Project Istari: Difference between revisions

2,621 bytes added ,  20:00, 7 February 2023
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*'''Might.''' Might is a creature's physical strength and endurance. A Hero has HP equal to 4 + its Might. HP is the number of Damage a creature can take before suffering a Wound.
*'''Might.''' Might is a creature's physical strength and endurance. A Hero has HP equal to 4 + its Might. HP is the number of Damage a creature can take before suffering a Wound.
*'''Agility.''' Agility is a creature's ability to finely manipulate objects and accuracy. Agility would effect Initiative in some way.
*'''Agility.''' Agility is a creature's ability to finely manipulate objects and accuracy. Agility would effect Initiative in some way.
*'''Speed.''' Speed is a creature's alacrity, expeditiousness, and ability to move. A creature's Movement is equal to 4 + its Speed. When a creature takes the Move Action, it moves a number of Meters equal to its Movement
*'''Speed.''' Speed is a creature's alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.
*'''Lore.''' Lore is a creature's learned knowledge of the world.
*'''Lore.''' Lore is a creature's learned knowledge of the world.
*'''Wit.''' Wit is a creature's gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to your Wit [with a minimum of 1, or should it be 1 + your Wit?].
*'''Wit.''' Wit is a creature's gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.
*'''Spirit.''' Spirit is a creature's force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who's Recovery Conditions it meets.
*'''Spirit.''' Spirit is a creature's force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who's Recovery Conditions it meets.
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== Stat Increases ==
== Stat Increases ==
Whenever your Hero Levels up, you increase one of your Stats by 1.<br>
Whenever your Hero Levels up, you increase one of your Stats by 1.<br>
Stats have a maximum of 5 from 1st Level to 6th Level, a maximum of 7 from 7th Level to 12th Level, a maximum of 9 from 13th Level to 18th Level, and a maximum of 11 from 19th Level to 20th Level.
Stats have a maximum of 4 at 1st Level, 5 from 2nd to 6th Level, a maximum of 7 from 7th Level to 12th Level, a maximum of 9 from 13th Level to 18th Level, and a maximum of 11 from 19th Level to 20th Level.
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=== Unbreakable Stone ===
=== Unbreakable Stone ===
''Dwarf Trait''<br>
''Dwarf Trait''<br>
Your body and will is unbreakable as the earth itself. When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.
''Your body and will is unbreakable as the earth itself.'' When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.
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==== Forgeborne ====
==== Forgeborne ====
''Dwarven Lineage''<br>
''Dwarven Lineage''<br>
''Your ancestors worked as smiths in powerful volcanoes.'' You gain Resistance 1 to Fire Damage, and you add a d4 to your Checks against effects with the Fire trait
''Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.'' You gain Resistance 2 to Fire Damage.
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==== Longbeard ====
''Dwarven Lineage''<br>
''You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.'' When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.


==== Psychic ====
==== Psychic ====
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''Your ancestors have survived a harsh wasteland filled with psionic monsters.'' When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.
''Your ancestors have survived a harsh wasteland filled with psionic monsters.'' When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.
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==== Understaker ====
''Dwarven Lineage''<br>
''You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.'' You gain Death Resistance 1.


=== Lineage Feat ===
=== Lineage Feat ===
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! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords
! Name !! Attack Die !! Used Stats !! Target Stats !! Traits !! Keywords
|-
|-
| Crossbow || 1d6 || Agility, Wit || Agility || Bow, Piercing || Hands (2), Ranged (12 Meters)
| Crossbow || 1d6 || Agility, Wit || Agility, Speed || Bow, Piercing || Hands (2), Ranged (12 Meters)
|-
|-
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Thrown (4 Meters)
| Dagger || 1d4 || Agility, Speed, Wit || Agility, Wit || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (d6), Melee, Thrown (4 Meters)
|-
|-
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee
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| Light Armor || +1 || Armor || Resistant +2 (Precise)
| Light Armor || +1 || Armor || Resistant +2 (Precise)
|-
|-
| Medium Armor || +2 || Armor ||  
| Medium Armor || +2 || Armor || -
|-
|-
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)
| Heavy Armor || +3 || Armor || Slowing (1), Vulnerable -2 (Concussive)
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*'''Vulnerable.''' You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.
*'''Vulnerable.''' You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.


= Artificer =
= Artisan =


= Berserker =
= Berserker =
 
Berserkers are powerful hulks that use magic and powerful emotions to fuel a  
= Bard =
 
