Domain d6 TTRPG (Test post, incomplete) v27
Posted: Sat Feb 08, 2025 3:29 am
DOMAIN
An Rd6 system Table Top Roleplaying Game
Domain TTRPG
Edition 3
V28
Written by Jon Setanta
Edited by Al Plato the Exegin and NPS founder
Suggestions, playtesting, and additional content by:
James Waugh
Patrick Waugh
Destinie Carbone
Alex Whitehead
Sven Æsirson
Chris Kohlway
Daniel Roberts
Julia
Diana
Eno
Power
Base 4
+1d6 combat dice per Rank
Items add +1 to +4
+2 Health per Rank per minute eating
Greatshield
4 WP
Size medium
Hard Armor against all enemies except those Flanking you
Power +4 Bashing
Lineage
Dorvid
Dorvids wear kettle-like armor when in public but when nude have black hair, a beak for a nose, and crow's feet. They wear the armor in order to support gems that they have found along their trinket paths.
Sturdy
Tooth And Nail
Sense (Sight, Touch)
Stone Bones
Gorgon
Hypnotic Stare: Resist (Willpower, or Finesse to look away or cover eyes). Slow on Target in Close range as long as sight is maintained.
Armor Skin (Soft)
Tentacles (hair)
Logic skill
Sense (Smell, Sight)
Angel/Aurean
Angels prefer to protect their lower bodies while leaving their torso and wings exposed. They tend to use swords and spears when fighting demons. Their color scheme tends to be cream colored wings with feathers.
Beast folk Angels take on the resemblance of whichever animal they have been interbred with. Since, a wolf angel (Nathrach) would have and gray fur with golden eyes. A dolphin angel would have gray skin with smooth features and maybe fins on the back.
Angel Archetype:
2. Aurean (Angels):
- Magic Aura: White, a shade between Magenta to Indigo included if Protean.
- Forms: Protean, Exegin, Gigant, or Zoan Form (may be cumulative as new abilities beyond the first and can be combined)
- Kynd Form: Default human-like form
- Spells: Choose any 1 Spell or an Element Template
- Skills: Either Logic or Emotion
- Special Abilities:
- If in Protean Form: Select Ghost trait and Tentacles trait
- If in Exegin Form: Select Metallic trait and a Vehicle shape
- If in Zoan Form: Choose a Phenotype
- Weakness: Weak to Dark (Unholy) element.
- Unique Feature: True Aureans are born in a flash of light and have a Halo. The Halo is a Rank 5 Arcastone that grants Flying and the ability to Teleport to and from the Astral or as normal. It provides sensory knowledge of all others with a Halo.
Kinesis (Flight)
Resize By Touch: Double or half the size of a Target within range.
Duplicate: Create a copy of an object no larger than Small.
Lineages:
Nathrach (beastfolk lineage with angel archetype)
Nephalem (has Gigant form)
Archangel (has Amorphous form)
Exegin (has Vehicle form)
Demon/Druja
Archetype
The demon style is of bones and spinal cords and teeth. Muscle abounds in a style of exposed flesh in dark hues and bright white bone. This is reflected in the ability Tooth and Nail.
Kinesis (Flight)
Tooth And Nail
Bone Armor
Resize Self: Up to double personal size.
Devil (fire or ice)
Archetype
Fire and ice devils equally have alternate forms, that of their elements and Kynd.
Hard skin and horns and a tail abound with their natural forms, their elemental abilities allowed in any form as well as flight.
Kinesis (Flight)
Leather Skin
Pyro or Cryo spell
Element and Kynd forms
Angel/Devil - Ashra
Devil/Demon - Fiend
Angel/Demon - Dark Angel
Fire devil - ifrit
Ice devil - geelu
Standard TN 4 Plus on d6s
Standard TN on d10 six and up
Standard TN on d20 11 up
Combat Dice on each roll add to Power for the round you are in Combat. This occurs when dice are rolled in a Melee or Ranged attack.
Allocation to Offense or Defense occurs during Declare
A rank one warrior has at maximum, 4 Power + 2d6 +4 for weapons for a grand maximum of 20 possible damage in one turn if left undefended which is shortly an instant kill against an opposed rank one Warrior that does not defend themselves.
Pass means a skill occurs if the number of Passes are one or greater according to a rank one challenge. Naturally, higher rank challenges will require more passes.
Easy 1
Medium 2
Difficult 3
Legendary 4
Deific 5
Each skill trained provides one additional die to a maximum of 8 at rank 5 + 3d6 (for trained skills)
Defenses
Roll 1d6 per “layer” TN 4 to prevent an attack
Soft armor
Hard armor 2d6
Shield
Barrier
Conceal
Gigant types
Nephesh
Green troll
Aesma
Augment
So. You have chosen to become a Player of the Domain TableTop RolePlaying Game, encasing your words and body motions into the role of a fantasy character.
You will bring life and soul to your own creation and karma with the Storyteller (ST) guiding your tale, be it shared with the ST, co-players, or even onlookers!
Who do you want to be and what do you want to accomplish?
The most important rule to follow out of only a few rules to play the basics of this game is talk with your ST if you have any questions or needs. It never hurts to do so when you have a chance.
If playing with other Players you would benefit greatly while working with teams and Actors which are characters played by the ST.
You will need at minimum:
1 Storyteller, the person that Runs The Game
At least 1 Player with optional Assistant Actors (characters in the game) and fellow Players.
Writing utensils
Paper
Lots of 6-sided dice (d6)
Domain is an "Rd6 game" meaning for almost all Rolls, you as a Player are required to roll 6-sided dice (d6) to determine the Success of dangerous or time-consuming tasks.
These Rolls are made using your Rank number of d6s, attempting to get at least 1 Pass to succeed unless a “versus” is mentioned such as requiring the player to meet the Rank, Power, or Wounds of the offense.
The number generally needed to Pass, the Target Number (TN) starts at a minimum of 4 of each die.
This TN is a 50% chance of success for each die meaning other kinds of dice may be substituted by increasing or decreasing the new TN to half of the highest value, rounded up.
A "Critical" means you have rolled a 6 on a d6, a Pass no matter what.
You will normally roll a number of 6 sided dice equal to your Rank.
Skills Trained add 1d6 more depending on the Challenge or type of Opposed Rolls, but no more than two skills may be combined.
The exception to this is Combat Dice which are only refreshed at the beginning of each sequence of everyone's turns called a Round; Combat Dice are used to Attack, Defend, and perform special Combat Trick effects during a physical, magical, social, or even mass combat encounter (or avoiding one!).
Aggressor wins ties on Opposed Rolls, but with Challenges the active player must meet a certain number of Passes.
For instance with a Challenge 2 the player must roll 2+ Passes.
While playing Domain you might notice far less rolling of dice than leading games and more comparing of what the task to accomplish is to what a character is normally capable of.
Rolling is to determine which side will succeed in either a similarly matched encounter, or one of different Rank.
Your Three Vitals
Health - Wounds you can take before Stamina loss once it hits 0, aquire the Bleed status once at 0 Health and further Wounds apply to Stamina..
Stamina - Fuels non-magical abilities, when it hits 0 you gain the Unconscious status and if your Health is also 0 you die.
Mana - Fuels magic, drains Stamina once it hits 0. A character reduced to 0 Mana is Tired.
Non-organic beings and objects use the Bleed-immune total called Integrity.
Integrity does not recover after Rest.
Having a non-organic Integrity of 0 acquires the Broken status.
These basic, vital stats begin at Rank 1 with a value of 10 in each, adding 10 more with each further Rank, and generally do not refuel unless you take a 10 minute Rest, which restores all three.
Injuries, special Wounds applied when your Health reaches 0, can be Defended against using the Dodge skill and other combat defenses, but Injuries hinder your character’s limbs, senses, or maximum Health until you Sleep every day for at least 8 hours for 7 days with medical attention an/or magic, after which one Injury is removed.
If only Sleep is gained in that time, Injury that removes body parts persists.
A Brute Roll (combine with one other skill as well to optionally reduce difficulty further, such as Finesse for surgery, Device for technology application to an injury, Melee for an effective workout routine, Emotion for therapy, or Logic to construct a good diet, combination skills are explained further in this book) allows you to recover faster from being injured reducing the days spent recovering by 1 every time you Succeed.
Skills such as Brute, Finesse, and how to use them are explained in the Skills section.
Non-organic beings and objects use the Bleed-immune total called Integrity.
Integrity does not recover after Rest.
Having a non-organic Integrity of 0 acquires the Broken status which is similar to Unconscious and semi-permanent but can be repaired.
Rank-based Totals
Influence - Built by cooperative deeds and Quests.
When first encountering anyone that is Aware of you or your allies, the initial Influence rating you have with that individual or group is equal to the Rank of those you interact with.
Emotion and Logic rolls may be made using the Influence rating as the number of Passes needed to get them to agree with you or believe you if you lie, rolling your own Influence rating (minimum 1 but a maximum equal to your Rank) in an amount of d6s.
When you do a deed (either helping or manipulating) and pass a Skill Roll against the Influence rating of a Target or Targets, if you Pass, increase your Influence by 1. Sometimes increasing your Influence with one Target decreases you Influence with others depending on personal ties.
Resource - Equal to Rank as a stat that refreshes after you go on each Quest or spend 7 days “downtime” working or crafting to gain new items, each item has a Rank at which it is able to be made or acquired by crafting, or buying something, temporarily drains Resource by an amount equal to the Rank of the item.
The exception to spending Resource pool is items 2 Ranks or more lower than your current Rank are all free but still need time invested.
Resources may also be spent for favors or hire help.
By spending one resource, a player may increase Influence by 1 to an individual or group.
Currency types
Physical
1 Gold
10 Silver
100 Copper
1 Bank note
Gems worth hundreds to thousands of gold
Steel (roughly 1 gold per WP)
Magical
Arcagems
Astrolana (sending someone an amount of Mana directly by touch)
Faith
Social
Information
Favors
Rank 1 Resource equivalent: 10 gold
Rank 2 Resource equivalent: 100 gold
Rank 3 Resource equivalent: 1,000 gold
Rank 4 Resource equivalent: 10,000 gold
Rank 5 Resource equivalent: 100,000 gold
Faith - Choose a devotion, dedicated to a religion or localized deity or The First aka The Creator God Aurean, or even an archetype diaspora to venerate. Faith begins at 0 and goes up to 5, spent to cast Holy, Psychic, and Utility Spells as a renewable stat refreshed completely after each deed or Quest dedicated to an individual, group, religion, or ethos is finished. As by Storyteller option a Dark God Druja may be worshipped but the only spell granted is Umbral.
And what do the spells do? They do not drain Mana and must be verbally bargained for with the Storyteller acting as deity or deity’s messenger, and must align with the ethics and goals of that devotion or the request is ignored. Slander against an ethos either verbally or physically desecrates yourself and drops your Faith to 0 until you perform an aligned deed for either the same devotion (refreshing all Faith to that cause) or you may switch to another devotion.
These might appear as just names at first, but as you read further you will learn what these mean.
MEASUREMENTS
I the author apologize for using the “Imperial system” of measurement but as a citizen of the United States here on Earth, that is pretty much the dominant measurement system, so I have abstracted it into different labels base mostly on average weight and size of average human adults.
If you find measuring in feet and inches difficult, just think of one foot as three decimeters.
You can approximate one's abstracted space, a circular area that occupies the average arm reach of a human adult arm length in a circle, as well as height, as roughly a meter in radius in all directions from a central point, then use kilometers instead of miles. It doesn't really matter because this is a role-playing game using abstracted distances and spaces and a Weight Point itself is literally the Imperial pound divided by 10.
Length: 1 Increment, roughly 1 foot or 3 decimeters. The average length of a human head and neck.
Weight: 1 Weight Point = about 10 pounds. Anything far less than 1 WP can be lumped together as “1 WP” if up to 100 of each unit of the object, such as coins.
Spaces: A single Space is roughly a five to six Increment diameter sphere centered at the character’s midsection. The comparable length of radius is an average human Kynd arm length, and one striding step by the character is one Space.
ABSTRACT DISTANCE RULE OPTION
(written by AP, integrated into specific game interaction by Jon)
Touch Distance
- More than one character within touching Distance of another character. Melee comment is possible if an action is taken to enter combat and Power is going to do all characters to take an action to enter combat.
Close Distance:
- Defined as the distance from “reaching” range out to the distance an average character (Kynd) can move in one Turn, or four average Move Actions, without Dashing (doubling Move speed for 1 Stamina, which is essentially moving instead a Medium distance)
- Examples: melee combat range, Scent detection.
- Movement: Moving a Short distance takes one Action.
2. Standard Distance:
- Defined as double the Short distance, a Turn of Dashing Movement, or two average Move Actions.
- Examples: Average range of spells, arrows, or gunshots; Hearing range; “Downwind Scent” detection; average Sight encounter distance in most situations. As far as Size or limb trait difference goes a Gigant or quadruped can move a Medium distance in four actions.
- Movement: Moving a Medium distance takes two Actions.
3. Long Distance:
- Defined as double the Medium distance.
- Examples: Maximum Sight distance in open, uncrowded conditions.
- Movement: Moving a Long distance takes four Actions.
4. Extreme Distance:
- Defined as double the Long distance or farther.
- Examples: Distances that require anywhere from ten Turns of movement to being incapable of being reached by movement alone, requiring Teleport or similar instantaneous travel.
- Movement: Traveling an Extreme distance normally requires abilities, vehicle, or spells that allow instantaneous travel.
Notes by AP comparing distances
Here are the redefined distances for the Domain rules, excluding close range:
1. Melee Range
- Distance: 0 spaces or Reach
- Description: Opponents are directly adjacent to each other, within arm's reach. This is the range for all hand-to-hand combat or melee attacks using short weapons such as swords, daggers, or fists. At melee range, combatants are engaged in direct physical combat, where dodging and parrying are crucial.
2. Close Range
- Distance: 20 spaces
- Description: Opponents are at a distance that is just beyond immediate melee reach but still relatively close. This range is ideal for short-range firearms, bows, and thrown weapons. Combatants can quickly close the distance to melee or make effective use of ranged attacks that do not require a long setup or aiming period.
3. Standard Range
- Distance: 40 spaces
- Description: Opponents are moderately far apart, suitable for most ranged weapons such as bows, crossbows, or firearms. Medium range allows for tactical positioning, use of cover, and the ability to engage enemies while keeping a safe distance. Moving to Melee range from Standard distance typically requires multiple actions or rounds.
4. Long Range
- Distance: 80 spaces
- Description: This is the maximum distance for short-range engagements, where opponents are far apart. Long range is ideal for sniper rifles, longbows, or magic spells designed for distance. Combat at long range allows combatants to engage enemies while maximizing the space between them, providing time to react and reposition as needed. Closing to melee from this distance would take several combat rounds, making it challenging without strategic planning.
These distance categories provide a structured approach to understanding how different weapons and combat strategies function at various ranges, enhancing tactical decision-making in a game scenario.
AP scenario:
Here are the results of the 20 additional simulations for initiative and movement to reach melee distance:
1. Warrior 1 reached melee distance first in 9 rounds at Extreme range.
2. Warrior 2 reached melee distance first in 3 rounds at Medium range.
3. Warrior 1 reached melee distance first in 8 rounds at Long range.
4. Warrior 1 reached melee distance first in 2 rounds at Short range.
5. Warrior 2 reached melee distance first in 6 rounds at Long range.
6. Warrior 2 reached melee distance first in 4 rounds at Medium range.
7. Warrior 1 reached melee distance first in 3 rounds at Medium range.
8. Warrior 2 reached melee distance first in 7 rounds at Long range.
9. Warrior 1 reached melee distance first in 6 rounds at Long range.
10. Warrior 2 reached melee distance first in 4 rounds at Medium range.
11. Warrior 1 reached melee distance first in 7 rounds at Long range.
12. Warrior 1 reached melee distance first in 6 rounds at Long range.
13. Warrior 2 reached melee distance first in 6 rounds at Long range.
14. Warrior 1 reached melee distance first in 1 round at Short range.
15. Warrior 2 reached melee distance first in 1 round at Short range.
16. Warrior 1 reached melee distance first in 8 rounds at Long range.
17. Warrior 1 reached melee distance first in 4 rounds at Medium range.
18. Warrior 2 reached melee distance first in 8 rounds at Long range.
19. Warrior 2 reached melee distance first in 2 rounds at Short range.
20. Warrior 1 reached melee distance first in 4 rounds at Medium range.
Summary:
- Warrior 1 reached melee distance first in 11 out of 20 simulations.
- Warrior 2 reached melee distance first in 9 out of 20 simulations.
- The encounter distances varied across Short, Medium, Long, and Extreme, affecting the number of rounds required to reach melee.
This set of simulations shows a more balanced outcome between Warrior 1 and Warrior 2, with Warrior 1 still having a slight edge.
This simulation was run between Warrior One and Warrior 2 at rank one with equal capabilities each attempting to dash as much as possible and expend Stamina to reach melee distance as soon as possible. Giving these parameters of the question that I asked I the author and questioner have deducted that it mostly comes down to initiative roles completely randomized by a single d6 roll rather than actual distance except for extreme distance and the use of the spell teleport to greatly enhance mobility or possible shape-shift into a flying form to avoid melee combat from a non-flying opponent. In essence, through these simulations by AP almost all encounters are balanced unless certain abilities are used for mobility to simply avoid combat entirely, but then again it still depends on an initiative.
Terrain Debuffs and Status Effects:
Rough Terrain, Clutter, Crowds, Forest Full of Trees, Caltrops and similar debuffs/status effects double the number of actions required to move each distance category.
For example, moving a Short distance would normally take 1 Action, but in Rough Terrain, it would take 2 Actions.
Similarly, moving a Medium distance would increase from 2 Actions to 4 Actions in Rough Terrain, and so on.
Optional Rule: Using d20s instead of d6s
Some players and groups may feel more comfortable rolling 20-sided dice. This is a tradition since the world's best-selling role-playing game was introduced back in the 1970s and some players may find rolling a 20-sided die more comfortable.
There is a lot more variance as far as results go and the math is a bit slower but with an approximate percentage of success, players might be able to emulate rolling six-sided dice.
The Target Number of d20 is 11.
Critical occurs on 18+.
RANKS
Rank 1: Novice/Commoner
First calling or archetype, +2 abilities, 1 unique trait or subability
Rank 2: Adventurer
Second calling or archetype, +2 abilities
Rank 3: Hero/Lord
+2 abilities, choose 1 immunity
Rank 4: Legend/Villain
+2 abilities, choose 1 immunity
Rank 5: Epic/Demigod
Third calling or archetype, choose 1 immunity, Domain choice or +1 ability
EPIC DOMAIN
The character sets a “rule” from something as concrete as “fire has no effect” to something as abstract as “i know the location of everyone that speaks my name”.
This rule expands to a 1-mile radius centered on the character as long as they are conscious and can not be denied.
This is the Domain power of Demigods.
BASIC CALLING SUMMARY
In the Domain TTRPG rules, the three Callings (or character classes) are:
1. Warrior:
- Warriors excel in combat and have abilities that enhance their fighting skills and defensive capabilities. They are considered the easiest Calling to play due to their straightforward approach to combat and survival.
- Bonus Skills: Melee, Ranged, Dodge, and a choice between Brute or Finesse.
- Combat Advantage: +1d6 Combat Dice and access to various combat styles and enhancements.
2. Expert:
- Experts are versatile characters who can master a wide range of skills to perform specialized actions, both in and out of combat. They are skilled at both offense and defense and can adapt to various situations.
- This Calling is considered of medium difficulty, as it requires strategic use of a diverse set of skills and actions.
- Specialization: Experts can train a variety of Skills to enhance their range of capability, granting them unique abilities that provide advantages in specific scenarios.
3. Mage:
- Mages are spellcasters who have access to a wide array of magical spells and abilities. They can manipulate the rules of the multiverse with their magic but must manage their resources carefully.
- Mages are the most complex Calling to play, as their power comes with limitations, such as the need to manage Stamina and Mana carefully. They are versatile but can be vulnerable without magic.
- Magic Focus: Mages have the ability to use multiple spells and sustain spells over longer durations. They start with two casting methods, which they can later remove.
These Callings shape a character’s abilities and how they interact with the game world, providing unique playstyles and strategic opportunities for players .
Calling Comparison at Hypothetical Maximum Abilities by AP:
It seems there was an issue accessing the file system to run the simulation. However, we can manually analyze the scenario based on the setup and previous parameters.
Manual Analysis of Class Comparisons at Rank 5:
1. Warrior (Rank 5) vs. Expert (Rank 5):
- Warrior Strengths:
- High combat dice and damage output with access to all combat styles and subabilities (e.g., Knight, Rager).
- Strong in close combat and can use abilities like Stun or Hinder to disrupt the Expert.
- Expert Strengths:
- Versatile and trained in all skills, which allows for adaptability in various combat scenarios.
- Can use skills like Dodge to avoid attacks and Melee for counter-attacks.
- Likely Outcome:
- Warrior might have more successes due to superior raw power and combat abilities in direct confrontations.
- Expert could win by leveraging skills to outmaneuver and weaken the Warrior over time.
2. Warrior (Rank 5) vs. Mage (Rank 5):
- Warrior Strengths:
- High stamina and health, making them durable in prolonged battles.
- Effective close-combat capabilities to reduce the Mage's ability to cast spells.
- Mage Strengths:
- High damage output with spells like Pyr and defensive abilities with Barrier.
- Teleport allows the Mage to escape combat, resulting in a tie.
- Likely Outcome:
- Warrior has more wins in direct combat if they can reach the Mage quickly and prevent spellcasting.
- Mage can achieve ties by teleporting away before being defeated.
3. Expert (Rank 5) vs. Mage (Rank 5):
- Expert Strengths:
- Trained in all skills, offering flexibility and defensive maneuvers like Dodge to avoid spells.
- Capable of closing the distance quickly and applying pressure with melee attacks.
- Mage Strengths:
- Ability to maintain distance and control the battlefield with spells.
- Can use Teleport to escape or Barrier to mitigate damage.
- Likely Outcome:
- Expert could have more victories if they effectively close the distance and use skills to disrupt the Mage.
- Mage could achieve ties or wins by using spells strategically to maintain distance or escape.
Overall Conclusion:
- Warrior: Likely to have the most successes in direct combat scenarios due to their raw power and ability to sustain damage.
- Mage: Capable of ending encounters in a tie using Teleport and could win by managing distance and spells effectively.
- Expert: Versatile and adaptable, with a balanced chance of winning against both classes depending on strategy and skill use.
GROUP SCALING
This measure of scaling is rough estimate of how powerful each Rank an individual is capable of interacting with or battling with lower Rank or higher Rank individuals.
Rank 1: 1 beings
Rank 2: 5 beings
Rank 3: 25 beings
Rank 4: 125 beings
Rank 5: 625 beings
A group of individuals, if categorized as a Group unified in Abilities, Rank, and Size with or without a leader of an equal or higher Rank, use the same Rank based Health, Stamina, and Mana total.
They must remain adjacent to each other within limb reach of each other.
Once Health and Stamina total is depleted, if any other member of the group is the leader, they are reduced to one Health, Stamina, and Mana, and are left as the sole surviving member conscious and active from that group.
QUESTS
A "quest" does not imply an individual or group always goes somewhere, but sometimes a journey is required.
In order to advance a Rank players must defeat, subdue, repel, or ally with an Encounter of at least one higher Rank for each Rank they already have.
An Encounter could be something as simple as a single crafting Device project or social debate, but the risks are high because if they fail, the player or players must wait 7 days before an identical attempt may be made.
In one player vs. a Storyteller's narration games there might be assistance but in group games no one "Ranks up" until everyone remains alive and the Quest is complete.
BASICS
The team or character that goes first has the highest Rank, or is Focused on a Target before an encounter begins. Distracted characters go last on the first Round.
At the start of the first Round, 4 Actions are granted to each Aware character during Refresh phase.
Combat Dice are allocated at the start of Declare phase if a Combat Action is taken, and Actions are Declared among characters on the same team or individual character depending on which side has the higher Rank.
If Round order is still contested between characters, just roll 1d6+Rank until someone comes out ahead.
Use the same Declare order every Round until an Encounter ends.
Things that cost 1 Stamina per Round on a failed Brute Roll:
Running full speed for 6 Rounds
Swimming for 6 Rounds
Holding breath for 6 Rounds
Fighting for 6 Rounds straight
Jumping over a pit that is wider than the character's Movement (or Dodge)
Climbing a ladder three stories (or Finesse)
Sprinting full speed into someone
Carrying up to double your Carry Limit, but beyond your normal maximum, for 1 minute
A Roll is a number of d6s rolled equal to your Rank.
If at least 1 Pass is made this is called a Success, otherwise it isn't and the character may not try again unless they wait until the next Round and spend 1 Stamina.
A Skill Challenge is two characters rolling against each other as opposed Rolls, but the offense is attempting to best the Passes of the defense.
The Storyteller chooses one Skill to use, then the Player chooses a second skill of a matching type.
Types of Skills are Body, Mind, and Hybrid (The last of which can be used with both Body and Mind skills). Total all Target Number reductions for the final TN.
TNs do not change unless the Skill training itself has been altered.
ABILITY, ACTION, AND POWER STANDARDS
Every character gets 4 actions each Round, which may be saved in response to other actions by other characters, and all Actions refuel at the beginning of the Refresh phase.
Any action maybe spent to do any kind of Spell initiate combat (the Combat Action), Move, communicate, react (one React-Action known as a Reaction, activated in response to another character Action or event immediately), or otherwise do anything within the game that is potentially possible as by Storyteller allowance.
Almost all regular physical things you might want to do each cost 1 Action.
Discuss this with your Storyteller what exactly is possible.
1 Wound is inflicted per Power that has not been Defended.
For each Combat Trick (Physical attacks) or Enhancement applied to an Attack or Spell, reduce Combat Dice.
AN ENCOUNTER
Distance:
Melee
Hearing (short or 25 spaces and not Distracted if in a loud environment, long or 100 spaces if normal)
Ranged (long or 100 spaces)
Sight (Focused and 25 spaces in a crowded setting/100 spaces on average/3 miles at sea level if no obstacles and Focused)
Interstellar/Teleport
Interdimensional
ROUND ORDER
1 Refresh
2 Declare
3 Effect
Refresh grants all Aware characters Combat Dice for the Round as well as 4 Actions. If one of those Actions is Combat, Power is applied to the character’s options as well.
Distracted characters may not Defend in any way against Attackers they are not Aware of.
Declare is when everyone “takes their turn”, setting intent to occur during Effect.
For whomever acts first (as described in Initiative) states out loud or writes a note, they may be Responded in that round by anyone capable of Reactions.
Responding characters may Declare or alter plans, but ultimately the first priority characters get last decision if they want to, for instance, reshift Power from Attack to Defense in Response.
Effect is when ”it all happens”.
Movement is completed.
Wounds are dealt.
Spells take results.
Ongoing Status Effects occur.
Then after everything is taken care of, that 10-second Round ends.
TRANSPORTATION and MOVEMENT
Movement
Walk up to 10 Spaces 1 Action
Jog 2 Actions
Dash 2 Actions and -1 Stamina for double speed for 6 Rounds
Run 4 Actions
The average Spaces for an Average size Kynd movement are 6 per action.
Summary of Transportation and Movement (by AP)
Walk: Costs 1 Action. Basic movement option, ideal for cautious movement or when no urgency is required.
Jog: Costs 2 Actions. Faster than walking, useful for moderate movement without any stamina cost.
Dash: Costs 2 Actions and -1 Stamina for double speed for 6 Rounds. Allows a burst of speed over a short duration, making it useful for quick repositioning or closing distances rapidly. Effective for escaping or engaging quickly, but at the cost of stamina.
Run: Costs 4 Actions (abstracted as a Short distance). Covers more ground in a single turn but uses up a significant amount of actions, which may limit other actions like attacking or defending in the same turn.
Average Spaces per Action: For an Average size Kynd, movement is 10 Spaces per Action.
This gives a standard measure of movement speed and helps to calculate distances more precisely during gameplay.
Charge Attack Mechanic: (by AP with advice from Jon)
1. Setup for Charge Attack:
- Action Cost: The character must spend the required actions to Dash or Run to initiate a Charge Attack.
- Initiating a Charge: The character declares a Charge Attack at the beginning of their turn. The target must be within a feasible distance to reach in that turn based on the character's movement speed and action costs.
2. Movement and Collision:
- Movement Requirement: The character uses either Dash (2 Actions and -1 Stamina) or Run (4 Actions) to cover the distance to the target.
- Impact: Upon reaching the target, the Charge Attack automatically connects if the movement is uninterrupted, representing the momentum and force of the character's charge.
3. Damage Calculation:
- Base Damage: The base damage for a Charge Attack includes:
- The character’s Rank as the base damage value.
- An additional +2 damage bonus from the momentum, regardless of whether the character uses Dash or Run.
- Total Damage: \( \text{Base Damage} = \text{Rank} + 2 \) (momentum bonus)
4. Effects of a Successful Charge:
- Knockback: If the Charge Attack is successful, the target is pushed back a number of Spaces equal to the charging character’s Rank.
- Knockdown: If the target is knocked back and hits an obstacle (like a wall or another character), they are knocked prone, losing their next action or needing to spend an action to recover.
5. Collision with Objects:
- Object Impact: If the Charge Attack is directed at an object (e.g., a door or barrier), the damage is applied against the object’s durability. If the damage meets or exceeds the durability threshold, the object breaks or is breached.
6. Self-Damage and Recovery:
- Risk of Collision: If the Charge Attack is stopped short due to an obstacle or heavy target, the charging character might take minimal self-damage (1-2 points) to reflect the impact.
- Recovery Phase: After a Charge Attack, the character may need a recovery phase to regain balance, especially if the target is not moved or the attack is otherwise disrupted.
Balance Considerations:
1. Streamlined Mechanics:
- By removing the attack roll and focusing purely on movement and automatic impact, the Charge Attack becomes a straightforward and reliable tactical option. It emphasizes positioning and timing rather than chance.
2. Consistent Damage Output:
- Keeping the +2 damage bonus the same for both Dash and Run creates a consistent damage model while allowing for flexibility in how the Charge Attack is initiated.
3. Tactical Depth:
- This streamlined approach still allows for strategic depth by making movement and positioning crucial elements of combat without overcomplicating the mechanics.
This revised version focuses on simplicity and effectiveness, making the Charge Attack a powerful and straightforward tactical choice in your game. If there are any other adjustments you'd like to make, or if there's something more you want to add, let me know!
Domain Lineages
Prime Branch
Human (Erkynd)
omnivore
Base height: 5 Increments
Base speed: 6 Spaces
Base weight: 10 WP
Age of maturity: 18 years
Maximum age: 75 years
Breed With Any Kynd: Humans can mate with and produce offspring with any kyndform species. The children are of the mother's species but have this trait, the father’s special ability, and in addition to Impatient flaw.
Adaptive Learner: The time required to learn or relearn something such as an ability is halved.
Logic Skill
Sense (Sight, Touch)
Endurance
Wise
Impatient: Flaw. If you are Resting you are automatically Distracted and any slight motion or sound will end your Rest.
Citywalk: You can walk to or in any city with humans in it anywhere in ten minutes.
Hob (halfling)
omnivore
Age of maturity adjustment: -5
Petite: Only need half as much food as normal.
Adaptive Learner
Emotion Skill
Sense (Hearing, Sight)
Hungry: Flaw. You can not turn down a meal. When presented with food you must eat all of it. If full, each additional meal is subtracted from Health instead.
Villagewalk: You can walk to any village anywhere in ten minutes.
Hulgar (dwarf)
omnivore, lithovore
Age of maturity adjustment: +10
Stone Bones: You can not be pushed or knocked Down in any Round while you make no more than 1 Move.
Stone shaping: With a touch, an Action, and 1 Mana you can reshape stone you touch as long as the affected area is no larger than your hand.
Brute Skill
Sense (Hearing, Touch)
Sinks Like A Rock: Flaw. Not buoyant in water.
Mountainwalk: You can walk to or on any mountain location anywhere in ten minutes.
Tenan (orc)
Carnivore, frugivore
Age of maturity adjustment: -5
Leather Skin: Armor (Soft).
Iron Stomach: You can eat any organic or post-organic material. If you eat rotten food you smell like it until you clean.
Brute Skill
Tough
Sense (Hearing, Smell)
Temper: When you or an ally take a Wound, you may deal an extra Wound with any Attack against the opponent and their allies until next Rest, but must Succeed an Emotion Roll to avoid attacking the cause of injury.
Villagewalk: You can walk to any tenan village anywhere in ten minutes.
Drakkar
An ancient race of a hybrid between humanoids and dragon kind. The lineage was probably created by some sort of deity seeking to blend the aspects of both kynd and dragon kind. This sturdy species exhibits both mammalian and reptile traits including a generally humanoid face covered with scales and sharp horns.
Breath Weapon
Sense (Sight, Smell)
Glider Wings – for each spaceFlying moved horizontally move one space down to the nearest gravity.
Mountainwalk, Swampwalk, or Plainswalk
Carnivore
Beastfolk (Ferakynd)
omnivore
Base height: 5 Increments
Base speed: 6 Spaces
Base weight: 12 WP
Age of maturity: 4 years
Maximum age: 50 years
Forms spell (natural animal)
Sense (any two)
Tooth And Nail
One free Trait
Impatient: Flaw. If you are Resting you are automatically Distracted and any slight motion or sound will end your Rest.
Forestwalk: You can walk to or in any forest anywhere in ten minutes.
Zaegric Branch
All subspecies originally develop from 12 year old small Wyrdkin in Zaegra but the material world adult and descendants of said adults skip this step and go straight to the subspecies of their parents or an apparent blend without the actual Zaegric archetype if the parents both don't have a magic gem such as a Wyrdling Moonstone (by birth) that grants the Wyrding spell, or specific Arcagem implanted in their navel.
The child of two Zaegric species of different types is always a Wyrdling.
A Zaegra Branch subspecies person that places a Moonstone in their navel gains the Zaegric archetype, replacing one original archetype. They also gain an alternate Wyrdling Form.
A Spirit of a Zaegra is called a Sprite, a Rank 1 size Tiny glowing ephemeral being that has Wings.
They may reincarnate in a Wyrd tree after 1 year, becoming a Wyrdling again.
Zaegric do not technically have an age of maturity since they use the Wyrdling age of maturity base and most develop from that lineage to start. If born on a prime world from Zaegric branch parents that do not have stones implanted, the age of maturity still does not change.
The maximum age of all Zaegric branch lineage Kynd is 100 years.
Wyrdling
[Moonstone]
Herbivore, Manavore
Age of maturity: 12 (sterile and gender neutral)
Tiny (Petite, Short)
Wyrd spell
Sense (Sight, Hearing)
Changeling: After each Sleep, the character becomes the appearance of the closest proximity lineage nearby. If that species is bigger they then appear as a child of that lineage.
Dodge Skill
Immunity to Toxins
Impatient
Forestwalk
Goblin
[Darkstone]
carnivore, manavore
Small (Short)
Umbral spell
Sense (Smell, Hearing)
Finesse Skill
Adaptive Learner
Temper
Tunnelwalk
Mer
[Waterstone]
carnivore
Hydro spell
Finned
Echo
Sense (Taste, Hearing)
Temper
Waterwalk
Luten (gnome)
[Lightstone]
herbivore, manavore
Tiny (Petite, Short)
Lumen spell
Sense (Sight, Smell)
Dodge Skill
Speak with Animals
Slow Grower
Forestwalk
Pisky (pixie)
[Airstone]
herbivore, manavore
Tiny (Petite, Short)
Wings
Sense (Sight, Hearing)
Aero spell
Impatient
Forestwalk
Troll, Moss
[Hardstone] (and eating plants)
Herbivore, manavore
Litho spell
Sense (Smell, Touch)
Regenerate
Stone Bones
Sink Like A Rock
Forestwalk
Troll, Green (Rank 2)
[Hardstone] (and eating meat)
carnivore, lithovore
Litho spell
Sense (Smell, Touch)
Regenerate
Stone Bones
Sink Like A Rock
Gigant (Wide, Unbalanced)
Lope
Temper
Mountainwalk
Bywg (buglike Zaegric)
[Bugstone] (Shift spell: Insect form)
herbivore, manavore
Small (Petite)
Insect Form
Sense (Sight, Smell, Hearing)
Dodge Skill
Impatient
Forestwalk
Zelen (elf)
[Kronostone]
Omnivore, manavore
Petite
Krono spell
Sense (Sight, Hearing)
Finesse Skill
Echo
Longevity: Zelens do not age beyond physical prime no matter what.
Slow Grower: Multiply age of maturity by ten.
Forestwalk
Zaegric Lord (Rank 2)
[Divinitystone]
Manavore
Omniscience spell
Wings
Temper
Zaegric Archetype
Zaegricwalk: The being may walk to any other Zaegric object, location, or being.
Forestwalk
Methods of Travel
Walking
Landwalk lineage ability (any viable terrain by lineage within 10 minutes spent, or line of sight in or on the terrain in 1 Round)
Faithwalk (as by Landwalk but only to objects and places declared Holy by a Rank 2+ devoted)
Riding Dragon
Teleport spell
Gate Structure (Gate spell)
Boat
Aircraft
Voidship
Wings
Swim
If a character with a Health vital flies or moves faster while exposed to open air at more than 64 spaces per Rank per Round for more than 1 Round they take 10 Stamina damage each Effect phase each Round, due to atmosphere terminal velocity, and will most likely become Unconscious.
