Project Istari: Difference between revisions

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*'''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 are met equal to their Resolve.
*'''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 are met equal to their Resolve.
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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 (Outdated) =
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== Items ==
== 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).
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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== Stats ==
Every creature will have six Stats.
*'''Might.''' Might is a Creature's physical strength and endurance. A Hero has HP equal to 4 + their 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. You gain a number of Initiative Points equal to your Agility (minimum 1) at the start of each Round in Combat.
*'''Speed.''' Speed is a Creature's alacrity, expeditiousness, and ability to move. At the start of your Turn, you gain Dash Points equal to your Speed. Dash Points act as Movement Points in most scenarios.
*'''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.
*'''Instinct.''' Instinct is a Creature's gained experience of the world. You have a number of Reactions every Round equal to your Instinct (minimum 1).
*'''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 are met equal to their Resolve.
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Each Stat starts at 1, increasing or decreasing based on your Lineage choice. You also increase four different Stats by 1.
Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can't use your Free increase on Might, you have to use it on a different Stat.
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== Stat Increases ==
Whenever your Hero Levels up, you increase one of your Stats by 1.<br>
Stats have a maximum that will be determined at some point in the future.
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| Glancing Wound || Might, Lore (DC10)
| Glancing Wound || Might, Lore (DC10)
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''"'Tis but a flesh wound!" — Micah, probably.'' You cannot have more Hit Points than half your Hit Point maximum.
''"'Tis but a flesh wound!" — Micah, probably.'' Your Hit Point maximum is reduced by 1.
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