Project Istari: Difference between revisions

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*'''Agility.''' Agility is a creature's ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)
*'''Agility.''' Agility is a creature's ability to finely manipulate objects and accuracy. You gain a number of Initiative Points (IP) equal to your Agility + 1 at the start of each Round in Combat. (There will be better written rules for how Initiative works, but basically you spend your IP, whoever spends the most goes first, and any leftover roll over to the next round.)
*'''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.
*'''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. You have a number of Knowledge Points (KP), equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.
*'''Lore.''' Lore is a creature's learned knowledge of the world. You have a number of Knowledge Points, equal to your Lore, you can spend these Points to learn tidbits of information, and regain them over the course of a Rest.
*'''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.
*'''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.
*'''Resolve.''' Resolve 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 equal to their Resolve.
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== Spells ==
== Spells ==
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.<br>
Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.<br>
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.
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== Die Steps ==
== Die Steps ==
Certain mechanics increase dice by certain Steps. This uses the following pattern.<br>
Certain mechanics increase dice by certain Steps. This uses the following pattern.<br>
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.<br>
1-1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-3D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.
If somehow you get above 6d12, then if you're currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you're currently on a d10, then you increase the size of the dice to d12s.
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==== Dúnedan ====
==== Dúnedain ====
''Human Kin.''<br>
''Human Kin.''<br>
''"… The Dúnedain were lords of long life, great power, and wisdom …".'' When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.
''"… The Dúnedain were lords of long life, great power, and wisdom …".'' When you make a Recovery Check, make the Check twice and use the higher result. You gain a Lore Skill of your choice.
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''1st, 5th, 9th, 13th, and 17th Level Human Feature''<br>
''1st, 5th, 9th, 13th, and 17th Level Human Feature''<br>
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.
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==== Man's Resolve ====
{| class="wikitable"
|+
|-
! Prerequisites !! Actions !! Traits !! Energy
|-
| Human, Level 1 || N/A || Human, Will || N/A
|}
''Through training, you have learnt how to better control your feelings.'' You gain Emotion Resistance 3 and Mental Resistance 1.
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''Saurian Kin''<br>
''Saurian Kin''<br>
''Your toothy maw is larger, and you have a greater level of amphibiousness.'' Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.
''Your toothy maw is larger, and you have a greater level of amphibiousness.'' Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.
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==== Primeval ====
''Saurian Kin''<br>
''Primeval Saurians have tougher scales, are larger, and are akin to dinosaurs.'' Your Size increases by 1, and your Defense Die increases by 1 Step.
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==== Lineage Feats ====
''1st, 5th, 9th, 13th, and 17th Level Saurian Feature''<br>
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.
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==== Acidic Glands ====
{| class="wikitable"
|+
|-
! Prerequisites !! Actions !! Traits !! Energy
|-
| Saurian, Level 1 || 2 || Acid || N/A
|}
''You have acidic glands in your mouth which you can use in combat.'' You can spend 2 Actions to spray Acid in a 3 Meter Cone, dealing 2d4 + Might Damage defended by Might or Wit (Target's Choice).
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| Glancing Wound, Bludgeoning || Might, Wit (DC5)
| Glancing Wound, Bludgeoning || Might, Wit (DC5)
|}
|}
''[].'' 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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|-
|-
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee
| Greataxe || 1d10 || Might || Agility, Speed || Axe, Slashing || Hands (2), Melee
|-
| Handaxe || 1d6 || Might, Wit || Agility, Speed || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
|-
|-
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)
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| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry
| Rapier || 1d8 || Agility, Wit || Agility, Speed || Sword, Piercing || Hands (1), Melee, Parry
|-
|-
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (d4)
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
|-
|-
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through
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|+
|+
|-
|-
! Name !! Defense Die Increase !! Traits
! Name !! Defense Die Increase !! Traits !! Keywords
|-
|-
| Light Armor || +1 || Armor || Resistant +2 (Precise)
| Light Armor || +1 || Armor || Resistant +2 (Precise)
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==== Cursed Curse ====
==== Cursed Origin ====
''1st, 3rd, and more, Level Cursed Feature''<br>
''1st, 3rd, and more, Level Cursed Feature''<br>
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.
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|+
|+
|-
|-
! Cursed Curse !! Complexity Level !! Curse Description
! Cursed Origin !! Complexity Level !! Curse Description
|-
|-
| Curse of the X || Example || Example
| Curse of the X || Example || Example
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*The target cannot sense you.
*The target cannot sense you.
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==== Rogue Knacks ====
''2nd Level Rogue Feature''<br>
''Every Rogue uses their own set of tools, making no two Rogues the same.'' Choose 2 Rogue Knacks to gain.
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= Savant =
= Savant =
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= Wizard =
= Wizard =
Study Study
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==== Spellbook ====
''1st Level Wizard Feature''<br>


= Monsters =
= Monsters =