Saturday 18 June 2016

Experience & Advancement.

(placeholder for a post).

Game Mechanics & Combat.

Attribute checks.

(...)


Skill checks.

Skill checks are done using six-sided dice (d6).

Notation as 1d6 equals one six-sided dice, 2d6 equals two six-sided dice, etc.

Number of dice rolled for a skill check is equal to Attribute Score + Skill Score.

There's target number that character must achieve at least on one dice for check to succeed.

Skill specialization - if applies - reduces target number by 1.

For example: Nanne is rolling Perception (oooo) + Supernatural Awareness (ooo) against target number of 5 to notice supernatural disturbance around her. Player rolls 7 dice & achieves: 3, 2, 5, 6, 4, 2, 1. Two successes, so the check was a success as well.

When there's difficulty of 7 or more, to score a success - character must roll 6 then reroll that 6 and add result to the amount. If total (rerolling each of 6's) as many times as 6 appears is equal or greater than the target number, there's success on this dice.

For example: Nanne is rolling Intelligence (oooo) + Alchemy (o) against target number of 9 to make a potion. Skill specialization applies, reducing the target to 8. Player rolls 5 dice & achieves: 6, 6, 1, 3, 5. Rerolling both 6 she achieves 1 & 4. So the final roll is 7, 10, 1, 3, 5 - one success.

One success on dice is 'barely succeeded' result of the check, more successes on the dice mean better result of the skill check.

Number of Dice SucceededResult of the check
0Failure
1Succeeded - barely
2Succeeded - mediocre result.
3Succeeded - good result.
4Succeeded - very good result.
5+Succeeded - exceptional success.


Testing an Untrained (0 dots) skills, either in combat or otherwise, carries the +2 to target number roll penalty.


Wounds & Fatigue.

Characters have 8 fatigue levels, as well as 8 health levels. Once wounds or fatigue reach certain level, character suffers from penalties to dice roll checks.

How much of fatigue points or wound points character can suffer at each level, depends on Endurance - it's 3 x Endurance score.

Once 9th fatigue level is reached, character falls Unconscious.

Once 9th health level is reached, character is Dead.

HealthFatigueDice Roll PentaltyEndurance Threshold
UnwoundedFresh0Endurance x3
Slightly WoundedSlightly Tired+1Endurance x6
Lightly WoundedLightly Tired+2Endurance x9
Moderately WoundedModerately Tired+3Endurance x12
WoundedTired+4Endurance x15
Seriously WoundedSeriously Tired+5Endurance x18
Critically WoundedVery Tired+6Endurance x21
Almost DeadAlmost Unconscious+7Endurance x24
DeadUnconscious-Endurance x24 + 1


Healing & Recovery.

Both health & fatigue are recovered with time, good conditions & time help as well.

Resting in good conditions (inn bed, good food) cuts fatigue recovery by three times, at each level.

Makeshift conditions (rest by the fire in woods, for example) uses the unmodified value for recovery time.

After time of recovery, fatigue points recovered equal to Endurance x3 - that is, allowing fatigue to be recovered by one tier.

Characters can rest as many times as they wish during the day or night to recover.

Fatigue LevelRecovery Time
Fresh15 minutes
Slightly Tired30 minutes
Lightly Tired60 minutes
Moderately Tired90 minutes
Tired120 minutes
Seriously Tired3 hours
Very Tired6 hours
Almost Unconscious24 hours
Unconscious72 hours


A proper medical care & good resting conditions allows for health recovery at all. After time of recovery, health points recovered equal to Endurance x3 - that is, allowing wounds to be recovered by one tier.

Only three periods of medical care to recover are allowed per day (24 hours). More such periods can & should be roleplayed when neccessary, but these do not let character recover health in game mechanics terms.

Magical recovery is also possible, but it is described in 'Magic' section, in a spell rite description. There are potions & magic items for recovery, described in 'Alchemy & Blacksmithing' section.

Wound LevelRecovery Time
Unwounded5 minutes
Slightly Wounded15 minutes
Lightly Wounded30 minutes
Moderately Wounded6 hours
Wounded2 days
Seriously Wounded1 week
Critically Wounded1 month
Almost Dead6 months
DeadOnly very powerful magic allows hero a chance
to return from the state of 'dead'
back to the state 'living' in a former body.


