Initially, players also choose a class for their character. These classes provide free points in an attribute and a free skill.
Attributes
These start at 0 and cannot go below that. They have no upper limit, but the more points spent in each, the more likely checks in them are to succeed. Checks are a comparison of the required attribute for a task and the character's attribute. Success if the character's attribute is higher than the requirement.
Strength (STR) - Melee attacks deal damage equal to Strength.
Motion (MOT) - Ranged attacks deal damage equal to Motion.
Constitution (CON) - How much HP a character has is equal to Constitution.
Psyche (PSY) - Magic attacks deal damage equal to Psyche. Magic healing restores HP equal to Psyche.
Fellowship (FEL) - Higher Fellowship than the one it's being used on allows discounts in stores, trust in the character, and likability. Low Fellowship results in higher prices, distrust in the character, and unlikability.
Classes
The points and skills gained from classes are non-refundable. Only one class can be selected. If two skills are listed, only one can be taken.
Knights can gain an additional 10 points in Strength. They also start out with Melee Combat OR Ranged Combat at no cost.
Thieves can gain an additional 10 points in Motion. They also start out with Stealing OR Parkour at no cost.
Barbarians can gain an additional 10 points in Constitution. They also start out with Rage at no cost.
Disciples can gain an additional 10 points in Psyche. They also start out with Combat Magic OR Support Magic at no cost.
Bards can gain an additional 10 points in Fellowship. They also start out with Musical Instrument OR Dance at no cost.
Skills
Skills cost 10 points each.
Balance - Character can balance more successfully.
Climbing - Character can climb effectively.
Combat Magic - Character can use combat magic.
Dance - Character can dance.
Fast Casting - Character can cast spells in half the time.
Implied Movement - Character doesn't need to move to cast spells.
Implied Words - Character doesn't need to chant to cast spells.
Intimidation - Character is twice as effective with Strength persuasion.
Jumping - Character can jump higher.
Melee Combat - Character deals more damage with melee attacks.
Mounted Combat - Character deals more damage while mounted.
Musical Instrument - Character can play a musical instrument. This skill can be taken for individual instruments.
Parkour - Character knows how to get from Point A to Point B by climbing, swimming, sliding, and other skills. This is more specific than the individual skills as it is for a more urban setting.
Persuasion - Character is twice as effective with Fellowship persuasion.
Rage - Character deals more damage without weapons.
Ranged Combat - Character deals more damage with ranged weapons.
Riding - Character can ride mounts.
Running - Character can run for longer before getting tired.
Stealing - Character can steal from other character and pick locks.
Support Magic - Character can use support magic.
Swimming - Character can swim.
Combat Magic
Must have the Combat Magic skill to spend points on these. Each spell costs 15 points.
Fireball - Creates a tiny bead that when thrown, erupts in flame.
Spark - Creates a tiny bead that when thrown, creates an electric field.
Death Touch - Touch an enemy to deal direct damage to their body.
Fear - Targeted creature becomes terrified and flees if they fail a psyche check.
Drain Touch - Touch an enemy to restore health while lowering the enemy's.
Drain Touch - Touch an enemy to restore health while lowering the enemy's.
Support Magic
Must have the Support Magic skill to spend points on these. Each spell costs 15 points.
Restore - Heals an ally.
Remove Fear - As the name implies, removes magical fear.
Ward Against Elements - Cuts elemental damage in half against an ally.
Ward Against Damage - Cuts non-elemental, physical damage in half against an ally.
Ward Against Draining - Cuts damage from draining in half against an ally.
Ward Against Draining - Cuts damage from draining in half against an ally.
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