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Fouredged Sword
2013-03-14, 11:20 AM
Ok, so I was playing around with 3.5 and thought to myself what if I toyed around with making my own system.

So I like E6 and heros staying very human. I like diverse characters who can advance in multiple directions. I like differing systems for various classes so each feels unique. I like systems that let the player be descriptive with what they use.

So I thought up the following. It is suposed to be a more rules light 3.5 that maintains low power level throughout all of 1-21 levels

D10 adventure. - This is a system that uses the following dice, D12, D10, D8, D6, and D4. D10 is the main die, so keep it handy.

Rolling Mechanics


To do something in D10 Adventure requires a roll. Normally this is a D10. You roll the D10 and add the relevant Attribute (AT) and Skill (SK) to your roll. You are attempting to meet or exceed a number called the task difficulty (TD). The skill is determined by the DM based on what you are trying to do. The attribute used is determined by the player based on how they are attempting to do it. The difficulty is determined by the DM based on how hard the challenge is. The formula is 1d10+AT+SK => TD is a success.

Skills are best used with some attributes rather than others. Some applications of a skill make no sense with some attributes. Using a favored attribute with a skill adds +1 to the roll. Using a unfavored attribute gives a -1, -2, or even -3 to the roll. This is determined by the DM, based on what the particulars of the action are. Using Athletics could have a favored attribute of strength for lifting a weight, or dexterity for balancing. For any given challenge the DM should keep in mind that it should be undoable with 1-2 attributes, favored with 1-2, and penalized with 1-2. If a player comes up with a really good idea of how they are using an atribute to do a task the DM may allow that atribute. The other factor is modifiers such as tools (which can add +1, or -1, -2, or -3 for lacking them in a task that requires tools).

To use an attribute the player must describe how. If the player cannot come up with a satisfactory answer for how the character is doing the action it automatically fails.

For example, a player wishes to disable a lock. The DM decides that this is a Manipulate Object check, and this uses the Manipulate Object skill. He sets the dificulty at 10, a hard, but doable task.

If the character wants to use strength they can attempt to break the lock. The lock is built sturdy so strength is unfavored, taking a -2.

He could use dexterity to open the lock with clever hands. This would be a neither favored or unfavored.

He could not use endurance to open the lock, as he could not think of how he could use endurance.

He could use his competence at lock opening. This is the favored attribute, as lockpicking is a learned skill that takes practice rather than talent, thus gets +1 to the roll.

He could use insight and open the lock by feel. This is a normal attribute, and gains no bonus or penalty.

He may lack lockpicks, and that would apply a -3 to any attempt to use dexterity, competence, or insight as lacking tools is a massive setback. He does have a crowbar, and a crowbar is an excellent tool for breaking a lock, so +1 for using strength.

The adventurer deciced to use strength to break the lock. He has a strength of 3 and a manipulate object of 2. He takes a -2 for using an unfavored skill but gets a +1 for using a good tool. The TD of the challenge is 10. He rolls a D10 and gets a 6. Adding it up he totals 10, so he manages to pry open the lock on his first try.

Sometimes characters compete with one another in a task that has a clear winner on one side or the other. These tasks are like running a race or determining a liar. These are opposed checks. The players both make rolls for the task, with the TD for the task = to the other character's roll. A tie is a tie, with neither side winning, or goes to the players if a tie is not a possible result.

Degrees of success

Sometimes an action can have better results than just doing it. Anytime a character exceeds the TD for a task by 5 or more the DM may choose to have the character do more than just succeed, but apply future role-play bonuses or modifiers on future tasks.


Attributes.

There are six attributes in D10 adventure.

Strength - Your characters raw power. This stat can be used anytime your character preforms a feat of raw physical power. Lifting, breaking, dragging, arm wrestling. All these fall under strength. Strength determined the weight you can carry unencumbered, and the damage that gets added to each blow in combat.

Dexterity - Your characters physical finesse. This stat can be used anytime your character preforms an action that uses careful balance, delicate movement, or precise manipulation. Dexterity makes your character more difficult to hit in combat and more easily able to land blows.

Endurance - Endurance represents your ability to sustain and keep going. Endurance can be used to preform any action where you will succeed if you persevere long enough. It is also a very important stat because it determines your characters ability to take damage by adding directly to your total HP, and determines the number of HP you regain for each period of rest.

Competence - Competence is how learned your character is and how quickly they acquire skills. Competence is used for any skill your character could have learned in the past. Competence can ONLY be used for tasks that can be learned, rather than tasks that require raw talent or ability. High competence characters can even reason out how to preform actions they don't know themselves, learning as they go.

Insight - Insight rules how your character is aware both internally and externally. It governs memory and senses. Insight can be used to recall information or notice things. Insight is very important to Deciples as it determines the base number of power points they can store.

Willpower - Willpower determines your character's drive and internal strength. Willpower can be used to resist mental effects, sway others with force of personality, resist being swayed, or use magic. Willpower is important for all characters because it determines your characters will pool, and doubly so for adepts because it determines their ability to control magic.

Your character starts with 1 in each stat, and adds 8 points devided among the stats as desired. The max a stat can be at starting is 4. A single stat can be lowered to 0 or -1, gaining an extra 1 point for 0 or 2 points for -1, but this represents a serious disability for your character, with a zero being very low ability and -1 being some crippling flaw.

Though attributes can start no higher than 4 attributes can be raised up to 6 as your character levels, and effects can raise an attribute as high as 10. Attributes cannot be raised past 10 through any means short of immortal power.


Skills

Skills are obtained as you level. Your maximum rank in a skill is your level/3+1, rounding down.

Skills are as follows (list to be added to later as needed)

Athletics - ability to do feats of physical action, like running, climbing, or jumping

Survival - Ability to survive in nature, find directions, and avoid hazards.

