Link to Interest Check (That has general ideas for RP of how it shall go)
First things first, lets get introductions out of the way. If you read the Interest Check you will know that this RP is not gonna have a plot that arcs over the entire RP. There is no grand quest to go find a magical maguffin to defeat some big bad dude or some super huge organization you are apart of that has to do battle with these other guys. I mean, those things CAN happen, but those would just be a few among the many adventures that your characters will have. And of course, like all quests in a game, your characters can drop them like the plague and move onto something else.
This RP is about an ever changing world and the people who adventure in it, the discoveries they make, and the adventures they have. Characters will come and go as they may have to go on their own for a while to do something special or perhaps they just die (or the players vanish). Naturally, as this RP is much about the World as it is the journeys in it, time will progress. Every few adventures or so there will be time skips (around six months, give or take depending upon the situation) and there may be even longer time skips (like a hundred or so years, maybe more depending upon the situation) every now and again (where naturally new characters will have to be made unless you happen to be a member of a race that can go through 100 years like they would a bathroom break). Naturally what the PCs do here will affect the world in either a small or big way and will also affect their adventures as well.
Any more special questions about the idea can either be found from the information in the Interest Check or just ask me in the OOC here (or in a PM if you would rather others not see your question).
Anyway, now that is out of the way, time to go over the biggest aspect of this RP. The Game System. The first thing we will start off with is Character Creation, then move on to the other bits like Combat and all that junk.
Obviously one of the more important parts of an RPG to go over are the Stats of your characters. Your characters will start with 25 Stat Points to allocate into your six different Stats. Note that none of your stats can start at 0 (in fact, any of them getting to 0 is a very bad thing). A brief description of what each Stat does will also be present. Note that in any of your Stats having a value of 4 for them represents about the average with 10 being the max (11 for Favored Stats, I.E. any of them that receive a bonus at Character Creation. At the same time 9 is the max value if they receive a penalty at Character Creation). Note that special Traits you acquire can give your Stats other uses as well.
Might: This Stat represents your character's physical strength and general physique. Might is generally used for all strength oriented tasks including being required to wield heavier weapons, wearing heavy armor, carrying more gear, and dealing more damage with melee weapons. It also helps increase your character's Vitality and helps them run faster (RP wise).
Endurance (End): This Stat represents the physical hardiness and toughness of your character. While not used in tasks, it is very useful in helping to stave off fatigue and unconsciousness from damage, resist physical ailments, and other such things. Helps increase your Vitality, Hardiness, and Energy.
Dexterity (Dex): Represents your hand-eye coordination, reflexes, and overall agility. Used in all forms of tasks that require physical finesse from picking locks and pockets to swinging a weapon or firing a bow. Also useful for dodging, blocking, or parrying attacks as well.
Aptitude (Apt): Represents your character's general knowledge, intuition, and intelligence. Used in all knowledge based tasks, like magic, and helps slightly sharpen your character's mind by giving you an extra bit of XP to spend as well.
Willpower (Will): Represents your characters mental strength and overall resolve. Used in mainly resisting mental based affects as it increases Concentration, it also has uses in many other special abilities including mystical ones as well and serves to help increase your character's Energy.
Charisma (Cha): Represents your character's overall magnetism and somewhat basic attractiveness of either body or personality. Useful for a few things, the best use being talking to people whether its diplomacy, haggling, intimidation, or other such forms of communication and negotiation. Also useful for those who wish to perform as well.
These are special Stats that you do not put your Stat Points as instead they are determined by your character's regular stats.
Vitality: The overall health of your character. Goes down when your character takes damage from anything. As your Vitality decreases your abilities will decrease as well. To make things more interesting you will not know how much Vitality you have remaining. Instead I will simply tell you that your character is feeling weaker and weaker, incurring a penalty to all rolls every time your Vitality reaches a certain interval (this adds a bit of suspense and intensity to combat). When your Vitality does reach 0 your character will fall unconscious unless they make a successful Hardiness or Concentration Roll (DL 20). If they manage to succeed then they will have a -5 to all Rolls and can only perform a small Simple Action on their turn, otherwise they will fall unconscious and start bleeding out, needing to make a successful Hardiness Roll in order to automatically stabilize as their Vitality will decrease every turn they continue to bleed out, dying once they hit -50% Vitality. Your character's Vitality is determined by the following: 10 + Might (x2) + Endurance (x2).
Energy: The mental and physical stamina of your character. Decreases when you perform special abilities. Like Vitality, I will not tell you how much remaining Energy you possess. I will simply tell you when you begin to feel the signs of Fatigue (and thus incur a small penalty to all rolls). When you hit 0 Energy you must make a Hardiness or Concentration Roll (DL 20) or become Fatigued (see Status Affects). If you manage to succeed you resist the more detrimental affects of Fatigue, but are still at a -5 on all Rolls. If your Energy hits below 0 instead you must make the same roll to stay conscious, failing instead just giving you Fatigue. Energy is determined by 5 + Will (x2) + Endurance.
Luck: This is the game's special mechanic for helping to save the lives of your characters. All characters start off with 3 points of Luck. You may use a single point to either re-roll any roll or add +10 to any Roll. Furthermore if you are on death's door you may use 2 points to cheat death. You may only use 2 points in any round. Usually I will PM you if you want me to use Luck, but also if you just want me to use it for your characters when they get killed so that they don't, just tell me so that we don't have to waste time communicating on the issue. You may also use Luck to make special things happen, things that wouldn't normally happen under normal circumstances. Luck can be increased by one upon Character Growth or be acquired from performing epic deeds. Once you use Luck, it does not come back though, you must earn more.
Reputation: As you travel your character will become more and more well known, in either a good way or a bad way. At Character Creation your Reputation starts off at an amount equal to 1/2 Cha + 1/10th of your Age. Reputation can be increased upon Character Growth or after you do great, or terrible, things. At Character Creation your Reputation can start off either Positive or Negative (your choice unless you have something that dictates otherwise). If you do good deeds your Reputation will be positive, but if you do evil deeds your reputation will be negative. Depending upon whether your Reputation is good or negative if people recognize you, depending upon how they would receive you from the good or bad deeds you are known for, various things could happen. Of course, if you do your deeds discreetly or try to stay hidden your reputation won't increase, which can also sometimes be a good thing as well. The Disguise Talent is good for staying unrecognized.
Talents are your character's basic skills that are performed as basic tasks. These range from somewhat more specialized tasks like Animal Handling and Manipulate Device (which is essentially lock picking and trap disarming) to more generalized things like Acrobatics and Climbing. You use your XP to improve your Talents. All Talents, except for the ones that say otherwise in their description, can be used at Rank 0. The amount of XP needed to improve a Talent depends upon the current Rank of the Talent. Ranks 1 to 5 require only 1 XP, ranks 6 to 10 require 2 XP, ranks 11 to 15 require 3 XP, and ranks 16 to 20 require 4 XP.
Note that getting a Critical on a Roll (see Dice Rolls in the Gameplay Section) puts a free point of XP into the Talent used in the Roll, which can either improve the Talent if only one point of XP is needed to do so, or can put you on the step to doing so as this represents you learning something from an above and beyond accomplishment. Anyway, here are the Talents. Note that, currently, three of these Talents require background training in the form of Traits in order to use and put points into. Note that the Stat that the Talent uses in its score is listed in ( ) next to its name.
Note that at every 5 Ranks you achieve in a Talent you gain a Synergy Bonus for said Talent. This means that you can select one other Talent that the Talent you have achieved the five Ranks in has a Synergy with and you gain a permanent +1 bonus on all Rolls with the other Talent you selected. At Rank 20 you get two Synergies instead. Some Synergies may have listed in ( ) next to them some information, this is usually a special circumstance of when the Synergy bonus applies (as not all of them can always apply to every situation that Talent is used in). Note that Talent Synergies for Talents can change as time progresses for certain Talents as they change themselves over time.
Also at Character Creation the highest rank you can get any Talent to is 10, although I don't recommend that as that would put you back a good 15 XP, not leaving you much else to spend on other things. Note that Talents that require background Traits in order to use can only be brought to Rank 5 at Character Creation. Talents can only be raised by one rank at a time. This means only one rank during an adventure or one rank during a time skip, as this represents a bit more of a realistic talent growth as suddenly improving immense in a Talent in a week's time is a bit unrealistic.
Note, I may accidentally refer to the Talents as Skills, which is what they really are as well. Deal with it. XD
Also any Talent with a * in its name is affected by the Armor Penalty.
Your characters start off with a base 45 XP for purchasing Talents and Traits (some Races may start off with other amounts), plus an additional amount equal to their Aptitude and whatever is granted from their Flaws.
Acrobatics is the Talent that allows one to move with grace and agility from common dodging in battle (its best use) to jumping, balancing, tumbling, dancing, and other forms of acrobatic movement. As mentioned before, its best use is being your Dodge Roll for evading attacks in combat (see Combat in the Gameplay Section). At Rank 10 the Armor Penalty (as long as you are wearing Medium Armor or lighter) of the armor you are wearing is decreased by 1 for only movement based tasks.
Talent Synergy: Climbing, Fisticuffs, Melee Weaponry (but only with Light Weapons. Also only able to choose at Rank 10 and higher)
Alchemy is a special Skill that involves the identification and creation of various substances and items using other special materials, substances, and even items. From special potions to explosives, Alchemy, despite how uncommon it is, is still considered a somewhat extraordinary Skill among the more common people with what it is currently capable of. For this Talent, when making something you can either ask me for a list of what you can make (as in what recipes you could know), or try and experiment and ask me if you can try and make a specific form of item. On your travels it is possible to stumble across writings containing very special recipes for rather rare or potent items.
Note that Alchemy is best performed in a town where you have access to a place where you can buy the needed materials unless you decide to buy a bunch of random materials at a town that you want to carry on the road. Note that you also need an Alchemy Pouch Item that has the needed basic tools for performing Alchemy.
Alchemy is a rather rare Skill that is quite complex and thus it takes years to learn. You must purchase a Trait at Character Creation that would give you background training in this Talent in order for you to use it. Also you may only attain five Ranks in this Talent at Character Creation.
Talent Synergy: Herbology, Linguistics, Knowledge, Arcane Craft, and Blacksmithing
Ranks in this Talent represent your knowledge and ability of being able to handle and train animals. This Talent involves various interactions with animals, both common and exotic alike. Especially useful if you plan on dealing alot with animals from just your own mount to maybe a loyal animal companion.
