Legacy Machines and Magic Rules

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Legacy Machines and Magic Rules

Post  Genisisect on Sun Sep 28, 2014 3:56 pm

Primary Characteristics Secondary Characteristic
Strength (STR) Weapon Skill (WPN)
Dexterity (DEX) Ballistic Skill (BLS)
Constitution (CON) Stamina (STM)
Charisma (CHA) Power (POW)
Intelligence (INT) Education (EDU)
Will Power (WIL) Leadership (LDR)
Perception (PER) Initiative (INI)

Determining Characteristics:

To determine primary characteristics, roll 2d10 7 times, recording the results. Then assign these values to the Primary characteristics and add the Racial Modifier. To determine Secondary characteristics, roll a number of d10 equal to the half Characteristic bonus (rounding up) of the related Primary Characteristic, then add your Racial Modifier. You may reroll a single Secondary characteristic and take the more favourable of the two results.

Improving Characteristics:

Characteristic Advances can be purchased with experience, this add +5 to any characteristic. Further class progressions may increase a characteristic. If at any time a primary characteristic bonus increases, Roll a d10 and add it to the related secondary characteristic, this includes the increase to a characteristic bonus provided by the Unnatural (X) trait. If for any reason the primary characteristic bonus is decreased, the secondary characteristic remains unchanged, but is not increased until the primary characteristic bonus surpasses the previous maxima.

Characteristics Descriptions:

Strength (STR);
A characters strength represents there physical power, how hard they hit, how much they can lift etc. Apply STR bonus to all melee damage, the sum of STR and CON bonuses determine the character's carrying capacity.

Dexterity (DEX);
A characters dexterity represents there speed and manoeuvrability  , how quick there reflexes are, their fine motor skills and their flexibility.  A characters movement speed is determined by the DEX bonus, and DEX is the core stat for many skills.

Constitution (CON);
Constitution represents how hardy a character is; their ability to take a hit, recover from illness and ignore poison. A characters CON bonus is subtracted from incoming damage (unless stated otherwise) and the sum of CON and STR bonuses determines a characters carrying capacity.

Charisma (CHA);
Charisma represents a characters strength of personality, how attractive they are, the extent of their social prowess and their ability to charm and persuade. CHA is the primary characteristic for many social skills.

Intelligence (INT);
Intelligence represents a characters mental prowess, their logical capacity and their ability to retain information. It is important for a large variety of skills.

Will Power (WIL);
Will Power represents a characters internal strength, their ability to control their own thoughts, resist outside control and their resilience. Will Power is a key characteristic for spell-casters, who require it to control their arcane powers.

Perception (PER);
Perception represents a characters ability to take in details and observe their surroundings. Perception is a key characteristic for detection and sensing skills.

Weapon Skill (WPN;
Weapon Skill represents a characters skill with melee weapons. It is the characteristic that all melee attacks are rolled against and is the characteristic for Parrying.

Ballistic Skill (BLS);
Ballistic Skill represents a characters skill with ranged weapons. It is the characteristic that all ranged attacks are rolled against.

Stamina (STM);
Stamina is a characters ability to continue despite injury and fatigue. A characters health is never greater than their Stamina and their stamina bonus determines how much health they recover per day. A character's stamina bonus also determines how much fatigue they can withstand before falling unconscious and is the characteristic fatigue is rolled against.

Power (POW);
Power is a measure of the characters ability to exert their will on the world. This state is of great importance to spell casters, as it represents the raw potential of the caster to do magic. Most spells have a minimum POW requirement.

Education (EDU);
Education is a measure of the characters knowledge. Whenever a character is trying to gain an insight into a situation based on what they know, this tests against education. Even is the character does not possess a relevant knowledge skill, they may be allowed to check for insight by rolling against EDU, as a character applies their understanding of other fields to tackle the problem at hand.

Leadership (LDR);
Leadership is a characters ability to command, and a measure of the respect that others give them. Whenever a character is trying to have others do their will it is typically a roll involving leadership (though when charming and deception is involved this isn't the case). It is also a measure of how well a character understands others.

Initiative (INI);
Initiative is a measure of a characters speed of thought. It's how quickly a character can react to what they see. It also determines a characters ability to act on impulse, characters with high initiative act on "gut feelings" as much as logical deduction, and are often right to do so. At the start of combat, an initiative order is established by all characters rolling against their initiative, and the turn order being determined by degrees of success (in cases of ties, the character with the higher initiative goes first). Similarly to EDU, a character may be allowed to check for insight against their initiative, as the character "follows their gut" to find a solution to a problem at hand.

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Other Characteristics

Post  Genisisect on Sun Sep 28, 2014 3:58 pm

In addition to The primary Characteristics, characters have four other core stats; Inanity (SAN), Corruption (COR), Renown (REN) and Luck (LCK)

Insanity (SAN):
Insanity is a measure of how Insane a Character is. All characters start with an insanity of 0, which is perfectly sane. Some choices in character creation and interaction with the environment will cause sanity to increase. At SAN values 10, 20, 30, 50, 70 and 90 the character will generate a Disorder. To Generate a disorder, Roll a d100 and add the characters SAN value to it, and consult the Table of Disorders. A character with SAN 100 is rendered unplayable as their mind is completely broken by the horrors they have beheld. But there is benefit to the mad, a character ignores all fear effects with a rating less than a twentieth of their SAN score rounding down.

Corruption (COR):
Corruption is a measure of the tainted energies that have accumulated in the characters psyche. Interacting with Daemons, channelling magic incorrectly, traveling the Far un-protected are some ways of accumulating Corruption. Characters start with 0 COR, and gain it during character creation and when assigned it by the Gameaster. At 20,30,40, 60 and 80 COR, the character generates a mutation, by rolling a d100 and adding the character COR and consulting the appropriate table of mutations. At 100 COR, the character is reduced to a tangled mass of mutating flesh and is rendered unplayable, unless the character has the Daemon Fate Trait.

Renown (REN):
Renown is a measure of how well known a character is. An NPC attempting to recognise an undisguised character will roll against their renown. Similarly PC's can attempt to levy their REN by rolling against it, this though requires the NPC in question to already know who they are. PC's start with 10+1d10 renown, renown can be increased during character creation and rewarded by the Gameaster.

Luck (LCK):
Luck is a measure of the Characters favour with the Gameaster. The Gameaster may call for a luck roll whenever they deem appropriate. Further a number of traits and talents require luck rolls to work. A characters luck is determined by rolling 2d10 and adding their racial bonus. A character also has a number of fate points that starts as being equal to their Luck Bonus. A character can spend a Fate point to reroll a poor result, or they may have abilities that require a fate point to be spent. In addition to this. I character may spend a fate point to replace any test with test against their luck. This test is not modified, representing solely whether or not the Gameaster is in your favour. A character can also burn fate points in extreme circumstances, either to avoid death, or it may require to use some talent. When burning a fate point the Characters LCK is reduced by 10, if the characters luck is less than 10, they don't have the fate to burn and hence,, cannot attempt this. If the character would end up with more Fate points then their new LCK bonus would allow, then this is also reduced to the appropriate number.

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Post  Genisisect on Sun Sep 28, 2014 3:58 pm

Some characters, as a result of their upbringing, birthright or profession, are more apt at performing particular tasks, or find it easier to learn new skills. These are a characters affinities. There are two kind of affinities; characteristic and skill.

