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- Poem
- upon the Day, the Sun gives rise and fall
- upon the Night, the moon and stars give light
- upon the Skies, the Heavens gives redemption
- upon the Ground, the Earth gives purpose
- upon the Edge, the Void, the Unknown hides all from sight
- upon this world I have helped created I give...
- the day to rise and fall
- the night to find light in the darkest of times
- the skies to find redemption in the day
- the ground to find purpose to the night
- The Edge to seek the unknown the powers within it
- upon this world I give the tools to break free from means of Fate no matter how golden or rusted they may be
- upon freedom I give the the choice to choose
- Index
- Why this game was made
- God and Goddess History/Nexus History - The Forgottem Tomes
- Rules - tome of the world
- Stats
- There are six stats that a character has to know [S.P.E.W.A.L]
- #[S]trength
- [increase Strength mod]
- [increase carry]
- [increase Toughness]{1/4}
- #[P]erception
- [increase Perception mod]
- [chance to hit with ranged weapons mod]
- [E]ndurance
- [increase Endurance mod]
- [increase health]{5}
- [increase Toughness]{1/2}
- [increase action mod]
- [W]isdom
- [increase Wisdom mod]
- [increase spell-point]
- [A]gility
- [increase Agility mod]
- [increase action-point]
- [L]uck
- [increase luck mod]
- Stat mods
- stat mods effect dice rolls for stats and some skill and spells
- stat mods going up 1/8 of the stat it's for. [ Stat#/8 = stat mod(round up if .5+)]
- luck stat mod goes up by 1/16.
- Stat rolls
- Stat rolls are the main way to do a action, like if you want to jump over a enemy and attack him/her the GM tells
- you what stat you need to roll; To be successful in a roll you need to get over 50 for the basic,The GM can chance the
- succcess number needed if need be.
- player can chose if he/she is going to use luck as the mod for the stat roll over its base stat mod.
- super fail 1
- terrable fail 2-25
- fail 26-50
- bearly successful 51-75
- successful 75-99
- super successful 100
- Start of Combat
- Combat start by seeing who goes first this is done by rolling a d100 and adding your Agility mod to it highest goes first
- and so on and so forth, if a tie happens then the two roll to see which one goes first
- Combat Actions
- Every character starts the game with 2 action-points, action-points are add every 8 Agility or 16 Endurance.
- Attacks/Spells/Skills and moves all use action-points.
- Moves-1 Attacks-2 skills-2(can only use a skill 1 per turn/unless skills saids so) Spells-2
- Spells
- Everyone start with no spell-points, spell points go up every 8 Wisdom.
- Spells all take different amounts of spell points.
- hits
- melee always hits, ranged and unguided spells need to roll d100 with Perception mod added
- Dice Roll
- to hit you need to roll a d100 with Perception mod if 50+ then you hit the target
- Ranged Weapons
- Ranged weapons have a effective ranged[different for all weapons] if you are out side of this range then -25 from the dice roll
- if this range is 2x great then you effective range then -45 from the dice roll to hit
- if target is at half the effective range then x2 Weapon-Strength
- Spells
- Spells don't have effective range[unless spell saids it does], they only have a max range
- Weapon Strength and Toughness
- Weapon Strength verys from weapon to weapon.
- The Toughness of a target is well how Tough a mother fucker he is, the higher the Toughness the less damage he takes
- Way to brake Toughness is thought high Weapon Strength or Rend, Rend stacks with every hit lowing the targets Toughness
- Weapon Strength vs Toughness
- this test is a d100
- if Weapon Strength is 2x less then Toughness then you need 90+ to pass, 89-75 is 1/8 damage 74-50 is 1/16 49-25 is 1/32 damage 24-0 is no damage
- if Weapon Strength is less then Toughness then you need 75+, 74-50 is 1/8 damage 49-25 is 1/16 damage 24-0 is 1/32 damage
- if Weapon Strength is eqeal to Toughness then you need 50+, 49-25 is 1/8 damage 24-0 is 1/16 damage
- if Weapon Strength is great then Toughness then you need 25+, 24-0 is 1/8 damage
- if Weapon Strength is x2 great then you need 15+ 25-50 is 10% more damage 51-75 is 20% more damage 76-100 is 30% more damage
- critical hits
- critical hits only happen on natural 95+ on Weapon Strength test.
- 95 - 50%
- 96 - 60%
- 97 - 70%
- 98 - 80%
- 99 - 90%
- 100 - 100%
- Reaction-points
- Reaction-points are use to make a block,dodge,counter-attack/spell or overwatch.
- you get 1 Reaction-point if you dont use all of your action-points.
