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- ***IMPORTANT***
- Every additional training roll asides from the first gives a minus 20 on all training rolls!
- A general guideline of success ranks obtained with modifiers: >40 fail, 40< = 1, 80< = 2, 100< = 3 If natural its a Crit, 120< = 4, 140< = 5.
- COMBAT
- These rules apply to combat in the form of P vs NPC or PvP. They do not count for battles between minions or NPC's.
- The player/player's involved roll 5 D100 while describing their tactics and how their Hero fights, as well as what skills they try to use.
- Combats dice rolls will be affected by how you fight as well as your skills. Skills can either improve or lower a roll.
- Weapon skills improve your roll with +5 the first 3 ranks, followed by +10 for rank 4 and 5. At rank 6 you get + 15. Someone with a skill of Swords rank 2 gets 10+ to their dice roll if they use a sword. You can only use your weapon skill if you have the right weapon.
- The skill Dexterity adds +5 for each rank to the roll, this bonus stacks with weapon skills.
- Strength can be used as a skill in the game, Able to do feats those without would be unable to. Every second step, rank 1 3 and 5, of strength also adds +1 damage. A man with strength at rank 3 would have +2 to his base damage.
- Defensive skills are passive unless you focus on them during the fight, if focusing on defense then the defense becomes an active skill with the modifiers involved. Below entails the defensive skills passive bonus.
- Dodge lowers rolled attacks against you with 5 per rank. It can be applied to most forms of attacks without having any prerequisite like a weapon or a shield. Dodge stacks with all other defense skills.
- Parry lowers rolled attacks against you with 10 per rank if they are done with a melee weapon. It gives 2 per rank in defense against ranged weapons. You cant parry with a ranged weapon. *special: At skill rank 5 you can use ranged weapons to "parry" other projectiles, such as a skilled archer shooting down an enemies arrow or bolas.
- Block lowers rolled attacks against you with 10 per rank as long as the attacks are physical. This helps against melee weapons, ranged attacks and some forms of magic
- An advantage with the Parry and Block skills is that you can use these to protect someone ells in a fight. Minions, a NPC or even another player.
- Magic in combat.
- A mage can cast up to five spells during combat. Most spells can be cast with one combat roll, but there are spells that needs more than one combat action to cast. It is in these situations where it is an advantage for a caster to have either minions or a companion to protect them in a fight. If a mage casts a spell that takes 3 combat actions and two more spells for one action each then they only roll 3 dice during the fight. Only dodge can be used as a defensive passive while casting.
- The amount of damage a mage can cause all depends on their Skill, Magic and spell.
- The spell decides the base damage, as well as what kind of skill added successes give. Spells can also be without damage, made to capture, charm, shields or other effects. There are spells with limitations that make them immensely hard to use in combat.
- Every rank of magic above the spell rank adds +1 damage. For example if you cast fireball rank 2 with magic at 4 then the fireball will do 4 damage.
- Every Skill rank above the spellrank adds +10 to the roll. Casting Infuse sunlight with Sunlight magic rank 3 gives 20+ to the roll.
- A general guideline of success ranks obtained with modifiers: >40 fail, 40 = 1, 80 = 2, 100 = 3 If natural its a Crit, 120 = 4, 140 = 5.
- MAGIC
- Magic flows through everything, it is thanks to the magic in the world that the world has not become a frozen hell or that plants just barely manage to survive. Everyone has the ability to develop magic, but it is not easy. For every Rank gained in magic one needs a soul merge with someone of a stronger soul. With the material from the merge one can develop ones magic, push its limits and take it to the next rank. However you need a new partner for every new rank of magic.
- Much of the knowledge of magic is hidden. There are schools of magic deemed to dangerous to handle. It has caused many orders of both light and dark to purge knowledge from the world. But there are books and knowledge in different forms hidden throughout the world waiting to be found.
- Magic sets the limit to the spells you fuel. But the skill to control the spells are vital. For every skill rank you have under the spell rank counts as a -25 on the roll. Casting a rank 3 spell with a skill of 1 causes a -50 modifier.
- EVERYONE regenerates 1 mana per turn!
- SOUL MERGE. (SEX/CORRUPTION/PURIFICATION)
- The temporary merge between two souls most commonly occurs during sex. It can be used for wonderful thins such as healing wounds, refill ones mana and gift an ability to enhance each other or develop ones own power. But it can also be used in darker means, forcing a change with the power of one's own soul on someone ells, Either purifying or corrupting their essence and change who they are at the core. It can even be used to "Dominate" the other, subjugating them to obey until they are freed by another or some mystical change.
