Soul Fantasy Reborn: Mana Sphere

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MGuy
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Soul Fantasy Reborn: Mana Sphere

Post by MGuy »

Ok so my laptop and hard drive took a hard dive not long ago (about a week and a half) and so I've restarted my little project from almost the beginning. I'm looking at the refresh in a good light especially with the looming NEXT challenge that was presented. So I'm going to take another crack at system building, hopefully with more fervor. I'll post some details bit by bit as I go as I was gonna do before.
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Post by MGuy »

So because I've done the tango with this project before I already know how some of this shit is going to work out and a lot of it won't be changed. I'll start off with explaining what Mana is which will help explain the name of the game.


MANASPHERE is just a continuation of my Soul Fantasy Project and thus the same assumption that went for it remain the same. In the setting "magic" is a basic building block for everything. it works a lot like "the Force" in that it can control destiny and is an energy (no midichlorian bullshit) that can be controlled. It exists in everything but it exists the most in living things. Higher level characters, large creatures, and legendary type beings (which are just higher level creatures) happen to have more of the stuff than your average joe so essentially the higher level you are the more you can control reality.

This means that smaller creatures (significantly smaller so your short people can participate too) and objects don't get so much reality control. This also means that only higher level people and things tend to be the movers and shakers of the world. Which is what I intend to happen. Things that aren't alive have to find some otherway to cope. Generally undead hunger for Mana (hence why they feed off the living), constructs generally don't need mana to operate but are limited in various ways because of that, and spirit like creatures are literally made of the stuff (making them and undead enemies).

Now I called it Magic earlier because that's what we would call it but its more an energy. Its known as Mana in the setting (hence the name) and is considered soul energy despite the fact that is in everything even plants and tables to some degree. Every Character can use Mana to some degree. Mana is general generated slowly over time but higher tier characters with class levels generally can generate it faster and in different ways.Mana isn't just used on "magic" either. its used on skills, class abilities, and natural abilities as well (especially natural abilities of the more fantastic creatures). Alternatively characters can literally put their souls into making something happen and use special points to make permanent or semi permanent things happen. Right now this is called using a Plot Device and its effects are described in thishttp://tgdmb.com/viewtopic.php?t=53414 thread.

That's all I feel like typing about it right now. More later.
Last edited by MGuy on Tue Jul 31, 2012 9:04 am, edited 1 time in total.
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Post by Maxus »

Sounds a little like Bleach's metaphysics. Everything's made up of energy, but stronger characters have more packed into the same shape. Spirit pressure.

I've always thought that idea--or at least one with a similar concept--would help explain stuff like hit points. The higher level character takes a lot more to kill because he really is made out of more substance than you are.
Last edited by Maxus on Tue Jul 31, 2012 5:40 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by MGuy »

Maxus wrote:Sounds a little like Bleach's metaphysics. Everything's made up of energy, but stronger characters have more packed into the same shape. Spirit pressure.

I've always thought that idea--or at least one with a similar concept--would help explain stuff like hit points. The higher level character takes a lot more to kill because he really is made out of more substance than you are.
That is actually about half right. HP represents fate twisting so you aren't injured critically. Having a lot of hp represents both you having more "substance" and fate twisting to prevent critical injury.
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Post by MGuy »

A lot of the stuff i prepared will remain unchanged despite the forced restart so while i have to retype a lot of stuff the fundamental ideas remain largely the same. I'll continue this series by reposting the Character Tiers next.

Character Tiers – There are many Characters involved in a given game. All Characters, however, are not created equal. Some Characters are just better than others for one reason or another. In the Mana Sphere these characters operate on different Tiers. There are 4 Tiers of Characters: Common, Adept, Hero, and Legend Tier. Players will generally always be Hero Tier Characters.

Common – This represents the vast majority of people, creatures, and things. Common Tier Characters are representative of most average and below average Characters. Characters at this Tier gain only a Race and Profession at Character Generation. Common Tier Characters always have a Common or worse Stat Array. Because these Characters don’t gain a Class they do not gain Class Abilities, Bonus Skill Points, Experience Points, Bonus Attribute Points, etc. These Characters also do not gain Levels on their own. This Tier of Characters are basically cogs in the great wheel and don't have a very dynamic impact on the world.

Adept – These Characters are a step above the common populace. Characters of this Tier are similar to Characters of the Common Tier except they gain an NPC Class. These Characters are usually the right hand men/women of Hero and higher Tier Characters. They are still below making a significant impact on the world and are ore often times merely extensions of a higher Tier Character's will.

Hero – This is the Tier that Players should be operating at. Hero Tier Characters are generally the focus of the story and are the driving forces in the world at large. Hero Tier Characters are creatures of drive, talent,, virtue, etc that are able to influence the world around them. Characters of this Tier have access to Character Classes and may utilize all aspects of the game excluding Legend Tier Abilities. For good or ill every Character is the Hero in their own story.

Legend – Characters of this Tier are always powerful forces in their own right. Legend Tier Characters are gods, overlords, primary villains, and are not meant for Player use. Legend Characters are a step above Hero Tier Characters and are blessed with exclusive Legend Tier Abilities along with the capacity to retain and utilize more Experience Points than any other Tier. Players are never meant to reach this Tier in game. Any Character that somehow ascends to this Tier should become an NPC immediately.
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Post by MGuy »

Attributes also remain largely the same. They are renamed because... why not? but they serve all the functionality of your standard 6 attribute spread.

Power
Power gives a measure of a Character's physical prowess. It represents how much physical force a Character can exert on the world.
  • Characters with a lot of Power tend to be more muscled and dense. They are able to perform well at tasks that demand direct physical might such as breaking and lifting. Characters that lack power tend to be weaker and more frail.
    A Character's Power Score determines their Encumbrance Rates. A Character who's Power Score reaches 0 become unable to move in any way and may start to Suffocate from the weight of their own body. Characters without a Power Score cannot physically effect the world.
    A Character's Power Score Bonus modifies: Fortitude, Climb, Fly, Jump, and Swim Checks. It modifies Melee and Thrown Weapon Damage Rolls. It may also be used on random rolls where brute force is necessary (such as breaking an object).
    Special Note – Objects do not have a Power Score unless they are able to move. Even then if the Object is unable to move under its own power it merely adjusts the Power Score of the operator and only when being used for its specific function (like a pulley). If an Object can move under its own power then the Power Score is still only applied to its function.
Resilience
Resilience gives a measure of a Character's physical health and toughness. It represents how much physical punishment a Character can endure.
  • Characters with a lot of Resilience tend to have very strong and healthy genetic features and structure. They are also able to recover faster from injury and prove more durable and resistant to disease and poisoning. Characters lacking tend to have less defining or memorable bodily features and are generally more sickly and out of shape.
    A Character's Resilience Score determines their Endurance Rate and how many Wounds they can take before Death. A Character who's Resilience is reduced to 0 dies as their body ceases to function. A Character who does not have a Resilience Score does not have a physical body.
    A Character's Resilience Bonus modifies their: HP, SHP, Physical Damage Resistance, and Fortitude. It also is used for any Endurance Checks that the Character makes.
    Special Note – Objects do not have Resilience Scores. They instead have a Structure Score that determines their Encumbrance Rates.
Agility
Agility gives a measure of the Character's grace and coordination. It represents how well balanced a Character is and how dexterous their actions are.
  • Characters with a lot of Agility tend to have an abundance of hand eye coordination. They tend to be quick to react and leaner in form.
    A Character who's Agility Score is reduced to 0 cannot coordinate their movements and is rendered Immobile and Prone as they are reduced to random flailing. Characters without an Agility Score don't move.
    A Character's Agility Bonus modifies their: Accuracy, Dodge, Acrobatics, Balance, Escape Artist, Legerdemain, and Stealth. It also is used when performing actions that require sharp reflexes or coordination.