Affinities effect how easily a character can perform actions. If a character makes a check which they have the appropriate affinity for, they add their affinity bonus, which is equal to 5 times their Rank. Affinities also determine the xp cost of characteristic advancements and feats.

Characteristics Affinities:
Each of the primary and secondary characteristic has an associated affinity.

Skill Affinities:
Skill affinities represents a characters general prowess at some actions. A skill affinity need not be tied to a single characteristic, in fact most skill affinities can be applied to different characteristics to achieve different results. Below are a list of the different skill affinities and examples of their uses.

The secrets of magic come easily to this character, they have an understanding of how it works and in some instances can even work it's perilous flows. An Arcane (POW) Check is used to manifest your innate magic, an Arcane (WIL) is used to focus arcane energies and an Arcane (EDU) Check can be used to identify a spell or magical effect.

Limber and Flexible are terms often used to describe a character with this affinity. An Acrobatics (DEX) check can be used to maintain balance, execute a roll, run over difficult terrain, contort into small spaces, escape bonds or execute a jump. An Acrobatics (STR) test can be used suspend yourself from an object, an Acrobatics (STM) check can be used to sustain an acrobatic feat for long period and an Acrobatics (CHA) check is used to perform flashy tricks or elaborate dances.

Physical activities come are the domain of this character, who is well built for engaging in such activities. An Athletics (STR) check could be used to climb surfaces or swim in difficult conditions, and Athletics (STM) check would be necessary to run for a long distance, push or carry a heavy object for too long without rest or to swim for an extended period of time

This character is apt at making money. Some would be considered good employees, always sure of being able to get a job, others have a good eye for value or are experts at  haggling prices. When performing a work task, the success of such task is often determined by a Commerce check on a relevant skill (for example STR for porting, EDU for scribing, etc.). A Commerce (CHA) check can be used to haggle prices, a Commerce (EDU) check can be used to appraise the value of an item.

Such a character should not be trusted as lying is their second nature, and falsehood often comes more naturally then truth. A Deception (CHA) check can be used to convincingly present a lie, a Deception (WPN) check can be used to feint an opponent in a melee combat, a Deception (DEX) check could be used to perform tricks of speed and miss direction. A Deception (INT) check could be used to convince others using logic of a falsehood, similarly a Deception (EDU) check could be used to convince others of a falsehood by presenting a large number of 'facts'. Finally, Deception can be used to make it appear as if you

Such a character finds it natural to rely on the remaining divine powers. Those around them are either awestruck or disgusted by their ability to adhere to their religious codes and there unwavering belief. A Faith (WIL) check is required to manifest a divine power, a faith (EDU) check can be used to recall information about gods, religious practices and scriptures.

A character with an affinity with inspection is apt at finding things, both actual objects and information, often it is more a matter of always knowing what to look for. An Inspection (PER) check can be used to search an area for objects of interest, An Inspection (INT) check could be used to follow a line of logic, decode a cypher or find useful information from written sources, an Inspection (LDR) test needed to see through a lie or determine the motivations of someone, an Inspection (EDU) check is used to determine the meaning of ancient or incoherent text.

This character is often considered brilliant, being able to piece together apparently unrelated pieces of information to come to insightful solutions. You can make an Insight check against either INT, EDU or INI to be granted insight into your current situation.

A steady hand and calm repose, makes this character ideal for tending to the wounds of others. A medicine (DEX) check is required to perform any kind of surgery, a medicine (INT) check is used treat minor wounds and perform first aid, with a medicine (EDU) check a character can make diagnoses or identify cause of death.

This character has a deep set connection to nature. A nature (CHA) check can be used to influence the behaviour of animals, a nature (DEX) check can be used to wrangle or control animals, with a nature (EDU) check a character can identify plants and animals as well as their properties.

Characters with this affinity are good at getting what they want. The characteristic you roll against depends on the method of persuasion, if you try plying your charm and personal magnetism test against (CHA), if you try to intimidate an opponent with you physical power test against (STR), an attempt to levy your authority would require a (LDR) check, whereas convincing someone using a logical argument would be and (INT) check.

A sneaky and shift type, who prefers not to be in the spotlight. Most attempts to avoid detection will fall under a stealth (DEX) check, though a character can also make a stealth (WPN) or stealth (BLS) check to attempt to use a weapon without being noticed. A stealth (CHA) check could be used to attempt to communicate without your meaning being easily observed, whereas a stealth (INT) check could be used to encrypt a message or conceal and item.

Often well prepared and used to roughing it, a character with this affinity is more comfortable than others in poor conditions. A survival (STM) check can be used to endure overland trips without fatigue, while a survival (CON) check can be used to resist poisonous or contaminated food stuff. Survival (DEX) checks are required when trying to use ropes or craft primitive tools. A survival (INT) check is required to navigate without getting lost whereas a survival (EDU) check can be used to identify potential hazards.

This character just feels at home amongst the whirring machines and hissing pipes of technology. Technology (DEX) checks are required to perform maintenance on mechanical devices or piloting a vehicle, where as a technology (INT) check might be required to perform a diagnostic, or use an intricate and complex machine. Often a technology (EDU) check can provide an insight into a mechanical system. Many of the more mysterious practices of the machine cult will require some kind of technology (WIL) or (POW) check, and controlling a machine spirit requires the use of a technology (LDR) check.

Affinities and XP costs:
When purchasing characteristic advances, the experience costs depend on their affinities as follows;
Unfamiliar: The character does not poses an affinity for the characteristic.
Familiar: The character does poses an affinity for the characteristic.
Innate: The character poses both the affinity for the characteristic and its primary/secondary pair

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Post  Genisisect on Sun Sep 28, 2014 3:59 pm

The eldest of all races, the Dwarves were created by the Goddess Silnai as a gift to her favoured lover Tersque. Dwarves bear a great semblance to their father, being rather stocky in build standing usually 4 to 4-1/2 feet tall but weighing in the vicinity of 200 pounds. Dwarf men always sport a beard, with the majority being bald, dwarf women are the opposite always having hair and only occasionally sporting beards. Dwarves have a range of skin and hair colours which varies from clan to clan, though the majority have a ruddy tanned completion and black brown or red hair. Dwarves are considered adults after they turn 40 years of age, and have been known to live to over 250 years. Dwarven society is founded on solidarity, as the oldest of all races their society is structured such that there is little need for contact beyond their halls, which they build deep into the roots of mountains. During the dragon wars, the dwarves received aid from the God Venn, who taught the dwarves how to work metal to create arms and armour. Dwarfkind was also well blessed by Venn's son Omnis, who's guidance allowed dwarves to construct intricate and useful machines. When Myst revealed magic to all races, the dwarves took the least heed, preferring to trust in the tangible machinations of iron and flesh. This allowed them to survive the breaking of the world with little disruption to their lives, though only 12 dwarfholds still existed in the world. Dwarves are solid in personality, slow to anger but slow to forgive, their resolve is ironclad and their patience unbending. Of dwarves it is said they could teach even a mountain a thing or two about stubbornness. For a dwarf, there is little more important than their clan. Dwarves have always found humans and gnomes to be amiable, but are suspicious of elves and halflings and outright aggressive to dragonkin and members of the dark-races

Game Statistics
Primary Characteristics: STR 20, DEX 15, CON 25, CHA 15, INT 25, WLP 25, PER 20
Secondary Characteristics: WPN 25, BLS 25, STM 25, POW 15, EDU 20, LDR 20, INI 15
Base LCK: 5
Unnatural STM +1
Dark Vision
Sturdy: Count as one encumbrance level less than they actually are.