Talent Synergy: Riding and Survival (but only for hunting animals).
This Talent involves appraising and determine the value and basic quality of various goods from weapons and jewels to slaves and spices. The higher the result, the closer to the exact value of the item you can determine, which can help in haggling. Also can be used to gain some other insight on the item if you do not have the appropriate Craft Talent needed to do so. Even can be used to determine the authenticity of something.
Talent Synergy: Any Crafting Talent and Observation.
This is the powerful craft of magic, a skill of knowledge rather than one of power. To use this Talent you must acquire a Trait that would have given your character background training in the Arcane Craft. You also must have a Willpower of 5 and an Aptitude of 6. You may also only attain five Ranks in this Talent at Character Creation. Magic is a much more ritualistic based art in this world as it is now, with no real direct attack spells being apart of the common magical knowledge, even among those who practice the darker, twisted arts of Sorcery. Arcane Craft is an art that makes things happen, not an art that summons and calls forth incredible power. This Skill can be used in one of two ways in its basest state. Special Traits that you acquire may allow you to use it in different ways.
When you use Magic you draw the magical symbols (essentially just special letter like glyphs) that relate to what you are trying to accomplish and try to perform a very special feat of magic using your knowledge. You essentially RP what you want to happen, or what your character tries to make happen, and I will determine if one, it is possible with the current knowledge of magic your character possesses (it is possible to acquire special writings that have knowledge of how to do special things in magic). Upon success that thing happens. A Critical may make something even greater than that happen. Note that using this counts as a Full Round Action, meaning you cannot perform any other Simple Actions (except for maybe a tiny bit of speaking or such during the process) in the round (which includes free attacks and other such things). Also when using magic, unless stated otherwise, you go at the end of the Turn.
The first way, as seen above, is to use magic. The second is negating other magic. When you see magical glyphs and symbols on surfaces you can attempt to erase them with your own knowledge of magic if they currently have power (like some could be placed there as traps or something).
Of course, the other way that this Talent is used for is essentially learning magical knowledge from writing to be able to do more with your magic or writing, and possibly encoding, but that requires a Linguistics Roll, the magical knowledge so that only you and those who you give the encryption to can access the knowledge you are trying to keep a secret by encrypting the knowledge in your writings.
All uses of Arcane Craft when using magic use Energy, using 1 to 5 points of it depending upon what you are trying to accomplish. Also Armor Penalty only affects Arcane Craft when using magic, not when just studying or learning.
Talent Synergy: Knowledge, Linguistics, and Alchemy.
The art of forging and repairing objects made of metal such as weapons, armor, and other metal tools or objects. The following goes for all Talents from here on out identified as a 'Craft Talent'. The cost and time needed for repairing or making objects depends upon the complexity of the object. Also sometimes you may need certain tools or a certain type of work space as well (like for Blacksmithing you need a forge). Craft Talents are also be used in attempts to examine objects that would be in their category (like using Blacksmithing to examine a sword or a metal door). You must have a Dex of at least 4 in order to properly utilize crafting (as it takes some finesse and hand eye coordination). If you do not have a Dex of 4 then you suffer a -5 penalty on all Rolls with all Crafting Talents.
Talent Synergy: Appraisal, Leather Working, Stone Cutting, and Alchemy (can only be selected twice)
This Crafting Talent is for those who would work with wood including making wooden tools or even weapons. Even houses or ships could be made with this Talent (although a team would be needed for those two types of very large projects else they would take a very long time and be very difficult). Even catapults could be made with this Skill.
Talent Synergy: Appraisal, Stone Cutting, and Engineering.
As its name implies, this Talent is just for scaling various surfaces, objects, or steep terrains, special tools like grappling hooks or climbing hooks able to help with this. At Rank 6 you become able to climb at your regular speed instead of half an descend at double.
Talent Synergy: Acrobatics and Swimming
Your character's mental strength and fortitude from just your own natural willpower and perhaps any way you might have strengthened it over time. Used to resist mind harming affects. Every 4 Ranks you have in this Talent increases your Energy by 1.
Talent Synergy: Hardiness.
This talent represents the art of disguise, which includes making and wearing convincing disguises to various forms of acting and even voice mimicry. Its takes about a minute to put on a Disguise, but at Rank 10 you can put on a disguise in half the time. This Skill can also be used to create camouflage for stealth.
Talent Synergy: Stealth, Performance, and Negotiation (for Bluffing only)
A somewhat rare skill in more uncivilized lands. Engineering is a knowledge of scholars and, while it does not require background training, in order to acquire any Ranks in this Skill you must have at least an Apt of 4. This Talent represents a more mechanical or architectural knowledge. It is often used in accompaniment with other Talents to build complex devices or traps, like black smithing to build metal traps or locks for instance. Also used for building large scale objects like houses or ships, things that require architectural knowledge (while they may not actually require Engineering, you can certainly make a much better house or ship if you do use it). This somewhat young art (among Galmin anyway) is somewhat rare, more common among more learned scholars really and craftsman who spent their lives building houses, fortresses, or ships. This Talent may also be used to disarm traps or pick locks, but only when it reaches Rank 6 and if you have a Dex of 5 or higher.
Talent Synergy: Any Crafting Talent, Appraisal, Observation, Manipulate Device, Knowledge, and Survival (only for making traps in the wild out of things in the woods).
The art of diagnosing and treating patients wounds or ailments. In battle it can be used to stop an ally from bleeding out (DL 15, 20 for a creature of a different race). If the wounds are fresh on a person you can use this Talent to treat them (DL 20, 25 if someone of a different race). You heal their Vitality by an amount equal to half of your success over the DL plus 1. This can also be used to treat old wounds to help them heal faster or administer long term care to a patient.
Talent Synergy: Herbalism, Survival, and Alchemy (only applies to substances meant for healing).
The act of attacking opponents while unarmed with things such as elbows, kicks, punches, choke holds, grapples, eye gouging, and etcetera. When used to parry or attack against Armed opponents you suffer a -5 penalty since its harder to attack an armed opponent without a weapon. At Rank 10 you are now considered Armed while unarmed and thus no longer suffer a -5 penalty when fighting armed opponents and you no longer suffer the Armor Penalty when fighting unarmed. At Rank 20 you get a free Trait related to unarmed fighting. Improved Tripping Attack and Shield Bash are also two options. You get this free Trait instead of the two Talent Synergies.
Talent Synergy: Melee Weaponry (for Light weapons only)
This represents your own natural bodily fortitude and how you have actively or passively trained it over time. This Talent is used in any roll to resist physical ailments. Every four Ranks you have in this Talent increases your Vitality by 1.
Talent Synergy: Concentration
The knowledge of herbs and how to preserve, dry, and use them in various ways, including making herbal concoctions out of herbs you find. Also used to locate herbs in either a garden or in the wild. Preserving herbs for storage if you do not plan to use them immediately (or need them preserved and dried) takes about an hour for the process, then a good six to eight additional hours of waiting for drying out after that (the six to eight hours is not apart of the process, so you can do whatever during this time).
Talent Synergy: Alchemy, Survival, and First Aid (but only when using herbs or herbal concoctions in your first aid attempt)
This Talent is a bit special. It represents your general knowledge of all different sorts of things whether its religion, arcane, nature, or other such things. The DL of all Rolls not only depends upon how rare the knowledge you are trying to understand is, but your background as well. For instance, a person who is an expert hunter or herbalist might have a better understanding of Nature than say a scholar who spends much of his time with his nose in tomes, who would probably have a better understanding of History or Arcane. Yes, the DL of all Knowledge rolls till vary based upon your character's background. Some rolls may be easier or harder based upon your character's background and current skill set. Like a nobleman would have a better understanding of court lore and heraldry for instance and a knight or even a mercenary might have a better understanding of military tactics and lore. Someone who travels around alot (like a bard or other such) may have a better understanding of geography and even local or folk lore. Essentially put, this Skill can vary in its uses for different characters.
Talent Synergy: Linguistics, Alchemy, Sorcery, and Arcane Craft (Sorcery and Arcane Craft can only be selected twice a piece and can only be selected at Rank 10 and higher)
This Craft Talent involves working with leather and leather based goods including making armor, skinning animals, tanning hides, and other such things that involve leather.
Talent Synergy: Tailoring, Survival (only when dealing with skinning animals), and Blacksmithing
In these current ages, the need to know languages is not really apparent since Galmin usually speak a common language in their different regions of the world. Other than knowing these different languages, Linguistics does not have much use other than for knowing, understanding, and deciphering lost, ancient languages. It does have one other use though, knowing how to write properly including encoding and deciphering written messages and codes or spoken codes and innuendos (which has use in battle for giving tactics or advice to allies secretly in hearing distance of the enemy without them understanding it). Also useful for writing messages meant to negotiate with others.
At 4th and 8th Rank, gain access to one new language. At 10th and every second rank after, gain access to another new language.
Talent Synergy: Deciphering and learning special secrets from books, scrolls, or other written sources (select for either Alchemy, Arcane Craft, or Sorcery), Negotiation (Where the written word is commonplace only), and Knowledge (Where the written word is commonplace only).
Unless a lock smith or the apprentice of one, this Talent is a more covert and illegal one as opening a lock without a key isn't exactly a legal action in most places (although you'll find that not every place employs the usage of locks, like in some more rough or 'primitive' villages for instance). Aside from picking locks, this Talent can also be used to disarm traps as well.
Talent Synergy: Sleight of Hand, Engineering, and Blacksmithing (but only for making and repairing locks and traps)
Your ability to negotiate with and influence others through your words or actions whether its through diplomacy or other means like intimidation, bluffing, haggling, and etc. Note that Negotiation can only be used on creatures with an Apt of 2 or higher, so not things like Undead, animals, and etc (although intimidation is different for some non intelligent creatures who would be able to fear).
Talent Synergy: Disguise, Performance, and Observation.
Represents your character's ability to discern the environment around them through your own senses to make you aware of things happening around you (like those trying to sneak up from behind for instance). Also allows you to discern information about someone as well (like if they are lying or how they may be reacting to something).
