Fate Mechanics System (Test)

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Fate Mechanics System (Test)

Post Post #0 (ISO) » Fri Apr 06, 2012 3:28 am

Post by DeathNote »

What is completed goes below here:
---------------------------
Index:
[0] Player Rules:
[1] Our Rules System in a Couple of Nutshells:
[2] Combat Mechanics:
[3] Character Creation:
[4] Magick Rules:

---------------
[0] Player Rules:


As with Mafia games, playing in Amstaad is subject to several rules. Failure to follow these will result in disciplinary action.

The fundamental point here is not game integrity as it is in a Mafia game, but story integrity. When you enter Amstaad, you have the same access to information as every other player -- your character design does not automatically entitle you to extra game-influencing information. This means that:

*Unlike in Mafia games, you may discuss with other players and mods at any time by PM. If this is done to discuss with other players, we request that you also cc a moderator.
*You are limited in-game from sharing information with other players unless you are both in the same place at the same time. Achieving this can be organized with other players at any time.
*When these in-game conditions are met, they will be confirmed by the mods.

You also will not be as rigidly held to editing and deleting standards as in a Mafia game. You are telling a story, and can fix the way you tell it within reason if you make an error. We will ensure, however, that no editing or deleting be done to your posts after they have been responded to.

Please do not use invisible or smaller-than-normal text. Make your posts readable.

If you will be absent for an extended period of time, please post your plans in-thread. Do not worry about being replaced. At worst, we may have to put your character into "suspended animation" for a period of time to enable other players to proceed with playing. Essentially, your character would go unconscious at the time you leave and wake up on the day you return with no ill effects.

In most cases, you will be held to a certain standard of civility. This can be breached in-character towards other players or NPCs if and only if it is reasonable for your character to do so. Out-of-character misbehaviour towards other players or misbehaviour directed towards the mods instead of the NPCs they are playing will result in disciplinary action.

Players are forbidden to quote Mod Communication. They are free to paraphrase what the mod says, but the mod will neither confirm nor deny what the players say, unless if it is rules-related things.

You are expected to keep the story's integrity paramount. While you are welcome to read what other players are up to, you are never allowed to use information another character gained to your own advantage if there was no possible way for your character to figure that information out. Meeting with other players to exchange information is acceptable. Suddenly heading directly for an enemy hideout a player discovered 5 minutes ago on the other side of the city, or equally blatant and/or ridiculous actions will be disciplined.

-------------
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Post Post #1 (ISO) » Mon Apr 09, 2012 9:14 am

Post by DeathNote »

[1] Our Rules System in a Couple of Nutshells:

Overview of FATE


The system that we are using is based on the FATE rules system. Instead of typical D20 systems where there are limited attributes, and a numerical aspect to them, FATE uses descriptions to explain things.  If your character has a 5 in charisma, what does that mean, flavorwise? Numbers detract from the overall RPG experience, and FATE is a wonderful system to eliminate that jarring feeling. Everything in this game has a rating based on this ladder:

The Ladder
6 Legendary
5 Epic
4 Superb
3 Great
2 Good
1 Fair
0 Average
-1 Mediocre
-2 Poor
-3 Terrible
-4 Abysmal

So now we know when a character has a 2 in a particular skill, it means that character is Good at that thing.

Let’s say that Billy Bob, a character, has a Fair rating on pickpocketing. He needs to pick the pocket of a sleeping guardsman for a key. The moderator will now assign a difficulty rating to that task. Let’s say that the task requires a Good result to accomplish. Now, the moderator will roll four D6. For each 1 and 2, the rating will move down one step, for each 3 and 4, the rating will stay the same, and for each 5 and 6, the rating will move up one step. Billy Bob starts with a rating of 1, and he needs a 2 to succeed. The dice rolled turns up to be 1,5,3,6. For the 1, Billy Bob’s skill goes down 1. Now Billy Bob has an Average rating (0). For the 5 and 6, Billy Bob moves up one step each. Now he has a Good rating for the pickpocketing. The 3 is ignored because it basically counts as a 0. He succeeds in his task, barely.

Margin of Success and Margin of Failure Explained


There is something called Margin of Success and Margin of Failure. It is calculated by subtracting the difficulty level from the final rating. If 0, it means that success is achieved, barely. If the MoS is +1 or more, success is achieved in ease. Continuing with the prior example, if Billy Bob rolled all sixes, he would have a skill rating of Superb in Pickpocketing. He would have succeeded with ease, maybe even stealing the key AND a pile of coins from the guardsman. On the other side of the spectrum, if the MoF is -1, it means the task is barely failed. Maybe Billy Bob almost wakes up the guardsman, but gets away in time, without the key. Now, let’s say that Billy Bob rolled all ones. He would have a skill rating of Terrible in Pickpocketing. Billy Bob inserts his hand in the guardsman’ pocket only to have the guardsman wake up and seize Billy Bob while raising the alarm. Nearly everything in Amstaad will use this system.

