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= | = Eventide (Current) = | ||
Eventide is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG. It focuses on story with mechanics following to fulfill that story. | |||
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== Leveling Up == | |||
Whenever your Hero Levels up, you increase one of your Stats by 1 and you choose one Feature, either from a Skill Track you are currently progressing in, or one of the beginning Features from a new Skill Track. | |||
<br><br> | |||
== Progression == | |||
As with most things in Eventide, there will be multiple forms of progression and advancement. | |||
<br> | |||
=== Experience Points === | |||
At the end of every Session, every Hero gains 1 Experience Point. An Experience Point (XP) may also be awarded for the completion of character specific goals or backstory development, or furthering the plot.<br> | |||
Once a Hero gains 3XP, they Level Up. | |||
== Magic == | |||
Eventide will allow for the use of magic systems, with stock rules for a basic hard magic system, called Resonance, and a basic soft magic system. In addition to these, standard TTRPG magic without a system behind will also be provided. | |||
=== Resonance === | |||
Magic is broken down into three Melodies, each of which is broken up into three Harmonies (nine total), each of which is broken up into three Tones (twenty-seven total). These provide the building blocks and fundamentals of Spells.<br> | |||
The three Melodies are Arcane, Divine, and Primal. Wizards have access to the full power of the Arcane, Clerics have access to the full power of the Divine, and Druids have access to the full power of the Primal.<br><br> | |||
The Arcane is broken up into Evocation, which Sorcerers specialize in, Manipulation, which Bards specialize in, and Abjuration, which Magi specialize in.<br> | |||
The Divine is broken up into Regeneration, which Thaumaturgists specialize in, Divination which Seekers specialize in, and Degeneration, which Warlocks specialize in.<br> | |||
The Primal is broken up into Transmutation, which Artificers specialize in, Conjuration, which Shamans specialize in, and Dynamancy, which Psions specialize in.<br> | |||
<br> | |||
Evocation has the Tones of<bR> | |||
*'''Infusion.''' The fundamental and ideal of elemental power.<br> | |||
*'''Kineticism.''' The process of converting energy from one form to another.<br> | |||
*'''Animation.''' The act of granting agency to inanimate objects, ranging from basic movement to full sentience.<br> | |||
Manipulation has the Tones of | |||
*'''Illusion.''' The act of altering one's perception.<br> | |||
*'''Enchantment.''' The act of altering one's thoughts.<br> | |||
*'''Domination.''' The act of altering one's actions.<br> | |||
Abjuration has the Tones of<br> | |||
*'''Negation.''' Defense against the magical.<br> | |||
*'''Protection.''' Defense against the physical.<br> | |||
*'''Contradynation.''' Defense against the natural forces of the world.<br> | |||
Regeneration has the Tones of<br> | |||
*'''Mending.''' Repairing biological tissue and helping injuries.<br> | |||
*'''Vitalising.''' Imbuing vitality and life into someone.<br> | |||
*'''Curing.''' Healing and removal of sickness, poison, and parasites.<br> | |||
Divination has the Tones of<br> | |||
*'''Scrying.''' Seeing another place.<br> | |||
*'''Augury.''' Seeing another time.<br> | |||
*'''Clairvoyance.''' Seeing another's thoughts and intentions.<br> | |||
Degeneration has the Tones of<br> | |||
*'''Decay.''' The addition of wounds and injuries to person.<br> | |||
*'''Wither.''' The removal of vitality and life.<br> | |||
*'''Plague.''' The addition of sickness, poison, and parasites.<br> | |||
Transmutation has the Tones of<br> | |||
*'''Alchemy.''' Transformation of one substance into another, such as yarn into gold.<br> | |||
*'''Fabrication.''' Transformation of one substance into another form, such as a stack of logs into a chair, cabin, or door.<br> | |||
*'''Empowerment.''' The imbuing of additional power and functionality into a person.<br> | |||
Conjuration has the Tones of<br> | |||
*'''Transportation.''' Alteration of something's place in space.<br> | |||
*'''Farcrying.''' Alteration of something's place in cosmology (Summoning creatures or items from other worlds).<br> | |||
*'''Chronomancy.''' Alteration of something's place in time.<br> | |||
Dynamncy has the Tones of<br> | |||
*'''Graviturgy.''' Manipulation of the natural force of gravity.<br> | |||
*'''Magneturgy.''' Manipulation of the natural force of magnetism.<br> | |||
*'''Electroturgy.''' Manipulation of the natural force of electricity. | |||
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= | = Project Istari (Outdated) = | ||
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG. Information that is in the current, up to date section (Eventide) will be removed from this section. This acts as an archive until this page is up to date. | |||
<br><br> | |||
= Work-In Progress Mechanics = | |||
== Items == | |||
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which). | |||
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Lore Skills are often gained from either Feats or Histories. They are far more specific, such as Nobility Lore, Smithing Lore, or a Lore about a specific city. These allow your Character to recall information about the specific information you have a Lore for much more easily. | Lore Skills are often gained from either Feats or Histories. They are far more specific, such as Nobility Lore, Smithing Lore, or a Lore about a specific city. These allow your Character to recall information about the specific information you have a Lore for much more easily. | ||