Talent Synergy: Appraisal, Stealth, and Negotiation
Your ability to perform and entertain whether it be singing, story telling, dancing, juggling, and etc. If its just for things like singing, playing instruments, telling stories or jokes, and other things like that you just use this Skill. But if you want to entertain through other ways with things like dancing, juggling, parlor tricks, and etc, then you would make the Roll for a different Talent first to see if you are successful in those endeavors, then you make a Performance Roll to make them entertaining. For instance for dancing you would make an Acrobatics Roll and for parlor tricks a Sleight of Hand Roll would be needed.
Talent Synergy: Disguise, Negotiation, Arcane Craft, Sorcery (but only when using Rituals or the Power of Words Trait for both Arcane Craft and Sorcery), and any other Talent (but only when using that Talent to perform and it has to be one that can be used to Perform, like Acrobatics or Sleight of Hand for instance).
Your ability to ride certain kinds of animals and man made vehicles effectively. Once you get Rank 2 in this Skill you no longer suffer Armor Penalty to Riding Rolls.
Talent Synergy: Animal Handling, Melee Weaponry, Projectile Weaponry, and Thrown Weaponry (for the last three its only for when riding on a non-exotic/monstrous mount).
Encompasses the piloting and other operations of a vessel as well as how to navigate while properly at sea. In a sense you can use this to navigate at sea instead of using a Knowledge Roll. Also represents your knowledge of anything having to do with sailing or other naval things.
Talent Synergy: Swimming, Knowledge, and Survival (for the last two its only anything involved with rivers, seas, coasts, and islands).
Represents your ability for pick pocketing, concealing items on your person, parlor tricks, palming things, and other such tricks of the hand. Can also be used to stealthy do things with your hands to hide the actions from onlookers, like maybe secretly passing a note or silently drawing a small weapon (which would be part of item palming/concealment).
Talent Synergy: Manipulate Device, Disguise, and Stealth
This darker, twisted form of magic harnesses the strength of dark powers to instead twist and corrupt the world around you. This works in the same way as Arcane Craft does as you draw darker symbols that are twisted versions of the regular arcane symbols, this dark power drains life force. Essentially, like Arcane Craft, you simply tell me what you are trying to accomplish and it will happen, only instead of making things around you happen, you use dark powers to twist, harm, and corrupt. For instance you could use it to cause a person incredible pain or maybe use it to make something shatter (which works better if you can inscribe the symbol on what you want to shatter, but it works still if you don't) and other such things. Even twisting and shaping the earth near you into deadly, horrid spikes is not impossible for this evil art.
Of course, you can use this talent to learn more dark arts and study the evil, dark, or even demonic writings that these teachings would be present in. This Talent requires 6 Will and 5 Aptitude to use. You also cannot learn both Sorcery and Arcane Craft. You also can only attain five Ranks in this Talent at Character Creation.
Talent Synergy: Linguistics, Knowledge, and Alchemy.
Represents your ability to hide, move quietly, camoflauge, and perform other actions in a stealthy manner to hide them from onlookers (like maybe silently drawing a regular sized weapon or quietly drawing a glyph). Can be used in combat to try and hide if there is something in which you can hide in/behind. At Rank 6 you become able to move at half speed with only a -5 penalty and full speed with a -10. At Rank 11 you can now move at half speed with no penalty and full speed with only a -5 penalty. All attempts at Stealth are opposed by the Observation Rolls of onlookers.
Talent Synergy: Disguise and Sleight of Hand.
A Crafting Talent that involves crafting and making things with stone and also examining stone work and even gem cutting. Usually just a hammer and chisel are all you need for this Talent.
Talent Synergy: Engineering, Blacksmithing, Appraisal, and Sleight of Hand
Represents all of the skills and abilities for surviving in the wild such as hunting, foraging for food, building campfires or shelters, detecting natural hazards, setting up safe or well defended campsites, tracking, and etcetera.
Talent Synergy: Observation, First Aid, Herb Craft (only for searching for Herbs in the wild), and Hunting (not a Talent, selecting this Synergy gives just the bonus to all attacks made against common Game animals).
The ability to stay above and move through water whether its fording a river, swimming along the surface of a lake, moving underwater without disorientation, treading water, and etcetera. Note that Armor Penalty has a double affect on this Talent.
Talent Synergy: Survival, Sailing, and Acrobatics (but these are all only for rolls involving water and being close to it)
This Craft Talent deals with working with cloth including sewing, weaving, and other such things. Can even be used to make things like basket, rope, or other such things that involve weaving.
Talent Synergy: Sleight of Hand, Appraisal, and Leather Working
Represents your proficiency in thrown weapons such as throwing knives, javelins, throwing spears, and other such forms of thrown weapons whether actual thrown weapons or improvised thrown weapons. At Rank 5 you become able to swiftly procure and aim a Thrown Weapon as a Simple Action instead of a regular Action (which costs you your turn). At Rank 10 you become able to throw Medium Weapons not meant to be thrown a very short distance with no penalty to the roll (like a battleaxe or longsword). This can also be done for Heavy Weapons, but with a -5 to the Attack Roll.
Talent Synergy: Ranged Weaponry, Melee Weaponry (only for light weapons that can be thrown), and all Crafting Talents (selecting this gives a bonus for repairing or making any kind of thrown weapon).
Represents your proficiency with any and all melee weapons both common and exotic such as swords, daggers, hammers, maces, axes, and etc.
Talent Synergy: Fisticuffs, Thrown Weaponry, and all Crafting Talents (selecting this gives a bonus for repairing or making any kind of melee weapon).
Represents your proficiency with projectile weapons such as crossbows, regular bows, and any other sort of weapon that can be aimed and fired. At Rank 4 you become able to swift load a Shortbow or Composite Shortbow as a Simple Action. At Rank 7 you can now do the same for any type of Bow. At Rank 11 you can now reload Crossbows in half the time (just one turn for a Light Crossbow and 2 Turns for a Heavy Crossbow).
Talent Synergy: Thrown Weaponry and all Crafting Talents (selecting this gives a bonus for repairing or making any kind of projectile weapon).
Gameplay
Everything Gameplay related will be here including how Combat and Rolls work. Note though I will be taking care of all rolls and number crunching. You guys just worrying about being awesome RPers.
We will start with the most important thing. The success, or failure, of any task your character attempts will be determined by a roll of the dice, of a d20 to be exact. There are two types of Rolls. Talent Rolls and Stat Rolls. A Talent Roll adds the total score of your Talent to the result of a d20 Roll to determine whether or not the task succeeds. A Stat Roll just adds the Stat Score of the used Stat to the result of the d20 Roll.
There is a chance that your character can succeed beyond the normal limit. Whenever you get a natural 20 on the dice the die will be rolled again, adding the result of the second roll to the result of your 'Check'. If the total result is 20 above the DL then you get a Critical. Upon a Critical something beyond the ordinary result will happen, this usually being a very good thing. Also if you get a Critical on a Talent Roll then you will get 1 free XP towards said Talent. This can rank up any Talent that is from Ranks 0 to 4. Otherwise it just gives you a free point of XP towards the next rank. For instance if you have Rank 6 in a Talent and you get a Critical, then you only need to spend one more point of XP to rank up said Talent. This represents becoming more skilled in this Talent through your incredible success.
A Fumble is the opposite of a Critical. A failure beyond the norm, you screwing up so bad that you make something really bad happen. To get a Fumble you get a 1 on the dice roll, add the Talent or Stat you are using, and then roll another d20. This time you subtract the result of the d20 from the roll. If the total result is below a 0 then you get a Fumble. If you do survive the Fumble though (and its a Talent Roll) you can learn from your mistakes, getting one free point of XP towards the Talent that was used in the roll in which you Fumbled. I will PM you though whenever you get a 1 on the die to see if you want to use a point of Luck to reroll to prevent a potential Fumble.
On your Journey you will come across many different people and even different kinds of creatures. Some may be friendly or just indifferent to you. Others, however; will probably be hostile towards you. You can either choose to run, but other times you may have to choose to fight. This section will be teaching the mechanics of how Combat shall work within this RP.
Turn Order will be essentially first come first serve. Whoever posts first gets to go first. The players will go, then the enemies will go, then it goes on until combat is over (note that sometimes certain things may happen to change this, but other than that this is how it will go).
When you post for your turn in combat just RP how your character acts in a few seconds. You can do a single 'major' action such as Attacking a foe once, using magic, etc. You post what you want to do in that few second period that is a round (like moving and attacking, taking out an item and using it, or other such things). Be inventive and creative and just RP combat awesomely. When you post then I shall post to determine whether or not whatever you were doing succeeded. Just RP whatever your character would do in a single 'turn' of combat.
This is rather simple. When you attack an Attack Roll is made using the appropriate Talent. If it beats the opponent's Defense then you hit. You deal an amount of damage equal to how much you beat their Defense by plus an additional amount equal to your weapon's Damage Modifier. If its a Melee Weapon or Unarmed Strike then your Might Score is added to the damage. An opponent's Armor Rating is what reduces the amount of damage you take directly. So if you get dealt 6 damage, but have some Armor that gives you an Armor Rating of 4 then you would only take 2 Damage. All weapons have a max damage statistic though, meaning they can only deal a certain amount of damage. For instance, Unarmed Strikes have a max damage of 10, which is the lowest of any and all weapons.
Defense is a bit different. You can either use Fisticuffs, Acrobatics, or Melee Weaponry for Parrying or Dodging. You can Parry Melee Attacks, but if you try to Parry any Ranged Attacks you suffer a -10 to your attempt to do so, so it is best to just Dodge any Ranged Attacks, unless you have a Shield. If you have a Shield then you can Parry any Ranged Attacks. I will automatically defer to either the highest score you have for Defending yourself or to whatever best fits the situation, but if you want to always do something specific for defending, just tell me. If you try to parry a Weapon with just Fisticuffs you are at a -5 to the attempt to do so.
For defending you do not roll. Instead you have what is known as a Static Defense. This is an automatic 10 plus whatever score you are using to defend. (So you have a Dodge Defense and a Melee Defense). This prevents you completely screwing a Defense Roll and getting a fumble or really low score. This means it can be a bit easier to get hit, but at the same time it cements you in a really good position to also not get hit. If you guys would rather me Roll your Defense though, as if you are willing to take that risk, then tell me. Otherwise, Static Defense it is.
Here are several conditions that can happen to characters in combat.
