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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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| 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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== Adventuring Gear == | == Adventuring Gear == | ||
==== | ==== Battle Standard ==== | ||
'' | ''6 Gold, One-Handed''<br> | ||
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll. | |||
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==== | ==== War Horn ==== | ||
'' | ''4 Gold, One-Handed, Audible''<br> | ||
You can spend 1 | You can spend 1 Action to blow the horn and make an Intimidation Check. All Foes within a number of Spaces up to your Might make a Contesting Grit Check. If you succeed, that Foe gains the ''Disoriented'' Glancing Wound. When you blow the horn, Creatures up to approximately 1 Kilometer away can hear it (depending on terrain, this could be longer or shorter). | ||
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==== Hunting Trap ==== | ==== Hunting Trap ==== | ||
''4 Gold | ''4 Gold, Consumable, Trap.''<br> | ||
Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target's Choice) against an Attack Roll of 7.<br> | Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target's Choice) against an Attack Roll of 7.<br> | ||
A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check's result can no longer see the trap unless they take specific acts to investigate the area. ''(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)'' | A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check's result can no longer see the trap unless they take specific acts to investigate the area. ''(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)'' | ||
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