Amorcul Academy

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(Amorcul In The Widest)
 
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Amorcul Academy is a "worldsetting" designed with [[d20 Rebirth]] and/or [[Anime_d20_Renaissance]] in mind - particularly the testing of both.
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Amorcul Academy is a "worldsetting" designed with [[d20 Rebirth]] and/or [[Anime D20 Renaissance]] in mind - particularly the testing of both.
In the setting, characters are involved in a highly fantastic university dedicated to adventuring. The setting is extremely heavy on meta and fourth-wall play, and shifts or subverts several core D&D assumptions (particularly the absolute nature of morality/ethics) - although most mechanics remain the same.
In the setting, characters are involved in a highly fantastic university dedicated to adventuring. The setting is extremely heavy on meta and fourth-wall play, and shifts or subverts several core D&D assumptions (particularly the absolute nature of morality/ethics) - although most mechanics remain the same.
Subsections for more specific concerns will come in time.
Subsections for more specific concerns will come in time.
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* [[Amorcul:History]]
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* [[Amorcul:Districts of Amorcul Academy]]
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* [[Amorcul:Laws and Policies]]
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* [[Amorcul:Annual Schedule]]
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* [[Amorcul:Crafting]]
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* [[Amorcul:Cosmos]]
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* [[Amorcul:Silliness]]
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* [[Amorcul:Races]]
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* [[Amorcul:Classes]]
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* [[Amorcul:Prestige Classes]]
== High Concept ==
== High Concept ==
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Upon completing these courses, they take one-week primers in a minimum of thirteen different classes, ultimately deciding on their Major and Minor. (In rules terms, the two classes of the first level of a Gestalt.) At this point, their title becomes Associate, Level One.
Upon completing these courses, they take one-week primers in a minimum of thirteen different classes, ultimately deciding on their Major and Minor. (In rules terms, the two classes of the first level of a Gestalt.) At this point, their title becomes Associate, Level One.
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At that point, the student advances, not on a timetable, but by completing a minimum number of training sessions, written exams and projects, and one finals exam series (usually including a job on Enarlira or other plane). They must progress in a Major and a Minor at the same time - the same exam covering both.
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At that point, the student advances, not on a timetable, but by completing a minimum number of training sessions, written exams and projects, and one finals exam series (usually including a job on Enarlira or other plane). They must progress in a Major and a Minor at the same time - the same exam series covering both.
Many training sessions and ''all'' practical exams are done in teams - students are thus ''massively'' encouraged to build a group from around campus, to fill an exam-worthy team. (School administration will regularly force exam teams to accept others, though...)
Many training sessions and ''all'' practical exams are done in teams - students are thus ''massively'' encouraged to build a group from around campus, to fill an exam-worthy team. (School administration will regularly force exam teams to accept others, though...)
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Amorcul also maintains special "Simulation Chambers" - dimensional pockets that allow for the 'simulation' of higher (or lower!) levels. Some adventures will mandate this - and many students also attend these chambers (both ways!) for fun.
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Amorcul also maintains special "Simulation Chambers" - dimensional pockets that allow for the 'simulation' of higher (or lower!) levels, or even different classes. Some trainings or tests will mandate this - and many students also attend these chambers (both ways!) for fun.
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'''The Amorcul Academy cosmos NEVER has Always in its alignments. Any creatures Usually of an Alignment are considered Often of that alignment instead, and any creatures Always of an alignment are considered Usually of that alignment. A creature with an alignment subtype KEEPS that subtype for vulnerabilities and advantages, but can develop their alignment completely independently of it - resulting in them having every vulnerability and advantage of opposite alignments. A lot of GM handwaving may become necessary.'''
=== Rankings ===
=== Rankings ===
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=== Special Minors ===
=== Special Minors ===
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Many classes are not sufficiently largely represented to be Majors - or for special reasons, refuse to be. While almost any class that is a Major can be a Minor too, some classes can ''only'' be Minors.
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Many classes are not sufficiently largely represented to be Majors - or for special reasons, refuse to be. While almost any class that is a Major can be a Minor too, some classes can ''only'' be Minors. These Special Minors often teach skills far outside of adventuring - after all, having a town's hotshot defense attorney also be an Amorcul-trained Bard is a great marketing tool!
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Unless the GM specifies otherwise, all [[Anime d20 Renaissance]] classes are Minor-only.
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Unless the GM specifies otherwise, all [[Anime D20 Renaissance]] classes are Minor-only. The "Adventurer" class is not recommended ''per se'' - instead, the player devises the theme their Adventurer character points would center around, and makes up a relevant Minor (and possibly district related to that minor) for it. (Any character points not going directly to the theme get handwaved as elective courses, seminars, or the like.)
=== Level experience charting ===
=== Level experience charting ===
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To reach each level, a student must first declare their Major and Minor for that level, then completes a number of training sessions equal to their Level per class (sessions can vary in length, but are often longer at higher levels - an on-level job counts as a training session for both courses), completes a series of written exams (some classes have more than others, but all have at least one) and/or projects, and finally take their Finals - a series of practical exams (as trainings, often jobs) equal to a third of their class level (rounded up), plus an additional two for Graduate exams.
To reach each level, a student must first declare their Major and Minor for that level, then completes a number of training sessions equal to their Level per class (sessions can vary in length, but are often longer at higher levels - an on-level job counts as a training session for both courses), completes a series of written exams (some classes have more than others, but all have at least one) and/or projects, and finally take their Finals - a series of practical exams (as trainings, often jobs) equal to a third of their class level (rounded up), plus an additional two for Graduate exams.
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(For convenience's sake, the GM may skip the details of this or render them at his detail. Students who are behind/failing may be offered opportunities for alternative passing routes... Often rather unpleasant ones.)
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(For convenience's sake, the GM may skip the details of this at his preference. Students who are behind/failing may be offered opportunities for alternative passing routes... Often rather unpleasant ones.)
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Many students will also take side-quests on top (particularly if they're strapped for gold!). These don't count for experience.
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See [[Amorcul:Crafting]] for cases of paying XP costs for items.

Current revision as of 23:00, 23 August 2010

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