Knowledge - Ability to recall information, and baseline degree of information your character can recall about diverse subjects.

Craft - Your ability to make and repair objects, including making, but not setting, traps

Manipulate Objects - Your ability to preform tasks involving alterig the state of objects. This is setting traps, tying ropes, opening locks, disabling devices, breaking doors, ect.

Detect - Your ability to notice things, and be aware of your suroundings. Detecting things you are not looking for is always an insight roll.

Socialize - Your ability to to make people like and respect you.

Manipulate - Your ability to make people change their mind about particular things, preform particular actions, or change their emotional state.

Deceive - Your ability to convince someone a falsehood is truth.

Understand Motive - Your ability to determine the motives of others and resist manipulation

Stealth - Your ability to remain undetected

Medicine - Your ability to treat injury or brew poisons.

Specific skill uses

Repairing armor - Craft
AP can be restored to armor through the craft skill. Any character with ranks in craft can repair armor. A repair check defaults to one hour. In one hour a suit of armor can be repaired AP equal to the craft check -3. The check can be preformed in 30 min, but the penalty is increase to -5. A check done in 15 min takes a -7 penalty. You can also spend 15 min in maintenance and repair a single point of damage. This minor repair work cannot be preformed twice unless the armor is returned to full AP between maintenance.

Heal wounds - Medicine
While a character is resting his or her wounds can be treated. This is a TD 5 check. The character heals an extra wounds during the rest period. For every point the check exceeds 10 the character heals another point of HP. Treating wounds can only heal one point during a quick rest, regardless of the check.



Masteries

Characters gain a mastery every even level. You may choose ether a Weapon, Armor, or Skill mastery. The restriction is that you cannot choose the same type twice in a row. If at level 2 you picked a weapon mastery, at level 4 you would have to pick ether armor or skill.

Weapon Masteries

Weapon masteries are abilities your character has learned to apply to all weapons he or she holds. Weapon masteries grant bonuses to all weapons your character wields as if the weapon had points spent in those characteristics. A weapon mastery is worth one point of enhancement.

If the weapon already has that enhancement the character gains +1 rank of that enhancement. If the character already has all ranks of an enhancement the character gains ether 1 point of attack bonus or 1 point of DR pen based on the enhancement that is overlapped.

A weapon mastery can also be used to purchase proficiency. A point can be used to purchase 1 advanced weapon proficiency or upgrade an advanced weapon proficiency to a exotic weapon proficiency.

Armor Masteries

Much like weapon masteries, armor masteries add enhancements to all armor your character wears. An armor mastery can increase the Def bonus or DR by one, the AP by 5. It can also decrease the ACP by 1 (can be taken twice, stacks with native armor enhancements down to zero ACP) or decrease the don time by one degree (can be taken once, stacks with the native armor enhancement once)

Skill Masteries
Skill masteries add to your characters skill checks. A skill mastery adds +1 to a skill check it applies to. Skill masteries should be broad concepts that can apply across many skills and multiple attributes.

When you preform an action you may invoke your skill mastery for +1 to the check.

For example a skill mastery may be "nimble fingers" and you can invoke it while picking locks or sewing up wounds. Alternatively it could be "Unstoppable Might" and add to rolls to break down doors or running long distance.

Your character may have as many Skill masteries as they purchase, but only one can apply to any given action.


Derived Characteristics

Hit Points
You Hit points total is 1 + endurance + class level increases.

This determines the total amount of damage your body can take before you are incapacitated. After you have lost all HP you lose your ability to take actions, and fall to the ground.

At negative HP equal to or less than your endurance score you are stable and awake, but incapacitated. A TD 10+negative damage endurance check will allow you to take a single action.

If you take more than your endurance score in negative HP you begin to die. You loose one HP per round unless you can make a TD 10 endurance check to stabilize.

At over twice your endurance score in negative HP you are crippled. Your recovery is delayed and you must rest one week to recover. Even if you recover your HP, you take -2 to your strength and endurance attribute for 1 week.

At over three times your endurance attribute in negative HP you die.

Attack Bonus
Your attack bonus is Dex + Weapon To hit bonus. This is rolled for all weapons to determine a hit in combat

Armor Class
Your armor class is determined by 4 + Dex + Armor Def Bonus. This is the TD for anyone to attempt to strike you with a weapon

Willpool
Your willpool maximum is equal to your willpower attribute. Spending a will point can effect the game in the following ways.
- 1 point can allow you to treat a weapon as proficient for one combat
- 1 point and reduce the HP damage of a hit by 1
- 1 point can add 1 armor pen to a strike
- 1 point can add +1 to an attack roll
- 1 point can add 1 to a skill check

You recover one will point per day.


More another day.

Fouredged Sword
2013-03-14, 11:21 AM
Base Classes

Levels in classes

There are four base classes in D10 adventure. These classes are very different from one another, and the choice of starting class plays very heavily into the progression of your character.

Classes can only be taken for three levels, and classes must be taken to three levels. This breaks down your character to 7 class sets. These can be in multiple base classes or in a mix of base classes and advanced classes. Al characters start out at level 1-3 in one base class. This class is referred to as their core class. Even if you later take levels in another base class you only have a single core class taken at 1st-3rd level.

Your core class goes up one level at 5th, 8th, 11th, 14th, 17th, and 20th, granting an additional 6 levels across your career as an adventurer. This is why all base classes have 9 levels despite only being able to take 3 levels in a given class.

You gain these extra 6 levels regardless of the class you are currently taking. If fact, you will be taking a class other than your core class when you take these levels.

When you gain these extra levels you compare the gains from both classes and take the best advancement of skill points and HP. You also advance the class features of both your core class AND the class you are currently taking.