Rank 4 transportation (Utility, usually) abilities become interstellar without exceeding whichever universe they are in while Rank 5 is interdimensional.
The number of actions required for transportation abilities does not change with Rank.
In order for both interstellar and interdimensional transportation to occur one must either have foreknowledge and accurate description, or have been to the location before.
VEHICLES
These constructions or beings (such as Exegin sentient ships and Abara living ships) each have a Rank that determines maximum size and maximum speed.
Rank determines vehicle Integrity, Stamina, and Mana vitals just like a character.
All vehicles have the Metallic or Wood traits unless an Abara, which has Endurance trait and Health instead.
They can look like anything from a WW2 fighter plane to a 1990s airliner to an F-22 or MiG-29 to a huge wood and cloth galleon to a car or tank to a Large red eight legged carapaced Mach 1 scrabbling Abara riding “Mite” to a Big incredibly long, sleek, and armored “Silverbug” Abara Carrier (Rank 2).
Even Mobile Armor (fits the character) to Mech (at least Large) can move quickly.
If a ground or water vehicle, base Move rate is 12. This is under ideal conditions and the ST may roll 1d6 per Move taken and apply it as a penalty to each Move if on or in bad conditions.
Flying vehicles Move at a speed of 44 but have a true linear direction maximum per Round by spending 1 Stamina per 6 Rounds and must acquire the Metallic or Endurance trait first:
Rank 1: 44 spaces per Round maximum size Big (tank on flat road, or galleon moving with the wind), or 300 Spaces for Wheels or Finned vehicle or an Abara Mite (both size Large) or above-water 15 Spaces for sailing maximum size for boat Gigant (galleon ship)
Rank 2: Mach 1 or 9000 Spaces per Round, maximum size Big (jet)
Rank 2: Mach 2 or 18000 Spaces per Round, maximum size Gigant (carrier)
Rank 3+: Mach 3 or 27000 Spaces per Round (supersonic scout)
Rank 3+ (void): Near Light Speed 11.2 million Spaces per Round for 1 Mana, maximum size Titan (capitol) but incapable of atmosphere flight other than landing, half that sublight speed for each size higher than Large
Rank 4: Interstellar teleporting Guilder ships (4 Actions to Teleport between stars and planets), maximum size Titan but double the number of Actions required to Teleport per size higher than Large
Rank 5: Interdimensional teleporting Guilder ships (use Teleport rules)
For space vehicles beginning at Rank 3 for Fighters (use Warrior calling), Scouts (use Expert calling), and Guilders (use Mage calling, required for Rank 4+ interstellar and interdimensional) interstellar void flight is up to 100 times faster per Action compared to atmosphere (I know, that is slow, but this is abstracted for the game simplicity)
Rank 3 “voidships” have their own air or water supply to prevent Suffocating status of the Void of stellar space and are all capable of sublight speed if they have the Warpdrive trait. Warpdrive allows Round by Round sublight speed but per 10 Mana spent per addition of sublight speed (think Warp 1, Warp 2, “Engage”, etc, I'm not going to say further…)
Vehicles have all a downside to moving full speed though; they can't Attack in the same Round and must travel in a straight (or on a planet surface) line.
Moving any faster than 2 Actions requires 1 Stamina for the 6 Rounds of top speed then and after.
STATUS EFFECTS
Stunned: lose 2 Actions per each Round, a Pass on a Brute or Willpower roll ends status during Effect phase.
Down: you can't make more than 1 Move Action each Round, spend 1 Action to stand.
Flying: you are not touching any stable ground or standing surfaces and can only be hit by Ranged attacks and spells, or if within distance of Reach if near a Melee/Reach combatant.
Unconscious: you are at 0 Stamina unless sleeping, and can not take Actions or normally Sense but otherwise can Hear. As long as you have at least 1 Health you awaken after a Rest. If at 0 Health while Unconscious, you are Dead.
Bleed: Nature (Flesh ) damage. Any being at 0 Health (not Integrity) during Effect phase each Round loses 1 Stamina. The Bleed status ends if a single point of Health and/or Stamina is gained instead.
Burning: during Effect phase each Round take 1 Wound from Fire damage unless a Dodge, Brute, or Finesse Roll versus the Rank of the cause of the fire is made, on Pass the status ends. Anything touching a Burning object or being is also Burning at the same intensity if touching for one whole Round.
A Burning character is also Suffocating if they have a Health vital.
Frozen: you can't make Move Actions and lose 2 Actions during Declare, a Brute Roll versus the Power of the cause and ends status on Pass
Scared: you can not Move towards the source of this status, during Effect phase at least 1 Move Action must by spent to distance from the source, Willpower or Emotion Pass ends this status.
Impaled: a targeted limb, Sense organ, or torso is pierced by a Puncture weapon and can not be used until the Wound is healed, if the weapon is removed using an Action you take Bleed status on a failed Brute roll.
If the torso is Impaled double the Bleed Wounds.
Severed: on a failed Brute Roll versus Cutting damage Wounds taken a limb is removed by a Cutting weapon and can not be used until reattached. If the head is Severed you are Dead but this is more difficult to do and attacks aimed at the neck need a Dodge Roll versus Attacker's Rank to prevent.
Severing a head is also only possible once Health is reduced to 1 or less.
Crushed: limb can not be used normally when Injured by a Bashing weapon as the bone is broken, causing 1 Wound of Nature (Flesh) damage to Stamina per Action made with that limb. This status is removed after 30 days of rest.
If the head is Crushed you are Stunned for the Crushed duration.
Dead: character's soul is detached from their body (the body can not take any Actions and is a corpse after 3 days) but the soul can Talk, Move, and Sense normally, acquiring the ethereal Spirit template.
They can only be seen outside the Prime universe or by anyone with Second Sight, or by other ethereal beings and Spirits.
Grappled: you are Grappled by someone or something. If an arm limb, it can not be used. If a leg limb, only two Move Actions may be made each round. If the head, you can not talk or Sense. A Brute roll is required to break free per Grappling attack or object. If Grappled is applied to a Moving Terrain sized being the grabbing character is instead considered to be climbing it instead.
Blind: you can't See. You are Blind from weapon attacks if both eyes are injured.
Deaf: you can't Hear. You are Deaf from weapon attacks if both ears are injured.
Silence: you can't talk but if caused by a spell or louder surroundings you can also not be Heard.
Starving (optional): If you have not had a single meal in 3 days, you acquire this status until you eat.
While Starving you can not regain Health or Stamina and lose 5 of each beyond each day you go without food.
Suffocating: The air or water you breathe has been denied for beyond your normal limit (you spent more than your Stamina allowed and might or might not be Unconscious) and until either you somehow Rest and breathe again, or receive the Aid action, or your Storyteller tells you that you awaken if at all, take 1 Wound from Nature (Suffocation) damage at the end of every 6 Rounds.
Toxin: you take 5 Wounds during Effect for 6 Rounds after the first Round. Wound Toxin (Poison, Venom, or Disease) damage can be prevented with the Aid action before further damage than the initial amount, or any healing magic, but Disease is every 6 hours and prevents recovery of Wounds by Rest or Sleep. Brute Roll versus Rank of the applied Toxin ends it during Effect, which also prevents the repeat damage, a resist roll made every turn.
Aging: All Prime Kynd without a Magic Aura suffer 1 Nature (Aging) Injury to their maximum Wounds for every year beyond their lineage maximum age at the end of every year after. Somehow acquiring a Magic Aura removes this status but the Injury must be healed.
Flying: You are at least 1 Increment above the nearest surface as if Up but fly through any airy or watery material at double your base speed.
Tired: You missed 3 nights of sleep or have 0 Mana. Either way, lose 1 possible Action each Round until Sleep is done.
MOVEMENT NOTES
Domain speed
Some notes I took last night before going to bed for a few hours on movement top speeds of whatever form an animal can take such as running swimming flying whatever in miles per hour and I'm talking like absolute maximum recorded speed, and why did I do this?
From my role-playing game that I've been writing for 13 years third edition
The next step is to calculate how many 5 ft circles are in one solid line of a mile and then somehow extrapolate how fast an individual can travel in 6 seconds which is roughly one round in game and I think once I figure out that equation which should be on average just like D&D movement rate of about 120 ft every 6 seconds at run (3e)
So, given my math disability that will take some time to work out but it's basic multiples of factors and dividing by time passed.
Then I just sorta stat out special "Traits" for various body types that grant standardized move speeds in 5 ft spaces per round and I'll be ready to design entire functional beings to ride, fight, tame, become, or control.
First come nature animals, then the fantasy monsters and "Kynd" or biped peoples.
Okay I thought of a better abstracted way to calculate move speed and that is just figure out somebody's height in feet And that's how far they move in one single stride in one second So a 5 ft tall person would move 5 ft per second times 6 for per round speed of 30 which is pretty average for D&D so that works out for short people that is for dwarves but if you take a 6 ft tall adult human male cisgender male that's probably going to look more like 35 actually 35 ft per Action movement, x4 at solid run of 4 Actions = 140 for
But if I average male and female cisgender people it's probably going to end up somewhere between 5 and 6 but I'd be better off varying it so taller and longer/bigger being moved their height or length in feet per Action as default instead, putting each individual "space" as a flexible number that varies by size and stride length rather than just 5 foot cubes.
So, each "stride" per Action is height rounded down to nearest foot which is twice their Reach
I suppose the smallest increment within Western or Imperial measure United States standard is a foot, which is fine because that's pretty much two handlengths so I could just round 6 inches to the nearest "hand" then divide the feet total by 2.
OR
I just use metric decimeters, which are 1/3 of a foot or 4 inches, then scale up by ten each time like every oogyboogery non-States person would do in the first place.
So one "space" is .1 meter per second or 22 mph. Which is average for a fit person.
OR
I change the Round duration to 10 seconds, 6 per minute, still 60 min per hour, but now I'm using metric and base 10.
Still 4 Actions per Round but now they are used by 6 foot tall/two meter high theoretical people to run at a generous athletic average of two-meter "spaces"
Nevermind
I'll just use https://rpg.stackexchange.com/questions ... orld-speed
Because as my old martial arts teacher Mark told me a long time ago " your strength is in other people " and other people already did the math for me because they're better at math and I'm better at words and ideas.
So I'm just going to assume the height of a person is going to be expected at 6 ft just so they have a 6 ft stride and make each space 6 ft rather than 5 just to make things a little faster on average and if somebody wants to convert that to metric all they have to assume is just divide by 2 and that's how many meters it is but that's a sloppy estimate I know.
I'll just say six is the the standard number of feet for one circular space centered around the the core of an average adult Kynd or biped sapien and also the feet per stride.
This number will halve or double with each size change.
OR
I just checked the list of speeds now after all this verbal thinking out loud into my phone onto a text pad before I copy it to Facebook for everyone else to see my thought process, and the torture that I go through in RPG design, I just realized that I had rounded the average human jogging speed to roughly 24 mph which is essentially identical to 24 5 ft spheres being moved per 6 seconds So if I multiply that by 10 that's 240 spaces per minute, divide by 4 for the number of spaces per round, moved per Action to just simply 6.
That's it. That's all I have to do.
I'll just use the mph value as the "spaces run per round".
Calculations complete.
Use MPH divided by 10 for the number of spaces moved per Action, 4 Actions per 10 sec Round.
That's 6 spaces jogged per Action for human, just use height or whatever for feet per Action x4 So a lot of beings will go faster or slower depending on how tall or long they are or if they have any special abilities the increase or decrease their movement speed such as wings fins stone bones multiple legs stuff like that.
Round down to the nearest even value.
Speeds will be listed as like 6/24 for minimum and maximum for easy reference.
I worked out top run/fly/swim/short burst speeds for the animals I'm using in Domain but I need average dinosaur stats like t rex, raptor, triceratops, mosasaur, and pteranodon
5 foot tall Kynd 10
Gigant 45 ft tall Titan 45
Horse hoof
Falcon fly 15/60
Antelope 35 run
Marlin 80 burst swim
Shark 30 swim 45 burst
Eagle 200 fly
Bat 100 fly
Albatross 80 fly
Cheetah 75 burst run
Ostrich 56 run
Ox 50 run
Diptera (flies) 90 fly
Beetle 5 run 27 fly
Gigant mite mach 1.3 run at 140°F
Aquatic max speed 22 mph due to friction, larger shark burst speed 46
Iguana 22 run
Mamba 14 slither
Komodo 13 burst run
Gazelle 50 run
Lion 50 burst run
Hare 45 burst run jump 2-4 spaces
Dog 30 run 40 burst run
Dolphin 40 swim
Tiger 30 run 40 burst
Bear 35 burst
Warthog 35 run
Boar 30 run
Ape 25 lope
I'm thinking that to make things simple, a Burst Run uses 1 Stamina and adds 50% to your top speed for one minute or ten rounds.
50% increase seems to be on average for almost all species I found except human which vary vastly depending on daily activity, like the average male adult can't run faster than 8 mph for short distance, but Usain Bolt is 27 for 100 meter dash
That's all for now.
CALLINGS
These easy to apply "job" or "class" templates don't actually grant anything beyond Rank 1 but do shape the story capabilities of every character that has them.
Warriors are usually good at fighting, no matter what kind, but are also often good at avoiding combat.
Warriors are the easiest Calling to play.
Expert is a somewhat catch-all term for a variety of beings that train their skills to sometimes absurd levels of Action or defense.
Expert is the medium difficulty Calling.
Mages are the odd ones of the trinity.
Spells can do almost anything by using backdoor entrances magically to work with the rules of the multiverse.
Just keep an eye on your Stamina while you cast spells because a Mage without magic is usually helpless.
Mage is the most difficult Calling to play.
No matter which Calling or Callings you choose at character creation and gaining ranks, choose one Element of any kind, usually an energy type. All of your Power to attacks may be converted into this energy type at any time.
WARRIOR
Bonus Skills:
Melee
Ranged
Dodge
Choose either Brute or Finesse
+1d6 Combat Dice
Bonus Fighting Style
Fighting Styles
Rager (large weapon, ignore damage)
Strong Grip: You may use a single Large weapon in one hand or holding appendage as if you were a size bigger.
Leather Skin: Armor (Soft)
Warp Spasm (-1 Stamina, Sustain): Increase Heavy weapon or double grip Power by +10. While in Rage you may also reduce Wounds taken by reducing Stamina instead, and your Heavy attacks can not be Parried or Blocked. Rest is impossible while Rage is active.
Knight
Requip: You may store one armor or outfit per Rank and a pair of weapons or other handheld items per Rank in an extradimensional space and equip it as an Action. Summoning an outfit or up to a pair of items is -1 Stamina.
Grace: Choose a single Status effect per Rank. You are immune to it's effects.
Smite (-1 Mana): All Attacks you make for 1 Round deal Photon damage instead.
Red Skill
Zoan Stance: Choose a Trait from a Phenotype you have studied or Seen. As an Action you emulate it's attacks, effects, and motion without altering your appearance for as long as you are conscious, stop the Stance, or swap for another Stance. You may gain another Stance per further Rank and may be combined between Phenotypes.
Element Reach (-1 Mana): Melee Attacks for 1 Round become Reach Attacks dealing one chosen Element damage of your choice for each Rank, the Element is selected when this ability is trained and new Ranks are gained (Except Aging, Suffocating, and Starving Elements). The range of Element Reach is 3 spaces, the Attack Power applies to all beings and objects in the path, and may use either Melee or Ranged skill.
Elemental Aura (Sustain): Your body is surrounded by one of the Elements you choose for Element Reach for 6 Rounds. When used, this ability deals Power in Wounds to anyone touching you, of one Element type. You are also immune to Wounds from that element and can breathe it while this substyle is used.
Monk
All Monks gain the ability to speak and write the Aurean language Enochian.
Stability: You can not be moved Down against your will while at least one foot touches the ground.
Patience: Immunity to Emotional Damage and Scared status.
Enochian Takeover (Sustain): Reaction. You call an Aurean to share your body, giving it control but granting you an equal Rank average Aurean monster abilities and additional archetype.
This Takeover of housing a foreign ethereal-state being in your body can last until Rest.
Shifter
Zoan Form (-1 Mana, Sustain): Become the Phenotype of any Zoan you have Sensed previously, up to one Phenotype per Rank, while retaining your own mind, until either 6 Rounds pass or you are Unconscious. You keep your original languages but do not gain those of the Phenotype.
Hybridform (-1 Stamina): Gain one Trait or Elemental Template per Rank from chosen animal forms while still in original Kynd or any other form until Rest. This slightly alters your appearance.
Nature Talk: Communicate in the sounds and motions of all Zoans and Elementals you selected when this ability is trained.
Slayer
Backstab: While Flanking a Target or Targets or against a Distracted Target your Puncture and Cutting weapon attacks have double Power and First Strike for each Attack, then if Wounded the target is Aware of you and not Distracted.
Shadowslip (Move): You are aware of all shadows within the nearest mile, and a mile radius from the last location you were in. You and anyone or anything you carry, or up to one equal or smaller character per Rank that you Grab, move between shadows as if relocating by the Teleport spell.
Fear Stare (-1 Stamina): All enemies that can see your face must pass a Willpower Roll or become Scared.
Duelist
Flurry (-1 Stamina per Attack): If using at least two weapons, or a Reach weapon that is not Heavy, double your number of attacks for this Round.
Waylay: Whenever a target loses a Dodge Roll to you and is no bigger than one size larger than you, you may force them to use one of their Move Actions in any direction they would normally be able to Move as your Reaction. If the target cannot Move, your Attack automatically hits.
Lunge (-1 Stamina, 1 round): As an Action, move 100 spaces in any direction. A single Round’s worth of attacks maybe made and apply to all targets caught in this path until Effect phase.
Ninja
All Ninja sub-abilities require a smoke bomb, of which a Ninja can simply summon instantly. This is thrown at a target such as yourself or rather the surface you stand on, or as a Throw Attack.
Obscure: A 6 space radius cloud of dust prevents all Targeting aimed at anything within and assigns the Blind status to everyone in the cloud.
Cloudswap (-1 Stamina): Switch location with a targeted object within 20 spaces of approximate same size.
Animal Disguise (-1 Stamina): Summon an outfit and appear for all Sense purposes as well as Move as an animal of your size but you don't count as one. It's a disguise made of magic cloth and/or colored wood.
Clone (-1 Stamina per Clone, Sustain): As an Action you summon a 1 Health mindless duplicate of yourself that is only able to make the same Attacks you can or perform tasks a toddler can do. You may transfer your soul into a Clone as an Action, switching abilities your real body while your original becomes a Clone. It requires another Action to give orders to any number of Clones at the same time each Round.
Ranger
Tracker: You know the paths all previously observed targets have taken as long as there is dirt, chalk, scent, or sand to leave a trail. You can track new targets simply by observing for a Round.
Sureshot (-1 Stamina, instant): By spending one Action to aim, you negate the Dodge of a target.
Multishot (-1 Stamina): By spending 4 Actions drawing and firing multiple arrows or bullets, you can hit every Target within up to 5 adjacent spaces of each other in a single shot.
Revised by AP:
Here is the updated list of all Warrior styles with their sub-styles, considering the redefinition of "6-space radius" as "close distance radius":
Warrior Styles and Sub-Styles
1. Slayer
- Backstab: While flanking a target or against a distracted target at touch distance, your puncture and cutting weapon attacks have double power and first strike for each attack. If wounded, the target becomes aware of you and is no longer distracted.
- Shadowslip (Move): You are aware of all shadows within the nearest extreme distance and an extreme distance radius from the last location you were in. You and anyone or anything you carry, or up to one equal or smaller character per rank that you grab, can move between shadows as if relocating by the teleport spell.
- Fear Stare (-1 Stamina): All enemies that can see your face must pass a Willpower roll or become Scared.
2. Duelist
- Flurry (-1 Stamina per Attack): If using at least two weapons or a Reach weapon that is not heavy, double your number of attacks for this round.
- Waylay: Whenever a target loses a dodge roll to you and is no bigger than one size larger than you, you may force them to use one of their move actions in any direction they would normally be able to move as your reaction. If the target cannot move, your attack automatically hits.
- Lunge (-1 Stamina, 1 round): As an action, move long distance (100 spaces) in any direction. A single round’s worth of attacks may be made and apply to all targets caught in this path until the effect phase.
3. Ninja
- Obscure: A close distance radius cloud of dust prevents all targeting aimed at anything within and assigns the Blind status to everyone in the cloud.
- Cloudswap (-1 Stamina): Switch location with a targeted object within close distance.
- Animal Disguise (-1 Stamina): Summon an outfit and appear, for all sense purposes, as well as move as an animal of your size, but you don't count as one. It's a disguise made of magic cloth and/or colored wood.
- Clone (-1 Stamina per Clone Sustain): As an action, you summon a 1 Health mindless duplicate of yourself that is only able to make the same attacks you can or perform tasks a toddler can do. You may transfer your soul into a clone as an action, switching abilities with your real body while your original becomes a clone.
4. Ranger
- Tracker: You know the paths all previously observed targets have taken as long as there is dirt, chalk, scent, or sand to leave a trail. You can track new targets simply by observing for a round.
- Sureshot (-1 Stamina, instant): By spending one action to aim, you negate the dodge of a target.
- Multishot (-1 Stamina): By spending 4 actions drawing and firing multiple arrows or bullets, you can hit every target within up to 5 adjacent spaces of each other in a single shot.
5. Rager
- Strong Grip: You may use a single heavy weapon in one hand or holding appendage as if you were a size bigger.
- Leather Skin: Armor (Soft).
- Warp Spasm (-1 Stamina Sustain): Increase heavy weapon or double-gripped average weapon wounds dealt by 2 per rank for 6 rounds. While in rage, you may also reduce wounds taken by reducing stamina instead, and your heavy attacks cannot be parried or blocked. Rest is impossible while rage is active.
6. Knight
- Requip: You may store one armor or outfit per rank and a pair of weapons or other handheld items per rank in an extradimensional space and equip it as an action. Summoning an outfit or up to a pair of items is -1 Stamina.
- Grace: Choose a single status effect per rank. You are immune to its effects.
- Smite (-1 Stamina): All attacks you make for 1 round deal Photon damage instead.
7. Monk
- Stability: You cannot be moved down against your will while at least one foot touches the ground.
- Patience: Immunity to emotional damage and scared status.
- Enochian Takeover (Sustain): Reaction. You call an Aurean to share your body, giving it control but granting you an equal rank average Aurean monster abilities and additional archetype.
8. Shifter
- Zoan Form (Sustain): Become the phenotype of any Zoan you have sensed previously up to one phenotype per rank while retaining your own mind until you will to change back or adopt a different form. You keep your original languages but do not gain those of the phenotype.
- Hybridform (-1 Stamina): Gain one trait or elemental template per rank from chosen animal forms while still in original Kynd or any other form until rest. This slightly alters your appearance.
- Nature Talk: Communicate in the sounds and motions of all Zoans and Elementals you selected when this ability is trained.
EXPERT
Choose and train 8 skills.
Choose one Expert job.
+1 Autopass to all trained Skill rolls.
Noble
Call Guard (-1 Stamina): Summon one guard of an equal Rank (Human Warrior (Knight), Shield, Longsword, Metal Armor). It takes 1 Action to give orders but if no Action is given they will guard you for as long as the encounter persists.
Call Mount (-1 Stamina): Your mount arrives next to you the Round after it is summoned.
Bonus Wealth: When attempting to purchase something, treat your Wealth as temporarily one Rank higher on a Success against your normal Rank with a Finesse or Logic Roll. No retry per item or service unless you spend 1 Trust.
Diplomat
Social Tactics (see the Combat section for making a Combat Action and applying Combat Tricks) are long range and powerful but require the target or targets can see or hear the messenger and understand them.
Compelling Lie:
Mind
Tell an outright lie to a target or crowd with a Finesse, Emotion, or Logic roll.
They believe you as long as you have at least 1 Influence with them.
Insult:
Mind
Power +10 Emotional Damage.
Roll Combat Dice when insulting.
Mediate:
Mind
Heal 6 Stamina between two opposing sides after a Round of debate. The target of recovery can not be you while you Mediate.
Cheer
Mind
Grant one ally or target an Autopass to their next (until the next Rest) Roll, one character benefitting from use of Cheer per Rank for each use.
Mask
Persona (-1 Stamina): Choose an alternative set of Abilities at the cost of 1 Ability slot. Your personality switches along with a costume change, ending all Mind effects on you.
You gain access to the new abilities until you switch back, losing access to all older abilities during use of Persona.
SKILLS
Default (anyone can do this)
Trained (-1 TN to related Rolls, additive to Skill combinations)
If you roll any 1 during a Roll you get a free Autopass on your next identical Roll but lose 1 Stamina if you choose to get the bonus.
Brute
Hybrid
Default:
Your mass allows you to carry more and resist hardship. Lift or push your body weight in WP and comfortably carry half that.
Trained:
Your throwing distance maximum becomes a number of spaces equal to the difference in WP between the object you throw and your remaining Carry Limit.
As long as you have at least 1 Health, you may make a Brute Roll to avoid losing that one last point of Health when you would otherwise be reduced to 0. The same applies to Stamina.
Carry Limit is multiplied by ten per Rank.
Finesse
Hybrid
Default:
You can manipulate objects with your hands, feet, and mouth, but mostly use a pair of limbs.
Writing a letter takes 10 minutes.
You can pick simple locks with a Rest and tools.
Trained:
Your hands are fast enough to reduce reload time by half rounded down to a minimum of 0, and build time for crafting by half.
You can pick even difficult locks as 4 Actions.
You can handwrite letters in 1 minute.
Dodge
Hybrid
Default:
Stealthing Status - To move stealthily simply declare it, roll Dodge and note the number of Passes to last while attempting Stealthing until you either retry on another Round or stop rolling for Stealthing status, and take 1 Action penalty while doing so. You are Silent on even and uncluttered surfaces but also Invisible to anyone Distracted or not within direct line of targeting (camouflage or behind cover) unless they make a Sense Roll while searching for you with an Action. If detected, you remain detected as long as that opponent or character decides to acquire the Distracted status to everything else in order to maintain Focus on you, and as long as they Focus on you they can Target you.
Distracted Status - While Distracted a character won't be Aware of another character’s presence that they are not Focused on and won't be able to target or effectively respond to the Stealthing (effectively Invisible and Silent to any Distracted characters) actions until one of the following occurs:
- The Stealther touches the Distracted.
- The Stealther causes a Wound to the Warrior.
- The Stealther performs an Action other than movement that breaks Stealth.
Trained:
Double all Move speeds.
In any Round in which you Move but take no other Action you may become Invisible until the beginning of the next Declare phase.
The character may make one of their Move Actions for the Round as a Reaction when they roll a Critical on a Dodge roll.
Sense
Hybrid
Multiple
Default:
You can gather basic environmental information each Round. If you choose to acquire the Distracted status you may become Focused to gain more details such as clues and secrets about what you are observing while doing it.
Trained:
Choose a Sense type out of See, Hear, Taste, Smell, or Touch; your range doubles with that Sense.
With Focus you gain knowledge of where each moving or previously encountered being is within 100 spaces.
See: Between 25 (crowded environments) to 3 miles unobstructed in Spaces vision.
Hear: You gain knowledge of all beings and objects within 100 Spaces that make Actions for that Round. This distance is halved if there are any loud noises as you only hear that loud noise within normal Range, and doubled if the area is quiet.
Taste: You detect the chemical composition of anything you taste such as Poison without suffering it's effects if you spit it out in the same Round.
Smell: You can identify the Lineage and any Element of everything within 100 Spaces, halved distance of the source is downwind and doubled if they are upwind.
Touch: If combined with the Finesse skill, you can identify what you are touching with a single limb. If combined with the Dodge skill, you detect the Movement of all beings on solid terrain within 100 Spaces.
Almost all Phenotypes already have two Senses Trained.
Instinct
Body
Default:
You generally know when something is a bad idea so just walking into a dangerous area. Traps become obvious to you but not exactly their location or function, only the fact that there might be a trap nearby.
Trained:
+1d6 to any combined Body Skill rolls.
You essentially trust in your intuition as far as how your body works. All animals of the natural and magical variety have the skill trained.
Device
Hybrid
Default:
You know how to use basic tools and can repair 1 Integrity per object with the Patch Action.
You know how to use a steering wheel and levers, and read dials.
Trained:
You can build or modify any object of your Rank or lower you've encountered before in a single minute. This includes Patch Action as a 1 minute Sustain to recover all object Integrity of one object or vehicle, which also costs Resource equal to the Target’s Rank.
You can read any vehicle information you pilot that shows you to properly assess direction, nearby vehicles and characters of equal or greater size, and current speed of any.
You can pilot any vehicle.
You can build and repair guns.
Melee
Body
Default:
You can punch or kick as a 2 Power Attack twice per Attack for your size or Grab once per holding limb.
You may use Average weapons and smaller, but not Large.
You cannot Parry.
Trained:
You may use Large weapons.
You may Parry attacks
You can not be Grabbed for longer than 1 Round at a time.
Ranged
Body
Default:
You can target far away beings and objects with your ranged attacks, be they held or fired or flung from part of your body.
You may not use Large Ranged weapons such as bows or spears.
Trained:
You may use Large Ranged weapons.
Your Ranged attack distance doubles.
By spending 1 Stamina a shot may be reflected from any solid surface.
Logic
Mind
Default:
After a Rest you can solve most basic problems. The Storyteller will inform you when possible.
Trained:
After a whole Round of thinking you can get a single clue to a riddle or Storyteller's advice.
While Focused on a Target or group, you may substitute Logic instead of Dodge, Melee, Ranged, and/or Sense. You must first be Aware of them to use this subskill.
If you have any Spells trained that use Elements, you may change one of your Spell's element after a Rest without otherwise altering the Spell.
Emotion
Mind
Default:
You know how others feel after a Round of talking.
Trained:
You know how others feel by Sensing them and can tell if they are under any Status (Mind) effects.
Your Social Tactics have a Power of +10 and you take 2 less Emotional Damage per Social Attack.
You are immune to Emotional Damage dealt to you from anyone that has previously dealt Emotional Damage to you before you take a Rest.
Willpower
Mind
Default:
You know when your mind is intruded upon but not the source. A Willpower Roll usually ends and prevents this until the intruder takes a Rest.
Trained:
When someone reads your thoughts or emotions, or attempts to influence you, you may make a Willpower Roll to not only know what that person is thinking in that Round but know where they are.
Your mind can not be intruded without your permission.
Spending 1 Mana per Willpower Roll as an Action can be made every 10 second Round optionally to temporarily ignore one Status effect while it is still applied or even stave off Unconscious or Dead status for as long as you can spend the Action and Mana.
MAGE
Choose two Casting Methods to later be removed at Ranks 3 and 4. If either, or a single, Casting Method cannot be met as by the requirement, the spell fails.
Logic or Emotion
Willpower
Bonus Spell
Bonus Sustain
Flaw: Radiates Magic Aura and Scent.
Bonus Ability Spell: Mage Blast
Mage Blast designed by AP:
Arcane Blast
- Element: Force
- Type: Body
- Target: 1 target
- Base Range: Close (25 spaces)
- Power Output: 8 Power + Combat Dice, +4 more for single targets.
Description:
Mage Blast is a concentrated burst of pure force energy directed at a single targe. This makes it a versatile spell for close-range combat, suitable for delivering powerful single-target attacks. The spell's force element can also be enhanced using the Boost Range enhancement or other enhancements from the Domain rules.
Casting Methods:
The moment a non-Mage character selects a single spell to train from their available abilities, they must choose at least one Casting Method.
Mages as a Calling are required to begin with two.
Vox: caster must be able to speak
Gesture: caster must have at least one limb free to move
Aura: caster radiates light, sound, and double the Magic Auradistance by which the caster is detected
Alchemy: spells must be cast using present Element material of equal volumes when applicable
Artifice: spells are tied to unique items
Pose: caster may only make a single move Action in a Round when casting
Blood: instead of Mana, Health is reduced, double the distance by which the caster is detected by Scent
Locus: spells may only be cast in areas away from civilization
Ocular: caster must look at the target, creating beams of light
Pneuma: all spells are cast from the mouth, creating a beam of light
SPELLS
Casting a spell requires an amount of Mana spent on the Rank of the Spell to be cast as, then that specific spell may not be cast again on the next Round, essentially possessing a “cooldown” of one Round.
Mage Blast is an ability and exceeds this limit.
If the character spends multiple actions casting spells, normally only one spell maybe cast one per Rank of the character per Turn no matter how many Actions are spent.
Spells resolve last as far as Round order goes, during the Effect phase order.
To determine the mana spent on a spell towards power output, while keeping in mind that the mana spent is limited by the caster's rank, we need to understand a few factors:
1. Mana Cost by Rank: Each spell's power output can be increased by spending more mana. However, the total amount of mana that can be spent on a spell is capped by the caster's rank.
2. Rank Limitations: A caster's rank determines the maximum amount of mana they can allocate to enhance a spell's power. For example, if a caster is at rank 3, they might only be able to spend up to 3 mana on a spell, regardless of how much mana they have in total.
3. Power Output Calculation: The actual power output of the spell can be scaled based on how much mana is spent, up to the maximum allowed by the caster’s rank.
General Formula for Mana Spent Towards Power Output
- Mana Spent: The amount of mana the caster decides to allocate to the spell, which must not exceed their current rank.
- Rank (R): The caster's rank, which limits the maximum mana that can be spent.
For every 1 Mana spent past 1 increase Power by 4.
Example:
If a caster at rank 3 wants to cast Arcane Bolt and allocate 5 mana to it, they can only spend up to 3 mana (their rank).
Spell Power:
Use these values for power of all Spells that either deal damage, cause special effects such as debuffs or buffs as by Status effect, or heal damage.
Base power for Mage Blast is 8 + Combat Dice, +4 more if only a single Target.
ENHANCEMENTS
Each Enhancement requires at least one reduction in Power for that Spell casting. If a Spell does not reduce Power, increase the requirement of Mana spent on the Spell by one.
Range:
Default: Touch
Rank 1: Boost Range (100 Spaces per Enhance)
Rank 4: Interstellar (see Vehicle section)
Rank 5: Interdimensional (as by Teleport spell)
Sense Enhancements:
Sound (affecting all that can Hear you, usually 100 Spaces centered on you)
Sight (affecting all that can See you, up to 100 Spaces centered on you)
Scent (base distance 25 space radius from you, half upwind, double downwind)
Area:
If a Spell affects more than one target, you may exclude all allies, yourself, and any objects you decide when you cast a spell.
If you cannot Target something or someone, roll a Sense Roll against a Dodge Roll of the Target to see if you can hit that Target or other targets nearby. If the Target or targets cannot Dodge, they are automatically hit even if you don't Sense them.
Standard Target is one Target up to with 1 Space radius adjacent, doubled per Mana spent, limited by Rank.
1 Mana: 1 space or melee range
2 Mana: 2 spaces or Reach range such as by Reach weapons
3 Mana: close
4 Mana: standard
5 Mana: long
Duration:
Normally one will use the duration of the spell listed which is typically 1 Round, but Spell durations may be extended by Sustaining them.
One spell may be Sustained per Rank, but Mages get an additional Sustain when the Calling is selected and trained.
To Sustain a Spell spend 1 Action to initiate it, then the Spell remains active as long as the character does not Rest.
ELEMENTS
In order for a spell or ability to cause a Status effect or use a Combat Trick or Enhancement subtract 1 from the Power of the spell or ability used to apply a related effect.
Solid Elements:
Force (molecular movement)
Stone (Bashing or Puncture)
Wind (Rust only affects metal, Cutting or Bashing)
Water (Rust, Bashing or Puncture)
Metal (Bashing, Cutting, or Puncture)
Nature (Flesh and Green) – only affects beings with a Health vital except Green
Toxin (Poison, Venom, Disease) – only affects beings with a Health vital, causes the Infected status of matching type. Poison is ingested while Venom is injected, both dealing an equal amount of damage to Stamina damage at first then Health damage during Effect phase of the next Round. Disease causes the Diseased status.
Acid (Rust only affects metal or Caustic which causes Injury of “reduce maximum Health until healed”)
Energy Elements:
Fire – causes Burning status.
Ice – causes Frozen status.
Electric – causes Stunned status.
Sound – causes Deaf staus.
Astral (Holy, Time) – Astral will recover Wounds or cause them as you choose, otherwise it’s just a non-damaging energy that can be utilized and detected.
Dark (Shadow, Death) – Death damage Wounds both Health and Stamina at the same time but also reduces your own Health total by half of the amount dealt.
Psychic – Mana damage
Emotional – Stamina damage
Antimagic – For each 1 Power of Antimagic damage that affects any magic area or Spell cast reduce that opposing magic Power by an equal amount
Twilit – The mysterious cobalt-green energy of the Zaegra dimension that prevents all Nature (Flesh) damage to anyone that eats a Wyrdtree fruit for as long as they remain in Zaegra but you also can not Defend against Psychic magic cast by Zaegric beings unless you are also Zaegric. If used as a damage type, all Zaegric archetype beings are immune to it.
Cyanstorms
Every time someone casts a spell/uses any kind of Antimagic element roll 1d6 per Mana spent. On a roll of one, add one point to Storm Count for the nearest 1 mile radius.
Within a 7 day period If that Storm Count totals to 10 or more, a Cyanstorm lasts for 1d6 hours and teal clouds and fog roll in.
The only magic that works within is Psychic, and beings with Magic Auras temporarily lose their magic abilities such as transformations and the ability to eat magic such as manavore.
Beings with any kind of Kynd form are stuck in Kynd form no matter which original form they are from or have taken, and they revert to Kynd form and are stuck in that form for the duration of the Cyanstorm.