Awareness

Awareness gives a measure of a Character's perception and instincts. It represents how well tuned a Character's senses are.
  • Characters with a lot of Awareness tend to have sharp senses and remarkable intuitive skills. They generally are quick to pick up on a situation.
    A Character who's Awareness Score is reduced to 0 cannot perceive the world around them in any way and cannot function, rendering them Helpless. Characters without an Awareness Score do not perceive.
    A Character's Awareness Bonus modifies their: Accuracy, Dodge, Insight, Investigate, Perception, and Survival.
Intellect
Intellect gives a measure of a Character's knowledge and memory. It represents a Character's aptitude for processing and retaining information.
  • Character blessed with a lot of Intellect tends to remember and take in information easily. They are generally well read or knowledgeable about any number of subjects.
    A Character who's Intellect Score is reduced to 0 cannot retain memories or process thoughts which renders them either comatose or unresponsive. Characters that do not have an Intellect Score do not have conscious thoughts.
    A Character's Intellect Bonus modifies their: Will, Magic Damage Reduction, Crafts, Knowledges, Linguistics, and Treatment. It also modifies the number of Active Wards a Character can use.
Personality
Personality gives a measure of a Character's charm and presence. It represents a Character's ability to impose their will on others and to attract the loyalty and admiration of their peers.
  • Characters born with a strong Personality tend to be expressive and attract the admiration of others. They are generally well spoken and willful.
    A Character who's Personality Score is reduced to 0 loses their sense of self and is rendered catatonic. A Character that does not have a Personality Score cannot distinguish between itself and anything else.
    A Character's Personality Bonus modifies their: Will, Magic Damage, Animal Handling, Deception, Intimidate, and Manipulate. It also modifies the number of Active Cohorts a Character can use.
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Post by MGuy »

Ok so there's some other basic stuff to get out of the way. First of all the power level at the high end is decidedly lower than traditional DnD's. Vanician casting of course is traded out for a Mana Point system. All classes of course use this replenishable Mana resource so we're good to go on keeping the system together there. I'm attempting to make great strides to keep everything below the "going to kill god" level for now but still I want it to get to the part where you're fighting giant flying ancient lizards and non demon god demons. To facilitate end game challenges I have Legend Tier characters who will still be in swatting distance of the lower power cap while being able to do things that are truly world changing like summoning mentioned gods, blotting out the sun, etc.

I'll be having a write up of the races and classes as they get done but I'm struggling to figure out how I'm going to set up secondary abilities. I know that primary abilities will come at odd levels and from the classes and that feats will come at even levels (and first level) but secondary abilities are a causing a small but surprisingly hard to overlook conundrum. i don't know whether I should expand races to bring sub abilities such that you get abilities base on race and class as you level up or if I should just have classes provide sub abilities instead. Now a character is only going to be getting 5 sub abilities throughout their career (that much is for certain) and I mean for them to be minor compared to class abilities and feats. But I fear that giving it to races (while flavorful) will just promote imbalance but giving them to classes just feels a bit stale.
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Post by MGuy »

Update
_________________________________________________--
Races – There are any number of Races and creatures within Mana Sphere's Setting that Players can expect to have ready access to. For now though only the Primary Races will be presented here-in for the purposes of Character Generation. Selecting a race determines a Character's general look and provides a number of features and abilities specific to that Race.

Beastkin – Beastkin are largely forest dwelling animal blooded people who are said to descend from the God of Beasts himself. Beastkin are fierce protectors of nature, They are a mysterious people who have learned to live with nature instead of needing to take from it.
Physical Description – Beastkin may look wildly variant from Beastkin to Beastkin. Beastkin stand about the size of a Human but can vary within that depending on what kind of animal blood they draw from. Smaller animals tend to have smaller builds and vice versa. Otherwise Beastkin share many of the traits of their bloodline where feline Beastkin tend to have whiskers and owl Beastin tend to be feathered. It is possible for Beastkin to interbreed and mix traits though most Beastkin avoid mixing blood.
Creature Type – Beast
Base Move Speed – 30ft / 6 Squares
Attribute Bonus – Awareness +2
Defense – Dodge +1
Racial Ability: Bestial Trait – Beastkin develop abilities based on the animal they share blood with. When generated Beastkin may choose one of the following traits and gain the associated Skill Point:
Ambler – Increases Move Speed by 20ft when moving on all fours. +1 Acrobatics
Clawed – Gain Natural Weapon: Strike and Proficiency with Natural Weapons. +1 Climb
Hide – Gain Natural Armor of your choice. +1 Hit Points
Horned – Gain Natural Weapon: Gore and Proficiency with Natural Weapons. +1 Intimidate
Large Lunged – Gain the ability to hold your breath for four times the length of time before necessitating an Endurance Check for Suffocation. +1 Swim
Tailed (Prehensile) – Gain a Prehensile Tail capable of fine manipulation. +1 Acrobatics
Tailed (Semi-prehensile) – Gain a Semi-prehensile Tail, Natural Weapon: Slam, and Proficiency with Natural Weapons. +1 Balance
Toothed – Gain Natural Weapon: Bite and Proficiency with Natural Weapons. +1 Intimidate
Wild – Gain an Enhanced Sense (Dark Vision, Echolocation, Precision Sight, Scent, Tremor Sense). +1 Perception
Winged – Gain Wings capable of Flight. +1 Fly
Racial Skills: Choose any 1 of the below Skills.
Animal Handling
Knowledge: Nature
Survival

Dwarves – Dwarves come in three primary varieties. Forge Dwarves are stocky earth born grim surly people that primarily live beneath mountains, preferably volcanoes, an hammer out their existence there. Storm Dwarves are taller wind blessed Dwarves that live high within the mountains looking down upon all others. Sea Dwarves live low beneath the depths in arctic regions largely keeping to themselves.
Physical Description – All Dwarves tend to have thick, plentiful hair. The men having it all over while women have long heads of hair, thick eyebrows and distinctly curvy figures.
Creature Type – Elemental
Base Move Speed – 30ft / 6 Squares
Attribute Bonus – Resilience +2
Defense Bonus – Fortitude +1
Racial Ability – Elemental Blessing:
Forge Dwarf – Earthbound – You may use your Resilience Score in place of your Power Score to determine Encumbrance Totals. Additionally while on the ground you suffer no Penalties from Medium Encumbrance and Armor never slows your Move Speeds.
Storm Dwarf – Airborne – You may bend the air around you to enable Flight. You may also take Fly as one of your Racial Skills. Whenever you fall you may use an Opportunity Action to slow your fall for a number of feet up to your Move Speed.
Sea Dwarf – Waterlogged – You may breathe underwater as if you were breathing on land. Additionally Cold Conditions never slow you and you are never in danger of slipping on icy or wet surfaces (treat the Balance DC as unchanged by these conditions).
Racial Skills: Choose any of the 2 below Skills. Cannot choose the same one multiple times.
Balance
Climb
Jump
Linguistics
Knowledge: Sage

Elves – There are three primary Elven Sub Types discussed here: the Light, Twilight, and Dark Elves. They are also known as Thanes, Sidhe, and Drow respectively. Within their lore they are considered keepers of the future, present, and past respectively.
Physical Description – Light Elves are the tallest and tend to have pale to golden shades of skin with long hair, often kept in exotic and complex styles. They tend to have long faces and sharp features. Twilight Elves are shorter than High Elves and have skin tones going from various shades of grey and hair of various lengths depending on their style, profession, or culture. Dark Elves tend to be as tall as High Elves but have jet black skin tones varying slightly between slightly red to midnight blue hues with similarly colored hair.
Creature Type – Fey
Base Move Speed – 30ft / 6 Squares
Attribute Bonus – Intellect +2
Defense Bonus – Will +1
Racial Ability – Fate's Blessings:
Light Elves – Dowsing – Once per day a Light Elf may designate a specific creature or thing that is of some importance to them or their current goals. Whenever they are within Close Range of something directly or closely related to the “thing” in question they are alerted to it and are given a single Perception Roll to identify it. This alert only occurs once per triggering stimulus between Full Rests. This ability does not trigger for the same stimulus after you've found it. Lastly Light Elves can see in Blinding Light as ell as normal light and can't be blinded by bright flashes of light.
Twilight Elves – Balance – Twilight Elves may choose a single Racial Skill and reduce the Error Range of that skill by an amount equal to half their Level rounded up. Additionally once between Full Rests they may Take 10 on a roll after knowing the Result even if conditions wouldn't normally allow for it.
Dark Elves – Secrets – Dark Elves have photographic memories and can completely memorize anything they see or hear. They may then reproduce it whenever they choose to. Once between Full Rests a Drow may designate a roll they've made and reuse the Die Result on a later roll instead of rolling regularly.
Racial Skills: Choose any 2 of the below Skills. May not choose the same one twice.
Craft: Any 1
Knowledge: Any 1
Linguistics
Perception
Treatment

