
-Tent - 10g
-Waterskin - 1g
-Whetstone - 2g

Tools and Skill Kits
-Alchemical Lab - 500g
-Alchemical Lab, superb - 1500g
-Artisan's Tools - 5g
-Artisan's Tools, superb - 55g
-Climber's Kit - 80g
-Disguise Kit (10 uses) - 50g
-First Aid Kit (10 uses) - 50g
-Holy Symbol, wooden - 1g
-Holy Symbol, silver - 15g
-Musical Instrument - 50g
-Spell Component Pouch - 5g
-Spell Book (Battlemage) - 50g
-Spell Book, compact (Nightblade) - 75g
-Thieves' Tools - 50g
-Thieves' Tools, superb - 100g

Clothing
-Artisan's Outfit - 1g
-Cold Weather Outfit - 8g
-Courtier's Outfit - 30g
-Entertainer's Outfit - 3g
-Explorer's Outfit - 10g
-Monk's Outfit - 5g
-Noble's Outfit - 75g
-Peasant Outfit - 1g
-Priest's Robes - 5g
-Royal Outfit - 200g
-Scholar's Outfit - 5g
-Traveler's Outfit - 1g

Step 4: Equipment, Pt 3

__g: Cost
DR: Damage Reduction
SR: Speed Reduction
SF: Chance of Arcane Spell Failure
TP: Penalty to Thief Skills

Light Armors:
-Robes: 0g, DR 1, SR 0, SF 0%, TP 0
-Padded Armor: 5g, DR 2, SR 0, SF 5%, TP 0
-Leather Armor: 10g, DR 3, SR 1, SF 10%, TP 0
-Studded Leather Armor: 25g, DR 4, SR 2, SF 15%, TP 5
-Chain Shirt: 100g, DR 5, SR 3, SF 20%, TP 10

Medium: (Requires 20 Fitness)
-Hide Armor: 15g, DR 4, SR 3, SF 20%, TP 0
-Scale Mail: 50g, DR 5, SR 5, SF 25%, TP 5
-Chain Mail: 150g, DR 6, SR 6, SF 30%, TP 15
-Breastplate: 200g, DR 7, SR 4, SF 25%, TP 5

Heavy: (Requires 40 Fitness)
-Splint Mail: 200g, DR 8, SR 7, SF 40%, TP 15
-Banded Mail: 250g, DR 9, SR 8, SF 35%, TP 20
-Half-Plate Armor: 600g, DR 10, SR 8, SF 40%, TP 25
-Plate Armor: 1,500g, DR 11, SR 9, SF 35%, TP 30

Shields: (Fighters Only)
-Buckler: 15g, DR 1, SR 0, SF 5%, TP 5, Can be used with bows, any class may equip
-Shield, Small: 9g, DR 1, SR 0
-Shield, Kite: 20g, DR 2, SR 2
-Shield, Tower: 30g, DR 4, SR 4

All armors also reduce damage by d10 damage from physical attacks, but not against magic.