View difference between Paste ID: UNtmCZ59 and 5wTzsQgr
SHOW: | | - or go back to the newest paste.
1-
Stats: Simple Stat System
1+
Welcome to Grimiore, a Game System for the Magical And Supernatural. Grimiore is a d6 dice system and functions off the assumption that all players will be using magic and that some will be Supernatural creatures. Grimiore is a system that is tailored more towards the story and the characters than the mechanics and as such making compromises on the mechanics for the sake of the story is both allowed and encouraged. If a player is every unsure if they can do something that is allowed in the scope of the rules they are encouraged to ask the GM to see if a quick decision can be made. In the following sections the various systems of the game will be explained.
2
3-
Grimiore Dice
3+
4-
Basics
4+
Stats And How They Are Used
5
In Grimiore the stat system is different that what you might find in most game systems. In Grimiore stats are separated into 2 categories, Link Stats and Substats. Link Stats are equivalent to Stats in Systems such as D&D in which you add the stat here into your rolls. Substats are used to show proficiency in different skills such as being able to Fight, or Persuade your way through challenges. In addition most Substats have Multiple Link Stats that can be applied to them. When making a character you may choose one of the available Link Stats and use that when calculating that stat. This choice usually cannot be changed. Link Stats and Substats are calculated through 2 different pools of points. For each point put into a stat, the stat increases at a 1:1 ratio. Both types of stats cap at a maximum of 3, although some GMs may allow players to increase Substats to 4 if they want to show mastery in specific elements of your character. 4s are a rare commodity and are not thrown around lightly.
6-
When rolling dice you do not add up he results of your separate dice. Instead you look at each result separately and count them as Successes or Failures. If the dice result is 1-3, it is a Failure. If it's a 4-6 it's a Success. These successes are counted together to determine if you passed or failed the roll based on how many Successes are decided to be needed, or it's Target Number(TN). The TN is decided by the GM but can usually be decided based on it's difficulty.
6+
7
Link Stats:
8
Link Stats are what represent the physical and mental capability of your character, such as how strong or smart they are. When you are creating a character you gain 9 points that you may put into Link Stats, and may be given more later on but even so they are a valuable commodity that should not be expected. The Link Stats in this system are as follows:
9
10
11
Strength/Steel: Steel, one of the earliest forms of the human race finding new and over-complicated ways of exerting their will over others. As such it's a natural fit as a component tied intrinsically with the human body's strength.
12
13-
Link Stats/The Link System:
13+
14-
Rather than using the basic stat system of larger stats having smaller stats under them in an umbrella system there is the alternate option of making a Link System. In this proposed system each smaller stat would have multiple larger stats it could link up to in accordance to the will of the player. This allows for more flexibility of builds and allows for a way to disconnect the skills from the stats, broadening the array of stats able to be made. Link Stats and Substats can each increase to a maximum of 3 for a total of 6 for any given stat. Below is a proposition on various stats and their link stats.
14+
15
Constitution/Stone: Stone, strong and unyielding it is the very backbone of the planet. It persisted long before we were here and will persist long after. It is a strong fit for a component tied with the human body's ability to persevere.
16-
When creating a character you will gain 9 Points to put into your Link Stats and 25 to put into Substats
16+
17
Intelligence/Parchment: Paper, Parchment, there are multiple words for this. But all of them can be used as a medium to transfer and store knowledge, therefore it's a wonderful fit for a component meant to embody the human mind's great intellect. 
18
19
Wisdom/Glass: Glass, transparent and clear it shows the plain truth of anything seen through it. It can make things clearer and emphasize what is important. Therefore it is an amazing fit for a component embodying the human mind's wisdom.
20
21
Charisma/Gold: Gold, a rather useless material by itself. It's soft and heavy, impractical for many uses. But the human race's assigned value makes it one of the most valued metals in the world, making it a perfect analogy for a component meant to symbolize the human race's use of their natural charm.
22
23-
Fight Ranged: Steel Or Silver
23+
24
25-
Focus: Stone Or the character's main casting stat
25+
26-
Ressilience: Stone
26+
27
28-
Logic: Parchment
28+
Substats are used to show your characters skill and mastery in several aspects of life. When creating a character you gain a pool of 25 Points to put into these, and may be given more later on if your character improves. The Substats and the Link Stats associated with them are as follows:
29
30
31
Acrobatics: Silver
32
Jack Be Nimble Jack Be Swift, Jack Really Should Have Invested In This Stat Before Jumping That Gap. This stat is used when you need to dodge that sword that's coming right at you. Used as a defensive stat.