- every 32 Agility you get one more Reaction-point.
- Reaction-point stat rolls use mods
- Block is a Strength[off] vs Endurance[def]
- Dodge is a Perception[off] vs Agility[def]
- counter-spell is a Wisdom vs Wisdom, it also puts both attack and defender in spell-dual if the defender wins the Wisdom
- roll[counter-spells can only be do within you max spell range]
- counter-attack is roll d100 with Agility mod if number is 65+ you do normal damage after you do a Weapon Strength, if under you
- do half damage
- overwatch is fire are first enemy that does a action in line of sight with a -15 to you dice roll
- Magic-duals
- in magic-duals both the attack and defender are forced to dual using only spells where both will take their longest ranged spell
- with damage and the lowwest of the two is use as the max range of the dual, is this a dual to the death [unless its a friendly dual]
- magic-duals go before everyone else turn, where both sides choose a spell to hit the other with or move towards/away for one an other,
- then both roll with Wisdom and the highs overpowers the lower Wisdom roll and there spell goes though and hit the other.
- outside forces can help there side, by attacking the other mage or by giving them more power with there Wisdom roll[+5 for every spell-point use]
- magic duals are stopped if one moves outside of the max range and is stunned for one turn
- [if the lowwest range at the start of say dual is lowwer then the attacks max range then stun the attacker for one turn]
- Death and downs
- If a player or mob's hp is -10 or less they roll d100 with Endurance mod add, they must get 50+ to stay alive if they
- fail 3 times then they die.
- Downed players and mobs can be exacuted
- Leveling up and EXP
- there are two way to level up the first is exp, where every kill or quest you complete gives you exp, quest exp is based off of the
- GM and kills are base off the class of monster/mob.
- The second way is easier for the GM, it is the milstone level up system this system is base off the GM and is completly up to him/she to
- choose when you level up.
- starting need exp is base off the GM.
- Wisdom mod inceases exp you get by 5%.
- All monster exp grain are in the tome of Enemies along with how to make custom mobs.
- Leveling up Rewards
- every level give 2 stat-points.
- every 2 levels give 1 perk-point.
- every 5 levels give you 1 Proficient-point.
- every 20 levels gives you 1 power-point.
- every 50 levels gives you 1 super-point.
- Powers - tomes of powers
- Life skills - tome of secets
- Life-Skills
- Life-Skills are a sub skill list that everyone can use; you can use perk-points to unlock skills and perks in every tree if
- you have the requirements to unlock them. Every one starts at the same level of skill with life-skills[1]. Things that change
- this are race,background,gods and leveling up/ every 5 levels you get a Proficient-point to up one life-skill.
- Life-Skill rolls
- Life-Skill rolls' follow the same rules as stat rolls with different mods [tome of the world]
- Life-Skills' Mods
- All life-Skills run of the same math for their mods it being 1/16
- How the life-skills' list works
- Main skill name
- sub-skill
- Combat life-skills
- Firearms
- Rife
- Scatter shot
- pistol
- SMG
- Flintlock
- Pole-arm
- Great-weapon
- Bladed
- Blunt
- Axes
- Bows
- Crossbow
- Armour
- Shielded
- Heavy armor
- medium armor
- light armor
- enchanted armor
- enchanted weapons
- enchanted spell staffs
- Cannons/artillery support
- mounted combat
- dual wielding
- Non-Combat life-skills
- Mining
- Smithing
- Metalworking
- Farming
- Woodworking
- Lumberjack
- Butchering
- Cooking
- Foraging
- alchemy
- enchanting
- brewing
- Pottery
- glass-working
- folklore
- Driving
- Music
- Languages
- ologies list
- herbology
- Agrology
- Anthropology ##human study##
- Astrogeology
- Biology
- Characterology
- Cosmology
- Criminology
- Enigmatology
- Ethnomusicology ##study of meaning music##
- Geology
- Grammatology
- Haematology
- Hierographology ##study of holy texts##
- Horology ##study of timekeeping##
- Lithology ##study of rocks##
- Mineralogy
- Mythology
- Nephology ##study of clouds##
- Paleoanthropology
- Pharmacology ##drugs##
- Philology ##too many to list##
- Phytology ##botany##
- Polemology ##type of study of war##
- Psychology
- Psychopathology
- Toxicology
- Magic
- Magic is a skill and a classification with a-lot of sub-skills and lot of different rules base on the sub-skills you have.
- Races - tome of life
- Armours/weapons creating/classes - tomes of creation
- Types of Enemies/NPC
- gods/goddesses traits - tomes of the ancents
- Chartacter Sheets - 10 to 20 pages
- Mob Sheets - 20 to 30
- Thank you
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