Tag: rules

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  • Character Creation

    [[Main Page]] >> Character Creation [[Attributes]]
    [[Races]]
    [[Classes]]
    [[Talents]]
    [[Skills]]
    [[Specializations]]

  • Attributes

    [[Main Page]] >> [[Character Creation]] >> Attributes There are eight standard attributes and nine calculated attributes. Characters in this game will start with 40 attribute points to distribute among the standard attributes. h4. Standard …

  • Races

    [[Main Page]] >> [[Character Creation]] >> Races *Human* +1 Strength, +1 Agility, +1 Endurance, +2 Communication, +1 to any attribute
    *Elf* +1 Perception, +2 Will, +2 Intuition, Night Vision *Dwarf* +1 Agility, +1 Strength, +3 Endurance, …

  • Classes

    [[Main Page]] >> [[Character Creation]] >> Classes Your class grants you a few bonuses and the ability to purchase basic talents which fall under that class. Each character begins play with 4 talent points to spend. You may put points in any talent …

  • Skills

    [[Main Page]] >> [[Character Creation]] >> Skills Skills are based on a specific attribute and cannot be raised higher than that attribute. When a skill is used, the player rolls the skill + the involved attribute. Rogues begin with 100 points to …

  • Combat

    [[Main Page]] >> Combat Combat in this system is done in an abstract manner instead of the particular manner used in miniatures games. Instead of having a map that displays exactly where each character is standing and which way they are facing and …

  • Specializations

    [[Main Page]] >> [[Character Creation]] h3. Warrior Specializations [[Warrior Specialization Talents]] *Chevalier*
    Requirements: 10 points in Ride, at least 15 points distributed between Spear, Sword, Axe and Bludgeon in some manner, you …

  • Mage Specialization Talents

    [[Main Page]] >> [[Character Creation]] >> [[Specializations]] >> Mage Specialization Talents *Landsoul* For every point you put into this talent, you no longer have to pay the Maintain cost for one ongoing instance of a spell casting in the Nature …

  • Equipment

    [[Main Page]] >> Equipment This page is for listing basic equipment as I make it up. *Weapons* Weapons have a base damage rating, a number of hands, and a delay. They are also specified as ranged or melee. _Balanced Dagger_
    Sword-type …

  • Chat Gaming

    [[Main Page]] >> Chat Gaming Just some helpful notes on chat gaming. First, the dice code. To roll dice in the AIM chat room, just use this code: //roll-dice#-sides# So if you want to roll 2d10, you'd put in "//roll-dice2-sides10", without the …

  • Talents

    [[Main Page]] >> [[Character Creation]] >> Talents h4. Warrior Talents *Charge*
    Spend 3 pain and take a -10 to your defense for the next 5 segments in order to instantly Engage the target of your choice. [[Coordination]]
    [[Dual …

  • Coordination

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Coordination # Meat Shield: You may opt to take the friendly fire damage that would normally be dealt to any ally in an Engaged cluster with you. # Friendly Fire Isn't: You may spend 2 pain at …

  • Dual Wield Style

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Dual-Wield Style These abilities may only be used if you are wielding a weapon in each hand. # Independent Hand Training: You no longer take the attack penalty when wielding two weapons. # …

  • Footwork

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Footwork # Disengage: You may disengage from any number of opponents simultaneously by rolling Agility only against the opponent of your choice. Or, you may spend 2 pain and disengage …

  • Battle Hardened

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] # Speedy: you may spend 1 point of pain to ignore a single Slow effect when it is applied. # Resilient: you may spend 2 points of pain to ignore a single Stun effect when it is applied. # …

  • Two Handed Weapon Style

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Two-Handed Weapon Style These abilities may only be used if you are wielding a two-handed weapon. # Pommel Strike: spend 1 pain to strike with the weighted haft of the weapon. If your attack …

  • Weapon and Shield Style

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Weapon and Shield Style These abilities may only be used if you are wielding a melee weapon and a shield. # Bash: Spend 1 pain to strike with your shield and your weapon simultaneously (roll …

  • Dodgy

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Dodgy # Disengage: You may disengage from any number of opponents simultaneously by rolling Agility only against the opponent of your choice. Or, you may spend 2 pain and disengage …