On top of class levels characters gain masteries as they level. These are tweaks to their abilities that allow them to push a little further than what would normally be allowed. Mastery take three forms. Weapon masteries grant the ability to make a weapon preform as if it is better than it would be in the hands of a less talented person. Armor masteries make armor better than when worn on someone else. Skill masteries grant bonuses when using skills in particular ways.

You gain a mastery every even level, gaining 10 during the course of your career. You cannot take the same mastery twice in a row, meaning that you can acquire at most 5 masteries of the same type.

At every 3rd level you reach a turning point in your development. You gain one point to add to any stat whenever you reach the third level of any class. This point can surpass the starting limit of 4, but it cannot increase a stat past 6. You cannot advance the same attribute twice in a row.


Warrior

The warrior is a powerful combatant. Warriors come from all walks of life and take many forms. There are two things that are constant between all warriors. First warriors are talented. They excel at many things through raw ability.

Characters who start as warriors gain the following
Medium armor proficiency
Advanced Weapon proficiency (2)

Characters who take warrior levels as non-core gain the following
One increase in armor proficiency
One advanced weapon proficiency

At each level you gain the following
+2Hp per level
+1skillpoint
+1 use of Effort
1 new effort ability

Effort
Effort is the ability to push yourself past normal limits and preform at a higher level of talent and ability than would be expected by a lesser person. Effort is a burst of will that allows you to gain victory when you would otherwise fail. warriors are proactive and solve problems directly. A warrior is best suited in direct action.

Warriors benefit from strength, dexterity, and endurance as they are commonly the first line in combat.

Effort can be spent in three ways. It can be spent to roll two dice when preforming any action. You can take the better of the second roll or the first roll+1. It can also be spent after the dice have been rolled, but in this case it simply adds one to the roll. Third it can be spent to activate effort abilities.

You have one use of effort per warrior level. These refresh one point per 15min of rest and totally at the start of any combat. It is suggested that effort be used frequently, especially at the start of combat encounters.

At warrior level 6 or greater 2 effort points may be spent on a single action, granting two dice with +2 to the first and +1 to the second or a single die with +2 after the fact.

At warrior level 9 you gain an extra +1 on the relevant roll when spending any effort. This grants allows spending 1 effort on a roll to act like a 6th level warrior spending 2 effort while only spending one effort, or when spending 2 effort have +3,+2 to the rolls.


Expert

An expert is a someone who has it figured out. An expert is someone who has chosen the path of skill over talent. They fight by being better at fighting. They learn and perfect. Experts are those who do things and make it seem so effortless, like slaying a dragon is nothing at all.

Experts are best suited by a character with a high competence, as they gain a lot of use out of that attribute.

Characters who start as expert gain the following
Light armor proficiency
Advanced Weapon proficiency (2)
+1 maximum ranks in all skills

Characters who gain levels in Expert as a non-core class gain
one advanced weapon proficiency
+1 maximum ranks in all skills

At each level you gain the following
+1Hp per level
+1 skillpoint
One new talent
One new trick

Talents are static bonuses that apply to an expert whenever they meet the requirements. Some talents can be taken multiple times. Refer to the each talent to see if the effects stack or apply to alternate areas when taken multiple times. Unless a talent says it can be taken multiple times it can only be taken once. Even if a talent states that it can be taken multiple times, you cannot take a talent twice in a row.

Tricks are abilities that a Expert learns and uses as he pleases. Tricks are minor alterations or abilities that are usable 1, 2, or 3 times per combat. Each trick is tracked independently, and uses of one trick cannot be used to power another. Tricks refresh at the start of combat, returning all uses to the expert.


Disciple

Disciples are those who have learned to channel power. The source of the power varies from adept to adept. Some are holy men, others psychics, others still masters of martial arts. What is the same between all disciples is that they channel some energy that powers their abilities. This energy always seems to take discipline and dedication to manifest. Some theorize that all adepts channel the same energy, but the church strongly rejects any such thinking.

Disciples powers are empowered through insight, so a disciple is well served by a high score in that attribute.

Characters who start as disciple gain the following
light armor proficiency
Advanced Weapon proficiency (1)
A pool of powerpoints equal to their insight score

Characters who take disciple levels as non-core gain the following
A pool of powerpoints equal to their insight score

At each level you gain the following
+1Hp per level
+1skillpoint
increase of their power point pool by two points
One extra power Focus

Power points are the pool of energy that disciples draw from when they use their powers. A the power point pool fills at a rate of one power point per disciple level per hour. The maximum number a disciple can store is 2x his class level + his Insight attribute.

Power points can be spent to add +1 to any roll except for damage rolls, applied before the die is rolled. The maximum that a disciple can spend in this way per round is 1/2 his or her disciple level, rounded up.

Furthermore, a disciple can spend power points to activate power focuses. These are effects that ether effect a single action or persist for a number of minuets equal to the disciple level of the user. Examples of this are augmenting weapons and armor or healing wounds.

This makes disciples dangerous in the short run, but able to be worn down over time be a foe willing to wait.


Adept

Adepts also tap into power beyond themselves. Adepts tap into a very different type of power than disciples though. Disciples dedicate themselves to a cause or study. Adepts tame a power. Some adepts are born. Some learn the craft. Others discover it by themselves. Each Adept taps into magic in a unique way. Though it is possible for one adept to learn the methods of another, each adepts touch on magic is a unique as a fingerprint.

Adepts tame a great force, and that requires great willpower. Anything less would put the adept in danger even using a trickle of his or her power.

