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==Attributes== ===Physical Attributes=== ''Rated between 1 and 10. Each character starts with one rank in each of these, and then receives another 8, 6, or 4 points to distribute amongst each category (physical, mental, and social) as they see fit. Average humans have a score of 3.'' {|border=1px ! !!Physical !!Mental !!Social |- |'''Power''' || Strength || Intelligence || Presence |- |'''Finesse''' || Dexterity || Perception || Charisma |- |'''Resilience''' || Fortitude || Willpower || Ego |} ==Skills== ''Skills, like attributes, are rated between 1 and 10. However, however many points you have in a skill determines which dice you roll, instead of simply being an additive modifier the way attributes are.'' ===Physical Skills=== ====Archery==== ''Dexterity based'' Archery represents any ranged attack that isn't thrown. Throwing weapons are covered by ''Athletics''. ====Athletics==== ''Variable'' ''Athletics'' represents any physical action that involves physical activity one could do for exercise or see at a track meet: running, jumping, throwing, tumbling, balance, and more are covered by this skill. Though most cases will use Dexterity as the modifier, there are instances where Strength or Constitution will be more realistic (long-distance running, for example). ====Brawl==== ''Strength based'' ''Brawl'' represents any combat action where one uses either bare hands or improvised weaponry. This includes trained martial arts, brass knuckles, gauntlets, and similar modifications of "fighting with your hands". ====Larceny==== ''Dexterity based'' ''Larceny'' represents any physical action that could be considered illegal. Pick-pocketing, lock-picking, and sleight of hand all fall under ''Larceny''. Trap-setting, however, falls under ''Survival''. ====Melee==== ''Strength based'' ''Melee'' represents any combat action where one uses a non-improvised weapon. Attacks involving swords, staves, axes, et al. all fall into this category. ====Ride==== ''Constitution based'' ''Ride'' represents your ability to stay on a mount of any sort. Unique mounts (ie: any mount that isn't a pony or horse) will penalize your score or subtracts from the result. ====Sail==== ''Strength based'' ''Sail'' represents your ability to man a boat. This includes knowledge of rigging, using the stars for navigation, and terminology (both technical and colloquial) of naval equipment. ====Sneak==== ''Dexterity based'' ''Sneak'' represents your ability to avoid notice. This includes moving quietly, blending into a crowd, or avoiding notice during combat. ====Survival==== ''Constitution based'' ''Survival'' represents your ability to survive in the wild. This score assumes you have simple tools (a knife, flint and steel, etc.): a penalty should be applied for not having them. This skill includes trap-setting, tracking, and basic knowledge of flora and fauna. ====Swim==== ''Constitution based'' ''Swim'' represents your ability to swim. This skill is separated from ''Athletics'' because most people in [[Marranarch]] don't know how to swim. ===Mental Skills=== ====Academia==== ''Intelligence based'' ====Appraise==== ''Wisdom based'' ====Concentration==== ''Willpower based'' ====Craft==== ''Willpower based'' ====Forgery==== ''Variable'' ====Heal==== ''Wisdom based'' ====Herbology==== ''Intelligence based'' ====Law==== ''Intelligence based'' ====Lore==== ''Wisdom based'' ====Perception==== ''Willpower based'' ===Social Skills=== ====Commune==== ''Presence based'' ====Disguise==== ''Ego based'' ====Empathy==== ''Charisma based'' ====Expression==== ''Charisma based'' ====Haggle==== ''Presence based'' ====Language==== ''None'' ====Manipulate==== ''Charisma based'' ====Perform==== ''Presence based'' ====Politics==== ''Ego based'' ====Subterfuge==== ''Ego based'' ==Professions== ''A character receives a primary profession, a secondary profession, and a hobby upon creation. Primary profession has the highest effect on the character, while secondary has a smaller effect, and hobby has a very minor effect.'' ===Secondary Professions=== ===Hobbies=== ==Blessings and Banes== ''Characters receive an as-of-now undetermined amount of blessings and banes upon character creation. Probably five points worth of blessings, and taking a bane will give you more blessing points.'' ==Magic== Everybody has access to all forms magic. The one exception to this is the Stonekin, who