There is scholarly arguments as to whether the dragonkin are older than the elves, for their history is a rather complex one. As with all dragons, the dragonkin were created by Timat, and as with the other dragons they were forced to look beyond her for the power they needed to survive. Unlike the cromatic and metallic dragons though, they did not look towards Silicia or Venn for aid, but to Silnai. The dragonkin's ancestors desired to become men, like the dwarves and newly birthed elves, with souls sustaining their being instead of the brutal way of life that dragons had to obey. Deemed week by many of the other dragons, the dragonkin were almost hunted to extinction, and survived only by the good will of the elves, whom taught them the arcane arts. Dragonkin on average stand 7 feet and weigh 200-250 pounds. The sprout no hair, though elder male dragonkin grow tendrils from the tip of their snout. The scales of a dragonkin take on a stone like tone, that grows progressively more polished as they age. Unlike the other races, dragonkin do not die from old age only disease, misfortune or combat can end their lives. But they mature significantly slower than the other races, unable to breed until they have entered their hundredth year of life, this fact combined with their already small numbers and dependence on magic caused them to nearly perish during the breaking of the world and even today a dragonkin is a rare sight. Dragonkin have a love of arts of many kinds, but particularly the arcane art. Though no Arcanists survived the Mage War, many dragonkin have an affinity for magic, and some can even recall what true arcane magic was like. Almost to a fault, dragonkin are a very forgiving and accommodating race, though they hold themselves to a high level of nobility, though they do not flaunt it. Thus dragonkin often hold positions as diplomats or leaders and are often held in great renown. Dragonkin have no lands of their own, they live scattered about the empire and rarely mingle with their own kind, not because of an amenity between dragonkin, simply because it is rare indeed to ever come across another.

Game Statistics
Primary Characteristics: STR 25, DEX 15, CON 15, CHA 25, INT 25, WLP 20, PER 20
Secondary Characteristics: WPN 20, BLS 15, STM 25, POW 25, EDU 20, LDR 25, INI 15
Base LCK: 5
Unnatural LDR +1
Natural Armour +2

If asked, elves will claim that they are the second oldest of all races, and then dragonkin simply don't argue against it. Elves were made by the Goddess Nyph to tend to the forests of Arbus. Myst also blessed the creations of her daughter, teaching the elves the arcane arts long before she revealed them to the other races. Elf society had a schism early in its history, on one side the High Elves, who greatly loved the gifts of Myst, and firmly believed that it was the elves role to control and shape nature. On the other the Sylvan Elves, who lived with nature as a part of it. All elves are very long lived , hardly considered adults before they turn 110 and capable of living for well into their 700th year. Sylvan elves have brownish skin and hair, often taking on the tones fine woods. High elves come in to flavours, those who worship the sun (Sun Elves) who slightly orange skin and fiery red or yellow hair, and those who worship the moon, (Moon Elves) who tend to have silver hair and bluish tinged skin. Elves show no outward signs of aging beyond their 150th year, maintaining the same fair complexion till the day they die, often earning them the tittle of timeless by some of the younger races. Elves did not fare well during the breaking of the world, High elves almost being destroyed by the absence of magic and the forests that the Sylvan elves relying on to live being greatly reduced, coupled with the fact that elf children are quite a rarity. After the Dwemarii Wars, High elves live in the vast human metropolis, whereas Sylvan elves remained in their woods, fading to near obscurity. Elves Share the dragonkins love for art. Further whether Hugh or Sylvan, Elves still maintain a strong connection to nature, often keeping well maintained gardens in the case of the High elves. All elves are wild at heart and will often suffer wanderlust at some stage of their lives, and though they are perfectly capable of obeying rules they also greatly value their personal freedom.

Primary Characteristics: STR 15, DEX 20, CON 15, CHA 25, INT 25, WLP 25, PER 20
Secondary Characteristics: WPN 20, BLS 20, STM 15, POW 25, EDU 25, LDR 20, INI 20
Base LCK: 10
Unnatural POW +1
Heighten Senses (Eyes)

The children of Shissa are an interesting race. Their goddess scattered them amongst the harshest of environments to make  them strong, and they became strong indeed. Naga's are known for being amongst the hardiest and stubborn of all the races of Theril. Naga are about 8 feet long, but rarely draw themselves to more than 6 feet above the ground. They have scaled skin, with a single tail appendage extending bellow their wiry but muscular torsos. Their scales come in a variety of pigments, but browns and greens are more prevalent. Their faces lack noses, as they smell by tasting the air, their eyes have slit pupils and lack eyelids. Naga's have quite wide mouths and can unhinge their jaws. They do not grow hair, but most Naga grow crests that become increasingly elaborate as they age. Their bodies are wiry but muscular, and their scales harder than metal. Naga are considered adults by around 20 and can expect to live well into their second century. Nagas live in small tribal communities, and are suspicious of outsiders, particularly other Naga, who often engage in the activity of stealing resources. Naga prefer to fight with light weapons and spears, favouring fast attacks and manoeuvres. Their ruggedness suited them well during the breaking of the world, though only a small area that was once Naga owned land still exists in Theril. The Naga way of life has changes little since their creation, no other races have taken residence in the lands of Austhar, for it is far too unforgiving. On occasion a Naga will live their native lands, to explore the world, but this is not common, unless the rest of the Naga's tribe have been slain, as Naga are fiercely loyal to their tribesmen and would never abandon them.

Primary Characteristics: STR 15, DEX 25, CON 25, CHA 15, INT 25, WLP 25, PER 15
Secondary Characteristics:  WPN 25, BLS 15, STM 25, POW 25, EDU 15, LDR 15, INI 25
Base LCK: 5
Unnatural CON +1
Unnatural Armour +4
Pride of the Naga: Whenever wearing armour of any type, take disadvantage on all DEX, BLS and WPN saves and checks. Further whenever a Naga dons metal armour of any type, they lose 1d10 REN.
Slither: Naga's move as if their DEX bonus was one less, but they take no penalty when climbing or swimming.

Brought about at a Similar time as the halflings, Gnomes were created in the Image of Garl. They look as their creator does, with round faces and angular eyes. Gnomes rarely grow beyond 3-1/2 feet in height and tend to weigh about 40-45 pounds. Their skin tends to be a pale hue, though they can have hair of many (sometime even unorthodox)
Colours, with men unlikely to grow much more than a moustache. A gnome is considered an adult when they are about 40 and can expect to live for 200 years. Gnomes are naturally curious and have a great love for learning. Naturally optimistic, gnomish life tends to be devoted to the expansion of one's knowledge and technical skill. Though they don't do so on purpose, gnomes tend to conceal their communities from the other races, with the exception of halflings with whom they almost always share settlements with. Gnomes have no societal structure of their own, in fact they are far too absent minded to keep one. They tend to rely on the communities they live in to provide them with the necessities they require to live, and in return will offer crafts and technical knowledge that are unique to gnomedom. When Myst revealed magic to all races, gnomes took to it with great ease, particularly the schools of illusion (as they loved mischief) and alchemy (being familiar already with the non-arcane equivalent). During the breaking of the world gnome kind was inconvenienced, but their optimism and ignorance on the most part saw them though the tough times, with no small amount of help from their obscurity. The traditional rolling planes that once housed the gnomes were long ago forsaken due to orc raids, now gnomes are found all across the empire, plying the alchemical trade, though they are particularly fond of the Machine Cult and can often be found in its ranks.