The Use of Aspects


Aspects represent important events in the development of the character, and are representative of the character. When an event is happening, and dice are rolled, players may choose to invoke an aspect. Our Billy Bob above has a Thief Aspect, so when he tries to pick the pocket of the guard, he rolls 1, 2, 4, and 6. This normally would result in a Fair rating, which is failure in the example given above. Billy Bob can say “I’m a thief, so I should do well in picking pockets”, and choose to invoke his Thief Aspect. Now that his Thief Aspect is invoked, he can either re-roll all the dice, or choose one dice to be changed to a 6. Billy Bob chooses the 1 to be changed, which gives him a Great rating in the Pickpocket skill, meaning he succeeds with ease instead of failing. Aspects are very powerful, and so each Aspect can only be used once, getting refreshed if the character gets a chance to rest.

The moderators can also evoke your aspect, if the moderator feels that what you’re doing goes against your aspect. For example- If a character is facing a horde of demons all going at him, and that character has the aspect Self-Destructive at level two, the moderator will choose to revoke Self-Destructive here, forcing your character to stand and fight. You can choose to spend Fate Points equal to your level in that aspect to make that character do what he wouldn’t normally do (Flee). If you don’t, the moderator will award you with Fate points equal to your level, meaning that character would get two Fate points if he chooses to stand and fight. What are Fate points? That is covered in the next section.

Aspects can also be used, in situations that you feel that your aspect could also help in. For example; if a Weaponmaster aspect were used, that character could find a improvised weapon.

Fate Points


When you create a character, you will receive Fate points. How many Fate points you receive depends on how many phases your character has. Your character will receive half his total phases in Fate points. Fate points can also be awarded if your character does something that is harmful to the character, but is because it is more in-character to do that thing. (The Self-Destructive guy above.) Fate Points can also be awarded as a reward for exceptionally good roleplaying or completing quests. They do not refresh. Once used, they are gone until you find a way to gain more.

What can Fate points do? They can be spent in many different ways, but we’ll cover the most common uses here. The first use is to spend 1 point to give 1 dice roll a +1 or to reroll all the dice. Only one Fate point can be used in this way. The second use is to spend a Fate point to get minor control of the narrative. Common uses for this include finding a convenient item, knowing someone in a particular town, or showing up at just the right moment in another scene. The moderators has full veto rights on any such expenditures, in which case the point is not spent.

Fate points may also be spent to cancel someone else’s expenditure of a Fate point. If this happens, both Fate points are spent, but the person who spent the original point may spend another point to try again. This process can repeat as many times as people are willing to spend the points.
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Post Post #2 (ISO) » Mon Apr 09, 2012 9:15 am

Post by DeathNote »

[2] Combat Mechanics

Combat Basics


Since this is a RPG, combat situations will pop up pretty easily.  This section will cover how combat is started and how the system works. How does combat happen? It occurs anytime a player attacks or does something harmful to another player or nonplayer character.

How Combat works is this: for each round (called exchanges), players will submit what they want their character to do, for example, “I stab my knife at that guard”. In a round, after all players have submitted, each action will be resolved simultaneously.  Let’s say Billy Bob stabs with a knife at a guardsman, and that guardsman swings at the player. Now, all participants roll four D6. Each combatant’s result is tallied up following the FATE system, and then bonuses due to skills is applied (like Billy Bob could be Great with the knife). Let’s say that Billy Bob gets a Fair rating (+2), and the guardsman gets a Mediocre rating (-1). Billy Bob wins that exchange. The next step is to subtract the loser’s score from the victor, which means that the total score for that exchange is 3. This score is called the Combat Margin of Success (CMoS). Next, we’ll consult this table:

CMoS Effect


0
Scratched
- A negligible result. A near miss, or a hit which fails to have any real impact.
1
Clipped
- A noticeable result. A hit or maneuver that provides a momentary advantage to the attacker, such as knocking a blade out of line or knocking his opponent back a step. In general, getting clipped applies a -1 penalty to the next action.
2-4
Hurt
- A palpable result. A hit or maneuver that grants a persistent advantage, such as a shallow cut or a disarm. Getting hurt usually applies a -1 penalty to all actions for the duration of the scene.
5-6
Injured
- A significant result. A hit or maneuver with impact that carries on beyond the immediate scene - a serious injury being the most obvious example. Injuries apply a -1 penalty (if 5) or -2 penalty(if 6) to most actions until the injury is healed.
7+
Taken Out
- A decisive result. A hit or maneuver that ends the fight right there, either from a knockout or perhaps passing out from injuries. It ís worth noting that this is not automatic death - that is left to out- of-combat decision.


The result is applied to the combat, and then the combatants move on to the next exchange. Each Exchange should last for around 5 seconds.

Injuries and hurts are cumulative. If Billy Bob has a -1 due to injury, and get injured again, It will mean Billy Bob will have a -2, and so on.

Players can choose to defend instead of attacking, earning themselves a +1 to their roll, but no matter their actual CMoS, they can only get 0 for CMoS.

There are special situations where combat can become complicated. This often crops up where there are multiple combatants. For example, if Billy Bob stabs at a guardsman, while Billy Bob’s friend kicks a chair at the guardsman- Billy Bob and the guardsman resolve their combat as normal, with the above rules, then the friend rolls for his success at kicking the chair, and the guardsman rolls again, with a 0 to start with, because he cannot defend himself, due to his prior attack on Billy Bob. The CMoS here will only apply if the friend is successful in that exchange. If the guardsman wins his roll in that situation, it cannot reach over a CMoS of 0 in the guardsman’s favor.