SPELLS AND SUBSPELLS
Alphabetized Spell Reference Sheet with Full Rules (Complete Version)
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Spell Name: Aero
Function/Element: Wind
Type: Body
Subspells:
Constant/Combat - Airlance: Allows use of Air element with spells. Air magic causes Flying or Down on a Critical. 1 Autopass defense against Air element.
Combat - Draft: Area effect causing Down or Up on Brute fail. Beings with Low Trait or Feathers are immune.
Sustain - Flight: Gain Flying status as long as air is present.
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Spell Name: Alkos
Function/Element: Acid
Type: Body
Subspells:
Constant/Combat - Melt: Use of Acid element. Burn or Rust on a Critical. 1 Autopass vs Acid.
Combat - Corrode: Rust iron targets on failed save.
Utility - Saltwater: Create saltwater (alkaline/base acid mix).
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Spell Name: Aspect
Function/Element: Combat/Utility
Type: Body
Subspells:
Summon an Aspect entity (ghostly form) to: Attack, Guard, or Carry within Standard range. Another Aspect may be selected each training.
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Spell Name: Cilia
Function/Element: Nature (Flesh or Green)
Type: Body
Subspells:
Combat - Lash: Tentacle/tail lash dealing Power in Cutting . Crit causes Down.
Sustain - Tendrils: Grapple targets via tentacles in Standard range.
Constant - Silk Armor: Armor 6 silvery coating.
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Spell Name: Counterspell
Function/Element: Antimagic
Type: Mind
Subspells:
Reaction - Negate: End a spell of equal/less Rank while casting.
Utility - Antimagic Spray: Antimagicule damage for 6 rounds.
Utility - Dispel: End spell with Logic roll vs Rank.
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Spell Name: Creation
Function/Element: Utility/Astral (Holy)
Type: Body
Subspells:
Utility - Fabricate: Create Astral object up to Carry Limit. Exists while Sustained.
Utility - Incarnate: Create temporary 1 Health body for Spirits. May restore Health with Rest/Healing.
Utility - Clone: Create 1 Health duplicate of self. Transfer soul, limited actions. Clones vanish if dismissed.
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Spell Name: Cryo
Function/Element: Ice
Type: Body
Subspells:
Constant/Combat - Ice Reach: Use Ice element. Causes Frozen on Critical. 1 Autopass vs Ice.
Utility/Combat - Freeze: Lower body temp, causes Frozen.
Combat - Icicle Shard: Drop large icicle for Power +10 Cutting damage. Crit may cause Frozen.
Utility - Sculpt Ice: Shape ice from moisture or air.
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Spell Name: Disenchant
Function/Element: Antimagic
Type: Body
Subspells:
Utility - Seal: Touch prevents spell use while Sustained.
Combat - Shatter Magic: Antimagicule damage ends Sustained spells.
Combat - Antiartifice: Antimagicule damage to magic items.
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Spell Name: Ferrous
Function/Element: Metal
Type: Body
Subspells:
Utility - Metalcraft: Shape pure iron equal to size per Rank.
Combat - Lancea: Launch metal spears. Power +10 Puncture damage or Parry.
Combat - Summon Armor: Create Armor 10 steel armor until dismissed.
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Spell Name: Gate
Function/Element: Astral/Utility
Type: Body
Subspells:
Utility/Combat - Portal: Connect spaces via portal. Close portal for damage (Power +10 Cutting).
Constant/Utility - Mage Pocket: Extra-dimensional storage space, weightless and secure.
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Spell Name: Geist
Function/Element: Astral
Type: Body
Subspells:
Phase: Pass through surfaces for one round.
Ethereal: Become semi-ghostly. You gain Armor 6.
Projection: Send ethereal form forward. In all aspects it is both invisible yet acts and interacts with invisible world as if you were there. Your physical body is in a coma in the meantime.
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Spell Name: Heal
Function/Element: Astral (Holy)
Type: Body
Subspells:
Cure: Restore Power +10 Hol10to Health. Damages undead.
Life: Revive corpse with spirit.
Remedy: Remove all status effects from touched target.
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Spell Name: Hydro
Function/Element: Water
Type: Body
Subspells:
Constant/Combat - Waterjet: Use Water element. Rust effect. Breathe air and water.
Combat - Flood: Create or purify water. Targets may Drown.
Sustain - Waterwalk: Move freely in water and walk on it. Flying status if half submerged.
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Spell Name: Kinesis
Function/Element: Force
Type: Body
Subspells:
Combat/Utility - Force: Lift/move targets. Collisions deal Power +10 Bashing.
Utility - Flight: Grant Flying status to others.
Combat - Barrier: Create invisible force field (Armor 6, Integrity 10/Rank).
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Spell Name: Krono
Function/Element: Astral (Time)
Type: Mind
Subspells:
Utility - Slow: Target slowed for 6 Rounds.
Combat - Haste: Target gains +4 Actions/Round temporarily. Costs 1 Stamina per extra Attack or Spell.
Mobility - Timestop: Stop time/motion briefly. No breathing during effect.
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Spell Name: Litho
Function/Element: Stone
Type: Body
Subspells:
Constant/Combat - Rock: Use Stone element. Causes Crushed on Critical. 1 Autopass vs Stone.
Combat - Petrify: Turn target into stone over 6 rounds.
Combat - Quake: Create rough terrain, reshape stone or sand permanently.
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Spell Name: Lumen
Function/Element: Photon
Type: Body/Sense
Subspells:
Use light magic (Laser, Glow). Detect invisibility.
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Spell Name: Nekrology
Function/Element: Dark
Type: Body
Subspells:
Reanimate: Raise corpses.
Deathspell: Deal deadly magic damage.
Dust: Disintegrate remains.
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Spell Name: Omniscience
Function/Element: Psychic
Type: —
Subspells:
Spend Mana per Rank of subject to instantly learn one sentence of knowledge about subject, object, or place.
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Spell Name: Poison
Function/Element: Toxin
Type: Body
Subspells:
Combat - Venom: Touch/Bite deals 2 Health/2 Stamina damage each round.
Constant - Skin Poison: Damages anyone who tastes you. Immune to all toxins.
Utility - Antidote: Create liquid antidote for any poison.
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Spell Name: Pyr
Function/Element: Fire
Type: Body
Subspells:
Constant/Combat - Fire Reach: Use Fire element. Burn on Crit. 1 Autopass vs Fire.
Combat - Explosion: Fire/Force burst. Power +10 Fire, half Force, causes Stun.
Utility - Heatwave: Ignite flammables like paper, hair, leaves.
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Spell Name: Shift
Function/Element: Nature (Flesh)
Type: Body
Subspells:
Change form to any species seen or touched. Traits replaced. Duration indefinite.
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Spell Name: Sonos
Function/Element: Sound
Type: Body/Logic
Subspells:
Utility - Silence: Mute all sound in Close range.
Constant/Combat - Soundwave: Sound attack line, Deaf on Crit.
Utility - Noise: Create variety of sounds from loud to hushed.
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Spell Name: Telepathy
Function/Element: Psychic
Type: Mind
Subspells:
Mental link to communicate thoughts. Offensive use deals Stamina damage on failed Mind roll.
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Spell Name: Teleport
Function/Element: Astral/Zaegric/Dark
Type: Body
Subspells:
Teleport target up to size/Rank across space. Rank 5 enables interplanetary travel.
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Spell Name: Umbral
Function/Element: Dark
Type: Mind
Subspells:
Terror, Shadowslip: Jump between shadows (100 spaces). Illusion/Enshroud.
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Spell Name: Volt
Function/Element: Electric
Type: Body
Subspells:
Constant/Combat - Lightning: Use Electric element. Stun on Crit. 1 Autopass vs Electric.
Combat - Storm: Create fog, +10 Electric damage.
Combat - Stun: Group target fails save = Stunned 6 rounds.
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Spell Name: Wyrd
Function/Element: Nature (Flesh and Green)
Type: Body
Subspells:
Morph: Change appearance of lineage/species.
Bestial Cure: Power +10 Holy. Healed area sprouts fur/feathers/leaves.
Seed: Rapid plant growth (1 year/minute). Requires soil/water.
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Spell Name: Creation
Function or Element: Utility/Astral (Holy)
Type: Body
Utility – Fabricate
You create an object out of Astral energy the weighs no more than your Carry Limit. It has a Magic Aura and only exists as long as you Sustain.
Utility – Incarnate
If you are a Spirit or otherwise do not have a physical body, you create a new body for yourself that lasts one round and begins with only one health.
If you Rest or Sleep while Sustaining this Spell, Health may be regained, as with healing magic or Regeneration.
Alternatively, you may incarnate a new normal body for another Spirit or otherwise non-incarnated being within range.
Utility – Clone
As an Action you summon a 1 Health mindless duplicate of yourself that is only able to make the same Attacks you can or perform tasks a toddler can do. Items cloned with the new clone body cannot leave the possession of the clone without disappearing during Effect phase. You may transfer your soul into a Clone as an Action, switching Abilities from your real body while your original becomes a Clone. It requires another Action to give orders to any number of Clones at the same time each Round.
The Clones last until you Rest.
Counterspell
Utility/Antimagic
Type: Mind
Reaction – Negate:
End a magic spell as it is being cast if it is of equal or less Rank.
Utility – Antimagic Spray
Coat an object or being in a spray of 6 Rounds lasting Antimagicule energy damage.
Utility -Dispell
Attempt to end an ongoing spell with a Logic Roll against the Rank of the spell when it was cast.
Disenchant
Utility/Antimagic
Type: Body
Utility – Seal:
With a touch between the eyes or face of a being you prevent them from using any spells as long as you Sustain.
It can only be undone by the touch of a character of at least equal Rank.
Combat – Shatter Magic:
Deal Antimagicule energy damage damage to all beings with a Magic Aura in the area. All Sustained spells of equal or less Rank end.
Combat – Antiartifice:
Deal Antimagicule energy damage to all magic items in the area.
Krono
Utility/Astral (Time)
Type: Mind
Utility – Slow
The target is slowed for 6 Rounds.
Combat – Haste: Target gains 4 more Actions per Round, for 1 Round per Rank. If used to increase the number of Attacks or Spellcasting, each Action spent doing so costs the active character 1 Stamina.
Mobility – Timestop: Time and all external motion stops for you and anyone touching you. You may Move for 1 Round until your next Refresh phase but not harm or move anything else. You can not breathe during.
Pyr
Fire
Type: Body
Constant/Combat – Fire Reach
Allows use of Fire element with spells. Your Fire magic causes Burn on a Critical. 1 Autopass defense against Fire element.
Combat – Explosion
A burst of fire explodes from a central point within Standard range out to 4 Spaces radius, base Power is Force damage that may cause Stunned and all sdamage from Combat Dice is Fire.
You may exclude any spaces within the area of origin of the explosion but anyone taking cover behind those excluded objects or beings is also excluded.
Utility – Heatwave
This option amplifies the temperature by at least double to a point where leaves, paper, and hair catch aflame. Burn caused by any source in this area deals 2d6 damage.
Aero
Wind
Type: Body
Constant/Combat – Airlance
Allows use of Air element with spells. Your Air magic causes Up or Down on a Critical. 1 Autopass defense against Air element.
You may also cause Rust on iron targets.
Combat – Draft
All Targets within the area are either Down or Up as far as the radius or leftover Range allows if you want on a Brute failed roll.
Beings with the Low Trait or Feathers are immune.
Sustain – Flight
Gain Flying status as long as air is present.
Hydro
Physical (Water)
Type: Body
Constant/Combat – Waterjet
Allows use of Water element with spells. 1 Autopass defense against Water element.
You may also cause Rust on iron targets.
You may breathe both air and water.
Combat – Flood
Create or purify into freshwater an amount of water as your Carry Limit.
Targets submerged in water that cannot breathe water are Drowning (-4 Stamina per Minute)
Sustain – Waterwalk
You may repel water with your hands and feet, granting not only free mobility within water but walk-on-water capacity.
Gain Flying status as long as you are at least half submerged in water.
Volt
Electric
Type: Body
Constant/Combat – Lightning
Allows use of Electric element with spells. Your Electric magic causes Stun on a Critical. 1 Autopass defense against Electric element.
Storm
Within Standard range create fog that obscures vision and amplify Electric damage by +1 Autopass. Everything in the area becomes wet and suffers 1 Autofail against Water, Cold, and Electric until 10 minutes pass drying.
Stun
Target or targets in an Average group must Pass or be Stunned for 6 Rounds.
Sonos
Sound
Type: Body (Soundwave) or Logic (Noise)
Utility – Silence
Sound ceases to exist within Close range of you. This includes you as well.
Physical vibrations through solid objects are reduced to half distance.
Constant/Combat – Soundwave
Allows use of Sound element with spells. Your Sound magic causes Deaf on a Critical. 1 Autopass defense against Sound element.
Vibrations from your limb or mouth to all targets in a line at Close distance, at Power damage.
Utility – Noise
You make create a sound of any choosing, at a volume as loud as a person shouting or a drum being banged, or even a soft gunshot, within Standard range. You may alternatively create a variety of sounds equal to whispers or hush conversation emerging from all spaces within Standard range
Litho
Stone
Type: Body
Rock
Allows use of Stone element with spells. Your Stone magic causes Crushed on a Critical. 1 Autopass defense against Stone element.
Petrify
A touched object of organic substance or organic being, or even a metallic or other material consistency type of being, slowly becomes solid stone trapped in a state of hibernation for one day per rank. The Target begins becoming stone starting with the lower limbs such as legs or tail and then the spell consumes the body touched over the course of six rounds, after which the sixth round the Target is completely stone on a failed save.
Quake
A 3-space radius per rank circle centered on a spot of your choosing within Standard range immediately becomes rough terrain and you may re-sculpt the solid stone or sand within that area anyway you see fit. The changes last forever.
Cryo
Ice
Type: Body
Constant/Combat – Ice Reach
Allows use of Ice element with spells. Your Ice magic causes Frozen on a Critical. 1 Autopass defense against Ice element.
Utility/Combat – Freeze
Reduce a Target’s bodily temperature and/or surface temperature and internal temperature but down to at least a quarter of what it was originally. This causes the Frozen status on a failed save.
By freezing the water droplets in the air above a target one may cast the spell offensively to drop a large icicle shard upon a Target within Standard tandard range for Power +10 damage. It also risks causing the frozen status on a critical.
Utility – Sculpt ice
You may reshape one portion of air molecules, floating water, or even just ambient moisture in objects itself equal to an amount of your size per rank, becoming solid ice appearing in a form of your choosing. This is a permanent effect.
Ferrous
Metal
Type: Body
Utility – Metalcraft
Create or shape an amount of iron, in it’s purest form, equal to your size per Rank. It’s weight is double your weight.
Metal objects get -1 auto fail on defense roles against Fire, Acid (corrode), and Electric attacks.
Combat – Lancea
Create and launch an amount of Spears filling a volume up to your size per Rank at a Target within Standard distance. It deals damage equal to your Power +10 or can be used to Parry.
Combat – Summon Armor
Create a layer of heavy steel armor wrapped around your body entirely from nothing. It provides the damage resistance equal to Armor 10. The armor lasts until you will it to go away.
Alkos
Acid
Type: Body
(Corrode, Saltwater
Constant/Combat – Melt
Allows use of Acid element with spells. Your Fire magic causes Burn or Rust on a Critical. 1 Autopass defense against Acid element.
Combat – Corrode
An iron target no larger than you, or one size larger than you per rank, made of iron, Rusts immediately on a failed save.
Utility – Saltwater
Create an amount of saltwater made by mixing both alkaline and base acids in a proportion of a volume of water equal to your size per Rank.
Form
Nature (Flesh)
Type: Body
Attain only the bodily form of a specific species you have touched or looked at for at least one round before. The change lasts until you will it to stop, or until you drop to zero Health.
Replace all of your biological traits and abilities with that of the obtained form.
You may choose a different form each time this spell is trained.
Gate
Astral/Utility
Type: Body
Utility/Combat – Portal
Create a portal of about your size connected between one Standard distance per Rank space or object to another space or object within the same distance.
By closing the portal connection, a caster may attempt to deal damage on any being or object stuck between two portal gates. On a failed save they take Spell Power in Cutting damage.
Constant/Utility – Mage pocket
An extra dimensional space with volume equal to your size per Rank may store any number of objects that fill that space to its brim. The interior is weightless and entirely silver with a soft border that does not yield to any attack or spell. To summon or send an item spend an action and light them appears or disappears from one of your limbs’ grasp.
Teleport
Utility and…
Astral (Holy) (Aurean, pass through Astral)
Zaegric (Zaegric, pass through Zaegra)
Dark (Druja, pass through Abyss)
Type: Body
Utility/Combat – Summon/Jump
One target no larger than yourself worth of size per Rank is immediately teleported to a Target that you have either touched or looked at.
The distance sent to or summoned from at Standard range and then doubling each time from there. At Rank five teleporting between planets and dimensions is possible.
Kinesis
Combat/Utility/Force
Type: Body
Combat/Utility – Force
At least one target per Rank or group of targets if adjacent each other amassing no more size then your own per rank becomes weightless and directed to move up to Standard distance within standard distance of yourself. If used to collide with another obstacle or being, Power +10 Bashing damage is dealt to all targets involved of contact.
Utility – Flight
You gain the flying status as well as any other targets equal to your size or less per rank touched with each hand or other limb.
Combat – Barrier
Create an invisible force field either between the door frame or other hole of another object excluding that of a person’s mouth or nose for instance, but the force field has Defense +20 for Blocking and can be canceled with just a thought. You can make the force field anywhere you see fit within standard range attached to or surrounding an object no larger than yourself per rank.
Telepathy
Psychic
Type: Mind
This spell only has one function and that is allowing communication between any group of individuals similarly linked in a willing, or unwilling if a target fails a Mind roll, units of communicating thoughts. To send a message one spends an action.
To harm somebody with dangerous thoughts spend one action concentrating and the target must succeed a Mind roll or suffer your Power worth of stamina damage.
Omniscience
Psychic
Range: Interstellar
Target: Self, object, or person with emotional or touched connection, or known place
This spell cannot be used offensively
This spell also only has one purpose: to gather information as fast as possible. By spending a matching Rank amount of Mana about a topic or region or person a character may is the gate one sentence worth of knowledge about that subject immediately.
Cilia
Combat/Utility/Nature (Flesh or Green)
Type: Body
Combat – Lash
One target within close range of yourself is hit by a series of tentacle or tail lashes. A target hit by this spell attack suffers Spell Power in Cutting damage. On a roll of a Critical the target is Down.
Sustain – Tendrils
Multiple tentacles within standard range reach from one surface or yourself to any number of targets adjacent to each other, or rather adjacent to the initial target that you select, upon which after a failed roll become Grappled as long as you Sustain.
Constant – Silk armor
Create soft, silvery armor coating your entire body that cushions blows with an Armor rating of 6.
Aspect
Combat/Utility
Type: Body
When this spell is trained, select the appearance of an Aspect no larger than your size which is a ghostly ethereal yet solid when it needs to be, figure or beast or even shape of an object of a Rank no higher than your own that can either:
• Attack a target within Standard range and then return teleporting back to you,
• Guard you or another target within Standard range and then teleport back to you afterwards, or
• Carry you or some other object or person from one space to another within Standard range.
Each time this spell is trained another Aspect is selected.
Lumen
Photon
Type: Body, or Sense to detect Invisible
Combat - Laser
Allows use of Photon element with spells. Your Photon magic causes Burn or Blind on a Critical. 1 Autopass defense against blinding and Photon element.
Sustain - Glow - A Large Area radiates sunlight for 1 day.
Sustain - Unseen - you and anything your size or smaller touched cannot be seen by any frequency of light detection and gain the Invisible status.
Umbra
Dark
Type: Mind
Terror - All beings that fail their emotion roll against you out to Close distance gain the frightened status.
Shadowslip – You and anyone or anything you can hold jump between shadows Standard distance away. Essentially you are able to teleport between one space unobserved that you know of, and another unobserved space that you also know of.
Illusion/Enshroud - Create the visual appearance of a holographic series of forms or singular form within standard distance, in total occupy no more space than at least a large object, although larger is possible with Ranks one up per, and they look like anything except pitch blackness and bright white.
Heal
Astral (Holy)
Type: Body
(Cure, Life, Remedy
Cure
Heal a touched target an amount of health equal to Power +10 Holy. This spell maybe also used to damage undead.
Life
Restore One Health and full mobility and consciousness to one touch target that was previously just the corpse and a spirit disembodied from each other.
Remedy
One Touch Target is immediately cured of all negative status effects.
Wyrd
Nature (Flesh and Green)
Type: Body
Morph
Attain the appearance but not traits of a lineage or species of your choice that you have either seen or touched. This change lasts forever and this film must be cast again in order to regain normal form.
Bestial Cure
Heal a touched target an amount of health equal to Power +10 Zaegric. The surface of the being touched that was previously injured sprouts fur, sometimes scales, sometimes feathers, and/or leaves for 24 hours after.
Seed
Target touched plant seed becomes the plant species of your choice. By continuously touching a seed for at least 1 minute, 1 year worth of growth is enabled to it. Water is still required as well as soil.
Nekrology
Dark
Type: Body
Animate
Create one Undead (Skeleton) or Masker monster for each target worth of objects your size or less per Rank, the most common being furniture or bones, which is under your complete control as long as you spend one action per round giving orders, otherwise they follow the same order they were given last time. You may command up to your Rank worth of other Rank beings.
Deathspell
Allows use of the Dark (death) element with any form of power provided to offense draining stamina all as well as health on the role of a Critical. 1 auto pass against dark element.
Dust
One organic target, which must not be immune to both Dark (death) and stone elements, disintegrates on a failed Body roll. Any skill maybe used to resist or avoid this spell because failing to save means immediately disintegration and death. Healing is impossible after this failed role.
Geist
Element (Astral)
Type: Body (to avoid having your body Phased through a surface for a round)
Mobility/Utility - Phase
Pass through surfaces for one round. Lose 1 Stamina for each 1 Space you pass through.
Combat – Ethereal
Become semi-ghostly. Reduce all incoming damage by half but you may not pass through objects or beings.
Utility - Projection
Send ethereal form forward. In all aspects it is both invisible yet acts and interacts with invisible world as if you were there. Your physical body is in a coma in the meantime.
Poison
Toxin/Poison
Type: Body
Combat – Venom
You either deliver the poison by touching your foe, sprouting claws from your fingertips or other appendages with which to infect the target, or by biting them. Either way, the target, or a failed save, suffers two health and two Stamina Toxin damage at the end of each round.
Constant – Skin Poison
Anyone that tastes you, on a failed save, suffers five Health and five Stamina Poison damage at the end of each round.
Gain immunity to all Toxins and Poisons.
Utility – Antidote
You may create a liquid antidote in about a cup’s worth of fluid that cures any poison a person might have consumed or been injected with after they drink the fluid.
ARCHETYPES
Protean: anything without Facing and can't be Flanked in default form
Magic aura: Purple
Skills: Taste
Tentacles
Devour
Amorphous
Select two alternate Forms
Aurean: the angels
Magic aura: Indigo
Protean or Exegin or Gigant or Zoan Form (may be cumulative as new abilities beyond the first and maybe combined)
Kynd Form
Spells: Choose any 1 Spell or an Element Template
Skills:
Either Logic or Emotion
Special:
If Protean Form then select Ghost trait
If Exegin Form then select Metallic trait and a Vehicle shape
If Zoan Form choose a Phenotype
Weak to Dark (Unholy) element.
All Aureans are born in a flash of light and with something usually only granted to Saints and Demigods; a Halo.
Halo
Rank 5 Arcastone
Grants Flying, and ability to Teleport to and from the Astral or as normal.
The equipped have sensory knowledge of all others with a Halo.
Druja: the demons
Magic aura: Black
Choose 1 Element Spell or Template
Spells: Umbra
Skills: Scent, Taste, Melee
Terrorphage: A Bite on a Target affected by Fear grants 1 meal to you
Demon Form or Gigant (Aesma) Form
Kynd Form (looks like a variety of Cambion)
Regenerate
Bite
Weak to Astral (Holy) element
Abara: a bug hive or solitary hunter
Magic aura: Lime Green
Molt: has both an Insect or Arachnid Form and a thematic Kynd Form swapped as 1 Action and -1 Health as you shed your shell for a new one
Skills: Scent, Sight
Chitin
Insect: Extra Arms with Wings, or instead of Wings select Horns
Arachnid: Extra Arms twice with Cilia (String)
Weak to Acid (Caustic)
Zaegra: fey
Magic aura: Dark Green
Spells: Lumen, Biology
Skills: Scent, Hearing
Zoan Form
Kynd (Zaegric) Form
Weak to Iron
Exegin: machines
Magic aura: Grey
can appear and function as any single Kynd or Zoan shape or size from Tiny to Titan as allowed by Rank.
Dimorphers: -1 Stamina and 1 action allows switching between the single Kynd or Zoan form that is their default, and any form of single Rank allowed vehicle, object, or other Zoan form and this changed lasts until another -1 stamina and action are spent to change back.
Metallic
Skills: Logic, Device
Weak to Lightning
Zoan: beasts and shifters
Magic aura: Crimson
Choose two Phenotype forms, one Kynd and one non-Kynd.
Bonus Traits: choose one additional Trait
Skills: Choose two Senses unless a Phenotype already has two.
+1d6 Combat Dice
Kynd: default form for all homonid characters, does not require gaining an Archetype as much as it is the predominant body type for sapient beings
No magic aura (unless a Mage)
Kynd form (head, torso, two hands, two legs, five senses, language)
Skills: Sight, Touch
Archetypes by AP:
Based on the Domain rules document, here are the archetypes in detail:
Archetypes
1. Protean:
- Description: Anything without Facing and can't be Flanked in its default form.
- Magic Aura: Purple
- Skills: Taste
- Abilities: Tentacles, Devour, Amorphous
- Special: Select two alternate Forms
2. Aurean (Angels):
- Magic Aura: Gold of anything other than Protean, a shade between Magenta to Indigo included if Protean.
- Forms: Protean, Exegin, Gigant, or Zoan Form (may be cumulative as new abilities beyond the first and can be combined)
- Kynd Form: Default human-like form
- Spells: Choose any 1 Spell or an Element Template
- Skills: Either Logic or Emotion
- Special Abilities:
- If in Protean Form: Select Ghost trait and Tentacles trait
- If in Exegin Form: Select Metallic trait and a Vehicle shape
- If in Zoan Form: Choose a Phenotype
- Weakness: Weak to Dark (Unholy) element.
- Unique Feature: True Aureans are born in a flash of light and have a Halo. The Halo is a Rank 5 Arcastone that grants Flying and the ability to Teleport to and from the Astral or as normal. It provides sensory knowledge of all others with a Halo.
3. Druja (Demons):
- Magic Aura: Black
- Spells: Umbra
- Skills: Scent, Taste, Melee
- Special Abilities: Terrorphage (a Bite on a Target affected by Fear grants 1 meal to you), Demon Form or Gigant (Aesma) Form, Kynd Form (looks like a variety of Cambion), Regenerate, Bite
- Weakness: Weak to Astral (Holy) element
4. Abara (Bug hive or solitary hunter):
- Magic Aura: Lime Green
- Forms: Molt: Has both an Insect or Arachnid Form and a thematic Kynd Form, which can be swapped as 1 Action and -1 Health as you shed your shell for a new one.
- Skills: Scent, Sight
- Abilities:
- Insect: Extra Arms with Wings or instead of Wings select Horns
- Arachnid: Extra Arms twice with Cilia (String)
- Weakness: Weak to Acid (Caustic)
5. Zaegra (Fey):
- Magic Aura: Dark Green
- Spells: Lumen, Biology
- Skills: Scent, Hearing
- Forms: Zoan Form, Kynd (Zaegric) Form
- Weakness: Weak to Iron
6. Exegin (Machines):
- Magic Aura: Grey
- Forms: Can appear and function as any single Kynd or Zoan shape or size from Tiny to Titan, as allowed by Rank. Some have two forms (Dimorphers).
- Skills: Logic, Device
- Special Abilities: Metallic, can be any shape or size, including vehicle shapes
- Weakness: Weak to Lightning
7. Zoan (Beasts and shifters):
- Magic Aura: Crimson
- Forms: Choose two Phenotype forms—one Kynd and one non-Kynd.
- Skills: Choose two Senses unless a Phenotype already has two.
- Bonus Traits: Choose one additional Trait
- Combat Abilities: +1d6 Combat Dice
8. Kynd:
- Description: The default form for all hominid characters; does not require gaining an Archetype as much as it is the predominant body type for sapient beings.
- Magic Aura: None (unless a Mage)
- Forms: Kynd form (head, torso, two hands, two legs, five senses, language)
- Skills: Sight, Touch
Templates:
Exvitan: the "vampire", Fangs, Regeneration, Blood Decay: the character loses one health every sunrise that cannot be regained until they eat drink a mouthful of blood which restores 1 Health and if reduced to zero health in this manner of starvation the character becomes unconscious and paralyzed until the next nightfall at which point they awaken and have no control over their actions other than pursuit of consuming more blood until they regain at least one health. Created when a kynd either drinks the blood flowing along the ground and comprising the main terrain of the dimension of the abyss called Exvitus and that being catches a disease status effect that is contagious when transmitted by blood ingestion, and when a being of organic composition dies from this disease called exophage they truly become of the Exvitan template.
Revenant: a self sustaining undead that exists for a just purpose, must eat spirits to add the leftover Mana to the eater’s Regeneration, created when a spirit contacts a rank 5 or higher being and requests to be inserted back in their corpse, using magic to bind the spirit back to the body in an artificial sense they require consumption of souls in order to heal health at a rate of plus 10 health per soul rank devoured.
Draug: Dark magic animated corpse, Tough, Doll, Meat Decay: the character loses one health every sunrise that cannot be regained until they eat a portion of a corpse or fresh meat and if reduced to zero health in this manner of starvation the character becomes unconscious and paralyzed until the next nightfall at which point they awaken and have no control over their actions other than pursuit of consuming more meat until they regain at least one health as with each time they go down to zero health.
Elemental: choose an Element type, the character can breathe and move in the element and is made of it, choose two elements to take 1 Autofail when rolling to resist Wounds
Zoan: The character appears and functions in all regards as an animal type selected by a phenotype from the list in the section after this one. This might be natural such as for the zones as an archetype, or it might be a form that is only magically gained by ability.
Phenotype Templates by AP:
Zoan Template
1. Animal Name:
2. Type: Specify the type of animal (e.g., Canine, Feline, Avian).
3. Phenotype: Choose a phenotype that defines the animal's physical characteristics and abilities. Examples include:
- Canis: A furred, long quadruped with abilities like Bite, Endurance, Handless Leap, and enhanced Senses (Scent and Hearing).
- Feline: A furred, long quadruped with abilities like Bite, Claws, Handless Leap, and enhanced Senses (Sight and Hearing).
- Avian: A feathered, bipedal creature with Beak, Claws, and the ability to either double land speed or gain Wings, with enhanced Senses (Sight and Hearing).
- Reptile: A scaled, long quadruped with Bite, Claws, a strong tail, and cold-blooded nature, with enhanced Senses (Scent and Touch).
- Fish: A gilled, long aquatic creature with Bite, Handless, Legless traits, and cold-blooded nature, with enhanced Senses (Hearing and Scent) .
4. Traits: List any special traits or abilities the animal possesses. For example, an Ooze could have Devour, Low Movement Speed, Toxin, and be amorphous with a base speed of 1 .
5. Skills: Choose skills that are naturally aligned with the animal's abilities, such as Scent, Sight, Hearing, or Taste. Depending on the phenotype, some skills are more developed or specialized .
6. Abilities: Specify any combat or utility abilities the animal may have, such as Leap, Burrow, Flight, or Swim, which are dependent on its phenotype and environmental adaptation.
7. Spells: If applicable, include spells that can be used by the animal. For example, some animal types like the Pisky (Pixie) have access to spells like Aero and Forestwalk even if in a phenotype.
8. Elemental Immunity: If the animal is associated with an elemental type, it may be immune to certain types of damage, such as being immune to fire damage if it's a fire-based animal.
This template is designed to cover various animal archetypes and their characteristics, allowing for detailed customization based on the Domain rules.
Here is the updated Elemental template:
1. Elemental name:
2. Element type:
3. Related element status effect: On a single pass of a combat die, inflict the status effects granted by the related element.
4. Reach: Defined as a -1 mana subspell that deals 10 related element damage and affects all targets up to a line within close distance.
5. Flight, swim, or burrow: Depending on Elemental body composition.
6. Bonus spells: Teleport.
7. Kynd Form (4 actions): Assume the appearance and language of a human you have encountered or touched before but still seem like a unique being with recognizable details, such as dark wavy hair and brown eyes for fire elementals, or light brown hair and blue eyes for ice elementals.
8. Elemental immunity: You are immune to all wounds caused by the related element.
Note: Gigants
It would the battles and the would not look like Attack on Titan but rather instead a mashup of like Evangelion meets the Hellboy remake movie with the Gigant demons raiding London meets Brian fraud illustrated Gigant of the woods and stone and stuff like that with a healthy blend of passively neutral green trolls which are big gorilla looking big snouted long-tailed tusked Gigant trolls that are at war with the moss trolls that use magic to appease the green trolls as sort of like a mafia extortion thing by paying them with Arcagems (sorta like materia) Just so that they don't get their territory taken over and they don't get eaten
Actually wait I can have all the trolls as part of the zaegra, the fey empire, with the ability to turn into like old wizard looking men and hags and children and like innocent beautiful young women and men and elves and stuff like that so it's like you never know who is a troll or not because they use magic but there would be a telltale sign of having a very long nose like a ridiculously large Brian fraud or John Bauer troll nose stuck on the face of a person
Unless that place too much to anti-Semitic tropes in which case I'm not going to do such a thing but I was just thinking it needs some kind of telltale sign to let people know that that is not a person that is a troll in disguise
I am thinking the angel shifter form of a Gigant if that is what the angel subtype the Aurean subtype is able to turn into rather than the machine or a animal or a geist so-called ghost or whatever form you know like like a floating orb of light with tentacles and stars and everything like a like a what's it called a biblical accurate angel that's reserved for the original angels the creator ones called the seven, the ones that turn into Gigants will be will be known as Nephs And they will turn into stuff that look like Evangelion angels big abstract looking stomping around slow ponderous alien looking beings each one unique and rare to find but dangerous to encounter because they are they all have spells and protective magic and stuff like that so it'll be something straight out of Evangelion but the dangerous part is they have the ability to disguise themselves as humans very easily It's just that when they are exposed to anti-magic particles such as cyan storms which only allow holy and psychic magic to occur within the area of like 3 mi or whatever during the storm, angels and demons begin to starve and are stuck in human form or whatever humanoid form they are taking because they need mana to survive and without that they are required to drink water and eat food and sleep so it's like that's when they're weak that's when the humans and the kynd of playable races or species are able to take down such shifters.
Let me know what you guys think about that It's pretty essential to the plot of the story because there are Gigant demons and Gigant angels and Gigant Fey and most of them are at odds with each other
I think I'll call these disguise flaws Thematic Tattles.
Angels would have white hair and gold eyes, demons looking like crimson and horned and tailed Cambion (tiefling-like, Cambion being more like just a sharp toothed horned human no hooves), and the Zaegric trolls would have greyish skin or green-grey with black hair and a tufted tail and of course a nose like a pale potato.
COMBAT, ATTACKS, AND DEFENSE
V13
“Power” of a character’s combat ability represents accuracy, muscle, guile, vigilance in combat and also the pure force to cause harm.
It's an abstraction value used to compare if a nimble thief with a knife can slip a blade in the cracks of a valiant knight’s armor.
It's the combat prowess of that knight to fend off, de-tentacle, and slay a Beefbear.
It's the haste with which a Beefbear would grapple and devour the thief.
There are a few random elements within combat, each combat, but for the most part unless a target can fly or teleport away, those with greater Power Total that are Aware will defeat anything with less.
For each Power an Attack makes beyond the amount of Defense Passes, that attack deals 1 Wound.
Each character and actor gets 1d6 Combat Dice (CD) per Rank each Round, more provided by Abilities, that refuels at the beginning of Refresh phase each Round as long as the character is able to make Actions and is Aware of the attacker.
By rolling these specific Melee, Ranged, Dodge, Finesse, or Brute Skill Actions listed in this section, one either acrues dice for Offense or Defense, or both.
Rolling Combat Dice adds to the offensive and defensive Power.
Rolling a Critical on any Combat Dice adds special Element effects if an Element is applied.
The Warrior Calling adds +1d6 CD.
Attacks do 1 Wound of Cutting, Bashing, or Puncture type per undefended Power, unless Enhanced to another Element such as Ice or Fire in any amount out of the total.
If an Element applies a Status effect, at least 1 Power must be of that Element.
The sum Power output each Round for all characters is multiplied by Rank, starting at base Power 5 unarmed per hand or leg (maximum two Attacks) or a single Average Size character Trait Attack that does not otherwise have more or less Power mentioned in the Trait subability.
Rank 1: 5 or 10
Rank 2: 10 or 20
Rank 3: 15 or 30
Rank 4: 20 or 40
Rank 5: 25 or 50
The actual number of Attacks made doesn't usually matter unless the Target has any Wound reduction such as Armor (which counts the Power of each Attack separately), because the difference between two knife swings or stabs compared to a large sword requiring two hands will deal the same amount of Wounds to most unarmored opponents but in different ways.
