Health Points Within the crazy array of things this D&D is going to be based off the realistic value system. there will be no health points. (Pause for dramatic effect) If you are hit with something it all depends on what you are hit by and where you are hit. BUT don't freak out. in order to help the cause there as been a reflex system implemented. which is basically a second chance to dodge an attack. A enemy or player can meet your AC Or your Defense rating. but that does not mean that they will automatically hit you. People Dont just stand there and let themselves be hit in combat. they try to be evasive. If a player meets your defense a dice check is made based off of your reflex level and there is a chance you may dodge. it. . Now.. a lot of you will think that all people have to do is get a really high reflex stat and they can never be touched..... WRONG When you fault to meet your reflex check and are hit you are considered wounded and your reflex stat will be lowered. meaning your wounded. your not going to be able to dodge the same as you did before. which makes the fights more interesting There is a implemented Death system but i would like for you to scroll down and read somemore before we get to that ^_^ Experience System Experience gained throughout this world is not merely based on the killing blow. While in this world you can gain experience from rping out your characters as well as interacting with the open world around you. Tho i will give you the expereince at which you add to your sheet.. but i am not going to tell you how much you need to level. lets keep this a secret that you look forward to. Dice
roll system
[Dice roll
system is based on a D20]
Dexterity check is rolled to
see if your hit lands where you aim
Crits add to overall base of The attacks proficiency rather then damage
Strength: 13-14 + 1 to knockout prob 10 [carry weight], + 1 to strength checks
---------------- 15-16 + 2{10 carry
weight] -------------- 17-18 + 3 [10
carry weight]
Base carry weight
20 Cw
(Carry
weight, subdue power, Power)
Dexterity:+1 to attack prob, + 1 to dexterity
checks, +2 attack prob
(How you use melee and ranged weapons,
Precision in fine acts)
Athletics: Gain a normal + 10ft to movement,
+ 5 fatigue,-10 % fall damage Extra action at 18
(Reflex, Movement Speed, Fatigue)
Presence: +1 durability, Raises resistence to
Ailments , + 1 to perception checks+ 1 to sneak checks, nature checks
(Con,
Vit, Res to Health factors, Perception)
Magic: + 1 magic ability, Bonus spell pool
Added spell abilities, Gains the ability to naturally detect magic
( Spell casting , Spell Pool, Spell
efficiency )
Charisma:
+ 2 to persuasion checks, Npcs offer you more , can open up your own store
(Persuasion, Pricing, Npc
Reaction)
Spirit:
Reduces Blood loss rate, +1 to will check, + 2 to resolve checks + 1
language to learn
(Will, Resolve, Knowledge base,)
Luck: Increases chances of running to rare
merchants, Artifacts reveal themselves, Enigma factor works for you rather then
against you
Warrior -- + 1 to any combat profec +1
defense
[Rogue --- + 1theft +1 stealth prof
Mage + 1 spell controll
Templar + 20 fatigue + 1 people skills
Monk + 2 hand to hand
Gunslinger + 2 ranged combat
: kinesis + 1 spell controll
artificer +1 combat prof + 20 fatigue
witch doctor + 1 spell control + 1 combat
prof
Proficiency
Bonus
Armor Proficiency: The Scale is from 1-10,
From [1-2] Defense increases by 1
From [3-4] Defense increases by 2
---Armor Absorbs more
damage----
From [5-6] Defense increases by 3
-----Lowers
fatigue rate ------
From [6-7] Armor weighs nothing
From [8-9] Regenerate fatigue out of combat naturally
From [10]
Melee Weapon Handling:
Attack prob increases 1-3
Can have potential to do
critical damage without the critical hit.
Gains a chance to parry an attack if you miss your reflex roll
Gains an extra Attack
Ranged weapon handling:
Attack prob increase 1-4
Projectiles have a chance to pierce through their target
Increases the distance at which you can attack
You now longer need line of
sight to shoot a target
Can notch multiple projectiles into 1 shot
Hand-to-Hand Combat:
Damage increase
Attack prob increase
Fist can break armor
Unarmed actions gain bonuses
Unarmed attacks naturally can stun naturally.
Unarmed combat actions double
Magic Control:
Spell capacity increases
Spell power increases
Spell Wrath increases
Can dual cast effectively?