Primary Characteristics: STR 15, DEX 20, CON 20, CHA 20, INT 25, WLP 25, PER 20
Secondary Characteristics: WPN 15, BLS 15, STM 25, POW 25, EDU 25, LDR 20, INI 20
Base LCK: 10
Unnatural EDU +1
Resistance (Poisons)

The halfings were created at a similar time to the gnomes, by the God Wuken. They have a form similar to their creation with thin agile builds, standing around 3 feet in height and typically weigh 30-35 pounds. They tend to have a paler complexions and darker hair colour, and famously broad smiles. They are incapable of growing facial hair, in fact halflings undergo surprisingly few (and subtle) changes untill they start getting very old indeed, often causing other races to confuse halflings for children. Though few would non-halflings would notice, a halfling is considered an adult when they turn 20, and will live to be about 100.  Halflings do not share the gnomes optimism, instead they rightly recognise their own stupendous luck, and revel in it. Halflings could not imagine life without taking risks, making them quite bold indeed. Many halflings farm, as  they use techniques other races wouldn't dare to use (and usually benefit from the risk they took). Others though find the long term risk unsatisfying and instead look for faster risk-reward cycle that is offered by thievery and gambling. The only thing that prevents halfling (and thus by extension gnome) communities from falling into lawless chaos is halflings incredibly strong sense of family (which is rarely limited to a halflings actual family). Halflings who turn to a life of crime tend to seek out foreign lands to perform such deeds in, usually with the intention of striking it big and then returning to their home. Once a halfling starts though it is often difficult for them to stop, they become border line kleptomaniacs and will rarely return to their village. Halfings are an incredibly jolly race, who loves to engage in revelry and games of all kinds. They have little gift for the arcane arts amongst themselves, and their fast generational cycle and excellent fortune allowed them to bounce back fast after the breaking of the world. Sadly as more and more orc attacks thrust the surface into turmoil, more and more halflings abandoned farming in exchange for the life of a thief, and today most halflings are scattered across the empire, with almost every town having at least one gang of halflings.

Primary Characteristics: STR 15, DEX 25, CON 15, CHA 20, INT 20, WLP 25, PER 25
Secondary Characteristics: WPN 15, BLS 25, STM 20, POW 20, EDU 20, LDR 20, INI 25
Base LCK: 15
Unnatural INI +1

The Duergar are Loths answer to dwarvenkind. They share similar dimensions to dwarves, though you would be a fool to mistaken one for a dwarf. Deurgar skin is typically a drak grey, though some are lighter or darker depending on ethnicity, further duergars have no irises. Duergar do not grow hair, male duergar grow beards formed of spines, similarly female duergar grow hair like spines structures. Duergar age at a similar rate to dwarves. The duergar inherited the dwarves sense of solidarity and affinity for technology and metal working. They did not inherit the dwarves sense clanship, instead duergar are mostly out for themselves, and though they are not prone to do so, all druergar believe all other duergar are out to get them. The only thing that keeps duergar communities together is their distaste for the other dark races. Duergar in fact have little regard for the lives of those other than themselves, and though this disposition has improved since the dark races were freed from Loths malign influence, it is not totally abated, duergar are typically selfish and at other times utterly apathetical to the plights of others. Duergar still maintain a number of small communities in the Deep Dark, but in pressent times duergar have been more prone to leave these communities than they once were, owing to the recent increase of dangers in the Deep Dark. They are never found living with their relatives the dwarves, and even wandering duergar tend to avoid locations where dwarves are gathered.

Primary Characteristics: STR 20, DEX 25, CON 25, CHA 15, INT 20, WLP 15, PER 25
Secondary Characteristics: WPN 15, BLS 25, STM 25, POW 20, EDU 15, LDR 15, INI 25
Base LCK: 5
Unnatural STM +1
Distrusting: A deurgar always rolls at advantage whenever trying to detect deception, even when they are not actively looking for it.
Light-Sensitive: Make all perception rolls with disadvantage in brightly lit areas
Sturdy: Count as one encumbrance level less than they actually are.

The drow are the cavernous version of elves, they share many of the similar features, though there are a few notable exceptions. Drow have skins in ranging from very dark purple to totally black, with hair that is always purest white. Their eyes are globes of solid colour, usually also white, though some have eyes of pale pinks and greens. They are typically shorter and slighter then elves, though there isn't normally much variation between the two. Whereas elves are caring of the world around them, Drow see only resources to be exploited, this includes not only natural resources but people as well. The Drow are almost universally untrustworthy, and incredibly manipulative, their towns are not so much governed as held together by the mutual manipulations of many, though some have more stable forms of government this tend to end, normally due to some betrayal or treachery. Though they have greatly improved since the death of Loth, treachery, deceit and manipulation are still core parts of their existence. Many drow have moved out to the planar colonies, looking to grow their power and influence in these new settlements.

Primary Characteristics: STR 15, DEX 20, CON 20, CHA 25, INT 25, WLP 25, PER 20
Secondary Characteristics: WPN 20, BLS 20, STM 15, POW 25, EDU 20, LDR 25, INI 25
Base LCK: 5
Unnatural POW +1
Unnatural LDR +1
Deceptive: Drow always roll Deception Checks as if they had the Deception Affinity.
Light-Sensitive: Make all perception rolls with disadvantage in brightly lit areas

Goblins are dark gnomes, and share the gnomes natural curiosity. Goblins love to take things apart and put them back together, in this way goblins stole the secrets of magic, technology and alchemy from the upper races. Though their reconstruction was not completely accurate. Goblin craft is infamously unreliable, and given a goblins obsession with taking things apart, any equipment they have soon is reduced to a similar state. Goblins have a similar dimensions to gnomes but look completely different, with green, wax like skin, large ears pointed teeth and huge eyes. Their often considered disconcerting grin is unnaturally wide. The fingers of a goblin are quite long and incredibly dexterous, which they use to great effect. Goblins are considered adults at about the same time as gnomes, though their upper age is not well known, as most goblins die in some accident long before then. Goblin cities are overcrowded, but goblins get along quite well with each other, and since they were freed from the tyranny of Loth, have integrated quite well into society. Gnomes and Goblins, though they were ancestral rivals have begun working together, if only in  small joint ventures on the fringes of society, but there is no longer outright hostility between the two races. Goblins though do not get along well with the Cult of the Machine, as they are considered heretics for their treatment of technology.

