• Break

    Sadly (for me personaly) i have to announce a break from posting on the Blog for few reasons.

    1. As much as i have still a dozens pages of info i could post on this BLog i want to fit in the chronology, at this point we are at character creation and i want to finish it before i start anything else.

    2. For the last few days i overdone my self in writing the story and places of the world in short descriptions what consumed most of my strength, writing 3000 words daily can be pretty exhausting.

    3. Yes the work will go on, i have to sort out the magic system witch i have to totally redo as i failed to notice a major mistake i did in nearly all the spells and i just don't have the strength to repair it now.

    4. For those who are interested in my progress of creating this Project now im concentrating on the fresh idea of Panic in midst of battle and adding more to the dice system it self witch i called Fate Control System (F.C.S) witch i want to be fast tactical and have ability to put it in to the version of a board game.

    5. Hopefully if i will get the strength to correct the magic i will continue from that point straight as it's just a small gap that i dont want to jump over, but after that gap there is a lot of stuff.

    So I hope people enjoyed what i did here and will wait for me to continue with it. If there will be any changes i will post them on my Facebook wall and on RPGChat site.

    Thank You All for support.

  • Character Creation: Perks Part 5

    41. Resourceful
    You hate losing your materials when crafting goes wrong, that’s why you know how recover the losses, make a T4 roll, if you win the test you get back 75% of the materials you lost, if you fail the test but scored more than half of the result, you regain 50% of the materials, if you fail the test and score below the half of the result, you regain 25% of the materials.

    42. Rise to the challenge
    If you failed a calm test in the middle of the battle because of spell or monsters you can reroll the test with one less dice but you get +1 to result for each friendly character wounded in battle. If you pass the test you gain additional dice in next attack.

    43. Shadow Strike
    Whenever you attack someone with a dagger you add damage equal to the amount you have of your Sneak ability.
    Shoot first, ask questions later
    In combat when using ranged weapon you can reduce the reload ap cost by 2, but aiming difficulty rises by 1.

    44. 'Shoot first, ask questions later...'
    At the beginning of the fight before the initiative roll you can say to the Game Master 'draw' you shoot just before the roll in to the closest target. You can't aim and the difficulty test is raised by one dice.

    45. Strong Mind (Character creation)
    You naturally gain 1.5 multiplier to your magic resistance . Also when ever someone use mind magic against you, you get additional dice to roll for Mind test. As a price all weak magic effect you possess are nullified (magical +1 on weapons, or weak resistances).

    46. Stubborn
    Everything you do needs to be done to the end, you try your best to accomplish your task. That’s why when you fail you can repeat your test again once more, but if you fail you lose one dice for every test on that stat till the end of the day. You can repeat this perk any time you want but the penalties stack together.

    47. Tactical Retreat
    Whenever you decide to disengage from the fight in close combat the opponent does not get a free strike against you if he has lower initiative. If he has a higher initiative you can take a normal defensive roll.

    48. Toughness
    Your endurance to natural armor modification rise by 0,5 per point of endurance.

    49. Unborn (Character creation, Dragan)
    You did not evolve like your brethren. You don't possess any traits of the Dragan and just look like a normal human. But form your own people, you are called the Unborn. The only thing that connects you with your people is blood. If you chose this perk you can't roll on evolution chart for any evolutions, instead you gain additional 50 experience point that can be spend on any part of your character sheet (Stat,Skill,Perk,Spells). When choosing racial perks at after picking up Dragan as a race, you can't chose Royalty.

    50. “You look at me and still don’t believe?
    When you try to intimidate someone or to scare him your body says to it self “Calm? You don’t need this stat any more to intimidate someone, use your Strength. Show them your muscles and the blood on your sword and they will tell you everything you want to know”.

  • Character Creation: Perks Part 4

    30. Lurking Terror (Sanity 1 or higher, Dark lord servant)
    Each time when you encounter someone in close combat the enemy has to pass Calm test against difficulty Equal to your Sanity. If he fails he loses dice on each attack and defense test against you. The Calm test is repeated every turn.

    31. “My Mom says I’m Special” (Character creation)
    There is something in you, and no one knows what, blessing of the god? Or maybe you're just a lucky bastard, the only thing that is sure is that once a session you can decide to pass one test not higher than T4(3). You lucky bastard…

    32. No rest for the wicked
    When ever you fight against undead monsters or tainted enemies you can change one of the test dice result with your own dice.

    33. ...Of all trades (Character Creation)
    You know everything, that means that you can chose one skill table, each time you use skill in this table when you know that skill or not you get +1 to your roll, that’s how good you are, but also at the same time you know nothing, chose another skill table, each time you use traits from it you get -1 to all rolls, but don’t worry, only to those with spend points in them… those without get -2 HA!

