Difference between revisions of "Talk:Arcana: Iron and Magic"

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(Created page with '==Your Character== You have 50 points to design your character. Any excess points can be saved for increase later. Level 1 - 1 CP - Hobbyist<br> Level 2 - 3 CP - Amateur<br>…')
 
 
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==Your Character==
 
==Your Character==
  
You have 50 points to design your character.  Any excess points can be saved for increase later.
+
You have 75 points to design your character.  Any excess points can be saved for increase later.
  
 
Level 1 - 1 CP - Hobbyist<br>
 
Level 1 - 1 CP - Hobbyist<br>
Line 51: Line 51:
 
::+1 Integrity
 
::+1 Integrity
 
::-2 Magic
 
::-2 Magic
(Berserker)
+
:(Berserker)
  
 
;Dwarves (Devgar)
 
;Dwarves (Devgar)
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::+1 Physical
 
::+1 Physical
 
::+1 Smarts
 
::+1 Smarts
(Night Vision)
+
(Forces Vision)
  
 
;Beastfolk
 
;Beastfolk
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::+1 Perception
 
::+1 Perception
 
::+1 Smarts
 
::+1 Smarts
(Beast Abilities)
+
:(Beast Abilities)
  
 
;Elves (Alfar)
 
;Elves (Alfar)
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::+1 Perception
 
::+1 Perception
 
::+1 Education
 
::+1 Education
 +
:(Natural Attunement)
  
 
;Dark Elves (Dokkar)
 
;Dark Elves (Dokkar)
 
::Ether Aligned
 
::Ether Aligned
+2 Magic
+
::+2 Magic
+1 Integrity
+
::+1 Integrity
+1 Education
+
::+1 Education
(Night Vision)
+
:(Ethereal Vision)
  
 
;God-Blooded (Asgar)
 
;God-Blooded (Asgar)
::Matter Aligned
+
::Life Aligned
 
::+2 Magic
 
::+2 Magic
 
::+1 Charisma
 
::+1 Charisma
 
::+1 Smarts
 
::+1 Smarts
 +
:(Celestial Spark)
  
 
===Roles===
 
===Roles===
Each of these roles is an ability that can be leveled up like a stat
+
Each of these roles is an ability that can be leveled up like a stat.
  
 
;Airship Captain
 
;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.
+
: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

Latest revision as of 02:52, 10 March 2010

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