Xen's Fantasy Game System (XFGS)
This began life as a generic fantasy system, and to much extent it still is. It is predominantly focused on the world of Dellan, because that's the world in which it was initially played. That said, the system is generic enough that the setting can be separated from the system, and it can be applied to any setting your heart desires.
These Mechanics Have been superseeded, and are out of date
Click Through here is a Character Sheet. NOTE: This character sheet is out of date as of Alpha Version 0.5 (23 Sept, 2018)
This system is based on the existing Superhero Game, with a few additions for genre specificity.
The driving factor behind the system is that the game designer dislikes systems that lock people into playing a Class. To survive in a brutal fantasy world, as would be needed in any world, a character needs to be an all-rounder. To have a trick or two that someone else might not know about.
This system is designed to be simple, quick and versatile.
This game is based on the highest number idea. In general (there are, of course, exceptions, but keep reading for these), you roll 1D20, and add the result to your score. That is then your final score.
The score for a task is generally: Ability+Skill+D20= Score
The score is then compared to the Challenge Rating, which is given to the players by the Games Master (That is, the person who is running the game for you).
There are two special rolls that you need to be aware of. A roll of 20 is always a success, and called a critical success. A roll of 1 is always a failure and called a critical fail.
Critical successes mean that you achieve whatever it is you’re trying to do. This doesn’t mean that what you’re about to do will go your way. If you are trying to kick open a door that is boobytrapped, and you roll a 20, you will definitely kick open the door. This does not warn you about the boobytrap, and does not, necessarily, stop it from going off. A critical success might also mean that you have found a way to do whatever task you were doing in a way that works better for you in general permanently. (see quirks)
A Critical Fail means that something bad has happened to you, or your party members. Either you’ve managed to misfire and shoot yourself in the foot, not noticed useful material, or in some cases find that a task that you are trying to do you are physically incapable of doing (and may never be able to do ever (see quirks).
In theory, every task can be tried. For those untrained in a task, the task might not be (rationally) likely to succeed, and might even have a Challenge Rating (CR) above what a person could roll. That does not mean that a person should not be allowed to try. There is always the chance of a natural 20, and even a non-succesful roll can be improved by the use of Luck.
This is the number that a hero has to achieve in order to succeed at a task.
The challenge rating for basic tasks is 17.
This rating changes based on other factors that can make a task difficult. Low light can make a target difficult to see, and might raise the target rating by 2 or 3 for a small object, for a challenge rating of 20 (CR 20).
Heros are not generally required to make a roll if their skill is naturally over the Challenge Rating for a task. There are are some exceptions to this. A roll is always required when Under Duress. This is a time of stress for the hero, and there is a chance that they might make a mistake. In some instances, the difficulty of the simple task may be increased because of the duress.
For example, a hero can unlock a simple door given time, the right equipment and peace without a roll. In this particular instance, however, the building is on fire, their life is in direct danger by the spreading flame. The Challenge Rating of the task has now moved from simple (17) to difficult(23). This is not the challenge rating of the lock, but a combined difficult of all the situational factors. This might get even more difficult if the hero doesn’t have the right equipment (+3 difficulty for this particular lock), and being actively shot at (+4). This makes the challenge rating 30.
Being under duress can make even the simplest of tasks nigh-impossible. Only a real hero would even attempt them.
This game is designed so that the characters can be heroes. There are going to be times when a hero doesn’t manage to pass a roll, but really feels that they need to do. As such, each character has 5 free Luck points that they can use for these actions. These refill at the end of the story arc, the GM will tell you when. If these run out, because a hero has been particularly unlucky, or wanting to be particularly heroic, the character can then also use the Experience Points that they have built up on their sheet for the same thing.
A Luck point allows a hero to roll 1d6 to attempt to increase their score. Each time a point is spent, you get an automatic bonus 1, to represent the Character point you have spent, and you get to roll, and add 1d6 to your roll.
Ability+Skills+1 (+1+1d6+1+1d6+ etc) +D20=Score
You can keep rolling the 1d6 as often as you have character points or XP to spend. If you roll a 6, the dice ‘explodes’ (you are very lucky), and you get a free roll, adding this number, ignoring any 1’s to your total. However, if you roll a 1d6 on the dice, you lose ALL ACCUMULATED POINTS FROM THE DICE. This is not considered a Critical Fail.
For example, a hero is trying to pick a particularly difficult lock. They have 9 in lockpick (Ability of 4 and skill in lockpick of 5). They roll a d20, and roll 5. This is very difficult lock, with a difficulty of 21. As they are in a battle, and desperately need to free the prisoners behind the locked door, the hero decides to press on.
They spend a character point, and roll 1d6 for another 4, adding the 1 for the character point spent, they now have 19. Being so close, they decide to roll again.
If they roll any number other than 1 on the d6, they will succeed this test. If they roll a 1, they will loose all that they have gained from the dice roll (in this case the 4), and only be left with the character point spent (which will 2. One for each dice).
Luck and Critical Fails
Luck cannot be used to improve, or make a critical fail not happen. For that, you must use Fate points
The Luck stat is a special stat that a hero can buy with XP, either when they create their character, or later during the game if their character has been particularly lucky.
For each point that a character has in Luck, they gain an extra 5 luck points
(needs a better name!)
Adventuring is likely to take a mental toll on a character.
This stat reflects the amount of trauma that a person can undergo in adventuring. As such, not every character will react to situations in the same way - with a few game-mechanic exceptions.
This scale runs all the way to 20.
- 1-2 : This suggests that the person has a few parts of themselves that is suffering trauma, but not likely to affect the character in anything but really-specific contexts.
- 2-4 : The character is beginning to have some behaviours that occasionally affect the game. This will be things like finding certain situations difficult to cope with. Generally at this level, people are learning to live with their mental health issues, and as such have found ways around it.
- 5-6 : This is the point where in modern society people would begin seeking counselling. Their behaviours impact them, rather than the game most of the time. For example, at this level a character might have an aversion to wool. In a medieval-based society, that makes clothing and other equipment difficult, as other forms of clothing is more expensive. The character can find a way around it, but it takes effort.
- 7-8 : It is at this point that characters beheviour is beginning to affect others. They perhaps find dark caves impossible to enter, or have spouts of OCD, or dissassociative behaviour. The character is still functioning, but it is the point at which someone should visit a doctor.
- 8-10 ; At this level a character will have good days and bad days. Medication, or other forms of help will be vital for a character to function on a regular basis, but even these will have days when they fail.