only have access to spirit magic. Having been originally created by mankind, they don't have access to divine magic. Similarly, since they are created--instead of born--they do not have the proper abilities required to perform arcane magic. People cast magic by drawing from a pool of energy inherent in each being. Different forms of magic draw on different pools and use different attributes as their primary foci. Magic affects the caster's physical well-being. Some spells require the caster to voluntarily reduce an ability score or a skill score for a variable amount of time. Also, casters may also voluntarily reduce ability or skill scores before completely draining their magic pools. There are three kinds of magic: Divine, Arcane, and Spirit. ===Divine Magic=== Divine magic comes from the gods. Those who pray for their magic use divine magic. Your divine magic pool is equal to your Wisdom plus your Charisma, multiplied by two. Divine magic requires a symbol of the god the spell calls on. ===Arcane Magic=== Arcane magic comes from the self. Those who force their will on the universe use arcane magic. Your arcane magic pool is equal to your Constitution plus your Willpower. Arcane magic requires no components besides the caster's energy. ===Spirit Magic=== Spirit magic comes from the spirits inherent in all things. Those who commune with spirits for their magic use spirit magic. Your spirit magic pool is equal to your Willpower plus your Presence, multiplied by three. Spirit magic requires physical components which are consumed in the process of casting. ==Races== ===Humans=== ''The most pervasive and common race'' ===Rruk=== '''Frogmen''' ''An adaptation of [[Grippli]]'' ===Kssthraita=== '''Lizardmen''' ''An adaptation of [[Kobold]]s'' ===Chuurka=== '''Insectoids''' ===Aerie=== '''Birdmen''' ===Gnomes=== ''Short humanoids with inclinations towards magic'' ===Stonekin=== '''Golems''' ''A race of stone that reproduces by carving new members into being'' Stonekin do not have divine and arcane magic pools. However, they have a closer connection to the earth than other races, and as such receive a larger spirit magic pool. Their spirit magic pool is equal to their Willpower plus their Presence, multiplied by four. Stonekin also subtract 2 from Charisma and Wits: as creatures of stone, they are frightening to other creatures and are slow thinkers. However, Stonekin add 2 to Strength and Constitution: due to their size and construction, Stonekin are unusually strong and tough. '''Summary:''' +2 Str, +2 Con, -2 Cha, -2 Wits, AMP = 0, DMP = 0, SMP = (Will + Pre) x4 ===Fae=== '''Faeries''' ''Plant and animal spirits given form'' Fae subtract 2 from Strength and 1 from Constitution, since they are smaller and less durable than humans (on average). However, they add 1 to Wits, Willpower, and Presence, since they are more magically inclined than humans are. In addition, fae gain traits according to their parent spirit. {|border=1 !Parent!!Benefit |- | |} '''Summary:''' +1 Wits, +1 Will, +1 Pre, -2 Str, -1 Con, Parent traits ==Nationality== ''Like Professions, Nationality also affects your characters final outcome. However, nationality doesn't modify Attributes and Skills. Instead, it modifies Skills and Languages.'' ===Heliosunde=== ===Enherjer=== ===Phoenicia=== ===Prynn=== ===Downtrodden Isle=== ==Dice Rolling== {|Border=1 !Amount In Skill !! Kind of Dice Rolled |- |''Untrained''||d2 |- |1 Point||d3 |- |2 Points||d4 |- |3 Points||d6 |- |4 Points||d8 |- |5 Points||d10 |- |6 Points||d10+1 |- |7 Points||d10+2 |- |8 Points||d10+3 |- |9 Points||d10+4 |- |10 Points||d10+5 |} {|border=1px !Amount in Stat !!Number of Dice Rolled |- |1 || 1 |- |2 || 2 |- |3 || 3 |- |4 || 4 |- |5 || 5 |- |6 || 6 |- |7 || 7 |- |8 || 8 |- |9 || 9 |- |10 || 10 |} When using a skill, one rolls a number of dice equal to your relevant ability of the kind dictated by the relevant skill. For instance, if your character is climbing a smooth wall (difficulty 4 successes 2) and has four ranks in athletics and three strength, you would roll 3d6 and match this against the difficulty. If you had enough successes to beat the success margin, then you succeed at climbing the wall. Failing a check with a one showing is considered a critical failure. Failing a roll with three ones showing is considered a compound failure. [[category:Imperial System]][[category:Concept]]
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