ROUND ORDER
1 Refresh
2 Declare
3 Effect
Refresh grants all Aware characters Combat Dice for the Round as well as 4 Actions. If one of those Actions is Combat, Power is applied to the character’s options as well.
Distracted characters may not Defend in any way against Attackers they are not Aware of.
Declare is when everyone “takes their turn”, setting intent to occur during Effect.
For whomever acts first (as described in Initiative) states out loud or writes a note, they may be Responded in that round by anyone capable of Reactions.
Responding characters may Declare or alter plans, but ultimately the first priority characters get last decision if they want to, for instance, reshift Power from Attack to Defense in Response.
Effect is when ”it all happens”.
Movement is completed.
Wounds are dealt.
Spells take results.
Ongoing Status Effects occur.
Then after everything is taken care of, that 10-second Turn ends.
Weapons
For each weapon a character uses, set the damage type to either Bashing, Cutting, or Puncture when it is made or found.
Name what traditional kind it is and pick a size.
The name doesn't matter, the Power and Enhancements do.
Weapons are sized to an Average 1-space size Kynd. If the character is smaller, Enhancements such as Reach don’t change but Throw distance is halved per size smaller.
The opposite is true for bigger sizes, doubling Reach and Throw distance.
WP and Integrity per weapon is halved or doubled likewise.
Optional Rule: No Item Integrity
As by Storyteller option, and player agreement, all players involved that use items such as weapons and armor can simply ignore the integrity total of all their equipment. This is for simplicity reasons if a group so chooses to do so.
Another option that could replace integrity loss would be to make an attack opposed by the Defense power output of a Defending character for that round and if the Total Power of the attack exceeds the defending player, one object that is visible or tangible to the attacker and has equal or less Integrity than the Wounds is immediately destroyed and reduced to what would be 0 integrity.
Small weapons (WP 0), the most versatile, add no Power but may be hidden .
For each Attack either Brute or Finesse Skills are used as desired.
Conceal
Can not be used to Trip.
1 Attack per limb.
Average weapons (WP 1/2), the most balanced, adds 2 Power per weapon, or 4 Power if both hands hold on, adding to Power each round.
For each Attack either Brute or Finesse Skills are used as desired as by the weapon.
1 Attack per limb.
Power +2 per hand.
Large weapons (WP 1), the most devastating, requires 2 Hands for a Medium Actor.
Use Brute Skill.
Reach
1 Attack per Round.
Power +4
Special Weapons
Some weapons such as whips (Cutting, Average), chains (Bashing, Average) and scourges (Puncture, Average) automatically have double Reach and can Grab like a limb but can not be used to Block or Throw.
Either Melee or Ranged skill may be used.
Bows (Puncture, Ranged) come in crossbow or riding bow (Average) or longbow (Large) styles.
Crossbows may be fired one handed but require an action for each to reload. They can be loaded ahead of combat though and held in one hand.
Riding bows require two hands and reloading is a non-action.
Longbows are like riding bows but can't be used from a mount.
For easy games carrying a quiver of bolts or arrows supplies unlimited ammunition for 1/2 WP.
Guns (Puncture, Average, 6-shooter revolver) need twice as many Defense Passes to prevent Wounds than normal but need 1 Action per 2 bullets to reload.
A gun may be used as a Metal, Hand, and Bashing weapon with Melee.
A bandolier or belt of bullets supplies unlimited bullets as a Rank 2 Resource.
Otherwise that's 1 gold per bullet.
Weapon Materials
Leather (whip only): half WP, Reach, Grab
Bone/Chitin: +1 Puncture damage
Wood: half WP, can be repaired with Nature (Green) Element
Stone: +1 Bashing damage
Bronze: half WP
Iron/Steel: +1 of whichever damage (default) you choose, holding one gives you an Autofail to Electric damage, can be repaired with Iron Element
Crystal: +1 Puncture damage, half WP
Ranged Weapons
As with average Encounter distance, Range for Ranged Weapon Attacks is 100. The Attack doesn't miss unless the Target Defends.
To shoot or throw one up to double that distance, a Focus Action is required.
The time to Reload a Ranged weapon is 1 Action during Effect phase, refreshing all held or loaded ammo at the end of each turn.
COMBAT TRICKS
-1 Combat Dice per Combat Trick applied, limit on Trick per Rank per Attack.
Many Tricks have limitations according to the damage type of the Attack.
First Strike: Actions may not be Reacted to in combat. Anyone dropped to 0 Health on the First Round is Stunned as well if an Attack gets through.
Rapid Strike: Divide Power offensively between up to two Attacks each Round.
Push (non-Cutting): Those who would be Wounded are moved in a direction of the Attacker's chosing, the distance traveled being the Defender's WP including everything they wear and carry minus what would be the Power of the Attack + Attacker's WP, which causes no Wounds other than upon impact with a surface.
Disarm (any): Upon at least one Pass, the Attacker knocks the Defender's held or carried item and it lands between the two.
Trip (Reach or Ranged: Upon at least one Pass, the Defender is Down until their next Declare phase.
Grab (Hands, Mouths, Tentacles, or Whips): The limb Grabbed can't be used until a Brute Pass is made.
Reach (Large): Double the distance of a weapon’s Melee spaces.
Sever (Cutting): Target gains the Severed Status to one limb.
Impale (Puncture): Target gains the Impaled Status.
Crush (Bashing): Target gains the Crushed Status. The Attack can not be Blocked or Parried.
Throw: Weapon leaves the grasp of the Attacker to be tossed in a straight line for a number of spaces equal to 25 Spaces + 1 more Space per Melee or Ranged Pass.
ENHANCEMENTS
Applying an Enhancement to each Round’s Power costs 1 Mana and 1 Combat Dice.
Ranged: Attack distance doubles.
Area: Either number of Spaces from the center target are doubled or double the number of Targets.
Energy: Character chooses 1 Element (energy type) to segment any or all Power of their Attacks and Defenses for 1 Round into that Element. All Status Effects of the Element (Energy type) apply to those Wounded.
Armor
Wearing Armor straight out negates damage on a successful Target Number 4 roll of 1d6 for Soft armor and 2d6 for Hard.
Shields and Barriers add another layer of 1d6 each.
Soft Armor (1d6)
Wood: no Defense against Fire, Physical (Bashing) and Ice Elements. Applying Nature (Green) Element Power restores destroyed Wood armor.
Padded Leather or Padded Cloth: no Defense against Fire, Acid (Caustic), and Physical (Cutting) Elements. Applying Nature to Leather or “Cilia” spell to Cloth restores destroyed armor of the type.
Hard Armor (2d6)
Metal: no Defense against Electric, Sound, and Physical (Bashing) Elements.
Force, Astral, Photon, and Dark elements ignore all Armor reduction.
Spiked: When in a grapple the characters being grappled may deal melee damage against anyone grappling them once per round per opponent attempting a grapple, the amount of damage is equal to the size of the character +1., Puncture.
Shields function like holding between 1 to 2 WP of similar Armor in a hand but prevent the use of a weapon in that hand. All Wound reduction and element weakness are the same.
Holding a Shield also adds +1d6 to Block rolls per WP, and if this Combat Dice is shifted to Attack, instead apply Bashing damage as an Attack for all Power dealt with that Shield.
Greatshield: Count as Barrier against all attacks (2d6 Block) except Flanking.
Power +4 Bashing
Defenses
Parry
Roll a Melee or Finesse Roll against the attacker's Power total using as many CD as the Defender chooses against either the Rank of the Attack or number of Passes they roll that Round. Prevent 1 Wound per Pass.
On a Critical, you may make a Counter attack as a Reaction.
Block
No Roll needed.
Use a weapon or shield to reduce all incoming attacks by 1 Wound per 1 Power spent during Declare.
Dodge
Dodge Roll of Rank in d6s is made for each Attack incoming. Apply the Dodge Skill and another skill of the player’s choice to reduce TN.
On a single Pass the Attack is negated.
The character must have enough room to Move at least one space in any direction.
If Dodge is Trained the character may make one of their Move Actions for the Round as a Reaction.
Combat Tricks (with defense skill Rolls)
Trip: Brute. Target is Down and remains Down for 1 round.
Disarm: Brute or Finesse. Target loses weapon or a Layer of armor.
Grab: Brute or Finesse. Target can't use grabbed body part or item.
Stun: Brute or Willpower. Target loses two Actions.
Blind: Dodge. Target can not sense by sight or target by sight. Target is Distracted to anyone they can't sense.
Deafen: Finesse. Target can not sense by hearing nor lose Distracted status by hearing.
Mute: Brute. Target can't talk.
Sever: Brute. Target's limb is lost by a Cutting attack and their maximum Health is reduced by an amount of Wounds equal to that caused the injury.
Impale: Dodge. Target loses an Action each Round if a hand or arm is stuck with a Puncture weapon or a Move Action if a leg. If the weapon is removed they gain Bleed Status.
Patch: Target regains 1 Health and Stamina and stops Bleed or Burn.
Social Tactics
Social "combat" is similar to physical but everyone is unarmed.
Social damage, as Emotional Damage, is dealt to Stamina by conversation and writing, Defended against using Logic, Emotion, and Willpower.
Combat Dice may be applied to Social Combat.
The basic Hybrid Skills pair with Mind ones to create the defense against Social Tactics.
Roll is made with Brute or Finesse combined with the aforementioned three Mind Skills.
Targets with 5 or less Stamina dealt Emotional Damage by you believe anything you say or do as you say as an alternative to actually dealing more ED.
A Target or group reduced to 5 Health or less by ED loses 1 Influence as an Injury.
An Armed Social Attack is one made with Information. This allows characters to dig up dirt and secrets on others to use as virtual social weapons to deal more Emotional Damage.
ITEMS
A character's Carry Limit is equal to the number of pounds they weigh divided by two, then divided by ten, then rounded up to the nearest Weight Point (roughly a 10-pound increment).
The more a character weighs the more they can carry but the more difficulty they have being carried.
Let's say the average Adventurer weighs 120 pounds.
Half of that is 60.
One tenth of that is 6.
6 WP Carry Limit.
1 Weight Point Items:
A sword or other average one handed weapon
Metal shield
A bandolier of daggers
A potion or scroll rack
Backpack
Basic outfit
Bow and quiver
Documents containing information for Social Tactics
A coin pouch also containing gems and other trinkets
2 WP Items:
Heavy weapon
Medicine box/merchant box
Art tools
A full tea set
3 WP Item:
Metallic armor
Saddle
Arcagems
These crystalized magic gems each contain a single subability or subspell or property-enhancing quality, held in a hand but absorbed into people and things. An Arcagem can not be stolen but can be gifted or traded.
Each Arcagem belongs to a specific Rank, which determines how high of a Rank you must be to create your own.
The limit to Arcagems equipped is 10 per body due to the overlapping spirit-space it occupies.
Rank 1:
Battery (+1 maximum Mana, enables use of an electric device by funneling ambient magicules)
Moonstone (Wyrdling navel gem, counts as a Battery for mechanical devices): grants Wyrd spell
Sunstone (Aurean core, unless destroyed or equipped the original Aurean that grew the Stone will regenerate in 7 days): grants Lumen spell and evolves a Wyrdling into a Zaegric Zelen
Element Spell (no Constant or Sustained options)
Subspell
Subability
Landwalk
(Skills may not be granted but select bonuses are)
Rank 2:
Creation
Flight
Form
Rank 3:
Immunity
Elemental template
Rank 4:
Divinity (grants both agelessness and the spell Omniscience)
Teleport
Rank 5:
Eternal (Archetype-change or other template change)
Blank Arcagems
These plain crystal orbs are actually batteries for Mana, storing 1 Mana each that can only be spent on spellcasting and using Arcagems.
Cursed Stones
The Princess and Prince
This stone creates delightful sparkles in the mind and soul to the point of scarring the emotional state of its victim permanently as they long for the lights, or in the case of the Prince Stone an illusion of circling bloody broadswords that slowly impale..
For each hour the Prince or Princess stone is used, lose 1 Stamina and when that reaches 0 begin losing Health.
An Arcagem of Soul Regeneration repairs the damage.
MONSTERS
Zoan Templates
Zoan bodies are classified by phenotype.
By selecting one for a character it grants various traits and often with flaws included. Some phenotypes have more or less abilities depending on which one you select and although this might seem unfair it really comes down to evolution.
Abilities may be used to acquire a Zoan Template instead of just a Trait.
The Zoan Archetype itself grants a free Zoan Template as well as the ability to become Kynd of a form that is a mix.
All other smaller than Tiny animals such as worms or normal ants are considered background during story play and thus have 1 Health each and no abilities.
PHENOTYPES
Canis - furred long quadruped - bite, Endurance, Handless, Leap - Sense (Scent, Hearing)
Feline - furred long quadruped - bite, claws, handless, Leap - Sense (Sight, Hearing)
Avian - feathers biped - beak, claws, handless, either double land speed or Wings - Sense (Sight, Hearing)
Reptile - scales long quadruped - bite, claws, low, strongtail, cold-blooded - Sense (Scent, Touch)
Saurian - scales or feathers / tall or wide / long biped or quadruped - handless if quadruped but has extra trait, bite or horns, strongtail - Sense (Sight, Scent)
Serpent - scaled long tube - bite, coil or toxin, tail, low, cold-blooded - Sense (Taste, Touch)
Fish - gilled long aquatic - bite, handless, legless, cold-blooded - Sense (Hearing, Scent)
Ape - furred wide biped - lope, size Small to Large - Sense (Sight, Touch)
Kynd (homonid) - biped - size Large or smaller - Sense (Sight, Touch) - base speed 10
Gigant (homonid)- tall biped - size Gigant, unbalanced - Sense (Sight, Scent) - base speed 40
Blob - slime amorphous - Devour, low, wide, Toxin, handless, legless - Sense (Taste, Touch) - base speed 1
Insect - long hexapod - Chitin, either Wings or Carapace, low - Sense (Sight, Scent)
Arachnid - wide octopod - Chitin, toxin, Cilia (string), low - Sense (Sight, Touch)
Analid - slime tube - low, Devour, long - Sense (Taste, Touch)
Herd - furred long quadruped - either horns or leap, hoof, Endurance - Sense (Scent, Hearing)
Ursine - furred quadruped - lope, Bite, Claws - Sense (Scent, Hearing)
Arthropod - slime aquatic octopod or slime amorphous - cilia (tentacles) or carapace, low, legless, handless if amorphous - Sense (Sight if octopod but Taste if amorphous, Touch)
Rodent - furred quadruped - bite, lope, leap - Sense (Scent, Hearing)
Lagomorph - furred quadruped - bite, Leap, handless - Sense (Sight, Hearing)
Amphibian - slime amphibious quadruped - Cilia (tongue), Leap - Sense (Sight, Touch)
Musteloid - furred quadruped - bite, lope, leap - Sense (Scent, Hearing)
Whale - long aquatic - bite, endurance, strongtail - Sense (Hearing, Scent)
Pinniped - furred long amphibious - bite, endurance - Sense (Hearing, Scent)
PHENOTYPE
Movement speeds measure in 1 space per point.
In any Round in which all Actions are spent on non-Movement, a character may still Move 1 space.
Land speed average 6/24 per move for 2 legs, double to 12/48 for Quadruped limbs (must include Handless flaw), Lope trait, and/or Tooth and Nail trait.
If Metallic and Wheels traits are used, base land flat road speed is 12/48.
Finned: underwater speed is double that of Kynd land biped (size doesn't affect it as the bigger swimmers have more drag)
If with the Metallic or Endurance trait, double again.
Wings: Flight 24/96, dive double, rise half
If with the Metallic or Endurance trait, double.
Diet types (optional If food rules are used)
Omnivore
Herbivore
Carnivore
Manavore
TRAITS
Monster Traits (Alphabetical Order)
Added limbs:
Multiwield – double the number of weapons you can possibly use. This comes from an extra pair of limbs for each pair of “arms” you already have although it also includes centaurs.
Enhanced Carry – double your carrying capacity.
Beak:
Peck – Any target hit by this “Hand” attack takes normal amounts of Puncture damage and is Blinded on a critical roll.
Screech – Scream a high-pitched sound audible to all within Standard distance, causing potential Deafness for 6 Rounds.
Chitin:
Armor – Grants Armor (Soft).
Molt – By spending two actions and two Health, the character may change their phenotype.
Colorshift: If you are willing, while motionless, you cannot be seen as long as you’re standing up against another object or being.
Echo: Treat your hearing as colorless vision out to a Long distance. You cannot be Flanked as long as you can Hear.
Element Breath:
Blast – Breath attack (d6 roll) dealing element damage in a line at Power strength.
Immunity to Element
Endurance: +10 Stamina
Fins: You may move in any direction at double speed when completely or partially submerged in any liquid.
Furred or Feathers:
Autopass against fire, electric, or ice. Immune if already has autopass.
Display – One target within close range takes emotional damage on a failed Willpower roll.
Horns:
Impale – Power +10 puncture damage, critical causes impale and grapple.
Toss – Toss impaled targets within Close range; may cause falling damage.
Jumping
Leap (-1 Stamina) - Gain Flying for 1 turn along with moving in a straight line.
Soft Landing – Fall safely from any distance.
Lope:
Amble – Walk on all fours by knuckle-walking, double movement speed, lose use of tools.
Footgrab – Lower appendages may grapple/hold tools.
Metallic:
Bleed-Immune – Cannot Bleed.
Heavy Armor – Iron Armor (Hard).
Nightvision:
Go Red – gain heat detection.
Enhance Sight – your maximum sight distance at night is as if you were in daylight. You can even navigate darkened rooms and areas as if you could see fine.
Predation:
Chomp – Attacks deal Stamina damage as Death damage.
Devour – Swallow smaller target and regain Stamina from target’s max health (3/day).
Regeneration:
Heal Wound – restore twice the amount of health from the amount you spend out of your stamina. This requires one action per use of this ability.
Heal Injury – remove one status effect caused by an injury or debilitating physical status. This requires two actions per use of this ability.
Scales:
Slip – Escape grapples each round, auto pass against water/acid.
Soft Armor – Armor (Soft).
Slime:
Slip – Escape grapples each round, auto pass against Water/Acid Elements.
Corrode – Cause a touched object Rust damage equal to Power.
Spines:
Bristle – Touching characters take puncture damage equal to power.
Display – One target takes emotional damage on failed Willpower roll.
Strongtail:
Balance – Cannot be Flanked or Downed if aware. 1 Autopass against Air and Force effects.
Sweep – Tail attack deals Power +10 damage in a Reach radius.
Tentacles: Use Cilia spell.
Leather Skin: Leather Armor (Soft).
When trained twice become “Bone Armor (Hard)”.
Tooth And Nail:
Bite – Power +10 puncture; crit causes Grapple.
Claw or Hoof – Two attacks Power +5, climbing (Claw) or double speed (Hoof).
Tough: +10 Health
Toxin: Triggers Poison, Venom, or Disease on a Trait weapon dealing 1+ Wound.
Wheels:
360 – Immune to being Flanked if moving on the previous or this Round each Round.
Full Burst – Double speed in straight line for one round, -1 Stamina.
Wings: Flying speed equal to double normal land movement speed.
Wise: +10 Mana
Flaws (Alphabetical Order)
Aquatic: Breathe water but suffocates out of it.
Beast Tongue: Can’t talk other than to same-species.
Blind: Can’t see.
Deaf: Can’t hear.
Handless: Can’t hold or use items.
Legless: Move speed halved.
Mouthless: Can’t eat unless a manavore.
Slow (two flaws): Only 2 actions per round.
Unbalanced: Autofail vs Trip attacks.
SIZE
Tiny (hand of an average person or smaller)
Autopass Dodge and Finesse
Carry one quarter of WP
Weight 1/4
Small (leg of an Average person)
Autopass Dodge and Finesse
Carry half WP
Weight 1/2
Average (6 spaces per Move Action, one space tall and melee reach)
Large (Rank 2+, x2 bigger than Average or up to 2 Spaces long or tall)
Double base Reach
Autopass Brute
Autofail Dodge
Power +5
Armor (Soft)
Weight x2
Big (Rank 3+, x4 bigger than Average or up to 4 Spaces long or tall)
Triple base speed
Triple base Reach
Autopass Brute
Autofail Dodge
Power +10
Armor (Soft)
Weight x4
Gigantic (Rank 4+, x8 bigger than Average or up to 8 Spaces long or tall
Quadruple base speed
Quadruple base Reach
Autopass Brute
Dodge complete fail
Power +15
Armor (Hard)
Weight x8
Size Properties (pick one each time a size is changed)
Tall: double height, Autofail to resist going Down
Vs.
Short: half height, Autopass to resist going Down
Petite: eat half as much, half weight, Autofail to resist being moved
Vs.
Wide: eat twice as much, double weight, Autopass to resist being moved
Long: Requires the Strongtail, Quadruped, or Aquatic traits. Counts as Down at all times while on land, take up twice as many horizontal spaces. Half height but as measure long as you would be tall.
Low: Can not be made Down (because they already are) and do not suffer Move penalties for being Down.
DOMAIN MENAGERIE
Statblock Template
Title:
Lineage:
Calling:
Phenotype:
Size:
Speed:
Power:
Health:
Stamina:
Mana:
Traits:
Abilities:
Example
Rank 1
Title: Goblin
Calling: Expert
Phenotype: Kynd
Size: Small
Speed: 10
Power: 9
Traits:
(Goblin traits)
Abilities: 4, +8 skills
R1
Cyan Slime
Title: Blob minion
Lineage: Slime
Calling: Protean
Phenotype: Blob - low, wide, Toxin, handless, legless - Sense (Taste, Touch)
Size: M
Speed: 1
Power: 10
Health: 20
Stamina: 10
Mana:10
Traits:
Amorphous
Bite
Regeneration
Tough
Abilities:
Dog
Title: Animal
Lineage: Dog
Calling: Warrior (Rager)
Phenotype: Canine
Size: S
Speed: 10
Power: 20
Health: 10
Stamina: 20
Mana: 10
Traits:
Bite
Endurance
Abilities:
Brute
Dodge
Melee
Ranged
Instinct
Eyetoad
Title: Hypnotic Toad
Lineage: Animal
Calling: Mage
Phenotype: Amphibian
Size: S
Speed: 10
Power: 10
Health: 10
Stamina: 10
Mana: 20
Traits:
Jumping
Slime
Spells:
Telepathy
Umbral
Abilities:
Diplomat
Dodge
Gremlin
Housecat
Title: Animal
Lineage: Cat
Calling: Expert (Catfur Ninja)
Phenotype: Feline
Size: S
Speed: 10
Power: 20
Health: 10
Stamina: 10
Mana: 10
Traits:
Tooth and Nail
Fur
Abilities:
Finesse
Device
Dodge
Melee
Ranged
Stealth
Instinct
Sense (Smell, Sight, Touch, Hear)
Imp
Pixie
Roaming Druja
Shadowcrow
Soul
Title: Living Spirit of the Unalived
Lineage: Undead
Calling: Mage
Phenotype: Spirit Kynd
Size: M
Speed: 10
Power: 10
Health: 10
Stamina: 10
Mana: 10
Traits:
Ghost
Spells:
Teleport
Phase
Omniscience
Cure
Wyrdling
Zombie
Title: Shambling Hordes
Lineage: Undead
Calling: Warrior (Slayer)
Phenotype: Kynd/Other
Size: M
Speed: 10
Power: 10
Health: 10
Stamina: 10
Mana: 10
Traits:
Tough
Doll
Leather Skin
Abilities:
Brute
Melee
Ranged
Dodge
Spells:
Umbral
R2
Batwolf
City guard
Spooder
Moss Troll
Corvon (hyena crow)
Brainhorror (indigo mindflayer Cthulhu)
Hydrowolf (water wolf)
Exvitan Neonate
Sentry Druja
Spider Druja
R3
Beefbear
Fighter Ship
Royal guard
Stone Troll
Elder Corvon
Consuming Druja
Exvitan Cenobite
R4
Tentacle Thing
Cruiser Ship
Captanin
Scythe Druja
Judge Druja
R5
Capitol Ship
King or queen
Demigod
Dark Maggot Druja
(R6)
The Seven
(R7)
The Buddhas
Templates:
Spirit
Skeleton
Exvitan Vampire
Revenant
Druagr
Elemental
CHAT GPT SAMPLES
Lumithrax: A bioluminescent creature with razor-sharp claws and the ability to emit blinding flashes of light.
Venomspire: A serpentine monster covered in venomous spines, capable of launching them at prey with deadly accuracy.
Driftmaw: A colossal, floating creature with a gaping maw that sucks in everything in its path, leaving a trail of destruction.
Spectergloom: A shadowy wraith-like being that feeds on fear, able to become invisible and strike from the shadows.
Auroraptor: A predatory bird-like creature with iridescent feathers that emit blinding flashes of light to disorient its prey.
Mireghast: A swamp-dwelling behemoth covered in slimy, toxic algae that it can project as a corrosive weapon.
Stellarscorch: A celestial fire-breathing dragon with wings that shimmer like a starry night sky.
Necroshade: A reaper-like creature with the Power to drain life force, leaving its victims weakened and withered.
Frostbinder: A hulking ice-covered monster that can freeze its surroundings, leaving a chilling, desolate landscape.
Quicksilvergeist: A liquid-like entity that can morph into various forms, making it nearly impossible to predict or contain.
1. Voltarachnid - An electrified arachnid with crackling blue exoskeleton and paralyzing venom.
Sure! Here are ten original monsters with new names:
1. Gloombringer: A shadowy creature that lurks in dark forests, feeding on the fear of lost travelers.
2. Blazefury: A fiery serpent with wings, guarding ancient volcanoes and spewing molten lava.
3. Abyssal Siren: A seductive, aquatic being that lures sailors into the depths with enchanting songs.
4. Verdant Warden: A colossal, sentient tree that protects enchanted forests from intruders.
5. Stormchaser Drake: A lightning-breathing dragon that soars through thunderstorms, wielding the Power of the tempest.
6. Frostbite Crawler: A massive arachnid covered in icy spikes, dwelling in frozen caverns.
7. Mistweaver Enchantress: A mystical sorceress who manipulates mist and fog to confuse and ensnare her foes.
8. Emberglow Elemental: A living manifestation of smoldering embers, leaving trails of fire wherever it roams.
9. Lurkingshade Stalker: A cunning predator that can seamlessly blend into shadows, stalking its prey.
10. Venomous Thornsprite: A small, malicious fairy-like creature with thorns for wings and a toxic bite.
Ferukh - rank 5 space bird that breeds in stars
Flimp - an orb ooze with tentacles
Tank Mite - a tremendous siege Abara arachnid that is immune to Fire and scuttles the surfaces at Mach 1
GAME ANALYSIS
By AP
If I were to suggest improvements to the Domain game based on the structure and rules I've seen, here are a few potential enhancements that could balance gameplay, add depth, and improve user experience:
1. Spell Interactions and Combos
Suggestion: Introduce a system where certain spells can be combined or interact with each other to produce more powerful or varied effects. For instance, casting Aero (Wind) followed by Hydro (Water) could create a localized Storm, combining damage from both elements with additional effects like Blindness or Knockback.
Reason: This adds strategic layers to spellcasting, encouraging creative combinations between players and making magic more dynamic.
2. Scaling Power with Skill and Experience
Suggestion: Implement a scaling mechanic where, as players gain more experience or skill, they can enhance the power or range of their abilities. This could be done by introducing additional tiers or sub-abilities that unlock as a player’s Rank increases.
Reason: This helps keep gameplay engaging as characters progress, ensuring their abilities evolve with the game and maintaining balance as enemies become more powerful.
3. Status Effect Enhancements
Suggestion: Introduce a wider range of status effects, and make existing ones more interactive. For example, Frozen could have different stages (e.g., slowed, immobilized, shattered), or Stunned could affect different actions like combat or spellcasting in varying ways depending on the context.
Reason: Making status effects more granular and interactive would deepen combat mechanics, giving players more options for counterplay and planning ahead.
4. More Tactical Movement and Terrain Effects
Suggestion: Add a system where the environment and terrain play a larger role in combat and strategy. Spells like Litho (Earth) could modify terrain, creating barriers or difficult terrain, while Aero (Wind) could allow characters to maneuver over obstacles.
Reason: This encourages more strategic use of movement and positioning, turning combat encounters into puzzles that must be solved rather than straightforward confrontations.
5. Focus on Non-Combat Abilities
Suggestion: Expand the system of non-combat skills like Finesse, Emotion, and Logic, giving them more significant in-game effects during exploration, puzzles, and role-playing encounters. For example, an Emotion roll could influence NPC reactions, or Finesse could allow for advanced crafting or trap disarmament.
Reason: Giving non-combat abilities a larger role in the game will make characters feel more well-rounded and ensure players who prefer social or exploratory gameplay aren’t left behind.
6. Multi-Classing or Hybrid Classes
Suggestion: Introduce a system where players can develop hybrid characters by choosing abilities from multiple callings, such as a Mage-Warrior who can use spells to enhance melee combat or an Expert-Mage who combines stealth and magic for surprise attacks.
Reason: This adds flexibility to character development, allowing for more unique and personalized builds. It would also allow players to adapt to different challenges more effectively.
7. More Robust Item System
Suggestion: Expand the item and equipment system to include magical items with unique abilities, such as enchanted weapons, artifacts, or potions that can influence the outcome of encounters.
Reason: This would add another layer of strategy, encouraging players to use items wisely and providing more tools for solving problems beyond raw combat power.
8. More Defined Archetypes/Callings
Suggestion: Flesh out the archetypes or callings further by adding unique class-specific abilities or styles that make each one feel distinct. For example, Warriors could have access to specialized stances, while Mages could have access to powerful rituals that take longer to cast but have massive effects.
Reason: This would give players a stronger sense of identity and purpose within their class, deepening the role-playing aspect of the game.
9. Dynamic Initiative and Turn Economy
Suggestion: Rather than a strict turn-based system, introduce a dynamic initiative system where certain actions or abilities can alter the order of turns. For example, a particularly fast character could take two actions before a slower one takes their first.
Reason: This could make combat feel more fluid and realistic, allowing for more reactive and strategic play.
10. Elemental Weaknesses and Resistances
Suggestion: Create a more detailed system for elemental interactions, where certain enemies are weak or resistant to specific elements (Fire, Ice, Electric, etc.), and have those weaknesses play a more prominent role in combat.
Reason: This would encourage players to think carefully about their spell choices, making encounters more tactical. It could also help ensure that different elements feel distinct and valuable.
These suggestions aim to enhance the depth, balance, and overall player experience of the Domain game while maintaining its core mechanics and immersive gameplay. Let me know your thoughts, and we can explore these ideas further!
Yes, I do have some suggestions regarding the balance between power output, rank, and health/stamina in the Domain game, focusing on ensuring that the game feels fair and challenging at all levels of play. Here are a few thoughts on how to refine the system:
1. Power Output Scaling with Rank
Current Situation: Power output scales directly with rank, and characters can deal high amounts of damage with a single action, especially at higher ranks.
Potential Issue: If power output increases too steeply as rank increases, it may cause characters to feel overwhelmingly powerful, making combat too short and reducing the importance of strategy. Conversely, lower ranks might feel weak or ineffective, creating an imbalance between early and late-game power.
Suggestion: Introduce diminishing returns on power output at higher ranks. For example, at Rank 1-3, power output can increase linearly (e.g., 10 points per Rank). However, beyond Rank 3, you could implement a curve where power increases at a slower rate (e.g., 5 points per Rank from Rank 4-5, and then 3 points per Rank beyond that).
Reason: This creates a smoother power curve, ensuring that even high-rank characters must rely on strategy and positioning rather than raw power to win battles.
2. Health and Stamina Adjustments
Current Situation: Each rank seems to grant 10 additional points of health and stamina. This straightforward progression means that at higher ranks, characters can absorb large amounts of damage, but combat may become overly dependent on high damage output to overcome these defenses.
Potential Issue: As health and stamina increase, there’s a risk that combat becomes a war of attrition, where characters keep trading blows until one side runs out of stamina or health, rather than engaging in more dynamic, strategic fights.
Suggestion: Instead of increasing both health and stamina by a flat rate per rank, make health scale less dramatically (e.g., 5 points per rank), while stamina scales more significantly. Stamina should be a key resource for performing powerful actions or maintaining defenses, so increasing it more steeply could encourage players to think tactically about how they use their stamina.
Reason: This change would make stamina management more important, especially at higher levels, and ensure that even high-rank characters need to be cautious about overextending themselves.
3. Power Output vs. Health/Stamina
Current Situation: High power output at higher ranks can quickly deplete the health of lower-rank characters, making combat feel unbalanced, especially in encounters where a high-level character fights multiple lower-level ones.
Potential Issue: A Rank 5 character with a very high power output could easily overwhelm multiple Rank 1 characters in a few hits, making multi-character battles feel less strategic and more about raw numbers.
Suggestion: Introduce damage mitigation mechanics based on rank differences. For example, when a higher-ranked character attacks a lower-ranked character, damage output could be capped or mitigated by a percentage based on the rank difference. This could be represented as a passive defense mechanism, allowing lower-rank characters to survive a bit longer and contribute meaningfully in combat.
Reason: This creates a more balanced combat dynamic where lower-ranked characters still have a chance to contribute, even when fighting against more powerful opponents. It also encourages more tactical play, where higher-ranked characters must be cautious not to waste actions or stamina by underestimating lower-ranked enemies.
4. Health/Stamina Thresholds and Exhaustion
Current Situation: Health and stamina are depleted as characters take damage and perform actions, but the consequences of running low on stamina or health seem relatively straightforward (e.g., dropping to 0 health results in a character being incapacitated).
Potential Issue: Characters with high stamina may not feel the effects of their stamina depletion until it’s too late. This makes stamina feel less critical, especially when it only comes into play in rare or long battles.
Suggestion: Introduce threshold effects where, when a character’s stamina or health drops below a certain percentage (e.g., 30%), they begin suffering penalties (such as reduced movement speed, penalties to power output, or increased vulnerability to status effects). This makes stamina management a more central part of the game and encourages players to think strategically about when to use their most powerful abilities.
Reason: By making stamina and health thresholds more impactful, players will need to carefully manage their resources and choose their actions wisely, avoiding recklessness in combat.
5. Dynamic Stamina Recovery
Current Situation: Characters spend stamina to perform powerful actions or avoid attacks, and once stamina is depleted, their options become limited.
Potential Issue: If stamina depletion is too punishing or recovery is too slow, it could lead to situations where characters are unable to act effectively in prolonged battles.
Suggestion: Implement a dynamic stamina recovery system where characters regain a portion of stamina each round based on their rank (e.g., 10% of their maximum stamina). Additionally, certain actions like resting for a turn or using defensive stances could further increase stamina recovery rates.
Reason: This allows characters to recover from stamina depletion without relying entirely on outside resources, ensuring that they can stay in the fight longer while encouraging tactical use of stamina.
6. Defensive and Utility Spells and Abilities
Current Situation: Offensive abilities seem to be the focus, but the balance between offensive and defensive actions may feel skewed.
Potential Issue: If power output continues to outscale health and defensive abilities, characters may simply rush to deal as much damage as possible before their opponents can respond, minimizing the need for defensive or utility abilities.
Suggestion: Give defensive spells and abilities more prominence by making them more valuable in mitigating damage. For instance, Barrier spells could absorb a percentage of all incoming damage based on the caster's rank, while Teleport or Stealth abilities could allow characters to reposition safely, giving them more strategic options in combat.
Reason: Making defensive and utility abilities more potent would balance the offensive-heavy nature of the game and encourage more thoughtful use of non-damage abilities, fostering a more strategic combat experience.
7. Power Variability
Current Situation: Power output is likely calculated based on a fixed formula related to rank and other factors.
Potential Issue: If power output is too predictable, combat may feel repetitive or stale, with little variance between how much damage characters deal in different encounters.
Suggestion: Introduce variability in power output, allowing for critical hits or more variable damage rolls. For instance, characters could roll for a potential critical strike (e.g., if a roll exceeds a certain threshold, they deal bonus damage). Similarly, certain spells or abilities could have a range of damage values (e.g., 8-12 power output) rather than a fixed value.
Reason: Adding variability keeps combat exciting and unpredictable, rewarding players for taking calculated risks while keeping battles from feeling too static.
By making these adjustments to power output, health, and stamina, you can ensure that the game remains balanced and engaging at all levels, with meaningful choices in combat and strategy. These changes would encourage players to think about resource management, skill combinations, and how best to approach different encounters based on their character's abilities and limitations.
Domain story
The Seven True Aureans
Fall of the False Gods
Rise of Kynd
The Archmage Wars
The Zaegric Realm incursion
Exvitans arise
Cambion Empire
The Coven
The Abara Hive
Holy Raom Empire begins (genetics: human exclusively, language: Sprach, flag: white rose on red, style: gold armor red cloth)
ACTORS
The First
The Five
Night King
Shadow Queen
The Witty Gamemaster
Benefactor
Skydog
Pine
Pyrite Stormhaven
Lazareth
Chompster
Jaret
Lillith
Chickie
Greenman
Cherry Blossom
The Elf King
Oberon
Tytania
The Metal Princess
Julia Buddha
Ke Huy Buddha
Rintaro the Fox
Thunderhorse
Timekeeper
Flamewolf
Wendy Phoenix
Mister Phoenix
Jade Emperor R7
Tira Torr
The Elder Exvitan
Kaya Torr, daughter of Tira and Oberon, Elkshifter Zaegra
Balabal
Oulvae the Flame ruin, daughter of Balabal and
WORLDS OF ORTA
Sig of Elicil
Olaf the Raven
Rasa
Malsaf
Thaxus
Geld
Ama
An Rd6 system Table Top Roleplaying Game
Domain TTRPG
Edition 3
V28
Written by Jon Setanta
Edited by Al Plato the Exegin and NPS founder
Suggestions, playtesting, and additional content by:
James Waugh
Patrick Waugh
Destinie Carbone
Alex Whitehead
Sven Æsirson
Chris Kohlway
Daniel Roberts
Julia
Diana
Eno
Power
Base 4
+1d6 combat dice per Rank
Items add +1 to +4
+2 Health per Rank per minute eating
Greatshield
4 WP
Size medium
Hard Armor against all enemies except those Flanking you
Power +4 Bashing
Lineage
Dorvid
Dorvids wear kettle-like armor when in public but when nude have black hair, a beak for a nose, and crow's feet. They wear the armor in order to support gems that they have found along their trinket paths.