Characters who start as disciple gain the following
light armor proficiency
Simple weapon proficiency only.
Magic power - Battle Magic

Characters who take adept levels as non-core gain the following
Magic Power - Battle magic

At each level you gain the following
+2 Hp per level
+1 skillpoint
One point of essence per adept level
One new magic power each adept level

Adepts wield pure magic. Only a limited amount of magic can be wielded at one time based on the skill of the adept and directing it to a particular ability is limited by willpower.

As Adepts gain in experience they gain both more essence to direct to powers and more powers to direct essence to. Powers have a cap of essence/2 rounded up of maximum essence invested in a power. The adept has a cap of 1 essence per adept level. Adept power are reversible, having two uses. An adept cannot use both sides of a power at once.


Base class theory

Each base class provides access to a unique mechanic. If later more base classes are added they should represent a unique mechanic.

All players are forced to select a central mechanic and go with it. Other mechanics can be dipped for added ability.

Most classes can be built for multiple rolls. Everyone with a high competence can use any skill.


NPC

Not everyone is a hero or villain. Sometimes people are just people. The NPC class is for those who lack special talent.

NPC's get
1 HP per level
1 skillpoint per level
light armor proficiency
basic weapon proficiency

NPC levels can be taken at any point, though players should not take levels in NPC. NPC can be taken for as many levels as the ST wishes, up to 21 straight NPC levels.


Class abilities

Warrior Effort Powers


Expert Tricks and Talents

Talents

Talents are abilities that an expert can ether preform at will or always on modifications of his normal abilities. Some Talents can be taken multiple times. Talents cannot be taken twice in a row. A different talent must be selected between any times a talent is taken twice in a row.

Opportunistic
- When you attack a foe who is suffering penalties to defense due to being outnumbered or denied his dextarity to defense you gain an additional point of DR penetration. This talent can be taken multiple times, and the effects stack up to the total penalty the target is taking to his or her defense or your dex, whatever is lower (Note, a target denied his or her dex takes the full effect of this ability, up to your dex score)

Uncanny Dodge
- Count yourself as having an additional ally within your control zone when determining if you are outnumbered. Effectively this increases the required number of foes to outnumber you by one. This talent can be taken multiple times.

Swift
- You add one yard to the total movement you can take when taking a movement action. This can be taken multiple times

Jaded
- You subtract 1 from the effective willpower of any character who attempts to effect your character with a condition that requires a willpower check to resist with their willpower being added to the TD. This talent can be taken multiple times, but it cannot reduce the effective willpower of the oncoming effect past 0.

Resilient

-You are just hard to kill. You know what it feels like to lie there bleeding. You add one to your endurance when determining the effects of negative HP on your character and gain +2 to checks to act while incapacitated. You also reduce the time you take the recovery penalty by two days. This talent can be taken multiple times.


Skilled
- You gain a skill mastery


Tricks

Tricks are abilities used in combat to get a quick edge. Tricks are usable only a few times before the other combatants no longer fall for such abilities. This is represented by a per encounter limit on the trick, each trick being usable a number of times per encounter.

Side Step
- You move 1 yard and strike a target you could hit from both locations. The target counts as having one extra foe threatening it for determining if it is outnumbered for the duration of your attack.

3 uses per encounter


Deadly Strike

This trick takes your whole round to pull off. You make a single strike vs a target within your control area. You wait for the perfect moment to strike and aim for a vital area. The damage of your attack bypasses AP and goes directly to HP.

1 use per encounter


Dirty Blow

You strike a target in a sensitive area. You make a single attack and if it hits your target takes a -1 penalty to all actions for a number of rounds equal to 2 + (your competence - their endurance) minimum 2. This effect does not stack with itself

3 uses per encounter


Unbalancing Blow
You hit a target with a strike made to unbalance them as much as damage them. You attack a target and the target makes a dexterity check TD 5+your dex if the attack hits. If they fail the check they fall prone. They also receive damage as normal for your attack.

2 uses per encounter


Disarming Strike

You attack the limb your target uses to hold his weapon. You attack a target, declaring one of their limbs as the location of the attack. They take damage as normal and make a endurance check TD 5+damage dealt or drop whatever they hold with that limb.





Disciple Foci


Adept Magic Powers

Strength / Weakness
- Each point of essence invested in this magic power allows the adept to ether increase the strength of himself or an ally or reduce the strength of a opponent. When used on another the effect has a range of 2xWillpower in yards. If used to sap strength the target can make a willpower check to ignore the effect, with a TD of 5+the willpower of the adept. On a failed save the power does nothing and the adept can reassign the essence on a later turn.

Dexterity / Slowness
- Each point of essence invested in this magic power allows the adept to ether increase the Dexterity of himself or an ally or reduce the dexterity of a opponent. When used on another the effect has a range of 2xWillpower in yards. If used to sap dexterity the target can make a willpower check to ignore the effect, with a TD of 5+the willpower of the adept. On a failed save the power does nothing and the adept can reassign the essence on a later turn. A point of essence can also be spent to effect multiple targets. Spending a point of essence this way increases the targets up to a number of targets equal to 1/2 the adept's willpower. All targets are effected the same way with ether increased or decreased attribute. Each target checks for resisting the effects separably, and if any are effected the power is considered active.

Endurance / Frailty
- Each point of essence invested in this magic power allows the adept to ether increase the endurance of himself or an ally or reduce the endurance of a opponent. When used on another the effect has a range of 2xWillpower in yards. If used to sap endurance the target can make a willpower check to ignore the effect, with a TD of 5+the willpower of the adept. On a failed save the power does nothing and the adept can reassign the essence on a later turn. A point of essence can also be spent to effect multiple targets. Spending a point of essence this way increases the targets up to a number of targets equal to 1/2 the adept's willpower. All targets are effected the same way with ether increased or decreased attribute. Each target checks for resisting the effects separably, and if any are effected the power is considered active.