Humans – Humans are wildly varied and mysterious people. They are mostly known as seafarers who's origins are largely unknown. They've only recently gained a foothold on the shores of the main continent because of the tumultuous times. Humans thus far have proven themselves to be no fools and a legitimate threat to the powers that be. There are two primary empires that have settled on the primary continent but there are no significant differences between the people.
Physical Description – Humans share a lot of generic traits but are highly varied amongst themselves and thus do not stick to many conventions unless entire cultures are considered.
Creature Type – Humanoid
Base Move Speed – 30ft / 6 Squares
Attribute – Any 1 +2
Defense – Any 1 +1
Racial Trait – Skilled – Choose one of your Racial Skills and gain a Bonus Skill Feat for it. Also gain a +1 Bonus to one Attribute Score that isn't your highest.
Racial Skills: Choose any 2 neither of which can be the same.

Kinfolk – Kinfolk are a mostly female race of short athletic people. They are known for their numbers, ferocity, and territorial natures. Most people see them as wild, primitive, savages who have a worse reputation than the Beastkin. This is mostly because of their violent tendencies toward would be invaders. Many individual or smaller groups of Kinfolk have can be found abroad and have been seen to be about as civilized as any other sentient race. Within their own social structure Kinfolk most outsiders are seen as the savage ones. They are deeply connected with plants and enjoy spending time among foliage and in the sunlight. Lack of either over a long period of time tends to leave them depressed and moody.
Physical Description – Kinfolk are mostly female and have athletic bodies and browned skin. They have long, green hair that often rises up and slips down their backs. Males, much more uncommon than females, look a bit more muscular than females but both look similar for the most part. They stand on average at about 3 and a half to 4 feet tall. They tend to have large eyes and slender bodies.
Creature Type – Small Plant
Base Move Speed: 20ft / 4 Squares
Attribute – Agility: +4, Awareness: +2, Power: -2, Resilience: -2
Defense – Dodge +1
Racial Trait – Woodland Stride – Kinfolk are very adept at moving through the forests and cannot be tracked in verdant settings by any means save for other Kinfolk or those with heightened Tracking abilities. They are also no impeded by Difficult Terrain.
Racial Skills: Chose any 2 of the Skills below. You may not pick the same one twice.
Acrobatics
Balance
Climb
Escape Artist
Insight
Jump
Perception
Stealth
Survival


Orcs – Orcs have certainly earned their reputation for being the toughest and unrelenting foes one could face. They are proud of their long history of conflict and can attest to never being completely conquered despite the efforts of some. Orcs lead an embattled history and this has shaped their culture. Their people are also fractured with some having been taken in by other races and used for labor while others have retreated to harder to invade territories and carved out a place for themselves there. Still, collectively, Orcs are a strong, imposing, and proud people. There are 2 primary types of Orc: Summer and Winter Orcs.
Physical Description – Orcs are uniformly tall and well muscled people, evidence of their Giant heritage. Women tend to be more slender and curvy than males. They are only about as hairy as Humans and have varying hair lengths based on culture and style. Summer Orcs tend to have darker skin tones, mostly varying shades of grey with coarse black hair. Winter Orcs tend to have lighter tones keeping a more light green tone with lighter hair tones.
Creature Type – Giant
Base Move Speed – 30ft / 6 Squares
Attribute – Power +2
Defense – Fortitude +1
Racial Trait – Orcish Toughness – Orc Natural Healing Rates are doubled. Additionally when calculating SHP orcs multiply their HP total by 1.5.
Racial Skills: Choose any 2 of the below Skills. You may not select the same one twice:
Hit Points
Martial Proficiency
Climb
Intimidate
Jump
Survival
Swim

Shifters – Shifters are a seemingly cursed race. Other races tend to meet them, once exposed, with almost equal parts hate and mistrust. To this end Shifters live in the shadows, in secret or hiding within the light. More than anything a Shifter values secrecy. It is whispered among the few existing Shifter circles that they have a mysterious purpose that has been long forgotten but most Shifters simply keep to themselves, applying their skills to survival and even conquest.
Physical Description – When not in disguise shifters are pale, almost featureless, aberrant looking humanoids. They are pale have flat noses and no mouths. They have long black eyes and uniform, slender forms. When in disguise, which most Shifters stay there are no defining features that bind one Shifter to another. Typically they stand between 5 and 7ft tall and tend to take forms similar to those around them.
Creature Type – Aberration
Base Move Speed – 30ft / 6 Squares
Attribute – Personality +2
Defense – Will +1
Racial Trait – Alter Self – Shifters can shift their physical form to that of another creature. This ability allows the Shifter to use the Disguise Skill Task at will with no other equipment. This ability does not provide or alter clothing however. A Shifter cannot make major physical changes to their anatomy other than the act of switching genders. Otherwise they cannot add new appendages (IE extra arms, wings, etc), create new internal organs, or any other major changes like that. They may, however, change their skin tone, slightly change their height, hair length/color, nail length, eye shape/color, etc. These changes are skin deep and differences in internal anatomy will remain.
A Shifter when generated has an alter ego starting off. This is different to their base form and must be fleshed out. This alter ego is what they transform to whenever their “real self” is to be revealed. Even when knocked unconscious or if a piece of their body is separated from them it is the form their body takes. To turn into their base form against their will is always considered to be something worse than death to ask for and any attempts to force them to do it are treated as such. Only in death or by choice does a Shifter shift to their base form. All Shifters gain a Skill Point in Deception.
Racial Skills – Choose any 1 of the below Skills.
Insight
Intimidate
Knowledge: Any 1
Linguistics
Manipulate
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Post by MGuy »

Slight Update
___________________________________________________________________-
Professions – Before a Character can gain a Class Level they generally have a Profession. A Character’s Profession reflects what they were doing before the game begins. Sentient Characters of all Tiers have access to a Profession as long as they have reached the age of maturity. Characters that are too young to have one simply don’t have a Profession and are very unlikely to have a Class.

Acolyte – Knowledge: Divine, Knowledge: Sage, Linguistics, Mystic Proficiency, Will

Aristocrat – Deception, Insight, Linguistics, Manipulate, Will

Artisan – Craft: Any 1, Investigate, Knowledge: Any 1, Perception, Fortitude

Brawler – Hit Points, Accuracy, Intimidate, Fortitude, Dodge

Criminal – Deception, Escape Artist, Legerdemain, Stealth, Dodge

Courier – Escape Artist, Linguistics, Pilot, Survival, Dodge

Entertainer – Acrobatics, Balance, Deception, Manipulate, Dodge

Explorer – Climb, Jump, Survival, Swim, Fortitude

Healer – Animal Handling, Insight, Knowledge: Any 1, Treatment, Will

Hunter – Animal Handling, Perception, Stealth, Survival, Fortitude

Laborer – Hit Points, Climb, Jump, Pilot, Fortitude

Merchant – Deception, Knowledge: Any 1, Investigate, Manipulation, Will

Mystic – Mystic Proficiency, Insight, Knowledge: Any 1, Manipulate, Will

Navigator – Perception, Pilot, Stealth, Survival, Dodge

Nomad – Animal Handling, Pilot, Survival, Treatment, Will

Scholar – Mystic Proficiency, Knowledge: Any 3 (Cannot choose the same one more than once), Will

Slave – Hit Points, Escape Artist, Fortitude, Dodge, Will

Squire – Martial Proficiency, Manipulate, Pilot, Fortitude, Will

Warrior – Hit Points, Martial Proficiency, Accuracy, Fortitude, Dodge

Zealot – Hit Points, Mystic Proficiency, Insight, Knowledge: Divine, Will
Last edited by MGuy on Sat Aug 11, 2012 5:27 pm, edited 1 time in total.
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Post by MGuy »

I should explain skills a bit further before going on. "Skill Points" buy "Skill Ranks" but not in the traditional 3rd edition sense. I think I mentioned it earlier but Skill Bounuses act like Base Attack Bonuses in that there are multiple bonus tracks. All skills except Hit Points, Martial, and Mystical Proficiency follow the bonuses given on the tracks.