Weapon Advantages

Certain weapons naturally have advantages over others. For example, knives are most effective close range while halberds require a good distance to really work. For this reason, weapons fall into range ‘classes’: Close, Average, Long, and, for ranged weaponry, Far. These denote penalties of -1 for each category the weapon is away from the appropriate one. For instance, a Knife would be at -1 in an Average situation, while a Halberd would be at -2 in Close quarters.

Example Ranges:


Close

Knife
Unarmed

Average

Sword
Club

Long

Halberd
Spear

Far

Longbow
Shuriken

Far-ranged weapons has a special rule- they roll dice twice. The first time is a MoS/MoF roll to decide accuracy, then the second roll is a CMoS roll, what is used to determine what the result of the hit would be. The person/thing who is defending cannot have a CMoS above 0. Weapon skills (such as Longbow) apply to the second roll not the first. You will need to have Accuracy as a separate skill to get any bonuses to that roll.

How Weapons affect Combat


Most weapons grants a bonus to combat. For example, Billy Bob owns a [Basic Knife]. All [Basic Knives] basically says  Add +X to the user’s roll, where X is the user’s level in the Knife Skill. This means if Billy Bob has a Fair knife skill, [Basic Knife] will add +2 to the roll. This also means if Billy Bob doesn’t have a knife, his knife skill is meaningless. Let’s say Billy Bob has a [Better Knife] instead. He would get +(X+1) to his roll, where X is his knife skill.

Armor


Armor works like weapons. Each type of armor will be assigned a value (x) indicating the level to which it aids in the battle. After the CMoS has been determined, the loser takes his armor value (unarmored= 0) and deducts it from his opponent’s CMoS (-x). Some armors will only protect specific body parts.


NOTE: Armor modifiers can NOT bring a CMoS below 0.


Sample Armors


1
Leather Jerkin (Torso)

2
Steel Vambrace (Arms)

3
Chainmail and Breastplate (Torso and Arms)

4
Plate Armor (Torso, Legs, Arms)

5
Iron Helm (Head only)

6
Mithril Coat of Armor (Torso, Legs, Arms and Head)

The above numbers are called “Classes”. If you wanted to buy an armor of your choice, you’ll need to specify class, and what type of armor it is. The price is based solely on the class of armor. If you want to start the game with a specific armor already equipped, the appropriate amount of money is deducted from your available funds. Another thing that will increase the cost of the armor is how many body parts the armor will apply to. There are 5 different body parts: Torso, Legs, Arms, Head, Hands.

Sample Battle:


To make things easy to understand, we’ll have a mock battle between two Characters.

FIGHT!

Mod:
Billy Bob happens to see a Guardsman reclining on a wall. the guardsman does not see Billy Bob. What does Billy Bob do?


Player:
I want to sneak quietly to over to him.

Mod:
Billy Bob sneaks over to him. The difficulty is Fair. (+1) and you roll 1, 1, 3, and 6 (-,-,0.+) Billy Bob’s Skill in Move Silently is Good, which means you total a +1 (+2 +1 -2)  Your MoS is 0. Would you like to use a Fate point?


Player:
Yeah, use a Fate point to bump a (-) up to a (0).

Mod:
Alright, Billy Bob’s MOS is now 1. Billy Bob sneaks up on the guardsman, who is turned away from Billy Bob. Billy Bob can see the weird tuft of hair sticking out of the guardsman’s ear. Next Action?


Player:
Pick his pocket!

Mod:
Billy Bob reaches for the guard’s pocket... the Difficulty is Good. Your roll is 1,1,2,5 (-,-,-,+). Ouch. Your MoF is: -1. Will you use a Fate Point?


Player:
Nope, I’ll draw my knife!

Mod:
No actions yet, please. The guard cries out in outrage when he feels you probing around in his pocket. He whirls around, and draws his sword. You will be -1 due to his range advantage if the guardsman manages to step away from you, and while the guardsman stays in close, he will be at -1. Action?


Player:
Bring out my knife!

Mod:
You can use it too. Keep going.


Player:
Imma stab him!

Mod:
You stab at the guardsman while he defends and tries to step away. Your roll is 1, 1, 5, and 5 so it you total +2 (+2 +2 -2). The guardsman’s roll is 5, 5, 5, and 2 so his result is +2. (+1 +3 -1 -1) The CMoS for the Guardsman is 0 (due to defense). Fate point?


Player:
No! Stab again, getting in close!

Mod:
No actions yet, please. The guardsman manages to use his hilt of the sword to deflect your stab, and he steps back. You are now -1 due to his range advantage. Action?


Player:
Blast it! Knife that jerk and get in close!

Mod:
Alright, alright. Wow. Your roll is 5,5,6, and 6, totalling +5 (+2 +4 -1). The guardsman also chops at you with his sword, rolling is 4, 4, 2, and 3 and totalling 0 (+1 -1). You win. CMoS is 5. Fate point?


Player:
Nope.

Mod:
You lunge forward, slicing your opponent in the arm and closing with him. The guardsman cries out in pain. he is Hurt (-1). Action?


Player:
Issue a prayer to my Generic Guardian and continue! Staying close!