<br><br> | |||
= Hero Creation = | |||
Creating a Hero to play in a game of Project Istari can be a semi-complicated process to begin with, but all-in-all, it can be really fun, rewarding, and give you a great template to start out. You can follow these steps in any order you want, but the following is just a general guideline. These assume that you are starting at 1st Level | |||
<br><br> | |||
== Step 1: Choose your Lineage and Kin == | |||
Choose which Lineage you want for your Hero, this represents the general biological characteristics of your Hero, such as being an Elf or a Human. You gain the Features listed, with the Lineage, and you gain the Stat Boosts and Stat Flaws listed with the Lineage as well. If you want to be a Half-Breed, you choose one Feature from each Lineage from your parentage, and you treat all Stat Boosts and Stat Flaws as "Free".<br> | |||
You then choose your Kin from one of the Kins available from your Lineage(s). | |||
<br><br> | |||
== Step 2: Choose your Class == | |||
Choose which Class you want for your Hero, this represents the specific skills and abilities you have as an adventurer. | |||
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== Step 3: Choose your Histories == | |||
Choose a total number of Histories who's point cost totals to 3 (generally). | |||
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== Step 4: Choose 3 Items == | |||
Choose (generally) 3 Items of any combination. | |||
<br><br> | |||
== Step 5: Increase Stats == | |||
Increase 4 of your Stats by 1. | |||
<br><br> | |||
== Step 6: Completion == | |||
Your done!! | |||
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==== Elven Grace ==== | ==== Elven Grace ==== | ||
''Elf Feature''<br> | ''Elf Feature''<br> | ||
''You are extremely graceful, as most Elves are.'' You gain Acrobatics | ''You are extremely graceful, as most Elves are.'' You gain Acrobatics Proficiency, and when you take the Shove or Grapple Actions, you can use Acrobatics instead of Athletics for the Check. | ||
<br><br> | <br><br> | ||
==== Elven Senses ==== | ==== Elven Senses ==== | ||
''Elf Feature''<br> | ''Elf Feature''<br> | ||
''You have keen eyesight and sensitive hearing.'' You gain | ''You have keen eyesight and sensitive hearing.'' You gain Searching and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses. | ||
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| Elf, Level 1 || N/A || Elf || N/A | | Elf, Level 1 || N/A || Elf || N/A | ||
|} | |} | ||
''You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.'' You gain 1 | ''You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.'' You gain +1 History Point, you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency. | ||
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==== Conscripted ==== | ==== Conscripted ==== | ||
''1 History Point''<br> | ''1 History Point''<br> | ||
''You were conscripted into some form of army or militia.'' You gain 1 additional Starting Item, but you must use it to gain an Item with the ''Weapon'' Trait. You also gain | ''You were conscripted into some form of army or militia.'' You gain 1 additional Starting Item, but you must use it to gain an Item with the ''Weapon'' Trait. You also gain Discern Proficiency. | ||
==== Escaped Capture ==== | ==== Escaped Capture ==== | ||
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==== Brave ==== | ==== Brave ==== | ||
''2 History Points''<br> | ''2 History Points''<br> | ||
''You | ''You are naturally strong willed and fear doesn't easily take hold in you.'' You gain Grit Proficiency.<br> | ||
'''Determination.''' When you gain a Passing or Creeping Fear, you can spend 1 Reaction and 1 Energy to discard it instead. | '''Determination.''' When you gain a Passing or Creeping Fear, you can spend 1 Reaction and 1 Energy to discard it instead. | ||
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'''Spending Fate:''' You can spend 1 Fate to cast any Spell another Hero of your Level could.<br> | '''Spending Fate:''' You can spend 1 Fate to cast any Spell another Hero of your Level could.<br> | ||
'''Table-Talk.''' There are a lot of Spells in the game, it could make sense to choose a few signature Spells for your Hero to not be overwhelmed with choice every time you use this Destiny's '''Spending Fate''' feature. | '''Table-Talk.''' There are a lot of Spells in the game, it could make sense to choose a few signature Spells for your Hero to not be overwhelmed with choice every time you use this Destiny's '''Spending Fate''' feature. | ||
<br><br> | |||
==== Fateless ==== | |||
''1 Destiny Point''<br> | |||
''You have no fate, and you make your own destiny.''<br> | |||
You have 0 maximum Fate, but your Energy increases by 3. You can also spend Energy as if it were Fate, and if you would gain Fate, you instead gain that much Energy. | |||
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== Glancing Wounds == | == Glancing Wounds == | ||
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds. | In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Glancing Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Glancing Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds. | ||