There are 4 ranks to all skills: Untrained, Trained, Expert, Master. By default you're considered "Untrained" in anything you don't have a skill point in. You can basically spend up to 3 skill points raising your rank in something. You get 3 Skills from race, 5 Skills from Profession, 10 Skills from Class and 2 Skill Points just for being 1st Level. From there you get a single Skill Point every even level.
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Post by MGuy »

Hit Points (yes this is a skill and the only one modified by Resilience/Constitution

Martial Proficiency - Determines weapon, armor, shield, proficiencies. Controls access to combat, armor, shield, weapon style, and similar feats/talents. Also controls proficiency with combat maneuvers and ability to access magic weapons, armor, and shields.

Mystic Proficiency - Controls access to spells, metamagic feats/talents, rites, and rituals.

Accuracy - Your base to hit bonus.

Fortitude - Defense

Dode - Defense

Will - Defense

Acrobatics - Your flippin' around

Animal Handling - Your ability to control and socialize with animals. Can be expanded ino vermin, oozes, etc.

Balance - Ability to stay on your toes

Climb - scaling, swinging, jumping on thing's backs.

Craft (5) Reduced number of total craft skills to 5. Made them more general to cover large areas with an option inside to focus on one thing. Allows you to be more effective against constructs, vehicles, etc

Deception - Where bluff used to be. Has an option for disguise with a skill focus feat. Automatically given to shifters. Otherwise covers most kinds of trickery.

Escape Artist - For when you need to escape in a hurry. Also covers squeezing into stuff and teleportation abilities.

Fly - Like swim and climb its a movement based skill. You mess it up you fall. You can get it and not be able to fly but that's pretty useless. Its given away most of the time to things that are guaranteed wings.

Insight - Your sense motive, your intuition, various forms of inductive reasoning.

Intimidate - All fear affects are controlled by intimidate from mystical to mundane.

Investigate - Your ability to gather information, clues, and various forms of deductive reasoning.

Jump - your ability to hop. It gets better and more similar to flight the more times you concentrate on it. No jump ceiling so it scales with time.

Knowledge (5) - Also reduced to cover wider swathes of info. Most of the time its stuff you know, allows you to predict enemy movements, know tactics, usual rituals, know weaknesses. Its also required for a number of spells and magic item crafting/recognition. Being smart in this case makes you more inclined to know magic/technology of course.

Legerdemain - Your thievery, your stealing, sleight of hand, etc etc. This skill is about the only thing that may allow you to create/use inter dimensional spaces at the high end.

Linguistics - Know your languages, decipher scripts, analyzes ancient texts, use your rune, sigils, and other language dependent abilities.

Manipulate - This is the Diplomacy skill. Its the thing that allows you to turn the hearts of kings and swoon the ladies.Most mind control thins depend on this skill.

Perception - All your senses boiled into one. 'nuff said. most detection and scrying abilities depend on this skill.

Pilot - Would be ride but I'm aiming for a techie (steampunk) setting plus it allows people to specialize where they want. Navigating will be split between this and Survival.

Stealth - You know the drill. You got your hide and move silently inside along with your ability to try to hide from enhanced senses.

Survival - This is your survival, trapping, foraging skill. It also allows you to hide in the wilderness and is THE skill you use to counter superior senses like Scent and Echolocation if you get the right talents.

Swim - Like fly you sink or you swim. Things that are predisposed to swimming gets a leg up on getting this skill. those who are really good at swimming can resist colder or hotter temperatures and hold their breath really well. They also tend to have more endurance.

Treatment - This is your healing skill in a nutshell. Does your limb replacement and reviving at the higher end.

A number of skills of course didn't make it.

Professions are now actual professions.

Appraise, gather info, knowledge local, search, and recognizing forgeries are all in Investigate. Concentration is just making a skill check.

Decipher script, speak languages, and using certain magic devices, are folded into Linguistics.

Disguise got consumed along with bluff in Deception.

Forgery is in craft and legerdemain.

Open lock is also within craft (the one you would use for locks) and legerdemain.

Perform got split into pieces and depending on the performance type is in acrobatics (dance), Craft (visual art), Deception (acting, Comedy), Legerdemain (cause I didn't know where else to put instrument playing), and Manipulate (oratory).

Use Magic Device is split into Linguistics and Knowledges.

Use Rope is in Survival.
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.
MGuy
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Location: Indiana

Post by MGuy »

So here's some small notes on Classes. As it is there are no Prestige Classes and no rules for cross classing, Instead classes just have various class abilities that they choose throughout their career to sharpen their focus or not. Class abilities are all thematic and focus on a certain theme. Typically the themes are the only thing that is protected between classes as a number of mechanically similar abilities can and do appear on multiple ability lists.

Each class has 3 archetypes that characters may choose to follow in order to streamline the character generation process. Classes give Primary Abilities that are given at every odd level. I may also write up a bunch of sub abilities that come online every even level but whether I stick to it or not is up in the air for now. There are no plans to make class feats currently. More notes later.
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.
MGuy
Prince
Posts: 4665
Joined: Tue Jul 21, 2009 5:18 am
Location: Indiana

Post by MGuy »

Doing Classes only to level 5 for now. I am going to design the ground floor of the game first and develop the rest later. Time constraints and other distractions are slowing the progress. Here's what I have for now - tables because I'm lazy and making tables on forums is tedious.

Classes – There are twelve base Classes in Mana Sphere each with their own unique theme and ability sets. Character Classes may only be gained by Hero and Legend Tier Characters. Each Class has ten Skills and a Mana Generation Method. While all Living Characters can generate Mana Character Classes allow a Character to generate Mana more rapidly under the right circumstances giving them the edge over lower Tier Characters. Classes also give a Character defining Primary and Sub Abilities. Classes are generally split up into 3 major groups for ease of understanding.

Fighters – These are the Classes that work best when in the middle of the action. They get many skills and abilities related directly to direct confrontation and have Mana generation methods the depend on dealing or receiving Damage.

Champion – Representative fighter of a greater cause. They are an oath bound type of warrior who uses their abilities to mitigate Damage on the battlefield. When not fighting they often serve as bodyguards, emissaries, or heralds, often working to spread the ideology of what they represent or working towards some given goal.

Martial Artists – These fighters hone their skill in battle seeking to perfect their body and minds. They are adept at dealing Damage directly to the enemy, often overcoming any barriers that would prevent them from doing so. When away from the battlefield they are often hermits or even guards. Some elect to teach or lead others.

Savage – These are often brutal men and women who elect to let their emotions run wild, often boosting their physical capabilities while doing so. They enjoy raining blows down upon foes. When not in combat they make excellent hunters and are generally very intimidating.

Soldier – These fighters are born for the battlefield and exist as highly mobile troopers. They are often adept at breaking the enemy and disrupting tactics. Though mostly used for their prowess in battle when not engaged they are typically guards, generals, and statesmen bringing their calm and collected experience on the battlefield to other public services.

Specialists – Specialists tend to be focused more on skills than direct combat prowess. Often times Specialists will use their primary skills in order to solve various problems in ways no other Class can.

Performer – These specialists have perfected their various forms of entertainment well beyond that of ordinary people. These virtuosos have discovered the magic behind their art and use it to climb the social ladder or bring it to bare when confronted with violence.