- 11-12 : A character will find that their mental health has deteriorated to the point that they cannot function in the world without help and intervention. They will need to be reminded to take their medication, and will need help in dealing with issues that most people will be able to take in their stride. It is possible that a character will have times of clarity, but these need to be translated through their particular mental health problems
- 12-14: A character at this level is finding it difficult to interact with the world in a way that makes sense. They have to translate everything through their issues, and will generally find that functioning is increasingly difficult. Understanding the world is incrediblly difficult, and danger may not appear as danger to them. Without constant help and supervision, it is very likely that this character would be unable to survive.
- 15+ : From this point onwards, a character is unable to ineract with the world in a meaningful way. Their mental-health problems are so great that they would need to be constantly restrained.
- 20 : At this point, the character has totally broken from reality. This is akin to a character death, as the character cannot come back from this point. The best that they can hope for is to be places in an instution / temple, and be cared for until the end of their days.
Heroes are watched by Lady Fate. The granting of the first Fate Point by The Lady is what separates a hero from an ordinary person. Fate points are powerful, and rare. If you've ever wanted to know what is that makes a protagonist survive a fall that would have killed anyone else, this is the game mechanic that does that.
Every hero begins the game with 1 fate point.
Fate points are awarded at the whim of the Lady, though they are most often awarded for doing her bidding, and following the fate she has mapped out for you: Being the hero you are meant to be.
Fate points are awarded for a hero being selfless, giving themselves to save others. For being a hero. This should be extraordinary acts of valour, and not just a hero using their healing ability to heal the wounded.
Using Fate Points
A Fate point is a powerful item. It gives a player access to fate itself, allowing them to rewrite fate as they see fit. This may not necessarily be in their favor. A fate point can be used for all manner of things. Perhaps a hero is in desperate need of a weapon, and while searching an abandoned cabin, they use a fate point to find one. The weapon they find, of course, will be at the discretion of Lady Fate (Or, in game terms, the GM). Abuse of the Fate point will may mean that Lady Fate will withdraw her favor, or worse, grant that hero a black mark.
Using Fate: A GM's Perspective
Fate points are meant to be there to aid the players in their time of need. They can even roll-back a disastrous critical fail. However, they cannot play with the fabric of reality itself (generally speaking). A player cannot use a fate point to find a specific item in a location where it would not normally be found. They cannot summon the Great Sword of Akash to their bedroom, for example. Players who annoy Lady Fate will gain a black mark.
A Fate Point cannot be used to counter another Fate Point (that can only be done by a Chaos Point(see below). It can be used to re-direct an already-state Fate Point Action. The combined actions will always be positive for those involved.
A Black Mark of Fate
Lady Fate is not to be trifled with. Those who do will have her favour removed, and gain a black mark. Players with a black mark cannot use Fate Points unless they have more Fate Points than they have black marks.
Optional Rule: For every black mark that a player has, it increases the number needed to roll a critical failure.
A player with five Black Marks has managed to anger the Lady so that their fate holds only one thing: Death. The Lady will relentlessly, and without mercy hunt the player (and all who are with them) until they are dead. For the good of the party a hero with 5 black marks should leave the game.
Black Mark Example
If a player gains 1 black mark, they require 2 Fate points to be able to spent a fate point. The other fate point is untouchable while they have the black mark.
While they have the black mark, on the roll of a 1 or 2 on the D20 they have Critically Failed. A character with 3 black marks would critically fail on a roll of 1,2 or 3, and so on.
Removing Black Marks
A Black Mark can be removed in a number of ways.
- They can visit the Temple of Fate in Ithica, and pay a large sum of money to have it removed. NOTE: The Temple does not take kindly to repeat visitors.
- They can request a fate quest. A Fate quest is a quest given by the lady that they must succeed at. Failure will mean another black mark.
- They can follow their fate in an exemplary manner. The problem with this can be finding out what their fate actually is.
- Lady Fate can be capricious. She may remove it at her own whim.
Chaos Points(Optional Rule)
There must be balence.
Lord Chaos does not like Lady Fate's ordered world, and instead would rather add a bit of excitement into the lives of people.
Chaos Points are a measure of just how much chaos a character can bring. These rules should be used sparingly, and with caution.
Chaos Points,unlike Fate Points, build up. They can only ever be spent once, but once spent,they are not erased, but rather placed in "Permanent Chaos Points". When a player reaches 3 permanent Chaos points, they cannot gain another. If they do gain another, they fall completely to Chaos, loosing their mind, and their soul, on the alter of Lord Chaos' Madness.
They have no in-game affect until they are spent, and a player can only have one unspent Chaos Point at a time.
Using Chaos Points
Sometimes it seems that things are going a little too smoothly, or perhaps your are jelouse that Somone is too favoured by Lady Fate, or you have another agenda mind. Or perhaps there is no other way.
Lord Chaos, unlike his benevolent counter part, can be summoned to a situation. What happens from there remains in the hands of Chaos. Sometimes he's helpful, sometimes he's not.
Using Chaos Points - Mechanics
The mood of Lord Chaos is as changeable as the wind, and he does not like being angered. He is far more capricious that Lady Fate, and childish demands will be met with childish outcomes. Do not temp Chaos; his sort attention span means his responses are often violent, deadly, and very terminal.
Chaos Points can be used in one of two ways:
- As a last ditch effort to save the day. Lord Chaos cannot be commanded, and will act as he sees fit. To work out how Lord Chaos will act, check the following table:
- On a 20: Chaos acts in your favour, in a very very positive way.
- On an event roll: Chaos will act in your favour.
- On an odd roll: Chaos will act against you
- On a 1: Chaos will act against you in a wholely unhelpful, likely negative way.
- To counter a fate point. Chaos Points can be used to counter another player's use of a fate point. When used in this way, there is no need for a dice roll. This keeps the world unaltered, and the fate point is lost.
Gaining Chaos Points
Chaos Points are gained by being Chaotic, by going against Lady Fate's Plan. In very, very rare instances, Lord Chaos may give out these 'favours' just because. A Chaos Point in general is not gained by spending of a Chaos Point, but they may be gained like that in very rare cases.
This may lead a player to be tempted to play as Chaotically as possible, to gain Lord Chaos' favour. This will indeed work, Lord Chaos will smile favourably on those who sow Chaos, and grant their character another Chaos Point. This will force the unspent Chaos Point into being a permanent Chaos Point.
The Parts of a Character
To know how well, or badly a character can achieve a thing, a hero needs statistics, or stats for short. Generally, these break down into 7 categories. During character creation, each score point in these abilities will need to be bought.
This is a measure of how physically strong a person is. This covers actions done with the body.
This covers how agile someone is. That is, how supple and nimble the whole body is. This the dodge skill (that is, how difficult you are to hit) is based off this stat.