Mod:
You roll 1, 2, 3, and 6 (+2 -2 +1) vs his 1, 1, 2, and 5.(+1 -3 +1 -1) +1 vs -3. Your CMoS is 4. You yell a prayer to your Generic Guardian and stab at the guard again. You slice through his light clothing and glance off a rib. He screams out in pain! He is Hurt (Now at -2)


Player:
I demand his money in exchange for his life.

Mod:
You threaten him. Since you have no skill applicable, it is a -1. You roll 2, 5, 6, and 6. The difficulty is Average (It would be Good, but the guardsman is at -2). The MOS is +1 (-1 +3-1). He whimpers, hands over the 30 gold coins in his bag, and runs off.


Player:
Praise for the Guardian!
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Post Post #3 (ISO) » Mon Apr 09, 2012 9:16 am

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[3] Character Creation


The primary object of this section is to build your character. Due to the thorough and comprehensive nature of our system, it is a good idea to have an idea for your character in advance. Also, you will need to put down the underlying Motivation for your character. What is his/her goal? What do that character want to accomplish in life? Moderators will grant bonuses based on getting closer to your goal, at the moderators’ discretion.

Character creation will have a specified number of ‘phases.’ A phase is an in-game period of time that helped to define your character. You start the game with a specific amount of phases, between 4 and 8. Phases roughly correspond to a few years in your characters life. There will be a balance between characters with more or less phases, but the mechanics for that haven't been worked out yet. The creation process is explained in detail below:

Step One) Aspect Selection:


First you will need to select an aspect for the phase. An aspect is representative of important elements which tie into the phase and help to describe the character. Take for instance you want to play as Billy Bob. For the beginning, you need to pick a race. A list of what races there are and what their bonuses are can be found at the bottom of this document. You already want Human, so that’s easy. You then inform the Moderator of the number of phases you will use and begin designing your character. You decide that you want to get a maximum number of gold for this character, so you settle on 4 phases and a character aged 20. You then break down his 20 year life into 4 sections. First, his childhood. Let’s say that Billy Bob was an impoverished orphan. While many aspects could work, let’s go with a simple one: ‘urchin.’

Every phase you can choose to either raise one of your current aspects a level, or invest in a new Aspect. To continue with the earlier example, let’s say that poor Billy Bob then grew up on the streets until he was taken in by an old master thief who treated him as an apprentice, he would now have ‘thief’ as well as his earlier ‘urchin’. He is trained by that master thief for a long time, ten years, and chooses to describe this intensive training as worth two aspects, therefore choosing ‘thief’ twice. This means that he will use this aspect twice.

Now, aspects can be attribute(Fast, Smart, Slow) or descriptors (Beautiful, Alert, Charismatic), but they can also relate to the plot; for example some sort academy they were taught at, or a war they fought in. Perhaps our Billy Bob was caught in the middle of a robbery, before being spared by a kind priest. He may have decided to give up his life of crime to help the church, thus choosing the aspect ‘Church of the Generic Guardian’. Thus our Billy Bob’s aspects are decided.

Aspects can also be Connections to people you know well, and can be assumed to show up often, or special items related to that character. If you want to do this, you must PM the moderator to approve that item first. You can have Knowledge of a particular area as an aspect also. There’s a lot of possibilities for aspects, just be creative.

Step Two) Skill Selection:


This process continues to what you are right now at this point in the game. Your skill set is derived from what aspects you have- much like a lifetime experience. We will need to pick Skills next. You get four Skills in each Phase you have. For Billy Bob, you need to think what skills a urchin might have. Let’s say that a urchin is streetwise, alert, moves silently, and is good at survival.

Phase 1: Urchin

1- Streetwise
1- Alert
1- Move Silently
1- Survival

We need to do the next phase now. All skills are carried over to the new phase, and you can have new skills or upgrade old skills now. Let’s have alert, moves silently, pickpocketing, and the use of a knife (to cut purses obviously). If you choose a item as a skill you will gain that item if you do not already have it. The full list of items obtainable are at the bottom of this document. (Needs work)

Phase 2: Thief

1- Streetwise
2- Alert
2- Move Silently
1- Survival
1- Knife
1- Pickpocketing

For phase three, we will need to continue with the Thief aspect. Let’s choose move silently, knife, pickpocketing, and lockpicking.

Phase 3: Thief

1- Streetwise
2- Alert
3- Move Silently
1- Survival
2- Knife
2- Pickpocket
1- Lockpick


But... in our system, you can only have a increased rank in something if you have enough skills in a lower rank to support the next rank. Think of it as a Pyramid-like structure.

                      

                              OKAY:                      |                NOT OKAY:
                  4                                      |               4 4
                  3 3                  3                |              3             3
                2 2 2                2 2 2           |             2 2 2        2 2 2
Examples:  1 1 1 1       1 1 1 1 1 1 1       |              1 1 1      1 1 1 1 1

You have three 2-Skills and three 1-Skills. This is unbalanced, so instead of one 2-Skill, you need to have a new 1-Skill. Let’s choose Hide instead of Knife.

Phase 3: Thief

1- Streetwise
2- Alert
3- Move Silently
1- Survival
1- Knife
2- Pickpocket
1- Lockpick
1- Hide

Next Phase, we have a change for Billy Bob. Let’s say he gains prayer, a talent protecting the weak, religion, and knife (to protect the weak).

