Basic Rules for System

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Basic Rules for System

Post by Essoje on Sun Nov 24, 2013 8:19 pm


There are the twelve stats, with 3 main and 9 subtats.
  • Physical - Strength, agility and vitality being used for a single purpose.
    • Strength - physical strength, explosive physical movements.
    • Agility - physical speed, eye-hand coordination.
    • Vitality - physical resistance, long-term physical movements.

  • Mental - The collection of all mental faculties.
    • Intellect - processing information, solution of new problems.
    • Recognition - assimilation of information, perception, quick thinking.
    • Wisdom - knowledge accumulated, intuition, mental resistance.

  • Spiritual - Dominion, communion and passion working together.
    • Dominion - sense of control, negative spiritual power.
      casting offensive spells.
    • Communion - sense of empathy, positive spiritual power.
    • Passion - sense of purpose and drive, spiritual resistance.

Vitals: Health, Focus and Confidence

This system has 3 kinds of counters, that keep track of how well a character is at any given time.
  • Health is your physical. This is calculated by adding half your Physical stat, rounded up, to your Vitality substat. A character that loses all his health loses conscience.
  • Focus tells us how ready a character is when approaching all kinds of mental tasks. It’s calculating by adding half your Mental stat, rounded up, to your Wisdom substat. A character that loses his focus is prone to find themselves with headaches and unable to think straight anymore.
  • Confidence is how brave a character is. It’s calculated by adding half your Spiritual stat, rounded up, to your Passion substat. A character that loses all his confidence will find themselves quickly agreeing with others in order to escape the situation.
In this system, you are not supposed to risk all of your health, focus and confidence points in an encounter unless it’s a life-or-death situation.
So in a negotiation with a merchant, they will usually not take more than 1 or 2 damage to their confidence before they give your character a discount, take a short rest, and then return to their work. As such, the character are also expected to not waste everything in a single encounter.

Traits: Advantages, Knowledges and Skills

There are 3 traits that may add bonuses to a roll, and they are advantages, knowledge and skills. Mechanically, they are simple bonuses that can be used together with a stat in order to make a check easier. Advantages are the assets the character to be successful, knowledges usually means how easy is to access information or how well you remember certain facts, while skills are the character’s proficiency on executing a task. Lacking a certain trait might lock a character out of even attempting to make a check, while having a catch-all trait would give penalties when the situation asks for a more specialized approach.
Note that there is no list of advantages, knowledges and skills.

Negative Traits: Disadvantages

These are what the character has going against them under certain conditions. The player does not need to give their character disadvantages at character creation, but doing so gives more flavor and the GM would allow more points to be used in advantages, knowledges and skills. Just don’t create disadvantages that might make other players or the GM annoyed.

Natural 10s and 1s

When rolling a 10 in a check, the character deals 1 point of damage of appropriate type to their target that ignores protection, plus anything else they would deal this turn. It means that even if a character that rolls a 10 rolls lower than their target, his target is still going to receive damage.
When rolling a 1 in a check, the character suffers 1 point of damage themselves, independent of the total result of the roll.


Having the edge in a conflict usually mean you have prepared yourself beforehand, or random things have been working in your favor lately. This adds a d6 for each edge.


Having the superiority in a conflict means you can roll twice and take the higher number in a d10 check. This also stacks with edges.


Rest is a period of time where the characters are allowed to recover from their injuries, calm themselves down and focus once more. The specific duration of the rest is up for the GM, which will inform what kind of rest this is.
  • A short rest will recover 1 point of each vital, but only if right after a conflict, and never above what you had before it. Usually that minute or two you give yourself after a conflict that you give yourself, then returns to active duty.
  • A long rest will recover up to half of all vitals, rounded down. This is your usual overnight rest.
  • A complete rest will recover all vital stats. Expect a week or so of down time for it to be considered a complete rest.

Character Creation

  • Confirm with the GM first what you are after.
  • Choose the priority between physical, mental and spiritual. Main stats are always the sum of it’s substats divided by 3 and rounded down. Maximum of 6 points in a single substat at this point, minimum of 1.
    • Primary - Distribute 14 points between the correspondent 3 substats.
    • Secondary - Distribute 10 points between the correspondent 3 substats.
    • Tertiary - Distribute 8 points between the correspondent 3 substats.
  • Calculate health points, focus and confidence, as per Vitals section.
  • Distribute the amount of points given by the GM in Traits, up to a maximum of 5 on a single one.
  • (Optional) Create one or more disadvantages, which the GM will give numerical values and give extra point to use in more advantages, knowledges and skills.

Posts : 1136
Join date : 2013-02-11
Age : 35

Character sheet
Elemental Affinity: Air
Class: Fighter 6/ Dragoon 1/ Green Aberrant 1
Race: Fairy(?)

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