Insight / Blindness
- Each point of essence invested in this magic power allows the adept to ether increase the insight of himself or an ally or reduce the insight of a opponent. When used on another the effect has a range of 2xWillpower in yards. If used to sap insight the target can make a willpower check to ignore the effect, with a TD of 5+the willpower of the adept. On a failed save the power does nothing and the adept can reassign the essence on a later turn. A point of essence can also be spent to effect multiple targets. Spending a point of essence this way increases the targets up to a number of targets equal to 1/2 the adept's willpower. All targets are effected the same way with ether increased or decreased attribute. Each target checks for resisting the effects separably, and if any are effected the power is considered active. Characters who are effected by this power are not aware of the effect unless they beat the TD of resisting the effect by 5 or more or roll a 10 on the check.

Competence / Incompetence
- Each point of essence invested in this magic power allows the adept to ether increase the competence of himself or an ally or reduce the competence of a opponent. When used on another the effect has a range of 2xWillpower in yards. If used to sap competence the target can make a willpower check to ignore the effect, with a TD of 5+the willpower of the adept. On a failed save the power does nothing and the adept can reassign the essence on a later turn. A point of essence can also be spent to effect multiple targets. Spending a point of essence this way increases the targets up to a number of targets equal to 1/2 the adept's willpower. All targets are effected the same way with ether increased or decreased attribute. Each target checks for resisting the effects separably, and if any are effected the power is considered active.

Willpower / Cowardice
- Each point of essence invested in this magic power allows the adept to ether increase the willpower of himself or an ally or reduce the willpower of a opponent. When used on another the effect has a range of 2xWillpower in yards. If used to sap insight the target can make a willpower check to ignore the effect, with a TD of 5+the willpower of the adept. On a failed save the power does nothing and the adept can reassign the essence on a later turn. A point of essence can also be spent to effect multiple targets. Spending a point of essence this way increases the targets up to a number of targets equal to 1/2 the adept's willpower. All targets are effected the same way with ether increased or decreased attribute. Each target checks for resisting the effects separably, and if any are effected the power is considered active.

Charm / Enrage
- An adept can alter a targets outlook about others. The adept can make a target ether like or dislike a person. The effect of this power is to sway a socialize roll a number by plus or minus the essence dedicated to it.

Suggest / Dominate
- This is a dark power that is considered nearly as dark as necromancy. Targets of this power are forced to obey the commands of the adept who manifests this power. Each point of essence invested makes this power more able to bend the will of the target and lasts longer. The target of this power makes a willpower check of 5+the adepts willpower or suffers the effect of this power. On a failed check the adept gains control of the target and can give a single command that the target must follow for the duration.

At one point of essence the power allows the adept to make a reasonable suggestion that the target can complete. This must be something that makes a degree of sense to do, even if it is not the best course of action. At two points of essence the target can be made to preform an action that is without reason, but not something the creature would not do if given a reason, such as allowing passage through a gate if set to guard. Three points of essence removes the need for the action to be something the target would consider for any reason, but the action must still not directly harm the target. Getting a subject to directly harm themselves cannot be done with this power

Essence can also be spent on duration. The power lasts for a single action on the part of the subject. By directing an extra essence point the power lasts as long as the adept spends an action each round to maintain it and stays within 2xwillpower yards of the subject. By directing two extra points of essence the power lasts for one minuet after the adept stops focusing on the power. Three points will extend the power to one hour after the adept stops focusing. Four points makes the power last until one day has passed. The essence is held by the power until the adept releases the effect or the duration has passed.

During the duration of a suggestion the subject is unaware of the fact that they are being controlled. Once the effect ends they are aware of their actions, but not that they where controlled, though that fact is likely to be obvious except for the lightest of touches.

Magical Aptitude / Fumble

Magical Aptitude allows an adept to bestow skill or lack of it on an attempt to use the Manipulate Object skill. Each point of essence adds or subtracts one to a Manipulate Object check.

Fouredged Sword
2013-03-14, 11:22 AM
reserved for specialty classes

General Classes

Armor smith

Requirements
Craft 1 rank

Class features
+1 armor prof level
Skilled hands
- For each level gained you double the amount of AP you repair when repairing armor, up to a bonus equal to you level in armorsmith


Nobility

Requirements
Socialize 1 rank

Class features
Noble Privilege
+1 to socialize rolls with nobility, or manipulate rolls to command a vassal of a noble.

Servant
- You acquire a servant or squire. He or she is a level 1 NPC with 1 in all attributes and 1 rank in survival and craft. At level 2 your servant advances to level 2 of the NPC class and gains 1 attribute point to spend as you direct. This grants the servant 1 extra HP and skills as normal. At level 3 the servant gains the first level in a core class of your choosing. The servant will never advance beyond this point unless he or she leaves your service.

If you release your servant from his or her duty, or for some reason your servant is unable to continue to serve you gain a new servant sometime in the next month. This servant is level 1 again and advances 1 level per month until he or she hits the maximum level allowed by your level of noble.


Cavalier

Requirements
1 rank handle animal

Class features
+1 level armor Prof
Mounted charge
- When charging on a mount you may add an extra point to your strength when determining damage per level in this class



Warrior Classes

Berserker
Requirements - None

Class features
Rage -
A berserker gains a special rage power that can only be used by this class. It is called rage and it grants attribute bonuses for a duration of Endurance+berserker level turns.

At 1st level it grants +1 strength and willpower
At 2nd level it also grants +1 endurance and +1 DR
At 3rd level it also grants +1 dex and allows the berserker to treat any two handed weapon as a double weapon, allowing for two attacks in one round.

While raging the berserker must make be aggressive, attacking whenever possible. Actions cannot be taken to protect others of defend yourself, except when they also act to attack.