    34. One in the Night (Character Creation, Kadarians only)
    Some of the Kadarians fell more related to nature. Their primal instinct run in their blood as they travel trough the land, especially at night. All Fighting and Survival skill are raised by one in the night. If character is a spell caster also their mystic abilities as long as the moon is in the sky.

    35. '...Or just shoot again'
    If you have second firearm in your hand and posses 'Shoot first, ask questions later' perk you can shoot the second weapon before the initiative roll, but the difficulty of the shot is raised by 2 dice.

    36. Point Blank Kill
    You know how to use your pistols and small crossbows. You are so found of them that you don't mind carrying them in to close combat. Whenever you fight with a weapon in one hand and a gun in other instead of receiving any penalties you gain +1 to parrying. Also you can use it to shot at your target whenever you want gaining +1 to hit. You can't aim or reload while fighting in close combat.

    37. Precise strike
    Before striking enemy roll on your Anatomy and Perception against enemy Dodging and Dexterity. If you pass you can change the result of the hit table by 3 points.

    38. Precision
    Each time you hit someone, no matter what kind melee or ranged weapon, when you rolled for place to hit you may move the number up or down by one.

    39. Quality over quantity... or maybe the other way around...
    Each Mastery that you will chose in your skills will allow you to re roll as many of your dice as you want instead of only one per roll. But as a price each mastery will cost you double the amount (instead 50,100,200... will be 100,200,400 etc.) If you have less then two different mastery before choosing this perk you can chose additional one for free.

  • Character Creation: Perks part 3

    21. Inheritor (Character Creation)
    You posses a family memento, or maybe a precious gift from a friend, reward from grateful people who you saved. No matter where did you get it from it's yours and its special for you. Roll on below charts with D6 to decide what is this object. From all the charts you can decide to chose one of the options instead of rolling, but only one.

    22. I remember where I put it.
    You don’t have problems with organization of your own equipment, as long as you are searching trough your own bag in combat you spend half of the time searching the backpack or handbag.

    23. I sense… disturbance
    You can feel the taint each time you are close to the place or to a person filled with taint. Game Master makes a T3 on your Mind statistic. If you want to you can try to search for specific place/object tainted thanks to this perk. GM decides how hard the test is. Unlike Spells this ability cannot be interfered with by magic.

    24. 'I swear when I swung the sword, he was standing on it'
    Once per battle you can say that you automatically passed the dodge test. After that deal 1d6 damage to the enemy.

    25. "It was him"
    Your face never lies... but you do. When ever there is situation in which you were accused of something that no one can prove to you (no witness but you are the most probable cause) you get one additional dice to roll for Calm Test to frame someone else.

    26. “It's cursed? I don't feel a thing" (Character creation)
    If you start with this perk you gain one random mental illness, but at the same time whenever your sanity is tested you lower the difficulty test by one.

    27. “It’s just a Flesh Wound”
    You are tough, at least you try to be, each time you get a penalty for heavy wounds you get one lower in the life bar than you should, that will give you some more time to give back.

    28. Jackal's Step
    At beginning of the turn you can decide to remove one dice from you next turn initiative roll and add it to every defensive roll you get this turn. If you wish you can do the opposite by announcing that each time you will roll on defensive tests you will gain dice less so next turn you would get additional dice for initiative.

    29. Leading in the field (Sanity 1 or higher, Dark lord servant)
    From the time you start your turn you can chose an action for 5 AP. Chose one of the friendly characters then roll Calm test against each other. If you win the target accepts your leadership, and in doing so gains the possibility that in his turn to switch dices twice in the results of attack. If the target wins the roll nothing happens.

    30. Lurking Terror (Sanity 1 or higher, Dark lord servant)
    Each time when you encounter someone in close combat the enemy has to pass Calm test against difficulty Equal to your Sanity. If he fails he loses dice on each attack and defense test against you. The Calm test is repeated every turn.

  • Character Creation: Perks Part 2

    11. Crippling strike
    After hitting the enemy with a melee weapon you can decide to commence a test of your Strength against enemy Endurance. If you succeed reduce the crippling test by every 2 points of your success in the test.

    12. Crushing Advantage
    You are swift and cunning and in battle you spread your wings. Speed is your ally but an even greater one is the ability to stay out of sight and harmless so you can surprise your enemy. Before battle but after the initiative, roll on your stealth ability against test that GM will give you If you pass you gain additional 5 AP this turn.