Primary Characteristics: STR 15, DEX 25, CON 15, CHA 15, INT 25,WLP 25, PER 25
Secondary Characteristics: WPN 15, BLS 25, STM 15, POW 25, EDU 20, LDR 20,  INI 25
Base LCK: 10
Unnatural EDU +1

The Deep Dark relative of the Halflings, the Chitines are not so blessed as their over world brethren, and in general the two do not get along. Chitines are share almost all the physical features of the Halfling, with the following exceptions; they have two pairs of long triple jointed arms with four fingered hands, faceted compound eyes and a pair of mandibles that protrude from their mouth. Loth loved the sinister Chitines, and gave them numerous blessings, such as the ability to walk on surfaces as a spider and produce webs, though with the deities death, the Chitines have lost these abilities. Chitines did not inherit the halflings good luck, but they did inherit their obsession with it; Chitines greatly enjoy the misfortune and by extension suffering of others, and are not beyond creating these circumstances themselves. Their unique and universal sense of sadism is what earnt them Loths blessing in the first place, and though once freed from Loths control, they  have become less sinister, they still derive great joy from the misfortune of others. Chitines live in small communities in the more inaccessible sections of the deep dark, and rarely travel, thus they are a rather rare sight on the surface, and their appearance often earns them mistrust. Chitines get along as poorly with the other dark races as they do the surfaces world races, but have a particular distaste for Halflings and Orcs, for their good fortunes.

Primary Characteristics: STR 15, DEX 25, CON 20, CHA 15, INT 25,WLP 20, PER 25
Secondary Characteristics: WPN 15, BLS 15, STM 20, POW 25, EDU 20, LDR 25,  INI 25
Base LCK: 5
Unnatural DEX +1
Multiple Arms (4)
Strange Hands: Chitenes always roll at disadvantage when using weapons of the caster, gunpowder and tech weapon classes.
Light-Sensitive: Make all perception rolls with disadvantage in brightly lit areas

The orcish horde was raised from the blood soaked battlefields of the Dark Wars by Grumsh, the deformed god of war. All orcs bear his image, with deformed forms and hideous faces. Orcs stand between six and seven feet tall when fully grown and often weigh in excess of 200 pounds. Their skin is dull grey and covered with thick coarse fur of varying colour by clan. Orcs lives are short and bloody. They are considered adults at the age of 9 and it is unknown when they die, as they always die in combat before their bodies can grow too old. Orcs are breed for war, and will sport numerous scars and signs of combat damage, such as broken noses and missing teeth. The fast generational cycle, and their simple, brutish lifestyle allowed the Orcs to make an unparalleled revival after the gods war. Multiplying and spreading out over much of the remaining world. To this day, the orc horde has not been subdued, having a firm control over the surface of Theril, partly due to their strange talent. Every Orc is imbued with a small amount of Grumsh's divinity, and when a sufficient number of Orcs are together, they can unwittingly channel this power. If a sufficient number of orcs believe in something, this will become true while enough Orcs are present. It is often theorised that someday, there will be a sufficient number of Orcs on Theril to restore their deceased deity to life, as the Orcs still believe that their creator exists. Orcs get along poorly with most races, though they are accepting of the Ferals, who betrayed Shais in favour of Grumsh.

Primary Characteristics: STR 25, DEX 25, CON 25, CHA 15, INT 15, WLP 15, PER 25
Secondary Characteristics: WPN 25, BLS 25, STM 25, POW 20, EDU 15, LDR 15, INI 20
Base LCK: 5
Unnatural STR +1
Dark Vision
One of the horde; -10 REN

The children of Shais are a strange and varied lot. All have some semblance of the god who made them but many have taken on different appearances based on what other gods they have given worship to. Being the children of love, Humans had a great love for almost all the  and thus were the first race to worship many deities, this allowed them to flourish and diversify. Shais created the Humans in an attempt to bring peace to Theril, thus all Humans have a deep set desire to lead out a peaceful life. But the world is cruel, and this made even Shais' children to resort to war, though they try not to. Humans are considered adults at the age of 18, and without the aid of magic tend to live to 80. Hamans have a greatly varied physical appearance depending on ethnicity. After the breaking of the world, humans were quick to return to their old level of power, building great nations where the old ones had fallen, and were also the first to discover that the gods had not died (and prooved this was the case by the resurrection of Krasus). Since the Second War od Shadows, Humankind has been the dominant race of Theril, being the main component of the Therisian Empire. During their ruling over the world of Theril, humankind has caused the Mage Wars, The God Wars (and subsequently the death of all gods), and most recently tore a hole in the fabric of reality, all in the name of trying to bring about and maintain peace.

Primary Characteristics: STR 20, DEX 20, CON 20, CHA 20, INT 20, WLP 25, PER 20
Secondary Characteristics: WPN 20, BLS 20, STM 20, POW 25, EDU 20, LDR 20, INI 20
Base LCK: 10
Unnatural LDR +1
Families of Prestige; +10 REN

The Ferals were once humans, but their quest for peace took a strange and corrupted path. It is believed that Olid appeared before several groups of people in the guise of Shais, and revealed to them that the only way to bring about eternal peace was to fight and win the greatest war of all time. Thus much of humanity became warlike and fought many great and horrific wars. Shais was angered by these humans more and more horrific act of indiscriminate slaughter and removed her blessings from them. This made the outcast humans only more warlike, removing from their hearts the desire for peace which they were once fighting for. More and more, the outcast humans began fighting with the Orcs instead of against them, untill finally they began to worship Grumsh, who bestowed many blessings upon them. More intelligent and strong willed then the orcs around them, Ferals (as they were now referred to as) often ended up leading Orc hordes, though others still formed their own tight-knit clans, who fight independently for resources on the war-torn surface. Ferals have a more Orc like demeanour, with large extended jaws, flat head, courses and thicker hair and a larger builds than their human kin. Ferals grow up faster than humans, reaching maturity at 15, but their poorer conditions also cause them to die earlier, with 50 being the normal age of death. Post the breaking of the world, Ferals could not adapt as fast as orcs, and thus were left somewhat behind, but to this day still maintain a strong power on the surface of Theril.

Primary Characteristics: STR 20, DEX 25, CON 20, CHA 15, INT 20, WLP 20, PER 25
Secondary Characteristics: WPN 20, BLS 20, STM 25, POW 15, EDU 20, LDR 20, INI 25
Base LCK: 10
Unnatural DEX +1
Unnatural INI +1

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Post  Genisisect on Sun Sep 28, 2014 4:00 pm

To be alive, to be a part of mankind, the very essence of humanity is to have a soul. The soul is a gift from Silnai, it powers the lives pf all of mankind, until it is snatched away by Kratos. It was Silnai's role as deity to ensure that the yet unborn souls reach their appropriate body. During the gods war Silnai and Kratos held out for the longest of all gods, yet the machine cult were persistent, they slew Kratos which changed the nature of death, preventing resurrection from ever being used again, and then finally slew Silnai. The nature of the worlds changed with the construction of the soul machine, it assigned souls to the other machine gods, making them rebellious to the control of the machine cult, which is why the god machines require constant 'maintenance'. As with all the god machines, the soul machine was imperfect, it lacked the judgement of Silnai. This caused a number of oddities being born with the wrong soul for their body or even no soul at all.

