Talk:Arcana: Iron and Magic
Your Character
You have 75 points to design your character. Any excess points can be saved for increase later.
Level 1 - 1 CP - Hobbyist
Level 2 - 3 CP - Amateur
Level 3 - 6 CP - Professional
Level 4 - 10 CP - Skilled Professional
Level 5 - 15 CP - Experienced Professional
Level 6 - 21 CP - Expert
Level 7 - 28 CP - Master
Level 8 - 36 CP - Ancient Master
Level 9 - 45 CP - Superlative
Level 10 - 55 CP - Unmatched
In short, to improve a stat costs (current level + 1). This can be modeled by the formula XP = 0.5(L^2 + L) Any template bonuses act to reduce the cost of leveling up, so +1 Physical means Level 9 only costs 36 XP. Excel sheet available here
Stats
These are the defining 'hard' characteristics of your character.
Physical
How good you are at beating people up, taking hits, running around, etc. 3-4 is at the level of a man-at-arms, 5-6 is the level of most Knights.
Smarts
Your innate intelligence, as well as your ability to make snap decisions. Very high levels verge on precognition.
Education
How well you paid attention during school; a measure of your book learning. Very important to navigation, planning, and design.
Perception
Your ability to notice things and track people. High levels often extend beyond the mere mortal senses.
Integrity
Your mental endurance, ability to resist torture and your ability to survive mental attacks. High levels can give the ability to survive wounds that should have been lethal.
Charisma
How (un)attractive you are and how well you can convince people to do what you tell them to do.
Magic
How much magical power you can channel. 3 is Adept grade, 6 is Master grade, and 8-9 is Archmage.
Race Templates
- Humans (Midgar)
-
- Any Aligned
- +1 to four stats of your choice
- Orks (Uruk)
-
- Matter Aligned
- +3 Physical
- +1 Perception
- +1 Integrity
- -2 Magic
- (Berserker)
- Dwarves (Devgar)
-
- Forces Aligned
- +2 Integrity
- +1 Physical
- +1 Smarts
(Forces Vision)
- Beastfolk
-
- Void Aligned
- +2 Physical
- +1 Perception
- +1 Smarts
- (Beast Abilities)
- Elves (Alfar)
-
- Ether Aligned
- +2 Magic
- +1 Perception
- +1 Education
- (Natural Attunement)
- Dark Elves (Dokkar)
-
- Ether Aligned
- +2 Magic
- +1 Integrity
- +1 Education
- (Ethereal Vision)
- God-Blooded (Asgar)
-
- Life Aligned
- +2 Magic
- +1 Charisma
- +1 Smarts
- (Celestial Spark)
Roles
Each of these roles is an ability that can be leveled up like a stat.
- Airship Captain
- You command the party's airship. While your ship starts unarmed, it is based on a modified warship hull, and can be upgraded. Your character should be believable as an airship captain in terms of stats.
- Emissary
- You are the Kurilaran representative in the party. Your character must be a Dark Elf, and follow basic Kurilaran culture style. (Russian names, Imperial styling). You receive excellent equipment and some funding, but you are expected to represent Kurilaran interests.
- Scout
- You are skilled at getting into places you don't belong. Whether a thief, a ranger, or an assassin, you know the arts of stealth.
- Knight
- You are a warrior who stands out from the crowd. Quite simply, you know how to kill and survive on the battlefield. You probably have a damn good set of armor and a trusty weapon, along with a nice set of scars.
- Sorceror
- Magic is your thing. Whether a battlemage or a scholar of the arcane, you know the arts of magic to a T.
- Healer
- A physician or wielder of healing magic, you keep people patched up. This doesn't mean you are without combat prowess or offensive magic, only that it is not your forte.
Magic
Each School of Magic is different in what it is best at achieving.
- Ether
- + Dynamic effects, Raw Power, Air Elemental effects
- - Difficult to use and control
- Forces
- + Enchanting, Fire Elemental effects, Specialized effects
- - Immediate / Dynamic magic, Summoning
- Life
- + Plant / Animal Control, Body control, Healing
- - Mechanical / Inanimate Objects, Direct Effects
- Matter
- + Simple spells, High education, Magical Defense, Earth Elemental effects
- - Adaptability
- Void
- + Summoning, Life/Death magic, Scrying, Water Elemental effects
- - Permanent Effects