Ranger – These specialists are adept hunters and frontiersmen. They often brave dangers few others would face and endeavor to explore, hunt, or even just survive in the face of the many mystical and mundane environmental dangers.

Scoundrel – These specialists are masters of stealth and deception. They use their “unique” skill set to confuse and confound enemies often times profiting off of the downfall of others. Though a Scoundrel evokes feelings of distrust, few would not want such a skillful person on their side.

Tactician – These specialists are masters of gathering, analyzing, and utilizing information. It is tough to say whether or not a good Tactician is ever caught off guard by anything. They are ever mindful of the possibilities, take care to shore up their weaknesses, and often find ways to maximize their chances of victory.

Mystics – Mystics tend to have a wealth of unique powers. They are more aimed towards drawing success through artful and imaginative use of whatever ability sets they acquire.

Druid – These mystics are masters of nature. They are able to draw forth raw power from the ether and bend the environment to their will. They often times are found protecting and honoring nature in all its many forms, using their unique abilities to do so.
Invoker – These mystics are servants of a higher power. They put their souls on the line in exchange to further their ideology. Few can claim the loyalty and dedication of an Invoker and fewer can show off the benefits for such dedication. An Invoker is the herald, speaker, the eyes, ears, and hands of their patron.

Mage – These mystics are masters of Magic. They study and twist the spells they learn in ways o other class can match. Few can claim to have the skill to wield magic but very few can claim to be masters of it. Mages are the go to experts on all mysteries of the arcane.

Warlock – These mystics wield the very essence of magic. They are the only ones who can take the raw essence of what is magic and utilize it in unique ways. Where the Mages master formulas, Druids praise the wilderness, and Invokers act as servants to their patron a Warlock rips magic from the very environment.

ChampionChampions are leaders, protectors, daring men and women who thrust themselves into danger in the name of others. Champions are loyal, disciplined, fighters that represent something greater than themselves
Class Skills:
Hit Points
Martial Proficiency
Intimidate
Knowledge: Any 1
Linguistics
Manipulate
Pilot
Fortitude
Dodge
Will
Mana Generation Method – Champions gain Mana when Damaged. They gain 1 point of Mana per point of HP Damage. The Mana generated in this fashion does not restore the Champion’s regular Mana stores, it instead is used to fill a secondary Mana Pool called Resolve. This Mana Pool must be created as a Slight Action and functions like any other Mana Pool except it is dismissed whenever the Champion is fully healed or 1 round (6 seconds) after ending combat (as determined by the GM) at which point the Mana is placed into the Champion's regular Mana stores. The Mana Pool's Maximum Mana allotment is equal to half the Champion’s Level (rounded up).


Archetypes:
Challenger – Challengers are Champions who care about glory. They are dedicated to finding challenges and overcoming them. When traveling with others these daring souls insist on forcing one on one fights, gaining a number of abilities that make such direct challenges hard to ignore.

Primary Abilities:
1sr Level:
Harrier [Aim, Off-Guard, On-Hit] – You may take Aim by utilizing a Slight Action as an On-Hit effect. Targets you are Aiming at receive a Mundane Penalty equal to your Level when not directly Targeting you or a space that you occupy.

3rd Level:
Challenge [Sub Action, Close Range, Fear/Mind Affect, Maintenance] – When this Ability is gained you must choose whether to use your Intimidate [Fear] or Manipulate [Mind] Bonus as the Relevant Skill Bonus for the Ability. Once this choice is made it may not be changed later. You may, as a Sub Action designate a Target in Close Range that can see and hear you. You may then make a Check using the Relevant Skill Bonus Opposed by the Target's Will. If you succeed that Target must either accept your challenge and exclusively Target you as if their goal is to defeat you or receive Fear or Stress Damage equal to half your Level rounded up. If a third party Damages the Target the effect ends.

5th Level:
Isolate [On-hit, Mana] – By expending a Slight Action and Mana you may attempt to make a Push Attempt against all Targets surrounding your Attack Target. Your Push Attempt Bonus is equal to twice the Mana you used on this Ability + your Personality Bonus.

Sub Abilities:
2nd Level:
Designate – You may take Aim at a Target as a Slight Action on your turn. Abilities that would have you lose your Aim are negated unless there is an Opposed Roll involved. If there is you gain a Situational Bonus to the roll equal to half your Level (rounded down).

Crusader – Crusaders are Champions that insist on bearing the burdens of others. They thoughtlessly put themselves in harm's way and triumph through personal sacrifice. A Crusader is adept at reducing incoming Damage. They are valued traveling companions as they are adept at mitigating hazards from the group.

Primary Ability

1st Level:
Superior Guard [Counter, Mana] – When you would be Damaged you may increase your Damage Reduction by 2 per point of Mana you spend.

3rd Level:
Bodyguard [Counter, Reach] – When an Ally is Targeted you may move into that Ally's space and become the Target of that Target's Attack or Ability.

5th Level:
Unmovable [Counter, Mana] – When you would be a victim of Forced Movement you may expend Mana to reduce the number of Squares you would be moved by 2 per point of Mana spent (minimum 0 movement). You may alternatively utilize Mana when you are making an Opposed Roll to defend against a Combat Maneuver giving yourself a Mundane Bonus on the Roll equal to twice the Mana you spend.

Sub Ability
2nd Level:
Defend – You may apply your Damage Reduction to an Ally in reach whenever they make an Active Defense while adjacent to you.

Oath Bearer – Oath Bearers are Champions who have mastered the power of the Oath. Oath Beearers are able to mystically dedicate themselves, their surroundings, and equipment to their cause. Their abilities are effective at controlling the flow of combat putting everything in its proper place.

Primary Abilities

1st Level:
Bound Equipment [Ritual, Word, Ward] – You may place a number of Wards on a number of pieces of equipment equal to your max number of Wards. These Wards do not count towards your max Ward Limit. The Ritual is shown below.

Oath Bound Item
Ritual Level: 1
Casting Time: 1 Hour
Skill: Linguistics
DC: 15
XP Cost: 0
Materials: Special inks costing at least 10 Units and the Target item.
Duration: Indefinite
Effect: You may bind a Target item to yourself by marking it with a special Symbol specific to you. This symbol must be prominently displayed upon the item to get this Ritual's effect and cannot be placed on any part that would be hidden or hard to see. The item you bind to yourself must have been in your possession for at least one week. You must be able to hold the item and it cannot exceed your Light Encumbrance. Once the item is bound to you it gains special properties. The bound item is considered a Ward. The item becomes heavier for others. To other people attempting to lift it without your permission it weighs a function of it's original weight times your Level. You may also “call” the item to you as a Slight Action at any time. The item will then appear on your person being worn (if you can wear it), wielded (if your hands are open), or upon the ground in your square as long as you are on the same plane that you stowed it in. If you have multiple Warded items you may “switch” them out in this fashion. For example if you have two pieces of bound armor and you are wearing one they “switch” upon command placing the one you're wearing where the other armor was stowed.
Special Notes: This is a Class Ritual and may not be picked up by any other Class.

3rd Level:
Bound Souls [Ritual, Word, Ward] – You may place a number of Wards on a number of Allies through a special Ritual. You may place a number of these Wards equal to the max number of Wards you can place. These Wards do not count towards your total Ward Limit. The Ritual is detailed below.

Oath Binding
Ritual Level: 2
Casting Time: 1Hour
Skill: Linguistics
DC: 15
XP Cost: 0
Materials: Specialist inks costing at least 10 Units and willing Targets
Duration: 1 Week
Effect: You place a special mark on a number of Willing Targets. While marked in this way you may swap the position of the specially marked Targets as a Sub Action as long as the Targets you're swapping both are in your presence and at least within Medium Range. The Targets only bring themselves and up to their Max Load when being swapped in this fashion. They may attempt to resist this swapping at any time with a successful Will Save. If this Will Save is successful or the attempt is otherwise thwarted the marks on both Targets are dismissed. Use of these Marks is considered a [Warp] Supernatural Ability.
Special Note – If you have other Oath Rituals you can use them on your allies. Example: If you have Oath Bound Item you may summon bound items to Allies.