Racial Souls:
Take an additional 2 Affinities
Restriction: Must be a Human or Feral
May replace any arcane checks with a luck check without expending a fate point.
Restriction: Must be an Elf or Drow
Whenever a machine undergoes failure due to the action of the character, make a luck check. If you pass the machine does not fail
Restriction: Must be a Dwarf or Duergar
Alter reality in some minor way by burning a fate point (Gameaster's Discretion). The Character might find things changing in minor ways based on belief.
Restriction: Must be an Orc or Feral
Always make insight checks with advantage.
Restriction: Must be a Gnome or Goblin
When rolling on any random number chart, roll twice and choose the more favourable result. When rolling a critical failure, on a successful LCK save this is ignored
Restriction: Must be a Halfling
Dragon Soul
May spend a fate point to absorb the soul of a recently slain enemy (racial only) for 1d5 days. You may only have one absorbed soul at a time. Begin play with 1d5+5 FAM.
Restriction: Must be a Dragonkin
Dark Soul
As an action, may make a luck check. If it passes you bestow a curse on one target, who will take disadvantage on their next roll.
Restriction: Must be a Duergar, Drow, Goblin or Chitine

When burning a fate point make a LCK check, if you pass the fate point is merely used, instead of burnt.
Restrictions: None

Completely neglected by the Soul Machine, those born soulless are almost always depressed individuals. Pessimistic ad Nihilism are common traits. Those who are not depressed are emotionless. Unlike others Soulless do not feel the constant tug of the Death Machine on them, hence are prone to fear death less and a more capable of surviving near death experiences then others. Regardless, as with others after death there is no return, or more to the point there is simply nothing.
When expending a fate point make a LCK check, if you pass the fate point is not expended
Restrictions: A character with this soul cannot be an Engineer.

A small fraction of a god corpse has been placed in the person instead of a soul. This gives one who is granted such a soul a very simple personality, representing that of a mere aspect of a god (who were quite clear cut to begin with). The power of the divine fills them already, a small aspect of power being place in them. They require less the boon of the Gameaster to effect the world around them, being slightly divine themselves.
Machine Spirit
Always make Tech checks with advantage. May commune with machine spirits.
Restriction; Elves, Drow and Dragonkin cannot have a Machine Spirit. A character with this soul cannot be a priest.

A mistake was made, the spirit of a recently dead machine has been placed instead of a soul. Priests would call it a terrible mistake and an abomination. But Engineers will loudly proclaim it as a blessing from the Machine God. Those with Machine Spirits for souls are cold and logical, and have a residue of the spirits past role. They feel at home amongst machines (particularly of those from whence there spirit came) and can even hear there whispered voices. These people are prized by the machine cult, and are promptly enlisted into its ranks. Others though are never found, though still must be born in the vicinity of tech. These usually end up as scrappers, drawn towards the call of like spirits.
Warped Soul
Start with 1d10+10 COR. When Rolling for mutations roll twice on the relevant table and pick the more favourable result. Whenever gaining COR, half the incoming COR.
Restrictions: Dragonkin cannot have a Warped Soul.

This soul has taken a trip unprotected through the Far Realm before being placed within the person. They are hence born tainted from the experience and often feel as though the Far Realm is calling them back. They feel uncomfortable around those of the Empire and are often outcast. The fact their soul has survived such a trip, shows it's resilience to the corruptive forces. A Warped Soul is as likely to resist the progenitor of this anomaly as they are to embrace it, though they are always dark and brooding. In the darkness and the silence, they can often hear the gibbering of aberrations through the vale, catching occasional glimpses of the Far out of the corner of their eye.
Tortured Soul
Start with 1d10+10 SAN. Make saves against fear with advantage. Reroll failed SAN tests
Restriction: Elves, Halflings and Gnomes cannot have a Tortured Soul.

Horrible things have happened to this soul, long before it made it to a body. Whether it has been used in dark magic, twisted by horrendous events, or recycled from the rare victims who have died nearby, something clearly isn't right with it. Those born with one are often haunted by the screams of their own soul. It is never clear what effect such horror could have on a person, but the results are never good. The most often result is a shattered shell of a mind, the only escape being found in lunacy.
Warlock Soul
May reduce STM by 1d10 instead of expending a fate point. Note, this does not count for burning fate points. You cannot reduce your STM to be less than 0.
Restriction; Orcs, Halfling and Dwarves cannot have a Warlock Soul.

The light that burns twice as bright, burns twice as fast. Such is the fate of one with a warlocks soul. Infused with power beyond their reckoning and ability to control, it oozes from them constantly. Those around them can sense it, though it rarely put others at ease. A common effect of such a soul is to glow in some way. Either through strange birthmarks in the form of arcane runes or through the eyes. The constant release of power drains from there life essence, and leads to their demise much faster than those around them. Warlock souls have personalities to match, with little regard for their own lives, desiring only to live on through the tales the will make.
Fey Soul
May expend a fate point to befriend an animal and rolls nature checks with advantage. Can freely commune with animals.
Restriction; Humans (but not Ferals)Gnomes, Dwarves and Goblins cannot have a Fey Soul. A character with this soul cannot be an Engineer

The spirit of a Fey has been placed into a mortals form. This greatly reduces its power, even making it susceptible to the hungry Death Machine. Fey Souled maintains a love of nature, and a hatred of those who destroy it, retaining the ability to speak to animals of all type. Those with fey souls are often over emotional, and have a deep set sense of beauty which can often overwhelm them.

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Post  Genisisect on Mon Sep 29, 2014 8:33 pm

Characteristics: -5AGL +5INT +5EDU
Affinities: Commerce
City-Wise; Roll with advantage when dealing with merchants and politics in cities

Those who are born in the floating cities of the Empire are well placed to utilise its resources. They are often arrogant, self-righteous and highly opinionated. They tend to be garbed in fine robes and hill be descendants from households who hold their history in high repute. Commerce and money making is key, second only to the rampant politics that clog the operations of these cities.

Characteristics: -5CHA +5STR +5INI
Affinities: Survival
Hardy; Roll with advantage on saves to resist poison and fatigue damage from starvation

The surface of Nethertoril is a lawless place, long ago had the Empire forsaken the surface, save for a few limited outposts. The Ferals and Orcs rein almost without interruption, leading over small tribes which constantly raid and attack their neighbours. On occasion, the empire tries to pacify the surface, this rarely is successful, as the outside influence rallies the unorganised forces. Even less often, a powerful war leader raises up on the surface and rallies the tribes into a great assault on the Empire

Characteristics: -5CON +5CHA +5POW
Affinities: Commerce
Born of the Astrum; Immune to Astrum sickness, negates perception test penalties imposed by the Astrum fog. Astrum characters start with a bonus fate point (this does not change their LCK score)

There are no permanent settlements, those who live their lives out in the infinite mists instead lead their lives on the great ships that sail thorough it. Merchants and Ferries make up the majority of traffic through this realm. Those who spend most of their lives, or who are born from generations of such travellers tend to have greyed skin and palely coloured eyes, with a tendency to idly stare through people.

Characteristics:-5WIL +5INT +5POW
Affinities: Technology
Touch of the Void; Character begins the game with a minor mutation. Roll with advantage to resist corruption

Who knows what madness drove their ancestors into the infinite void, what scholars call the Far Realm. Whether it was to explore or to escape, most quickly realize their mistake. The void is not meant for human inhabitant. The ships that travel this inhospitable place need arcane wards in order to maintain their air, and to keep the horrendous beings native to that realm from destroying the minds of those on board. Even with these charms, the occupants of such ship can hear the horrific cries of the Daemons catching glimpses of these horrors in the distance. Those who make it back are in the minority, most meet there peril in this place.