Phase 4: Church of the Generic Guardian
1- Streetwise
2- Alert
3- Move Silently
1- Survival
2- Knife
2- Pickpocket
1- Lockpick
1- Hide
1- Prayer
1- Protecting
1- Religion

Under our system, each skill point means an increase in level for that skill (1=Average, 2=Fair, 3=Good, and so on.) if you don’t have that skill, it means that you have a 0 in that skill, meaning that you are Mediocre in that skill.

Next, we will need to look at the Human race, to see what extra skills we gain. Humans have a Great rating in the Trade Language, so we will add that. The racial extras do not follow the Pyramid system.

Then we add Billy Bob’s goal in life. After than, we divide total number of phases in half. Billy Bob receives that much Fate points. The last thing we will do is to add a physical description of Billy Bob.

The character sheet for Billy Bob now looks like this:

Physical Description:


A young blonde guy, with a perpetual grin. He’s lean, wearing a brown vest and brown breeches. He always wears a medallion adorned with the symbol of the Church of the Generic Guardian.


Aspects:
Urchin
Thief (X2)
Church of the Generic Guardian

Motivation:
Improve quality of life of the poor through theft from the rich.

Skills:
Great:
Language -- Trade
Good:
Move Silently
Fair:
Alert
Knife
Pickpocket
Average:
Streetwise
Survival
Lockpick
Hide
Prayer
Protecting
Religion

Gold:
tbd
Items:
Knife
Fate Points:
2

Looking at the above, we can figure out what Billy Bob can do well. If he needs to move silently to avoid monsters, he’ll be Good at that. If he needs to dig a trench, he’ll be Mediocre at that, and so on.

Go and create your character now!

All characters start with an amount of gold determined by the mod, at the moment we are still deciding on the value of coin and goods so specific numbers are unavailable. As a thief that is not extremely skilled Billy Bob would have enough money to survive and replace any lost equipment, but not much more.

Aerin
• Intelligent
• Aloof
• Fragile
• Gains Skill: Glide (Average)
• Gains Skill: Unarmed Combat (Poor)
• Gains Skill: Language -- Aerin (Great)
• Gains Skill: Language -- Trade (Average)

Slith
• Strong
• Ugly
• Mistrusted
• Gains Skill: Language -- Slith (Great)
• Gains Skill: Language -- Trade (Fair)

Human
• Gains Skill: Language -- Trade (Great)

Human (Tiktuk)
• Lucky
• Gullible
• Gains Skill: Language -- Tiktuk (Great)
• Gains Skill: Language -- Trade (Fair)

Human (Passani)
• Closed-minded
• Shrewd
• Gains Skill: Language -- Passani (Great)
• Gains Skill: Language -- Trade (Fair)

Elf
• Fair
• Thin
• Gains Skill: Language -- Elvish (Great)
• Gains Skill: Language -- Trade (Fair)

Dwarf
• Tough
• Short
• Gains Skill: Language -- Dwarvish (Great)
• Gains Skill: Language -- Trade (Fair)

Obtainable Items:
Tarot Cards (Usable only if you have divination)
Dowsing Rod (Usable only if you have divination)
Basic Knife
Basic Sword
Wooden Shield
Wooden Staff
Basic Longbow
Basic Crossbow
Musical Instrument
Clothing
Bottle of Liquor ( If your character is Drunk, he receives this as an item)
(Needs Work)


The maximum possible levels per phase are:
1) 2-1-1
2) 2-2-1-1-1-1
3) 3-2-2-1-1-1-1-1
4) 3-3-2-2-2-1-1-1-1
5) 4-3-3-2-2-2-1-1-1-1
6) 4-3-3-2-2-2-2-1-1-1-1-1-1
7) 4-3-3-3-2-2-2-2-1-1-1-1-1-1-1
8) 4-4-3-3-3-2-2-2-2-1-1-1-1-1-1-1
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Post Post #4 (ISO) » Mon Apr 09, 2012 9:17 am

Post by DeathNote »

[4] Magick Rules:



Magick is a self-contained system. To have magic, you must have Magick as an Aspect. This Aspect has two or more Skills, which are auto-locked in. Skills should be Arcane Knowledge(Type of Magick), (Type related things). This Aspect is selectable only once. After you do the Magick as an Aspect, it gains a level in each Phase you do thereafter automatically- capping itself at half (rounded down) your total phases (For example, you can have a 3 in Magick on a player with 7 phases. if you select it as the fifth phase or before.) Skills in this do not level up. Each type of Magick has different effects that you can do, the strength of which is based on your level. Having the Magick Aspect has a innate Skill cost. How much that cost is, depends on the type of Magick, but as a general guideline, the more powerful you are as a Magickian, the less skills you will have in other areas.

Each race will also have natural bonuses/penalties related to each class.

Basically the Arcane Knowledge(Type of Magick) has five categories:

Arcane Knowledge(Sorcery)


This class deals with the four elements: Air, Fire, Water, and Earth. Sorcery is about manipulation of elements. Sorcerers cannot create things from nothing. They must get the needed things from the area around them. The use of sorcery is limited only by imagination.