This deals with fine manipulation of things. This is the skill used for picking pockets, or locks.
This stat covers how intelligent your character is. This stat is the basis for any special knowledge a character has. This is the characters learned knowledge.
This stat covers how much the character is aware of things that are going around them. This stat is the basis for perception rolls, willpower, and general knowledge checks. It is also the skill that initiative is based on.
This covers a character’s force of personality. How charismatic they are, or even, how unnerving they are. It covers persuade and intimidation checks.
Abilities need not have a positive range. A negative in an ability shows that that ability is disabled, or in some way missing. The negative score would mean removing that number from the total number rolled.
- -5 Disabled in some way
- -3 Young Child /Elderly
- -1 Teenagers/Young Adults
- 0 Average Human Adult
- 1 Trained Human Adult
- 2 Professionally trianed Human Adult (Weight Lifter/Accademic)
- 3 Professionally trained. (eg. Professor, Personal trainer etc)
- 4 In the top 20% of their chosen field
- 5 Amongst the best in their field locally
- 6 Amongst the best in their field nationally
- 7 Expert
- 8 Legend
This covers how healthy a body is. This stat is primarily used to see how much damage your body naturally takes, how long you can keep doing something, and how difficult it is to ward off poisons. This skill is responsible for working out which soak dice you roll when spending Character Points to soak damage.
1 = d4 2= d6 3=d8 4=d10 5=d12 6=d12+d4
When a character has a health score of 6 or more, for each 5 more, add another dice. So a character with 7 in health is rolling a d12+d6, 8 is rolling a d12+d8. It is only a one on the largest dice (eg. d12) that counts for stopping the roll culmination. If a hero has 10 in health (and therefore has 2 d12’s), the hero must pick which dice is the ‘major’ dice before rolling. It may be helpful for the two dice to be of different colours.
Luck is a measure of how generally luck your character is, and controls how many luck points a character has before they need to start using their own XP. Every hero gets 5 Luck points for free. For each point in Luck that a hero has, they gain an additional 5 Luck points.
For example, a character with a Luck score of 1 has 10 Luck points.
Defenses and Initiative
These scores are the passive defences that a body has. It takes into account the natural difficult it is to hit someone, or to poison someone and so on.
In some cases (such as during combat), a character is aware that they are going to be hit, and it may be more beneficial to use a skill or superpower, rather than these scores.
This score is based on Agility. Dodge is the score that will be used when someone is shooting at you from a distance. Initially, this will be based on your Agility score. During character creation (and when improving a character while spending XP) this score can be increased. When a character improves their agility score, their Dodge score also improves by the same amount. For example: a hero has an Agility score of 4, and a Dodge score of 6. They improve their Agility score to 5, because of this, their Dodge score becomes 7.
It cannot be increased to more than double a character's Agility.
Instead perhaps take 2 x Agility + Awareness + Points in Dodge = Dodge Skill.
This is the score is based on Health and Presence. This score is used whenever someone is trying to poison you, or you are trying to avoid breathing in poisonous gas. It is also the score that is used when trying to hold one’s breath underwater, or to keep pushing yourself forward physically. Pushing yourself beyond your limits requires your mental fortitude, as well as physical.
It cannot be increased to more than double a character's Health.
Fortitude = Health X2 + Presence + points spent = Total
This score is based on Dexterity. This score is used whenever someone is trying to hit you. It defines how naturally able you are to block someone who is trying to hit you, up close and personal.
It cannot be increased to more than double a character's Dexterity.
Perhaps make Dex x 2 + Awareness + Points
This score is based on Health. This score shows how resilient someone is to taking damage. This score is always removed from the amount of damage a character would receive when a character takes damage.
Example: A hero has been hit in the face by a brick in a sock. It is a successful strike, and would do 10 points of damage. A hero has a toughness of 6, so the hero only takes 4 (10 minus the toughness of 6, which is 4) points of damage.
This score is always used when taking damage. Any other abilities or skills that reduce damage are added to this score.
Total = Health*2 + Strength + Points Spent
Will is based on Awareness. It shows your mental stability, your will to keep going, your strength. It is used for the defence against mental attacks, and it is also used to wake a character up from unconsciousness, and to keep a character from dying.
Total = Awereness * 2 + Intellect + Points Spent
It is based on Awareness. Initiative is used to work out who goes first in a fight. This can be affected by skills, and by super-powers. Unlike other skills, a base of 10 is not added to this. It can be improved by XP, and has no limit.
Total = Awareness * 2 + Agility + Points Spent
Body Points (BP) are an indicator of how much physical damage a hero can take. This is worked out by adding Health to the number 20, followed by the value of a D20. This value can be increased by XP at the creation of a hero.
This amount is increased when the value of Health is increased.
Skills are abilities that the hero is trained in. They may have a mechanical skill from a day job, or they may have learned acrobatics while growing up in a circus. Each of these skills has a controlling Ability. For example, acrobatics is a skill that uses the full body, as such it comes under Agility. The scores are then both combined to give the score for the skill (as shown in the Basics section).
Having a positive number in a skill means that a hero is trained in that skill.
Skill are generally common-sense abilities, and no exhaustive list could ever be created. Skills follow the general idea that the higher score the better.
- 1 Hobbyist. Something they do occasionally
- 4 Professionally trained
- 6 Able to teach professionally
- 8 researcher in the subject
- 10 best in the locality
- 14 best nationally
- 17 best globally
Two skills with the same name are not necessarily equivalent. They should be shaped with quirks(see below), and with the way in which the character uses them. If a character concept revolves around trivia, then perhaps their skill check on knowledge for something that could be considered trivia will succeed at a lower Challenge Rating than someone who specialises in the area, but not in that particular field. This is meant to create interesting, and unusual characters from the way in which they are played.
Some skills will naturally be fighting skills. Brawling, or swordfighting, for example. Some skills might be more general, like Marksmanship. In a fight, it may make more sense to use these skills than the general defensive skills like Parry or Dodge. To do so, simply take the total skill score, and use that as the score to hit a character. For example, A Hero has Brawling at 11, and an Agility score of 4, giving them a Brawling score of 15. This is more than their Parry skill 14.
At earlier levels, their natural ability will be better than their trained abilities. This is to be expected, after all, it takes time to learn how to be a hero. In this case, always use the higher of the scores.
NOTE: Sometimes fighting skills are general. Such as Marksmanship. This gives the hero the ability to use many weapons (guns/crossbows etc) interchangeably. Broad skills like this do not confer such fighting bonuses. General skills cannot be added to damage done with a weapon. (eg. Melee does not add a damage bonus, whereas Sword use does. However, sword use can only be used for fighting with swords, and not bottles. see also Combat)
There is not an exhaustive list of skill here, as they can be picked by the player, with consent of the GM. An example list to follow (eventually).