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==== Dazed ==== | |||
==== Dazed ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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| Glancing Wound || Might, Lore (DC10) | | Glancing Wound || Might, Lore (DC10) | ||
|} | |} | ||
''"'Tis but a flesh wound!" — Micah, probably.'' | ''"'Tis but a flesh wound!" — Micah, probably.'' Your Hit Point maximum is reduced by 1. | ||
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If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound. | If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound. | ||
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= Fears = | |||
When a Hero would take a Wound from Damage with the ''Frightening'' Keyword, they gain a Fear instead. | |||
<br><br> | |||
[Tormented, Hopelessness, Greed, Surrender, Gloom, Overcome, Delusions, Infighting, Paranoia, Impending Doom, Looming Shadows, Rage, Cower, Troubled, Anxiety, Hysteria, Ill Will] | |||
== Passing Fear == | |||
In Combat, a Creature is filled with adrenaline and can spend 2 Actions to try to recover from a Passing Fear, using one of its Recovery Stats. When a creature attempts to Recover from a Passing Fear, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Passing Fears. | |||
<br><br> | |||
==== Chills ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Passing Fear || Might, Resolve (DC5) | |||
|} | |||
''I scream, you scream, we all scream … when we have chills.'' Whenever you spend an Action, you lose all your unspent Movement Points. | |||
<br><br> | |||
==== Hyperventilation ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Passing Fear, Respiratory || Resolve (DC5) | |||
|} | |||
''Your breathing quickens and you gasp for air.'' You cannot move more spaces in a round than your Resolve. | |||
<br><br> | |||
==== Horror-Struck ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Passing Fear || Resolve (DC5) | |||
|} | |||
''Fluff.'' When you would spend an Energy, you must also spend an Action. | |||
<br><br> | |||
==== Stress Injury ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Passing Fear || Might (DC5) | |||
|} | |||
''You have been struck with great power and shaken to your core.'' You gain a Glancing Wound. At the start of your next Turn, you Recover from this Fear. | |||
== Creeping Fear == | |||
==== Dark Whispers ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Creeping Fear || Instinct, Resolve (DC5) | |||
|} | |||
''You have begun to hear murmurings of horrid things.'' Whenever you would gain a Wound, you gain a Fear as well. When you make a Lore or Instinct Check, you add a d4 to the Check.<br> | |||
'''Recovery Condition.''' You can attempt to Recover from this Fear at any time. | |||
<br><br> | |||
==== Gloom ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Creeping Fear || Might, Resolve (DC5) | |||
|} | |||
''Everything seems harder and you slow down in response.'' Whenever you spend an Action, you lose all your unspent Movement Points.<br> | |||
'''Recovery Condition.''' You can attempt to Recover from this Fear at any time. | |||
<br><br> | |||
==== Paranoia ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Traits !! Recovery Stats | |||
|- | |||
| Creeping Fear || Resolve (DC7) | |||
|} | |||
''You begin to mistrust those you would have called your friends.'' Whenever you target an Ally or are targeted by an Ally with a Feature that specifically targets and Ally, make a DC7 Resolve Check. If you fail, the Target is not affected by the Feature. You gain +1 Reaction per Turn. You can attempt to Recover from 1 less Lingering Wound or Creeping Fear during a Rest.<br> | |||
'''Recovery Condition.''' You can attempt to Recover from this Fear at any time. | |||
<br><br> | |||
== Haunting Fear == | |||
= Items = | = Items = | ||
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==== Sneak Attack ==== | ==== Sneak Attack ==== | ||
''1st Level Rogue Feature''<br> | ''1st Level Rogue Feature''<br> | ||
''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense | ''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Target's Defense Result by your Instinct.<br> | ||
You also gain the following Sneak Attack Conditions: | You also gain the following Sneak Attack Conditions: | ||
*An Ally is adjacent to the target. | *An Ally is adjacent to the target. | ||
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''1st Level Warden Feature''<br> | ''1st Level Warden Feature''<br> | ||
''fluff.'' Gain 1 of the following Spells. | ''fluff.'' Gain 1 of the following Spells. | ||
*'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct. | *'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct. When you make an Attack with one of these Weapons, you can spend 1 Energy to add a d6 to the Attack, and one of the following Traits of your choice: [Elemental Traits] | ||
<br> | <br> | ||
*'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP. | *'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP. | ||
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*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll. | *'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll. | ||
<br> | <br> | ||
*'''Nature's | *'''Nature's Retribution.''' ''Magic. Primal. Spell.'' ''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them. | ||
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