Blind:You are somehow struck with blindness and the loss of your visual senses. You are at a -10 to all Ranged Weaponry Rolls and automatically fail any sight based rolls. Furthermore, you are at a -5 to most other physical rolls.
Concealment: You have found cover of sorts. There are two kinds of concealment. Light and Heavy. Light is just light cover like water, tall grass, or other such things, grants +2 to Defense and Stealth. Heavy is things like much denser or taller grass or other forms of dense foliage, deeper water or other such things. Grants +5 to Defense and Stealth.
Cover: Like Concealment, only its standing or hiding behind solid things like rubble, bodies, walls, or other such things. There is Light, Medium, and Heavy. Light gives +2 to Defense and Dodge Rolls to resist certain 'area affects'. Medium gives +5 to Defense and Dodge to resist certain 'area affects'. Heavy gives +10 to Defense and Dodge to resist certain affects. Then there is total cover, which protects perfectly and is things like... being behind a castle wall or something. Its obvious. Note that when firing into melee your target has cover, getting a bonus to Defense equal to the highest Might of the other targets next to the target. There are Traits that can get around this though (Careful Shot)
Cowering: You are so stricken with fear that all you can do is either run or curl up in a ball and whimper until the source of your fear goes away.
Deaf: You have been stricken deaf, barely or even unable to hear. You have a -10 to all Observation (hearing based) Rolls and other auditory based tasks gain a -5 Penalty to their Roll as well.
Despair: You are struck with a soul crushing despair that makes you unable to do any form of action and makes you Off Guard. Willpower is reduced to 1 as is Concentration until you are freed from this affect. You are also considered Off Guard while in Despair.
Diseased: You have caught some horrible, or not so horrible, disease. What happens depends upon the disease and treatment of it would fall under the area of the First Aid Talent, as would diagnosing it. Of course, you do get a Hardiness Roll at each stage to help lessen the affects, as your body staves it off, or be rid of it entirely.
Fatigue: To put it simply you are exhausted. This occurs when you reach 0 Energy and fail the DL 20 Concentration or Hardiness Roll. Upon becoming Fatigued you get a -5 to all Rolls. Not only that, but most things that would be considered Simple Actions (moving a short distance, aiming and preparing a ranged weapon if able to as a Simple Action, and etc) are considered Primary. Note that every Minute that a combat takes place drains all combatants of 1 Energy.
Flanked: You or your opponent are outnumbered with multiple opponents surrounding you in combat within melee reach. When outnumbering someone like this you get a +1 on your Attack Rolls (for melee) for each opponent
Free Strike: Whenever an opportunity presents itself to you in combat (like if an opponent leaves themselves open), or you just have the natural ability to do so, you can make what is known as a Free Strike, a very quick and on the spot attack. Note that, due to the spontaneous nature of all Free Strikes, you get a -5 penalty to the Attack Roll. Free Strikes only work for melee.
Helpless: You are completely helpless, unable to move at all. Perhaps due to being tied up, asleep, unconscious, or otherwise immobile. You are considered to have a Static Defense of 1 and can be dispatched with a Finishing Blow (which takes a whole round, unless you have a Talent that says otherwise, like an assassination style Talent).
Intimidated: You are somewhat unnerved by something, this being a fear based affect. You have a -2 on all Rolls for either until the affect fades (usually its a one round thing) or until the source of your fear leaves.
Muted: For whatever reason you are unable to speak. You suffer -10 to all tasks that would normally require speech (like Negotiation, except when intimidating someone, there are more ways to do so then just speech). You also cannot use the Words of Power Trait or other special Traits that require speech.
Poisoned: You have become affected by some bad poison or venom. Similar to disease, every time the poison affects you, your character gets a Hardiness Roll to resist the affects of the poison or to stave it off entirely.
Prone: You have fallen down. All foes who attack you from melee get +5 against you, but all foes who used Ranged get a -5 penalty to hit you. If you attack from prone, you get a -5 to your Roll. You can either stand up as a Major Action to avoid getting attacked, or a Minor Action so that you can act upon standing, but you will be open for Free Attacks from adjacent opponents.
Surprised: You have been ambushed and caught off guard, or perhaps are just unable to be on guard for whatever reason. While Off Guard, enemies get an additional action against you and your Defense is 10.
Terrified: A step above Intimidated, but a step below Cowering in terms of fear. You are at a -5 on all Rolls and must attempt to move at full speed away from the source of your fear or hide wherever you can until either the source of your fear is well out of sight, dies, or the fear wears off.
As your Characters travel and adventure they will naturally grow and become more experienced, able to learn new things and grow stronger as they travel. This growth will be numerically represented by XP, which is acquired whenever difficult challenges or adventures are completed. XP can be spent on improving your Talents or acquiring new Traits for your character. You start off at Character Creation with 45 XP to spend, plus you gain an additional amount of XP equal to your Aptitude Score as that represents your ability to learn more. Every time your Aptitude increases, you gain one more XP to spend (any XP gained from Aptitude increase does not go towards your Character Growth.
You must use all of your XP at Character Creation unless you have a couple of points you want to save for some reason, but other than that you must use all of them.
Naturally as you travel you will find yourself naturally growing stronger over time. Every time you gain a certain amount of XP (XP gained from Aptitude increase is not included) your character will grow in strength. At the first and every other period of growth after that you will get 3 Points which you can allocate into your Sub Stats. You can put two of them into Vitality or Energy at a time if you want, but only one into Luck or Reputation at a time. At the second and every other time of growth after that you will only get two points, but get one point to put into any of your regular Stats (as long as they have not reached their maximum).
You start off only needing 10 for the first two growths, then 15 for the next two, then 20 for the next two, and so on and so forth. Level Ups must be applied immediately, they cannot be 'saved'.
As adventurers, gear is quite important. You need weapons to fight enemies, food and water to live, mounts possibly to help you travel faster, and all other sorts of items and supplies to help you along your way. You may even stumble upon more magical and mystical items as you venture across the vast world of Ithelia. The common currency of this world is iL, or silver coins. Talms are bronze coins, common currency of the poor, and Gilms, or gold coins, are usually only seen in the hands of the wealthy and are quite rare among commoners and especially rare among poor people.
The first thing to go over is the quality of items.
Poor: These are items that are either just poorly made or were of average quality, but were damaged somehow. Any item of poor quality, or damaged item, gives its user a -2 to all Skill Rolls made when using the item and if its Armor then -1 to its Armor Rating and +1 to the Armor Penalty. If its a Weapon, -1 to its Bonus Damage. Poor quality or damaged items cost around one third of their not damaged or average quality counterparts.
Average: Items of average make and quality. Most gear purchased is of average quality.
Exceptional: Items a bit better in make and quality than normal. Cost three times as much as their average counterparts. If its a weapon it does an additional point of damage and if its armor or a shield then its Armor Penalty goes down by 1. Sometimes items of this quality can be made into mystical items through means not known commonly as of yet. Also all exceptional quality Items give the user a +1 to all Rolls made using said Items (which include attack rolls for weapons)
Master: An item of incredible craftsmanship and quality. Items of this quality give a +1 on all rolls and a +2 damage bonus. Not only that, but armor and shields give +1 to their Armor Ratings and -1 to their Armor Penalties. Items of this quality cost six times as much as their regular counterparts.
Heroic: Items of such great quality that they are considered to be fit only for the grandest of heroes. Items of this quality get +2 on all Skill rolls, +3 Damage (if a Weapon) and +2 Armor Rating if a Shield or Armor. It is said that items of this quality have been once used by incredible people, some say they are even infused with some of the strength and spirit of that hero, which is what gives them their strengths. Items of this quality may sometimes have some mystical properties.
Legendary: These items are extremely rare. Very powerful relics or rare artifacts, Legendary Items are something else entirely. You get +3 on Rolls made using this item and if its a weapon, +5 to its Damage. Also armors give +3 Armor Rating now when they are legendary. Not only that, but these items, just like Heroic quality, are usually nearly impossible to damage through normal means. Items of this quality are also usually always enchanted or have some other incredible power within them.
I could write out lists and lists of gear, but that would take up space and alot of freaking time for not only me to write, but you to read. It would make shit more confusing, and also I am lazy. Instead, you can just ask me for what gear you want whether its a specific kind of weapon, shield, armor certain kinds of items (like alchemical materials, shovels, rope, etc) and other such items.
You can also buy somewhat more special items as well, but not magical ones. Things like some special items made with alchemy or even things of a more herbal nature, like healing salves, poisons, and other such things. If you use magic or sorcery you can also buy materials that can be used in those as well (like things for drawing symbols, special things for rituals, etcetera).
Essentially, just tell me what kind of things you would want your character have, whether its actual gear, or even materials for making things, an adventurer's gear is quite important to being an adventurer.
You start out with an amount of iL equal to 75 + 5 times your character's Reputation.
This is a bit important to go on. While I will not be heavily focused on allocating gear weights and all of that junk, we will just go on a basic look of how much you are carrying and your Might Score. You can carry more stuff and heavier stuff with a higher Might Score and less stuff without.
Light Encumbrance: There are no penalties. The amount of stuff you are carrying (or wearing for armor) is easy for you whether its due to a larger amount of Might or just you aren't carrying a whole lot.
Medium Encumbrance: You incur an 'Armor' Penalty of 2. The amount of stuff you are carrying weighs you down a little bit, with your character finding a small bit of trouble moving quickly.
Heavy Encumbrance: You incur an 'Armor' Penalty of 4. The amount of stuff you are carrying weighs you down a good bit, making it a bit harder to move swiftly.
Maximum Encumbrance: You incur an 'Armor' Penalty of 6. The amount of stuff you are carrying is immensely weighing you down, making it pretty hard to move quickly. You might be better off with a horse, pack mule, or cart of some kind if you are carrying this much stuff.
Sometimes you may happen upon items of magical or otherwise mystical origin. These items are special and unique, and harnessing their powers is not easy. Sometimes these items can be just carried and their powers automatically given to the user. These types of items are especially rare. Others must be used, but only those with magical knowledge can use them. To use them without making rolls you must either have the Magic Affinity Trait or know Arcane Craft or Sorcery.
To use them with instruction on how to use an item that you come across from either some writings or someone else who knows how to use it you must have an Apt of 4 or Knowledge Rank 5 and you must make an Apt or Will roll to successfully use it the first few times before you can use it freely without needing to make said roll, the DL of the Roll depending upon the item.
