Tag: Rules

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  • Dice Rolling

    All rolls other than damage rolls, will use d10's in some way. *Attacks:* * Base dice pool of d10's based on class * Base DC of 6 with trained weapons, base DC of 10 with untrained weapons * Reduce DC by your Precision (PRS, if any), increase DC by …

  • System and Rules

    This page has all the links you need for character creation, how the system works and any other questions you have about the game that aren't flavor or magic related. [[Attributes]] [[Character Classes | Character Classes]] [[Combat | Combat]] …

  • Level Up Guide

    Lucky you! The GM has decreed that you have enough "real"-world experiences to level-up! But how do I do such a thing?!? Just follow these steps: # Look at your [[Character Classes | class page]], it will have information on what you gain at different …

  • Gift Spheres

    *Major Spheres* Spells: [[Arcane Spells | Arcane]]/[[Divine Spells | Divine]]/[[Nature Spells | Nature]]/[[Psionics | Psionic]] [[Fighter Spheres | Fighter Spheres]] [[Rogue Spheres | Rogue Spheres]] [[Caster Spheres | Caster Spheres]] [[ …

  • Wound System

    Wounds may be dealt to your enemies when wielding certain weapons, dealing critical hits, successful called shots or damaging more than a third of their health in one hit. Each weapon type and area of the body deals/suffers different wounds. * On …

  • Combat

    *Beginning of Combat:* * Players and enemies roll Initiative, which is treated as an AGL save, roll one d10 and add your AGL to the roll * Groups of similar enemies use same roll *Actions in Combat:* * All combatants have a certain number of actions …

  • Fighter Spheres

    _Bastion_(Defender) * Aura-you projects an aura in an area of 10ft+5ft per 2 levels with a variety of effects. You may change effects once per turn by spending your reaction. Each person's aura is a reflection of their being, so any may choose for their …

  • Rogue Spheres

    _Antimagic_(Spellhound) * Drain-halve your melee damage to drain 2 mana from the target; increase the mana drain by 1 each subsequent time you choose this effect * Ricochet-if a ranged spell or magical ability specifically targeting you misses, you may …

  • Caster Spheres

    _Elements_(Magus) * Primal Armor- * Whirl Burst- * Elemental Barrage-this is a special option for those with the gift of Chainspell. _Mentalism_(Hermetic) * Danger Sense- * Soul Link- * Mind Forge- * Favored Augment-this is a special option for …

  • Minor Spheres

    _Armstraining_ * Equipment Training-gain bonus training in a weapon group, shields or heavier armor * Weapon Focus-gain bonuses on attack and damage for a certain weapon group * Weapon Adaptation-you are able to add traits to weapon attacks with a …

  • Racial Spheres

    *Humanity Sphere:* +Minor+ Humans may improve any attribute score by 1 at levels 3, 6 or 9. +Major+ (in addition each culture also has a unique choice of major gift, shown on their cultural page) _Soldier:_ *1st*-Bonus trained weapon group, knowledge …

  • Character Affinities

    Each character and some creatures you face will have an elemental affinity, which affects how they take damage and some other abilities. Each will increase one attribute and decrease another during character creation, and act just like the benefits from …

  • Attributes

    Your attributes are the basic definition of your strengths, weaknesses and what you can do. They are generally graded on a scale from 0 to 10, but rare individuals or creatures may have higher or lower attributes (though not most player characters). There …

  • Legacies

    Back to [[Mage]] +*Legacies anyone can take:*+ * Circle Magi: perform spells with others for greater effect Passive: You may use a full-round to join in another's spell or lead comrades in the casting of one of your spells. Other casters need not be …

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