Lannis
You've yeed your last haw
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Core Principles:
Core Mechanics:
General:
Experience:
Attributes:
Skills:
Focus:
- Rolls do not dictate how a player character thinks, feels, or reacts to something. These are for use in CRP, events, and situations generally outside the realm of normal interaction.
- Skills should feel rarely reliable in how they reflect character ability.
- The outcome of rolls still fall within the realm of what’s plausible, and remain contingent on what’s being emoted. A high roll doesn’t allow a sword to cut through a breastplate, and RP should remain the focus with rolls as a tool to ease the decision of outcomes.
Core Mechanics:
General:
Characters have a set of attributes, skills, and skill focuses that reflect their overall ability. When a test in a particular ability is made, the player rolls a d20 plus a modifier equal to the sum of the relevant skill and attribute, and compares it to a target number to decide outcome.
Experience:
Attributes, skills, and focus are increased by spending experience. Experience is earned by RPing regularly, and caps at a 15 each month. Cost increases with each point spent in a particular ability, and attributes are more expensive than individual skills.
Attributes:
General traits that broadly characterize a character’s ability. One of these is applied to every roll made, based on which is most relevant to the situation. Attributes cap at 5.
- Body: A character’s general physicality. Specific traits such as strength or swiftness are individual skills, this can be considered more as general athleticism.
- Mind: A measure of a character’s mental acuity and skills learned through academic study. This generally governs skills that apply what you know.
- Soul: A measure of ‘force of character’ and general ability to influence others and resist such influences themselves.
Skills:
Specific abilities or characteristics that represent a character’s ability in a particular area. Skills cap at 5, outside certain circumstances. The skills here are listed with what attribute they generally go with, but they aren’t bound to any.
- Awareness (Mind): A character's sense of area around them, and ability to notice subtle details in the environment.
- Ranged (Body): Skill with projectiles, such as bows and thrown weaponry.
- Handling (Soul): Skill in controlling animals and vehicles, such as a horse or ship.
- Resilience (Any): A character's general toughness and ability to withstand adversity.
- Medicine (Mind): Knowledge of mundane healing and how to apply it.
- Athletics (Body): A character's ability to apply their physicality to general tasks, such as climbing or lifting something heavy.
- Dexterity (Body): A character's ability to perform graceful actions, such as dodging or catching a thrown item.
- Deception (Body): A character's affinity for moving unseen and getting to places they shouldn't be.
- Unarmed (Body): Familiarity with fighting unarmed, both striking and wrestling.
- Melee (Body): Familiarity with melee weaponry, and skill with their use.
- Charisma (Soul): A character's Ability to make friends and influence people.
- Lore (Mind): A character's familiarity with scholarly pursuits, and likelihood of having some specific knowledge about the world.
- Crafting (Mind): A character's knack for learning crafting skills and making things on the fly.
Focus:
A specialized focus in a particular skill. Having focus for a roll adds 1d4 to the roll on top of modifiers from skills and attributes, but only applies in the specific situations relevant to the focus type. Each skill has a predefined list of foci, and any amount can be bought.
Foci:
- Awareness:
- Passive: How likely a character is to notice details in their environment without actively looking for them.
- Investigation: How likely a character is to find specific details about something they're inspecting.
- Insight: Intuition in identifying that something has hidden motives.
- Tracking: Ability to identify tracks and follow them to their source.
- Ranged:
- Bows: Affinity for bows, crossbows, and similar ranged weaponry.
- Thrown: Affinity for javelins, throwing knives, and similar ranged weaponry.
- Arcane: Affinity for aiming ranged spells.
- Handling:
- Vehicles: Affinity for piloting vehicles.
- Animals: Affinity for calming, riding, and managing animals.
- Summons: Affinity for directing summoned creatures.
- Resilience:
- Mental: Mental toughness and affinity for enduring psychological conditions.
- Endurance: Physical toughness and ability to push on through long periods of physical exertion.
- Malaise: Inherent ability to resist conditions such as poison, disease, and similar effects of an environmental or magical nature.
- Medicine:
- Healing: A character's affinity for the healing arts.
- Anatomy: A character's academic familiarity with anatomy, human and otherwise.
- Athletics:
- Might: A character's affinity for acts of raw strength.
- Climbing: A character's affinity for climbing things.
- Dexterity:
- Evasion: A character's affinity for dodging incoming attacks.
- Speed: A measure of a character's sprinting speed over short distances.
- Reflex: A character's general reflex speed, for actions like catching a thrown object.
- Deception:
- Stealth: A character's ability to move and hide without being detected.
- Disguise: A character's ability to conceal their true identity.
- Thievery: A character's affinity for lockpicking, pickpocketing, and similar deeds of ill repute
- Unarmed:
- Striking: A character's affinity for punching, kicking, and the like.
- Grappling: A character's affinity for wrestling, grappling, and the like.
- Melee:
- Blades: Affinity for bladed weapons, such as swords and daggers.
- Polearms: Affinity for polearms, such as spears and halberds.
- Short Weapons: Affinity for singlehanded weapons, such as maces and axes.
- Shields: Affinity for using shields
- Charisma:
- Persuasion: A character's ability to convince others to see things their way.
- Intimidation: A character's ability to frighten others by their presence.
- Guile: A character's ability to convince others that a lie is the truth.
- Lore:
- History: Specialized familiarity with history and events of the past.
- Nature: Specialized familiarity with academic details about wild animals and the wilderness
- Arcana: Specialized familiarity with the esoteric, including magic and magical phenomena.
- Crafting:
- Engineering: Affinity for designing something to build to address a specific problem.
- Repair: Affinity for applying a quick repair to get something working again.
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