    13. Disarm
    You may attempt to Disarm your enemy with your bare hands. If you do, complete a test of your Dexterity and Fist Fighting skill against enemies Weapon skill. The amount of dices for the test will be equivalent to the enemies total equipment skill. If enemy possess mastery on this skill the test gains Quality 3. If you succeed you acquire the targets weapon, if you fail enemy gains an automatic hit against you. This action cost 10AP, and can be lowered by Fist Fighting skill.

    14. Double Throw
    You can throw two throwing objects at one person at the same time but the throw will cost you double amount of AP. Roll for hit table of each object separately. If both of them hit the same part of the body crippling test is rise by every 3 wounds instead of 4.

    15. Essence Drain (Spell Weaver, Tempest)
    Roll test T5 on Mind. If you pass triple the cost of your next spell, the essence you use will be from the caster's enemy instead of yours or surrounding area.

    16. Essence Shield (Character Creation, Spell Weaver, Shifter, Tempest)
    Spell Weaver/Shifter/Tempest when attacked by enemy when chosen to pick up the defensive can chose instead to use his Mystic Skill. If he will pass the hit will succeed, caster then can sacrifice one essence point for one additional Armor point. Caster can transfer as many points as he wants as long as he posses essence in his body. If the magical armor will surpass the damage dealt, each additional point will deal one damage to the enemy (summing them up after ending the defense faze) the damage is counted as non magical physical and it cannot be countered by magic effects or magic immunity.

    17. Exceptional (Character Creation)
    While choosing your race you can pick up a race perk from other race at the beginning of the game as it would be allowed normally. Exception is Royalty perk.

    18. Faceless (Character Creation)
    Your face is hard to remember, you don’t know why. Maybe people don’t pay much attention to you or maybe you are just so good at blending with crowd. Each time you try to pass a test for being recognized you get additional dice for your Calm Test.

    19. Good Looking (Character Creation)
    You look good! everyone looks at you from opposite gender, even those from the same have to admit that there is something in your eyes or maybe somewhere else on your face. When you try to convince someone from opposite gender to do something for you gain +3 bonuses to your persuasion skills even when you don’t posses that skill. But each time you try to hide your identity in the crowd you get -3 to the test.

    20. Hemophilic Connection (Sanity 3 or higher, Dark lord servant)
    Targeted opponent has to make Mind test against casters Will. If target fails the test both Target and Caster become connected by invisible force that is draining targets life force. Caster drains one health point for every 5 action points he will spend on the action. Casting this spell requires no essence, cannot be adjusted or enchanted and it's basic cost is 10 AP. Spell does not affect targets mobility. No crippling test has to be passed for this spell.

  • Character Creation: Perks part 1

    Now we will chose a Perk. Perks are those small special things that makes all of us different. Those small abilities that not everyone posses, not everyone can learn them and not everyone even wants them. As you just create your character you are able to chose one perk for free but be careful, some of the perks can be chose only at this stage of creating character and are not available latter in the middle of campaign.

    1. Acting as one
    When you and someone else possess this ability once per battle if you are standing next to each other you can replace one of defensive statistics with each other.

    2. Additional Lectures (Character creation, Essence Weaver, Shifter, Tempest, Warden, Exorcist)
    When you chose magic specialization one of the spells that you chose at the beginning can be from the other magic specialization below.
    Spell Weaver → Shifter
    Shifter → Tempest
    Tempest → Spell Weaver
    Warden → Shifter
    Exorcist ↔ Priest

    3. Battering ram
    You are used to wearing heavy armor, of course its not comfortable, but you don’t suffer initiative penalty for it.

    4. Battle meditation
    Your ability to channel essence is extraordinary! Even in battle your vortex is swirling with it all the time. You gain a new action in battle called Battle Meditation. The cost equals Half of your AP minus your meditation skill. If you pass a test you roll for meditation as if you would be outside of battle. You can only use this ability once a day.

    5. Berserk
    When you are in fight with one enemy the initiative doesn’t count, you will always attack first. However, you lose your natural armor bonus till the enemy is defeated.

    6. Blessed Touch (Character creation)
    Something happen to you In the day of your birth. Maybe blessing of the Gods or just unnatural accident. You posses natural power to heal wounds in instant by bare touch and a little concentration .When healing target roll D6 and add your Mind for the amount of health that you healed. You can do this as many times you want but if you do it second time without 24 hours rest you will lose the same amount of health that you heal the other person with each next attempt. If you don't rest for 24 hours without using this power after first attempt you cant heal yourself, only others. If your Sanity will rise to 3 this ability will hurt for D6 plus your taint. When you do so target has to make a Mind test of difficulty T3 or he will gain one taint.