No longer need spell book or wand
Stealth:
Sneak prob increase
Alarm checks increase
Sneak attacks have increased crit rate
From stealth can coup de grace (Requires dex check)
Footsteps naturally make no sound
Embodied with the shadows
Attractiveness:
People naturally talk to
you without you having to talk to them
+ 2 To rolls involving the opposite sex
Gains the chance to break
combat from a fight with the opposite sex
People Skills:
Quest become more readily available
Chances to discover unknown lore’s increase
Gains the ability to acquire trades
Can apply for diplomacy
Gains the ability to create a free company
Spell
casting
When in a normal combat
scenario players must choose between dealing actual physical damage aka using
weapons or using magic. Players do have the ability to be able use both within
combat but it requires spirit check as the body’s disposition must change.
Spells adapt to the body casting them. At later rates Magic users have the
ability to create their own spells from the forge Spells do spiritual damage
and have the ability to harm But at greater degrees then physical weapons naturally magic users gets you a – 1 to defense + 2 spell prob.. If you crit fail
while using magic….. No comment There are 2 types of magic casters within this world. Book casters which represent magic through the respective tomes .
Tome of The natural
Elements
Tome Of Necromancy
Tome Of restoration
Tome Of Warping
Tome of hexing
Tome Of Nature
Tome of shielding
Tome Of Time
Tome of Telekinesis
Tome Of Embodiment
Tome Of conjuration
Tome of Spiritual Essence
Tome of dark arts Or Runic casters which will be talked about later .
The starting city for all players
East Mallow
East mallow is one of the
few places within Thion which is actually a major city port. This city known for its embanking trade
routes making all of its revenue from its party sector that expands bigger then
any other sector within east mallow. East mallow is known for 3 things. Its
women, Its casino, And its women, It is told all along thion that the decent of
beauty that sits within a woman’s chromosomes comes from this very place. Thus
this being also one of the largest residential towns throughout the whole
world. Many people within this town do relish themselves in the new found world
were machinery is a prominent and must have within their lifestyle. Many people
do cherish the Old world and thus still pay for old world jobs. Within this
city armor is not a lot to be worn while within the city and can only be put on
as patrons are going to be leaving out. Not even weapons are allowed to be seen
by guards on the streets at any time
Specialty Classes
Are unlocked through a
Affinity check when your character is created. These are special classes so
their details are not going to be displayed on the main sheet but they will be
discussed with the patron who is eligible
Mystic knight
Sorcerer
Strider
Magick archer
Nightshade
Kinetic Burst
Death star
The
World
Money is called Kips
At nighttime creatures turn feral and gain extra abilities
Everyone must eat and drink every day unless of a symbiotic decent
Exp will not be given to
you but calculated on my terms and I will let you know when you level up.
The proficiency system is passive and increase as you act within
each field
You are given 3 characters
within this role-play. And other then that its all you have,
There is no Hp system. This is all realism base, It all depends on
how and where you are hit
Your actions do effect how
the world around you acts
There is no attack prob scenario. They are either going to hit you
or not. For you its based off a reflex
check to see if you can get that attack prob.
Artifacts in this game are
power full
ARTIFACTS IN THIS GAME ARE POWERFULL
Unique abilities are rolled for. Not everyone will have them.
There are gods and deities within this world
ARTIFACTS IN THE WORLD HAVE EITHER MAJOR ADVANTAGES. MAJOR DRAWBACKS
OR BOTH
Classes
(YOU start off as
your main class at lvl 1. as you hit lvl 3 you can choose your first sub class.
Only one sub class can be used until lvl 6 then another sub class can be taken.