33
34
Athletics: Steel or Silver
35
For when you really gotta go fast and want to be moving at the speed of sound, whether you're making tracks or not. This stat is used when you need to run or preform other activities that require physical fitness.
36
37
Arcane Knowledge: Parchment Or Glass
38
I'm not saying you're a nerd for taking this stat but I'm not, NOT saying that either. This stat is used when you want to call upon your knowledge of everything arcane, whether that be recalling what runes mean or knowing that Unicorns love getting their chin scratched.
39
40
Beastmastery: Glass Or Gold
41
Anything's a good boy if you try hard enough. Unless it's a good girl...or a hellhound. This stat is used when interacting with non-sentient animals.
42
43
Climb: Steel Or Silver
44
Climbing Targets include but are not limited to: Walls, rocks, giant abominations that have no right being on this earth, and that one bookshelf that you can never find the ladder to. This stat is used to well, climb.
45
46
Deception: Glass Or Gold
47
Did you know mages actually built the Brooklyn Bridge? No? Well, I suppose that's a good thing, seeing as that's a rumor that started a while back when a demon got bored and decided to test a theory on just how gullible humans really were. This is the stat you use to be a dirty little liar.
48
49
Fight(Melee): Steel Or Silver
50
Sometimes magic isn't always the answer. This stat is used when you need some good old fashion fists/swords/maces/chairs to faces action. 
51
52
Fight(Ranged): Steel Or Silver
53
Now violence on the other hand... This stat is used when you want to ruin someone's day from a distance with less than peaceful methods.
54-
	Fight(Melee): Sometimes magic isn't always the answer. This stat is used when you need some good old fashion fists/swords/maces/chairs to faces action. 
54+
55-
	Fight(Ranged) Now violence on the other hand... This stat is used when you want to ruin someone's day from a distance with less than peaceful methods.
55+
Focus: Stone Or The Stat Associated With Any School You Have Magical Training With
56-
	Force: Lift with your legs not your back. And push with your legs. And keep the werewolf from pulling the door open to eat your face like a piece of bologna with your legs. This stat is used whenever you need to leverage your strength against something or someone. Is also generally used for acts of strength.
56+
It's not always easy to keep hold on a spell or remember the right word in the heat of battle, although it's still awkward when your Wall Of Fire spell conjures a chain link fence because you swapped an F and W. Used when you need to keep hold of your mental fortitude in the midst of battle, remember something, or keep a spell from fizzling when you get hit. This can also be under your main casting stat.
57-
	Climb: Climbing Targets include but are not limited to: Walls, rocks, giant abominations that have no right being on this earth, and that one bookshelf that you can never find the ladder to. This stat is used to well, climb.
57+
58-
	Acrobatics: Jack Be Nimble Jack Be Swift, Jack Really Should Have Invested In This Stat Before Jumping That Gap. This stat is used when you need to do something fast or that requires some level of athleticism such as jumping a gap or dodging that sword that's coming right at you. Used as a defensive stat.
58+
59-
	Sleight Of Hand: I swear I didn't take this skill to pick locks. This stat is used when you need to do something that requires finesse or fine movements such as lock-picking, pick-pocketing, and pulling quarters from behind people's ears.
59+
Lift with your legs not your back. And push with your legs. And keep the werewolf from pulling the door open to eat your face like a piece of bologna with your legs. This stat is used whenever you need to leverage your strength against something or someone. Is also generally used for acts of strength.
60-
	         
60+
61-
	Fortitude: If you got killed by poison you just weren't trying hard enough. This stat is used to resist anything physical such as poison, a Banshee's scream, or that sandwich your classmate dared you to eat.
61+
62-
	Focus: It's not always easy to keep hold on a spell or remember the right word in the heat of battle, although it's still awkward when your Wall Of Fire spell conjures a chain link fence because you swapped an F and W. Used when you need to keep hold of your mental fortitude in the midst of battle, remember something, or keep a spell from fizzling when you get hit. This can also be under your main casting stat.
62+
If you got killed by poison you just weren't trying hard enough. This stat is used to resist anything physical such as poison, a Banshee's scream, or that sandwich your classmate dared you to eat.
63-
	Resilience: When you need to take a hit and keep going. (Mostly) This stat is rolled when you need to take a hit or generally be resilient. Used as a defensive stat.
63+
64-
	Arcane Knowledge: I'm not saying you're a nerd for taking this stat but I'm not, NOT saying that either. This stat is used when you want to call upon your knowledge of everything arcane, whether that be recalling what runes mean or knowing that Unicorns love getting their chin scratched.
64+
65-
	Logic: So if the one guy tells the truth and the other only lies... This stat is used to figure things out, solve puzzles, and realize that fire is hot.