First things first, lets get introductions out of the way. If you read the Interest Check you will know that this RP is not gonna have a plot that arcs over the entire RP. There is no grand quest to go find a magical maguffin to defeat some big bad dude or some super huge organization you are apart of that has to do battle with these other guys. I mean, those things CAN happen, but those would just be a few among the many adventures that your characters will have. And of course, like all quests in a game, your characters can drop them like the plague and move onto something else.
This RP is about an ever changing world and the people who adventure in it, the discoveries they make, and the adventures they have. Characters will come and go as they may have to go on their own for a while to do something special or perhaps they just die (or the players vanish). Naturally, as this RP is much about the World as it is the journeys in it, time will progress. Every few adventures or so there will be time skips (around six months, give or take depending upon the situation) and there may be even longer time skips (like a hundred or so years, maybe more depending upon the situation) every now and again (where naturally new characters will have to be made unless you happen to be a member of a race that can go through 100 years like they would a bathroom break). Naturally what the PCs do here will affect the world in either a small or big way and will also affect their adventures as well.
Any more special questions about the idea can either be found from the information in the Interest Check or just ask me in the OOC here (or in a PM if you would rather others not see your question).
Anyway, now that is out of the way, time to go over the biggest aspect of this RP. The Game System. The first thing we will start off with is Character Creation, then move on to the other bits like Combat and all that junk.
Obviously one of the more important parts of an RPG to go over are the Stats of your characters. Your characters will start with 25 Stat Points to allocate into your six different Stats. Note that none of your stats can start at 0 (in fact, any of them getting to 0 is a very bad thing). A brief description of what each Stat does will also be present. Note that in any of your Stats having a value of 4 for them represents about the average with 10 being the max (11 for Favored Stats, I.E. any of them that receive a bonus at Character Creation. At the same time 9 is the max value if they receive a penalty at Character Creation). Note that special Traits you acquire can give your Stats other uses as well.
Might: This Stat represents your character's physical strength and general physique. Might is generally used for all strength oriented tasks including being required to wield heavier weapons, wearing heavy armor, carrying more gear, and dealing more damage with melee weapons. It also helps increase your character's Vitality and helps them run faster (RP wise).
Endurance (End): This Stat represents the physical hardiness and toughness of your character. While not used in tasks, it is very useful in helping to stave off fatigue and unconsciousness from damage, resist physical ailments, and other such things. Helps increase your Vitality, Hardiness, and Energy.
Dexterity (Dex): Represents your hand-eye coordination, reflexes, and overall agility. Used in all forms of tasks that require physical finesse from picking locks and pockets to swinging a weapon or firing a bow. Also useful for dodging, blocking, or parrying attacks as well.
Aptitude (Apt): Represents your character's general knowledge, intuition, and intelligence. Used in all knowledge based tasks, like magic, and helps slightly sharpen your character's mind by giving you an extra bit of XP to spend as well.
Willpower (Will): Represents your characters mental strength and overall resolve. Used in mainly resisting mental based affects as it increases Concentration, it also has uses in many other special abilities including mystical ones as well and serves to help increase your character's Energy.
Charisma (Cha): Represents your character's overall magnetism and somewhat basic attractiveness of either body or personality. Useful for a few things, the best use being talking to people whether its diplomacy, haggling, intimidation, or other such forms of communication and negotiation. Also useful for those who wish to perform as well.
These are special Stats that you do not put your Stat Points as instead they are determined by your character's regular stats.
Vitality: The overall health of your character. Goes down when your character takes damage from anything. As your Vitality decreases your abilities will decrease as well. To make things more interesting you will not know how much Vitality you have remaining. Instead I will simply tell you that your character is feeling weaker and weaker, incurring a penalty to all rolls every time your Vitality reaches a certain interval (this adds a bit of suspense and intensity to combat). When your Vitality does reach 0 your character will fall unconscious unless they make a successful Hardiness or Concentration Roll (DL 20). If they manage to succeed then they will have a -5 to all Rolls and can only perform a small Simple Action on their turn, otherwise they will fall unconscious and start bleeding out, needing to make a successful Hardiness Roll in order to automatically stabilize as their Vitality will decrease every turn they continue to bleed out, dying once they hit -50% Vitality. Your character's Vitality is determined by the following: 10 + Might (x2) + Endurance (x2).
Energy: The mental and physical stamina of your character. Decreases when you perform special abilities. Like Vitality, I will not tell you how much remaining Energy you possess. I will simply tell you when you begin to feel the signs of Fatigue (and thus incur a small penalty to all rolls). When you hit 0 Energy you must make a Hardiness or Concentration Roll (DL 20) or become Fatigued (see Status Affects). If you manage to succeed you resist the more detrimental affects of Fatigue, but are still at a -5 on all Rolls. If your Energy hits below 0 instead you must make the same roll to stay conscious, failing instead just giving you Fatigue. Energy is determined by 5 + Will (x2) + Endurance.
Luck: This is the game's special mechanic for helping to save the lives of your characters. All characters start off with 3 points of Luck. You may use a single point to either re-roll any roll or add +10 to any Roll. Furthermore if you are on death's door you may use 2 points to cheat death. You may only use 2 points in any round. Usually I will PM you if you want me to use Luck, but also if you just want me to use it for your characters when they get killed so that they don't, just tell me so that we don't have to waste time communicating on the issue. You may also use Luck to make special things happen, things that wouldn't normally happen under normal circumstances. Luck can be increased by one upon Character Growth or be acquired from performing epic deeds. Once you use Luck, it does not come back though, you must earn more.
Reputation: As you travel your character will become more and more well known, in either a good way or a bad way. At Character Creation your Reputation starts off at an amount equal to 1/2 Cha + 1/10th of your Age. Reputation can be increased upon Character Growth or after you do great, or terrible, things. At Character Creation your Reputation can start off either Positive or Negative (your choice unless you have something that dictates otherwise). If you do good deeds your Reputation will be positive, but if you do evil deeds your reputation will be negative. Depending upon whether your Reputation is good or negative if people recognize you, depending upon how they would receive you from the good or bad deeds you are known for, various things could happen. Of course, if you do your deeds discreetly or try to stay hidden your reputation won't increase, which can also sometimes be a good thing as well. The Disguise Talent is good for staying unrecognized.
Talents are your character's basic skills that are performed as basic tasks. These range from somewhat more specialized tasks like Animal Handling and Manipulate Device (which is essentially lock picking and trap disarming) to more generalized things like Acrobatics and Climbing. You use your XP to improve your Talents. All Talents, except for the ones that say otherwise in their description, can be used at Rank 0. The amount of XP needed to improve a Talent depends upon the current Rank of the Talent. Ranks 1 to 5 require only 1 XP, ranks 6 to 10 require 2 XP, ranks 11 to 15 require 3 XP, and ranks 16 to 20 require 4 XP.
Note that getting a Critical on a Roll (see Dice Rolls in the Gameplay Section) puts a free point of XP into the Talent used in the Roll, which can either improve the Talent if only one point of XP is needed to do so, or can put you on the step to doing so as this represents you learning something from an above and beyond accomplishment. Anyway, here are the Talents. Note that, currently, three of these Talents require background training in the form of Traits in order to use and put points into. Note that the Stat that the Talent uses in its score is listed in ( ) next to its name.
Note that at every 5 Ranks you achieve in a Talent you gain a Synergy Bonus for said Talent. This means that you can select one other Talent that the Talent you have achieved the five Ranks in has a Synergy with and you gain a permanent +1 bonus on all Rolls with the other Talent you selected. At Rank 20 you get two Synergies instead. Some Synergies may have listed in ( ) next to them some information, this is usually a special circumstance of when the Synergy bonus applies (as not all of them can always apply to every situation that Talent is used in). Note that Talent Synergies for Talents can change as time progresses for certain Talents as they change themselves over time.
Also at Character Creation the highest rank you can get any Talent to is 10, although I don't recommend that as that would put you back a good 15 XP, not leaving you much else to spend on other things. Note that Talents that require background Traits in order to use can only be brought to Rank 5 at Character Creation. Talents can only be raised by one rank at a time. This means only one rank during an adventure or one rank during a time skip, as this represents a bit more of a realistic talent growth as suddenly improving immense in a Talent in a week's time is a bit unrealistic.
Note, I may accidentally refer to the Talents as Skills, which is what they really are as well. Deal with it. XD
Also any Talent with a * in its name is affected by the Armor Penalty.
Your characters start off with a base 45 XP for purchasing Talents and Traits (some Races may start off with other amounts), plus an additional amount equal to their Aptitude and whatever is granted from their Flaws.
Acrobatics is the Talent that allows one to move with grace and agility from common dodging in battle (its best use) to jumping, balancing, tumbling, dancing, and other forms of acrobatic movement. As mentioned before, its best use is being your Dodge Roll for evading attacks in combat (see Combat in the Gameplay Section). At Rank 10 the Armor Penalty (as long as you are wearing Medium Armor or lighter) of the armor you are wearing is decreased by 1 for only movement based tasks.
Talent Synergy: Climbing, Fisticuffs, Melee Weaponry (but only with Light Weapons. Also only able to choose at Rank 10 and higher)
Alchemy is a special Skill that involves the identification and creation of various substances and items using other special materials, substances, and even items. From special potions to explosives, Alchemy, despite how uncommon it is, is still considered a somewhat extraordinary Skill among the more common people with what it is currently capable of. For this Talent, when making something you can either ask me for a list of what you can make (as in what recipes you could know), or try and experiment and ask me if you can try and make a specific form of item. On your travels it is possible to stumble across writings containing very special recipes for rather rare or potent items.
Note that Alchemy is best performed in a town where you have access to a place where you can buy the needed materials unless you decide to buy a bunch of random materials at a town that you want to carry on the road. Note that you also need an Alchemy Pouch Item that has the needed basic tools for performing Alchemy.
Alchemy is a rather rare Skill that is quite complex and thus it takes years to learn. You must purchase a Trait at Character Creation that would give you background training in this Talent in order for you to use it. Also you may only attain five Ranks in this Talent at Character Creation.
Talent Synergy: Herbology, Linguistics, Knowledge, Arcane Craft, and Blacksmithing
Ranks in this Talent represent your knowledge and ability of being able to handle and train animals. This Talent involves various interactions with animals, both common and exotic alike. Especially useful if you plan on dealing alot with animals from just your own mount to maybe a loyal animal companion.