Circles of Power
Circles of Power are what make heroes exceptional people. Circles allow a character to roll extra dice based on the rating of that circle, and perhaps any relevant skill that is contained there in. These are skills that cannot be gained in any other way.
A hero can have as many circles, and circle powers, as they like. Each circle governs an aspect, or an element of a character. When a character uses a circle, or a circle power, the ratings are added together to produce a Circle Rating. With this number, it is compared to the table table below to see how many dice a character rolls in addition to their usual skill checks (if any).
For example, a Hero has the Strength Circle at 1. For every action they take that involves Strength, they would add their Strength score, plus any relevant skills, then roll a D20, plus 1d4 for their Strength Circle rating.
Circle powers are skills that are connected with the circle in which they live. Circle powers are focused, rather than general. It makes them easier to learn, but removes the versitility. A Power can be focused on defence, attack, damage, and so on, but cannot be used for multiple aspects. The hero must chose at purchase of the power what aspect it is covering.
It is always a good idea to give a descriptive name to the power, which describes how it will work. The words Attack/Defence/etc. can be part of the name, or appended to it, or (for asthetic reasons) simply marked with an A (for Attack) or a D (for Damage) and so on.
The power of a Circle Power is produced by adding the rating of the Cirlce Power, to the controlling Circle.
A hero cannot have a Circle Power, and not have already purchased the controlling circle.
For example, A warrior hero would like to be stronger at hitting trolls with their sword. They would take the skill Great Swing Attack at 1, in their Strength Circle (also at 1). This makes their Circle Power Rating 2 when using this power. As such, they would add 1d6 to their roll when they are using this skill.
- 1 = d4
- 2 = d6
- 3 = d8
- 4 = d10
- 5 = d12
- 6 = d4+d12
- 7 = d6+d12
- 8 = d8+d12
- 9 = d10+d12
- 10 = d12+12
- 11 = d12+d12+d4
And so on.
Magic is a force that comes from between realities. Mages pull this power, and manipulate it to their will.
The first circle that any mage learns is the circle of Control. This is both a physical and mental discipline that trains the mage to remain focused while channelling the magic through them. This is important, as magic can be used as a channel for the Things from Beyond to enter into the world.
This control circle must then be combined with an element, or aspect that the mage wishes to control. Aspects can be, for example, earth, fire, metal, air, water, rock, time, distance and so on. One circle is needed for each aspect. A Mage can only have as many circles as they have points in control.
- A Mage can only cast spells that they have the circles for.
- Magic spells are instant - without the circle duration
- Mystica is lost even if the spell fails.
- A mage can only have as many circles as they have points in control
The basics of magic spell building
To build a spell, a Mage needs to have the relevant circles.
For example, our Hero wants to throw a fireball. The Mage starts with Control (at 1) and Fire (at 1). The Mage can now throw a fireball within combat distance (15ft). If the Ogre is within that distance, the Mage adds up the circles, and compares it to the table. 2 means 1d6. As such, the mage would roll 1D20+1D6, and try to get over the targets ranged defences. When the fireball hits, it does 1d6 points of damage (as Control (1) and Fire (1) is 1d6).
However, what if the target (a large Ogre), is 30ft away?. For this, the Mage needs to add Distance (at 1). The mage would also like the Ogre to burn for a while, so the Mage needs to add Time (at 1). In this situtation, the Mage adds Control (1), Fire(1), Distance(1), and Time(1) together. For this spell, a Mage is rolling 1d20 and 1d10 (looking at the chart, we can see that 4 is 1d10). When the fireball hits, it does 1d10 damage.
A Mage can use as many circles for a spell as makes sense.
In some instances, a Mage might not want to use the full power of a circle. Perhaps to conserve Mystica (See below), or to ensure the spell is not so powerful as to kill their target, perhaps they need them alive. A Mage never needs to use the full power of any circle. They must always, however, have at least 1 point of control in any spell.
For each circle that a Mage adds, it drains Mystica (see below)
Bardic Magic, Drudic Magic, and so on, all fall under this same idea. The only exception is Clerical Magic (see below).
For each circle that a Mage adds to a spell, it drains Mystica. Mystica is a measure of the physical strain it takes to summon and manipualte magic, breaking the laws of nature and physics. Mystica, in this way, is the Mages' "Spell power". For every 1 they have in their control power, they gain 5 points of mystica. When a mage is out of mystica, that doesn't mean that they can't cast magic, but it means that the spell now takes a physical toll on the mages' body. For each spell cast after the Mystica has run out come out of the hero's body points.
For example, When our hero threw that deadly fireball at the Ogre, they had used up their 5 mystica points (for having 1 in control). They chose to take the 4 points of damage that casting the spell did to them in order to save the party.
In extreme situations, it is possible to a mage to power a spell from their body. They can use their health-points to power a spell, literally burning away part of who they are to power the spell. This is called 'Mystica Damage'. It cannot be healed by clerical magic or potions, and can only be healed by resting and recovery of those points through the use of the health dice.
This is a dangerous way of using mystica. If a mage takes half of their health-points in mystica damage they run several, terrible risks - not in the least losing themselves to the magical void.
When a mage reaches half their health in mystica damage, they fall unconcious, and cannot regain consciousness until they have healed to above half of their health. For each day that they are unconcious, a mage must make a willpower roll. Failing this will power-roll will mean that they take they take 15 points of damage minus their control level, to a minimum of 5.
For example, if our mage has a control of 4, and they fail their will-power roll, the will take 11 points of damage.
If a mage takes their full health in mystica damage, they are dead. Their soul has been destroyed by being drawn into the magic void, and ripped into tiny shreds.
Magic and the Critical Fail
When a mage critically fails a spell, there is a chance that they have summoned a Thing from Beyond. This happens as well as any other negative affects from the spell.
To discover if a mage has summoned a Thing, take the power of the spell, and add increase the critical fail value by the number of points in the spell, then remove the number in control For example, a our mage trying to hit the Ogre critically failed. They now need to find out if they have caught the attention of a Thing. They were using 4 circles to achieve this.
NOTE: for this check, it is not the number of points in control that were used in the spell, but rather, the number of points in control that they have.
They remove the total value of Control (4 - It must be at least 4, they have 4 circles), leaving 0. They add this to their critical fail value (in this instance, is 1, but may be higher if they have black marks of fate) for a total of 1 (This number can never be less than 1). They now roll a D20. If they roll less than, or equal too 1, a Thing appears.