65+
Pleasing people is for angels, piss people off, be rude, get what you want! This stat is used when you want to make people scared of you, force them into doing something, or just be menacing.
66-
	Perception: https://www.youtube.com/watch?v=ADj-Ru3JQp0 This stat is used when you need to notice something.
66+
67
Logic: Parchment or Glass
68
So if the one guy tells the truth and the other only lies... This stat is used to figure things out, solve puzzles, and realize that fire is hot.
69-
	Survival/Alchemy: This leaf is either a deadly poison or makes a delicious tea. This stat is used to determine various things in nature, preform alchemy, and do various miscellaneous survival-esque things.
69+
70-
	Beastmastery: Anything's a good boy if you try hard enough. Unless it's a good girl...or a hellhound. This stat is used when interacting with non-sentient animals.
70+
71-
	Sanity: Don't ask why you need this stat. For your sake. In theory, this stat makes sure nothing gets into your head that really shouldn't be there. Let's leave it at that. For your sake.
71+
https://www.youtube.com/watch?v=ADj-Ru3JQp0 This stat is used when you need to notice something.
72-
	
72+
73
Persuasion: Parchment Or Gold
74-
	Persuasion: Honeyed Words and Silvered Tongues: Both descriptions of people good with words and people who signed up to be test subjects for the Transmutation Class for extra credit.(Headmaster Tirref is still, as it were, horrified.). This stat is rolled when you're trying to convince someone, haggle, or just tell a really good joke.
74+
Honeyed Words and Silvered Tongues: Both descriptions of people good with words and people who signed up to be test subjects for the Transmutation Class for extra credit.(Headmaster Tirref is still, as it were, horrified.). This stat is rolled when you're trying to convince someone, haggle, or just tell a really good joke.
75-
	Deception: Did you know mages actually built the Brooklyn Bridge? No? Well, I suppose that's a good thing, seeing as that's a rumor that started a while back when a demon got bored and decided to test a theory on just how gullible humans really were. This is the stat you use to be a dirty little liar.
75+
76-
	Intimidation: Pleasing people is for angels, piss people off, be rude, get what you want! This stat is used when you want to make people scared of you, force them into doing something, or just be menacing.
76+
Resilience: Stone
77
When you need to take a hit and keep going. (Mostly) This stat is rolled when you need to take a hit or generally be resilient. Used as a defensive stat.
78-
Health:
78+
79
Sanity: Glass Or Gold
80
Don't ask why you need this stat. For your sake. In theory, this stat makes sure nothing gets into your head that really shouldn't be there. Let's leave it at that. For your sake.
81-
Damage:
81+
82-
Damage is what happens to take you closer to biting the big one. When attacking with a spell deal damage equal to the Spell Level+Your Magical Training Bonus+Your Magical Stat for that School. Meanwhile when you attack with a physical attack using Fight you may roll a dice of a size equal to your dice pool for Fight, ie someone with a Fight of 3 would roll 6d6 for Fight to attack and a d6 for damage.
82+
83
 I solemnly swear I didn't take this skill to pick locks. This stat is used when you need to do something that requires finesse or fine movements such as lock-picking, pick-pocketing, and pulling quarters from behind people's ears.
84-
Wounds:
84+
85-
Getting hurt is painful! You'll try to avoid it but eventually everyone gets hurt, and even if you dont die you'll be a little less effective at some things.
85+
86-
[Wounds Mechanics WIP]
86+
This leaf is either a deadly poison or makes a delicious tea. This stat is used to determine various things in nature, preform alchemy, and do various miscellaneous survival-esque things.
87
88
89-
Schools Of Magic:
89+
90-
Abjuration: Stone
90+
91-
Conjuration: Gold
91+
Health and Damage:
92-
Divination: Glass
92+
Health
93-
Evocation: Glass
93+
94-
Psionics: Gold
94+
95-
Dark Arts: Stone
95+
Damage
96-
Transmutation: Parchment
96+
Damage is what happens to take you closer to biting the big one. When attacking with a spell deals damage equal to the Spell Level+Your Magical Training Bonus+Your Magical Stat for that School. Meanwhile when you attack with a physical attack using Fight you may roll a dice of a size equal to your dice pool for Fight, ie someone with a Fight of 3 would roll 6d6 for Fight to attack and a d6 for damage.
97
98
99
Dice
100
101
When rolling dice you have 3 D6 as your default dice on any roll. This can be added to by the stats contributing to your roll. For example attacking someone with Fight(Melee) Linked to Steel would have you looking at Steel and Fight(Melee). For this example let's assume you have 2 points in Steel and 1 point in Fight. You would take the 2 points in Steel, add the 1 point in Dice and convert those all to 1 D6 each for a total of 3. You then take those 3d6 and add them to the d6 you have by default, making your roll 6d6 Fight(Melee).
