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Stats: Simple Stat System
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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.
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Grimiore Dice
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Basics
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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).
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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.
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Devil's Deal:
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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.
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Duration: Another very simple parameter, Duration is how long a spell can be kept active. This can range from anywhere from instant, meaning it does what it does and dissipates, to an hour, to as long as you can concentrate on the spell.
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Link Stats/The Link System:
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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.
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When creating a character you will gain 9 Points to put into your Link Stats and 25 to put into Substats
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Fight(Melee): Steel Or Silver
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Force: Steel
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Climb: Steel Or Silver
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Acrobatics: Silver
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Sleight Of Hand: Silver
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Fight Ranged: Steel Or Silver
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Fortitude: Stone
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Focus: Stone Or the character's main casting stat
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Ressilience: Stone
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Arcane Knowledge: Parchment Or Glass
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Logic: Parchment
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Perception: Parchment Or Glass
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Survival/Alchemy: Parchment Or Glass
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Beastmastery: Glass Or Gold
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Sanity: Glass Or Gold
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Persuasion: Parchment Or Gold
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Deception: Glass Or Gold
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Intimidation: Steel Or Gold
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Range: 20 Feet (10 Foot Burst)
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Link Stats:
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Purpose: Healing
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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.
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Dexterity/Silver: Silver, one of the softer metals. It is considered a pure and sometimes magical metal, especially when you look at metals associated with it in ancient times such as Mercury, or Quicksilver as they called it. This softness and lack of pure force makes it an excellent fit for a component tied with the human body's agility and swiftness.
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Binding Chains
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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.
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Form: Glyph
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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. 
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Duration: 2 Hours
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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.
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Trigger: When A Non-approved Individual makes contact with the glyph
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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.
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Lightning Bolt
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Substats:
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Element: Lightning
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	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. 
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	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.
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	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.
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	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.
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	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.
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	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.
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	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.
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	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.
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	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.
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	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.
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	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.
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	Perception: https://www.youtube.com/watch?v=ADj-Ru3JQp0 This stat is used when you need to notice something.
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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.