Talent Synergy: Riding and Survival (but only for hunting animals).
This Talent involves appraising and determine the value and basic quality of various goods from weapons and jewels to slaves and spices. The higher the result, the closer to the exact value of the item you can determine, which can help in haggling. Also can be used to gain some other insight on the item if you do not have the appropriate Craft Talent needed to do so. Even can be used to determine the authenticity of something.
Talent Synergy: Any Crafting Talent and Observation.
This is the powerful craft of magic, a skill of knowledge rather than one of power. To use this Talent you must acquire a Trait that would have given your character background training in the Arcane Craft. You also must have a Willpower of 5 and an Aptitude of 6. You may also only attain five Ranks in this Talent at Character Creation. Magic is a much more ritualistic based art in this world as it is now, with no real direct attack spells being apart of the common magical knowledge, even among those who practice the darker, twisted arts of Sorcery. Arcane Craft is an art that makes things happen, not an art that summons and calls forth incredible power. This Skill can be used in one of two ways in its basest state. Special Traits that you acquire may allow you to use it in different ways.
When you use Magic you draw the magical symbols (essentially just special letter like glyphs) that relate to what you are trying to accomplish and try to perform a very special feat of magic using your knowledge. You essentially RP what you want to happen, or what your character tries to make happen, and I will determine if one, it is possible with the current knowledge of magic your character possesses (it is possible to acquire special writings that have knowledge of how to do special things in magic). Upon success that thing happens. A Critical may make something even greater than that happen. Note that using this counts as a Full Round Action, meaning you cannot perform any other Simple Actions (except for maybe a tiny bit of speaking or such during the process) in the round (which includes free attacks and other such things). Also when using magic, unless stated otherwise, you go at the end of the Turn.
The first way, as seen above, is to use magic. The second is negating other magic. When you see magical glyphs and symbols on surfaces you can attempt to erase them with your own knowledge of magic if they currently have power (like some could be placed there as traps or something).
Of course, the other way that this Talent is used for is essentially learning magical knowledge from writing to be able to do more with your magic or writing, and possibly encoding, but that requires a Linguistics Roll, the magical knowledge so that only you and those who you give the encryption to can access the knowledge you are trying to keep a secret by encrypting the knowledge in your writings.
All uses of Arcane Craft when using magic use Energy, using 1 to 5 points of it depending upon what you are trying to accomplish. Also Armor Penalty only affects Arcane Craft when using magic, not when just studying or learning.
Talent Synergy: Knowledge, Linguistics, and Alchemy.
The art of forging and repairing objects made of metal such as weapons, armor, and other metal tools or objects. The following goes for all Talents from here on out identified as a 'Craft Talent'. The cost and time needed for repairing or making objects depends upon the complexity of the object. Also sometimes you may need certain tools or a certain type of work space as well (like for Blacksmithing you need a forge). Craft Talents are also be used in attempts to examine objects that would be in their category (like using Blacksmithing to examine a sword or a metal door). You must have a Dex of at least 4 in order to properly utilize crafting (as it takes some finesse and hand eye coordination). If you do not have a Dex of 4 then you suffer a -5 penalty on all Rolls with all Crafting Talents.
Talent Synergy: Appraisal, Leather Working, Stone Cutting, and Alchemy (can only be selected twice)
This Crafting Talent is for those who would work with wood including making wooden tools or even weapons. Even houses or ships could be made with this Talent (although a team would be needed for those two types of very large projects else they would take a very long time and be very difficult). Even catapults could be made with this Skill.
Talent Synergy: Appraisal, Stone Cutting, and Engineering.
As its name implies, this Talent is just for scaling various surfaces, objects, or steep terrains, special tools like grappling hooks or climbing hooks able to help with this. At Rank 6 you become able to climb at your regular speed instead of half an descend at double.
Talent Synergy: Acrobatics and Swimming
Your character's mental strength and fortitude from just your own natural willpower and perhaps any way you might have strengthened it over time. Used to resist mind harming affects. Every 4 Ranks you have in this Talent increases your Energy by 1.
Talent Synergy: Hardiness.
This talent represents the art of disguise, which includes making and wearing convincing disguises to various forms of acting and even voice mimicry. Its takes about a minute to put on a Disguise, but at Rank 10 you can put on a disguise in half the time. This Skill can also be used to create camouflage for stealth.
Talent Synergy: Stealth, Performance, and Negotiation (for Bluffing only)
A somewhat rare skill in more uncivilized lands. Engineering is a knowledge of scholars and, while it does not require background training, in order to acquire any Ranks in this Skill you must have at least an Apt of 4. This Talent represents a more mechanical or architectural knowledge. It is often used in accompaniment with other Talents to build complex devices or traps, like black smithing to build metal traps or locks for instance. Also used for building large scale objects like houses or ships, things that require architectural knowledge (while they may not actually require Engineering, you can certainly make a much better house or ship if you do use it). This somewhat young art (among Galmin anyway) is somewhat rare, more common among more learned scholars really and craftsman who spent their lives building houses, fortresses, or ships. This Talent may also be used to disarm traps or pick locks, but only when it reaches Rank 6 and if you have a Dex of 5 or higher.
Talent Synergy: Any Crafting Talent, Appraisal, Observation, Manipulate Device, Knowledge, and Survival (only for making traps in the wild out of things in the woods).
The art of diagnosing and treating patients wounds or ailments. In battle it can be used to stop an ally from bleeding out (DL 15, 20 for a creature of a different race). If the wounds are fresh on a person you can use this Talent to treat them (DL 20, 25 if someone of a different race). You heal their Vitality by an amount equal to half of your success over the DL plus 1. This can also be used to treat old wounds to help them heal faster or administer long term care to a patient.
Talent Synergy: Herbalism, Survival, and Alchemy (only applies to substances meant for healing).
The act of attacking opponents while unarmed with things such as elbows, kicks, punches, choke holds, grapples, eye gouging, and etcetera. When used to parry or attack against Armed opponents you suffer a -5 penalty since its harder to attack an armed opponent without a weapon. At Rank 10 you are now considered Armed while unarmed and thus no longer suffer a -5 penalty when fighting armed opponents and you no longer suffer the Armor Penalty when fighting unarmed. At Rank 20 you get a free Trait related to unarmed fighting. Improved Tripping Attack and Shield Bash are also two options. You get this free Trait instead of the two Talent Synergies.
Talent Synergy: Melee Weaponry (for Light weapons only)
This represents your own natural bodily fortitude and how you have actively or passively trained it over time. This Talent is used in any roll to resist physical ailments. Every four Ranks you have in this Talent increases your Vitality by 1.
Talent Synergy: Concentration
The knowledge of herbs and how to preserve, dry, and use them in various ways, including making herbal concoctions out of herbs you find. Also used to locate herbs in either a garden or in the wild. Preserving herbs for storage if you do not plan to use them immediately (or need them preserved and dried) takes about an hour for the process, then a good six to eight additional hours of waiting for drying out after that (the six to eight hours is not apart of the process, so you can do whatever during this time).
Talent Synergy: Alchemy, Survival, and First Aid (but only when using herbs or herbal concoctions in your first aid attempt)
This Talent is a bit special. It represents your general knowledge of all different sorts of things whether its religion, arcane, nature, or other such things. The DL of all Rolls not only depends upon how rare the knowledge you are trying to understand is, but your background as well. For instance, a person who is an expert hunter or herbalist might have a better understanding of Nature than say a scholar who spends much of his time with his nose in tomes, who would probably have a better understanding of History or Arcane. Yes, the DL of all Knowledge rolls till vary based upon your character's background. Some rolls may be easier or harder based upon your character's background and current skill set. Like a nobleman would have a better understanding of court lore and heraldry for instance and a knight or even a mercenary might have a better understanding of military tactics and lore. Someone who travels around alot (like a bard or other such) may have a better understanding of geography and even local or folk lore. Essentially put, this Skill can vary in its uses for different characters.
Talent Synergy: Linguistics, Alchemy, Sorcery, and Arcane Craft (Sorcery and Arcane Craft can only be selected twice a piece and can only be selected at Rank 10 and higher)
This Craft Talent involves working with leather and leather based goods including making armor, skinning animals, tanning hides, and other such things that involve leather.
Talent Synergy: Tailoring, Survival (only when dealing with skinning animals), and Blacksmithing
In these current ages, the need to know languages is not really apparent since Galmin usually speak a common language in their different regions of the world. Other than knowing these different languages, Linguistics does not have much use other than for knowing, understanding, and deciphering lost, ancient languages. It does have one other use though, knowing how to write properly including encoding and deciphering written messages and codes or spoken codes and innuendos (which has use in battle for giving tactics or advice to allies secretly in hearing distance of the enemy without them understanding it). Also useful for writing messages meant to negotiate with others.
At 4th and 8th Rank, gain access to one new language. At 10th and every second rank after, gain access to another new language.
Talent Synergy: Deciphering and learning special secrets from books, scrolls, or other written sources (select for either Alchemy, Arcane Craft, or Sorcery), Negotiation (Where the written word is commonplace only), and Knowledge (Where the written word is commonplace only).
Unless a lock smith or the apprentice of one, this Talent is a more covert and illegal one as opening a lock without a key isn't exactly a legal action in most places (although you'll find that not every place employs the usage of locks, like in some more rough or 'primitive' villages for instance). Aside from picking locks, this Talent can also be used to disarm traps as well.
Talent Synergy: Sleight of Hand, Engineering, and Blacksmithing (but only for making and repairing locks and traps)
Your ability to negotiate with and influence others through your words or actions whether its through diplomacy or other means like intimidation, bluffing, haggling, and etc. Note that Negotiation can only be used on creatures with an Apt of 2 or higher, so not things like Undead, animals, and etc (although intimidation is different for some non intelligent creatures who would be able to fear).
Talent Synergy: Disguise, Performance, and Observation.
Represents your character's ability to discern the environment around them through your own senses to make you aware of things happening around you (like those trying to sneak up from behind for instance). Also allows you to discern information about someone as well (like if they are lying or how they may be reacting to something).