- The known way of creating a soul merge is through sex, but there may be other methods as well.
- Regeneration of both mana and health occurs during a soul merge. The amount refilled is your partners Soul x Successes. This counts for each soul participating.
- Corruption/Purifying and Domination is a clash between the souls. you declare which of the two you attempt to force at the start. Dom and Cor/Pur needs a separate action each but can be done on the same turn without penalty. The victor is decided through roll result x Soul rank. If the roll is 20 and your soul is 3 the result is 60. The one who wins successes with the task. If it is the defender that wins they can decide do counter the action. Either doing a Cor/Pur or a Dom on their attacker if they wish.
- SKILLS
- Meditation:
- The user meditates or rests for the purpose of recollecting mana. It is commonly far slower than sexual interaction but it doubles the speed of normal regeneration (1 per turn becomes 2 if an action is spend to mediate. a rank 3 meditation gives +3 per success.) A higher level allows for quicker collection. Location and choice of "energy" also affects how fast one recollects magic.
- Survivalist:
- You know what can be eaten, the basics of hunting, how to make a fire or shelter. Surviving for long times out in the wilderness is based of this skill. It helps when traveling between the major cities.
- Magic Schools.
- Alightment based:
- Sunlight: Sunlight magic is most often sunlight (Obviously) or magic used in Radia's rituals. one can also create blessings and heal with sunlight.
- Darkness: Darkness is usually the opposite of sunlight. With darkness one can create darker areas to move through as well as heal and buff those who have weakness to sunlight.
- Corruption/purification: Two sides of the same coin. Corruption twists and changes reality into a more grim, violent or darker version. Often one can draw traces to the sins of the world. This can change the base nature of objects and is also known for having an ability to affect the souls and change someone’s personality and essence. Purification is the other side of the coin. Turing it into a purer and "true" shape.
- The living:
- Biomancy: Mastery of the body is entailed in this. Biomancers are often feared on the battle field, but also in the torture chambers. Yet some of the best healers know also have the arts of biomancy. Biomancy can create spells that enhance strength as long as mana maintains it, as well as spells to freely reform or add new functions to biological creatures. It can not however touch the soul.
- Control magic: A must for all summoners, but use by several others as well, spells that manipulate the will or fools the mind is a Control mages' forte. Control spells for summons, Charm as well as memory changes can be done with control.
- Blood magic: Unlike biomancy this entails using the lifeforce in a different manner, It allows a little control such as control magic, and small changes like biomancy. However it can use the health of you or others to fuel your other spells. It is therefore common in larger rituals, were 20 casters can all sacrifice a bit of health to reach magic levels that normally only high rank mages can obtain. It can also be used well in finding blood.
- Summoning: Call upon the creatures of other worlds and planes to assist you. A summoner can open gates and bring others to our world. Worlds of fire, the shadow realm, as well as hell where demon resides. Some even say that a summoner can open a gate to the heavens. A skilled summoner can attempt to make permanent gates. Every time historical wise however an army has rise to stop whoever has attempted to do so.
- The elements:
- Aquamancy: A master of spells with water and ice. They control the force of water, using it in several manners such as torrents in battle, creating rain or being able to move unaffected through water. Those who are really skilled learn how to form it into ice to use in their spells.
- Pyromancy: Flame is thy weapon, One of the most destructive and harder schools to control for the flame is ever hungry. Mages with pryromancy learn to use this destructiveness to their advantage while keeping it from harming themselves.
- Terramancy: Command the earth below you. mages with this can create walls of earth within seconds or cause the earth to swallow their foes. Utility spells like grease is also a common spell.
- Aeromancy: Masters of this class control the air surounding us all. The lower levels often contain pushing things around or allowing to collect air while under water. In later steps a skilled air mage can strangle their foes on range with just a glance, depriving them of the ability to breath.
- NPC's
- Barossa
- 'Leader' of the west refugee camp of karell
- Miranda.
- fence/informant and more. It their coin there is usually a fitting service from the old lady.
- Red and Angry
- Niress was a normal warrior woman, a human trained in combat for the sun. She was sent to Menaruhm when it was overrun to help the dwarvs in the war but ended up captures. Working in the mines would have been fine. But no. She ended up in the claws of Kefala. Fleshcrafted beyond recognition she now roams the world with a fire in her heart. Aiming to ensure that what has happened to her will NEVER happen to anyone ells.
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