5th Level:
Rune Warrior [Class Feat] – Gain a [Word] Spell.

Sub Abilities

2nd Level:
Warden – You may double you maximum Ward Limit.

Martial Artist
– Martial Artists are highly trained weapon savvy combatants who use their knowledge and skill of combat to complete any task set before them.
Class Skills:
HP
Martial Proficiency
Accuracy
Acrobatics
Balance
Climb
Jump
Perception
Fortitude
Dodge
Mana Generation Method – A Martial Artist gains Mana through practicing their art. Because of this a Martial Artist performs best in battle gaining Mana at a rate of 1 point per 2 points of Damage they deal. With this a Martial Artist may generate more Mana than they may normally store. They may retain this Mana, losing it at a rate of 1 point per minute until they are back at or under their max, but they do not generate more while over their max. They also do not generate this Mana whenever they are using it so any Mana Based Ability they use that deals Damage does not generate Mana. Mana is only generated when the Martial Artist deals the Damage. Use of secondary items beyond a Melee or Ranged Weapon (doesn't include Splash/Grenade Weapons, poisons, etc) or continuous Damage do not add to the pool. If striking multiple enemies at once you only gain Mana for the highest amount Damage you struck for.

Archetypes
Chi Master – Chi Masters are mysterious and mystical Martial Artists who have mastered themselves and their inner Mana to produce various supernatural effects. Chi Masters are able to use their powers to produce effects that allow them to fight more effectively.

Primary Abilities
1st Level
Abundant Soul [Mana, Touch] – You may heal yourself by channeling your spirit turning your inner power into vigor. You may, as a Sub Action restore 3 + twice the Mana used HP of the Target you touch.

3rd Level
Chi Strike [Passive] – Your Weapon Attacks may deal Physical or Magic Damage at your choosing. You must decide which your Attack deals before you Attack. If your Attack would deal Magic Damage you must use your Personality Bonus instead of your regular Attribute Bonus to determine the Damage dealt. Additionally, if you have an Attack Spell (Basic Spells: Cold, Heat, Electricity) you may cast it as part of your Attack and you may turn it into a Maintenance Ability instead of a Channel Ability. The latter effect only applies as long as you have more Mana than your maximum.

5th Level
Chi Weaponry [Passive] – You may make Melee Attacks at Close Range, make multiple Thrown Weapon Attacks in a single Round, or may generate chi based Ammo for Ranged Weapons. When doing so the Weapon Damage you deal is always Magic Damage and use your Personality Bonus to modify Damage when applicable.

Sub Abilities
2nd Level
Solid Soul – Gain Resistance to Mana Burn, Disruption, and Drain equal to half your Level (Rounded Down)

Weapon Master – Weapon masters are Marital Artists who've found power in versatility. They have become master of many weapons instead of one. They have found a way to harness this versatility to become credible threats no matter what they can get their hands on.

Primary Abilities
1st Level
Weapon Master [Passive] – You gain Proficiency with all Simple, Martial, and Superior Weapons. Whenever your Martial Proficiency rises or if it already is above one you may gain Proficiency with all Exotic Weapons of a selected Weapon Category.

3rd Level
Weapon Toolbox [Passive] – You may add Grab, Thrown, and Trip properties to any weapon you're using. You may also use your Ranged Weapon as an Improvised Weapon in melee.

5th Level
Unique Style [Passive] – You may create a unique fighting style with a unique set of weapon, using unique limbs (teeth, tail, etc), using over sized weapons, etc. You must discuss the specifics with your GM. Alternatively you may gain a Combat, Shield, or Weapon Style Feat.

Sub Abilities
2nd Level
Improvised Weapon Mastery – You may utilize Improvised Weapons as well as regular weapons (gaining all the special weapon qualities and qualifying for the purposes of using various abilities).

Weapon Specialist – Weapon Specialists are Martial Artists who devote themselves to more than mastering a specific weapon. Where a Weapon Master focuses on mastering just the use of various weapons a Weapon Specialist seeks to turn a single weapon into something more.

Primary Abilities
1st Level
Weapon Specialization [Passive] – You must select a Weapon Category. That Weapon Category becomes your Weapon Specialty. You then gain Proficiency with Simple, Martial, and Superior Weapons in that Category. Lastly, you may use a larger Weapon Damage Die with that Weapon.

3rd Level
Exotic Style [Passive] – You may use an alternate Attribute, other than Agility and Awareness, to determine the Attribute Bonus for Accuracy and Dodge. Alternatively you may use an alternate Attribute to determine your Fortitude or Will Defense.

5th Level
Bound Weapon [Class Ritual] – Gain an extra Magic Item Slot. Additionally you gain the Weapon Binding Ritual. The details of the Ritual are listed below.

Weapon Binding
Ritual Level: 3
Casting Time: 1Hour
Skill: None
DC: None
XP Cost: 0
Materials: Target Weapon
Duration: Permanent
Effect: You may bind a specific weapon to your very being, making it an extension of yourself. You may only bind a single weapon to yourself in this fashion. If this Ritual is used on another weapon the last weapon you bound loses all the effects of this Ritual. While bound to you the weapon may never Damage you. Any attempt to do so makes the weapon go through you as if you or it were Incorporeal. Additionally you may imbue the weapon with a single Spell of your choice. You must know about the Spell or be able to describe the effect. You must be able to cast the Spell at the Level you attempt to imbue it at.

Sub Abilities
2nd Level
Soul Weapon – While wielding weapons that fit into your Weapon Specialty they become more resistant to Damage gaining additional Hardness equal to half your Level (rounded down). Additionally, they are immune to drastic disastrous effects like rusting and every day wear and tear.
Last edited by MGuy on Tue Aug 21, 2012 8:56 pm, edited 1 time in total.
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.
MGuy
Prince
Posts: 4665
Joined: Tue Jul 21, 2009 5:18 am
Location: Indiana

Post by MGuy »

Savage – Savages are barbarous fighters who, in one way or another, revel in conflict. Savages may be possessed by a spirit of fury, get lost in the visceral nature of combat, or any number of things that make them better suited for combat.

Class Skills:
HP
Martial Proficiency
Animal Handling
Climb
Intimidate
Jump
Perception
Survival
Fortitude
Dodge
Mana Generation Method – The Savage enjoys combat. Both civil and brutal Savages get a certain thrill when thrust into combat. Because of this they are able to do their best when on edge. Whenever a Savage is Damaged they gain Mana equal to one point for every 2 points of Damage they incur. Savages still have the regular limit of how much Mana they can retain. When pushed beyond that maximum Savages enter a form of Rage.

Special Note: Rage – A Savage may gain a Level of Rage equal to half their Level rounded up as a Slight Action on their turn. At first Level a Savage has to choose a type of Rage to benefit from. They may only benefit from a single kind of Rage at a given time (even if they gain multiple ones) and must be selected when they fly into it. A Savage must fly into Rage as soon as their Mana peaks. This is a forced Slight Action that occurs as soon as the Savage can possibly pull it off. They may attempt to contain this Rage by making a Will Save equal to 10 + the Level of Rage they would've entered.
A Savage may end their Rage as a Slight Action. Ending a Rage does not take a Will Save. Whenever Rage is ended, or prevented, the Savage loses any Mana they are retaining above their maximum. When a Rage that lasts at least 1 round is ended the Savage takes Fatigue Damage equal to the number of rounds they were Raging. This Damage cannot mitigated in any fashion.

Archetypes
Berserker – Berserkers are crazed Savages who channel their love of battle into destructive power. They are adept at not only over powering their opponents with the sheer amount of raw muscle power they can muster but our adept at putting their foes off balance through the frightful fashion in which they fight.
Primary Abilities
1st Level
Berserk [Rage] – Berserkers are adept at calling upon their inner fury to bring forth incredible physical powers. When Raging a Berserker may go Berserk. For each Level of Rage you achieve you gain a +2 Mundane Bonus to Power Score. While Berserk you receive a -2 Penalty to Dodge per Level of Rage.