While raging a berserker is not mindless, or lost to rage. At any point the berserker wishes to end the rage he may, but his body must then recover from the strain. The berserker takes a -1 to strength and dextrity for a number of rounds equal to the duration of his rage/3, rounding up. Entering another rage overrides this and replaces the penalties with the bonuses for the rage, but the number of turns spent recovering is cumulative, and must be taken eventually.

Fouredged Sword
2013-03-14, 11:23 AM
Basic equipment

Basic equipment is not supposed to be a major part of the game. Characters may choose to list and carry basic tools like lockpicks, tents, and other gear that could grant them a bonus to skill checks, but these items should be restricted by carry weight, not wealth. An adventurer makes enough money to afford such items out of hand. Small items that are commonly available should be allowed to be called out without issue. Larger items should be given to the characters without worrying about cost, but the player should record the weight and account for any encumbrance.

A character can carry 10+10*strength pounds of gear before any issues arise. After that the character adds one point of armor check penalty for every 10 pounds they carry. Like armor this penalty can be removed by setting aside the weight.


Weapons


Weapon creation and stats
Weapons are varied and a sword made by two different smiths can be significantly altered by the style of blade. Weapons are scored on a system of points, each point adding to the ability of the baseline weapon. Weapons have the following as a baseline

One handed
Bludgioning, slashing OR piercing (pick one)
+0 to hit
+0 to pierce DR
1d4 damage
3 pounds of weight

Each point can be spent to increase this baseline. Each point can add 1 to the to hit bonus, one to piercing DR, or increase the die size of the damage by 2, up to a max of 1d12 (4 points).

A balanced weapon can be used to make a second attack without penalty (rather than the normal penalty for two weapon fighting). A two handed weapon takes a -2 to hit if wielded one handed.

There are other things that can be purchased with points and effect the weapon as well. The list is as follows.


Balanced - 1 point - You ignore the penalties for two weapon fighting if both weapons you wield are balanced.

Two handed - -1 point - You require two hands to wield this weapon correctly. Failing to do so imposes a -2 penalty to your attack and damage rolls.

Double weapon - 1 point - requires two handed - this weapon can be used to make a second attack in one round, following the rules for two weapon fighting. This does not grant the balanced ability.

Defending - 1 point - when not used to attack this weapon acts as a shield, granting +1 to AC for that round.

Parrying - 1 point - requires defending - You gain the bonus for defending even when this weapon is used to attack.

Throwing - 1 - 3 points - This weapon can be thrown. It has a range increment of 10ft per point spent.

Ranged weapon - 1 -3 points - This weapon is a ranged weapon. It fires a projectile, requiring ammunition to function. Using this weapon in melee invokes a -4 penalty, but this weapon has a range increment of 30 ft per point spent.

Slow reload - -1-3 points - This weapon is hard to reload. The character must spend 1 action per point gained to reload the weapon. This is an exception to the double action rule and a character may spend both actions in a round reloading this weapon. At three points an assistant can choose to spend two actions to count as the third action to complete reloading.

Second damage type - 1 point - This weapon has a second striking surface that can deal a different damage type. Select a second damage type. When striking with this weapon you can choose to deal one or the other damage type.

Reach - 1 point - This weapon can reach an extra yard of distance to strike foes. Add one yard to both your reach and control distance.

Rending - 1 point per point - A smashing weapon is especially destructive vs armor. A smashing weapon deals 1 point of rending damage per point after damage is determined. This rending damage only applies to AP, and serves to speed up the destruction of objects.

Heavy construction - -1 point, or -2 points - This weapon is heavy. Double the base weight from 3 to 6 pounds for an extra point to spend. If the weapon is also a two handed weapon you can purchase this enhancement twice for a 12 pound weapon. - cannot be bought with mastery

Light construction - 1 to 2 points - This weapon is light weight. Reduce it's weight by half for each point spent (1.5 or .75 lbs)

Concealable - 1 to 2 points - Each point spent adds +1 to deceive checks to hide the weapon.

Unwieldy - -1 or -2 points - an unwieldy weapon is impossible to wield to your full strength. It is ether not built to deal powerful blows or it's mechanism is does not use the wielder strength to deal damage. At 1 point the weapon deals only 1/2 the wielders strength as extra damage (round up). At 2 point the weapon does not add extra damage based on the wielders strength.

Crank - 1-6 points - requires unwieldy 2 - This weapon has a crank powered mechanism like an crossbow. It each point of crank adds 1 to the damage of the weapon as if the wielder had a strength score equal to the points spent.



Weapons come in four types

Natural weapons are weapons inherent to a creature. These are inherent to the creature and are stated in the creatures entry. Humans have a natural 0 point unarmed strike.

Basic weapons are simple weapons that are easy to fight with. They gain 3 points to spend as the maker wishes. Basic weapons require no proficiency to use and anyone can simply pick them up and use them.

Advanced weapons require more skill to use. Advanced weapons have 5 points to spend as the creator wishes. Characters have proficiency in a number of advanced weapons based on their class. An advanced weapon proficiency can be changed with one day of study with the new weapon. Wielding an advanced weapon without proficiency causes the character to take a -2 to all attack rolls and -1 to damage.

Exotic weapons require specialized training to wield. Like advanced weapons exotic weapons require proficiency, but they, and their proficiency, are much more rare, and harder to master. A exotic weapon takes 1 week of training to change proficiency, the user must have seem the weapon wielded by a proficient wielder in the past or be instructed by such a wielder. They start with 7 points of proficiency to spend as the creator wishes.

Proficiency is in a particular weapon, and can be changed when needed. The number of proficiencies is more important that the current assignment to particular weapons. As a general rule all weapons with the same points spent are the same proficiency.