102
When rolling dice you do not add up the results of your separate dice. Instead you look at each result separately and count them as Successes or Failures. If the dice result is 1-3, it is a Failure. If it's a 4-6 it's a Success. These successes are counted together to determine if you passed or failed the roll based on how many Successes are decided to be needed, or it's Target Number(TN). The TN is decided by the GM but can usually be decided based on it's difficulty.
103-
Magic in this world is made of various building blocks that powerful mages can change out and build upon. There are various parameters to a spell and not every spell has every parameter.
103+
104
Combat and Contested Rolls:
105-
Schools: The most basic parameter of the bunch, it dictates what type of Focus is used for the formation of the spell and acts as a stepping stone for further parameters. This stepping stone can be the difference between 2 very difference spells if the other parameters are the same. There is 1 Parameter for each school of magic. (In addition to 2 additional School Parameters for Angelic and Demonic Magic but this is extremely rare)
105+
When fighting, whether that be hand to hand or spell to spell, you may encounter situations where you and your opponent's skills are tested against eachother such as Fight vs Acrobatics or Resilience for the sake of determining if a punch lands. In these cases the equivalent stats are pitted against eachother in a roll off, with the higher amount of successes being the victor. In the case of a tie, the initiator of the action is the victor.
106
107
Devil's Deal:
108
Sometimes your luck is on a turn for the bad and you need the luck of the devil on your side. In these cases you can call in a Devil's Deal. A Devil's Deal can be called in after you see your dice roll but before the GM Dictates the result of your roll. When you call in a Devil's Deal, you can request any number of Devil's Dice to roll and add to your roll. However when you call in a Devil's Deal the GM gains an equal number of Devil's Dice to the amount you rolled that can be used in rolls against you specifically.
109
110
111
112
 
113
Grimiore Magic
114
Magic, it's something that people think of as this mystical unknowable thing. Further proof people are idiots I suppose. Alchemists had it closer than anyone really. It's much closer to a science with a little bit of art thrown in. Everything you do is measured, calculated, all to get your desired effect. Each glyph and rune has it's own meaning that contributes to it's final effect.
115
116
Schools:
117
There are multiple schools of magic, each with their own focus and general feel of magic. Each School of Magic also has a stat associate with it for the purposes of magical rolls. They are listed as followed with their Link Stats:
118
119
Abjuration: Stone/Glass
120
Abjuration is the Magical School of defense, with focuses on being able to defend yourself from harm with Wards and enhancing your body for combat with Monkhood.
121
122
Conjuration: Gold/Parchment
123-
Spells are sorted into different categories depending on how strong they are. They are referred to here as Spell Levels. (WIP Name)
123+
Conjuration is the Magical School of creation and summoning, with focuses on being able to create things from nothing with Creation and summoning things to you with Summoning
124-
Different spell levels are easier or harder to activate. When you cast a spell of higher than 1st level you have to roll to see if you can activate the spell, adding the Linkstat related to the school and the Magic Training of that school to it for the total dice as you would a normal stat roll.
124+
125
Dark Arts: Stone/Parchment
126
Dark Arts is the Magical School of doing things that most people frown upon such as manipulating blood with Blood Magic and the dead with Necromancy, alongside various curses and other forbidden magic.
127
128
Divination: Glass/Parchment
129
Divination is the Magical School of learning, with focuses on being able to preform minor miracles through Divine Influence and seeing things as they truly are through Divining.
130
131-
Magic Training:
131+
Evocation: Glass/Stone
132
Evocation is the Magical School of manipulating energy, with focuses on using that energy to heal with Restoration and using them to harm with Destruction.
133
134-
Every so often you will be given a point in Magical Training that represents how you spread your study of magic to the varying specialties of magic. You can add these points to the various schools of magic* in much the same way you add points to your Link Stats and substats. Just like Link Stats you can only add up to 3 points in any given school.
134+
Psionics: Gold/Glass
135
Psionics is the Magical School of tricking the mind, with focuses on using this to fool someone's emotions with Enchantment and fooling their senses with Illusion.
136
137
Transmutation: Parchment/Stone
138
Transmutation is the Magical School of changing things, with focuses on changing things completely into other things with Polymorphing and changing yourself to embody other things with Mimicry. 
139-
Sample Spells:
139+
140
141-
Spell Name: Fireball
141+
Parameters:
142-
School: Evocation
142+
Magic in this world is made of various building blocks that form it's final outcome. There are various parameters to a spell and not every spell has every parameter.