3rd Level
Mighty Swing [Attack, Mana] – Berserkers are able to squeeze their souls to do more damage pushing themselves past even the mightiest warriors. When you Attack you may opt to spend Mana to hit harder at the cost of your accuracy. For every point of Mana you spend you increase the Damage you deal on a hit by 2 but lower your Accuracy by 1.

5th Level
Insurmountable [Sub, Morph] – While in Rage you may gain may Temporary HP by channeling your SHP. This Temporary HP only lasts for as long as you stay in Rage and is lost when your Rage ends. You may channel up to your Level in Temporary HP.

Sub Abilities
2nd Level
Intimidating Presence – When someone would take Fear Damage you may use your Mana as a non Action to increase the Fear Damage they take by an equal amount.

Tempest
Primary Abilities
1st Level
Frenzy [Rage] – Tempests are adept at calling upon their inner storm to turn themselves into a dangerous whirling tempest. When Raging a Tempest may go into a Frenzy. For each Level of Rage you achieve you gain a +2 Mundane Bonus to Agility Score. While in Frenzy you receive a -2 Penalty to Dodge per Level of Rage.

3rd Level
Tempest's Swing [Attack, Mana, Area, Channel, Augment] – Tempests are able to enter spins that allow them to whip up The wind around them. When you Attack whether you miss or hit you may utilize Mana and whip or a stirring wind that gives you some cover and disrupts incoming Attacks. When used this ability covers all squares in your Natural Reach +1 square per point of Mana spent. Perception Checks, Ranged Attacks, Area Attacks made on Targets within the area suffer a -2 Penalty for each point of Mana spent. While this Ability is active you cannot move from your current Square. If you are forced to move or are Damaged you must make a Concentration Check using just your Agility Score against a DC equal to 10 + 1 for each Square you moved or each point of Damage you took. If you are Teleported or somehow otherwise instantly removed from the place you were at the Ability ends immediately.

5th Level
Vacuum Swing [Attack, Mana, Area, Channel, Augment] – Tempests may draw in Targets with a great swing and a rapid spin. When this Ability is used all Targets in your Reach + a number of Squares equal to the Mana you use. All Targets in the area of this Ability are treated to a Pull Attempt. Targets that are Pulled to you because of this Ability are knocked Prone. While this Ability is active you cannot move from your current Square. If you are forced to move or are Damaged you must make a Concentration Check using just your Agility Score against a DC equal to 10 + 1 for each Square you moved or each point of Damage you took. If you are Teleported or somehow otherwise instantly removed from the place you were at the Ability ends immediately.

Sub Abilities
2nd Level
Fast Movement – Your Move Speed increases by a number of Squares equal to half your Level.

Juggernaut
Primary Abilities
1st Level
Grit [Rage] – Juggernauts are truly unstoppable combatants, able to shrug off blows that would stop others in their tracks. When Raging a Juggernaut may gain Grit. For each Level of Rage you achieve you gain a +2 Mundane Bonus to Resilience Score and Temporary HP equal to their Level. While in Frenzy you receive a -2 Penalty to Dodge per Level of Rage.

3rd Level
Juggernaut [Passive] – Attacks that hit and Damage but don't overcome Damage Reduction are considered a Miss.

5th Level
Stubborn [Passive] – Your Physical Damage Reduction can be used for your Magic Damage Reduction whenever you make an Active Defense.

Sub Abilities
2nd Level
Ram – You may add your Resilience Bonus to Damage on any Action that involves a Charge.


Soldier

Class Skills:
Hit Points
Martial Proficiency
Accuracy
Acrobatics
Climb
Intimidate
Jump
Pilot
Fortitude
Dodge
Mana Generation Method – Soldiers are at their best when they are assaulting their enemies in some fashion. Soldiers attain power through successful maneuvering and success in conflict. Soldiers can rapidly generate Mana by competing with the opposition. Any time a Soldier makes an Opposed Check whenever a Soldier rolls over any Target Number that the Target has they gain Mana equal to the difference. Soldiers may retain an amount of Mana equal to their Level.

Archetypes
Commando
Primary Ability
1st Level
Lock Down [On Hit] – When you hit the Target you may make an Opposed Fortitude Check. If you succeed your Target may not move out of your Natural Reach until after your next Initiative Action. They are not Immobilized or Off – Guard they just may not choose to move out of your Natural Reach.

3rd Level
Distracting Maneuver [On Hit] – When you hit the Target you may make an Opposed Dodge Roll. If you succeed you may choose another Target in Close Range that you can see and hear. You make the chosen Target Hidden against your Target. This lasts until the end Hidden Target's turn. The Hidden Target is considered to have a Stealth Check Result equal to the Dodge Roll Result.

5th Level
Threatening Strike [On Hit, Fear] – When you hit the Target you may make an Intimidate Roll opposed by the Target's Will. If you succeed the Target must spend their next turn Targeting you with any Active Action they make.

Sub Ability
2nd Level
Difficult Defense – All the Squares in your Reach are considered Difficult Terrain for Enemies.

Interceptor
Primary Ability
1st Level
Unforgiving [Passive] – Whenever you make a Successful Opportunity Attack you force the Target to Cancel their Action.

3rd Level
Capitalize [Passive] – You gain a +4 Mundane Bonus to Rolls made when Provoked.

5th Level
Intervention [Passive] – You gain a +4 Mundane Bonus to Rolls made when Countering or being Countered.

Sub Ability
2nd Level
Aggression – You may ignore Abilities that would allow any Target to avoid Provoking in situations where they would normally Provoke.

Skirmisher
Primary Ability
1st Level
Opportunity Step [Passive] – When you are Provoked you may make a Move Action.

3rd Level
Opportunity Dash [Passive] – Your Threatened Area increases by half your Move Speed. If you are Provoked in the extended area you may make an Opportunity Charge Attack.

5th Level
Mobility [Passive] – You may perform other Standard Actions during your Move Action. You may split your Move Actions up between your other Actions. For example you may move partially then perform a Slight Action then move again before performing an Active Action. You may only move as far as you regularly could. You may not use Charge Actions with this kind of movement.

Sub Ability
2nd Level
Fast Movement – Your Base Move Speed increases by an amount equal to 1 Square per half your Level rounded Down.
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.
MGuy
Prince
Posts: 4665
Joined: Tue Jul 21, 2009 5:18 am
Location: Indiana

Post by MGuy »

So with my mom out of the hospital and in physical therapy work has resumed on the project. I'm going to take an aside from listing classes to listing some info that might be important to know.

Hit Points – HP, also known as Hit Points, represent a Character’s ability to avoid serious injury. As long as a Character has HP they avoid receiving Injuries when taking Damage. Hit Points are purposefully abstract and may be used to portray any number of things whether you wish it to represent a Character’s skill, luck, Mana density, or something similar. The higher a Character’s Level the more HP they are likely to retain.

Stock Hit Points – SHP, also known as Stock Hit Points, represent a Character’s ability process unnatural healing. Each time a Character heals via a Spell or Ability that rapidly recovers Hit Points, Attribute Damage, Mana, etc that Character’s SHP is reduced. Depending on what is restored more or less SHP is used. The “exchange” rates depend on what is being restored and is listed in the table below.

Wounds – A Character who is Damaged when at 0 HP receive Wounds. When Damaged a in that condition the Character takes Resilience or Structure Damage equal to the Damage they took. The Damage to Resilience/Structure Scores from Wounds is not temporary and Natural Healing doesn’t allow recovery from the Damage from Wounds.

Natural Healing – By default all Living Characters heal naturally over time. Recovering from injuries, poisons, and other debilitations naturally does not require SHP. Additionally Natural Healing is the only way most Characters recover SHP. Natural Healing occurs constantly over time as long as the Character is alive. Natural Healing Rates and time frames are listed in the table below.