Example 2: They decide to set the Orc on fire. They decide to throw everything they have at including a specialisation in Fireball. They have 6 total in Fireball, and they have a control of 2. Here, they crit-fail, and now must make a roll to see if a Thing appears. Here, they take their control of 2, away from the number of dice they rolled, leaving 4. They now add their crit-fail number (1), for a total value of 5. If they roll less than 5 a Thing appears.
Clerical magic is slightly different from mage's magic.
Their clerical power comes from a Deity, so there is no danger of summoning a Thing from Beyond. This means that they do not need a Control circle to cast magic, but they are limited to the circles that are granted by their chosen deity, and limited to when and how their magic will work based on their standing with their deity.
Losing favour with one's deity, or taking an action that is directly in contradiction to their God's wishes may result in the removal of magic all together.
Clerics still require Mystica to cast their spells. To work out how much Mystica a cleric has, use the prime circle of their chosen Deity. The prime circle in for clerics acts as the control circle does for mages. A Cleric cannot have more circles than they have points in their prime circle.
For example, Clerics of Albeal, the Goddess of Law have the prime circle of Justice. Our Cleric of Albeal has 3 in this Circle, as such, they have a Mythica of (3x5)=15.
The circles a cleric can select are based on the nature of the deity. The prime circles of the deity are listed under the deities description. Some deities have more than one affinity, which will aid the cleric in choosing circles that benefit their deity. The cleric does not need to choose circles from their deities description beyond the primary circle.
The cleric cannot chose circles that are diametrically opposed to the deities prime nature. As such, a cleric of Mishna cannot choose any circle who's only use is to cause damage. The cleric could, however, choose fire, as it has uses in cleansing, heating, and cooking, but to use the fire to intentionally do damage would instantly loose the favour of Mishna. It is even possible to loose the favour of Mishna by accidentally loosing control of the fire magic. It should be noted that not deities do not necessarily allow all of their clerics to have the same circles. Their reasons are often ineffable.
This gives the cleric more freedom in casting spells. They do not always need to use their primary circle in casting spells (in the way a mage would need to use control), providing the action they are seeking to take is broadly within the aims of the deity.
For example, our cleric of Mishna wishes to provide water in order to aid their escape from a dungeon. They are the only ones trapped in it, and reason that by filling their small cell, they will be able to float up to the window and to freedom. As this will save the lives of themselves, and their party, it falls broadly within the aims of Mishna which is to preserve life. To cast this spell, the cleric could choose to rely solely on their water circle.
Cleritcal Crit Fail
When clerics critically fail their rolls, they do not summon a thing from beyond, as their magic comes from the divine. It is possible that this fail might incur the wrath of their deity, as such the Games Master may decide what happens.
However, if there is no specific response from the deity, there is a chance that they have 'shorted' their magic, and taken magical damage from badly channeling divine energy.
The Cleric rolls another D20, if they roll 1 then they take the total value of the spell as physical damage.
For example, if they were using a spell with a Power Rating of 4, they would take 4 points of damage to their Body Points. This cannot be soaked.
Wild Magic is a very, very, very bad idea.
A very, very bad idea.
Wild Magic is magic that is attempted by simply using a Power Circle, without a control circle.
This means someone who doesn't have a control circle AT ALL, or a mage who chooses not to add a single point from a control circle.
When casting Wild Magic, it does not take a points of Mystica, as there's no control, and therefore no strain. When casting wild magic, it is considered a critical fail on a roll of 11 or less. A critical fail will summon a Thing, normally a more powerful Thing that would be expected. Perhaps even more than one.
Wild Magic is a very, very, very bad idea.
Magic Difficult Chart
Magic allows a caster to try any spell that they can imagine. This doesn't mean that they are going to achieve it. Each Magic Circle increases the caster's ability to achieve their aim, and as such, lowers the difficult of the more difficult tasks.
|1||Can create a small, finger-sized flame. About as warm as a match.|
|2||Can create a small, palm-sized flame. Warm enough to burn skin.|
|3||Can create a small, palm-sized flame, warm enough to cook with.|
|4||Can create a flame the size of a football.|
|5||Can create a flame about two feet, hot enough to to do severe burns.|
|6||Can create the flame about two feet in size,|
|7||Can create a flame about 4 feet in size, warm enough to begin char meat|
|8||Can create a flame about 6 feet in size.|
|9||Can create a flame about 10 foot in size.|
|10||Can create a flame about 12 foot in diameter,|
|11||can create a flame about 14 foot in diameter, with temperatures reaching 140 degrees Celsius|
|12||Can create a flame about 16 foot in diameter, with temperatures reaching 160 degrees C|
|1||Increase the length of a spell by 10s of seconds|
|2||Increase the length of a spell by minuits|
|3||Increase the length of a spell by 10s of minuits|
|4||Increase the length of a spell by hours|
|5||Increase the length of a spell by 10s of hours|
|6||Increase the length of a spell by days|
|7||Increase the length of a spell by 10s of days|
|8||Increase the length of a spell by months|
|9||Increase the length of a spell by 5 months|
|10||Increase the length of a spell by years|
|11||Increase the length of a spell by 5s of years|
|12||Increase the length of a spell by decades|
|13||Increase the length of a spell by 3 decades|
|14||Increase the length of a spell by centuries|
|15||Increase the length of a spell by 10s of centuries|
Notes on the Duration Chart
Every spell cast without duration lasts only one round.
Magic Difficult Chart Explained
This chart is an example of what is achievable with different circle ratings, at the base difficulty of 17.
NOTE: Control does not add to the difficult, as it must (for safety) always be used (The use of Control is what gives us a difficulty of 17 to start with).
So, if a person has a circle rating in fire 4, and wishes to create a simple palm-sized fire, they would only need to roll 17.
If, however, a person with a circle rating of 4 wanted to create a 16ft flame, things become a little different. To find the difficulty number, we take 4 away from 12, to give us 8. This we add to the usual magic activation number of 17, to give us our final difficult number of 25.
The difficult for the creation of the spell increases with every level of complexity that a mage wishes to add to their spell.
For every circle beyond the first that a mage wishes to add, the difficulty increases by one. For example, if the above mage wishes to create a palm sized flame, then they could do so at a difficult of 17. If they had the circle 'time', and wished the flame to stay alight in their palm for an hour, providing they have the relevant circle level in time, the difficulty would only become 18.
Dark Magic is any magic that manipulates or desecrates life. This includes necromancy, as well as any spell that manipulates someone's emotions (love spells etc) to make someone go against their nature.
There are many sources for Dark Magic.
The Magic Void
The Magic Void, the place between, is the place from which most mages draw their magic. It is a wild place, inhabited by monstrous Things. The Magic Void, however, has limited uses. It can only operate in the 'natural sphere', it cannot be used to raise the dead, or bend things to unnatural ends.
