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Apr 9th, 2017
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  1. Stats:
  2.  
  3. Stats go from 1-99. They can be increased temporarily by serums, permanently by exercise, or indefinitely (but reversibly) by certain powerful magics. They can be lowered by poisons or by curses, either temporarily or permanently. If any stat falls below zero, you become severely debilitated in the area the stat governs.
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  5. Strength: Governs raw physical prowess. Lifting, smashing, tearing, pushing, and pulling are all governed by strength. If your strength drops to zero, you become immobilized, collapsed under the weight of your own body.
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  7. Stamina: Governs endurance, resistance to disease, and general health. Engaging in extended physical activity, and resisting the effects of toxins, pathogens, and miasma are all governed by stamina. If your stamina drops to zero, you become comatose.
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  9. Agility: Governs quickness and preciseness of movement, as well as twitch reflexes. Dancing, jumping, dodging, and sprinting a short distance, are all governed by agility. If your agility drops to zero, you become paralyzed.
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  11. Intellect: Governs the ability to think clearly, make connections, and learn and retrieve information. Reading, writing, logical reasoning, academic study and the application thereof are all governed by intellect. If your intellect drops to zero, your ability to think and learn becomes severely impaired.
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  13. Wisdom: Governs the ability to meditate, contemplate, tolerate stress, and make choices. Resisting temptation, resisting mental assaults, and offering and receiving advice are all governed by wisdom. If your wisdom drops to zero, you go insane.
  14.  
  15. Focus: Governs the ability to observe, concentrate, persevere, and... focus. Noticing details, ignoring distractions, concentrating efforts, and controlling emotions are all governed by focus. If your focus drops to zero, you become catatonic.
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  17.  
  18. Skills:
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  20. Skills can also go from 1-99. A rating of 0 means you are totally untrained in that area.
  21.  
  22. General proficiencies:
  23. Athletics
  24. Gymnastics
  25. Studies
  26. Spirituality
  27.  
  28. Adventuring proficiencies:
  29. Fighting
  30. Marksmanship
  31. Covert
  32. Magic
  33.  
  34. Knowledge proficiencies:
  35. Equipment
  36. Nature
  37. Culture
  38. Esoteric
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  40.  
  41. Classes:
  42.  
  43. Classes represent your primary skills and training. They do not limit your potential for growth in the long term, but they do govern your starting tool set. All classes advance their skills at the same rate, regardless of any bonuses to their skills. A fighter advances from fighting skill 20 as quickly as a wizard advances from fighting skill 0.
  44.  
  45. Fighter:
  46. A professional warrior of some kind. Perhaps a knight, perhaps a mercenary, or perhaps a common foot soldier.
  47. Fighters begin with +30 to strength, +20 to stamina, and +15 to agility.
  48. Fighters begin with +15 to athletics, +20 to fighting, and +15 to equipment.
  49. By default, fighters begin with a weapon of choice, light armor, and 100 gold pieces.
  50. As they advance in knowledge and skill, fighters become peerless both in the use of their weapons and in the subtleties of the battlefield.
  51.  
  52. Ranger:
  53. A rugged outdoorsman of some kind. Perhaps a hunter or trapper, perhaps an explorer, or perhaps a tribal savage.
  54. Rangers begin with +30 to stamina, +25 to focus, and +10 to agility.
  55. Rangers begin with +15 to athletics, +15 to marksmanship, and +20 to nature.
  56. By default, rangers begin with a ranged weapon of choice, a small sidearm of choice, a pack of survival gear, and 50 gold pieces.
  57. As they advance in knowledge and skill, rangers become more and more adept at not only surviving, but thriving in the untamed wilderness.
  58.  
  59. Thief:
  60. A stealthy rogue of some kind. Perhaps a cat burglar, perhaps an assassin, or perhaps a common pickpocket.
  61. Thieves begin with +30 to agility, +20 to focus, +15 to intellect.
  62. Thieves begin with +15 to gymnastics, +30 to covert, and +5 to culture.
  63. By default, thieves begin with a small sidearm of choice, a kit of thief's tools, and 200 gold pieces.
  64. As they advance in knowledge and skill, thieves become more and more formidable in their stealth, trickery, elusiveness and ingenuity.
  65.  
  66. Magician:
  67. A practitioner of the mystic arts. Perhaps a scholar of magic at a university, perhaps a reclusive sorcerer, or perhaps a village witch.
  68. Magicians begin with +40 to intellect and +15 to wisdom.
  69. Magicians begin with +10 to studies, +30 to magic, +10 to esoteric.
  70. By default, magicians begin with a spellbook, writing tools, a staff or rod, a collection of common spell components, and 150 gold pieces.
  71. As they advance in knowledge and skill, magicians learn and master more and more powerful spells as they unlock the secrets of the metaphysical fabric of the cosmos.
  72.  
  73. Monk:
  74. An ascetic martial artist. Perhaps a member of a martial monastery, perhaps a solitary seeker of enlightenment, or perhaps a skilled player of martial sports.
  75. Monks begin with +10 to agility, +10 to strength, +10 to stamina and +25 to focus.
  76. Monks begin with +20 to gymnastics, +25 to fighting, and +5 to esoteric.
  77. As they advance in knowledge and skill, monks become able to use their focus to augment their abilities, fighting as well without weapons and armor as a skilled fighter could with, and performing seemingly superhuman feats of the body.
  78.  
  79.  
  80. When creating a character first select a class, roll 2d10 6 times and arrange the results to your stats as desired, then distribute skill points among the skills in each of the four categories, with 25 skill points available each category.
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