Sturdy
Tooth And Nail
Sense (Sight, Touch)
Stone Bones
Gorgon
Hypnotic Stare: Resist (Willpower, or Finesse to look away or cover eyes). Slow on Target in Close range as long as sight is maintained.
Armor Skin (Soft)
Tentacles (hair)
Logic skill
Sense (Smell, Sight)
Angel/Aurean
Angels prefer to protect their lower bodies while leaving their torso and wings exposed. They tend to use swords and spears when fighting demons. Their color scheme tends to be cream colored wings with feathers.
Beast folk Angels take on the resemblance of whichever animal they have been interbred with. Since, a wolf angel (Nathrach) would have and gray fur with golden eyes. A dolphin angel would have gray skin with smooth features and maybe fins on the back.
Angel Archetype:
2. Aurean (Angels):
- Magic Aura: White, a shade between Magenta to Indigo included if Protean.
- Forms: Protean, Exegin, Gigant, or Zoan Form (may be cumulative as new abilities beyond the first and can be combined)
- Kynd Form: Default human-like form
- Spells: Choose any 1 Spell or an Element Template
- Skills: Either Logic or Emotion
- Special Abilities:
- If in Protean Form: Select Ghost trait and Tentacles trait
- If in Exegin Form: Select Metallic trait and a Vehicle shape
- If in Zoan Form: Choose a Phenotype
- Weakness: Weak to Dark (Unholy) element.
- Unique Feature: True Aureans are born in a flash of light and have a Halo. The Halo is a Rank 5 Arcastone that grants Flying and the ability to Teleport to and from the Astral or as normal. It provides sensory knowledge of all others with a Halo.
Kinesis (Flight)
Resize By Touch: Double or half the size of a Target within range.
Duplicate: Create a copy of an object no larger than Small.
Lineages:
Nathrach (beastfolk lineage with angel archetype)
Nephalem (has Gigant form)
Archangel (has Amorphous form)
Exegin (has Vehicle form)
Demon/Druja
Archetype
The demon style is of bones and spinal cords and teeth. Muscle abounds in a style of exposed flesh in dark hues and bright white bone. This is reflected in the ability Tooth and Nail.
Kinesis (Flight)
Tooth And Nail
Bone Armor
Resize Self: Up to double personal size.
Devil (fire or ice)
Archetype
Fire and ice devils equally have alternate forms, that of their elements and Kynd.
Hard skin and horns and a tail abound with their natural forms, their elemental abilities allowed in any form as well as flight.
Kinesis (Flight)
Leather Skin
Pyro or Cryo spell
Element and Kynd forms
Angel/Devil - Ashra
Devil/Demon - Fiend
Angel/Demon - Dark Angel
Fire devil - ifrit
Ice devil - geelu
Standard TN 4 Plus on d6s
Standard TN on d10 six and up
Standard TN on d20 11 up
Combat Dice on each roll add to Power for the round you are in Combat. This occurs when dice are rolled in a Melee or Ranged attack.
Allocation to Offense or Defense occurs during Declare
A rank one warrior has at maximum, 4 Power + 2d6 +4 for weapons for a grand maximum of 20 possible damage in one turn if left undefended which is shortly an instant kill against an opposed rank one Warrior that does not defend themselves.
Pass means a skill occurs if the number of Passes are one or greater according to a rank one challenge. Naturally, higher rank challenges will require more passes.
Easy 1
Medium 2
Difficult 3
Legendary 4
Deific 5
Each skill trained provides one additional die to a maximum of 8 at rank 5 + 3d6 (for trained skills)
Defenses
Roll 1d6 per “layer” TN 4 to prevent an attack
Soft armor
Hard armor 2d6
Shield
Barrier
Conceal
Gigant types
Nephesh
Green troll
Aesma
Augment
So. You have chosen to become a Player of the Domain TableTop RolePlaying Game, encasing your words and body motions into the role of a fantasy character.
You will bring life and soul to your own creation and karma with the Storyteller (ST) guiding your tale, be it shared with the ST, co-players, or even onlookers!
Who do you want to be and what do you want to accomplish?
The most important rule to follow out of only a few rules to play the basics of this game is talk with your ST if you have any questions or needs. It never hurts to do so when you have a chance.
If playing with other Players you would benefit greatly while working with teams and Actors which are characters played by the ST.
You will need at minimum:
1 Storyteller, the person that Runs The Game
At least 1 Player with optional Assistant Actors (characters in the game) and fellow Players.
Writing utensils
Paper
Lots of 6-sided dice (d6)
Domain is an "Rd6 game" meaning for almost all Rolls, you as a Player are required to roll 6-sided dice (d6) to determine the Success of dangerous or time-consuming tasks.
These Rolls are made using your Rank number of d6s, attempting to get at least 1 Pass to succeed unless a “versus” is mentioned such as requiring the player to meet the Rank, Power, or Wounds of the offense.
The number generally needed to Pass, the Target Number (TN) starts at a minimum of 4 of each die.
This TN is a 50% chance of success for each die meaning other kinds of dice may be substituted by increasing or decreasing the new TN to half of the highest value, rounded up.
A "Critical" means you have rolled a 6 on a d6, a Pass no matter what.
You will normally roll a number of 6 sided dice equal to your Rank.
Skills Trained add 1d6 more depending on the Challenge or type of Opposed Rolls, but no more than two skills may be combined.
The exception to this is Combat Dice which are only refreshed at the beginning of each sequence of everyone's turns called a Round; Combat Dice are used to Attack, Defend, and perform special Combat Trick effects during a physical, magical, social, or even mass combat encounter (or avoiding one!).
Aggressor wins ties on Opposed Rolls, but with Challenges the active player must meet a certain number of Passes.
For instance with a Challenge 2 the player must roll 2+ Passes.
While playing Domain you might notice far less rolling of dice than leading games and more comparing of what the task to accomplish is to what a character is normally capable of.
Rolling is to determine which side will succeed in either a similarly matched encounter, or one of different Rank.
Your Three Vitals
Health - Wounds you can take before Stamina loss once it hits 0, aquire the Bleed status once at 0 Health and further Wounds apply to Stamina..
Stamina - Fuels non-magical abilities, when it hits 0 you gain the Unconscious status and if your Health is also 0 you die.
Mana - Fuels magic, drains Stamina once it hits 0. A character reduced to 0 Mana is Tired.
Non-organic beings and objects use the Bleed-immune total called Integrity.
Integrity does not recover after Rest.
Having a non-organic Integrity of 0 acquires the Broken status.
These basic, vital stats begin at Rank 1 with a value of 10 in each, adding 10 more with each further Rank, and generally do not refuel unless you take a 10 minute Rest, which restores all three.
Injuries, special Wounds applied when your Health reaches 0, can be Defended against using the Dodge skill and other combat defenses, but Injuries hinder your character’s limbs, senses, or maximum Health until you Sleep every day for at least 8 hours for 7 days with medical attention an/or magic, after which one Injury is removed.
If only Sleep is gained in that time, Injury that removes body parts persists.
A Brute Roll (combine with one other skill as well to optionally reduce difficulty further, such as Finesse for surgery, Device for technology application to an injury, Melee for an effective workout routine, Emotion for therapy, or Logic to construct a good diet, combination skills are explained further in this book) allows you to recover faster from being injured reducing the days spent recovering by 1 every time you Succeed.
Skills such as Brute, Finesse, and how to use them are explained in the Skills section.
Non-organic beings and objects use the Bleed-immune total called Integrity.
Integrity does not recover after Rest.
Having a non-organic Integrity of 0 acquires the Broken status which is similar to Unconscious and semi-permanent but can be repaired.
Rank-based Totals
Influence - Built by cooperative deeds and Quests.
When first encountering anyone that is Aware of you or your allies, the initial Influence rating you have with that individual or group is equal to the Rank of those you interact with.
Emotion and Logic rolls may be made using the Influence rating as the number of Passes needed to get them to agree with you or believe you if you lie, rolling your own Influence rating (minimum 1 but a maximum equal to your Rank) in an amount of d6s.
When you do a deed (either helping or manipulating) and pass a Skill Roll against the Influence rating of a Target or Targets, if you Pass, increase your Influence by 1. Sometimes increasing your Influence with one Target decreases you Influence with others depending on personal ties.
Resource - Equal to Rank as a stat that refreshes after you go on each Quest or spend 7 days “downtime” working or crafting to gain new items, each item has a Rank at which it is able to be made or acquired by crafting, or buying something, temporarily drains Resource by an amount equal to the Rank of the item.
The exception to spending Resource pool is items 2 Ranks or more lower than your current Rank are all free but still need time invested.
Resources may also be spent for favors or hire help.
By spending one resource, a player may increase Influence by 1 to an individual or group.
Currency types
Physical
1 Gold
10 Silver
100 Copper
1 Bank note
Gems worth hundreds to thousands of gold
Steel (roughly 1 gold per WP)
Magical
Arcagems
Astrolana (sending someone an amount of Mana directly by touch)
Faith
Social
Information
Favors
Rank 1 Resource equivalent: 10 gold
Rank 2 Resource equivalent: 100 gold
Rank 3 Resource equivalent: 1,000 gold
Rank 4 Resource equivalent: 10,000 gold
Rank 5 Resource equivalent: 100,000 gold
Faith - Choose a devotion, dedicated to a religion or localized deity or The First aka The Creator God Aurean, or even an archetype diaspora to venerate. Faith begins at 0 and goes up to 5, spent to cast Holy, Psychic, and Utility Spells as a renewable stat refreshed completely after each deed or Quest dedicated to an individual, group, religion, or ethos is finished. As by Storyteller option a Dark God Druja may be worshipped but the only spell granted is Umbral.
And what do the spells do? They do not drain Mana and must be verbally bargained for with the Storyteller acting as deity or deity’s messenger, and must align with the ethics and goals of that devotion or the request is ignored. Slander against an ethos either verbally or physically desecrates yourself and drops your Faith to 0 until you perform an aligned deed for either the same devotion (refreshing all Faith to that cause) or you may switch to another devotion.
These might appear as just names at first, but as you read further you will learn what these mean.
MEASUREMENTS
I the author apologize for using the “Imperial system” of measurement but as a citizen of the United States here on Earth, that is pretty much the dominant measurement system, so I have abstracted it into different labels base mostly on average weight and size of average human adults.
If you find measuring in feet and inches difficult, just think of one foot as three decimeters.
You can approximate one's abstracted space, a circular area that occupies the average arm reach of a human adult arm length in a circle, as well as height, as roughly a meter in radius in all directions from a central point, then use kilometers instead of miles. It doesn't really matter because this is a role-playing game using abstracted distances and spaces and a Weight Point itself is literally the Imperial pound divided by 10.
Length: 1 Increment, roughly 1 foot or 3 decimeters. The average length of a human head and neck.
Weight: 1 Weight Point = about 10 pounds. Anything far less than 1 WP can be lumped together as “1 WP” if up to 100 of each unit of the object, such as coins.
Spaces: A single Space is roughly a five to six Increment diameter sphere centered at the character’s midsection. The comparable length of radius is an average human Kynd arm length, and one striding step by the character is one Space.
ABSTRACT DISTANCE RULE OPTION
(written by AP, integrated into specific game interaction by Jon)
Touch Distance
- More than one character within touching Distance of another character. Melee comment is possible if an action is taken to enter combat and Power is going to do all characters to take an action to enter combat.
Close Distance:
- Defined as the distance from “reaching” range out to the distance an average character (Kynd) can move in one Turn, or four average Move Actions, without Dashing (doubling Move speed for 1 Stamina, which is essentially moving instead a Medium distance)
- Examples: melee combat range, Scent detection.
- Movement: Moving a Short distance takes one Action.
2. Standard Distance:
- Defined as double the Short distance, a Turn of Dashing Movement, or two average Move Actions.
- Examples: Average range of spells, arrows, or gunshots; Hearing range; “Downwind Scent” detection; average Sight encounter distance in most situations. As far as Size or limb trait difference goes a Gigant or quadruped can move a Medium distance in four actions.
- Movement: Moving a Medium distance takes two Actions.
3. Long Distance:
- Defined as double the Medium distance.
- Examples: Maximum Sight distance in open, uncrowded conditions.
- Movement: Moving a Long distance takes four Actions.
4. Extreme Distance:
- Defined as double the Long distance or farther.
- Examples: Distances that require anywhere from ten Turns of movement to being incapable of being reached by movement alone, requiring Teleport or similar instantaneous travel.
- Movement: Traveling an Extreme distance normally requires abilities, vehicle, or spells that allow instantaneous travel.
Notes by AP comparing distances
Here are the redefined distances for the Domain rules, excluding close range:
1. Melee Range
- Distance: 0 spaces or Reach
- Description: Opponents are directly adjacent to each other, within arm's reach. This is the range for all hand-to-hand combat or melee attacks using short weapons such as swords, daggers, or fists. At melee range, combatants are engaged in direct physical combat, where dodging and parrying are crucial.
2. Close Range
- Distance: 20 spaces
- Description: Opponents are at a distance that is just beyond immediate melee reach but still relatively close. This range is ideal for short-range firearms, bows, and thrown weapons. Combatants can quickly close the distance to melee or make effective use of ranged attacks that do not require a long setup or aiming period.
3. Standard Range
- Distance: 40 spaces
- Description: Opponents are moderately far apart, suitable for most ranged weapons such as bows, crossbows, or firearms. Medium range allows for tactical positioning, use of cover, and the ability to engage enemies while keeping a safe distance. Moving to Melee range from Standard distance typically requires multiple actions or rounds.
4. Long Range
- Distance: 80 spaces
- Description: This is the maximum distance for short-range engagements, where opponents are far apart. Long range is ideal for sniper rifles, longbows, or magic spells designed for distance. Combat at long range allows combatants to engage enemies while maximizing the space between them, providing time to react and reposition as needed. Closing to melee from this distance would take several combat rounds, making it challenging without strategic planning.
These distance categories provide a structured approach to understanding how different weapons and combat strategies function at various ranges, enhancing tactical decision-making in a game scenario.
AP scenario:
Here are the results of the 20 additional simulations for initiative and movement to reach melee distance:
1. Warrior 1 reached melee distance first in 9 rounds at Extreme range.
2. Warrior 2 reached melee distance first in 3 rounds at Medium range.
3. Warrior 1 reached melee distance first in 8 rounds at Long range.
4. Warrior 1 reached melee distance first in 2 rounds at Short range.
5. Warrior 2 reached melee distance first in 6 rounds at Long range.
6. Warrior 2 reached melee distance first in 4 rounds at Medium range.
7. Warrior 1 reached melee distance first in 3 rounds at Medium range.
8. Warrior 2 reached melee distance first in 7 rounds at Long range.
9. Warrior 1 reached melee distance first in 6 rounds at Long range.
10. Warrior 2 reached melee distance first in 4 rounds at Medium range.
11. Warrior 1 reached melee distance first in 7 rounds at Long range.
12. Warrior 1 reached melee distance first in 6 rounds at Long range.
13. Warrior 2 reached melee distance first in 6 rounds at Long range.
14. Warrior 1 reached melee distance first in 1 round at Short range.
15. Warrior 2 reached melee distance first in 1 round at Short range.
16. Warrior 1 reached melee distance first in 8 rounds at Long range.
17. Warrior 1 reached melee distance first in 4 rounds at Medium range.
18. Warrior 2 reached melee distance first in 8 rounds at Long range.
19. Warrior 2 reached melee distance first in 2 rounds at Short range.
20. Warrior 1 reached melee distance first in 4 rounds at Medium range.
Summary:
- Warrior 1 reached melee distance first in 11 out of 20 simulations.
- Warrior 2 reached melee distance first in 9 out of 20 simulations.
- The encounter distances varied across Short, Medium, Long, and Extreme, affecting the number of rounds required to reach melee.
This set of simulations shows a more balanced outcome between Warrior 1 and Warrior 2, with Warrior 1 still having a slight edge.
This simulation was run between Warrior One and Warrior 2 at rank one with equal capabilities each attempting to dash as much as possible and expend Stamina to reach melee distance as soon as possible. Giving these parameters of the question that I asked I the author and questioner have deducted that it mostly comes down to initiative roles completely randomized by a single d6 roll rather than actual distance except for extreme distance and the use of the spell teleport to greatly enhance mobility or possible shape-shift into a flying form to avoid melee combat from a non-flying opponent. In essence, through these simulations by AP almost all encounters are balanced unless certain abilities are used for mobility to simply avoid combat entirely, but then again it still depends on an initiative.
Terrain Debuffs and Status Effects:
Rough Terrain, Clutter, Crowds, Forest Full of Trees, Caltrops and similar debuffs/status effects double the number of actions required to move each distance category.
For example, moving a Short distance would normally take 1 Action, but in Rough Terrain, it would take 2 Actions.
Similarly, moving a Medium distance would increase from 2 Actions to 4 Actions in Rough Terrain, and so on.
Optional Rule: Using d20s instead of d6s
Some players and groups may feel more comfortable rolling 20-sided dice. This is a tradition since the world's best-selling role-playing game was introduced back in the 1970s and some players may find rolling a 20-sided die more comfortable.
There is a lot more variance as far as results go and the math is a bit slower but with an approximate percentage of success, players might be able to emulate rolling six-sided dice.
The Target Number of d20 is 11.
Critical occurs on 18+.
RANKS
Rank 1: Novice/Commoner
First calling or archetype, +2 abilities, 1 unique trait or subability
Rank 2: Adventurer
Second calling or archetype, +2 abilities
Rank 3: Hero/Lord
+2 abilities, choose 1 immunity
Rank 4: Legend/Villain
+2 abilities, choose 1 immunity
Rank 5: Epic/Demigod
Third calling or archetype, choose 1 immunity, Domain choice or +1 ability
EPIC DOMAIN
The character sets a “rule” from something as concrete as “fire has no effect” to something as abstract as “i know the location of everyone that speaks my name”.
This rule expands to a 1-mile radius centered on the character as long as they are conscious and can not be denied.
This is the Domain power of Demigods.
BASIC CALLING SUMMARY
In the Domain TTRPG rules, the three Callings (or character classes) are:
1. Warrior:
- Warriors excel in combat and have abilities that enhance their fighting skills and defensive capabilities. They are considered the easiest Calling to play due to their straightforward approach to combat and survival.
- Bonus Skills: Melee, Ranged, Dodge, and a choice between Brute or Finesse.
- Combat Advantage: +1d6 Combat Dice and access to various combat styles and enhancements.
2. Expert:
- Experts are versatile characters who can master a wide range of skills to perform specialized actions, both in and out of combat. They are skilled at both offense and defense and can adapt to various situations.
- This Calling is considered of medium difficulty, as it requires strategic use of a diverse set of skills and actions.
- Specialization: Experts can train a variety of Skills to enhance their range of capability, granting them unique abilities that provide advantages in specific scenarios.
3. Mage:
- Mages are spellcasters who have access to a wide array of magical spells and abilities. They can manipulate the rules of the multiverse with their magic but must manage their resources carefully.
- Mages are the most complex Calling to play, as their power comes with limitations, such as the need to manage Stamina and Mana carefully. They are versatile but can be vulnerable without magic.
- Magic Focus: Mages have the ability to use multiple spells and sustain spells over longer durations. They start with two casting methods, which they can later remove.
These Callings shape a character’s abilities and how they interact with the game world, providing unique playstyles and strategic opportunities for players .
Calling Comparison at Hypothetical Maximum Abilities by AP:
It seems there was an issue accessing the file system to run the simulation. However, we can manually analyze the scenario based on the setup and previous parameters.
Manual Analysis of Class Comparisons at Rank 5:
1. Warrior (Rank 5) vs. Expert (Rank 5):
- Warrior Strengths:
- High combat dice and damage output with access to all combat styles and subabilities (e.g., Knight, Rager).
- Strong in close combat and can use abilities like Stun or Hinder to disrupt the Expert.
- Expert Strengths:
- Versatile and trained in all skills, which allows for adaptability in various combat scenarios.
- Can use skills like Dodge to avoid attacks and Melee for counter-attacks.
- Likely Outcome:
- Warrior might have more successes due to superior raw power and combat abilities in direct confrontations.
- Expert could win by leveraging skills to outmaneuver and weaken the Warrior over time.
2. Warrior (Rank 5) vs. Mage (Rank 5):
- Warrior Strengths:
- High stamina and health, making them durable in prolonged battles.
- Effective close-combat capabilities to reduce the Mage's ability to cast spells.
- Mage Strengths:
- High damage output with spells like Pyr and defensive abilities with Barrier.
- Teleport allows the Mage to escape combat, resulting in a tie.
- Likely Outcome:
- Warrior has more wins in direct combat if they can reach the Mage quickly and prevent spellcasting.
- Mage can achieve ties by teleporting away before being defeated.
3. Expert (Rank 5) vs. Mage (Rank 5):
- Expert Strengths:
- Trained in all skills, offering flexibility and defensive maneuvers like Dodge to avoid spells.
- Capable of closing the distance quickly and applying pressure with melee attacks.
- Mage Strengths:
- Ability to maintain distance and control the battlefield with spells.
- Can use Teleport to escape or Barrier to mitigate damage.
- Likely Outcome:
- Expert could have more victories if they effectively close the distance and use skills to disrupt the Mage.
- Mage could achieve ties or wins by using spells strategically to maintain distance or escape.
Overall Conclusion:
- Warrior: Likely to have the most successes in direct combat scenarios due to their raw power and ability to sustain damage.
- Mage: Capable of ending encounters in a tie using Teleport and could win by managing distance and spells effectively.
- Expert: Versatile and adaptable, with a balanced chance of winning against both classes depending on strategy and skill use.
GROUP SCALING
This measure of scaling is rough estimate of how powerful each Rank an individual is capable of interacting with or battling with lower Rank or higher Rank individuals.
Rank 1: 1 beings
Rank 2: 5 beings
Rank 3: 25 beings
Rank 4: 125 beings
Rank 5: 625 beings
A group of individuals, if categorized as a Group unified in Abilities, Rank, and Size with or without a leader of an equal or higher Rank, use the same Rank based Health, Stamina, and Mana total.
They must remain adjacent to each other within limb reach of each other.
Once Health and Stamina total is depleted, if any other member of the group is the leader, they are reduced to one Health, Stamina, and Mana, and are left as the sole surviving member conscious and active from that group.
QUESTS
A "quest" does not imply an individual or group always goes somewhere, but sometimes a journey is required.
In order to advance a Rank players must defeat, subdue, repel, or ally with an Encounter of at least one higher Rank for each Rank they already have.
An Encounter could be something as simple as a single crafting Device project or social debate, but the risks are high because if they fail, the player or players must wait 7 days before an identical attempt may be made.
In one player vs. a Storyteller's narration games there might be assistance but in group games no one "Ranks up" until everyone remains alive and the Quest is complete.
BASICS
The team or character that goes first has the highest Rank, or is Focused on a Target before an encounter begins. Distracted characters go last on the first Round.
At the start of the first Round, 4 Actions are granted to each Aware character during Refresh phase.
Combat Dice are allocated at the start of Declare phase if a Combat Action is taken, and Actions are Declared among characters on the same team or individual character depending on which side has the higher Rank.
If Round order is still contested between characters, just roll 1d6+Rank until someone comes out ahead.
Use the same Declare order every Round until an Encounter ends.
Things that cost 1 Stamina per Round on a failed Brute Roll:
Running full speed for 6 Rounds
Swimming for 6 Rounds
Holding breath for 6 Rounds
Fighting for 6 Rounds straight
Jumping over a pit that is wider than the character's Movement (or Dodge)
Climbing a ladder three stories (or Finesse)
Sprinting full speed into someone
Carrying up to double your Carry Limit, but beyond your normal maximum, for 1 minute
A Roll is a number of d6s rolled equal to your Rank.
If at least 1 Pass is made this is called a Success, otherwise it isn't and the character may not try again unless they wait until the next Round and spend 1 Stamina.
A Skill Challenge is two characters rolling against each other as opposed Rolls, but the offense is attempting to best the Passes of the defense.
The Storyteller chooses one Skill to use, then the Player chooses a second skill of a matching type.
Types of Skills are Body, Mind, and Hybrid (The last of which can be used with both Body and Mind skills). Total all Target Number reductions for the final TN.
TNs do not change unless the Skill training itself has been altered.
ABILITY, ACTION, AND POWER STANDARDS
Every character gets 4 actions each Round, which may be saved in response to other actions by other characters, and all Actions refuel at the beginning of the Refresh phase.
Any action maybe spent to do any kind of Spell initiate combat (the Combat Action), Move, communicate, react (one React-Action known as a Reaction, activated in response to another character Action or event immediately), or otherwise do anything within the game that is potentially possible as by Storyteller allowance.
Almost all regular physical things you might want to do each cost 1 Action.
Discuss this with your Storyteller what exactly is possible.
1 Wound is inflicted per Power that has not been Defended.
For each Combat Trick (Physical attacks) or Enhancement applied to an Attack or Spell, reduce Combat Dice.
AN ENCOUNTER
Distance:
Melee
Hearing (short or 25 spaces and not Distracted if in a loud environment, long or 100 spaces if normal)
Ranged (long or 100 spaces)
Sight (Focused and 25 spaces in a crowded setting/100 spaces on average/3 miles at sea level if no obstacles and Focused)
Interstellar/Teleport
Interdimensional
ROUND ORDER
1 Refresh
2 Declare
3 Effect
Refresh grants all Aware characters Combat Dice for the Round as well as 4 Actions. If one of those Actions is Combat, Power is applied to the character’s options as well.
Distracted characters may not Defend in any way against Attackers they are not Aware of.
Declare is when everyone “takes their turn”, setting intent to occur during Effect.
For whomever acts first (as described in Initiative) states out loud or writes a note, they may be Responded in that round by anyone capable of Reactions.
Responding characters may Declare or alter plans, but ultimately the first priority characters get last decision if they want to, for instance, reshift Power from Attack to Defense in Response.
Effect is when ”it all happens”.
Movement is completed.
Wounds are dealt.
Spells take results.
Ongoing Status Effects occur.
Then after everything is taken care of, that 10-second Round ends.
TRANSPORTATION and MOVEMENT
Movement
Walk up to 10 Spaces 1 Action
Jog 2 Actions
Dash 2 Actions and -1 Stamina for double speed for 6 Rounds
Run 4 Actions
The average Spaces for an Average size Kynd movement are 6 per action.
Summary of Transportation and Movement (by AP)
Walk: Costs 1 Action. Basic movement option, ideal for cautious movement or when no urgency is required.
Jog: Costs 2 Actions. Faster than walking, useful for moderate movement without any stamina cost.
Dash: Costs 2 Actions and -1 Stamina for double speed for 6 Rounds. Allows a burst of speed over a short duration, making it useful for quick repositioning or closing distances rapidly. Effective for escaping or engaging quickly, but at the cost of stamina.
Run: Costs 4 Actions (abstracted as a Short distance). Covers more ground in a single turn but uses up a significant amount of actions, which may limit other actions like attacking or defending in the same turn.
Average Spaces per Action: For an Average size Kynd, movement is 10 Spaces per Action.
This gives a standard measure of movement speed and helps to calculate distances more precisely during gameplay.
Charge Attack Mechanic: (by AP with advice from Jon)
1. Setup for Charge Attack:
- Action Cost: The character must spend the required actions to Dash or Run to initiate a Charge Attack.
- Initiating a Charge: The character declares a Charge Attack at the beginning of their turn. The target must be within a feasible distance to reach in that turn based on the character's movement speed and action costs.
2. Movement and Collision:
- Movement Requirement: The character uses either Dash (2 Actions and -1 Stamina) or Run (4 Actions) to cover the distance to the target.
- Impact: Upon reaching the target, the Charge Attack automatically connects if the movement is uninterrupted, representing the momentum and force of the character's charge.
3. Damage Calculation:
- Base Damage: The base damage for a Charge Attack includes:
- The character’s Rank as the base damage value.
- An additional +2 damage bonus from the momentum, regardless of whether the character uses Dash or Run.
- Total Damage: \( \text{Base Damage} = \text{Rank} + 2 \) (momentum bonus)
4. Effects of a Successful Charge:
- Knockback: If the Charge Attack is successful, the target is pushed back a number of Spaces equal to the charging character’s Rank.
- Knockdown: If the target is knocked back and hits an obstacle (like a wall or another character), they are knocked prone, losing their next action or needing to spend an action to recover.
5. Collision with Objects:
- Object Impact: If the Charge Attack is directed at an object (e.g., a door or barrier), the damage is applied against the object’s durability. If the damage meets or exceeds the durability threshold, the object breaks or is breached.
6. Self-Damage and Recovery:
- Risk of Collision: If the Charge Attack is stopped short due to an obstacle or heavy target, the charging character might take minimal self-damage (1-2 points) to reflect the impact.
- Recovery Phase: After a Charge Attack, the character may need a recovery phase to regain balance, especially if the target is not moved or the attack is otherwise disrupted.
Balance Considerations:
1. Streamlined Mechanics:
- By removing the attack roll and focusing purely on movement and automatic impact, the Charge Attack becomes a straightforward and reliable tactical option. It emphasizes positioning and timing rather than chance.
2. Consistent Damage Output:
- Keeping the +2 damage bonus the same for both Dash and Run creates a consistent damage model while allowing for flexibility in how the Charge Attack is initiated.
3. Tactical Depth:
- This streamlined approach still allows for strategic depth by making movement and positioning crucial elements of combat without overcomplicating the mechanics.
This revised version focuses on simplicity and effectiveness, making the Charge Attack a powerful and straightforward tactical choice in your game. If there are any other adjustments you'd like to make, or if there's something more you want to add, let me know!
Domain Lineages
Prime Branch
Human (Erkynd)
omnivore
Base height: 5 Increments
Base speed: 6 Spaces
Base weight: 10 WP
Age of maturity: 18 years
Maximum age: 75 years
Breed With Any Kynd: Humans can mate with and produce offspring with any kyndform species. The children are of the mother's species but have this trait, the father’s special ability, and in addition to Impatient flaw.
Adaptive Learner: The time required to learn or relearn something such as an ability is halved.
Logic Skill
Sense (Sight, Touch)
Endurance
Wise
Impatient: Flaw. If you are Resting you are automatically Distracted and any slight motion or sound will end your Rest.
Citywalk: You can walk to or in any city with humans in it anywhere in ten minutes.
Hob (halfling)
omnivore
Age of maturity adjustment: -5
Petite: Only need half as much food as normal.
Adaptive Learner
Emotion Skill
Sense (Hearing, Sight)
Hungry: Flaw. You can not turn down a meal. When presented with food you must eat all of it. If full, each additional meal is subtracted from Health instead.
Villagewalk: You can walk to any village anywhere in ten minutes.
Hulgar (dwarf)
omnivore, lithovore
Age of maturity adjustment: +10
Stone Bones: You can not be pushed or knocked Down in any Round while you make no more than 1 Move.
Stone shaping: With a touch, an Action, and 1 Mana you can reshape stone you touch as long as the affected area is no larger than your hand.
Brute Skill
Sense (Hearing, Touch)
Sinks Like A Rock: Flaw. Not buoyant in water.
Mountainwalk: You can walk to or on any mountain location anywhere in ten minutes.
Tenan (orc)
Carnivore, frugivore
Age of maturity adjustment: -5
Leather Skin: Armor (Soft).
Iron Stomach: You can eat any organic or post-organic material. If you eat rotten food you smell like it until you clean.
Brute Skill
Tough
Sense (Hearing, Smell)
Temper: When you or an ally take a Wound, you may deal an extra Wound with any Attack against the opponent and their allies until next Rest, but must Succeed an Emotion Roll to avoid attacking the cause of injury.
Villagewalk: You can walk to any tenan village anywhere in ten minutes.
Drakkar
An ancient race of a hybrid between humanoids and dragon kind. The lineage was probably created by some sort of deity seeking to blend the aspects of both kynd and dragon kind. This sturdy species exhibits both mammalian and reptile traits including a generally humanoid face covered with scales and sharp horns.
Breath Weapon
Sense (Sight, Smell)
Glider Wings – for each spaceFlying moved horizontally move one space down to the nearest gravity.
Mountainwalk, Swampwalk, or Plainswalk
Carnivore
Beastfolk (Ferakynd)
omnivore
Base height: 5 Increments
Base speed: 6 Spaces
Base weight: 12 WP
Age of maturity: 4 years
Maximum age: 50 years
Forms spell (natural animal)
Sense (any two)
Tooth And Nail
One free Trait
Impatient: Flaw. If you are Resting you are automatically Distracted and any slight motion or sound will end your Rest.
Forestwalk: You can walk to or in any forest anywhere in ten minutes.
Zaegric Branch
All subspecies originally develop from 12 year old small Wyrdkin in Zaegra but the material world adult and descendants of said adults skip this step and go straight to the subspecies of their parents or an apparent blend without the actual Zaegric archetype if the parents both don't have a magic gem such as a Wyrdling Moonstone (by birth) that grants the Wyrding spell, or specific Arcagem implanted in their navel.
The child of two Zaegric species of different types is always a Wyrdling.
A Zaegra Branch subspecies person that places a Moonstone in their navel gains the Zaegric archetype, replacing one original archetype. They also gain an alternate Wyrdling Form.
A Spirit of a Zaegra is called a Sprite, a Rank 1 size Tiny glowing ephemeral being that has Wings.
They may reincarnate in a Wyrd tree after 1 year, becoming a Wyrdling again.
Zaegric do not technically have an age of maturity since they use the Wyrdling age of maturity base and most develop from that lineage to start. If born on a prime world from Zaegric branch parents that do not have stones implanted, the age of maturity still does not change.
The maximum age of all Zaegric branch lineage Kynd is 100 years.
Wyrdling
[Moonstone]
Herbivore, Manavore
Age of maturity: 12 (sterile and gender neutral)
Tiny (Petite, Short)
Wyrd spell
Sense (Sight, Hearing)
Changeling: After each Sleep, the character becomes the appearance of the closest proximity lineage nearby. If that species is bigger they then appear as a child of that lineage.
Dodge Skill
Immunity to Toxins
Impatient
Forestwalk
Goblin
[Darkstone]
carnivore, manavore
Small (Short)
Umbral spell
Sense (Smell, Hearing)
Finesse Skill
Adaptive Learner
Temper
Tunnelwalk
Mer
[Waterstone]
carnivore
Hydro spell
Finned
Echo
Sense (Taste, Hearing)
Temper
Waterwalk
Luten (gnome)
[Lightstone]
herbivore, manavore
Tiny (Petite, Short)
Lumen spell
Sense (Sight, Smell)
Dodge Skill
Speak with Animals
Slow Grower
Forestwalk
Pisky (pixie)
[Airstone]
herbivore, manavore
Tiny (Petite, Short)
Wings
Sense (Sight, Hearing)
Aero spell
Impatient
Forestwalk
Troll, Moss
[Hardstone] (and eating plants)
Herbivore, manavore
Litho spell
Sense (Smell, Touch)
Regenerate
Stone Bones
Sink Like A Rock
Forestwalk
Troll, Green (Rank 2)
[Hardstone] (and eating meat)
carnivore, lithovore
Litho spell
Sense (Smell, Touch)
Regenerate
Stone Bones
Sink Like A Rock
Gigant (Wide, Unbalanced)
Lope
Temper
Mountainwalk
Bywg (buglike Zaegric)
[Bugstone] (Shift spell: Insect form)
herbivore, manavore
Small (Petite)
Insect Form
Sense (Sight, Smell, Hearing)
Dodge Skill
Impatient
Forestwalk
Zelen (elf)
[Kronostone]
Omnivore, manavore
Petite
Krono spell
Sense (Sight, Hearing)
Finesse Skill
Echo
Longevity: Zelens do not age beyond physical prime no matter what.
Slow Grower: Multiply age of maturity by ten.
Forestwalk
Zaegric Lord (Rank 2)
[Divinitystone]
Manavore
Omniscience spell
Wings
Temper
Zaegric Archetype
Zaegricwalk: The being may walk to any other Zaegric object, location, or being.
Forestwalk
Methods of Travel
Walking
Landwalk lineage ability (any viable terrain by lineage within 10 minutes spent, or line of sight in or on the terrain in 1 Round)
Faithwalk (as by Landwalk but only to objects and places declared Holy by a Rank 2+ devoted)
Riding Dragon
Teleport spell
Gate Structure (Gate spell)
Boat
Aircraft
Voidship
Wings
Swim
If a character with a Health vital flies or moves faster while exposed to open air at more than 64 spaces per Rank per Round for more than 1 Round they take 10 Stamina damage each Effect phase each Round, due to atmosphere terminal velocity, and will most likely become Unconscious.
Rank 4 transportation (Utility, usually) abilities become interstellar without exceeding whichever universe they are in while Rank 5 is interdimensional.