    7. Blitz
    You always take the small occasions to your advantage, each time you tie with someone in initiative you get automatically +1 to initiative. When enemy possess the same perk you both have to roll, but this +1 is still in affect.

    8. Brave and Stupid (Character creation)
    You love risk, and you need to show your self that you are not a coward, adrenaline is your drug. Each time there is a situation involving risk that someone has to do, you want to participate in it, and thanks to this you get additional dice for every test you do involving you getting badly hurt. If you want to stop your self from making such a decision you need to pass T4 Will test.

    9. Counterattack
    When you successfully parry enemy attack in his turn, you can automatically spend proper amount of your AP (that you cannot use next turn) to roll for hit with weapon in your hand. Counterattack is not defense ability.

    10. Crafty
    You know your stuff and you are good at it. Maybe you read a lot of books, or maybe father taught you how to do it, no matter why you possess such ability each time you make a test on crafting ability, when two dices have same number you get +1 to your result, each time the GM test roll has two same rolls it gets -1 point to the result. Now go out there and craft some stuff.

  • Character Creation: Syrvuval and Trivial Skills

    SURVIVAL SKILL
    Anatomy – Knowledge of what we and others are made of is pretty useful, from bones to organs trough muscles and nerves. Well alright maybe you don't possess total accurate knowledge of whole body but you know where to hit that it would actually hurt. Whenever you strike a critical attack on target, add each one point of Anatomy as additional one point of damage. Attribute: Wisdom

    First Aid - allows you to treat different kind of wounds. From basic scratches and disinfection to open wounds and even interior bleeding. The point is that to mend some of them you require certain amount of skill and additional equipment. When attempting to mend yours or others wound you have to pass a test depending on how heavy are the wounds. If you succeed the test you will heal amount of wound equal to your First Aid skill + 1d6 + amount equal from the equipment, mastery will allow you to re roll the dice. This kind of healing without any kind of equipment can occur only once on a person until she or he is completely healed and instead of reducing wounds it just canceling the negative injury trait.
    Difficulty:
    Small Wounds – T1
    Medium Wounds – T2
    Large and Critical Wounds – T3
    Deadly and Deadly 2 Wounds – T4
    Deadly 3 and Deadly 4 Wounds – T5
    Attribute: Wisdom

    Stealth – it's good to know how to hide and move silently. Maybe in the crowd or in dark forests, no matter where it requires some practice and getting use to it. Being able to sneak behind your enemy is always useful, even if it means to not engage in any problems at all. Attribute: Dexterity

    Tracking – when some people enter the forest they see trees and squirrels and some bushes. Others see a crossroads of life filled with proof of other animals or races crossing trough this place. Those who possess this trait can track from footprints and other marks left on the trees and flora in the forest. Attribute: Perception

    Traps – there is a lot of different traps created by Sentient races, from small traps on animals to big boulders falling from the sealing or trapdoors with spikes. The point is that you know something about those traps, you can recognize them, you can even try and disarm them or with some luck and patterns even create one or two. Attribute: Wisdom

    TRIVIAL SKILLS
    Gambling – You know how to play Third Joker ? Or Circle of Dices ? No ? Well then what are you doing at the table, you know one thing is not knowing how to play but a little luck can help you know that right? Attribute: Perception

    Instrument – It's always cheerful to have someone with you who knows how to play on an instrument, late nights don't feel so lonely in the forests and the break can be more relaxing in middle of the day. Hell knows if you are good at it you can earn some money from time to time on the streets. Attribute: Dexterity

    Lock picking – For some doors you need a short iron wire or small metal objects, others you need some more special equipment with you and a lot of time. And just some of them aren't lock at all but others don't need to know that as long as your skill is useful, whenever you need to open a lock or recognize what kind of lock it is this skill is for you. Attribute: Dexterity

    Dance – Yes I know not a lot that you can do with this trait but you never know when someone invite you to a royal social occasion in witch knowing how to dance comes in perfectly useful, even the Gray Valkyries appreciate when someone knows their rituals. And if you know someone with ability to play Instruments then you can try and earn even more by singing and dancing on the streets. Attribute: Dexterity

    Riding - Most people can ride horses in these times, it not require any kind of special skill just practice. But in situations when you have to do something while on galloping horses back, that’s when this skill is pretty much damn useful, any action that involves a horse or a vehicle that uses horses, will be aided by this skill. Attribute: Dexterity

  • The More You Know! Dead Wolf Omen

    It is known from the old scripts that sons of Lord of Lust were wolfs that sacrifice their live so he could be with the fallen father. The stories say that those infants who were visited by the wolf that rested with their final breath next to their cradle will become the reincarnations of the wolfs them selves. Princess of Darkness as they are called proven to exist trough the years, Mazlar the Third who brought 100 years of darkness on Empire of Terrania pronounced him self the third of Princess called Need. The story goes that when all seven princess will be reborn Lord of Lust will awaken from his eternal slumber and the Tree of Endless Life will fall forever. People have great knowledge and fear of this Omen what cause that whenever a dead wolf is found next to a cradle of a young child this child is drowned to secure the world from reincarnations of Princess of Darkness.