143-
Element: Fire
143+
144-
Form: Burst
144+
Schools: The most basic parameter of the bunch, it dictates what type of Focus is used for the formation of the spell and acts as a stepping stone for further parameters. This stepping stone can be the difference between 2 very difference spells if the other parameters are the same. There is 1 Parameter for each school of magic.
145-
Range: 20 Feet (10 Foot Burst)
145+
146-
Duration: Instant
146+
147-
Purpose: Damage
147+
148-
Fireball is a spell where you focus flaming energy into a point within 20 feet and cause it to detonate into a 10 foot large explosion, burning and damaging anyone in the area
148+
149
 
150-
Spell Name: Phoenix Burst
150+
151-
School: Evocation
151+
152-
Element: Fire
152+
153-
Form: Burst
153+
154-
Range: 20 Feet (10 Foot Burst)
154+
155-
Duration: Instant
155+
156-
Purpose: Healing
156+
157-
Phoenix Burst is a spell where you conduct flaming energy into a point within 20 feet and cause it to detonate into a 10 foot large flood of cleansing flames, burning away impurities and healing the wounds of anyone caught in the area.
157+
158
159
Magical Training:
160-
Binding Chains
160+
161-
School: Conjuration
161+
162-
Form: Glyph
162+
Every so often you will be given a point in Magical Training that represents how you spread your study of magic to the varying specialties of magic. You can add these points to the various schools of magic* in much the same way you add points to your Link Stats and substats. Just like other Stats you can only add up to 3 points in any given school.
163-
Range: Contact
163+
164-
Duration: 2 Hours
164+
165-
Purpose: Hex
165+
166-
Trigger: When A Non-approved Individual makes contact with the glyph
166+
167-
Binding Chains is a spell where you place a Glyph and set a list of people who can make contact with the glyph safely by expending something from that person such as a strand of hair or bit of blood. Anyone not on that list who makes contact with the glyph are accosted by chains erupting from the glyph and trapping the culprit in place.
167+
168
Spells are a science yes, but they are also an art. An art that you need to practice, practice, practice. Of course when you're practicing an art you will find some things easier than others depending on their complexity.
169-
Lightning Bolt
169+
170-
School: Evocation
170+
Spells are sorted into different categories depending on how strong they are. They are referred to here as Spell Levels.
171-
Element: Lightning
171+
Different spell levels are easier or harder to activate. When you cast a spell of higher than 1st level you have to roll to see if you can activate the spell, adding the Linkstat related to the school and the Magic Training of that school to it for the total dice as you would a normal stat roll with the 3 Base Dice.
172-
Form: Line
172+
173-
Range 40 Feet
173+
174-
Duration: Instant
174+
175-
Purpose: Damage
175+
176-
Lightning Bolt is a spell that summons a bolt of lightning in a 40 foot line in front of you, piercing and electrocuting anyone caught in it.
176+
177
178-
Obscuring Mist
178+
179-
School: Illusion
179+
180-
Element: Water
180+
Character Creation
181-
Form: Cloud
181+
Making your character's stats is one of the most important things you can do when playing the game. Below I will list the various steps to take when creating your character.
182-
Range: 20 Feet (15 foot cloud)
182+
183-
Duration: 5 Minutes
183+
Step 1: Create Your Concept
184-
Purpose: Concealment
184+
Having a concept of the character you want to create is important and helps you properly stat them out.
185-
Obscuring Mist is a spell that summons a cloud of mist to hide a 15 foot section of space within 20 feet, making it more difficult for people to see inside.
185+
186
Step 2: Determine Link Stats
187
Distributing your 9 points into your Link Stats sets the groundwork for the rest of your sheet
188
189
Step 3: Assign Link Stats to Substats
190
Assigning your link stats lets you get a good feel for how your character tackles certain problems and lets you know how you might want to distribute your Substat Points
191
192
Step 4: Determine Substats
193
Distributing your 25 Substat Points is one of the final big numbers you need to deal with
194
195
Step 5: Determine Derivatives 
196
Figuring out how high your health is will let you keep in mind how durable your character is and what kinds of magic they might be suited to
197
198
Step 6: Assign Magical Training Points if Applicable
199
Showing off your abilities in the different schools of magic is an integral part of becoming stronger
200
201
Step 7: Make a list of your Magical Training Abilities and the Spells you know to keep track of them more easily.
202
203
Step 8(Optional): Go back to all your Substats and Magic Schools and make a list of your Dice totals for all of them for ease of use.
204
205
Once all these steps are completed, you are free to go on your way and see the magical world of Grimiore!