The number of actions required for transportation abilities does not change with Rank.
In order for both interstellar and interdimensional transportation to occur one must either have foreknowledge and accurate description, or have been to the location before.
VEHICLES
These constructions or beings (such as Exegin sentient ships and Abara living ships) each have a Rank that determines maximum size and maximum speed.
Rank determines vehicle Integrity, Stamina, and Mana vitals just like a character.
All vehicles have the Metallic or Wood traits unless an Abara, which has Endurance trait and Health instead.
They can look like anything from a WW2 fighter plane to a 1990s airliner to an F-22 or MiG-29 to a huge wood and cloth galleon to a car or tank to a Large red eight legged carapaced Mach 1 scrabbling Abara riding “Mite” to a Big incredibly long, sleek, and armored “Silverbug” Abara Carrier (Rank 2).
Even Mobile Armor (fits the character) to Mech (at least Large) can move quickly.
If a ground or water vehicle, base Move rate is 12. This is under ideal conditions and the ST may roll 1d6 per Move taken and apply it as a penalty to each Move if on or in bad conditions.
Flying vehicles Move at a speed of 44 but have a true linear direction maximum per Round by spending 1 Stamina per 6 Rounds and must acquire the Metallic or Endurance trait first:
Rank 1: 44 spaces per Round maximum size Big (tank on flat road, or galleon moving with the wind), or 300 Spaces for Wheels or Finned vehicle or an Abara Mite (both size Large) or above-water 15 Spaces for sailing maximum size for boat Gigant (galleon ship)
Rank 2: Mach 1 or 9000 Spaces per Round, maximum size Big (jet)
Rank 2: Mach 2 or 18000 Spaces per Round, maximum size Gigant (carrier)
Rank 3+: Mach 3 or 27000 Spaces per Round (supersonic scout)
Rank 3+ (void): Near Light Speed 11.2 million Spaces per Round for 1 Mana, maximum size Titan (capitol) but incapable of atmosphere flight other than landing, half that sublight speed for each size higher than Large
Rank 4: Interstellar teleporting Guilder ships (4 Actions to Teleport between stars and planets), maximum size Titan but double the number of Actions required to Teleport per size higher than Large
Rank 5: Interdimensional teleporting Guilder ships (use Teleport rules)
For space vehicles beginning at Rank 3 for Fighters (use Warrior calling), Scouts (use Expert calling), and Guilders (use Mage calling, required for Rank 4+ interstellar and interdimensional) interstellar void flight is up to 100 times faster per Action compared to atmosphere (I know, that is slow, but this is abstracted for the game simplicity)
Rank 3 “voidships” have their own air or water supply to prevent Suffocating status of the Void of stellar space and are all capable of sublight speed if they have the Warpdrive trait. Warpdrive allows Round by Round sublight speed but per 10 Mana spent per addition of sublight speed (think Warp 1, Warp 2, “Engage”, etc, I'm not going to say further…)
Vehicles have all a downside to moving full speed though; they can't Attack in the same Round and must travel in a straight (or on a planet surface) line.
Moving any faster than 2 Actions requires 1 Stamina for the 6 Rounds of top speed then and after.
STATUS EFFECTS
Stunned: lose 2 Actions per each Round, a Pass on a Brute or Willpower roll ends status during Effect phase.
Down: you can't make more than 1 Move Action each Round, spend 1 Action to stand.
Flying: you are not touching any stable ground or standing surfaces and can only be hit by Ranged attacks and spells, or if within distance of Reach if near a Melee/Reach combatant.
Unconscious: you are at 0 Stamina unless sleeping, and can not take Actions or normally Sense but otherwise can Hear. As long as you have at least 1 Health you awaken after a Rest. If at 0 Health while Unconscious, you are Dead.
Bleed: Nature (Flesh ) damage. Any being at 0 Health (not Integrity) during Effect phase each Round loses 1 Stamina. The Bleed status ends if a single point of Health and/or Stamina is gained instead.
Burning: during Effect phase each Round take 1 Wound from Fire damage unless a Dodge, Brute, or Finesse Roll versus the Rank of the cause of the fire is made, on Pass the status ends. Anything touching a Burning object or being is also Burning at the same intensity if touching for one whole Round.
A Burning character is also Suffocating if they have a Health vital.
Frozen: you can't make Move Actions and lose 2 Actions during Declare, a Brute Roll versus the Power of the cause and ends status on Pass
Scared: you can not Move towards the source of this status, during Effect phase at least 1 Move Action must by spent to distance from the source, Willpower or Emotion Pass ends this status.
Impaled: a targeted limb, Sense organ, or torso is pierced by a Puncture weapon and can not be used until the Wound is healed, if the weapon is removed using an Action you take Bleed status on a failed Brute roll.
If the torso is Impaled double the Bleed Wounds.
Severed: on a failed Brute Roll versus Cutting damage Wounds taken a limb is removed by a Cutting weapon and can not be used until reattached. If the head is Severed you are Dead but this is more difficult to do and attacks aimed at the neck need a Dodge Roll versus Attacker's Rank to prevent.
Severing a head is also only possible once Health is reduced to 1 or less.
Crushed: limb can not be used normally when Injured by a Bashing weapon as the bone is broken, causing 1 Wound of Nature (Flesh) damage to Stamina per Action made with that limb. This status is removed after 30 days of rest.
If the head is Crushed you are Stunned for the Crushed duration.
Dead: character's soul is detached from their body (the body can not take any Actions and is a corpse after 3 days) but the soul can Talk, Move, and Sense normally, acquiring the ethereal Spirit template.
They can only be seen outside the Prime universe or by anyone with Second Sight, or by other ethereal beings and Spirits.
Grappled: you are Grappled by someone or something. If an arm limb, it can not be used. If a leg limb, only two Move Actions may be made each round. If the head, you can not talk or Sense. A Brute roll is required to break free per Grappling attack or object. If Grappled is applied to a Moving Terrain sized being the grabbing character is instead considered to be climbing it instead.
Blind: you can't See. You are Blind from weapon attacks if both eyes are injured.
Deaf: you can't Hear. You are Deaf from weapon attacks if both ears are injured.
Silence: you can't talk but if caused by a spell or louder surroundings you can also not be Heard.
Starving (optional): If you have not had a single meal in 3 days, you acquire this status until you eat.
While Starving you can not regain Health or Stamina and lose 5 of each beyond each day you go without food.
Suffocating: The air or water you breathe has been denied for beyond your normal limit (you spent more than your Stamina allowed and might or might not be Unconscious) and until either you somehow Rest and breathe again, or receive the Aid action, or your Storyteller tells you that you awaken if at all, take 1 Wound from Nature (Suffocation) damage at the end of every 6 Rounds.
Toxin: you take 5 Wounds during Effect for 6 Rounds after the first Round. Wound Toxin (Poison, Venom, or Disease) damage can be prevented with the Aid action before further damage than the initial amount, or any healing magic, but Disease is every 6 hours and prevents recovery of Wounds by Rest or Sleep. Brute Roll versus Rank of the applied Toxin ends it during Effect, which also prevents the repeat damage, a resist roll made every turn.
Aging: All Prime Kynd without a Magic Aura suffer 1 Nature (Aging) Injury to their maximum Wounds for every year beyond their lineage maximum age at the end of every year after. Somehow acquiring a Magic Aura removes this status but the Injury must be healed.
Flying: You are at least 1 Increment above the nearest surface as if Up but fly through any airy or watery material at double your base speed.
Tired: You missed 3 nights of sleep or have 0 Mana. Either way, lose 1 possible Action each Round until Sleep is done.
MOVEMENT NOTES
Domain speed
Some notes I took last night before going to bed for a few hours on movement top speeds of whatever form an animal can take such as running swimming flying whatever in miles per hour and I'm talking like absolute maximum recorded speed, and why did I do this?
From my role-playing game that I've been writing for 13 years third edition
The next step is to calculate how many 5 ft circles are in one solid line of a mile and then somehow extrapolate how fast an individual can travel in 6 seconds which is roughly one round in game and I think once I figure out that equation which should be on average just like D&D movement rate of about 120 ft every 6 seconds at run (3e)
So, given my math disability that will take some time to work out but it's basic multiples of factors and dividing by time passed.
Then I just sorta stat out special "Traits" for various body types that grant standardized move speeds in 5 ft spaces per round and I'll be ready to design entire functional beings to ride, fight, tame, become, or control.
First come nature animals, then the fantasy monsters and "Kynd" or biped peoples.
Okay I thought of a better abstracted way to calculate move speed and that is just figure out somebody's height in feet And that's how far they move in one single stride in one second So a 5 ft tall person would move 5 ft per second times 6 for per round speed of 30 which is pretty average for D&D so that works out for short people that is for dwarves but if you take a 6 ft tall adult human male cisgender male that's probably going to look more like 35 actually 35 ft per Action movement, x4 at solid run of 4 Actions = 140 for
But if I average male and female cisgender people it's probably going to end up somewhere between 5 and 6 but I'd be better off varying it so taller and longer/bigger being moved their height or length in feet per Action as default instead, putting each individual "space" as a flexible number that varies by size and stride length rather than just 5 foot cubes.
So, each "stride" per Action is height rounded down to nearest foot which is twice their Reach
I suppose the smallest increment within Western or Imperial measure United States standard is a foot, which is fine because that's pretty much two handlengths so I could just round 6 inches to the nearest "hand" then divide the feet total by 2.
OR
I just use metric decimeters, which are 1/3 of a foot or 4 inches, then scale up by ten each time like every oogyboogery non-States person would do in the first place.
So one "space" is .1 meter per second or 22 mph. Which is average for a fit person.
OR
I change the Round duration to 10 seconds, 6 per minute, still 60 min per hour, but now I'm using metric and base 10.
Still 4 Actions per Round but now they are used by 6 foot tall/two meter high theoretical people to run at a generous athletic average of two-meter "spaces"
Nevermind
I'll just use https://rpg.stackexchange.com/questions ... orld-speed
Because as my old martial arts teacher Mark told me a long time ago " your strength is in other people " and other people already did the math for me because they're better at math and I'm better at words and ideas.
So I'm just going to assume the height of a person is going to be expected at 6 ft just so they have a 6 ft stride and make each space 6 ft rather than 5 just to make things a little faster on average and if somebody wants to convert that to metric all they have to assume is just divide by 2 and that's how many meters it is but that's a sloppy estimate I know.
I'll just say six is the the standard number of feet for one circular space centered around the the core of an average adult Kynd or biped sapien and also the feet per stride.
This number will halve or double with each size change.
OR
I just checked the list of speeds now after all this verbal thinking out loud into my phone onto a text pad before I copy it to Facebook for everyone else to see my thought process, and the torture that I go through in RPG design, I just realized that I had rounded the average human jogging speed to roughly 24 mph which is essentially identical to 24 5 ft spheres being moved per 6 seconds So if I multiply that by 10 that's 240 spaces per minute, divide by 4 for the number of spaces per round, moved per Action to just simply 6.
That's it. That's all I have to do.
I'll just use the mph value as the "spaces run per round".
Calculations complete.
Use MPH divided by 10 for the number of spaces moved per Action, 4 Actions per 10 sec Round.
That's 6 spaces jogged per Action for human, just use height or whatever for feet per Action x4 So a lot of beings will go faster or slower depending on how tall or long they are or if they have any special abilities the increase or decrease their movement speed such as wings fins stone bones multiple legs stuff like that.
Round down to the nearest even value.
Speeds will be listed as like 6/24 for minimum and maximum for easy reference.
I worked out top run/fly/swim/short burst speeds for the animals I'm using in Domain but I need average dinosaur stats like t rex, raptor, triceratops, mosasaur, and pteranodon
5 foot tall Kynd 10
Gigant 45 ft tall Titan 45
Horse hoof
Falcon fly 15/60
Antelope 35 run
Marlin 80 burst swim
Shark 30 swim 45 burst
Eagle 200 fly
Bat 100 fly
Albatross 80 fly
Cheetah 75 burst run
Ostrich 56 run
Ox 50 run
Diptera (flies) 90 fly
Beetle 5 run 27 fly
Gigant mite mach 1.3 run at 140°F
Aquatic max speed 22 mph due to friction, larger shark burst speed 46
Iguana 22 run
Mamba 14 slither
Komodo 13 burst run
Gazelle 50 run
Lion 50 burst run
Hare 45 burst run jump 2-4 spaces
Dog 30 run 40 burst run
Dolphin 40 swim
Tiger 30 run 40 burst
Bear 35 burst
Warthog 35 run
Boar 30 run
Ape 25 lope
I'm thinking that to make things simple, a Burst Run uses 1 Stamina and adds 50% to your top speed for one minute or ten rounds.
50% increase seems to be on average for almost all species I found except human which vary vastly depending on daily activity, like the average male adult can't run faster than 8 mph for short distance, but Usain Bolt is 27 for 100 meter dash
That's all for now.
CALLINGS
These easy to apply "job" or "class" templates don't actually grant anything beyond Rank 1 but do shape the story capabilities of every character that has them.
Warriors are usually good at fighting, no matter what kind, but are also often good at avoiding combat.
Warriors are the easiest Calling to play.
Expert is a somewhat catch-all term for a variety of beings that train their skills to sometimes absurd levels of Action or defense.
Expert is the medium difficulty Calling.
Mages are the odd ones of the trinity.
Spells can do almost anything by using backdoor entrances magically to work with the rules of the multiverse.
Just keep an eye on your Stamina while you cast spells because a Mage without magic is usually helpless.
Mage is the most difficult Calling to play.
No matter which Calling or Callings you choose at character creation and gaining ranks, choose one Element of any kind, usually an energy type. All of your Power to attacks may be converted into this energy type at any time.
WARRIOR
Bonus Skills:
Melee
Ranged
Dodge
Choose either Brute or Finesse
+1d6 Combat Dice
Bonus Fighting Style
Fighting Styles
Rager (large weapon, ignore damage)
Strong Grip: You may use a single Large weapon in one hand or holding appendage as if you were a size bigger.
Leather Skin: Armor (Soft)
Warp Spasm (-1 Stamina, Sustain): Increase Heavy weapon or double grip Power by +10. While in Rage you may also reduce Wounds taken by reducing Stamina instead, and your Heavy attacks can not be Parried or Blocked. Rest is impossible while Rage is active.
Knight
Requip: You may store one armor or outfit per Rank and a pair of weapons or other handheld items per Rank in an extradimensional space and equip it as an Action. Summoning an outfit or up to a pair of items is -1 Stamina.
Grace: Choose a single Status effect per Rank. You are immune to it's effects.
Smite (-1 Mana): All Attacks you make for 1 Round deal Photon damage instead.
Red Skill
Zoan Stance: Choose a Trait from a Phenotype you have studied or Seen. As an Action you emulate it's attacks, effects, and motion without altering your appearance for as long as you are conscious, stop the Stance, or swap for another Stance. You may gain another Stance per further Rank and may be combined between Phenotypes.
Element Reach (-1 Mana): Melee Attacks for 1 Round become Reach Attacks dealing one chosen Element damage of your choice for each Rank, the Element is selected when this ability is trained and new Ranks are gained (Except Aging, Suffocating, and Starving Elements). The range of Element Reach is 3 spaces, the Attack Power applies to all beings and objects in the path, and may use either Melee or Ranged skill.
Elemental Aura (Sustain): Your body is surrounded by one of the Elements you choose for Element Reach for 6 Rounds. When used, this ability deals Power in Wounds to anyone touching you, of one Element type. You are also immune to Wounds from that element and can breathe it while this substyle is used.
Monk
All Monks gain the ability to speak and write the Aurean language Enochian.
Stability: You can not be moved Down against your will while at least one foot touches the ground.
Patience: Immunity to Emotional Damage and Scared status.
Enochian Takeover (Sustain): Reaction. You call an Aurean to share your body, giving it control but granting you an equal Rank average Aurean monster abilities and additional archetype.
This Takeover of housing a foreign ethereal-state being in your body can last until Rest.
Shifter
Zoan Form (-1 Mana, Sustain): Become the Phenotype of any Zoan you have Sensed previously, up to one Phenotype per Rank, while retaining your own mind, until either 6 Rounds pass or you are Unconscious. You keep your original languages but do not gain those of the Phenotype.
Hybridform (-1 Stamina): Gain one Trait or Elemental Template per Rank from chosen animal forms while still in original Kynd or any other form until Rest. This slightly alters your appearance.
Nature Talk: Communicate in the sounds and motions of all Zoans and Elementals you selected when this ability is trained.
Slayer
Backstab: While Flanking a Target or Targets or against a Distracted Target your Puncture and Cutting weapon attacks have double Power and First Strike for each Attack, then if Wounded the target is Aware of you and not Distracted.
Shadowslip (Move): You are aware of all shadows within the nearest mile, and a mile radius from the last location you were in. You and anyone or anything you carry, or up to one equal or smaller character per Rank that you Grab, move between shadows as if relocating by the Teleport spell.
Fear Stare (-1 Stamina): All enemies that can see your face must pass a Willpower Roll or become Scared.
Duelist
Flurry (-1 Stamina per Attack): If using at least two weapons, or a Reach weapon that is not Heavy, double your number of attacks for this Round.
Waylay: Whenever a target loses a Dodge Roll to you and is no bigger than one size larger than you, you may force them to use one of their Move Actions in any direction they would normally be able to Move as your Reaction. If the target cannot Move, your Attack automatically hits.
Lunge (-1 Stamina, 1 round): As an Action, move 100 spaces in any direction. A single Round’s worth of attacks maybe made and apply to all targets caught in this path until Effect phase.
Ninja
All Ninja sub-abilities require a smoke bomb, of which a Ninja can simply summon instantly. This is thrown at a target such as yourself or rather the surface you stand on, or as a Throw Attack.
Obscure: A 6 space radius cloud of dust prevents all Targeting aimed at anything within and assigns the Blind status to everyone in the cloud.
Cloudswap (-1 Stamina): Switch location with a targeted object within 20 spaces of approximate same size.
Animal Disguise (-1 Stamina): Summon an outfit and appear for all Sense purposes as well as Move as an animal of your size but you don't count as one. It's a disguise made of magic cloth and/or colored wood.
Clone (-1 Stamina per Clone, Sustain): As an Action you summon a 1 Health mindless duplicate of yourself that is only able to make the same Attacks you can or perform tasks a toddler can do. You may transfer your soul into a Clone as an Action, switching abilities your real body while your original becomes a Clone. It requires another Action to give orders to any number of Clones at the same time each Round.
Ranger
Tracker: You know the paths all previously observed targets have taken as long as there is dirt, chalk, scent, or sand to leave a trail. You can track new targets simply by observing for a Round.
Sureshot (-1 Stamina, instant): By spending one Action to aim, you negate the Dodge of a target.
Multishot (-1 Stamina): By spending 4 Actions drawing and firing multiple arrows or bullets, you can hit every Target within up to 5 adjacent spaces of each other in a single shot.
Revised by AP:
Here is the updated list of all Warrior styles with their sub-styles, considering the redefinition of "6-space radius" as "close distance radius":
Warrior Styles and Sub-Styles
1. Slayer
- Backstab: While flanking a target or against a distracted target at touch distance, your puncture and cutting weapon attacks have double power and first strike for each attack. If wounded, the target becomes aware of you and is no longer distracted.
- Shadowslip (Move): You are aware of all shadows within the nearest extreme distance and an extreme distance radius from the last location you were in. You and anyone or anything you carry, or up to one equal or smaller character per rank that you grab, can move between shadows as if relocating by the teleport spell.
- Fear Stare (-1 Stamina): All enemies that can see your face must pass a Willpower roll or become Scared.
2. Duelist
- Flurry (-1 Stamina per Attack): If using at least two weapons or a Reach weapon that is not heavy, double your number of attacks for this round.
- Waylay: Whenever a target loses a dodge roll to you and is no bigger than one size larger than you, you may force them to use one of their move actions in any direction they would normally be able to move as your reaction. If the target cannot move, your attack automatically hits.
- Lunge (-1 Stamina, 1 round): As an action, move long distance (100 spaces) in any direction. A single round’s worth of attacks may be made and apply to all targets caught in this path until the effect phase.
3. Ninja
- Obscure: A close distance radius cloud of dust prevents all targeting aimed at anything within and assigns the Blind status to everyone in the cloud.
- Cloudswap (-1 Stamina): Switch location with a targeted object within close distance.
- Animal Disguise (-1 Stamina): Summon an outfit and appear, for all sense purposes, as well as move as an animal of your size, but you don't count as one. It's a disguise made of magic cloth and/or colored wood.
- Clone (-1 Stamina per Clone Sustain): As an action, you summon a 1 Health mindless duplicate of yourself that is only able to make the same attacks you can or perform tasks a toddler can do. You may transfer your soul into a clone as an action, switching abilities with your real body while your original becomes a clone.
4. Ranger
- Tracker: You know the paths all previously observed targets have taken as long as there is dirt, chalk, scent, or sand to leave a trail. You can track new targets simply by observing for a round.
- Sureshot (-1 Stamina, instant): By spending one action to aim, you negate the dodge of a target.
- Multishot (-1 Stamina): By spending 4 actions drawing and firing multiple arrows or bullets, you can hit every target within up to 5 adjacent spaces of each other in a single shot.
5. Rager
- Strong Grip: You may use a single heavy weapon in one hand or holding appendage as if you were a size bigger.
- Leather Skin: Armor (Soft).
- Warp Spasm (-1 Stamina Sustain): Increase heavy weapon or double-gripped average weapon wounds dealt by 2 per rank for 6 rounds. While in rage, you may also reduce wounds taken by reducing stamina instead, and your heavy attacks cannot be parried or blocked. Rest is impossible while rage is active.
6. Knight
- Requip: You may store one armor or outfit per rank and a pair of weapons or other handheld items per rank in an extradimensional space and equip it as an action. Summoning an outfit or up to a pair of items is -1 Stamina.
- Grace: Choose a single status effect per rank. You are immune to its effects.
- Smite (-1 Stamina): All attacks you make for 1 round deal Photon damage instead.
7. Monk
- Stability: You cannot be moved down against your will while at least one foot touches the ground.
- Patience: Immunity to emotional damage and scared status.
- Enochian Takeover (Sustain): Reaction. You call an Aurean to share your body, giving it control but granting you an equal rank average Aurean monster abilities and additional archetype.
8. Shifter
- Zoan Form (Sustain): Become the phenotype of any Zoan you have sensed previously up to one phenotype per rank while retaining your own mind until you will to change back or adopt a different form. You keep your original languages but do not gain those of the phenotype.
- Hybridform (-1 Stamina): Gain one trait or elemental template per rank from chosen animal forms while still in original Kynd or any other form until rest. This slightly alters your appearance.
- Nature Talk: Communicate in the sounds and motions of all Zoans and Elementals you selected when this ability is trained.
EXPERT
Choose and train 8 skills.
Choose one Expert job.
+1 Autopass to all trained Skill rolls.
Noble
Call Guard (-1 Stamina): Summon one guard of an equal Rank (Human Warrior (Knight), Shield, Longsword, Metal Armor). It takes 1 Action to give orders but if no Action is given they will guard you for as long as the encounter persists.
Call Mount (-1 Stamina): Your mount arrives next to you the Round after it is summoned.
Bonus Wealth: When attempting to purchase something, treat your Wealth as temporarily one Rank higher on a Success against your normal Rank with a Finesse or Logic Roll. No retry per item or service unless you spend 1 Trust.
Diplomat
Social Tactics (see the Combat section for making a Combat Action and applying Combat Tricks) are long range and powerful but require the target or targets can see or hear the messenger and understand them.
Compelling Lie:
Mind
Tell an outright lie to a target or crowd with a Finesse, Emotion, or Logic roll.
They believe you as long as you have at least 1 Influence with them.
Insult:
Mind
Power +10 Emotional Damage.
Roll Combat Dice when insulting.
Mediate:
Mind
Heal 6 Stamina between two opposing sides after a Round of debate. The target of recovery can not be you while you Mediate.
Cheer
Mind
Grant one ally or target an Autopass to their next (until the next Rest) Roll, one character benefitting from use of Cheer per Rank for each use.
Mask
Persona (-1 Stamina): Choose an alternative set of Abilities at the cost of 1 Ability slot. Your personality switches along with a costume change, ending all Mind effects on you.
You gain access to the new abilities until you switch back, losing access to all older abilities during use of Persona.
SKILLS
Default (anyone can do this)
Trained (-1 TN to related Rolls, additive to Skill combinations)
If you roll any 1 during a Roll you get a free Autopass on your next identical Roll but lose 1 Stamina if you choose to get the bonus.
Brute
Hybrid
Default:
Your mass allows you to carry more and resist hardship. Lift or push your body weight in WP and comfortably carry half that.
Trained:
Your throwing distance maximum becomes a number of spaces equal to the difference in WP between the object you throw and your remaining Carry Limit.
As long as you have at least 1 Health, you may make a Brute Roll to avoid losing that one last point of Health when you would otherwise be reduced to 0. The same applies to Stamina.
Carry Limit is multiplied by ten per Rank.
Finesse
Hybrid
Default:
You can manipulate objects with your hands, feet, and mouth, but mostly use a pair of limbs.
Writing a letter takes 10 minutes.
You can pick simple locks with a Rest and tools.
Trained:
Your hands are fast enough to reduce reload time by half rounded down to a minimum of 0, and build time for crafting by half.
You can pick even difficult locks as 4 Actions.
You can handwrite letters in 1 minute.
Dodge
Hybrid
Default:
Stealthing Status - To move stealthily simply declare it, roll Dodge and note the number of Passes to last while attempting Stealthing until you either retry on another Round or stop rolling for Stealthing status, and take 1 Action penalty while doing so. You are Silent on even and uncluttered surfaces but also Invisible to anyone Distracted or not within direct line of targeting (camouflage or behind cover) unless they make a Sense Roll while searching for you with an Action. If detected, you remain detected as long as that opponent or character decides to acquire the Distracted status to everything else in order to maintain Focus on you, and as long as they Focus on you they can Target you.
Distracted Status - While Distracted a character won't be Aware of another character’s presence that they are not Focused on and won't be able to target or effectively respond to the Stealthing (effectively Invisible and Silent to any Distracted characters) actions until one of the following occurs:
- The Stealther touches the Distracted.
- The Stealther causes a Wound to the Warrior.
- The Stealther performs an Action other than movement that breaks Stealth.
Trained:
Double all Move speeds.
In any Round in which you Move but take no other Action you may become Invisible until the beginning of the next Declare phase.
The character may make one of their Move Actions for the Round as a Reaction when they roll a Critical on a Dodge roll.
Sense
Hybrid
Multiple
Default:
You can gather basic environmental information each Round. If you choose to acquire the Distracted status you may become Focused to gain more details such as clues and secrets about what you are observing while doing it.
Trained:
Choose a Sense type out of See, Hear, Taste, Smell, or Touch; your range doubles with that Sense.
With Focus you gain knowledge of where each moving or previously encountered being is within 100 spaces.
See: Between 25 (crowded environments) to 3 miles unobstructed in Spaces vision.
Hear: You gain knowledge of all beings and objects within 100 Spaces that make Actions for that Round. This distance is halved if there are any loud noises as you only hear that loud noise within normal Range, and doubled if the area is quiet.
Taste: You detect the chemical composition of anything you taste such as Poison without suffering it's effects if you spit it out in the same Round.
Smell: You can identify the Lineage and any Element of everything within 100 Spaces, halved distance of the source is downwind and doubled if they are upwind.
Touch: If combined with the Finesse skill, you can identify what you are touching with a single limb. If combined with the Dodge skill, you detect the Movement of all beings on solid terrain within 100 Spaces.
Almost all Phenotypes already have two Senses Trained.
Instinct
Body
Default:
You generally know when something is a bad idea so just walking into a dangerous area. Traps become obvious to you but not exactly their location or function, only the fact that there might be a trap nearby.
Trained:
+1d6 to any combined Body Skill rolls.
You essentially trust in your intuition as far as how your body works. All animals of the natural and magical variety have the skill trained.
Device
Hybrid
Default:
You know how to use basic tools and can repair 1 Integrity per object with the Patch Action.
You know how to use a steering wheel and levers, and read dials.
Trained:
You can build or modify any object of your Rank or lower you've encountered before in a single minute. This includes Patch Action as a 1 minute Sustain to recover all object Integrity of one object or vehicle, which also costs Resource equal to the Target’s Rank.
You can read any vehicle information you pilot that shows you to properly assess direction, nearby vehicles and characters of equal or greater size, and current speed of any.
You can pilot any vehicle.
You can build and repair guns.
Melee
Body
Default:
You can punch or kick as a 2 Power Attack twice per Attack for your size or Grab once per holding limb.
You may use Average weapons and smaller, but not Large.
You cannot Parry.
Trained:
You may use Large weapons.
You may Parry attacks
You can not be Grabbed for longer than 1 Round at a time.
Ranged
Body
Default:
You can target far away beings and objects with your ranged attacks, be they held or fired or flung from part of your body.
You may not use Large Ranged weapons such as bows or spears.
Trained:
You may use Large Ranged weapons.
Your Ranged attack distance doubles.
By spending 1 Stamina a shot may be reflected from any solid surface.
Logic
Mind
Default:
After a Rest you can solve most basic problems. The Storyteller will inform you when possible.
Trained:
After a whole Round of thinking you can get a single clue to a riddle or Storyteller's advice.
While Focused on a Target or group, you may substitute Logic instead of Dodge, Melee, Ranged, and/or Sense. You must first be Aware of them to use this subskill.
If you have any Spells trained that use Elements, you may change one of your Spell's element after a Rest without otherwise altering the Spell.
Emotion
Mind
Default:
You know how others feel after a Round of talking.
Trained:
You know how others feel by Sensing them and can tell if they are under any Status (Mind) effects.
Your Social Tactics have a Power of +10 and you take 2 less Emotional Damage per Social Attack.
You are immune to Emotional Damage dealt to you from anyone that has previously dealt Emotional Damage to you before you take a Rest.
Willpower
Mind
Default:
You know when your mind is intruded upon but not the source. A Willpower Roll usually ends and prevents this until the intruder takes a Rest.
Trained:
When someone reads your thoughts or emotions, or attempts to influence you, you may make a Willpower Roll to not only know what that person is thinking in that Round but know where they are.
Your mind can not be intruded without your permission.
Spending 1 Mana per Willpower Roll as an Action can be made every 10 second Round optionally to temporarily ignore one Status effect while it is still applied or even stave off Unconscious or Dead status for as long as you can spend the Action and Mana.
MAGE
Choose two Casting Methods to later be removed at Ranks 3 and 4. If either, or a single, Casting Method cannot be met as by the requirement, the spell fails.
Logic or Emotion
Willpower
Bonus Spell
Bonus Sustain
Flaw: Radiates Magic Aura and Scent.
Bonus Ability Spell: Mage Blast
Mage Blast designed by AP:
Arcane Blast
- Element: Force
- Type: Body
- Target: 1 target
- Base Range: Close (25 spaces)
- Power Output: 8 Power + Combat Dice, +4 more for single targets.
Description:
Mage Blast is a concentrated burst of pure force energy directed at a single targe. This makes it a versatile spell for close-range combat, suitable for delivering powerful single-target attacks. The spell's force element can also be enhanced using the Boost Range enhancement or other enhancements from the Domain rules.
Casting Methods:
The moment a non-Mage character selects a single spell to train from their available abilities, they must choose at least one Casting Method.
Mages as a Calling are required to begin with two.
Vox: caster must be able to speak
Gesture: caster must have at least one limb free to move
Aura: caster radiates light, sound, and double the Magic Auradistance by which the caster is detected
Alchemy: spells must be cast using present Element material of equal volumes when applicable
Artifice: spells are tied to unique items
Pose: caster may only make a single move Action in a Round when casting
Blood: instead of Mana, Health is reduced, double the distance by which the caster is detected by Scent
Locus: spells may only be cast in areas away from civilization
Ocular: caster must look at the target, creating beams of light
Pneuma: all spells are cast from the mouth, creating a beam of light
SPELLS
Casting a spell requires an amount of Mana spent on the Rank of the Spell to be cast as, then that specific spell may not be cast again on the next Round, essentially possessing a “cooldown” of one Round.
Mage Blast is an ability and exceeds this limit.
If the character spends multiple actions casting spells, normally only one spell maybe cast one per Rank of the character per Turn no matter how many Actions are spent.
Spells resolve last as far as Round order goes, during the Effect phase order.
To determine the mana spent on a spell towards power output, while keeping in mind that the mana spent is limited by the caster's rank, we need to understand a few factors:
1. Mana Cost by Rank: Each spell's power output can be increased by spending more mana. However, the total amount of mana that can be spent on a spell is capped by the caster's rank.
2. Rank Limitations: A caster's rank determines the maximum amount of mana they can allocate to enhance a spell's power. For example, if a caster is at rank 3, they might only be able to spend up to 3 mana on a spell, regardless of how much mana they have in total.
3. Power Output Calculation: The actual power output of the spell can be scaled based on how much mana is spent, up to the maximum allowed by the caster’s rank.
General Formula for Mana Spent Towards Power Output
- Mana Spent: The amount of mana the caster decides to allocate to the spell, which must not exceed their current rank.
- Rank (R): The caster's rank, which limits the maximum mana that can be spent.
For every 1 Mana spent past 1 increase Power by 4.
Example:
If a caster at rank 3 wants to cast Arcane Bolt and allocate 5 mana to it, they can only spend up to 3 mana (their rank).
Spell Power:
Use these values for power of all Spells that either deal damage, cause special effects such as debuffs or buffs as by Status effect, or heal damage.
Base power for Mage Blast is 8 + Combat Dice, +4 more if only a single Target.
ENHANCEMENTS
Each Enhancement requires at least one reduction in Power for that Spell casting. If a Spell does not reduce Power, increase the requirement of Mana spent on the Spell by one.
Range:
Default: Touch
Rank 1: Boost Range (100 Spaces per Enhance)
Rank 4: Interstellar (see Vehicle section)
Rank 5: Interdimensional (as by Teleport spell)
Sense Enhancements:
Sound (affecting all that can Hear you, usually 100 Spaces centered on you)
Sight (affecting all that can See you, up to 100 Spaces centered on you)
Scent (base distance 25 space radius from you, half upwind, double downwind)
Area:
If a Spell affects more than one target, you may exclude all allies, yourself, and any objects you decide when you cast a spell.
If you cannot Target something or someone, roll a Sense Roll against a Dodge Roll of the Target to see if you can hit that Target or other targets nearby. If the Target or targets cannot Dodge, they are automatically hit even if you don't Sense them.
Standard Target is one Target up to with 1 Space radius adjacent, doubled per Mana spent, limited by Rank.
1 Mana: 1 space or melee range
2 Mana: 2 spaces or Reach range such as by Reach weapons
3 Mana: close
4 Mana: standard
5 Mana: long
Duration:
Normally one will use the duration of the spell listed which is typically 1 Round, but Spell durations may be extended by Sustaining them.
One spell may be Sustained per Rank, but Mages get an additional Sustain when the Calling is selected and trained.
To Sustain a Spell spend 1 Action to initiate it, then the Spell remains active as long as the character does not Rest.
ELEMENTS
In order for a spell or ability to cause a Status effect or use a Combat Trick or Enhancement subtract 1 from the Power of the spell or ability used to apply a related effect.
Solid Elements:
Force (molecular movement)
Stone (Bashing or Puncture)
Wind (Rust only affects metal, Cutting or Bashing)
Water (Rust, Bashing or Puncture)
Metal (Bashing, Cutting, or Puncture)
Nature (Flesh and Green) – only affects beings with a Health vital except Green
Toxin (Poison, Venom, Disease) – only affects beings with a Health vital, causes the Infected status of matching type. Poison is ingested while Venom is injected, both dealing an equal amount of damage to Stamina damage at first then Health damage during Effect phase of the next Round. Disease causes the Diseased status.
Acid (Rust only affects metal or Caustic which causes Injury of “reduce maximum Health until healed”)
Energy Elements:
Fire – causes Burning status.
Ice – causes Frozen status.
Electric – causes Stunned status.
Sound – causes Deaf staus.
Astral (Holy, Time) – Astral will recover Wounds or cause them as you choose, otherwise it’s just a non-damaging energy that can be utilized and detected.
Dark (Shadow, Death) – Death damage Wounds both Health and Stamina at the same time but also reduces your own Health total by half of the amount dealt.
Psychic – Mana damage
Emotional – Stamina damage
Antimagic – For each 1 Power of Antimagic damage that affects any magic area or Spell cast reduce that opposing magic Power by an equal amount
Twilit – The mysterious cobalt-green energy of the Zaegra dimension that prevents all Nature (Flesh) damage to anyone that eats a Wyrdtree fruit for as long as they remain in Zaegra but you also can not Defend against Psychic magic cast by Zaegric beings unless you are also Zaegric. If used as a damage type, all Zaegric archetype beings are immune to it.
Cyanstorms
Every time someone casts a spell/uses any kind of Antimagic element roll 1d6 per Mana spent. On a roll of one, add one point to Storm Count for the nearest 1 mile radius.
Within a 7 day period If that Storm Count totals to 10 or more, a Cyanstorm lasts for 1d6 hours and teal clouds and fog roll in.
The only magic that works within is Psychic, and beings with Magic Auras temporarily lose their magic abilities such as transformations and the ability to eat magic such as manavore.
Beings with any kind of Kynd form are stuck in Kynd form no matter which original form they are from or have taken, and they revert to Kynd form and are stuck in that form for the duration of the Cyanstorm.