Short Rest – A Short Rest is taken when a Character spends at least 10 minutes resting easily. The current environmental conditions must be at least somewhat peaceful (as determined by the GM) in a way that would allow you to take a Rest at all. A Character may perform Actions up to Easy tasks with no problems while taking a Short Rest. During this Rest the Character may recover Hit Points at a rate of 1 per minute of the Short Rest. You may take multiple Short Rests back to back but each is considered to be taken in 1 minute increments. You may gain all the benefits of a Short Rest while you’re taking a Full Rest.

Full Rest – A Full Rest is taken when a Character winds down and takes a long rest. The rest must be peaceful enough that the character could reasonably fall asleep (determined by the GM) though they don’t necessarily have to. Generally, this is taken with Sleep, meditation, and similarly restful Actions spanning over a 6 hour period. You do not receive the benefits of a Full Rest unless you’ve take about an entire one. It may be interrupted for up to an hour but must not be interrupted for any longer, otherwise it is considered only a Short Rest. After taking a Full Rest for the indicated time you receive no further benefits from it for 18 Hours even if the Character rests continually for that amount of time or attempts to take another Full Rest during that time they only receive the benefits once until the 18 Hour time frame is up AND another 6 hour Full Rest is taken.

Asleep – While under this condition you are considered to be Helpless. You mostly don't perceive the world around you and your Perception Based Checks automatically fail with the exception of your Audio Perception Checks which you merely take a -10 Penalty to. Being significantly disturbed while under this condition will end it prematurely. If undisturbed a Character will stay sleeping for about 4 – 8 hours (roll a d4 if it becomes important).
Most Living Creatures require regular Sleep every day. Each time a Character goes a day (24 hour period) without Sleep they must make an Endurance Check equal to 10 + the number of Days you’ve gone without Sleeping. If you fail this Check you automatically receive a full Grade of Fatigue.

Status Conditions
Condition Damage – A number of Conditions are tied to a particular kind of Damage that builds up over time. These are called Ailments. Whenever Condition Damage is taken the victim must make a Fortitude or Will Save, depending on whether it is a Physical or Mental Ailment respectively, against a DC of 10 + the current total of the Ailment’s Damage. If you Fail then you advance a Grade of that Ailment. If you fail by 10 or more you advance additional Grades or every 10 that you miss the Save by.

Physical Ailments – Physical Ailments are physically debilitating Conditions. They can usually be seen physically effecting and debilitating the victim in some fashion. Generally Physical Ailments are resisted via Fortitude.

Fatigue – Fatigue Damage builds until the Target becomes Exhausted. For each Grade of Fatigue a Target currently retains they receive a -2 Ailment Penalty on all Checks and receive a Temporary -2 Resilience Score Penalty. If the Target’s Resilience Score is Reduced to 0 because of Fatigue it does not die but becomes Exhausted.

Pain – Pain Damage builds until the Target becomes Agonized. For each Grade of Pain the Target retains they receive a -2 Penalty to Concentration, Dodge, and a Temporary -2 Power Score Penalty. Additionally, there is a cumulative 10% chance per Grade of Pain that the Target currently retains that each time it is Damaged it will then immediately rendered Off – Guard until your next Initiative Action. Lastly if a Target’s Power Score is reduced to 0 because of the Penalty the Target is immediately Agonized.

Stun – Stun Damage builds until the Target becomes Paralyzed. For each Grade of Stun the Target retains they receive a -2 Penalty to Accuracy, Dodge, to all Movement Speeds, and a Temporary -2 Agility Score Penalty. If a Target’s Agility Score is reduced to 0 because of Stun the Target becomes Paralyzed.

Mental Ailments – Mental Ailments are mentally debilitating Conditions. They usually affect the behavior and decision making of the victim. Generally Mental Ailments are resisted via Will.

Confusion – Confusion Damage builds until the Target is driven Insane. For each Grade of Confusion a Target suffers they receive a -2 Penalty to Concentration, Perception, and a Temporary -2 Awareness Score Penalty. Additionally, all Error Ranges for the Target increase by 2 per Grade of Confusion. Targets that normally do not have or are immune to the effects of Errors are denied that Ability while suffering from Confusion. Lastly, if a Target’s Awareness Score is reduced to 0 because of Confusion that Target is rendered Insane.

Fear – Fear Damage builds until the Target becomes Frightened. For each Grade of Fear a Target suffers they receive a -2 Penalty to Accuracy, Will, and a Temporary -2 Personality Score Penalty. Additionally there is a 10% chance per Grade that, when Damaged you will lose all your Standard Actions and flee from the source of Damage as quickly and safely as you can during your current or next turn. Lastly, if a Target’s Personality Score is reduced to 0 because of Fear they become Frightened.

Stress – Stress Damage builds until the Target faces Despair. For each Grade of Stress a Target suffers from they receive a -2 Penalty to Fortitude, Perception, and a -2 Temporary Intellect Score Penalty. Additionally when Damaged while suffering from Despair you lose a point of SHP per Grade of Stress you currently suffer from. Lastly, if the Target’s Intellect Score is reduced to 0 because of Stress they fall into Despair.

Conditions
Agonized – An Agonized Target is rendered Immobile as it doubles over in Pain. A Target that is Agonized cannot perform any action that involves significant movement or Concentration until the Pain Damage is completely removed. Additionally an Agonized Creature has a 10% chance to be permanently Maimed (rolled when they fall into Agonized Status).

Despair – A Target in Despair is without hope and immediately surrenders to whatever force put them there giving up all actions on each turn until the Stress Damage is removed. Additionally a Target hat has fallen into Despair has a 10% chance of having all their Error Ranges permanently increase by 1.

Exhausted – An Exhausted Target is rendered Unconscious as it is forced to sleep due to Fatigue. A Target that is Exhausted cannot wake up on its own until all of its Fatigue Damage is removed. Until then, if the Target is awoken, the Target continuously suffers from lack of Sleep as if it has missed a number of days of Sleep equal to the current Grade of Fatigue they currently suffer from plus the number of days’ worth of sleep they actually missed. Additionally any kind of Rest will result in the Character falling Asleep.

Frightened – A Frightened Target uses all their actions to flee as fast and as far as they can until they reach a place where they believe they are safe. If they cannot find such a place or fleeing would require them to put them into obvious danger the Target instead will cower helplessly. Additionally the Frightened Target has a 10% chance of developing a Phobia of whatever caused their fear in the first place. If the Target already has a related Phobia of it the condition worsens.

Paralysis – A Paralyzed Target is rendered Helpless as they cease to move. A Target that is Paralyzed cannot move their body under their own power until the Stun Damaged is removed. Additionally there is a 10% chance that one of their body parts remains completely Paralyzed even after the Stun Damage is removed. Both the percentage chance and afflicted body part are rolled when the Paralyzed Condition is inflicted.

Insane – A Target suffering from Insanity loses all of its planned actions and spends its time doing one of the things listed below. They perform these actions until the Confusion Damage is removed. Additionally there is a 10% chance that the Target suffers from one of the following disorders (Roll a D8or the GM decides):
Apathy – Gradually loses the ability to express, process, and/or understand emotions

• Amnesia – Target loses some frame of time in their memory. They may forget they have done, people they knew, abilities they have, etc.

• Mania – Target becomes obsessed with something/one. The Mania can manifest as attraction, hatred, aversion, or some other automatic response when confronted with or given the opportunity to pursue the object of their Mania.

• Multiple Personality Disorder – The Target gains an alternative personality that acts completely on its own. The secondary personality is generally triggered or simply “takes over” whenever it can.

• Paranoia – Target becomes deeply paranoid, usually suspecting everyone and everything as having potential or intent to do harm.

• Psychosis – Target starts to behave erratically making choices seemingly divorced from their regular modus operandi. This can mean the character becomes extremely emotional acting impulsively or (if already impulsive) having dramatic mood swings. The Target may act in uncommonly generous or malicious ways, etc.

• Scarred – The Target becomes unable to see, hear, walk, or perform some specific function because of not because of physical injury but because of a mental one.

• Schizophrenia – The Target starts to lose their grip on reality being unable to tell what is real and what isn’t. They become unable to disbelieve illusions and may, in fact, become harmed if convinced that an illusion is real.
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.
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