Talent Synergy: Appraisal, Stealth, and Negotiation
Your ability to perform and entertain whether it be singing, story telling, dancing, juggling, and etc. If its just for things like singing, playing instruments, telling stories or jokes, and other things like that you just use this Skill. But if you want to entertain through other ways with things like dancing, juggling, parlor tricks, and etc, then you would make the Roll for a different Talent first to see if you are successful in those endeavors, then you make a Performance Roll to make them entertaining. For instance for dancing you would make an Acrobatics Roll and for parlor tricks a Sleight of Hand Roll would be needed.
Talent Synergy: Disguise, Negotiation, Arcane Craft, Sorcery (but only when using Rituals or the Power of Words Trait for both Arcane Craft and Sorcery), and any other Talent (but only when using that Talent to perform and it has to be one that can be used to Perform, like Acrobatics or Sleight of Hand for instance).
Your ability to ride certain kinds of animals and man made vehicles effectively. Once you get Rank 2 in this Skill you no longer suffer Armor Penalty to Riding Rolls.
Talent Synergy: Animal Handling, Melee Weaponry, Projectile Weaponry, and Thrown Weaponry (for the last three its only for when riding on a non-exotic/monstrous mount).
Encompasses the piloting and other operations of a vessel as well as how to navigate while properly at sea. In a sense you can use this to navigate at sea instead of using a Knowledge Roll. Also represents your knowledge of anything having to do with sailing or other naval things.
Talent Synergy: Swimming, Knowledge, and Survival (for the last two its only anything involved with rivers, seas, coasts, and islands).
Represents your ability for pick pocketing, concealing items on your person, parlor tricks, palming things, and other such tricks of the hand. Can also be used to stealthy do things with your hands to hide the actions from onlookers, like maybe secretly passing a note or silently drawing a small weapon (which would be part of item palming/concealment).
Talent Synergy: Manipulate Device, Disguise, and Stealth
This darker, twisted form of magic harnesses the strength of dark powers to instead twist and corrupt the world around you. This works in the same way as Arcane Craft does as you draw darker symbols that are twisted versions of the regular arcane symbols, this dark power drains life force. Essentially, like Arcane Craft, you simply tell me what you are trying to accomplish and it will happen, only instead of making things around you happen, you use dark powers to twist, harm, and corrupt. For instance you could use it to cause a person incredible pain or maybe use it to make something shatter (which works better if you can inscribe the symbol on what you want to shatter, but it works still if you don't) and other such things. Even twisting and shaping the earth near you into deadly, horrid spikes is not impossible for this evil art.
Of course, you can use this talent to learn more dark arts and study the evil, dark, or even demonic writings that these teachings would be present in. This Talent requires 6 Will and 5 Aptitude to use. You also cannot learn both Sorcery and Arcane Craft. You also can only attain five Ranks in this Talent at Character Creation.
Talent Synergy: Linguistics, Knowledge, and Alchemy.
Represents your ability to hide, move quietly, camoflauge, and perform other actions in a stealthy manner to hide them from onlookers (like maybe silently drawing a regular sized weapon or quietly drawing a glyph). Can be used in combat to try and hide if there is something in which you can hide in/behind. At Rank 6 you become able to move at half speed with only a -5 penalty and full speed with a -10. At Rank 11 you can now move at half speed with no penalty and full speed with only a -5 penalty. All attempts at Stealth are opposed by the Observation Rolls of onlookers.
Talent Synergy: Disguise and Sleight of Hand.
A Crafting Talent that involves crafting and making things with stone and also examining stone work and even gem cutting. Usually just a hammer and chisel are all you need for this Talent.
Talent Synergy: Engineering, Blacksmithing, Appraisal, and Sleight of Hand
Represents all of the skills and abilities for surviving in the wild such as hunting, foraging for food, building campfires or shelters, detecting natural hazards, setting up safe or well defended campsites, tracking, and etcetera.
Talent Synergy: Observation, First Aid, Herb Craft (only for searching for Herbs in the wild), and Hunting (not a Talent, selecting this Synergy gives just the bonus to all attacks made against common Game animals).
The ability to stay above and move through water whether its fording a river, swimming along the surface of a lake, moving underwater without disorientation, treading water, and etcetera. Note that Armor Penalty has a double affect on this Talent.
Talent Synergy: Survival, Sailing, and Acrobatics (but these are all only for rolls involving water and being close to it)
This Craft Talent deals with working with cloth including sewing, weaving, and other such things. Can even be used to make things like basket, rope, or other such things that involve weaving.
Talent Synergy: Sleight of Hand, Appraisal, and Leather Working
Represents your proficiency in thrown weapons such as throwing knives, javelins, throwing spears, and other such forms of thrown weapons whether actual thrown weapons or improvised thrown weapons. At Rank 5 you become able to swiftly procure and aim a Thrown Weapon as a Simple Action instead of a regular Action (which costs you your turn). At Rank 10 you become able to throw Medium Weapons not meant to be thrown a very short distance with no penalty to the roll (like a battleaxe or longsword). This can also be done for Heavy Weapons, but with a -5 to the Attack Roll.
Talent Synergy: Ranged Weaponry, Melee Weaponry (only for light weapons that can be thrown), and all Crafting Talents (selecting this gives a bonus for repairing or making any kind of thrown weapon).
Represents your proficiency with any and all melee weapons both common and exotic such as swords, daggers, hammers, maces, axes, and etc.
Talent Synergy: Fisticuffs, Thrown Weaponry, and all Crafting Talents (selecting this gives a bonus for repairing or making any kind of melee weapon).
Represents your proficiency with projectile weapons such as crossbows, regular bows, and any other sort of weapon that can be aimed and fired. At Rank 4 you become able to swift load a Shortbow or Composite Shortbow as a Simple Action. At Rank 7 you can now do the same for any type of Bow. At Rank 11 you can now reload Crossbows in half the time (just one turn for a Light Crossbow and 2 Turns for a Heavy Crossbow).
Talent Synergy: Thrown Weaponry and all Crafting Talents (selecting this gives a bonus for repairing or making any kind of projectile weapon).
Everything Gameplay related will be here including how Combat and Rolls work. Note though I will be taking care of all rolls and number crunching. You guys just worrying about being awesome RPers.
We will start with the most important thing. The success, or failure, of any task your character attempts will be determined by a roll of the dice, of a d20 to be exact. There are two types of Rolls. Talent Rolls and Stat Rolls. A Talent Roll adds the total score of your Talent to the result of a d20 Roll to determine whether or not the task succeeds. A Stat Roll just adds the Stat Score of the used Stat to the result of the d20 Roll.
There is a chance that your character can succeed beyond the normal limit. Whenever you get a natural 20 on the dice the die will be rolled again, adding the result of the second roll to the result of your 'Check'. If the total result is 20 above the DL then you get a Critical. Upon a Critical something beyond the ordinary result will happen, this usually being a very good thing. Also if you get a Critical on a Talent Roll then you will get 1 free XP towards said Talent. This can rank up any Talent that is from Ranks 0 to 4. Otherwise it just gives you a free point of XP towards the next rank. For instance if you have Rank 6 in a Talent and you get a Critical, then you only need to spend one more point of XP to rank up said Talent. This represents becoming more skilled in this Talent through your incredible success.
A Fumble is the opposite of a Critical. A failure beyond the norm, you screwing up so bad that you make something really bad happen. To get a Fumble you get a 1 on the dice roll, add the Talent or Stat you are using, and then roll another d20. This time you subtract the result of the d20 from the roll. If the total result is below a 0 then you get a Fumble. If you do survive the Fumble though (and its a Talent Roll) you can learn from your mistakes, getting one free point of XP towards the Talent that was used in the roll in which you Fumbled. I will PM you though whenever you get a 1 on the die to see if you want to use a point of Luck to reroll to prevent a potential Fumble.
On your Journey you will come across many different people and even different kinds of creatures. Some may be friendly or just indifferent to you. Others, however; will probably be hostile towards you. You can either choose to run, but other times you may have to choose to fight. This section will be teaching the mechanics of how Combat shall work within this RP.
Turn Order will be essentially first come first serve. Whoever posts first gets to go first. The players will go, then the enemies will go, then it goes on until combat is over (note that sometimes certain things may happen to change this, but other than that this is how it will go).
When you post for your turn in combat just RP how your character acts in a few seconds. You can do a single 'major' action such as Attacking a foe once, using magic, etc. You post what you want to do in that few second period that is a round (like moving and attacking, taking out an item and using it, or other such things). Be inventive and creative and just RP combat awesomely. When you post then I shall post to determine whether or not whatever you were doing succeeded. Just RP whatever your character would do in a single 'turn' of combat.
This is rather simple. When you attack an Attack Roll is made using the appropriate Talent. If it beats the opponent's Defense then you hit. You deal an amount of damage equal to how much you beat their Defense by plus an additional amount equal to your weapon's Damage Modifier. If its a Melee Weapon or Unarmed Strike then your Might Score is added to the damage. An opponent's Armor Rating is what reduces the amount of damage you take directly. So if you get dealt 6 damage, but have some Armor that gives you an Armor Rating of 4 then you would only take 2 Damage. All weapons have a max damage statistic though, meaning they can only deal a certain amount of damage. For instance, Unarmed Strikes have a max damage of 10, which is the lowest of any and all weapons.
Defense is a bit different. You can either use Fisticuffs, Acrobatics, or Melee Weaponry for Parrying or Dodging. You can Parry Melee Attacks, but if you try to Parry any Ranged Attacks you suffer a -10 to your attempt to do so, so it is best to just Dodge any Ranged Attacks, unless you have a Shield. If you have a Shield then you can Parry any Ranged Attacks. I will automatically defer to either the highest score you have for Defending yourself or to whatever best fits the situation, but if you want to always do something specific for defending, just tell me. If you try to parry a Weapon with just Fisticuffs you are at a -5 to the attempt to do so.
For defending you do not roll. Instead you have what is known as a Static Defense. This is an automatic 10 plus whatever score you are using to defend. (So you have a Dodge Defense and a Melee Defense). This prevents you completely screwing a Defense Roll and getting a fumble or really low score. This means it can be a bit easier to get hit, but at the same time it cements you in a really good position to also not get hit. If you guys would rather me Roll your Defense though, as if you are willing to take that risk, then tell me. Otherwise, Static Defense it is.
Here are several conditions that can happen to characters in combat.