Living creatures all contain within themselves traces of magic; some more than others. These traces can be found in the fresh blood of the creatures. The fresher the blood, the more potent the magics. The use of this magic takes the mystica from the creature who's blood it is.
This type of magic does not require a control circle, as it does not pull directly for the void.
For example, if a Blood Mage uses magic to power a simple fire spell, and seeks to use 4 mythica, the creature who's blood is being used permanently looses 4 health points.
The Realm of Darkenna
The real of Darkenna is perhaps the most potent form of mystica of all the dark sources. Magic from here is granted by the Lords of Darkenna. All give with a price.
Using Dark Magic
Mages who use their magics to manipulate people are using Dark Magic. The source of the magic (from where they are drawing their power) will depend on the penalties that they get for doing such an action.
From the Magic Void
A mage who uses magic from the magic void leaves themselves open to it. Should a mage crit-fail using this magic, they gain a magic taint from the void. This increases their crit-fail value for all magic rolls by the amount of taint.
From Blood Magic
Blood magic requires the destruction of a creature's soul. It isn't, however, a complete destruction. Remanants of the creature, a twisted, torture remnant will attach itself to the mage. These voices constantly whisper at the mage, and for each creature that dies during the use of the magic, the user gains another soul.
The Blood Mage must constantly be wary of their own sanity; For each soul that they have that is more than their willpower score, they gain both an insanity point, and a black mark of fate (for ending the fate of another in an unnatural way).
From the Lords of Darkenna
The Lords of Darkenna are always seeking to gain some foot-hold in the world. They will whisper to the mages who seek to use their magic for their own gain. A control Circle will keep the Lords and bay, but they will constantly offer gifts and deals in exchange for more power. The Lords will seek to gain control over the mage, and to eventually have them become their puppet.
Combat is likely in a hero game, as hero's attempt to overthrow the villains, and save the day.
Combat is therefore designed to be quick and simple, to keep the action fluid and exciting.
Combat happens in rounds.
To decide who is going first, everyone rolls a D20, and adds their initiative to the result.
In order, every hero takes a turn. A turn is defined as something that could be rationally done in 5 seconds. Each of these actions in theory happen at the same time, but for the sake of ease of play, they tend to happen one after another. A hero can choose to “hold their action” until after another hero has taken their turn.
During the round. Any hero can speak to another hero when it’s not their turn. It is the role of the GM to make sure that this conversation is “in Character”, and not about knowing that character A has an X number in a skill Talking is considered a “free action”, that is, it doesn’t use up the hero’s action for that round.
During combat, a hero may want to use an active defence, rather than a passive defence. The passive defence is the default values named above, the active values are an activated super-power. For example, a hero may have a high-tech sword. As this is counted as a superpower for the sake of the rules, with 7 (Agility (4) sword use(3)), this would be doubled to 14, which is better than their default parry 13. To use this, at the start of the combat, they may choose to activate the parry. This then because their parry value for the duration of the combat.
If the hero critically fails at their activation they have made themselves easier to hit. Their score becomes the value of the super-power without being doubled.
If the hero critically succeeds at their activation they have made themselves more difficult to hit, and the value of the super-power is tripled.
Combat Turn Order
Decide Initiative Anyone with an initiative power can choose to activate it. Roll initiative + d20, the highest goes first. Each player may take a single action. A single action may be anything that takes roughly 5 seconds: Activating their superpowers for improved defences Moving more than 5ft Making an attack
During their turn, a hero will likely want to attack a villain.
To make an attack, a hero chooses the relevant fighting skill.
If the skill is a physical weapon (sword or gun), they then use skills like sword fighting, or pistol use. These are then added to the controlling Ability, and added together. The difficult for the attack is the defender’s Parry (in the case of a sword) or Dodge in the case of a gun, and so on. If the skill is a super-power, they use the relevant super-power skill (dark bolt, mental attack). The difficulty is the target’s Dodge in the case of a ranged dark-bolt, or Will in the case of a mental attack, and so on.
Swordfighting (Agility(4)+Sword Skill(3)) + D20 (14) = 21
If the attack succeeds, the hero makes a damage roll.
For a physical weapon, damage is calculated by the following calculation:
Weapon’s Skill +Weapons Damage + (D20) = Final score.
Example: Swordfighting 7 (Sword Skill (3)+Agility (4)) + 10 (Weapons Damage (Strength +5) + (D20 (14) ) = 35.
For ranged weapons:
Weapon Specific Skill + Weapons Damage + D20
Weapon’s skill 7 (Bow (3)+ Dexterity(4)) + 10 (Arrow) + 14 (D20)= 31
NOTE: When rounding damage, always round up.
It is not possible to critically fail at doing damage.
If the hero rolls a critical success in doing damage, then the damage total is doubled, if the hero wishes (there are times when a hero may not necessarily wish to do double the amount of damage, especially if that damage might kill a villain).
In some cases, a hero may want to do extra damage with a relevant superpower. A good example of this is a hero with a sword, and super-strength. In this example, they may wish to activate (see above) their super-strength instead of using their default strength. If a hero did successfully activate their super-strength when using a sword (as in the above example), then their strength is replaced with their super-strength * 2. They are not added together.
When a hero is hit by a villain, they will take damage.
The amount of damage is worked out like this (this is called a Soak Roll):
Total Damage Dealt - (Toughness +(Armour)+Health Dice+D20) = Damage
Example: Damage Dealt (27) - ( Toughness (13) + Health Dice (2)+ (D20 (5)) = 7
If a hero rolls a critical fail at this point, the hero takes damage, but has also done themselves a critical injury, such as breaking an arm, or twisting an ankle. These can give minuses to the hero from this point onwards. For example, breaking a left arm might give a -2 to agility, which will affect all rolls connected to it (including Dodge), thereby making them easier to hit.
If a hero rolls a critical success, the hero takes no damage, no matter how much less than the full damage the soak roll is.
On some occasions, a hero might want to avoid taking damage. They can do this by choosing to roll their health dice (see health), and spending a Luck Point(LP) (or, if they are out of Luck Points, and XP). For each Luck Point they spend, they can roll their health dice and add the number to their soak score (above). If they roll a 1 on their health dice, then they loose all the Luck Points spent so far, and all the benefit achieved from them, and are reduced down to their basic soak score.
If a hero takes more damage than half their current Body Points, they fall unconscious. Any actions that require them to be concentrating stop. A hero remains unconscious until they roll a successful Will roll against Challenge Rating 25, or a suitable moment after the time of Duress has passed. A hero may not wish to become conscious, and can choose to remain unconscious and therefore not make the roll.
