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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. | |||
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== Progression == | |||
As with most things in Eventide, there will be multiple forms of progression and advancement. | |||
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=== 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> | |||
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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. | |||
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= 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. | ||
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= 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 | |||
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== 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). | |||
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== 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. | |||
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== Step 5: Increase Stats == | |||
Increase 4 of your Stats by 1. | |||
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== Step 6: Completion == | |||
Your done!! | |||
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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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= Fears = | = Fears = | ||
When a Hero would take a Wound from | When a Hero would take a Wound from Damage with the ''Frightening'' Keyword, they gain a Fear instead. | ||
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[Tormented, Hopelessness, Greed, Surrender, Gloom, Overcome, Delusions, Infighting, Paranoia, Impending Doom, Looming Shadows, Rage, Cower, Troubled, Anxiety, Hysteria, Ill Will] | |||
== Passing Fear == | == Passing Fear == | ||
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! Traits !! Recovery Stats | ! Traits !! Recovery Stats | ||
|- | |- | ||
| | | Passing Fear || Resolve (DC5) | ||
|} | |} | ||
''Fluff.'' When you would spend an Energy, you must also spend an Action. | ''Fluff.'' When you would spend an Energy, you must also spend an Action. | ||
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==== 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 == | == 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. | |||
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==== Gloom ==== | ==== Gloom ==== | ||
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| Creeping Fear || Might, Resolve (DC5) | | 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. | |||
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==== 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. | |||
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