When choosing Sorcery as the Magick of choice, players must choose up to two specializations from the following list:

Pyromancy (Fire)
Hydromancy (Water)
Aeromancy (Air)
Lithomancy (Earth)

You will be able to cast spells related to the specialization that you have, and not from unrelated things to what you have.

Aerin cannot pick Lithomancy as a specialty, and must choose Aeromancy.
Dwarves cannot pick Aeromancy as a specialty and must choose Lithomancy.
Slith cannot pick Hydromancy as a specialty and must choose Pyromancy.
Elves cannot be sorcerers.

Sorcerers can choose to trade skills to learn spells, up to two skill points can be spent this way. Sorcerers can learn one spell for each skill point traded in this way. You can only do this once per level of Magick that you have. Spells are created by the sorcerer.

How do you create a spell?

First, you fill out and submit this form to a moderator:

Spell Name:
Spell Level:
Desired Effect:
Flavor Explanation for Desired Effect:
Type of Sorcery(ies):

Then the moderator will tweak your numbers and determine how effective the spell is, then the moderator will send you back the updated spell. You decide if you’re happy with the updated spell or if you want to try to create another. Viola, you’re done. Simple.

Sample Spell:

Spell Name: Spark
Spell Level: 1
Desired Effect: Produces a small spark
Flavor Explanation for Desired Effect: Draws heat energy from 1 cubic inch of air to produce a small spark


Type of Sorcery(ies): Pyromancy

Sorcerers can only cast a number of spells equal to their level of Magick per day, and their spells has to follow the FATE pyramid. Each spell requires a verbal component, although the actual words said does not matter. The spell level, in general, is related to the difficulty of the spell. You get +1 to the casting of the spell’s roll each 2 levels the spell is. (If the spell is level 1, you get +1, and if the level of the spell is 4, you get +2.)

Sorcerers can only cast a number of spells equal to their level of Magick per day, plus two, and their spells has to follow the FATE pyramid. Level 1 spells count for 1 spell, level 2 spells count for two spells, and so on. Each spell requires a verbal component, although the actual words said does not matter. The spell level, also, is related to the difficulty of the spell. You get +1 to the casting of the spell’s roll each 2 levels the spell is. (If the spell is level 1, you get +1, and if the level of the spell is 4, you get +2.)

Arcane Knowledge(Conjuration)


This class is about creating things out of nothing, about transporting things to other places, or bringing things from other planes. This is based on size and weight. In general, the larger/heavier things are it becomes harder to conjure them.

When choosing Conjuration as the magick of choice, players will choose one specialization from the following list:

Creation: Creating inanimate objects out of the ᴁther. What is created from the ᴁther will return to the ᴁther eventually. Created items cannot be consumed. All things created from the ᴁther has a faint purplish hue to it.

Conjurations that falls under this heading include:

Create (Construct)
Create (Item)
Create (Weapon)
Create (Armor)

Conjurers with the Creation specialty can only have up to three things created at the same time. Aerin Creationists can have six things at once. If a new thing is created, past the third, the oldest item will fade and disappear. At any time, Conjurers can choose to send an item back to the ᴁther.

Teleportation: What the name says. There is a margin of error inherent with teleportation. In general the more you know an area, the less likely you will miss and be where you do not want to be. Teleportation also applies to teleporting objects and other people. This is very unreliable, though.

Conjurations that falls under this heading include:

Teleportation

Effect: You teleport a specific object or person to another area.
Limitations: This power comes in levels. The higher level you are, the more accurate your teleportation is. It is also affected by how much you know the area. Also, the higher your level is, the larger objects you can teleport will become. If you’re an Aerin, your accuracy is increased by 15 percent.

Summoning
(Summoning beings from the ᴁther. Can be a guide or a demon that the Conjurer controls)

Conjurations that falls under this heading include:

Summon Djinn
Effect: You summon a Djinn to guide you.
Limitations: This power comes in levels. The higher level you are, the longer the Djinn will serve you. Djinni are guides, They know every location in the world, so they can help you find your way around places. Be warned, Djinn are often capricious, and they may not tell you information that is entirely accurate. The more levels you have, the more reliable your Djinn will be. If you’re an Aerin, Djinni will feel a connection with you and be more predisposed to serve you willingly.
Summon Daemon (name)
Effect: You summon a Daemon to help you in a fight.
Limitations: This power comes in levels. The higher level you are, the stronger the Daemon will be. Daemons are powerful ᴁther beings. They will fight for you. They can only be summoned for one combat scene only. If you choose this, you will create a character sheet, with the Daemon getting as many phases as you have levels in this.

Dwarves cannot be Conjurers.

Conjurers can choose to trade skills to learn conjurations, up to two skill points can be spent this way. Conjurers can learn one spell for each two skill points traded in this way. You can only do this once for each level in Magick you have.

If you think of a new spell that is not in the list above, you could contact a moderator, to explain your vision for the spell. If the moderator decides what you want to do is fair and falls under the correct specialty, you can add that as a spell.

Conjurers can only cast a number of conjurations equal to their level of Magick per day.

Arcane Knowledge(Divination)


This class is about the ability to see through time. Diviners can learn about the past, about things that is currently happening, and about things that might happen in the future. Foreseeing the future is fraught with danger, however. There’s always a chance that things may not happen at all, and the omens will always be very vague.