Weapons & Combat.

(...)


Initiative roll decides who strikes first, who last, etc. Initiative is rolled using as many d6 dice as character or NPC has agility, results summed together ... then adding the weapon modifier.

Whether a character or NPC is hit is decided by a to-hit roll. It's agility + weapon skill roll against target number of 4, modified by weapon 'To Hit' bonus.

There's also a defense roll, either dodge, weapon parry or a shield block.

Defense Roll is a skill roll with an appropriate modifier.

Dodge can be used any number of times during a round (together it's one move that attempts to avoid all of the attacks), also either a shield parry or weapon parry can be used once a round, but not both of shield & weapon parries.

SkillDice Roll ModifierNotes
Dodge-Can be used more than once
in a combat round
Dagger-1-
Parrying Dagger-1Additional dice roll bonus
added to other weapon bonus
War Hammer,
Flail or Mace.
-1-
Heavy War Axe
... or Halberd
-1Requires both hands
One Handed
Sword
-1-
Small Shield-1Additional dice roll bonus
added to other weapon bonus
Large Shield-2Additional dice roll bonus
added to other weapon bonus
Cloak-1Additional dice roll bonus
added to other weapon bonus


(to add: spear, staff, crossbow, 1h axe, 2h hammer/flail/mace, 2h sword).

If there are more 'to-hit' successes than 'defense roll' successes, attack met it's target & damage is rolled. Damage depends on the weapon & amount of 'to-hit' successes in excess of 'defense roll' successes. Armour also helps to mitigate damage.

Damage roll equals to a value listed in weapon stats' proper column + dice equal to excess of success over defense roll. Armour defense check is subtracted from damage roll, it's 'Armor's Protection Value' dice summed together & with an Endurance value.

WeaponInitiativeTo HitDamageAbility
Unarmed+00Str + 1d6Armours are twice as effective
Dagger+4-1Str + 2d6Easy to conceal,
can be thrown
War Hammer,
Flail or Mace
+5-1Str + 2d6Armours are half as effective
Heavy War Axe
... or Halberd
+8 when closing
+2 in closer quarters
-1Str + 6d6Requires both hands
One Handed Sword+6-2Str + 4d6-
Longbow+12 at range
+0 in melee
depends on rangeStr + 4d6Can shoot at distance,
can use special arrows


(to add: spear, staff, crossbow, 1h axe, 2h hammer/flail/mace, 2h sword).

(...)


Fighting Multiple Opponents.

(...)


Mounted Combat.

(...)


Archery & Thrown Weapons.

(...)


(... unfinished a post, to be continued).

Magic.

Introduction.

Magic of 'Dragon Nexus' is a force present, mysterious to most & fairly well-known to a few of individuals.

There are spells, of varying power - represented by Magic Circle the spell belongs to. There are 9 circles, 1st Circle containing weakest & easiest to learn spells; 9th Circle contains most powerful of the spells.


Learning Spells.

Spells are taught like other skills, first dot enables basic casting ... while more dots allow for performing rites, fast-casting & other tricks. The cost of learning a spell depends on it's Magic Circle & learned dot, however.

Spell Skill Levels:
x - can't cast.
o - can cast this spell.
oo - can perform a rite to increase range, duration, area of effect or power of the spell.
ooo - can attempt to fast-cast.
oooo - can cast with only subtle gestures & hushed voice.
ooooo - can cast with a 10 times less fatigue cost.

There's limit on maximum circle a mage can learn, depending on 'Magic Theory' Skill.

Magic Theory:
x - can't learn spells.
o - can learn 1st level spells.
oo - can learn 2nd & 3rd level spells.
ooo - can learn 4th & 5th level spells.
oooo - can learn 6th & 7th level spells.
ooooo - can learn 8th & 9th level spells.

Cost of learning a spell during character creation equals to Magic Circle Level * dot purchased.


Spell Casting.

Casting spell on target not in line-of-sight requires something that poses sentimental value to the target, or part of the body (hairlock, fingernail, etc.).

To succeed, caster makes dice roll against target number equal to 3 + spell's circle, rolling amount of dice equal to Magic Theory + Spell's Skill Level.