Taking such a large amount of damage has a chance of causing permanent physical harm. On falling unconscious, a hero rolls their health dice. On the roll of a one, they have caused some physical harm. A broken arm, or leg, or perhaps something more fatal.
Body Damage Roll
To work out which part of the body has been affected, roll a d6 and compare it to the following table.
- 1 right arm.
- 2 left arm.
- 3 right leg.
- 4 left leg.
- 5 Chest
- 6 head.
Damage to the head and chest areas may lead to bleeding and/or extended unconsciousness.
Dying and Death
As in all good stories, heros die.
If a hero reaches negative Body Points in damage, they are considered to be Unconscious, and must immediately make a Body Damage Roll. They may not recover from the state until they have been healed above 0 Body Points.
If they have taken negative body points that is equal to or greater than double their health, they are considered to be dying. For example, a hero with a health of 10, is on -5 body points, they are simply unconscious. If the hero then takes another 6 points of damage from being on fire, taking them to -11 points of damage, the hero begins to die.
A hero does not instantly die. There is a chance that their team-mates might try to rescue them. The hero’s action immediately following them beginning to die a hero must make a Will roll against a Challenge Rating of 17. Every turn there after, the Challenge rating increases by one. So, the next turn, the Challenge Rating becomes 18. This rating increases for 10 rounds, until the Challenge Rating becomes 27 (that is, the start of the hero’s turn, giving the maximum amount of time for other heroes to try to save them. Once the challenge rating becomes 27, that hero is dead.
If at any point the hero fails the roll (and does not have enough luck points to succeed) the hero is also considered to be dead.
optional rule: If a hero critical fails any of these rolls, then the hero is dead, and may not be resurrected.
optional rule(may be used instead of the above rule): If a hero critical fails any of these rolls, then the hero is dead. If the hero has a chance of resurrection, they must take a permanent disability/disfigurement of some kind.
Example Weapon Damage Chart
|Rock||1 + Strength|
|Glass Bottle/Scalpel||2 + Strength|
|Two Handed Sword||1d12||Using such a hefty weapon will throw it's user off-balance. As such, the wielder suffers halving of any defensive stance they take.|
|Balanced Short Bow||5|
|Balanced Long Bow||7|
|Balanced Two Handed Sword||10||NOTE: The defensive stance here is reduced by 1/3|
A Note on the damage chart
These damages are examples.
There will be swords which are better made, that are custom designed for the wielder. There will also be magical swords that will give a tiny boost, and so on.
Balanced Vs. Generic
Balanced weapons are weapons of high-quality and high-precision. This means that the wielder can be much more sure of how the weapon will swing, and how much damage it will do. As such, the balanced weapons do a constant amount of damage, rather than a dice roll. This gives a more consistent amount of damage.
The Generic weapons all have flaws in them, either in their weighting, or in the metal of the blade, or so on. This means that the weapon doesn't always hit well. It can also mean, of course, that these flaws line up in favour of the wielder and might mean that it can do more damage than the balanced weapon. The difference is, of course, that it can equally do less damage.
Health and Healing
The world of Dellan is a dangerous place. It is likely that at some point the hero is going to get injured.
Clerical Magic is the strongest form of healing in Dellan. To heal a cleric needs to the cast the magic (difficulty 17, plus any extra difficult based on the seriousness of the wounds). If it is successful, then the magic effect (whatever dice was used to cast the magic) becomes the amount of healing that a character received.
Mages, because of their source of magic, are unable to learn healing magics.
If a healer has no magic, then the amounts of healing is much reduced. A healer must make a successful intelligence(healing) (or similar) roll, the difficulty being the type and amount of damage done. If successful, the healer then does
Healing Skill(total) + rolled circle skill
amount of healing.
For example, if a hero has Intelligence 1, First Aid at 3, with an Intelligence Circle of 2, the amount of healing they would do is:
4 + (1d6 roll) 3 = 7 points of healing.
Non-Magical Healing limitations
Because healing is based on the natural rythms of the body, there are limits to often such rolls can be made.
- A hero who is in danger of dying, that is, below 0, can have a healing roll made on them every round until they are successfully at 0 or above.
- A hero who is above 0, but below half their total hit-points can have a healing attempt made once every hour.
- A hero who is over half their total hit-points can have a healing attempt made once every day.
Potions and Poultices
These are forms of healing that have been crafted by those skilled in the art. The prices quoted here are a general guide. The prices will vary greatly over Dellan, based on the availability of the items.
Some clerics of Mishna (and rarely, other religions) are able to make healing potions. These often have a short shelf-life (from a day to a month), and their healing value is set. They range from small (5pts of healing) up to major (40+pts of healing). These are very expensive, as the clerics who are capable of making them are rare. They are also not easy to get a hold of, as they are holy items clerics can be very jumpy about letting just anyone get a hold of them. Generally, they cost around 1 silver per point of healing, if a suitable cleric can be found to make them.
Alchemical Potions work much the same way as normal(mundane) healing would, with the same limitations (above). The main difference is that these potions can have a variety of affects. Some of the more expensive potions can even reduce the amount of time between the application of potions.
Alchemical potions are much cheaper than divine potions, but those with strong healing ability are rare.
Potions generally cost around 5 copper a point.
Poultices are folk remedies that are used to reduce the pain a wound. They are cheap, and have some small healing abilities, but they are more based on chance. Poultices are around a copper per level, though it is very rare to find someone able to make more than a level 4 poultice.
- level 1 : 1d4
- level 2: 1d6
- level 3: 1d8
- level 4: 1d10
- level 5: 1d12
- level 6: 1d20
There are rumours that some people are able to create poultices of higher level than these (and for each level higher, the amounts loop around again. Level 7 is 1d20+1d4, Level 8 is 1d20+1d6, and so on).
There are some poultices that are a different combination of dice.
Poultices can only be applied once per day, as they speed up the natural healing of a wound.
Physical damage is not the only problem in Dellan. There are diseases and poisoning as well.
Diseases and Poisoning are more of a problem in Dellan, the usual forms of healing (above) only heals the damage done by them, not the cause. A cleric generally deals with these problems by ensuring the person is well-healed, and letting the natural defences of the body flush it out, though for some diseases this is very difficult to achieve.
Curing Diseases or Poisoning with Clerical Magic
It takes a dedicated cleric to cure either of these. It requires either a dedicated circle skill, or an incredibly difficult (35+) activation roll in order to attempt to get these out of the system. The difficulty will depend on the type and severity of the disease, and the familiarity of a cleric with this kind of healing. The difficulty can also be reduced if the cleric can correctly identify the problem.
