Difference between revisions of "User:Oseng"

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Okay, this is the new system for Persona. It is still a work in progress and things will be changing as this is tested, such as trying to make athletics less of a god-stat.
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'''Setting:
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'''<br>
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Aurelis is a small but independent duchy, one of many such realms in the region of the world known as the Old Kingdoms. Remaining relatively neutral in the frequent strife that sweeps through the Old Kingdoms, Aurelis has prospered under the rule of the Arthana Dynasty. However there are many troubling rumors surrounding the ruins of the long fallen and deeply mystical Empire of Archnea, which have attracted the attention of the Church of the Ascendants.  
  
'''Stats'''<br>
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'''Background Notes:
You have 15 points to sped on stats with a maximum of five in each, though this can be raised over-cap via XP in game. Your stats should generally reflect your fluff and qualities such as opulence or wealthy have been folded into background. Things like having a ranking police officer as your character's father will still benefit you, just note it in your background and please don't go overboard.<br>
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'''<br>
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- The Empire of Archnea was a long ago empire known for its mastery of arcane magic, which allowed it dominate the region during its heyday. Destroyed itself in a great mystical cataclysm that is said to have killed the goddess of magic and lead the remaining ascendants to ban the use of magic. Its heartland was said to lie along the great river that runs through the heart of the Old Kingdoms and many of the local realms claim to be descended from it. There are many ruins and the ilk scattered about the region.
  
Strength (Your skill with special techniques)<br>
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- The Church of the Ascendant is the main local faith, centered around a pantheon of multiple gods and lesser but still revered spirits. They ban both the study or use of arcane magic and actively hunt those involved in it. People generally worship the pantheon as a whole rather then any individual deity, giving worship to those deities related to their life. The faith has a hierarchical structure among its clergy and serves as a unifying body in the divided Old Kingdoms.
Athletics (Your general physical ability, and regular attack pool)<br>
 
Magic (determines # of spells, MP, and is dice roll for spells)<br>
 
Defense (dice pool to avoid damage – dodging, defecting, blocking, etc etc)<br>
 
Academics (dice pool for academic pursuits, intelligence based activities)<br>
 
Charm (dice pool for social engagements)<br>
 
  
''Qualities'' (3 points per quality, limit of two)<br>
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'''Character Creation and System <br>
Almighty: Your Persona's magic is non-elemental and penetrates most defenses.<br>
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'''
Incarnate: Your Persona absorbs attacks of its element.<br>
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- Standard D10 System <br>
Inviolate: Your Persona has no elemental weakness.<br>
 
Gnosis: Your Persona has long-range sensing abilities.<br>
 
Savior: Your Persona can heal itself and others.<br>
 
  
'''Suit'''<br>
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''Attributes:
Your Persona is associated with one of the suits of the Minor Arcana and its related element. You can only cast attack magic from that element, and are especially vulnerable to attacks from the opposing element. The same will hold true for most Shadows.  Ice falls under water, Lightning falls under air. There are also darkness and light spells but these are separate from the elemental system and oppose one another.<br>
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''
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You get 18 character points or CP to spend on your attributes, which are your basic mundane physical and mental abilities. You may also purchase specialties which represent something mundane that your character specializes in, such as being a doctor or a scholar of history. When applicable specialties can be rolled along with a related attribute, as chosen by the GM.  
  
Coins (Earth). Material things.<br>
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One character point purchases one point of an attribute or a specialty. No attribute may be below one or above five at charge in, while specialties cannot go higher then 3. HP is your strength (representing your physical endurance) plus your Integrity (representing your willpower to keep on going.)  
Wands (Fire). Courage and drive.<br>
 
Cups (Water). Emotions and relationships.<br>
 
Swords (Air). Reason and authority.<br>
 
  
Earth vs. Air & Fire vs. Water are the two sets of opposing elements. Also Light vs Dark but these are separate from the elemental system. <br>
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Strength <br>
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Dexterity <br>
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Wits <br>
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Integrity <br>
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Charisma <br>
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Perception <br><br>
  