Each class has their own abilities
Warrior
Berserker
Dragon
Knight
Marauder
Knightenchanter
Champion
Rogue
Assassin
Hoodlum
Dancer
The
gambler
Mage
Elementalist
Conjurer
Necromancer
Blood mage
Spirit walker
Time mage
Illusionist
Transmuter
Templar
Paladin
warlock
Hero
Monk
Auramancer
Ki User
Defender
Drunkard
Gunslinger
Assaulter
sniper
raider
traditionalist
Kinesis
Telekinetic
Biokinesis
Oracle
warper
Artificer
Alchemist
Tinker
Demolitionist
Witch doctor
Priest
Invoker
Violator
Races
Human
- Can learn magic at a faster rate then others
-Holds no accelerated
fatigue rate
+ 1 to char
Ghouls
-Do not have to fill drinking and eating
requirement but can eat for bonuses
-Can see in the dark
-- 1 strength
- Orc
-Gains + 1 to strength
-+2 strength checks
- Must
eat twice as much as the normal human
Dwarf
-Starts off with Double starting money
-+2 to dex checks
-+1 Dex
Elf
-Can speak to Non humanoid animals of lesser
intelligence
- Gains
+2 advantage bonus when using a ranged weapon at long distance
Mermaids
-+2 persuasion rolls
-Does not have to fill drink requirement
-Can start off with a aqua based kinesis
Salarian
-Can start off with a subclass
-Must and can only drink purified water
-Can speak telepathically to others for a
short time
-+ 1 spirit
Boa ”Beastian”
-Can be of
any beastian decent
-Can go berserk
- Not all creatures are hostile toward them
Interaction With The races
Vampires
A nobleman by the name of
Casius had achieved everything he wanted in life at a very young age. From the
start of life born from the royal decent of the Chapman family, money was never
a problem for him which allowed for him to achieve things past his wildest
dream. Having everything he wanted at the age of 32 the young prince was stepped
into the royal seat after the passing of his father. Placed into a position
that he did not want he did the least of effort while in a place of power
leading the kingdoms of aru into poverty and disease. The citizens at the time
began to pray to the goddess of life for help against the uncanny ruler and
asked for qystia to remove him from power while others wished harsh curses upon
him, Qystia hearing the cry’s of Her people placed a hex upon The young king
that started off with mild symptoms. For the cursed to be removed casius had to
repent for his sins and turn against his ways, To arrogant to listen to anyone
who sought to give advice casius watched himself turn into the creature that in
today’s world we would call a vampire. After his first event of turning feral
the kingdom as a whole casted him into the abyss of the world never to return
to human society again. Casius out of pure hatred for the gods and humanity
began to willingly spread his own curse to others in hopes to create an army of
vampires to strike back.. but the gods quickly learning of this smited him into
a pillar of salt…
Most vampires in
today’s society have blended into the shadows only rumored to still exist
through common lore. For a vampire To
expose themselves is all on their own will. Most vampires travel together in
cults or factions in order to keep them busy. IN society
-Vampires must eat one time every 4 days or
risk negative stats or turning feral
-Vampires can see in the dark.
-Vampires can move an additional 20 feet.
- Greater based vampires get even more bonuses
Werewolves
The lore of werewolves
starts way back into the essence of old earth Jor. A part time thief and professional drunkard
would daily Rummaged the streets of old earth with a simple goal. To drink
himself into the next morning and fraternize with any women that would give him
a chance. Though he smelled of bas tarnished spoils and the waste of a giant he
felt as if the world should kneel before him. Unwilling to bow before any man.
And refused to pray before any god Jor challenged all who he met to fight him
in a game of chance. It didn’t matter
what the occasion was or what the challenge lead to. If someone thought they
could outbest him jor would step to the plate. At the time of jor reaching
middle age he had gotten into a fight with a bear off in the lethal forest of
Hirano. Fighting this King of the forest
he did not hold the aptitude to fight him and win. And as the great beast
prepared itself to take his life a Salarian by the name of K’eh Cam to his aid
killing the beast with a fail swoop of the sword to its head. The two of them
exchanged a few words and K’eh spoke to him telling jor to thank the gods for
sending him to save his life. In rebuttal Jor cursed the salarian male and told
him that the gods were beneath them and if the gods where to challenge him he
would win hands down… And in that moment
his words did not fall on deaf ears.. Descending from the heavens in a ray of
holy light came the God known as Qystia. Her elegance unworldly and her
knowledge unmatched by any Meer mortal.
The goddess challenging Jor to a strength test and wanted to wager his
life as the prize. He foolishly accepted the challenge and the game of life and
death began… Of course he was unable to even scratch the surface of strength
that qystia had. And lost the realm of his soul. Feeling as if he losing his
life wasn’t enough she placed a curse upon his body… just as the bear. He would
become a beast that would be forever tormented by the moon. In order to free
himself from this curse he must eliminate the vampire race. Or forever live in
this torment.
Jor forced
back into the world was shunned out by society just as the vampires were. And
in return he began to build up an army to fight the vampires in a war of
extinction.
-Werewolves can track people based on their
scent
-They can move and additional 30 feet.