Rituals.

A certain spells (those who have more than one Range, Duration, Area of Effect or Power listed) can be enhanced by skilled enough casters by a ritual-cast.

Enhancing spell that way, allows to use next of the listed value(s).

Extra cost of Ritual Casting depends on amount of the enhancements used when casting a spell-rite, as well as on the spell (details of what is offering is a part of spell-description when available).

There's extra casting time involved with Rites as well.

Enhancements.Extra Cost.Casting Time
1.A minor offering in full.x3
2.6 times a minor offering in worth.x6
3.72 times a minor offering in worth.x9
4.A major offering in full.x12
5.6 times a major offering in worth.x18
6.72 times a major offering in worth.x24
7A grand offering in fullx30
8.6 times a grand offering in worth.x60
9.72 times a grand offering in worth.x90

There's also extra fatigue cost, switching to next in the list each time enhancement is applied.

It's up to Player or Game Master to roleplay or describe how the rite looks exactly.


Fast-Casting.

Rituals cannot be fast-cast.

Fast-casting increases fatigue cost by 1 step.

Fast-casting spells is more tricky, there's harder dice check (+2 difficulty penalty).


Group Casting.

Certain spells or rites are very fatiguing, often can result in caster falling unconscious before spell is complete.

Group casting is a means to spread fatigue loss among all casters in a group.

To participate in a casting group, each caster must know cast spell.

Group leader, who coordinates this rite must know spell at least well enough to allow for ritual casting.

Fatigue loss is spread evenly (rounding up) among all casters in a casting group.

Each caster must cast the spell succesfully to succeed, leader has also to cast succesfully - with a +3 penalty for difficulty to succeed.


Spells:

1st Circle.


-=- Arcane Dagger. -=-


Casting Time: 3 seconds (1 round).
Fast-Cast Time: 0,3 seconds (1 round, +18 to initiative).
Fatigue Cost: 1 / 6 / 42 / 300.
Range: 40 m / 3 000 m / 120 000 m.
Duration: Instant.
Area of Effect: One target.
Power: 36 damage / 54 damage.
Minor Offering: A little of powdered Wolf Bone to be burnt in an offering to Gods of War, of value of 1 gold coin.
Major Offering: A little of powdered Dragon Bone to be burnt in an offering to Gods of War, of value of 840 gold coin.

Effect: Caster speaks formula & makes pointing gesture at the target (or the fingernail, etc). Almost invisible dagger of arcane energy appears & flies at great speed to the target, aiming unerringly at a vulnerable body part. Then it strikes, doing damage that depends on power.


-=- Imbue Amulet of Lesser Protection. -=-


Casting Time: 1 minute.
Fast-Cast time: 3 seconds (1 round).
Fatigue Cost: 3 / 12.
Range: Touch.
Duration: 24 hours / 1 month.
Area of Effect: Protecting Amulet.
Minor Offering: A gold coin is offered to Gods of Magic & Protection, it disappears during a cast.

Effect: Caster touches Protecting Amulet to imbue it with extra powers against Supernatural Threats. Since now, when worn by the caster, for the duration of the spell - hostile spells are neutralized by the amulet ... up to 6 spell levels. Each time amulet activates to neutralize incoming threat, wearer is aware. After absorbing the 6 spell levels or when the duration time passes, caster is aware & can cast the rite again.


-=- Aura of Ennobled Presence. -=-

Casting Time: 30 minutes.
Fast-Cast time: 1 minute.
Fatigue Cost: 3 / 12 / 48.
Range: Personal / Touch.
Duration: 1 hour / 24 hours.
Area of Effect: Single Person.
Minor Offering: A candle to be lit & burnt - in an offering to Godess of Beauty, worth of 1 coin.

Effect: Caster or person touched becomes surrounded with subtle hues of light & shadow that dance around her or him, both appearance - as well as voice - seems nobler, more mysterious, ethereal, beautiful - for the duration of the spell.


-=- Flaming Arrows. -=-


(...)

2nd Circle.

-=- Azure Blades. -=-

-=- Lesser Protection from Elements. -=-

-=- Raven's Eyes. -=-

-=- Summon Courier. -=-


(...)