'''Magic'''<br>
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''Traits
Magic involves the use of elemental attack magic, support magic (buffs and debuffs), and healing magic. Generally speaking your persona will appear and cast the spell. You get one spell per dot/point in the Magic stat, and have MP equal to twice your Magic stat. Basic spells will cost one mp to cast with more powerful spells costing more at GM discretion, but this may change. Magical attacks will receive a certain number of bonus autosux (# = GM discretion) to put it above basic attacks with weapons, beyond potential bonuses for opposed elements.<br>
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''<br>
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Traits are special properties your character possesses such as being a Templar or a Wizard. A trait costs 2 CP at charge-in but comes with both bonuses and downsides in game. Feel free to run a potential trait by me if you would like.<br><br>
  
Look at the various spells on this list when developing your spell list.<br>
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Templar – You are a warrior-knight of the Church, having been purified by the Flame of Ascension.  As a wandering knight-errant you have some freedom from the strictures of the church/knightly hierarchy but are still bound to it and the faith. Your faith and purification grants you a certain resistance to magic as well as the ability to detect it at close range. <br><br>
  
http://megamitensei.wikia.com/wiki/List_of_Persona_4_Skills <br><br>
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Wizard – You are a wizard, a wise-man, a witch, a warlock, or another figure who secretly practices arcane magic. Perhaps you found an artifact of the Fallen Empire or maybe you studied under a master? Rather then a Blessing you pick a school or type of magic that your character practices but will be hunted by the Church and often denounced by the populace. <br><br>
  
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Noble – You are a noble of one of the Old Kingdoms, which grants you access to various resources and contacts that would remain shut to most adventurers. However, you also attract more attention and may  have attend to certain duties. Some whisper that many of the older noble lines are descended from the mage-lords of Archnea… <br><br>
  
'''Strength/Special Techniques'''<br>
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''Blessing/Magic
Special Techniques are basically a more physical alternative to magic, and generally involve direct physical attacks by your Persona. They usually have some form of special name and potentially attached status effects and will also, like magic, receive autosux for bonus damage. (In order to make Magic and Special Techniques stronger then just regular attacks with your basic weapon.) This is governed by the strength skill with 2x your strength in fatigue points, and most skills taking one point to use at GM discretion. You get one special technique for each dot/point of strength.<br>
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''<br>
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Somewhere between the age of eight and ten all followers of the Ascendants undergo a rite in which they receive a Blessing from one of the Ascendants or the Spirits. In most cases this is a minor ability or talent related to the individual’s personal strengths and weaknesses. But in some cases a Blessing is much greater – allowing for supernatural abilities that rival the powers of the Old Magic. The strength of a Blessing can grow with training or by doing something that attracts the good will of one of the Ascendants. <br>
  
The physical skills in this link may be helpful in establishing your skill list:<br>
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The Ascendants are said to withdraw much of their blessing from those deluded fools or malicious individuals who are corrupted by the lure of the Old Magic. Instead they have access to at least one school of magic. <br>
  
http://megamitensei.wikia.com/wiki/List_of_Persona_4_Skills <br><br>
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You get 5 Supernatural Points or SP to build your blessing or magic at the start of the game. Both Blessings and Magic need to revolve around some sort of theme – either from the deity that granted it or a particular school/style of magic. A death deity might grant some form of necromancy while a fire spirit or god might grant some control over flames. <br>
  
'''Initiative'''<br>
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One SP is equal to one Dot of a particular power or spell, with each dot reprsenting more “oomph” and control. You must start with at least two abilities. <br>
The basic roll for initiative will be a basic d1 with nothing added, though bonuses will be given to represent ambushes and other surprises.<br>
 
  
'''Weapons'''<br>
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''XP
Every persona user has some form of basic weapon which they can summon and dismiss in the Shadow/Other World. This is seemingly tied to the tattoo of their arcana number, which glows when the weapon is summoned much like when you summon a persona. These weapons can take on nearly any form including swords, bows, staves, a pistol, brass knuckles, sword canes, etc etc – but in any case the basic attack role with these is a standard athletic roll as your char is directly attacking. This is your basic attack which does not cost you anything to use.<br>
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''
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Characters will gain XP each session which can be spent in the following ways: <br><br>
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2 XP = 1 Dot of Attribute/Specialties <br>
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3 XP = 1 Dot of Blessing/Magic <br>

Latest revision as of 19:57, 12 November 2017

Setting:
Aurelis is a small but independent duchy, one of many such realms in the region of the world known as the Old Kingdoms. Remaining relatively neutral in the frequent strife that sweeps through the Old Kingdoms, Aurelis has prospered under the rule of the Arthana Dynasty. However there are many troubling rumors surrounding the ruins of the long fallen and deeply mystical Empire of Archnea, which have attracted the attention of the Church of the Ascendants.