For cost weapons can be made by a master craftsman. These weapons add one point to the base weapon, chosen by the maker at the time of creation. All mastercrafted weapons act as the same proficiency, regardless of how the mastercraft point is spent.

Weapon creation guide
Clubs - Bludgeoning basic weapons. Points go to damage
Axes - slashing basic or advanced weapons - points go to damage and DR pen.
Swords - Slashing, piercing, or slashing/piercing weapons that have a wide variety of point spreads
Spears and lances - Piercing weapons that have heavy DR pen. Tend to have reach and/or thrown enhancements.
Daggers - Slashing and or piercing balanced weapons - tend to be low damage. Commonly seen with the defending or parrying enhancement, or throwing.

Sling - Basic bludgeoning ranged weapon. Damage tends to be increase.
Bow - Advanced piercing ranged weapon.
Crossbow - Basic piercing ranged weapon with slow reloading.

A character who lacks proficiency in a weapon can spend a will point to ignore any non-proficiency penalty for one combat.


Armor

Armor is vital to the survival of any character. Only select few adventurers can survive without it. Armor is what stands between your character and the many numerous pointy things that the world seeks to place in your lower intestine.

Armor overview
Armor, like weapons, is point based. Armor may be flavored in any way the player wishes, but it must follow the rules for it's class.

Armor has many important things it does. At it's core armor does three things. First, it makes it harder for a foe to land a meaningful blow (def bonus). Second, it makes the blows that do get landed much less lethal (Dr). Finally, armor takes the first brunt of damage, breaking first so you don't have to (AP).

The defense bonus adds directly to your AC. The DR subtracts itself from all damage rolls. AP is the armors ability to soak hits, and is lost like HP. Once all of an armor's AP is removed all damage is dealt directly to your character's HP. The defense bonus and DR work even after your armor has lost all AP, as the armor is nor destroyed, just damaged to the point that you are in mortal danger.

Unfortunately armor has draw backs. First armor makes is heavy. Armor weight can cause problems for weaker characters. Second armor makes it harder to preform many tasks. Armor causes an armor check penalty. This is a penalty that applies to any task that wearing armor would make more difficult. This includes things like running or delicate manipulation in heavy gauntlets. Anytime you make an action that the DM determines that armor check applies you subtract the check penalty from your roll. Your DM will tell you what part of your armor makes it more difficult. If your character stops to remove the offending piece of armor before the action the penalty is ignores. In combat you may not have the time to do so, or the armor may take more removal that you are comfortable with.

Finally, no armor is perfect. Every armor has a weakness. All armor must be weak to a singe damage type. Weapons striking with that type ignore one point of the defense bonus and DR.

When a weapon strikes armor damage can penetrate the armor despite the best efforts of the maker. Compare a weapon's DR pen to the DR of the armor. Subtract the DR pen from the armor's DR when determining damage. If the weapons DR pen is greater than the DR of the armor then the amount the DR pen is greater than the DR is dealt directly to the HP of the target as the weapon fully penetrates the armor.

Unlike weapons, armor does not require specific proficiency. Someone who is proficient in light armor is proficient in ALL medium armor. The same goes for medium, heavy, or field armor.

Wearing armor you are not proficient in decrease the armor's Def bonus and DR by a point each, decrease the AP by 5 (minimum 5), and increases the ACP by 1 point and the time to don by one degree.


Thus armor has a base line as follows

+1 Def
+1 DR
+5 AP

Light armor
-1 ACP
5 lbs
1 round to don
1 point to assign

Medium armor
-2 ACP
10bs
3 rounds to don
4 points to assign

Heavy armor
-3 ACP
20lbs
1 min to don
7 point to assign

Field armor
-4 ACP
5 min to don
40 lbs
10 points to assign

Armor points can be spent to alter these characteristics.
Def bonus +1 - 1 point
DR +1 - 1 point
+5 AP - 1 point
decrease ACP by 1 - 1 point (can be purchased twice)
Decrease don time 1 degree - 1 point (can be purchased once)
decrease weight by half - 1 point (can be purchased once)

Masterwork armor adds extra points that can be spent. Masterwork light or medium armor can add one point extra. Heavy or field armor can add 2 points extra.


Maintenance and repair

Armor takes a great deal of maintenance and repair. Armor degrades over time. Armor looses one point of AP per week of wear or month of storage. This is likely secondary to the normal method adventurers find degrading their armor. Armor also looses AP from getting struck.

AP can be restored to armor through the craft skill. Any character with ranks in craft can repair armor. A repair check defaults to one hour. In one hour a suit of armor can be repaired AP equal to the craft check -3. The check can be preformed in 30 min, but the penalty is increase to -5. A check done in 15 min takes a -7 penalty. You can also spend 15 min in maintenance and repair a single point of damage. This minor repair work cannot be preformed twice unless the armor is returned to full AP between maintenance.

Advice to players
Many adventurers carry backup armor in case their main suit of armor gets damaged during a outing and they do not have time to initiate repairs. A fresh suit of armor can mean the difference between facing a goblin band with just your HP or full AP.



Shields

Many characters carry shields. Shields are a great way to prevent damage. Shields add to your defense come in four forms. Any character can wield any shield regardless of class.