  • Evaluate

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Evaluate # Observe: When in combat but not engaged in melee, you may spend 1 segment to simply study an opponent's fighting style. For each segment you spend studying a single opponent in this …

  • Lethality

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Lethality # Accurate Strike: Spend 1 pain to add +2 to your attack roll. You may spend any amount of pain in this manner. # Agonizing Strike: When you successfully hit with a Backstab, your …

  • Single Weapon Style

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Single-Weapon Style # Side Present: You present only your side when attacking, leaving you less open to counter-attacks. +3 to physical defense against melee attacks when wielding a single …

  • Sharpshooting

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Sharpshooting # Hand and Eye: Add +3 to your attack when using a ranged weapon. # Find the Opening: If you make a ranged attack on a target on the same segment as that target is struck in melee …

  • Siege

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Siege # Crew Training: You may operate siege weapons with sufficient proficiency and speed to use them in normal combat. # Ballistics Training: You take only a -5 penalty to your attack when …

  • Slyness

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Slyness # Quick Switch: You no longer need to roll Agility to switch opponents. # Stealth: if opponents are unaware of your presence (due to successful Stealth or other reasons) when combat …

  • Blood

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Blood # Corruption: Ranged, Cost 5, Delay 2, Maintain 4: the target takes a number of points of acid damage every segment equal to your spell power for the duration of the spell; this damage …

  • Cure

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Cure # Restore Pain: Beneficial, Cost 1+, Delay 3, the target regains a number of points of pain equal to your Spell Power. You may increase the cost to restore an additional point of pain per …

  • Fire

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Fire # Fireball: Area, Cost 4, Delay 3: Does base 15 fire damage to up to 2 opponents and everyone else in their Engaged clusters. You may spend a point of pain to increase the number of …

  • Ice

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Ice # Ice Blast: Ranged, Cost 2, Delay 2: Does 30 base cold damage. # Frost Prison: Ranged, Cost 8, Delay 3, Maintain 5: Does 10 base cold damage. In addition, the target must roll Endurance …

  • Nature

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Nature # Speak: You may speak with non-sentient living creatures. Cannot be cast during combat. # Call: Maintain 10. Calls a creature or creatures to do your bidding. Cannot be cast during …

  • Obstruction

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Obstruction # Push: Ranged, Cost 1, Delay 1: Instantly Disengages a target from all opponents. # Slow: Area, Cost 5, Delay 2, Maintain 5: Affects 5 opponents and their Engaged clusters. All …

  • Protection

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Protection # Focus: Beneficial, Cost 4, Delay 3, Maintain 3: The target gains extra temporary pain equal to to your spell power. # Shield: Personal, Cost 5, Delay 2, Maintain 5: Gain a bonus to …

  • Shock

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Shock # Shock Weapons: Personal or Beneficial, Cost 6, Delay 6, Maintain 2: Sheathes a weapon in an electrical field that discharges when it strikes. Opponents taking damage from the weaopn …

  • Spirit

    [[Main Page]] >> [[Character Creation]] >> [[Talents]] >> Spirit # Dispel Magic: Area, Cost 5, Delay 3: Ends all Maintained effects on the battlefield. # Drain Magic: Ranged, Delay 3: the target must roll Will against the caster's Spell power or they …

  • Rogue Specialization Talents

    [[Main Page]] >> [[Character Creation]] >> [[Specializations]] >> Rogue Specialization Talents *Duel Mastery* When you are engaged with a single opponent who is also engaging you, you gain +1 to attack and defense for each point you put into this …

  • Warrior Specialization Talents

    [[Main Page]] >> [[Character Creation]] >> [[Specializations]] *Horseback Mastery* For every point you put in this mastery, your mount gains +1 to attack and +1 defense. *Hound Master* For each point you put in this mastery, your hounds gain +10 …

  • Recovery

    [[Main Page]] >> Recovery h3. Pain and Magic Pain and Magic are restored automatically at the end of combat--except for the Maintain for active spells. This also means that you don't spend Magic outside of combat (except Maintain) to cast spells. …