  • Character Creation: Skills Mystic and Ranged

    MYSTIC SKILLS
    Shifting – Shifters posses powers to change the shapes of items they control and posses, when Wardens posses the power to shape their own bodies. With this ability they grow in strength, their ability rise and more shapes are available for their delicate hands. Each point in Shifting gives Shifter and Warden 5 Essence Points to cast spells. Shifting can be used only by Shifters and Wardens . Attribute: Wisdom

    Essence Weaving – First of ever existing schools of magic, those who can summon powers of elements use this trait to enhance their powers. Each Point in Enchanting gives Essence Weaver 5 Essence Points, Guardians, Tempests to cast spells. Essence Weaving can be used only by Essence Weavers, Guardians and Tempests. Attribute: Wisdom

    Exorcism – Knowledge of the rituals to banish the undead from this world and send daemons to hell is a very powerful tool, this trait now only gives you knowledge of how to get rid of spiritual problems but also helps you in receiving information about servants of the underworld. Each point in Exorcism gives Exorcist 5 Essence Points to use Hymns and Prayers. Everyone can use this trait but only Exorcist gains essence. Attribute: Mind

    Prayer – everyone knows how to pray but only few can use the power of the holly words to manifest it in our world. Hosts possess such power as it was granted to them by the Three Fathers. When rising this trait the ability to seek aid from the world above grows. Each point in Prayer gives Exorcist 5 Essence Points to use Prayers and Songs. Prayer can be used on a Holly ground to try and reduce the amount of Taint in the body. Everyone can use this trait but only Hosts gains essence. Attribute: Mind

    Meditation - Being able to concentrate and regenerate the amount of essence surrounding your vortex can be very crucial for those who wield essence in offensive ways. Meditation does not require you to pass any test to succeed in regaining essence as long as you don't posses any distribution, if some occur (meditating in middle of the battlefield for example) you have to past a test on your Mind decided by the Game Master. For each Point in Meditation you restore D6 Plus your Mystic Skill of Essence in an hour. Attribute: Mind

    Mystic Art – Tsume believe that the inner power that hides in side their soul can be used as a force to banish their enemies. Trait this allows Tsume to reach for their inner power and increase it's potential. Each point in Mystic Skills gives Tsume 5 essence points. Mystic Art can be used only by Tsume. Attribute: Mind

    Taint – Those who answered the whispers of the Dark Lords gain their blessing and are granted their powers. Taint flows in your body but does not affect you mentally anymore, at least that's what you believe. Each point in Taint gives the character additional 2 health points and 2 essence. This skill can be used only by those who accepted the blessing of the Dark Lords.

    RANGED SKILLS
    Firearms – some people think that when you have a gun it's enough to aim and pull the trigger to be a perfect marksman... well technically they are right with this trait you just need to aim shorter than others. This Skill reduce the Action Point cost of using guns and rifles and their reload time by one for each point you posses. Attribute: Perception

    Marksman – bows and crossbows are your specialization, they require more practice than guns but can bring the same effects, not mentioning that the are a lot quieter. This Skill reduce the Action Point cost of using bows and crossbows and their reload time by one for each point you posses. Attribute: Perception

    Throwing – it's handy to have a small sharp object that you can throw at someone. Maybe it's not absolutely useful but it's handy a little practice and it can be crucial to your advantage or even surprise in battle. This skill reduce the Action Point cost for using throwing objects. Attribute: Perception.

  • The More You Know! Fourth Lord of Darkness Lady of Betrayal

    Rarely mentioned or even spoken is the weakens of The Innocent one. Even the Wardens who are her descendant are ashamed of the fact that as the tale says “When the time stood still, the fallen one roared and stopped the earth, that in this one moment, the Innocent one had became Lady of Betrayal.”
    As The Innocent chained the Lord of Lust in the Tree of endless Life it is obvious that she won the struggle against the Taint. But some of the Tainted worshipers believe that voices they hear are from Lady of Betrayal and try to serve her like other servants serve the Lords of Darkness. Those who study the old scripts assume that The Innocent One's mind shattered in two creating two different individuals what for Wardens is pure blasphemy.

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