Characteristics: -5AGL +5CON +5BLS
Affinities: Technology
Damage Reduction 3 against fire

The Elemental Plane of fire was colonized by a number of factions, most prominently the Tech-Priests and Binders. As a result of these two forces prominence on this plane, it became one if the greatest exporters of Magitech. Those native to the plane of fire typically have darker skins and red or yellow eye colours. They are of fiery temperament, hard to bring onside and will often hold grudges.

Characteristics: -5CHA +PER +5EDU
Affinities: Nature
Common Skill: Navigate(Seas), Medicine

The Elemental Plane of Water was utilised quite early to supply the vast cities of the empire with water. That said it was colonized last of the elemental planes. When the plane was finally colonized, this was mostly done for commercial purposes. The plane had a bounteous supply of food to be extracted, and some rare resources to be found. Primarily this plane exports food and alchemical components. The plane has become home to a vibrant community of alchemists and medical community and is a centre for such research. Those native to the plane have undergone adaptation to survive in the environment, with gills and fins to allow survival in their watery home.

Characteristics: -5AGL +5CON +5STM
Affinities: Technology
Common Skill: Trade (Miner), Disable Device

The Elemental Plane of Earth was colonised first of all the planes. The requirement for more resources to fuel industry quickly out stripped the ability to extract it from Nethertoril. A variety of factions both commercial and in the service of the Tech-Priests. Natives to this plane have pale skin and darker eyes. Prone to stubbornness, those from these communities are often fiercely loyal to them.

Characteristics:-5CON +5PER +5BLS
Affinities: Finesse
Unnatural Sense (Eyes) +1

This plane had little importance, until the Tarrasque rose up on Nethertoril. The empire went up in arms against this powerful threat. Open combat with the Tarrasque seemed to be pointless, the beast was nigh unkillable, then it was proposed that the solution was simply to ship it to the plane of air. The plan went off without an issue, a settlement was established suspending the great beast above the infinite skies. The Tarrasque outpost became a centre for arcane development. The people of the air plane are gallant and daring with long windswept hair and keen eyes.

Characteristics: -5STR +5CHA +5STM
Affinities: Medicine
Energy Imbued; Heal at double the natural rate. On successful concentration check can heal 1d5 1/day

The Elemental positive energy plane posed a surprising challenge to colonise, the highly unstable energy levels posing a risk to all life brought onto the plane. The installation of large energy shields made habitation possible, and the power of the plane for healing utilised. Denizens of the plane are unnaturally optimistic, there skin softly luminous. Their eyes taking strange and vibrant colours, glowing brightly.

Characteristics: -5CON +5WIL +5POW
Affinities: Stealth
Common Skill: Interrogate, Secret Law(Black Magic)
Born Dead; When taking negative damage, instead of taking damage, heal half the amount of damage taken.

The negative plane was initially colonized as a criminal colony. The Empire's criminals were shipped onto the plain with no way of returning and limited protection and supplies. Only the strong survived and quickly the denizens were reduced to dreary shadows of their former selves. But they survived. The colony has bow moved beyond a criminal status, though it still is not a popular destination, it has some unique exports. The denizens of the plane are bleached of colour, and have a pessimistic outlook on life.

The Deep Dark
Characteristics: -5CHA +5PER +5STM
Affinities: Survival
Trait: Cavern Sense; Can make a Survival (PER) check to determine their depth and orientation without the need for a reference.

The deep dark is a deep and intricate tunnel system that is still not truly part of the empire. It is a harsh environment that supports very little life. Most of the world's dark races are found in the deep darks tunnels. Those few who live here who are not native take on a local appearance, with paler skin tones and whiter eyes. Any who live in the deepest parts of the Deep dark are exposed to the strange and malign energies that are found there, and accumulate strange glowing purple runes over their flesh.

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Checks and Save

Post  Genisisect on Mon Sep 14, 2015 10:08 pm

Affinity Checks:
There are two types of affinities checks, Characteristics checks; which represents a raw expression of talent, and Skills checks; which are more representative of complex tasks. If a character has the relative affinities for the check they add their rank bonus to their score for the purposes of determining success or failure, further due to the intricate nature of skill checks, if the character lacks the relevant skill affinity, the difficulty of the check is increased by one degree. Characteristic Checks are always tested against their relevant characteristic, whereas Skill checks could use a variety of characteristics depending on the circumstances.

Proficiency Checks:
Proficiency checks are similar to Affinity checks but are much more refined. They pertain to your ability to use particular tools, vehicles, languages, arms and armour. When making a Proficiency check you will always roll against the characteristic instructed by the device and add your rank bonus. Attempting to use a proficiency check untrained will often result in a penalty specified in the items entry.

Rank Bonus:
When making checks, if a character has the relevant affinity or proficiency they will add their rank bonus to their ability score. Your rank bonus slowly improves as your rank increases, following the progression bellow:
Ranks Bonus
1-2 +2
3-4 +4
5-6 +6

Difficulty Classes:
Not all action require the same amount of effort, some are simpler others are others are much harder. The following are the difficulties and the penalty/bonus they apply
Difficulty Effect
Very Easy +6 and Advantage
Easy +6
Routine +4
Ordinary +2
Challenging +0
Difficult -2
Hard -4
Very Hard -6
Impossible -6 and Disadvantage

Making Checks:
There are a number of situations in which you will need to make a check. A basic check is the most common type; required to activate most skills and abilities. To make a basic check identify what affinities or proficiencies apply, what characteristic you are testing against and whether there are any difficulty modifiers to consider. This should inform you as to what your target is. You then roll a d20 and compare the result to the target, if your roll is less than or equal to the target you have passed, otherwise you have only achieved a partial success (see partial success below) or have failed.

Some checks represent an longer period of time to normal checks. In these cases you may be required to make an extended check. The player makes multiple checks and on each check notes by how much or they have passed or failed each roll. Note your accumulate failure and success separately. The character passes the extended test if they accumulate a sufficient amount of success or failure if they accumulate a sufficient amount of failure. If any of the rolls are critical success or failures they contribute double the amount of success or failure. Each roll represents a certain amount of time, determined by the nature of the action, and there is often a time limit involved.

In some cases you will be actively competing with another entity in the game, in these cases you make an opposed check. To determine who succeeds in the opposed check make the relevant check or save and compare by how much you have succeeded or failed, with critical success or failures counting for double. The person who passed by the greatest margin, or failed by the least passes the check. In the case of a tie compare the relevant bonus with the larger bonus succeeding and if the tie is still unresolved change fails to occur, ie. the situation doesn't change.

Partial Success:
In cases where you failed to succeed, but by a narrow margin you have the option of gaining a partial success. The precise nature of this success is determined by the check at hand but often represents your character succeeding but with a cost. For a basic check you achieve a partial success if you failed your roll by a value less than or equal to your ability bonus, or equivalently if applying your ability bonus to your target would allow you to succeed. For extended checks you can choose to achieve partial success if you have more success than failure after the allotted number of rolls have occurred. There is no partial success for opposed checks. You may choose not to accept a partial success, in which case you are considered to have failed the check.

Critical Success or Failure:
If the roll for a check would be considered a success if the ability score was replaced by the ability check, the roll is considered a critical success, with a roll of a one on always being considered a critical success. A critical success always counts as a success (even when success would otherwise be impossible) and will likely have other benefits depending on the nature of the check. On the other hand a roll of a 20 on a d20 is considered a critical failure. Similarly to critical success, a critical failure is always considered a failure, and will often have penalties depending on the nature of the check.