Humans use a scrying glass to see things. Humans can only see the present and past, and rarely the future.
Aerin use Astrology to see things in the Stars, past, present, and future but what they get is very vague and may never happen.
Slith throw bones to read omens in the future. Slith receive a bonus in this type of Magick. (Slith always are successful at forecasting the future. The future predicted will always come to pass. If something happens to prevent the future from coming true, divine intervention will occur. Ex: Character dies, and a wandering druid will just happen to see the dying character and will just happen to be powerful enough to save his life)
Dwarves use Crystal balls (made of Quartz), to receive very vague images. There is no way to know past, present, or future, just a vague feeling about the time.
Elves read futures in tea leaves. they’re pretty good at doing this, but rarely, the future will fail to become true.

There are also other methods of divination. Effects vary wildly between methods.

Diviners can choose to trade 1 skill point per aspect they gain, to increase their Divination’s power. You can only do this once for each level in Magick you have. When choosing Divination as their Magickal aspect, they automatically have possession of their race’s special tool and the ability to use it. Other tools of divination can be gained through purchase or through quests. Tarot cards, for example, can be used to understand the underlying forces within people, things, or places, Dowsing Rods can be used to discover directions, and there are more just waiting to be discovered.

Diviners can only use their divination x times (x equal to their level of Magick) per 3 days.

Arcane Knowledge(Alchemy)


Alchemy is about transformation of one type of matter in another. Closeness of the matter being transformed is what decides the difficulty of Alchemy. Alchemy also specializes in finding the life in things.

When choosing Alchemy as the Magick of choice, players will choose one specialization from the following list:

Potions (Ability to create potions)

Potion of Life
Effect: Heal a wound. (Removes 1 Injury outside of combat, or removes 1 Injury or 2 Hurt in combat) (Single-use)
Resources: (Blah) (Easy)
Time needed: 1 hour

Sleeping Draught
Effect: Puts a person to sleep for 1 hour. (If drank.) (Single-use)
Resources: (Blah) (Medium)
Time needed: 5 hours

Moonglove Posion
Effect: Makes a person extremely sick. (If touched.) (Single-use)
Resources: (Blah) (Hard)
Time needed: 7 days

Transformation (Change matter in another type of matter. It is basically trading of matter for another type of matter with something else. This class can also be used to transform certain objects to other shapes.)

Wood to Iron
Effect: Transforms a wooden object to a iron object and a iron object becomes a wooden object.
Resources: Pure Wooden Object, Pure Iron Object of approximately the same weight.
Time needed: 30 Minutes

Silvershaping
Effect: Makes a pure silver object change to any shape you desire.
Limitations: This power comes in levels. The higher level you are, the more weight the item can have. The first level, you can transform one-fourth a pound of silver. You get double that for each level you have in this skill.
Resources: Pure Silver Object
Time needed: 5 Minutes

Animation (Makes a previously inert thing in a living elemental)

Animate Stone Elemental
Effect: Make some Stone become living and obey your commands. Lasts for (Time spent on the animation)X(2). (If you spend 1 minute, your elemental will last 2 minutes.)
Resources: Sufficient Stones
Time needed: 15 seconds at a minimum

Weapon Creation (Creates magick-infused weapons.)

Create [Better Knife]
Effect: You forge a [Better Knife].
Resources: Steel (amount)
Time needed: 1 hour

Dwarves only require half of the resources needed to do anything.
Aerin and Elves cannot be Alchemists.

Alchemists can spend two Skill points per aspect to gain an Alchemical Skill. You can only do this once for each level in Magick you have. If the Alchemical Skill is not in the above list, you can PM a Moderator with what you want the new skill to do, and then you can have the Moderator look it over, if it is approved, It will be added to the above list. The current list above is just a minimum, showing you what you could do with your skills.

Alchemists can only use their alchemy x times (x equal to their level of Magick) per 3 days.

Arcane Knowledge(Nature)


This class is about affinity with Nature. A close bond with nature allows players who choose this aspect to be able to have nature come to their aid in various ways.

When choosing Nature as the Magick of choice, players will choose one of either Shaman or Druid to take as a skill.

Shamans can summon wild creatures, to their side to aid them, are able to transfer their consciousness inside creatures to see what they see, and to control their actions, and to transform into them.

Shamans can choose to trade skills to learn powers. Two skill points can be spent this way per Aspect. They can learn one different power for each two skill points traded in this way. If a Shaman wants to increase their level in a power they already know, they can trade in one skill point instead of two. You can only do this once for each level in Magick you have.

Guidelines for what powers are available for Shamans are in this list:

Animal Companion: (Name, type of Animal)
Effect: You gain a named Animal Companion. The animal will act as an extension of your character. Caution: If your Animal Companion dies, it is lost forever, unless you can revive it. Once you choose an animal as a companion, you will also manage that animal’s character sheet. Normal animals has 1 aspect and up to four skills, which are always locked in. Your animal gains an extra aspect and 3 more skills. It will level up as you level up, if it gains experience.
Limitations: Your Animal Companion can only be an animal that can be reasonably domesticated (wolves/bears, ok, Drakes/Rocs, no).