In most cases it can take hours of concentrated work for the spell to be effective.
Curing Diseases or Poisoning with mundane means
The biggest challenge is identifying the problem. A correctly-identified poison will allow a highly-trained healer (or alchemist etc) to create the right kind of medicine.
With Poisoning, most methods of poison cure is to purge the poison from the body. Everything from inducing vomiting, to ensuring that the poison is forced out of every pore. This is not a pleasant experience, and and can, in some cases, cause a person to gain an insanity point. Purging is not a quick experience, and will require several successful fortitude rolls, with the benefits gained from the medicine in order to completely drive the poison out of a person's system. Poisons may still cause permanent damage while it is purged.
Poison can be cured with an anti-poison. All poisons can be cured in this way, though the cure may still result in purging. Though not all anti-poisons can cure all poisons. The more powerful the poison, the more unique the anti-poisons, with the most powerful poisons of all requiring a unique anti-poison.
Creating an Anti-Poison
In an ideal situation, an anti-poison can be created by analysing a large specamine of the origina poison, with many tests made to see what reagents are succesful at nutralising that poision. Such time and care is often not available.
In that case, samples of the victim's blood, or other bodily fluids can be used to make an anti-poison, but the results will be less effective, and may take longer to take affect.
For example, a hero has been poisoned. If the correct anti-poison can be found, then the Hero will gain a +15 to their fortitude roll (needing 17 to succeed). They need to succeede 3 times in order to be free of the poison. For each failed roll, the poison will do them some damage (for example, 1d10 points of damage, which cannot be soaked as it is *inside* the hero).
If correct anti-poison cannot be found, then a sample of blood is taken. The , healer will need to correctly identify the poison. The difficulty is based on how rare the poison is, and how difficult it is to detect. Some of the most powerful and deadly poisons can mimic diseases, and often get mis-diagonosed until it is too late. These would require a roll of 40+ to detect. Most simple poisons (generally made from poisonous frogs or snakes) require a simple roll of 17 to detect.
To make the anti-poison, (assuming all ingredients can be gathered), the healer will need to make a difficult alchemy roll or similar. The result of that roll will determine how much help the hero gets to fight off this poison. Generally, this is the amount of skill the healer has in the relevant poition creation skill.
Intellect (1) + Alchemy (3) = 4 + Intellect Circle (2d6,which rolled 7) = 11.
In this example the hero would gain 11 to their fortitude rolls.
NOTE: At least 3 rolls must be made, even if the anti-poision is sucessfully more than the number a hero would need to roll to pass a fortitude roll. That is, for example, if a hero must roll 17 or more on their fortitude roll, and the anti-poison gives a +18, the hero must still roll 3 times. There is always the chance of a critical failure.
The process to curing disease is much the same as finding the correct anti-poison.
During the game, characters will find that they are passing more rolls than some, and failing more rolls than others. Perhaps a character simply can’t juggle swords when they are showing off. These kinds of random actions should be turned into Quirks. Quirks give permanent negatives and positives to actions. For example, a hero has (through random luck) just rolled 3 critical successes in a row to a task. That task could be made into a Quirk, and now gains a +2 to success to any future actions.
It can also work the other way. A character has managed to critically fail a certain task repeatedly. That character is just not cut out to using that skill in that way, and it becomes a quirk. That character is now at a -2 to those tasks in future.
When a character gains a negative quirk, those characters should increase their permanent Luck Points by one for each negative quirk they have.
optional: For each positive quirk a character has, they should reduce their permanent character points by one.
Quirks are designed to ensure that it is play-style, and skill usage that drive the character, rather than simple statistics.
Pets are domesticated animals. In theory, any animal can be domesticated, however the rarer and more magical the creature, the more difficult it is to do. It will take many succuessful animal handling (or similar) roles, over an extended period of time to tame a rare animal. In the case of magical animals, the difficult will be higher.
Pets cost 5XP.
* +5 for magical creature * +5 for rare creature * +5 for an older creature. * +3 for a traditionally violent creature * .. .and so on.
For each added complication, the difficulty, obviously increases. The most sucesful way of getting a pet it so find it young, and to be able to train and care for all it's needs for the first few weeks of it's life.
Pets, however, are simply that. They are generally non-combat creatures, and cannot be used in useful ways to solve puzzles. They are easily distracted, but loyal.
Familiars are likely the most common form of animal that players are going to want. This is the kind of animal that is able to solve puzzles, fight for, and with them, and have a modicum of independence.
Familiars cost 15XP at generation, or 25XP bought later in the game. A Familiar must first be a successful pet. Either an already-domesticated animal, or one that has become a pet (see the section on Pet for more details).
Familiars gain their own character sheet, and gain two advantages and one disadvantage.
Their health is 1d20 /2 +10. A critical success explodes, but the result remains halved.
Everything else on the character sheet can be bought as though it is a character, within reason.
A Familiar bought at creation can have items bought at the same cost as any other character at creation, but comes from the same XP pool as the player purchasing the character.
A Familiar bought later in the game can have the players XP spent on it at the same cost as any other character.
It should be remembered that they are an animal, therefore, an animal with Intellect of 1, is more intelligent than the average animal of it's species, not a human.
It should also be remembered that a Familiar isn't Psychic, and doesn't speak Ithican/Common. It can understand gestures and simple commands, but complicated instructions with many steps are likely to confuse the animal.
Soul Items are weapons that contain a person's soul. Sometimes this is intentional, and sometimes it is accidental.
These items are very rare.
Soul items can be found, or in rare cases a player can start with one.
Soul Items themselves gain a character sheet, for the 'soul' inside them. The powers of the item function in the same way as magic does, with the same limitations.
At Character creation, a player has 70 points to build their character. The cost for each section are below:
- 15 XP for Species pack
- 15 XP for a New Circle
- 5 XP per point in a Circle AFTER purchase
- 7 XP for a circle skill
- 3 XP for a point in a circle skill AFTER purchase
- 5 XP for an Atrribute
- 5 XP for a Special Stat
- 3 XP for a Skill
- 3 XP for a Defence Stat
- 2 XP for a Skill Specialisation.
Advantage and disadvantages
(Generally earn roughly 3-5 XP per session)
* New Circle: 25 xp * New Circle Skill: 10xp * New Skill : 7xp * New Skill Specialisation: 5xp * New Special Skill: 15xp
* Next Circle Level: 10xp X the level you are going too. * Atributes: 15xp times the level they are going too. * Skills: 5 times the level they are going too. * Specialisation: 3 times the level they are going too * Defenses: 5 times the level they are going too * Circle Skills: 5 times the level they are going too. * Special Skills : 15xp X the level you are going too.