Advantage and Disadvantage:
Under some circumstances you may have advantage or disadvantage when performing an action. If you have advantage on a check or save, roll twice and choose the lower of the two rolls. If you have disadvantage you roll twice and choose the higher of two rolls. Advantage and disadvantage are not accumulative, further if you circumstances gives you both advantage and disadvantage on a roll, they cancel out, irrespective on how much more disadvantage or advantage you may have.

Assisted Check:
A character with the relevant affinity or proficiency can elect to assist another character in their check. This grants the target either advantage on their check or the benefits of your proficiency (being considered proficient in the check for the purposes of avoiding penalties as well as granting your proficiency bonus to the check). If you elect to assist another character you do not make a check, the outcome for both you and the assisted character is determined by their roll.

A player can be awarded favour by the Gamaester. Favour cannot be accumulated, you either have it or not. You may expend your favour whenever you make a test to gain advantage.

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Combat Stats / Effects

Post  Genisisect on Sat Jan 30, 2016 10:36 pm

There are a number of stats related to your characters combat potential, many of which is based on your characteristics. Also defined below are some important concepts related to combat.

Speed: A characters combat speed is 5ft/ DEX bonus.

Initiative Step: Determines position in the initiative order, and is the Degree of success or failure of the initiative check at the start of the combat

Reactions: Reactions represent actions that can be taken out of initiative, or actions which require less time to complete then actions and movements but more time then free actions. A character has a number of reactions equal to their initiative bonus. Reactions are replenished at the start of a characters turn each round

Wounds: Representative of how much lethal damage a character can sustain without more severe consequences, a character's max wounds is equal to their stamina score. A character cannot fall below 0 wounds, any damage in excess of their wounds is immediately dealt as critical damage. Further, whenever damage is dealt in excess of the characters wounds, they must pass a +0 Constitution save or begin bleeding out see bleeding out below. Characters wounds can be replenished by expending rest points below.

Fatigue: Representative of how much non-lethal damage the character can take. If a character has taken any fatigue damage, all checks are made at a -1. A character's fatigue can never be reduced to below 0, any time this would happen the character must pass a +0 STM check or be rendered unconscious, see unconscious below. Whenever a character takes a rest, their fatigue is fully restored.

Critical Damage: Representative of how injured different parts of the body are. A characters head, left and right arm, torso and left and right leg each have their own individual Critical Damage track. Whenever a character is dealt a wound, regardless of how many wounds are dealt, they always accumulate a point of critical damage on the body part hit. Further if a critical hit is leveled against the character, or a weapon deals it's maximum damage, the character takes a extra point of critical damage (note that this extra damage always succeeds, irrespective of whether or not the character was actually dealt damage). Some attacks effect the entire body at once, if these attacks are would cause any critical damage, it advances all critical damage tracks in equal proportion. If a character is would be reduced to below 0 wounds, all damage in excess of their wounds is dealt directly as critical damage to the body part hit. Critical wounds are difficult to heal, requiring intensive and specialized medical care. Consult the relevant critical damage charts to determine any effects critical damage may cause. Note that these effects are cumulative, and in all cases a high score will result directly with the immediate death of a character (no death saves or fate points may prevent this death).

Unconscious: An unconscious character is considered to be prone, causing ranged attacks targeting the character to be rolled at disadvantage, and melee attacks targeting the character to be rolled with advantage. An unconscious character can make no actions of any kind, and is considered to automatically fail all checks or saves (except death saves).

Bleeding Out: When a character is bleeding out they immediately fall unconscious. In addition to this on the characters turn they must make a death save. Death saves are unmodified checks against the value 10, rolling 10 or below is a pass but above 10 is considered a fail. Critical successes count as 2 successes, similarly critical failures count as 2 failures. A character that is bleeding out continues to make death saves until one of the following: They receive healing, bringing them above 0 wounds and allowing them to return to normal combat. They accumulate 3 successes, rendering them simply unconscious. They accumulate 3 failure, rendering the character dead. A player character (or sufficiently important NPC) has additional options, they may spend a fate point to immediately pass a single death save, or may burn a fate point, which counts as 3 successes, but these actions must be made before the death save for this round are made.

Rest Points: A character has a number of rest points equal to their CON bonus. Whenever a character takes a short rest, they may expend any number of rest points to restore an equivalent number of Wounds. Whenever a character takes a long rest, their remaining rest points are spent, and then their rest points is fully restored. Note, the character remaining rest points are spent at the beginning of the long rest, but their total is restored at the end of it.

Soak: Determined by their CON bonus, a character's soak reduces all incoming wounds (unless told otherwise).

Armour: There are three types of armour; natural, physical and magical. Damage dealt to an armoured part of a character is reduced by the total armour score (the sum of all three armour types). Armour is tracked individually over the different parts of a characters body. Some attacks can ignore different types of armour, whereas others are more effected by it, see weapon qualities for details.

Resistance and Vulnerability: Some characters are more or less vulnerable to damage of different types. If a character is attacked by a source they are resistant too, they reduce the amount of wounds they take by half. If a character is attacked by a source they are vulnerable, they take double the amount of wounds. Note, the value being reduced or increased is note the raw value of the attack, but the amount of damage that gets through armour and soak. Finally, critical damage is also effect by Resistance and Vulnerability, this effect is in addition to the effect it has on the wounds.

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The Structure of Combat

Post  Genisisect on Sat Jan 30, 2016 10:38 pm

Starting combat.
Before any battle can start the Gamaester must first determine if any party is surprised, this is likely to be caused by one or more parties succeeding a stealth test before the start of combat and grants a number of benefits. If one or more entity involved in a combat is surprised, before the commencement of normal combat rules a surprise round will occur. First all aware entities role initiative as normal (see rolling for initiative below), and can resolve the actions as per usual. Any surprised creature can make a Difficult (-2) INI save, if they are successful they may then act at the end of the surprise round as per normal (in an order determined by the DoS on their INI save), if they fail, they are considered surprised until their turn next round. It is easier to attack a surprised character, granting advantage on all attack roles, further while surprised a character cannot make a reaction.

Rolling for Initiative:
In order to determine the order to resolve combat, an initiative roll is required. All entities involved in the combat an initiative check, recording the number of Degrees of success or failure as their initiative step. Combat is resolved from the highest initiative step to lowest. In the case of a tie the character with the higher initiative bonus goes first, if the tie is still unresolved, the character with the higher initiative score goes first, if this does not resolve the tie, a PC (or PC's ally) goes first, with friendly ties always being resolved by the choice of the PCs. The initiative order does not change as combat proceeds, unless more characters arrive into the combat, in which case the also roll for initiative and join the combat order appropriately.

Actions in Combat:

There are 4 kinds of actions that can be taken during combat; movements, actions, reactions and free actions (Note some actions may be either X or Y where as some might be both X and Y). On a characters turn, the may make one move action and one full action. Further during one initiative round a character can make a number of reactions up to their INI bonus (replenishing at the start of their turn). Final a character can make any number of free actions (Gamaester's Discretion). A character may have a variety of options for their actions, some depending on the feats and class abilities they have, but below are some common actions of each type.

***Common actions are still not finalised***

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