Animal Affinity: (Type of Animal)
Effect: You develop a close bond with a particular type of animal. You can telepathically connect with these animals, to get them to do what you want them to do.
Limitations: This power will only apply to animals found in your sight range. Usually, animals used to working in groups can be chosen with this power. (wolves/birds, ok, bears/ boars, no). This power comes in levels. Level one can only affect a single animal, level two can affect two, level three can affect four, basically, this progression is an exponential progression. If the animal chosen is especially small (such as insects or mice), the levels will be shifted by two, starting at 4. If you choose a solitary animal (such as a bear), then no matter how much your level is, you can only control an maximum of two.
Aspect of (Animal)
Effect: You gain a power that is inherent your animal of choice. (Ex: Wolves have excellent noses, so you could take Aspect of Wolf to have increased power of smell))
Limitations: This power comes in levels. Level one can only give a small improvement, and so on up until level 7- which gives you a Legendary Aspect of (Animal) meaning you can do that thing better than the animal can.
Beastriding: (Type of Animal)
Effect: You transfer your consciousness into an animal, taking full control of it as though it was your actual body.
Limitations: You must be in physical contact with the animal to do this. The animal’s primal urges will still apply. If you ride in an animal and something attacks your actual body, you will be snapped out of the animal. If the animal you’re riding in dies with you still in it, you may suffer some mental damage. This power comes in levels. For each level you have in this power, the time you can spend Beastriding at one time increases by thirty minutes. This power can only be chosen if your Magick Aspect is at level 4 or if you’re a Elf with Magick at level 2.
Were-Forme: (Type of Animal)
Effect: You transform into an animal.
Limitations: If you are wounded in your Were Forme, you cannot transform back to your natural form until you are healed. You drop everything you own when you transform. The animal’s primal urges will still apply. This power can only be chosen if your Magick Aspect is at level 5 or if you’re a Elf with Magick at level 3.

If you think of a new power that is not in the list above, you could contact a moderator, to explain your vision for the power. If the moderator decides what you want to do is fair and falls under the correct specialty, you can add that as a power.

For reference, the full list of Animals that can be found in Amstaad is in this link: (LINKY)

Druids can harness the life energy in plants, to have plants do what the druid want them to do, and are able to revitalize things’ life force. (Able to heal wounds)

Druids can choose to trade skills to learn powers. One skill point can be spent this way per Aspect. They can learn one power for each skill point traded in this way. You can only do this once for each level in Magick you have.

Guidelines for what powers are available for Druids are in this list:

Grow
Effect: You promote the growth of a plant.
Limitations:This power comes in levels. For each level you have in this power, the plant can grow by one month. Elves gets 2 levels for each time they choose this power, instead of one.
Plant Manipulation
Effect: You control the actions of a plant.
Limitations: This power comes in levels. For each level you have in this power, the bigger the plant you can manipulate is. Elves gets 2 levels for each time they choose this power, instead of one.
Heal Wound
Effect: You revitalize and energize the life force in your target, to heal a wound
Limitations:This power comes in levels. For each level you have in this power, the more severe a wound you can heal.

If you think of a new power that is not in the list above, you could contact a moderator, to explain your vision for the power. If the moderator decides what you want to do is fair and falls under the correct specialty, you can add that as a power.

Slith and Dwarves cannot be Shamans or Druids.

Shamans and Druids can only cast spells equal to half their level of Magick per day.

Magick by race:
This is the breakdown of what disciplines each race can learn:

HUMAN
:
Can do: Sorcery, Conjuration, Divination, Alchemy, and Nature
Are weakened in: Divination- cannot forecast the future.
Are strengthened in: None

ELF
:
Can do: Conjuration, Divination, and Nature
Cannot do: Alchemy and Sorcery
Are strengthened in: Nature- Gains powers earlier, and gain free levels in powers.

DWARF
:
Can do: Sorcery, Alchemy, and Divination
Cannot do: Conjuration and Nature, Sorcery (Aeromancy)
Are strengthened in: Alchemy

SLITH
:
Can do: Sorcery, Alchemy, Conjuration, and Divination  
Cannot do: Nature, Sorcery (Hydromancy)
Are strengthened in: Divination- Forecasts one hundred percent guaranteed to come true.

AERIN
:
Can do: Sorcery, Conjuration, Nature, and Divination
Cannot do: Alchemy, Sorcery (Lithomancy)
Are strengthened in: Conjuration

Magickal Code of Ethics:

Sorcerers CANNOT draw energy from living things
Sorcerers CANNOT harm living beings as a part in the formulation of spells, only as the result of a spell. (no taking fire away from an area, causing everything to freeze to death, but its fine to fireball something)

Conjurers CANNOT teleport things to nowhere or a place that is not able to accommodate the thing.
Conjurers CANNOT summon a being of greater power than the Conjurer.

Diviners CANNOT forecast their or others’ deaths (can learn about fights but cannot know outcome)

Alchemists CANNOT transform a living thing

Shamans CANNOT ride in a sentient being without being given permission
Shamans CANNOT make other sentient beings do the shaman’s will by force

Druids CANNOT use their powers to inflict direct harm on things (Net/ tying up enemies in vines for fighters to beat up/kill is fine, but trees swatting enemies is not)

All of these restrictions is pragmatical, because there are seriously bad side effects to doing any of these things. You can try, but do not be surprised if you die right away.
Looking for love in Alderaan places.
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