Bucklers -
Defense bonus - +1
Bucklers are a small shield that straps to your arm. A buckler can be used while holding or wielding a weapon in the same arm, but you cannot benefit from the bucklers bonus to defense unless you dedicate that arm to defensing (you also cannot benefit from a defending or parrying weapon wielded at the same time from the same arm)
+ 0 ACP
1 lb

Light shield
Defense Bonus - +2
A light shield is a small metal or wooden shield that adds a good blocking surface to one arm. The handle is small, but must be held. You can use your hand for manipulating objects or holding things, but you cannot wield a weapon. Note, you can wield a two handed weapon while wearing a light
shield, but you loose the shield bonus to defense when you make an attack.
+1 ACP
3 lbs

Heavy shield
Defense Bonus - +3
A heavy shield is a large wooden or metal shield that is strapped to your arms and covers a large area of your side. A heavy shield prevents you from carry anything in the hand you wield it with, though you may briefly hold things, allowing you to preform actions like loading a crossbow. Using your hand in this way reduces the bonus to defense by 2 for the round.
+ 2 ACP
5 lbs

Tower shield
Defense Bonus - +4
A tower shield is a massive wall to oncoming attacks. It is very heavy and cumbersome, but there is no better shield when it comes to defense. You cannot hold anything in the hand you use to wield a tower shield, and you loose 2 points of the defense bonus if you take more than a single move action in a round. You can spend an action to cover behind the shield, granting a +4 to defense vs attacks from one direction (measured in a 90 degree cone from your square. You loose the shields defense bonus from all other attacks if you do so, and you cannot attack any target who would attack your higher defense bonus.
+ 4 ACP
10 lbs

Fouredged Sword
2013-03-14, 11:24 AM
Reserved for combat

Rounds

A round is roughly three seconds long. All characters act during each round. Initiative is determined by a dex check, with characters taking turns acting. The character with the highest dex check goes first, with ties going to the character with the highest dex score. If that is also tied then have one character pick ether even or odd and roll a die. If that die comes up with a number that matches what the player called he goes first.

If one side of a conflict is caught by surprise they lose their actions during the first round.


Actions

Each character gets two actions during their turn. Unless specified otherwise a character cannot take the same action twice. For example a character can attack with his weapon and move, but not attack twice with the same weapon unless it is a double weapon.

Actions are as follows
Move - a character may move up to his dex in yards as an action. Characters can take this action twice in a round, but they half their dex to AC until they the start of their next turn.

Attack - a character can make a single attack with a weapon. The character rolls 1d10+dex+weapon to hit bonus and compares it to a TD of 5+dex+armor def bonus of his target. If he meets or exceeds his target TD, he hit the target. For every two points he exceeds the TD he gains a point of DR pen to his strike. The attacker then rolls the damage die for his weapon adding his strength. The DR pen of the attack is then compared to the DR of the armor. If the DR is higher than the DR pen, subtract the difference from the damage and deal it to the targets AP. If the DR pen is higher than the targets DR, the difference bypasses the AP of the target's armor and dealt directly as HP damage, with the rest of the rolled damage being dealt to the armor's AP.

For clarity
Roll to hit - 1d10+dex+to hit bonus VS 5+dex+def bonus, for every two points the attack beats the defense, add 1 Armor Pen to the strike
Roll damage - Roll 1dx+strength
Compare DR pen to DR
- if DR is higher than DR pen the attack does Damage-(DR-DR pen) damage to the targets AP
- If DR pen is higher than DR the attack does (DR pen-DR) damage directly to HP and any remaining damage rolled to AP

TWF - a character can attack with two weapons in a round, or with a double weapon, by spending a second action. A total penalty of -2 must be distributed between the two attack unless one or both weapons are balanced, though the attacker may choose what attack receives what penalty.

Guard - a character may spend an action to ready him or herself for oncoming attacks. The character gains +2 to defense until the start of his or her next turn.

Ready an action - A character may ready an action to do something. The character states a clear trigger and a single action. The first time the trigger is performed the character preforms the action. If the trigger is not preformed before the character's next turn the character does nothing.


Combat modifiers

Out numbered - If the number of enemies who can attack you with melee attacks is more than 1 greater than the number of allies who are within your control area or who's control area you are in, you are outnumbered. You take a -1 to defense for each foe who exceeds you as your attention is divided.

Crouched - This character has gone down to one knee or is otherwise lowered halfway to the ground. The character gains +2 def vs ranged attack, -2 or vs melee attack is, and his reach is reduced to his control area. The character must stand from a crouch or be restricted to moving one yard per action during movement. A character can stand as part of a move action, but the character must spend 1 yard of movement to do so.

Prone - A prone character is laying flat on the ground. The character treats there dex as -1 for all attackers, but gains +6 def vs ranged attacks. Characters who are prone's reach is reduced to their control area and they take -2 to all melee attack rolls, though they can fire ranged weapons without penalty. Standing from prone to crouched takes your ACP-1 (minimum 1) in yards worth of movement, sometimes taking more than a single action in very heavy armor.

Cover - A blocking object makes attacking harder. Any attack that has an intervening object between the attackers gives all attack rolls a penalty based on the degree of cover.

Cover is provided by ridged objects that cannot be moved through and will not permit a weapon to be swung over. If an object is within one yard of a direct line between the two characters then both have minor cover from the other, giving all attacks -1 between the two. If the object is in a square directly along the line between the two characters it is average cover, causing a -2 penalty to all attacks. If the object fills multiple squares between the two characters, or even all squares but allows attacks over, around, or through it, then the cover is major cover and attacks are at a -3. If the object completely covers a target completely, but allows attacks to be made around it, then the cover is total cover, and the penalty is -4. A character can take an action to duck behind cover, increasing the penalty to all oncoming attacks by 2.

Fouredged Sword
2013-03-17, 04:54 PM
Started the classes. Please let me know what you think of the system as it goes. I am looking for feedback.

Fouredged Sword
2013-03-18, 08:35 PM
More work done. Equipment deserves a look over. It is one of the unique mechanics of the system. I am going for balance of realism and functional play. Characters can take a beating and keep going, but fielding an army would take almost as many smiths as soldiers.

Fouredged Sword
2013-03-21, 11:20 AM
added some combat stuff. Getting this done!