-They regen slowly
-
Half breeds
Radiation
Throughout the world of thion there are major
parts of the world that still remains battle scared., From the great 100 year
war that developed between man and Salarian Atomic alloys still tarnish about
the wasteland creeping radiation over livestock and the main water source of
this planet, People who Still live upon this planet after the war have banded
together in order to restore Thion back to its former glory. Due to the amount
of waste and bi product from the war adventures have to keep a constant meter
on their Radiation Exposure There are various things throughout the world that
can help fight against Unwanted adaptations…Mutations.. and other unnatural
problems which at a worst case scenario could lead to death. For the amount of
radiation a body can handle it all depends on the person.
Human : 200 CC
Ghoul: 300CC
Orc:275CC
Elf:150CC
Dwarf:175CC
Mermaid:190CC
Boa:250CC
Salarian:170CC
Symbiote:190CC
Things that can help against the radiation
throughout this world can come to be very costly. Due to the High value of
these items and the constant demand. There isn’t always a ready supply. For
those moments that these items are not available throughout the world
R.A.R.S
Rejuvenation against Radiation serums
A all-white antidote That can be injected 2
ways. There is an all-white tablet designed in a square formation that can be
ingested, the serum can also be injected through vial in the blood stream only
two doses of the rars serum can be taken at a time.
Reproccer
A syringe
like item that can be used to extract the doses of rars from the blood stream
The dosage can only be taken if the body has not been deceased for over 24
hours. When the serum is extracted from the bloodstream you can only recover
half of the original dosage or whatever the being has taken.
Magic
System
-When you
learn a spell it starts out at a level one. The spells have their own
experience setting and the experience needed to level each spell is different
progressively as spells do level they get stronger in power. But as well as
power spells can gain unique effects and additive properties based on the
constitution of the spell.
Every 2 levels your spell gains and additive effect based on the
property. Instead of using an amount of time at which you can use the spell per
day. Now there is a designated mana pool at which you can tap from to activate
your spells. Lower level spells take up less mana while higher level spells
take more mana.
-Mana can be regenerated after either a shot
rest. Or a long rest
- Various
items such as sensu beans. Mana fruit. Mana stars, Unboaras
- Magic users
naturally gain a resistance to offensive magic against them
Mana Pool & Fatigue
Human: 100
Ghoul:80
Orc:75
Elf:100
Mermaid:110
Dwarf:100
Boa: 60
SALARIAN:90
Symbiote:120
Fatigue rate
applies the same as your mana pool. Your fatigue rate goes down after
-Fighting
-Traveling
-Carrying heavy items
-Emotional situations
-When your fatigue reaches 0, You are unable
to carry items and or move and must fall into an immediate rest Fatigue
regenerates overtime just as your mana will.
Starting
Equipment
Vagrant
-Bedroll-waterskin-Robes-2
torches-2 rations- Journal [ 20 kips ]
Entertainer
-Small
Backpack-Bedroll-Entertainers item- Trinket- 1 torch-2 outfits [ 50 kips ]
Adventurer
-Backpack-Canteen-
Leather armor-Small weapon-2 torches-Bedroll- 20 ft rope [ 70 kips ]
Hunter
Backpack-small tent-10x torches-2 candles Canteen, Medium weapon, Leather
armor [ 80 Kips]
Commoner
Civilian clothes- 2 parchment- inkwell-[400 kips]
Knight
-Horse Mountain
backpack-Large tent-fire pit- Large weapon- Iron armor- 5 rations- 1 flask [
100 kips]
Nobleman
-Ford T150-
Supreme tent - Any weapon- Nobility
clothes- 10 rations- Golden bottle – 300 kips
Upbeat
Death
If you as a
player happen to fall to your wounds you do not die instantly. Due to the fact
that we have no health you will have time to stabilize yourself or have an ally
stabilize your body. You have 4 tries and must roll based off of your con
check. Each time you fail you have to roll even higher to bring yourself
back. THIS DOES NOT MEAN JUST BECAUSE
YOU FALL DOWN YOUR ENEMY WILL STOP ATTACKING YOU.
--------------- There will be other bonuses
added under the races and their descriptions.------------
The
Main Gods
Oddon, God Of Shadows
Cadmus, God Of Luck
Cithar, God Of War
Saesis, God Of Life
Ocara, Goddess Of Death
Qigyn, Goddess Of The Afterlife
Turone, Goddess Of Nature/balance
Qystia, Goddess Of The Knowlege
The World Map
The world map for you is blank. But for me is full of different
cities and places dungeons crypts and various adventurous things. This is to
give you a general aspect of the world. You guys would be starting northwest.