SPELLS AND SUBSPELLS
Alphabetized Spell Reference Sheet with Full Rules (Complete Version)
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Spell Name: Aero
Function/Element: Wind
Type: Body
Subspells:
Constant/Combat - Airlance: Allows use of Air element with spells. Air magic causes Flying or Down on a Critical. 1 Autopass defense against Air element.
Combat - Draft: Area effect causing Down or Up on Brute fail. Beings with Low Trait or Feathers are immune.
Sustain - Flight: Gain Flying status as long as air is present.
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Spell Name: Alkos
Function/Element: Acid
Type: Body
Subspells:
Constant/Combat - Melt: Use of Acid element. Burn or Rust on a Critical. 1 Autopass vs Acid.
Combat - Corrode: Rust iron targets on failed save.
Utility - Saltwater: Create saltwater (alkaline/base acid mix).
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Spell Name: Aspect
Function/Element: Combat/Utility
Type: Body
Subspells:
Summon an Aspect entity (ghostly form) to: Attack, Guard, or Carry within Standard range. Another Aspect may be selected each training.
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Spell Name: Cilia
Function/Element: Nature (Flesh or Green)
Type: Body
Subspells:
Combat - Lash: Tentacle/tail lash dealing Power in Cutting . Crit causes Down.
Sustain - Tendrils: Grapple targets via tentacles in Standard range.
Constant - Silk Armor: Armor 6 silvery coating.
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Spell Name: Counterspell
Function/Element: Antimagic
Type: Mind
Subspells:
Reaction - Negate: End a spell of equal/less Rank while casting.
Utility - Antimagic Spray: Antimagicule damage for 6 rounds.
Utility - Dispel: End spell with Logic roll vs Rank.
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Spell Name: Creation
Function/Element: Utility/Astral (Holy)
Type: Body
Subspells:
Utility - Fabricate: Create Astral object up to Carry Limit. Exists while Sustained.
Utility - Incarnate: Create temporary 1 Health body for Spirits. May restore Health with Rest/Healing.
Utility - Clone: Create 1 Health duplicate of self. Transfer soul, limited actions. Clones vanish if dismissed.
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Spell Name: Cryo
Function/Element: Ice
Type: Body
Subspells:
Constant/Combat - Ice Reach: Use Ice element. Causes Frozen on Critical. 1 Autopass vs Ice.
Utility/Combat - Freeze: Lower body temp, causes Frozen.
Combat - Icicle Shard: Drop large icicle for Power +10 Cutting damage. Crit may cause Frozen.
Utility - Sculpt Ice: Shape ice from moisture or air.
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Spell Name: Disenchant
Function/Element: Antimagic
Type: Body
Subspells:
Utility - Seal: Touch prevents spell use while Sustained.
Combat - Shatter Magic: Antimagicule damage ends Sustained spells.
Combat - Antiartifice: Antimagicule damage to magic items.
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Spell Name: Ferrous
Function/Element: Metal
Type: Body
Subspells:
Utility - Metalcraft: Shape pure iron equal to size per Rank.
Combat - Lancea: Launch metal spears. Power +10 Puncture damage or Parry.
Combat - Summon Armor: Create Armor 10 steel armor until dismissed.
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Spell Name: Gate
Function/Element: Astral/Utility
Type: Body
Subspells:
Utility/Combat - Portal: Connect spaces via portal. Close portal for damage (Power +10 Cutting).
Constant/Utility - Mage Pocket: Extra-dimensional storage space, weightless and secure.
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Spell Name: Geist
Function/Element: Astral
Type: Body
Subspells:
Phase: Pass through surfaces for one round.
Ethereal: Become semi-ghostly. You gain Armor 6.
Projection: Send ethereal form forward. In all aspects it is both invisible yet acts and interacts with invisible world as if you were there. Your physical body is in a coma in the meantime.
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Spell Name: Heal
Function/Element: Astral (Holy)
Type: Body
Subspells:
Cure: Restore Power +10 Hol10to Health. Damages undead.
Life: Revive corpse with spirit.
Remedy: Remove all status effects from touched target.
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Spell Name: Hydro
Function/Element: Water
Type: Body
Subspells:
Constant/Combat - Waterjet: Use Water element. Rust effect. Breathe air and water.
Combat - Flood: Create or purify water. Targets may Drown.
Sustain - Waterwalk: Move freely in water and walk on it. Flying status if half submerged.
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Spell Name: Kinesis
Function/Element: Force
Type: Body
Subspells:
Combat/Utility - Force: Lift/move targets. Collisions deal Power +10 Bashing.
Utility - Flight: Grant Flying status to others.
Combat - Barrier: Create invisible force field (Armor 6, Integrity 10/Rank).
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Spell Name: Krono
Function/Element: Astral (Time)
Type: Mind
Subspells:
Utility - Slow: Target slowed for 6 Rounds.
Combat - Haste: Target gains +4 Actions/Round temporarily. Costs 1 Stamina per extra Attack or Spell.
Mobility - Timestop: Stop time/motion briefly. No breathing during effect.
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Spell Name: Litho
Function/Element: Stone
Type: Body
Subspells:
Constant/Combat - Rock: Use Stone element. Causes Crushed on Critical. 1 Autopass vs Stone.
Combat - Petrify: Turn target into stone over 6 rounds.
Combat - Quake: Create rough terrain, reshape stone or sand permanently.
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Spell Name: Lumen
Function/Element: Photon
Type: Body/Sense
Subspells:
Use light magic (Laser, Glow). Detect invisibility.
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Spell Name: Nekrology
Function/Element: Dark
Type: Body
Subspells:
Reanimate: Raise corpses.
Deathspell: Deal deadly magic damage.
Dust: Disintegrate remains.
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Spell Name: Omniscience
Function/Element: Psychic
Type: —
Subspells:
Spend Mana per Rank of subject to instantly learn one sentence of knowledge about subject, object, or place.
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Spell Name: Poison
Function/Element: Toxin
Type: Body
Subspells:
Combat - Venom: Touch/Bite deals 2 Health/2 Stamina damage each round.
Constant - Skin Poison: Damages anyone who tastes you. Immune to all toxins.
Utility - Antidote: Create liquid antidote for any poison.
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Spell Name: Pyr
Function/Element: Fire
Type: Body
Subspells:
Constant/Combat - Fire Reach: Use Fire element. Burn on Crit. 1 Autopass vs Fire.
Combat - Explosion: Fire/Force burst. Power +10 Fire, half Force, causes Stun.
Utility - Heatwave: Ignite flammables like paper, hair, leaves.
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Spell Name: Shift
Function/Element: Nature (Flesh)
Type: Body
Subspells:
Change form to any species seen or touched. Traits replaced. Duration indefinite.
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Spell Name: Sonos
Function/Element: Sound
Type: Body/Logic
Subspells:
Utility - Silence: Mute all sound in Close range.
Constant/Combat - Soundwave: Sound attack line, Deaf on Crit.
Utility - Noise: Create variety of sounds from loud to hushed.
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Spell Name: Telepathy
Function/Element: Psychic
Type: Mind
Subspells:
Mental link to communicate thoughts. Offensive use deals Stamina damage on failed Mind roll.
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Spell Name: Teleport
Function/Element: Astral/Zaegric/Dark
Type: Body
Subspells:
Teleport target up to size/Rank across space. Rank 5 enables interplanetary travel.
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Spell Name: Umbral
Function/Element: Dark
Type: Mind
Subspells:
Terror, Shadowslip: Jump between shadows (100 spaces). Illusion/Enshroud.
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Spell Name: Volt
Function/Element: Electric
Type: Body
Subspells:
Constant/Combat - Lightning: Use Electric element. Stun on Crit. 1 Autopass vs Electric.
Combat - Storm: Create fog, +10 Electric damage.
Combat - Stun: Group target fails save = Stunned 6 rounds.
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Spell Name: Wyrd
Function/Element: Nature (Flesh and Green)
Type: Body
Subspells:
Morph: Change appearance of lineage/species.
Bestial Cure: Power +10 Holy. Healed area sprouts fur/feathers/leaves.
Seed: Rapid plant growth (1 year/minute). Requires soil/water.
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Spell Name: Creation
Function or Element: Utility/Astral (Holy)
Type: Body
Utility – Fabricate
You create an object out of Astral energy the weighs no more than your Carry Limit. It has a Magic Aura and only exists as long as you Sustain.
Utility – Incarnate
If you are a Spirit or otherwise do not have a physical body, you create a new body for yourself that lasts one round and begins with only one health.
If you Rest or Sleep while Sustaining this Spell, Health may be regained, as with healing magic or Regeneration.
Alternatively, you may incarnate a new normal body for another Spirit or otherwise non-incarnated being within range.
Utility – Clone
As an Action you summon a 1 Health mindless duplicate of yourself that is only able to make the same Attacks you can or perform tasks a toddler can do. Items cloned with the new clone body cannot leave the possession of the clone without disappearing during Effect phase. You may transfer your soul into a Clone as an Action, switching Abilities from your real body while your original becomes a Clone. It requires another Action to give orders to any number of Clones at the same time each Round.
The Clones last until you Rest.
Counterspell
Utility/Antimagic
Type: Mind
Reaction – Negate:
End a magic spell as it is being cast if it is of equal or less Rank.
Utility – Antimagic Spray
Coat an object or being in a spray of 6 Rounds lasting Antimagicule energy damage.
Utility -Dispell
Attempt to end an ongoing spell with a Logic Roll against the Rank of the spell when it was cast.
Disenchant
Utility/Antimagic
Type: Body
Utility – Seal:
With a touch between the eyes or face of a being you prevent them from using any spells as long as you Sustain.
It can only be undone by the touch of a character of at least equal Rank.
Combat – Shatter Magic:
Deal Antimagicule energy damage damage to all beings with a Magic Aura in the area. All Sustained spells of equal or less Rank end.
Combat – Antiartifice:
Deal Antimagicule energy damage to all magic items in the area.
Krono
Utility/Astral (Time)
Type: Mind
Utility – Slow
The target is slowed for 6 Rounds.
Combat – Haste: Target gains 4 more Actions per Round, for 1 Round per Rank. If used to increase the number of Attacks or Spellcasting, each Action spent doing so costs the active character 1 Stamina.
Mobility – Timestop: Time and all external motion stops for you and anyone touching you. You may Move for 1 Round until your next Refresh phase but not harm or move anything else. You can not breathe during.
Pyr
Fire
Type: Body
Constant/Combat – Fire Reach
Allows use of Fire element with spells. Your Fire magic causes Burn on a Critical. 1 Autopass defense against Fire element.
Combat – Explosion
A burst of fire explodes from a central point within Standard range out to 4 Spaces radius, base Power is Force damage that may cause Stunned and all sdamage from Combat Dice is Fire.
You may exclude any spaces within the area of origin of the explosion but anyone taking cover behind those excluded objects or beings is also excluded.
Utility – Heatwave
This option amplifies the temperature by at least double to a point where leaves, paper, and hair catch aflame. Burn caused by any source in this area deals 2d6 damage.
Aero
Wind
Type: Body
Constant/Combat – Airlance
Allows use of Air element with spells. Your Air magic causes Up or Down on a Critical. 1 Autopass defense against Air element.
You may also cause Rust on iron targets.
Combat – Draft
All Targets within the area are either Down or Up as far as the radius or leftover Range allows if you want on a Brute failed roll.
Beings with the Low Trait or Feathers are immune.
Sustain – Flight
Gain Flying status as long as air is present.
Hydro
Physical (Water)
Type: Body
Constant/Combat – Waterjet
Allows use of Water element with spells. 1 Autopass defense against Water element.
You may also cause Rust on iron targets.
You may breathe both air and water.
Combat – Flood
Create or purify into freshwater an amount of water as your Carry Limit.
Targets submerged in water that cannot breathe water are Drowning (-4 Stamina per Minute)
Sustain – Waterwalk
You may repel water with your hands and feet, granting not only free mobility within water but walk-on-water capacity.
Gain Flying status as long as you are at least half submerged in water.
Volt
Electric
Type: Body
Constant/Combat – Lightning
Allows use of Electric element with spells. Your Electric magic causes Stun on a Critical. 1 Autopass defense against Electric element.
Storm
Within Standard range create fog that obscures vision and amplify Electric damage by +1 Autopass. Everything in the area becomes wet and suffers 1 Autofail against Water, Cold, and Electric until 10 minutes pass drying.
Stun
Target or targets in an Average group must Pass or be Stunned for 6 Rounds.
Sonos
Sound
Type: Body (Soundwave) or Logic (Noise)
Utility – Silence
Sound ceases to exist within Close range of you. This includes you as well.
Physical vibrations through solid objects are reduced to half distance.
Constant/Combat – Soundwave
Allows use of Sound element with spells. Your Sound magic causes Deaf on a Critical. 1 Autopass defense against Sound element.
Vibrations from your limb or mouth to all targets in a line at Close distance, at Power damage.
Utility – Noise
You make create a sound of any choosing, at a volume as loud as a person shouting or a drum being banged, or even a soft gunshot, within Standard range. You may alternatively create a variety of sounds equal to whispers or hush conversation emerging from all spaces within Standard range
Litho
Stone
Type: Body
Rock
Allows use of Stone element with spells. Your Stone magic causes Crushed on a Critical. 1 Autopass defense against Stone element.
Petrify
A touched object of organic substance or organic being, or even a metallic or other material consistency type of being, slowly becomes solid stone trapped in a state of hibernation for one day per rank. The Target begins becoming stone starting with the lower limbs such as legs or tail and then the spell consumes the body touched over the course of six rounds, after which the sixth round the Target is completely stone on a failed save.
Quake
A 3-space radius per rank circle centered on a spot of your choosing within Standard range immediately becomes rough terrain and you may re-sculpt the solid stone or sand within that area anyway you see fit. The changes last forever.
Cryo
Ice
Type: Body
Constant/Combat – Ice Reach
Allows use of Ice element with spells. Your Ice magic causes Frozen on a Critical. 1 Autopass defense against Ice element.
Utility/Combat – Freeze
Reduce a Target’s bodily temperature and/or surface temperature and internal temperature but down to at least a quarter of what it was originally. This causes the Frozen status on a failed save.
By freezing the water droplets in the air above a target one may cast the spell offensively to drop a large icicle shard upon a Target within Standard tandard range for Power +10 damage. It also risks causing the frozen status on a critical.
Utility – Sculpt ice
You may reshape one portion of air molecules, floating water, or even just ambient moisture in objects itself equal to an amount of your size per rank, becoming solid ice appearing in a form of your choosing. This is a permanent effect.
Ferrous
Metal
Type: Body
Utility – Metalcraft
Create or shape an amount of iron, in it’s purest form, equal to your size per Rank. It’s weight is double your weight.
Metal objects get -1 auto fail on defense roles against Fire, Acid (corrode), and Electric attacks.
Combat – Lancea
Create and launch an amount of Spears filling a volume up to your size per Rank at a Target within Standard distance. It deals damage equal to your Power +10 or can be used to Parry.
Combat – Summon Armor
Create a layer of heavy steel armor wrapped around your body entirely from nothing. It provides the damage resistance equal to Armor 10. The armor lasts until you will it to go away.
Alkos
Acid
Type: Body
(Corrode, Saltwater
Constant/Combat – Melt
Allows use of Acid element with spells. Your Fire magic causes Burn or Rust on a Critical. 1 Autopass defense against Acid element.
Combat – Corrode
An iron target no larger than you, or one size larger than you per rank, made of iron, Rusts immediately on a failed save.
Utility – Saltwater
Create an amount of saltwater made by mixing both alkaline and base acids in a proportion of a volume of water equal to your size per Rank.
Form
Nature (Flesh)
Type: Body
Attain only the bodily form of a specific species you have touched or looked at for at least one round before. The change lasts until you will it to stop, or until you drop to zero Health.
Replace all of your biological traits and abilities with that of the obtained form.
You may choose a different form each time this spell is trained.
Gate
Astral/Utility
Type: Body
Utility/Combat – Portal
Create a portal of about your size connected between one Standard distance per Rank space or object to another space or object within the same distance.
By closing the portal connection, a caster may attempt to deal damage on any being or object stuck between two portal gates. On a failed save they take Spell Power in Cutting damage.
Constant/Utility – Mage pocket
An extra dimensional space with volume equal to your size per Rank may store any number of objects that fill that space to its brim. The interior is weightless and entirely silver with a soft border that does not yield to any attack or spell. To summon or send an item spend an action and light them appears or disappears from one of your limbs’ grasp.
Teleport
Utility and…
Astral (Holy) (Aurean, pass through Astral)
Zaegric (Zaegric, pass through Zaegra)
Dark (Druja, pass through Abyss)
Type: Body
Utility/Combat – Summon/Jump
One target no larger than yourself worth of size per Rank is immediately teleported to a Target that you have either touched or looked at.
The distance sent to or summoned from at Standard range and then doubling each time from there. At Rank five teleporting between planets and dimensions is possible.
Kinesis
Combat/Utility/Force
Type: Body
Combat/Utility – Force
At least one target per Rank or group of targets if adjacent each other amassing no more size then your own per rank becomes weightless and directed to move up to Standard distance within standard distance of yourself. If used to collide with another obstacle or being, Power +10 Bashing damage is dealt to all targets involved of contact.
Utility – Flight
You gain the flying status as well as any other targets equal to your size or less per rank touched with each hand or other limb.
Combat – Barrier
Create an invisible force field either between the door frame or other hole of another object excluding that of a person’s mouth or nose for instance, but the force field has Defense +20 for Blocking and can be canceled with just a thought. You can make the force field anywhere you see fit within standard range attached to or surrounding an object no larger than yourself per rank.
Telepathy
Psychic
Type: Mind
This spell only has one function and that is allowing communication between any group of individuals similarly linked in a willing, or unwilling if a target fails a Mind roll, units of communicating thoughts. To send a message one spends an action.
To harm somebody with dangerous thoughts spend one action concentrating and the target must succeed a Mind roll or suffer your Power worth of stamina damage.
Omniscience
Psychic
Range: Interstellar
Target: Self, object, or person with emotional or touched connection, or known place
This spell cannot be used offensively
This spell also only has one purpose: to gather information as fast as possible. By spending a matching Rank amount of Mana about a topic or region or person a character may is the gate one sentence worth of knowledge about that subject immediately.
Cilia
Combat/Utility/Nature (Flesh or Green)
Type: Body
Combat – Lash
One target within close range of yourself is hit by a series of tentacle or tail lashes. A target hit by this spell attack suffers Spell Power in Cutting damage. On a roll of a Critical the target is Down.
Sustain – Tendrils
Multiple tentacles within standard range reach from one surface or yourself to any number of targets adjacent to each other, or rather adjacent to the initial target that you select, upon which after a failed roll become Grappled as long as you Sustain.
Constant – Silk armor
Create soft, silvery armor coating your entire body that cushions blows with an Armor rating of 6.
Aspect
Combat/Utility
Type: Body
When this spell is trained, select the appearance of an Aspect no larger than your size which is a ghostly ethereal yet solid when it needs to be, figure or beast or even shape of an object of a Rank no higher than your own that can either:
• Attack a target within Standard range and then return teleporting back to you,
• Guard you or another target within Standard range and then teleport back to you afterwards, or
• Carry you or some other object or person from one space to another within Standard range.
Each time this spell is trained another Aspect is selected.
Lumen
Photon
Type: Body, or Sense to detect Invisible
Combat - Laser
Allows use of Photon element with spells. Your Photon magic causes Burn or Blind on a Critical. 1 Autopass defense against blinding and Photon element.
Sustain - Glow - A Large Area radiates sunlight for 1 day.
Sustain - Unseen - you and anything your size or smaller touched cannot be seen by any frequency of light detection and gain the Invisible status.
Umbra
Dark
Type: Mind
Terror - All beings that fail their emotion roll against you out to Close distance gain the frightened status.
Shadowslip – You and anyone or anything you can hold jump between shadows Standard distance away. Essentially you are able to teleport between one space unobserved that you know of, and another unobserved space that you also know of.
Illusion/Enshroud - Create the visual appearance of a holographic series of forms or singular form within standard distance, in total occupy no more space than at least a large object, although larger is possible with Ranks one up per, and they look like anything except pitch blackness and bright white.
Heal
Astral (Holy)
Type: Body
(Cure, Life, Remedy
Cure
Heal a touched target an amount of health equal to Power +10 Holy. This spell maybe also used to damage undead.
Life
Restore One Health and full mobility and consciousness to one touch target that was previously just the corpse and a spirit disembodied from each other.
Remedy
One Touch Target is immediately cured of all negative status effects.
Wyrd
Nature (Flesh and Green)
Type: Body
Morph
Attain the appearance but not traits of a lineage or species of your choice that you have either seen or touched. This change lasts forever and this film must be cast again in order to regain normal form.
Bestial Cure
Heal a touched target an amount of health equal to Power +10 Zaegric. The surface of the being touched that was previously injured sprouts fur, sometimes scales, sometimes feathers, and/or leaves for 24 hours after.
Seed
Target touched plant seed becomes the plant species of your choice. By continuously touching a seed for at least 1 minute, 1 year worth of growth is enabled to it. Water is still required as well as soil.
Nekrology
Dark
Type: Body
Animate
Create one Undead (Skeleton) or Masker monster for each target worth of objects your size or less per Rank, the most common being furniture or bones, which is under your complete control as long as you spend one action per round giving orders, otherwise they follow the same order they were given last time. You may command up to your Rank worth of other Rank beings.
Deathspell
Allows use of the Dark (death) element with any form of power provided to offense draining stamina all as well as health on the role of a Critical. 1 auto pass against dark element.
Dust
One organic target, which must not be immune to both Dark (death) and stone elements, disintegrates on a failed Body roll. Any skill maybe used to resist or avoid this spell because failing to save means immediately disintegration and death. Healing is impossible after this failed role.
Geist
Element (Astral)
Type: Body (to avoid having your body Phased through a surface for a round)
Mobility/Utility - Phase
Pass through surfaces for one round. Lose 1 Stamina for each 1 Space you pass through.
Combat – Ethereal
Become semi-ghostly. Reduce all incoming damage by half but you may not pass through objects or beings.
Utility - Projection
Send ethereal form forward. In all aspects it is both invisible yet acts and interacts with invisible world as if you were there. Your physical body is in a coma in the meantime.
Poison
Toxin/Poison
Type: Body
Combat – Venom
You either deliver the poison by touching your foe, sprouting claws from your fingertips or other appendages with which to infect the target, or by biting them. Either way, the target, or a failed save, suffers two health and two Stamina Toxin damage at the end of each round.
Constant – Skin Poison
Anyone that tastes you, on a failed save, suffers five Health and five Stamina Poison damage at the end of each round.
Gain immunity to all Toxins and Poisons.
Utility – Antidote
You may create a liquid antidote in about a cup’s worth of fluid that cures any poison a person might have consumed or been injected with after they drink the fluid.
ARCHETYPES
Protean: anything without Facing and can't be Flanked in default form
Magic aura: Purple
Skills: Taste
Tentacles
Devour
Amorphous
Select two alternate Forms
Aurean: the angels
Magic aura: Indigo
Protean or Exegin or Gigant or Zoan Form (may be cumulative as new abilities beyond the first and maybe combined)
Kynd Form
Spells: Choose any 1 Spell or an Element Template
Skills:
Either Logic or Emotion
Special:
If Protean Form then select Ghost trait
If Exegin Form then select Metallic trait and a Vehicle shape
If Zoan Form choose a Phenotype
Weak to Dark (Unholy) element.
All Aureans are born in a flash of light and with something usually only granted to Saints and Demigods; a Halo.
Halo
Rank 5 Arcastone
Grants Flying, and ability to Teleport to and from the Astral or as normal.
The equipped have sensory knowledge of all others with a Halo.
Druja: the demons
Magic aura: Black
Choose 1 Element Spell or Template
Spells: Umbra
Skills: Scent, Taste, Melee
Terrorphage: A Bite on a Target affected by Fear grants 1 meal to you
Demon Form or Gigant (Aesma) Form
Kynd Form (looks like a variety of Cambion)
Regenerate
Bite
Weak to Astral (Holy) element
Abara: a bug hive or solitary hunter
Magic aura: Lime Green
Molt: has both an Insect or Arachnid Form and a thematic Kynd Form swapped as 1 Action and -1 Health as you shed your shell for a new one
Skills: Scent, Sight
Chitin
Insect: Extra Arms with Wings, or instead of Wings select Horns
Arachnid: Extra Arms twice with Cilia (String)
Weak to Acid (Caustic)
Zaegra: fey
Magic aura: Dark Green
Spells: Lumen, Biology
Skills: Scent, Hearing
Zoan Form
Kynd (Zaegric) Form
Weak to Iron
Exegin: machines
Magic aura: Grey
can appear and function as any single Kynd or Zoan shape or size from Tiny to Titan as allowed by Rank.
Dimorphers: -1 Stamina and 1 action allows switching between the single Kynd or Zoan form that is their default, and any form of single Rank allowed vehicle, object, or other Zoan form and this changed lasts until another -1 stamina and action are spent to change back.
Metallic
Skills: Logic, Device
Weak to Lightning
Zoan: beasts and shifters
Magic aura: Crimson
Choose two Phenotype forms, one Kynd and one non-Kynd.
Bonus Traits: choose one additional Trait
Skills: Choose two Senses unless a Phenotype already has two.
+1d6 Combat Dice
Kynd: default form for all homonid characters, does not require gaining an Archetype as much as it is the predominant body type for sapient beings
No magic aura (unless a Mage)
Kynd form (head, torso, two hands, two legs, five senses, language)
Skills: Sight, Touch
Archetypes by AP:
Based on the Domain rules document, here are the archetypes in detail:
Archetypes
1. Protean:
- Description: Anything without Facing and can't be Flanked in its default form.
- Magic Aura: Purple
- Skills: Taste
- Abilities: Tentacles, Devour, Amorphous
- Special: Select two alternate Forms
2. Aurean (Angels):
- Magic Aura: Gold of anything other than Protean, a shade between Magenta to Indigo included if Protean.
- Forms: Protean, Exegin, Gigant, or Zoan Form (may be cumulative as new abilities beyond the first and can be combined)
- Kynd Form: Default human-like form
- Spells: Choose any 1 Spell or an Element Template
- Skills: Either Logic or Emotion
- Special Abilities:
- If in Protean Form: Select Ghost trait and Tentacles trait
- If in Exegin Form: Select Metallic trait and a Vehicle shape
- If in Zoan Form: Choose a Phenotype
- Weakness: Weak to Dark (Unholy) element.
- Unique Feature: True Aureans are born in a flash of light and have a Halo. The Halo is a Rank 5 Arcastone that grants Flying and the ability to Teleport to and from the Astral or as normal. It provides sensory knowledge of all others with a Halo.
3. Druja (Demons):
- Magic Aura: Black
- Spells: Umbra
- Skills: Scent, Taste, Melee
- Special Abilities: Terrorphage (a Bite on a Target affected by Fear grants 1 meal to you), Demon Form or Gigant (Aesma) Form, Kynd Form (looks like a variety of Cambion), Regenerate, Bite
- Weakness: Weak to Astral (Holy) element
4. Abara (Bug hive or solitary hunter):
- Magic Aura: Lime Green
- Forms: Molt: Has both an Insect or Arachnid Form and a thematic Kynd Form, which can be swapped as 1 Action and -1 Health as you shed your shell for a new one.
- Skills: Scent, Sight
- Abilities:
- Insect: Extra Arms with Wings or instead of Wings select Horns
- Arachnid: Extra Arms twice with Cilia (String)
- Weakness: Weak to Acid (Caustic)
5. Zaegra (Fey):
- Magic Aura: Dark Green
- Spells: Lumen, Biology
- Skills: Scent, Hearing
- Forms: Zoan Form, Kynd (Zaegric) Form
- Weakness: Weak to Iron
6. Exegin (Machines):
- Magic Aura: Grey
- Forms: Can appear and function as any single Kynd or Zoan shape or size from Tiny to Titan, as allowed by Rank. Some have two forms (Dimorphers).
- Skills: Logic, Device
- Special Abilities: Metallic, can be any shape or size, including vehicle shapes
- Weakness: Weak to Lightning
7. Zoan (Beasts and shifters):
- Magic Aura: Crimson
- Forms: Choose two Phenotype forms—one Kynd and one non-Kynd.
- Skills: Choose two Senses unless a Phenotype already has two.
- Bonus Traits: Choose one additional Trait
- Combat Abilities: +1d6 Combat Dice
8. Kynd:
- Description: The default form for all hominid characters; does not require gaining an Archetype as much as it is the predominant body type for sapient beings.
- Magic Aura: None (unless a Mage)
- Forms: Kynd form (head, torso, two hands, two legs, five senses, language)
- Skills: Sight, Touch
Templates:
Exvitan: the "vampire", Fangs, Regeneration, Blood Decay: the character loses one health every sunrise that cannot be regained until they eat drink a mouthful of blood which restores 1 Health and if reduced to zero health in this manner of starvation the character becomes unconscious and paralyzed until the next nightfall at which point they awaken and have no control over their actions other than pursuit of consuming more blood until they regain at least one health. Created when a kynd either drinks the blood flowing along the ground and comprising the main terrain of the dimension of the abyss called Exvitus and that being catches a disease status effect that is contagious when transmitted by blood ingestion, and when a being of organic composition dies from this disease called exophage they truly become of the Exvitan template.
Revenant: a self sustaining undead that exists for a just purpose, must eat spirits to add the leftover Mana to the eater’s Regeneration, created when a spirit contacts a rank 5 or higher being and requests to be inserted back in their corpse, using magic to bind the spirit back to the body in an artificial sense they require consumption of souls in order to heal health at a rate of plus 10 health per soul rank devoured.
Draug: Dark magic animated corpse, Tough, Doll, Meat Decay: the character loses one health every sunrise that cannot be regained until they eat a portion of a corpse or fresh meat and if reduced to zero health in this manner of starvation the character becomes unconscious and paralyzed until the next nightfall at which point they awaken and have no control over their actions other than pursuit of consuming more meat until they regain at least one health as with each time they go down to zero health.
Elemental: choose an Element type, the character can breathe and move in the element and is made of it, choose two elements to take 1 Autofail when rolling to resist Wounds
Zoan: The character appears and functions in all regards as an animal type selected by a phenotype from the list in the section after this one. This might be natural such as for the zones as an archetype, or it might be a form that is only magically gained by ability.
Phenotype Templates by AP:
Zoan Template
1. Animal Name:
2. Type: Specify the type of animal (e.g., Canine, Feline, Avian).
3. Phenotype: Choose a phenotype that defines the animal's physical characteristics and abilities. Examples include:
- Canis: A furred, long quadruped with abilities like Bite, Endurance, Handless Leap, and enhanced Senses (Scent and Hearing).
- Feline: A furred, long quadruped with abilities like Bite, Claws, Handless Leap, and enhanced Senses (Sight and Hearing).
- Avian: A feathered, bipedal creature with Beak, Claws, and the ability to either double land speed or gain Wings, with enhanced Senses (Sight and Hearing).
- Reptile: A scaled, long quadruped with Bite, Claws, a strong tail, and cold-blooded nature, with enhanced Senses (Scent and Touch).
- Fish: A gilled, long aquatic creature with Bite, Handless, Legless traits, and cold-blooded nature, with enhanced Senses (Hearing and Scent) .
4. Traits: List any special traits or abilities the animal possesses. For example, an Ooze could have Devour, Low Movement Speed, Toxin, and be amorphous with a base speed of 1 .
5. Skills: Choose skills that are naturally aligned with the animal's abilities, such as Scent, Sight, Hearing, or Taste. Depending on the phenotype, some skills are more developed or specialized .
6. Abilities: Specify any combat or utility abilities the animal may have, such as Leap, Burrow, Flight, or Swim, which are dependent on its phenotype and environmental adaptation.
7. Spells: If applicable, include spells that can be used by the animal. For example, some animal types like the Pisky (Pixie) have access to spells like Aero and Forestwalk even if in a phenotype.
8. Elemental Immunity: If the animal is associated with an elemental type, it may be immune to certain types of damage, such as being immune to fire damage if it's a fire-based animal.
This template is designed to cover various animal archetypes and their characteristics, allowing for detailed customization based on the Domain rules.
Here is the updated Elemental template:
1. Elemental name:
2. Element type:
3. Related element status effect: On a single pass of a combat die, inflict the status effects granted by the related element.
4. Reach: Defined as a -1 mana subspell that deals 10 related element damage and affects all targets up to a line within close distance.
5. Flight, swim, or burrow: Depending on Elemental body composition.
6. Bonus spells: Teleport.
7. Kynd Form (4 actions): Assume the appearance and language of a human you have encountered or touched before but still seem like a unique being with recognizable details, such as dark wavy hair and brown eyes for fire elementals, or light brown hair and blue eyes for ice elementals.
8. Elemental immunity: You are immune to all wounds caused by the related element.
Note: Gigants
It would the battles and the would not look like Attack on Titan but rather instead a mashup of like Evangelion meets the Hellboy remake movie with the Gigant demons raiding London meets Brian fraud illustrated Gigant of the woods and stone and stuff like that with a healthy blend of passively neutral green trolls which are big gorilla looking big snouted long-tailed tusked Gigant trolls that are at war with the moss trolls that use magic to appease the green trolls as sort of like a mafia extortion thing by paying them with Arcagems (sorta like materia) Just so that they don't get their territory taken over and they don't get eaten
Actually wait I can have all the trolls as part of the zaegra, the fey empire, with the ability to turn into like old wizard looking men and hags and children and like innocent beautiful young women and men and elves and stuff like that so it's like you never know who is a troll or not because they use magic but there would be a telltale sign of having a very long nose like a ridiculously large Brian fraud or John Bauer troll nose stuck on the face of a person
Unless that place too much to anti-Semitic tropes in which case I'm not going to do such a thing but I was just thinking it needs some kind of telltale sign to let people know that that is not a person that is a troll in disguise
I am thinking the angel shifter form of a Gigant if that is what the angel subtype the Aurean subtype is able to turn into rather than the machine or a animal or a geist so-called ghost or whatever form you know like like a floating orb of light with tentacles and stars and everything like a like a what's it called a biblical accurate angel that's reserved for the original angels the creator ones called the seven, the ones that turn into Gigants will be will be known as Nephs And they will turn into stuff that look like Evangelion angels big abstract looking stomping around slow ponderous alien looking beings each one unique and rare to find but dangerous to encounter because they are they all have spells and protective magic and stuff like that so it'll be something straight out of Evangelion but the dangerous part is they have the ability to disguise themselves as humans very easily It's just that when they are exposed to anti-magic particles such as cyan storms which only allow holy and psychic magic to occur within the area of like 3 mi or whatever during the storm, angels and demons begin to starve and are stuck in human form or whatever humanoid form they are taking because they need mana to survive and without that they are required to drink water and eat food and sleep so it's like that's when they're weak that's when the humans and the kynd of playable races or species are able to take down such shifters.
Let me know what you guys think about that It's pretty essential to the plot of the story because there are Gigant demons and Gigant angels and Gigant Fey and most of them are at odds with each other
I think I'll call these disguise flaws Thematic Tattles.
Angels would have white hair and gold eyes, demons looking like crimson and horned and tailed Cambion (tiefling-like, Cambion being more like just a sharp toothed horned human no hooves), and the Zaegric trolls would have greyish skin or green-grey with black hair and a tufted tail and of course a nose like a pale potato.
COMBAT, ATTACKS, AND DEFENSE
V13
“Power” of a character’s combat ability represents accuracy, muscle, guile, vigilance in combat and also the pure force to cause harm.
It's an abstraction value used to compare if a nimble thief with a knife can slip a blade in the cracks of a valiant knight’s armor.
It's the combat prowess of that knight to fend off, de-tentacle, and slay a Beefbear.
It's the haste with which a Beefbear would grapple and devour the thief.
There are a few random elements within combat, each combat, but for the most part unless a target can fly or teleport away, those with greater Power Total that are Aware will defeat anything with less.
For each Power an Attack makes beyond the amount of Defense Passes, that attack deals 1 Wound.
Each character and actor gets 1d6 Combat Dice (CD) per Rank each Round, more provided by Abilities, that refuels at the beginning of Refresh phase each Round as long as the character is able to make Actions and is Aware of the attacker.
By rolling these specific Melee, Ranged, Dodge, Finesse, or Brute Skill Actions listed in this section, one either acrues dice for Offense or Defense, or both.
Rolling Combat Dice adds to the offensive and defensive Power.
Rolling a Critical on any Combat Dice adds special Element effects if an Element is applied.
The Warrior Calling adds +1d6 CD.
Attacks do 1 Wound of Cutting, Bashing, or Puncture type per undefended Power, unless Enhanced to another Element such as Ice or Fire in any amount out of the total.
If an Element applies a Status effect, at least 1 Power must be of that Element.
The sum Power output each Round for all characters is multiplied by Rank, starting at base Power 5 unarmed per hand or leg (maximum two Attacks) or a single Average Size character Trait Attack that does not otherwise have more or less Power mentioned in the Trait subability.
Rank 1: 5 or 10
Rank 2: 10 or 20
Rank 3: 15 or 30
Rank 4: 20 or 40
Rank 5: 25 or 50
The actual number of Attacks made doesn't usually matter unless the Target has any Wound reduction such as Armor (which counts the Power of each Attack separately), because the difference between two knife swings or stabs compared to a large sword requiring two hands will deal the same amount of Wounds to most unarmored opponents but in different ways.