Blind:You are somehow struck with blindness and the loss of your visual senses. You are at a -10 to all Ranged Weaponry Rolls and automatically fail any sight based rolls. Furthermore, you are at a -5 to most other physical rolls.
Concealment: You have found cover of sorts. There are two kinds of concealment. Light and Heavy. Light is just light cover like water, tall grass, or other such things, grants +2 to Defense and Stealth. Heavy is things like much denser or taller grass or other forms of dense foliage, deeper water or other such things. Grants +5 to Defense and Stealth.
Cover: Like Concealment, only its standing or hiding behind solid things like rubble, bodies, walls, or other such things. There is Light, Medium, and Heavy. Light gives +2 to Defense and Dodge Rolls to resist certain 'area affects'. Medium gives +5 to Defense and Dodge to resist certain 'area affects'. Heavy gives +10 to Defense and Dodge to resist certain affects. Then there is total cover, which protects perfectly and is things like... being behind a castle wall or something. Its obvious. Note that when firing into melee your target has cover, getting a bonus to Defense equal to the highest Might of the other targets next to the target. There are Traits that can get around this though (Careful Shot)
Cowering: You are so stricken with fear that all you can do is either run or curl up in a ball and whimper until the source of your fear goes away.
Deaf: You have been stricken deaf, barely or even unable to hear. You have a -10 to all Observation (hearing based) Rolls and other auditory based tasks gain a -5 Penalty to their Roll as well.
Despair: You are struck with a soul crushing despair that makes you unable to do any form of action and makes you Off Guard. Willpower is reduced to 1 as is Concentration until you are freed from this affect. You are also considered Off Guard while in Despair.
Diseased: You have caught some horrible, or not so horrible, disease. What happens depends upon the disease and treatment of it would fall under the area of the First Aid Talent, as would diagnosing it. Of course, you do get a Hardiness Roll at each stage to help lessen the affects, as your body staves it off, or be rid of it entirely.
Fatigue: To put it simply you are exhausted. This occurs when you reach 0 Energy and fail the DL 20 Concentration or Hardiness Roll. Upon becoming Fatigued you get a -5 to all Rolls. Not only that, but most things that would be considered Simple Actions (moving a short distance, aiming and preparing a ranged weapon if able to as a Simple Action, and etc) are considered Primary. Note that every Minute that a combat takes place drains all combatants of 1 Energy.
Flanked: You or your opponent are outnumbered with multiple opponents surrounding you in combat within melee reach. When outnumbering someone like this you get a +1 on your Attack Rolls (for melee) for each opponent
Free Strike: Whenever an opportunity presents itself to you in combat (like if an opponent leaves themselves open), or you just have the natural ability to do so, you can make what is known as a Free Strike, a very quick and on the spot attack. Note that, due to the spontaneous nature of all Free Strikes, you get a -5 penalty to the Attack Roll. Free Strikes only work for melee.
Helpless: You are completely helpless, unable to move at all. Perhaps due to being tied up, asleep, unconscious, or otherwise immobile. You are considered to have a Static Defense of 1 and can be dispatched with a Finishing Blow (which takes a whole round, unless you have a Talent that says otherwise, like an assassination style Talent).
Intimidated: You are somewhat unnerved by something, this being a fear based affect. You have a -2 on all Rolls for either until the affect fades (usually its a one round thing) or until the source of your fear leaves.
Muted: For whatever reason you are unable to speak. You suffer -10 to all tasks that would normally require speech (like Negotiation, except when intimidating someone, there are more ways to do so then just speech). You also cannot use the Words of Power Trait or other special Traits that require speech.
Poisoned: You have become affected by some bad poison or venom. Similar to disease, every time the poison affects you, your character gets a Hardiness Roll to resist the affects of the poison or to stave it off entirely.
Prone: You have fallen down. All foes who attack you from melee get +5 against you, but all foes who used Ranged get a -5 penalty to hit you. If you attack from prone, you get a -5 to your Roll. You can either stand up as a Major Action to avoid getting attacked, or a Minor Action so that you can act upon standing, but you will be open for Free Attacks from adjacent opponents.
Surprised: You have been ambushed and caught off guard, or perhaps are just unable to be on guard for whatever reason. While Off Guard, enemies get an additional action against you and your Defense is 10.
Terrified: A step above Intimidated, but a step below Cowering in terms of fear. You are at a -5 on all Rolls and must attempt to move at full speed away from the source of your fear or hide wherever you can until either the source of your fear is well out of sight, dies, or the fear wears off.
As your Characters travel and adventure they will naturally grow and become more experienced, able to learn new things and grow stronger as they travel. This growth will be numerically represented by XP, which is acquired whenever difficult challenges or adventures are completed. XP can be spent on improving your Talents or acquiring new Traits for your character. You start off at Character Creation with 45 XP to spend, plus you gain an additional amount of XP equal to your Aptitude Score as that represents your ability to learn more. Every time your Aptitude increases, you gain one more XP to spend (any XP gained from Aptitude increase does not go towards your Character Growth.
You must use all of your XP at Character Creation unless you have a couple of points you want to save for some reason, but other than that you must use all of them.
Naturally as you travel you will find yourself naturally growing stronger over time. Every time you gain a certain amount of XP (XP gained from Aptitude increase is not included) your character will grow in strength. At the first and every other period of growth after that you will get 3 Points which you can allocate into your Sub Stats. You can put two of them into Vitality or Energy at a time if you want, but only one into Luck or Reputation at a time. At the second and every other time of growth after that you will only get two points, but get one point to put into any of your regular Stats (as long as they have not reached their maximum).
You start off only needing 10 for the first two growths, then 15 for the next two, then 20 for the next two, and so on and so forth. Level Ups must be applied immediately, they cannot be 'saved'.
As adventurers, gear is quite important. You need weapons to fight enemies, food and water to live, mounts possibly to help you travel faster, and all other sorts of items and supplies to help you along your way. You may even stumble upon more magical and mystical items as you venture across the vast world of Ithelia. The common currency of this world is iL, or silver coins. Talms are bronze coins, common currency of the poor, and Gilms, or gold coins, are usually only seen in the hands of the wealthy and are quite rare among commoners and especially rare among poor people.
The first thing to go over is the quality of items.
Poor: These are items that are either just poorly made or were of average quality, but were damaged somehow. Any item of poor quality, or damaged item, gives its user a -2 to all Skill Rolls made when using the item and if its Armor then -1 to its Armor Rating and +1 to the Armor Penalty. If its a Weapon, -1 to its Bonus Damage. Poor quality or damaged items cost around one third of their not damaged or average quality counterparts.
Average: Items of average make and quality. Most gear purchased is of average quality.
Exceptional: Items a bit better in make and quality than normal. Cost three times as much as their average counterparts. If its a weapon it does an additional point of damage and if its armor or a shield then its Armor Penalty goes down by 1. Sometimes items of this quality can be made into mystical items through means not known commonly as of yet. Also all exceptional quality Items give the user a +1 to all Rolls made using said Items (which include attack rolls for weapons)
Master: An item of incredible craftsmanship and quality. Items of this quality give a +1 on all rolls and a +2 damage bonus. Not only that, but armor and shields give +1 to their Armor Ratings and -1 to their Armor Penalties. Items of this quality cost six times as much as their regular counterparts.
Heroic: Items of such great quality that they are considered to be fit only for the grandest of heroes. Items of this quality get +2 on all Skill rolls, +3 Damage (if a Weapon) and +2 Armor Rating if a Shield or Armor. It is said that items of this quality have been once used by incredible people, some say they are even infused with some of the strength and spirit of that hero, which is what gives them their strengths. Items of this quality may sometimes have some mystical properties.
Legendary: These items are extremely rare. Very powerful relics or rare artifacts, Legendary Items are something else entirely. You get +3 on Rolls made using this item and if its a weapon, +5 to its Damage. Also armors give +3 Armor Rating now when they are legendary. Not only that, but these items, just like Heroic quality, are usually nearly impossible to damage through normal means. Items of this quality are also usually always enchanted or have some other incredible power within them.
I could write out lists and lists of gear, but that would take up space and alot of freaking time for not only me to write, but you to read. It would make shit more confusing, and also I am lazy. Instead, you can just ask me for what gear you want whether its a specific kind of weapon, shield, armor certain kinds of items (like alchemical materials, shovels, rope, etc) and other such items.
You can also buy somewhat more special items as well, but not magical ones. Things like some special items made with alchemy or even things of a more herbal nature, like healing salves, poisons, and other such things. If you use magic or sorcery you can also buy materials that can be used in those as well (like things for drawing symbols, special things for rituals, etcetera).
Essentially, just tell me what kind of things you would want your character have, whether its actual gear, or even materials for making things, an adventurer's gear is quite important to being an adventurer.
You start out with an amount of iL equal to 75 + 5 times your character's Reputation.
This is a bit important to go on. While I will not be heavily focused on allocating gear weights and all of that junk, we will just go on a basic look of how much you are carrying and your Might Score. You can carry more stuff and heavier stuff with a higher Might Score and less stuff without.
Light Encumbrance: There are no penalties. The amount of stuff you are carrying (or wearing for armor) is easy for you whether its due to a larger amount of Might or just you aren't carrying a whole lot.
Medium Encumbrance: You incur an 'Armor' Penalty of 2. The amount of stuff you are carrying weighs you down a little bit, with your character finding a small bit of trouble moving quickly.
Heavy Encumbrance: You incur an 'Armor' Penalty of 4. The amount of stuff you are carrying weighs you down a good bit, making it a bit harder to move swiftly.
Maximum Encumbrance: You incur an 'Armor' Penalty of 6. The amount of stuff you are carrying is immensely weighing you down, making it pretty hard to move quickly. You might be better off with a horse, pack mule, or cart of some kind if you are carrying this much stuff.
Sometimes you may happen upon items of magical or otherwise mystical origin. These items are special and unique, and harnessing their powers is not easy. Sometimes these items can be just carried and their powers automatically given to the user. These types of items are especially rare. Others must be used, but only those with magical knowledge can use them. To use them without making rolls you must either have the Magic Affinity Trait or know Arcane Craft or Sorcery.
To use them with instruction on how to use an item that you come across from either some writings or someone else who knows how to use it you must have an Apt of 4 or Knowledge Rank 5 and you must make an Apt or Will roll to successfully use it the first few times before you can use it freely without needing to make said roll, the DL of the Roll depending upon the item.