3rd Circle.

-=- Call Lightning. -=-

-=- Illusory Theatre. -=-

-=- Understand Written-Form. -=-


4th Circle.

-=- Veil of Invisibility. -=-


(...)


(unfinished post, to be continued).

Tuesday 14 June 2016

Non-Player Characters.

(... a post under construction).


 
Nanne Jarshaley.An Ice-Fort.


Name: Nanne Jarshaley.
Race: Primus.
Background Role: an Ice Fort Administrator.
Adventuring Role: a Sorceress Adventuress.

Background Story:

As a young adventuress without family (mother & father died during anthropus raid), she was found by an Old Mage & taught his Art, as well as simple paperwork & management skills.

After many years of an apprenticeship, during which she served her Master ... she was presented to Bureaucracy & hired for service.

She advanced step-by-step in Bureaucracy, first assisting other task-givers ... then given a lead-position in a small village.

She used her magical skills during career many times ... both to inspire & protect, so her village was safe & well.

She truly cared for people, inspired them for greatness under her.

In two years her village developed significiantly enough to attract attention of superiors, who delegated her to a larger outpost, an Ice-Fort.


Goals & Ambitions.

She is fascinated by Arcane Powers & studies Magic whenever she has time.

She is interrested in 'The Inner Workings of the World', from Mage's perspective.

She studies both Protection spells, out of neccessity, as well as Illusions as a way of Entertaining & conveying messages that Inspire people.

She's often seen working with actors in the theatre, illuminating the show & providing extra effects.

She enjoys scouting trips on a back of a Dragon.


Attributes.

Strength ooIntelligence ooooPerception oooo
Agility oooWisdom oooCharisma oooo
Endurance oooWillpower oooAppearance oooo


Skills.

Alertness (Details) o
Supernatural Awareness (Magical Analysis) ooo
Magic Theory (Secrets of the World) ooo
Illusions of the Art (Inspiring) oo
Alchemy (Potions) o
Etiquette (Court) oo
Diplomacy (Court) ooo
Knife combat (Suprise Attacks) o
Wilderness Lore (Around the Ice-Fort) oo
Horseback Riding (Fast Horses) oo
Dragon Riding (Small Swift Dragon) ooo




Known Spells.

1st Circle:
- Imbue Amulet of Lesser Protection: o.
- Arcane Dagger: ooo.
- Aura of Ennobled Presence: oo.

2nd Circle.
- Summon Courier: o.

3rd Circle:
- Illusory Theatre: o.
- Understand Written-Form: o.


Escort.

As an Ice-Fort Administrator, she has been provided with 900-troop personal escort by her Sovereign.

300 Conscripts.
60 Spies.
180 Longbowmen.
180 Halberdiers.
120 Minotaurs.
45 Swift Strike Dragons.
12 Battle Dragons.
3 Banshees.


The Ice-Fort however is protected by more of the forces, above is only personal entourage of Nanne.

Characters.

Roles.

Dragon Nexus Roleplaying Game is set in a world where most rewarding is to play adventurers, who also have a background & position.

Other roles are still open however, imagination is the limit.

Sample Adventuring Roles:
- Warrior,
- Ninja,
- Spy,
- Mage,
- Shaman,
- Priest,
- Martial Artist,
- ...

Sample Background Roles:
- Administrator,
- Alchemist,
- Artist,
- Blacksmith,
- Scientist,
- Lieutenant (or lower military rank),
- Woodsman,
- ...


Background Story.

Before spending any of character points & thinking about numerical representation of a character, character should have a story explaining both her background, who she or he is now, her or his goals as well if any.

Numbers should not contradict the tale.


Attributes.

Character's Physical, Mental & Social attributes are represented by numbers.

Attributes represent in-born abilities & talents, though can be practiced, trained or studied to increase.

There are 9 basic attributes:

Strength - How much weigth she or he can carry, how damaging melee damage she or he does.
Agility - It's mind/body coordination, how precise & beautiful her or his moves are.
Endurance - Resistance to physical ailments as tiring, wounds, diseases, poison, etc.
Intelligence - Ability to plan & think abstractly on complex & difficult matters.
Wisdom - How well character knows life, people's behavior, spiritual matters.
Willpower - Ability to carry on despite obstacles. Also resistance to temptations, suggestions, etc.
Perception - How acute character's six senses are.
Charisma - How well character can express using words, gestures, arts.
Appearance - Physical beauty, how well character looks.