ROUND ORDER
1 Refresh
2 Declare
3 Effect
Refresh grants all Aware characters Combat Dice for the Round as well as 4 Actions. If one of those Actions is Combat, Power is applied to the character’s options as well.
Distracted characters may not Defend in any way against Attackers they are not Aware of.
Declare is when everyone “takes their turn”, setting intent to occur during Effect.
For whomever acts first (as described in Initiative) states out loud or writes a note, they may be Responded in that round by anyone capable of Reactions.
Responding characters may Declare or alter plans, but ultimately the first priority characters get last decision if they want to, for instance, reshift Power from Attack to Defense in Response.
Effect is when ”it all happens”.
Movement is completed.
Wounds are dealt.
Spells take results.
Ongoing Status Effects occur.
Then after everything is taken care of, that 10-second Turn ends.
Weapons
For each weapon a character uses, set the damage type to either Bashing, Cutting, or Puncture when it is made or found.
Name what traditional kind it is and pick a size.
The name doesn't matter, the Power and Enhancements do.
Weapons are sized to an Average 1-space size Kynd. If the character is smaller, Enhancements such as Reach don’t change but Throw distance is halved per size smaller.
The opposite is true for bigger sizes, doubling Reach and Throw distance.
WP and Integrity per weapon is halved or doubled likewise.
Optional Rule: No Item Integrity
As by Storyteller option, and player agreement, all players involved that use items such as weapons and armor can simply ignore the integrity total of all their equipment. This is for simplicity reasons if a group so chooses to do so.
Another option that could replace integrity loss would be to make an attack opposed by the Defense power output of a Defending character for that round and if the Total Power of the attack exceeds the defending player, one object that is visible or tangible to the attacker and has equal or less Integrity than the Wounds is immediately destroyed and reduced to what would be 0 integrity.
Small weapons (WP 0), the most versatile, add no Power but may be hidden .
For each Attack either Brute or Finesse Skills are used as desired.
Conceal
Can not be used to Trip.
1 Attack per limb.
Average weapons (WP 1/2), the most balanced, adds 2 Power per weapon, or 4 Power if both hands hold on, adding to Power each round.
For each Attack either Brute or Finesse Skills are used as desired as by the weapon.
1 Attack per limb.
Power +2 per hand.
Large weapons (WP 1), the most devastating, requires 2 Hands for a Medium Actor.
Use Brute Skill.
Reach
1 Attack per Round.
Power +4
Special Weapons
Some weapons such as whips (Cutting, Average), chains (Bashing, Average) and scourges (Puncture, Average) automatically have double Reach and can Grab like a limb but can not be used to Block or Throw.
Either Melee or Ranged skill may be used.
Bows (Puncture, Ranged) come in crossbow or riding bow (Average) or longbow (Large) styles.
Crossbows may be fired one handed but require an action for each to reload. They can be loaded ahead of combat though and held in one hand.
Riding bows require two hands and reloading is a non-action.
Longbows are like riding bows but can't be used from a mount.
For easy games carrying a quiver of bolts or arrows supplies unlimited ammunition for 1/2 WP.
Guns (Puncture, Average, 6-shooter revolver) need twice as many Defense Passes to prevent Wounds than normal but need 1 Action per 2 bullets to reload.
A gun may be used as a Metal, Hand, and Bashing weapon with Melee.
A bandolier or belt of bullets supplies unlimited bullets as a Rank 2 Resource.
Otherwise that's 1 gold per bullet.
Weapon Materials
Leather (whip only): half WP, Reach, Grab
Bone/Chitin: +1 Puncture damage
Wood: half WP, can be repaired with Nature (Green) Element
Stone: +1 Bashing damage
Bronze: half WP
Iron/Steel: +1 of whichever damage (default) you choose, holding one gives you an Autofail to Electric damage, can be repaired with Iron Element
Crystal: +1 Puncture damage, half WP
Ranged Weapons
As with average Encounter distance, Range for Ranged Weapon Attacks is 100. The Attack doesn't miss unless the Target Defends.
To shoot or throw one up to double that distance, a Focus Action is required.
The time to Reload a Ranged weapon is 1 Action during Effect phase, refreshing all held or loaded ammo at the end of each turn.
COMBAT TRICKS
-1 Combat Dice per Combat Trick applied, limit on Trick per Rank per Attack.
Many Tricks have limitations according to the damage type of the Attack.
First Strike: Actions may not be Reacted to in combat. Anyone dropped to 0 Health on the First Round is Stunned as well if an Attack gets through.
Rapid Strike: Divide Power offensively between up to two Attacks each Round.
Push (non-Cutting): Those who would be Wounded are moved in a direction of the Attacker's chosing, the distance traveled being the Defender's WP including everything they wear and carry minus what would be the Power of the Attack + Attacker's WP, which causes no Wounds other than upon impact with a surface.
Disarm (any): Upon at least one Pass, the Attacker knocks the Defender's held or carried item and it lands between the two.
Trip (Reach or Ranged: Upon at least one Pass, the Defender is Down until their next Declare phase.
Grab (Hands, Mouths, Tentacles, or Whips): The limb Grabbed can't be used until a Brute Pass is made.
Reach (Large): Double the distance of a weapon’s Melee spaces.
Sever (Cutting): Target gains the Severed Status to one limb.
Impale (Puncture): Target gains the Impaled Status.
Crush (Bashing): Target gains the Crushed Status. The Attack can not be Blocked or Parried.
Throw: Weapon leaves the grasp of the Attacker to be tossed in a straight line for a number of spaces equal to 25 Spaces + 1 more Space per Melee or Ranged Pass.
ENHANCEMENTS
Applying an Enhancement to each Round’s Power costs 1 Mana and 1 Combat Dice.
Ranged: Attack distance doubles.
Area: Either number of Spaces from the center target are doubled or double the number of Targets.
Energy: Character chooses 1 Element (energy type) to segment any or all Power of their Attacks and Defenses for 1 Round into that Element. All Status Effects of the Element (Energy type) apply to those Wounded.
Armor
Wearing Armor straight out negates damage on a successful Target Number 4 roll of 1d6 for Soft armor and 2d6 for Hard.
Shields and Barriers add another layer of 1d6 each.
Soft Armor (1d6)
Wood: no Defense against Fire, Physical (Bashing) and Ice Elements. Applying Nature (Green) Element Power restores destroyed Wood armor.
Padded Leather or Padded Cloth: no Defense against Fire, Acid (Caustic), and Physical (Cutting) Elements. Applying Nature to Leather or “Cilia” spell to Cloth restores destroyed armor of the type.
Hard Armor (2d6)
Metal: no Defense against Electric, Sound, and Physical (Bashing) Elements.
Force, Astral, Photon, and Dark elements ignore all Armor reduction.
Spiked: When in a grapple the characters being grappled may deal melee damage against anyone grappling them once per round per opponent attempting a grapple, the amount of damage is equal to the size of the character +1., Puncture.
Shields function like holding between 1 to 2 WP of similar Armor in a hand but prevent the use of a weapon in that hand. All Wound reduction and element weakness are the same.
Holding a Shield also adds +1d6 to Block rolls per WP, and if this Combat Dice is shifted to Attack, instead apply Bashing damage as an Attack for all Power dealt with that Shield.
Greatshield: Count as Barrier against all attacks (2d6 Block) except Flanking.
Power +4 Bashing
Defenses
Parry
Roll a Melee or Finesse Roll against the attacker's Power total using as many CD as the Defender chooses against either the Rank of the Attack or number of Passes they roll that Round. Prevent 1 Wound per Pass.
On a Critical, you may make a Counter attack as a Reaction.
Block
No Roll needed.
Use a weapon or shield to reduce all incoming attacks by 1 Wound per 1 Power spent during Declare.
Dodge
Dodge Roll of Rank in d6s is made for each Attack incoming. Apply the Dodge Skill and another skill of the player’s choice to reduce TN.
On a single Pass the Attack is negated.
The character must have enough room to Move at least one space in any direction.
If Dodge is Trained the character may make one of their Move Actions for the Round as a Reaction.
Combat Tricks (with defense skill Rolls)
Trip: Brute. Target is Down and remains Down for 1 round.
Disarm: Brute or Finesse. Target loses weapon or a Layer of armor.
Grab: Brute or Finesse. Target can't use grabbed body part or item.
Stun: Brute or Willpower. Target loses two Actions.
Blind: Dodge. Target can not sense by sight or target by sight. Target is Distracted to anyone they can't sense.
Deafen: Finesse. Target can not sense by hearing nor lose Distracted status by hearing.
Mute: Brute. Target can't talk.
Sever: Brute. Target's limb is lost by a Cutting attack and their maximum Health is reduced by an amount of Wounds equal to that caused the injury.
Impale: Dodge. Target loses an Action each Round if a hand or arm is stuck with a Puncture weapon or a Move Action if a leg. If the weapon is removed they gain Bleed Status.
Patch: Target regains 1 Health and Stamina and stops Bleed or Burn.
Social Tactics
Social "combat" is similar to physical but everyone is unarmed.
Social damage, as Emotional Damage, is dealt to Stamina by conversation and writing, Defended against using Logic, Emotion, and Willpower.
Combat Dice may be applied to Social Combat.
The basic Hybrid Skills pair with Mind ones to create the defense against Social Tactics.
Roll is made with Brute or Finesse combined with the aforementioned three Mind Skills.
Targets with 5 or less Stamina dealt Emotional Damage by you believe anything you say or do as you say as an alternative to actually dealing more ED.
A Target or group reduced to 5 Health or less by ED loses 1 Influence as an Injury.
An Armed Social Attack is one made with Information. This allows characters to dig up dirt and secrets on others to use as virtual social weapons to deal more Emotional Damage.
ITEMS
A character's Carry Limit is equal to the number of pounds they weigh divided by two, then divided by ten, then rounded up to the nearest Weight Point (roughly a 10-pound increment).
The more a character weighs the more they can carry but the more difficulty they have being carried.
Let's say the average Adventurer weighs 120 pounds.
Half of that is 60.
One tenth of that is 6.
6 WP Carry Limit.
1 Weight Point Items:
A sword or other average one handed weapon
Metal shield
A bandolier of daggers
A potion or scroll rack
Backpack
Basic outfit
Bow and quiver
Documents containing information for Social Tactics
A coin pouch also containing gems and other trinkets
2 WP Items:
Heavy weapon
Medicine box/merchant box
Art tools
A full tea set
3 WP Item:
Metallic armor
Saddle
Arcagems
These crystalized magic gems each contain a single subability or subspell or property-enhancing quality, held in a hand but absorbed into people and things. An Arcagem can not be stolen but can be gifted or traded.
Each Arcagem belongs to a specific Rank, which determines how high of a Rank you must be to create your own.
The limit to Arcagems equipped is 10 per body due to the overlapping spirit-space it occupies.
Rank 1:
Battery (+1 maximum Mana, enables use of an electric device by funneling ambient magicules)
Moonstone (Wyrdling navel gem, counts as a Battery for mechanical devices): grants Wyrd spell
Sunstone (Aurean core, unless destroyed or equipped the original Aurean that grew the Stone will regenerate in 7 days): grants Lumen spell and evolves a Wyrdling into a Zaegric Zelen
Element Spell (no Constant or Sustained options)
Subspell
Subability
Landwalk
(Skills may not be granted but select bonuses are)
Rank 2:
Creation
Flight
Form
Rank 3:
Immunity
Elemental template
Rank 4:
Divinity (grants both agelessness and the spell Omniscience)
Teleport
Rank 5:
Eternal (Archetype-change or other template change)
Blank Arcagems
These plain crystal orbs are actually batteries for Mana, storing 1 Mana each that can only be spent on spellcasting and using Arcagems.
Cursed Stones
The Princess and Prince
This stone creates delightful sparkles in the mind and soul to the point of scarring the emotional state of its victim permanently as they long for the lights, or in the case of the Prince Stone an illusion of circling bloody broadswords that slowly impale..
For each hour the Prince or Princess stone is used, lose 1 Stamina and when that reaches 0 begin losing Health.
An Arcagem of Soul Regeneration repairs the damage.
MONSTERS
Zoan Templates
Zoan bodies are classified by phenotype.
By selecting one for a character it grants various traits and often with flaws included. Some phenotypes have more or less abilities depending on which one you select and although this might seem unfair it really comes down to evolution.
Abilities may be used to acquire a Zoan Template instead of just a Trait.
The Zoan Archetype itself grants a free Zoan Template as well as the ability to become Kynd of a form that is a mix.
All other smaller than Tiny animals such as worms or normal ants are considered background during story play and thus have 1 Health each and no abilities.
PHENOTYPES
Canis - furred long quadruped - bite, Endurance, Handless, Leap - Sense (Scent, Hearing)
Feline - furred long quadruped - bite, claws, handless, Leap - Sense (Sight, Hearing)
Avian - feathers biped - beak, claws, handless, either double land speed or Wings - Sense (Sight, Hearing)
Reptile - scales long quadruped - bite, claws, low, strongtail, cold-blooded - Sense (Scent, Touch)
Saurian - scales or feathers / tall or wide / long biped or quadruped - handless if quadruped but has extra trait, bite or horns, strongtail - Sense (Sight, Scent)
Serpent - scaled long tube - bite, coil or toxin, tail, low, cold-blooded - Sense (Taste, Touch)
Fish - gilled long aquatic - bite, handless, legless, cold-blooded - Sense (Hearing, Scent)
Ape - furred wide biped - lope, size Small to Large - Sense (Sight, Touch)
Kynd (homonid) - biped - size Large or smaller - Sense (Sight, Touch) - base speed 10
Gigant (homonid)- tall biped - size Gigant, unbalanced - Sense (Sight, Scent) - base speed 40
Blob - slime amorphous - Devour, low, wide, Toxin, handless, legless - Sense (Taste, Touch) - base speed 1
Insect - long hexapod - Chitin, either Wings or Carapace, low - Sense (Sight, Scent)
Arachnid - wide octopod - Chitin, toxin, Cilia (string), low - Sense (Sight, Touch)
Analid - slime tube - low, Devour, long - Sense (Taste, Touch)
Herd - furred long quadruped - either horns or leap, hoof, Endurance - Sense (Scent, Hearing)
Ursine - furred quadruped - lope, Bite, Claws - Sense (Scent, Hearing)
Arthropod - slime aquatic octopod or slime amorphous - cilia (tentacles) or carapace, low, legless, handless if amorphous - Sense (Sight if octopod but Taste if amorphous, Touch)
Rodent - furred quadruped - bite, lope, leap - Sense (Scent, Hearing)
Lagomorph - furred quadruped - bite, Leap, handless - Sense (Sight, Hearing)
Amphibian - slime amphibious quadruped - Cilia (tongue), Leap - Sense (Sight, Touch)
Musteloid - furred quadruped - bite, lope, leap - Sense (Scent, Hearing)
Whale - long aquatic - bite, endurance, strongtail - Sense (Hearing, Scent)
Pinniped - furred long amphibious - bite, endurance - Sense (Hearing, Scent)
PHENOTYPE
Movement speeds measure in 1 space per point.
In any Round in which all Actions are spent on non-Movement, a character may still Move 1 space.
Land speed average 6/24 per move for 2 legs, double to 12/48 for Quadruped limbs (must include Handless flaw), Lope trait, and/or Tooth and Nail trait.
If Metallic and Wheels traits are used, base land flat road speed is 12/48.
Finned: underwater speed is double that of Kynd land biped (size doesn't affect it as the bigger swimmers have more drag)
If with the Metallic or Endurance trait, double again.
Wings: Flight 24/96, dive double, rise half
If with the Metallic or Endurance trait, double.
Diet types (optional If food rules are used)
Omnivore
Herbivore
Carnivore
Manavore
TRAITS
Monster Traits (Alphabetical Order)
Added limbs:
Multiwield – double the number of weapons you can possibly use. This comes from an extra pair of limbs for each pair of “arms” you already have although it also includes centaurs.
Enhanced Carry – double your carrying capacity.
Beak:
Peck – Any target hit by this “Hand” attack takes normal amounts of Puncture damage and is Blinded on a critical roll.
Screech – Scream a high-pitched sound audible to all within Standard distance, causing potential Deafness for 6 Rounds.
Chitin:
Armor – Grants Armor (Soft).
Molt – By spending two actions and two Health, the character may change their phenotype.
Colorshift: If you are willing, while motionless, you cannot be seen as long as you’re standing up against another object or being.
Echo: Treat your hearing as colorless vision out to a Long distance. You cannot be Flanked as long as you can Hear.
Element Breath:
Blast – Breath attack (d6 roll) dealing element damage in a line at Power strength.
Immunity to Element
Endurance: +10 Stamina
Fins: You may move in any direction at double speed when completely or partially submerged in any liquid.
Furred or Feathers:
Autopass against fire, electric, or ice. Immune if already has autopass.
Display – One target within close range takes emotional damage on a failed Willpower roll.
Horns:
Impale – Power +10 puncture damage, critical causes impale and grapple.
Toss – Toss impaled targets within Close range; may cause falling damage.
Jumping
Leap (-1 Stamina) - Gain Flying for 1 turn along with moving in a straight line.
Soft Landing – Fall safely from any distance.
Lope:
Amble – Walk on all fours by knuckle-walking, double movement speed, lose use of tools.
Footgrab – Lower appendages may grapple/hold tools.
Metallic:
Bleed-Immune – Cannot Bleed.
Heavy Armor – Iron Armor (Hard).
Nightvision:
Go Red – gain heat detection.
Enhance Sight – your maximum sight distance at night is as if you were in daylight. You can even navigate darkened rooms and areas as if you could see fine.
Predation:
Chomp – Attacks deal Stamina damage as Death damage.
Devour – Swallow smaller target and regain Stamina from target’s max health (3/day).
Regeneration:
Heal Wound – restore twice the amount of health from the amount you spend out of your stamina. This requires one action per use of this ability.
Heal Injury – remove one status effect caused by an injury or debilitating physical status. This requires two actions per use of this ability.
Scales:
Slip – Escape grapples each round, auto pass against water/acid.
Soft Armor – Armor (Soft).
Slime:
Slip – Escape grapples each round, auto pass against Water/Acid Elements.
Corrode – Cause a touched object Rust damage equal to Power.
Spines:
Bristle – Touching characters take puncture damage equal to power.
Display – One target takes emotional damage on failed Willpower roll.
Strongtail:
Balance – Cannot be Flanked or Downed if aware. 1 Autopass against Air and Force effects.
Sweep – Tail attack deals Power +10 damage in a Reach radius.
Tentacles: Use Cilia spell.
Leather Skin: Leather Armor (Soft).
When trained twice become “Bone Armor (Hard)”.
Tooth And Nail:
Bite – Power +10 puncture; crit causes Grapple.
Claw or Hoof – Two attacks Power +5, climbing (Claw) or double speed (Hoof).
Tough: +10 Health
Toxin: Triggers Poison, Venom, or Disease on a Trait weapon dealing 1+ Wound.
Wheels:
360 – Immune to being Flanked if moving on the previous or this Round each Round.
Full Burst – Double speed in straight line for one round, -1 Stamina.
Wings: Flying speed equal to double normal land movement speed.
Wise: +10 Mana
Flaws (Alphabetical Order)
Aquatic: Breathe water but suffocates out of it.
Beast Tongue: Can’t talk other than to same-species.
Blind: Can’t see.
Deaf: Can’t hear.
Handless: Can’t hold or use items.
Legless: Move speed halved.
Mouthless: Can’t eat unless a manavore.
Slow (two flaws): Only 2 actions per round.
Unbalanced: Autofail vs Trip attacks.
SIZE
Tiny (hand of an average person or smaller)
Autopass Dodge and Finesse
Carry one quarter of WP
Weight 1/4
Small (leg of an Average person)
Autopass Dodge and Finesse
Carry half WP
Weight 1/2
Average (6 spaces per Move Action, one space tall and melee reach)
Large (Rank 2+, x2 bigger than Average or up to 2 Spaces long or tall)
Double base Reach
Autopass Brute
Autofail Dodge
Power +5
Armor (Soft)
Weight x2
Big (Rank 3+, x4 bigger than Average or up to 4 Spaces long or tall)
Triple base speed
Triple base Reach
Autopass Brute
Autofail Dodge
Power +10
Armor (Soft)
Weight x4
Gigantic (Rank 4+, x8 bigger than Average or up to 8 Spaces long or tall
Quadruple base speed
Quadruple base Reach
Autopass Brute
Dodge complete fail
Power +15
Armor (Hard)
Weight x8
Size Properties (pick one each time a size is changed)
Tall: double height, Autofail to resist going Down
Vs.
Short: half height, Autopass to resist going Down
Petite: eat half as much, half weight, Autofail to resist being moved
Vs.
Wide: eat twice as much, double weight, Autopass to resist being moved
Long: Requires the Strongtail, Quadruped, or Aquatic traits. Counts as Down at all times while on land, take up twice as many horizontal spaces. Half height but as measure long as you would be tall.
Low: Can not be made Down (because they already are) and do not suffer Move penalties for being Down.
DOMAIN MENAGERIE
Statblock Template
Title:
Lineage:
Calling:
Phenotype:
Size:
Speed:
Power:
Health:
Stamina:
Mana:
Traits:
Abilities:
Example
Rank 1
Title: Goblin
Calling: Expert
Phenotype: Kynd
Size: Small
Speed: 10
Power: 9
Traits:
(Goblin traits)
Abilities: 4, +8 skills
R1
Cyan Slime
Title: Blob minion
Lineage: Slime
Calling: Protean
Phenotype: Blob - low, wide, Toxin, handless, legless - Sense (Taste, Touch)
Size: M
Speed: 1
Power: 10
Health: 20
Stamina: 10
Mana:10
Traits:
Amorphous
Bite
Regeneration
Tough
Abilities:
Dog
Title: Animal
Lineage: Dog
Calling: Warrior (Rager)
Phenotype: Canine
Size: S
Speed: 10
Power: 20
Health: 10
Stamina: 20
Mana: 10
Traits:
Bite
Endurance
Abilities:
Brute
Dodge
Melee
Ranged
Instinct
Eyetoad
Title: Hypnotic Toad
Lineage: Animal
Calling: Mage
Phenotype: Amphibian
Size: S
Speed: 10
Power: 10
Health: 10
Stamina: 10
Mana: 20
Traits:
Jumping
Slime
Spells:
Telepathy
Umbral
Abilities:
Diplomat
Dodge
Gremlin
Housecat
Title: Animal
Lineage: Cat
Calling: Expert (Catfur Ninja)
Phenotype: Feline
Size: S
Speed: 10
Power: 20
Health: 10
Stamina: 10
Mana: 10
Traits:
Tooth and Nail
Fur
Abilities:
Finesse
Device
Dodge
Melee
Ranged
Stealth
Instinct
Sense (Smell, Sight, Touch, Hear)
Imp
Pixie
Roaming Druja
Shadowcrow
Soul
Title: Living Spirit of the Unalived
Lineage: Undead
Calling: Mage
Phenotype: Spirit Kynd
Size: M
Speed: 10
Power: 10
Health: 10
Stamina: 10
Mana: 10
Traits:
Ghost
Spells:
Teleport
Phase
Omniscience
Cure
Wyrdling
Zombie
Title: Shambling Hordes
Lineage: Undead
Calling: Warrior (Slayer)
Phenotype: Kynd/Other
Size: M
Speed: 10
Power: 10
Health: 10
Stamina: 10
Mana: 10
Traits:
Tough
Doll
Leather Skin
Abilities:
Brute
Melee
Ranged
Dodge
Spells:
Umbral
R2
Batwolf
City guard
Spooder
Moss Troll
Corvon (hyena crow)
Brainhorror (indigo mindflayer Cthulhu)
Hydrowolf (water wolf)
Exvitan Neonate
Sentry Druja
Spider Druja
R3
Beefbear
Fighter Ship
Royal guard
Stone Troll
Elder Corvon
Consuming Druja
Exvitan Cenobite
R4
Tentacle Thing
Cruiser Ship
Captanin
Scythe Druja
Judge Druja
R5
Capitol Ship
King or queen
Demigod
Dark Maggot Druja
(R6)
The Seven
(R7)
The Buddhas
Templates:
Spirit
Skeleton
Exvitan Vampire
Revenant
Druagr
Elemental
CHAT GPT SAMPLES
Lumithrax: A bioluminescent creature with razor-sharp claws and the ability to emit blinding flashes of light.
Venomspire: A serpentine monster covered in venomous spines, capable of launching them at prey with deadly accuracy.
Driftmaw: A colossal, floating creature with a gaping maw that sucks in everything in its path, leaving a trail of destruction.
Spectergloom: A shadowy wraith-like being that feeds on fear, able to become invisible and strike from the shadows.
Auroraptor: A predatory bird-like creature with iridescent feathers that emit blinding flashes of light to disorient its prey.
Mireghast: A swamp-dwelling behemoth covered in slimy, toxic algae that it can project as a corrosive weapon.
Stellarscorch: A celestial fire-breathing dragon with wings that shimmer like a starry night sky.
Necroshade: A reaper-like creature with the Power to drain life force, leaving its victims weakened and withered.
Frostbinder: A hulking ice-covered monster that can freeze its surroundings, leaving a chilling, desolate landscape.
Quicksilvergeist: A liquid-like entity that can morph into various forms, making it nearly impossible to predict or contain.
1. Voltarachnid - An electrified arachnid with crackling blue exoskeleton and paralyzing venom.
Sure! Here are ten original monsters with new names:
1. Gloombringer: A shadowy creature that lurks in dark forests, feeding on the fear of lost travelers.
2. Blazefury: A fiery serpent with wings, guarding ancient volcanoes and spewing molten lava.
3. Abyssal Siren: A seductive, aquatic being that lures sailors into the depths with enchanting songs.
4. Verdant Warden: A colossal, sentient tree that protects enchanted forests from intruders.
5. Stormchaser Drake: A lightning-breathing dragon that soars through thunderstorms, wielding the Power of the tempest.
6. Frostbite Crawler: A massive arachnid covered in icy spikes, dwelling in frozen caverns.
7. Mistweaver Enchantress: A mystical sorceress who manipulates mist and fog to confuse and ensnare her foes.
8. Emberglow Elemental: A living manifestation of smoldering embers, leaving trails of fire wherever it roams.
9. Lurkingshade Stalker: A cunning predator that can seamlessly blend into shadows, stalking its prey.
10. Venomous Thornsprite: A small, malicious fairy-like creature with thorns for wings and a toxic bite.
Ferukh - rank 5 space bird that breeds in stars
Flimp - an orb ooze with tentacles
Tank Mite - a tremendous siege Abara arachnid that is immune to Fire and scuttles the surfaces at Mach 1
GAME ANALYSIS
By AP
If I were to suggest improvements to the Domain game based on the structure and rules I've seen, here are a few potential enhancements that could balance gameplay, add depth, and improve user experience:
1. Spell Interactions and Combos
Suggestion: Introduce a system where certain spells can be combined or interact with each other to produce more powerful or varied effects. For instance, casting Aero (Wind) followed by Hydro (Water) could create a localized Storm, combining damage from both elements with additional effects like Blindness or Knockback.
Reason: This adds strategic layers to spellcasting, encouraging creative combinations between players and making magic more dynamic.
2. Scaling Power with Skill and Experience
Suggestion: Implement a scaling mechanic where, as players gain more experience or skill, they can enhance the power or range of their abilities. This could be done by introducing additional tiers or sub-abilities that unlock as a player’s Rank increases.
Reason: This helps keep gameplay engaging as characters progress, ensuring their abilities evolve with the game and maintaining balance as enemies become more powerful.
3. Status Effect Enhancements
Suggestion: Introduce a wider range of status effects, and make existing ones more interactive. For example, Frozen could have different stages (e.g., slowed, immobilized, shattered), or Stunned could affect different actions like combat or spellcasting in varying ways depending on the context.
Reason: Making status effects more granular and interactive would deepen combat mechanics, giving players more options for counterplay and planning ahead.
4. More Tactical Movement and Terrain Effects
Suggestion: Add a system where the environment and terrain play a larger role in combat and strategy. Spells like Litho (Earth) could modify terrain, creating barriers or difficult terrain, while Aero (Wind) could allow characters to maneuver over obstacles.
Reason: This encourages more strategic use of movement and positioning, turning combat encounters into puzzles that must be solved rather than straightforward confrontations.
5. Focus on Non-Combat Abilities
Suggestion: Expand the system of non-combat skills like Finesse, Emotion, and Logic, giving them more significant in-game effects during exploration, puzzles, and role-playing encounters. For example, an Emotion roll could influence NPC reactions, or Finesse could allow for advanced crafting or trap disarmament.
Reason: Giving non-combat abilities a larger role in the game will make characters feel more well-rounded and ensure players who prefer social or exploratory gameplay aren’t left behind.
6. Multi-Classing or Hybrid Classes
Suggestion: Introduce a system where players can develop hybrid characters by choosing abilities from multiple callings, such as a Mage-Warrior who can use spells to enhance melee combat or an Expert-Mage who combines stealth and magic for surprise attacks.
Reason: This adds flexibility to character development, allowing for more unique and personalized builds. It would also allow players to adapt to different challenges more effectively.
7. More Robust Item System
Suggestion: Expand the item and equipment system to include magical items with unique abilities, such as enchanted weapons, artifacts, or potions that can influence the outcome of encounters.
Reason: This would add another layer of strategy, encouraging players to use items wisely and providing more tools for solving problems beyond raw combat power.
8. More Defined Archetypes/Callings
Suggestion: Flesh out the archetypes or callings further by adding unique class-specific abilities or styles that make each one feel distinct. For example, Warriors could have access to specialized stances, while Mages could have access to powerful rituals that take longer to cast but have massive effects.
Reason: This would give players a stronger sense of identity and purpose within their class, deepening the role-playing aspect of the game.
9. Dynamic Initiative and Turn Economy
Suggestion: Rather than a strict turn-based system, introduce a dynamic initiative system where certain actions or abilities can alter the order of turns. For example, a particularly fast character could take two actions before a slower one takes their first.
Reason: This could make combat feel more fluid and realistic, allowing for more reactive and strategic play.
10. Elemental Weaknesses and Resistances
Suggestion: Create a more detailed system for elemental interactions, where certain enemies are weak or resistant to specific elements (Fire, Ice, Electric, etc.), and have those weaknesses play a more prominent role in combat.
Reason: This would encourage players to think carefully about their spell choices, making encounters more tactical. It could also help ensure that different elements feel distinct and valuable.
These suggestions aim to enhance the depth, balance, and overall player experience of the Domain game while maintaining its core mechanics and immersive gameplay. Let me know your thoughts, and we can explore these ideas further!
Yes, I do have some suggestions regarding the balance between power output, rank, and health/stamina in the Domain game, focusing on ensuring that the game feels fair and challenging at all levels of play. Here are a few thoughts on how to refine the system:
1. Power Output Scaling with Rank
Current Situation: Power output scales directly with rank, and characters can deal high amounts of damage with a single action, especially at higher ranks.
Potential Issue: If power output increases too steeply as rank increases, it may cause characters to feel overwhelmingly powerful, making combat too short and reducing the importance of strategy. Conversely, lower ranks might feel weak or ineffective, creating an imbalance between early and late-game power.
Suggestion: Introduce diminishing returns on power output at higher ranks. For example, at Rank 1-3, power output can increase linearly (e.g., 10 points per Rank). However, beyond Rank 3, you could implement a curve where power increases at a slower rate (e.g., 5 points per Rank from Rank 4-5, and then 3 points per Rank beyond that).
Reason: This creates a smoother power curve, ensuring that even high-rank characters must rely on strategy and positioning rather than raw power to win battles.
2. Health and Stamina Adjustments
Current Situation: Each rank seems to grant 10 additional points of health and stamina. This straightforward progression means that at higher ranks, characters can absorb large amounts of damage, but combat may become overly dependent on high damage output to overcome these defenses.
Potential Issue: As health and stamina increase, there’s a risk that combat becomes a war of attrition, where characters keep trading blows until one side runs out of stamina or health, rather than engaging in more dynamic, strategic fights.
Suggestion: Instead of increasing both health and stamina by a flat rate per rank, make health scale less dramatically (e.g., 5 points per rank), while stamina scales more significantly. Stamina should be a key resource for performing powerful actions or maintaining defenses, so increasing it more steeply could encourage players to think tactically about how they use their stamina.
Reason: This change would make stamina management more important, especially at higher levels, and ensure that even high-rank characters need to be cautious about overextending themselves.
3. Power Output vs. Health/Stamina
Current Situation: High power output at higher ranks can quickly deplete the health of lower-rank characters, making combat feel unbalanced, especially in encounters where a high-level character fights multiple lower-level ones.
Potential Issue: A Rank 5 character with a very high power output could easily overwhelm multiple Rank 1 characters in a few hits, making multi-character battles feel less strategic and more about raw numbers.
Suggestion: Introduce damage mitigation mechanics based on rank differences. For example, when a higher-ranked character attacks a lower-ranked character, damage output could be capped or mitigated by a percentage based on the rank difference. This could be represented as a passive defense mechanism, allowing lower-rank characters to survive a bit longer and contribute meaningfully in combat.
Reason: This creates a more balanced combat dynamic where lower-ranked characters still have a chance to contribute, even when fighting against more powerful opponents. It also encourages more tactical play, where higher-ranked characters must be cautious not to waste actions or stamina by underestimating lower-ranked enemies.
4. Health/Stamina Thresholds and Exhaustion
Current Situation: Health and stamina are depleted as characters take damage and perform actions, but the consequences of running low on stamina or health seem relatively straightforward (e.g., dropping to 0 health results in a character being incapacitated).
Potential Issue: Characters with high stamina may not feel the effects of their stamina depletion until it’s too late. This makes stamina feel less critical, especially when it only comes into play in rare or long battles.
Suggestion: Introduce threshold effects where, when a character’s stamina or health drops below a certain percentage (e.g., 30%), they begin suffering penalties (such as reduced movement speed, penalties to power output, or increased vulnerability to status effects). This makes stamina management a more central part of the game and encourages players to think strategically about when to use their most powerful abilities.
Reason: By making stamina and health thresholds more impactful, players will need to carefully manage their resources and choose their actions wisely, avoiding recklessness in combat.
5. Dynamic Stamina Recovery
Current Situation: Characters spend stamina to perform powerful actions or avoid attacks, and once stamina is depleted, their options become limited.
Potential Issue: If stamina depletion is too punishing or recovery is too slow, it could lead to situations where characters are unable to act effectively in prolonged battles.
Suggestion: Implement a dynamic stamina recovery system where characters regain a portion of stamina each round based on their rank (e.g., 10% of their maximum stamina). Additionally, certain actions like resting for a turn or using defensive stances could further increase stamina recovery rates.
Reason: This allows characters to recover from stamina depletion without relying entirely on outside resources, ensuring that they can stay in the fight longer while encouraging tactical use of stamina.
6. Defensive and Utility Spells and Abilities
Current Situation: Offensive abilities seem to be the focus, but the balance between offensive and defensive actions may feel skewed.
Potential Issue: If power output continues to outscale health and defensive abilities, characters may simply rush to deal as much damage as possible before their opponents can respond, minimizing the need for defensive or utility abilities.
Suggestion: Give defensive spells and abilities more prominence by making them more valuable in mitigating damage. For instance, Barrier spells could absorb a percentage of all incoming damage based on the caster's rank, while Teleport or Stealth abilities could allow characters to reposition safely, giving them more strategic options in combat.
Reason: Making defensive and utility abilities more potent would balance the offensive-heavy nature of the game and encourage more thoughtful use of non-damage abilities, fostering a more strategic combat experience.
7. Power Variability
Current Situation: Power output is likely calculated based on a fixed formula related to rank and other factors.
Potential Issue: If power output is too predictable, combat may feel repetitive or stale, with little variance between how much damage characters deal in different encounters.
Suggestion: Introduce variability in power output, allowing for critical hits or more variable damage rolls. For instance, characters could roll for a potential critical strike (e.g., if a roll exceeds a certain threshold, they deal bonus damage). Similarly, certain spells or abilities could have a range of damage values (e.g., 8-12 power output) rather than a fixed value.
Reason: Adding variability keeps combat exciting and unpredictable, rewarding players for taking calculated risks while keeping battles from feeling too static.
By making these adjustments to power output, health, and stamina, you can ensure that the game remains balanced and engaging at all levels, with meaningful choices in combat and strategy. These changes would encourage players to think about resource management, skill combinations, and how best to approach different encounters based on their character's abilities and limitations.
Domain story
The Seven True Aureans
Fall of the False Gods
Rise of Kynd
The Archmage Wars
The Zaegric Realm incursion
Exvitans arise
Cambion Empire
The Coven
The Abara Hive
Holy Raom Empire begins (genetics: human exclusively, language: Sprach, flag: white rose on red, style: gold armor red cloth)
ACTORS
The First
The Five
Night King
Shadow Queen
The Witty Gamemaster
Benefactor
Skydog
Pine
Pyrite Stormhaven
Lazareth
Chompster
Jaret
Lillith
Chickie
Greenman
Cherry Blossom
The Elf King
Oberon
Tytania
The Metal Princess
Julia Buddha
Ke Huy Buddha
Rintaro the Fox
Thunderhorse
Timekeeper
Flamewolf
Wendy Phoenix
Mister Phoenix
Jade Emperor R7
Tira Torr
The Elder Exvitan
Kaya Torr, daughter of Tira and Oberon, Elkshifter Zaegra
Balabal
Oulvae the Flame ruin, daughter of Balabal and
WORLDS OF ORTA
Sig of Elicil
Olaf the Raven
Rasa
Malsaf
Thaxus
Geld
Ama