Background Notes:
- The Empire of Archnea was a long ago empire known for its mastery of arcane magic, which allowed it dominate the region during its heyday. Destroyed itself in a great mystical cataclysm that is said to have killed the goddess of magic and lead the remaining ascendants to ban the use of magic. Its heartland was said to lie along the great river that runs through the heart of the Old Kingdoms and many of the local realms claim to be descended from it. There are many ruins and the ilk scattered about the region.

- The Church of the Ascendant is the main local faith, centered around a pantheon of multiple gods and lesser but still revered spirits. They ban both the study or use of arcane magic and actively hunt those involved in it. People generally worship the pantheon as a whole rather then any individual deity, giving worship to those deities related to their life. The faith has a hierarchical structure among its clergy and serves as a unifying body in the divided Old Kingdoms.

Character Creation and System
- Standard D10 System

Attributes: You get 18 character points or CP to spend on your attributes, which are your basic mundane physical and mental abilities. You may also purchase specialties which represent something mundane that your character specializes in, such as being a doctor or a scholar of history. When applicable specialties can be rolled along with a related attribute, as chosen by the GM.

One character point purchases one point of an attribute or a specialty. No attribute may be below one or above five at charge in, while specialties cannot go higher then 3. HP is your strength (representing your physical endurance) plus your Integrity (representing your willpower to keep on going.)

Strength
Dexterity
Wits
Integrity
Charisma
Perception

Traits
Traits are special properties your character possesses such as being a Templar or a Wizard. A trait costs 2 CP at charge-in but comes with both bonuses and downsides in game. Feel free to run a potential trait by me if you would like.

Templar – You are a warrior-knight of the Church, having been purified by the Flame of Ascension. As a wandering knight-errant you have some freedom from the strictures of the church/knightly hierarchy but are still bound to it and the faith. Your faith and purification grants you a certain resistance to magic as well as the ability to detect it at close range.

Wizard – You are a wizard, a wise-man, a witch, a warlock, or another figure who secretly practices arcane magic. Perhaps you found an artifact of the Fallen Empire or maybe you studied under a master? Rather then a Blessing you pick a school or type of magic that your character practices but will be hunted by the Church and often denounced by the populace.

Noble – You are a noble of one of the Old Kingdoms, which grants you access to various resources and contacts that would remain shut to most adventurers. However, you also attract more attention and may have attend to certain duties. Some whisper that many of the older noble lines are descended from the mage-lords of Archnea…

Blessing/Magic
Somewhere between the age of eight and ten all followers of the Ascendants undergo a rite in which they receive a Blessing from one of the Ascendants or the Spirits. In most cases this is a minor ability or talent related to the individual’s personal strengths and weaknesses. But in some cases a Blessing is much greater – allowing for supernatural abilities that rival the powers of the Old Magic. The strength of a Blessing can grow with training or by doing something that attracts the good will of one of the Ascendants.

The Ascendants are said to withdraw much of their blessing from those deluded fools or malicious individuals who are corrupted by the lure of the Old Magic. Instead they have access to at least one school of magic.

You get 5 Supernatural Points or SP to build your blessing or magic at the start of the game. Both Blessings and Magic need to revolve around some sort of theme – either from the deity that granted it or a particular school/style of magic. A death deity might grant some form of necromancy while a fire spirit or god might grant some control over flames.

One SP is equal to one Dot of a particular power or spell, with each dot reprsenting more “oomph” and control. You must start with at least two abilities.

XP Characters will gain XP each session which can be spent in the following ways:

2 XP = 1 Dot of Attribute/Specialties
3 XP = 1 Dot of Blessing/Magic