= Cleric =
 
= Cursed =
 
= Disciple =
 
= Druid =
= Executioner =
 
= Fighter =
Fighters are well-rounded warriors, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]
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=== Starting Class Benefits ===
=== Starting Class Benefits ===
If this is the first Class you gain a Level in, you gain the following benefits:
If this is the first Class you gain a Level in, you gain the following benefits:
*'''Ability Boost.''' Might or Agility
*'''Ability Boost.''' Might
*'''Offensive Proficiencies.''' Basic Weapons, Advanced Weapons
*'''Skill Proficiencies.''' 1
*'''Defensive Proficiencies.''' Light Armor, Medium Armor, Heavy Armor, Shields
*'''Skill Proficiencies.''' 3
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==== Attack of Opportunity ====
==== Powerful Will ====
''1st Level Fighter Feature''<br>
''1st Level Berserker Feature''<br>
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
''Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.'' When you make a Check to resist an Emotional or Mental effect, you make the Check twice, using the higher result.
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==== Second Wind ====
''1st Level Fighter Feature''<br>
''You gain the ability to draw on a deep well of fortitude.'' You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.
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==== Combat Maneuvers ====
''2nd Level Fighter Feature''<br>
''Not all Fighters use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.'' Choose two Maneuvers detailed at the end of the Fighter Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this class. [Maneuvers would use Energy].
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==== Fighter League ====
==== Berserker Path ====
''3rd, and more, Level Fighter Feature''<br>
''1st, and more, Level Berserker Feature''<br>
You choose a Fighter League from the following table which represents the specializations and fighting styles you replicate.
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Fighter League !! Complexity Level !! League Description
! Berserker Paths !! Complexity Level !! Path Description
|-
|-
| Banneret's League || Example || Example
| Path of Crucibles || Example || Example
|-
|-
| Champion's League || Example || Example
| Path of Devotion || Example || Example
|-
|-
| Double Knight's League || Example || Example
| Path of Focus || Example || Example
|-
|-
| Eldritch Archer's League || Example || Example
| Path of Joy || Example || Example
|-
|-
| Samurai's League || Example || Example
| Path of Wrath || Example || Example
|}
|}
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==== Muscle Memory ====
== Berserker Paths ==
''4th Level Fighter Feature''<br>
=== Path of Devotion ===
''You have honed your muscle memory and practiced to react in the blink of an eye.'' Once per turn, you can Swap Items as a Free Action.
''You in love boi''
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==== Push On ====
==== Devotion ====
''5th Level Fighter Feature''<br>
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.
''You emotion go big love.'' You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in unless you meet the Ending Conditions.<br>
'''Devotion Benifits:''' You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you takes a Glancing Wound, you can use your Reaction to take that wound instead.<br>
'''Devotion Drawbacks:''' You cannot take an act that would directly result in an Ally coming in harms-way.<br>
'''Ending Conditions:''' Your Devotion ends once none of your Allies are in a danger that you can percieve.
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==== Feature ====
=== Path of Wrath ===
''6th Level Fighter Feature''<br>
''You angy boi''
Feature
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==== Sweeping Strikes ====
==== Rage ====
''7th Level Fighter Feature''<br>
''1st Level Path of Wrath Feature - Passion. Emotion.''<br>
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.
''You emotion go big angy.'' You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in unless you meet the Ending Conditions.<br>
'''Rage Benifits:''' You gain Resistance 1d4 to effects without the Magic Trait.<br>
'''Rage Drawbacks:''' At least 1 of your Actions each Turn must be spent to take the Attack Action, targeting a Creature, if you are not able to perform this Action, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.<br>
'''Ending Conditions:''' Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.
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== Combat Maneuvers ==
= Bard =
==== Brace ====
 
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.
= Cleric =
<br><br>
 
= Cursed =


==== Disarm ====
= Disciple =
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.
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== Fighter Leagues ==
= Druid =
=== Champion's League ===
Champions have some of the most general combat prowess of any type of Fighter.
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==== Combat Prowess ====
= Executioner =
''3rd Level Champion's League Feature''<br>
''Champion's have honed their strikes to deal bone-cracking blows.'' When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter's get a subclass feature.]
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= Magus =
= Magus =
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If this is the first Class you gain a Level in, you gain the following benefits:
If this is the first Class you gain a Level in, you gain the following benefits:
*'''Ability Boost.''' Might
*'''Ability Boost.''' Might
*'''Offensive Proficiencies.''' Basic Weapons
*'''Skill Proficiencies.''' 1
*'''Defensive Proficiencies.''' Light Armor, Medium Armor, Heavy Armor, Shields
*'''Skill Proficiencies.''' 2 + Lore (if positive)
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= Warlock =
= Warlock =


= Warlord =
= Warrior =
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]
<br><br>
 
=== Starting Class Benefits ===
If this is the first Class you gain a Level in, you gain the following benefits:
*'''Ability Boost.''' Might or Agility
*'''Skill Proficiencies.''' 2
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==== Attack of Opportunity ====
''1st Level Warrior Feature''<br>
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
<br><br>
 
==== Second Wind ====
''1st Level Warrior Feature''<br>
''You gain the ability to draw on a deep well of fortitude.'' You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.
<br><br>
 
==== Combat Maneuvers ====
''2nd Level Warrior Feature''<br>
''Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.'' Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this class.
<br><br>
 
==== Warrior League ====
''3rd, and more, Level Warrior Feature''<br>
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.
{| class="wikitable"
|+
|-
! Warrior League !! Complexity Level !! League Description
|-
| Banneret's League || Example || Example
|-
| Champion's League || Example || Example
|-
| Double Knight's League || Example || Example
|-
| Eldritch Archer's League || Example || Example
|-
| Samurai's League || Example || Example
|}
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==== Muscle Memory ====
''4th Level Warrior Feature''<br>
''You have honed your muscle memory and practiced to react in the blink of an eye.'' Once per turn, you can Swap Items as a Free Action.
<br><br>
 
==== Push On ====
''5th Level Warrior Feature''<br>
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.
<br><br>
 
==== Feature ====
''6th Level Warrior Feature''<br>
Feature
<br><br>
 
==== Sweeping Strikes ====
''7th Level Warrior Feature''<br>
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.
<br><br>
 
== Combat Maneuvers ==
==== Brace ====
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.
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==== Disarm ====
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.
<br><br>
 
== Warrior Leagues ==
=== Champion's League ===
Champions have some of the most general combat prowess of any type of Fighter.
<br><br>
 
==== Combat Prowess ====
''3rd Level Champion's League Feature''<br>
''Champion's have honed their strikes to deal bone-cracking blows.'' When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter's get a subclass feature.]
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= Wizard =
= Wizard =