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Posted: Tue Aug 25, 2020 9:10 pm
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Posted: Tue Aug 25, 2020 9:34 pm
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Terms and Mechanics
Character Points (CP)
Character Points(CP) are the currency you use to build your character. Characters start out with 30 CP that you invest in the 8 stats or in abilities you would like your character to have. By completing missions players can earn more CP to spend on their character. Character points do not have to spent right away and can be saved up to purchase an expensive ability. Every time a character spends a new CP they may move one CP they have already spent to a different stat or ability.
Abilities
Players can invest character points in abilities that will customize their characters in various ways. Some abilities have passive or static affects on characters such as making them more resistant to a particular type of damage. Other ability have active affects that must be triggered such as the ability to transform or use a special attack. Some abilities will also not be combat related and be used mostly for role play purposes. A list of player abilities that can be bought using character points will appear in the character creation thread.
Action Powers
Action Powers are special attacks that a character can use in combat by spending their required action point (AP) cost to activate them. The character must first lean the action power buy either buying it from a shop or finding it. Action Powers tend make use of a characters Might, Defense, Dexterity, Agility or Charisma Stat.
Spells Spells can be cast in battle to damage enemies, reduce enemy stats or cause other affects. Without special abilities or equipment you must be unarmored and your hands free to cast spells. All spells have a cost in Magic points (MP) that must be spent to cast them. Your magic stat also must be at least as high as the MP cost of the spell to cast it. There are 8 types of spells, Fire, Ice, Earth, Wind, Dark Light, Nature, and Arcane. You must have training is the school of magic the spell comes from to cast it. The character must also first lean the Spell buy either buying it from a shop or finding it. Spells almost exclusively use your magic stat.
Action Points (AP)
Action points are used to activate Action Powers. Each round, at the beginning of their turn a characters generates one Action Point (AP) . These action points last for the duration of the battle until they are spent. However, once a battle ends all accumulated action points are lost. Certain abilities can be taken to increase the amount of Action points a character generates per round as well as reduce the cost of Action Powers.
Magic Points (MP)
Magic points are spent to cast spells. Characters start each day with after a complete rest with a total number of Magic points equal to twice your magic stat. This is referred to as your mana pool. You can invest character points in abilties to further increase the number of MP you start out with each day in your mana pool. Once you spend your MP the only way to recover it is by taking a complete rest or drinking a potion.
Damage Types
There are two main types of damage in this game, physical and magical. Physical damage, which dealt by weapons and action powers, is reduced by the defense stat while magical damage is reduced by the spirit stat. Magic damage is also further broken down into 6 different categories, Fire, Cold, Earth, Lightning, Shadow and Radiant. Earth damage is unique in that it is resisted by Defense rather then Spirit.
Gold
Gold is the money currency used in this system. Gold is used to buy Items, consumables, equipment, enchantments, Action Powers and Spells. New characters start out with 1500 Gold.
Equipment
Equipment is how you can improve your character outside character points. There are five types of equipment. Weapons, Armor, Arcane Focus, Trinkets, and Consumables.
1. Weapons decide what kind of dice you roll when making a basic attack as well as determine which stat may be used for damage. You must first be trained in a specific type of weapon to use it. Weapons can also be upgraded with enchantments to make them more powerful.
2. Armor increases your defense and can be enchanted to become more powerful. You must have training in a specific type of armor to use it. It is normally impossible to cast spell in armor without specific enchants or training.
3. Arcane focus's are equipped like weapons and are way for spell casters to enhance their spell casting abilities. You can only wield and gain the benefit of one arcane focus at a time, though you can carry more than one on your person.
4. Trinkets are special equipment that either enhance a specific stat or grant an ability. You can only gain the benefits of one trinket at a time, but you can carry carry more than one on your person.
5. Consumables are items that can only be used once to gain their benefit. They fall into two further categories, potions and bombs. Potions are consumed to gain a positive affect on your character while bombs are thrown at enemies to deal damage.
Carrying Capacity
This is referring more to the size and bulkiness of an item rather then its weight. There are three sizes of items, large, medium, small. Large items are armor and two handed weapons. Medium items are one handed weapons, shields, and Arcane focus's. Small items are light weapons, trinkets, and consumables. A character can either carry two large items, four medium items or eight small items or any combination in between. Basically 1 large item = 2 medium items = 4 small items. Armor you are currently wearing does not count against your carrying capacity.
Stat Checks
Stat checks are used to solve problems or reach desired outcomes that cannot be resolved through combat. Stat checks can take place both inside and outside of combat and can either be initiated by the players or called for by the Game Master (GM). For whatever action that is trying to be accomplished, such a balancing on a rope or charming a guard, the GM will decide a difficulty number and have the character roll dice based on whatever stat is most relevant to the check. For example, balancing would use dexterity stat and persuasion would use the charisma stat. If the combined result of the dice roll is higher than the difficulty number, the player passes the check. The number and type of dice rolled is decided by how many character points the character has in that stat, as listed in the table below.
POINTS DICE 0 1d2 1 1d3 2 1d4 3 1d6 4 1d8 5 1d10 6 1d12 7 2d6 8 2d8 9 4d4 10 3d6 11 2d10 12 5d4 13 2d12 14 3d8 15 4d6 16 6d4 17 3d10 18 5d6 19 4d8 19 3d12 20 6d6
Summons
Summons are creatures you temporary conjure into battle through spells. You can normally only have one summon active at time unless you have abilities that improve that number. Summons get their own actions and turn and enter the turn order the round after they are summoned. They cannot attack or be attacked until then. A summon is controlled by the summoner will persist for he duration of the spell, even if the summoner is defeated.
Temporary Hit Points
Temporary hit points are hit points that you can have on top of your normal hit points. You can only obtain them in combat and they disappear once battle ends. When you take damage you subtract your temporary hit points first before your normal hit points. Temporary hit points don't stack but can refresh your current set of temporary hit points if the new total being granted is higher.
Complete Rest
A complete rest is is when you get 8 hours of unbroken sleep. It is necessary for spell casters to replenish their Mana Pool. You also replenish 1/10 of your total hit points whenever you complete a complete rest.
Weapon Dice Increase
Sometimes, spells and abilities will allow you to increase the default size of your weapon die. Weapon die increase as follows 1d4, 1d6, 1d8, 1d10, 1d12, 2d8, 3d6, 2d10
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Posted: Thu Aug 27, 2020 9:03 pm
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