Each of the attributes can have one 'specialization' - area in which character is especially well doing.


Skills.


Skills represent learned abilities as combat moves, riding dragons or sciences.

Sample list is provided for reference, players may think-up their own skills & add them to the list.

Sample Skills:
- Alertness,
- Supernatural Awareness,
- Sword combat,
- Knife combat,
- Unarmed combat,
- Longbow combat,
- Knife throwing,
- Stealth,
- Camouflage,
- Tracking,
- Wilderness Lore,
- Magic Theory,
- Alchemy,
- Etiquette,
- Haggling,
- Diplomacy,
- Calligraphy Art,
- Yarting Art,
- Blacksmithing Craft,
- Horseback Riding,
- Dragon Riding,
- Sciences,
- ...


Advantages & Disadvantages.

(...)


Scores.

Attribute Scores.

Attributes start with 1 dot in each, player has also 18 points to spend as she or he wishes on a character attributes. Each point allows to 'buy' 1 dot in an attribute.

o - inept,
oo - weak,
ooo - well developed,
oooo - talented,
ooooo - extremely talented.


Skill Scores.

Skill scores are measured with dots, with 0 dots meaning someone totally unpracticed in given skill, 5 dots meaning a legendary skill level.

x - unpracticed skill,
o - a few lessons,
oo - amateur,
ooo - professional,
oooo - known expert,
ooooo - a legend.

While 5 dots is normal human limit, there are cases of magical beings living longer than usual human life. For these, maximum is 10 dots.

Players have 30 points to spend on dots. First three dots cost 1 point each, 4th dot costs 2 points, 5th dot costs 3 points.


(...)


(a post under construction, to be continued).

Setting.

Atlantis.

'Kingdom of Nexus' is a part of the war-torn Atlantis.

Not only the barbaric Anthropus of the wastelands & wilderness pose a danger to it, also the internal strife.

Great Armies are amassed by the powerful Kingdoms' leaders, then sent marching & flying against enemies.


Races.

There are four dominant races of Atlantis.


Amazon.


Mighty and courageous Female Warriors, the Amazon fear no man.

Courage, Honor, Compassion, and the bond of the Sisterhood are at the center of Amazon warrior society. Their imposing height and strength comes from Life Thread tinkering by the Ancient Ones.


Primus.


Brillant and cerebral, the Primus are masters of Science and the Blue Energy.

The first Human Tribe was the Primus. They are peaceful and analytical, with an unspoken singleness of purpose. The Primus are believed to have more of the Ancient Ones' Life Threads than the other tribes.


Solerian.


The Solerians are cunning, organized, and unmerciful, and must win at any cost.

The Solerians are intelligent and crafty, driven by the desire for individual power. They are the greatest builders of Atlantis. Solerians use cunning battle tactics and invent ingenious war machines.


Zolmec.


The fierce Zolmec are attuned to all living things. Especially the Dragons.

A proud and powerful people, the Zolmec draw strength from their harmonious relationship with Nature. They are passionate believers in ritual and discipline, with a special affinity for their Dragons.


The Kingdom of Nexus.

Part of Atlantis is 'Kingdom of Nexus' territory ...



... with it's Capital City sharing Kingdom's name: 'Nexus'.

Beside 'Capital City of Nexus', there are many economic or military outposts in Kingdom, with unique Great Dragons guarding them, as well as lesser villages.

... in a few of the Outposts citizens can live, others are only for Great Dragon, Kingdom's Bureaucracy & Workers.




There are also Anthropus Camps - wasteland & wilderness settlements of barbaric tribes that endanger 'The Kingdom' & whole of Atlantis.


Nameless Sovereign.



The Kingdom is ruled by a Primus individual whose name is unknown to most.

There's saying that true names hold great power, maybe that's why?

Instead people refer to him as to 'Nameless Sovereign' or just 'Sovereign' or 'Nameless'.

He's ruling the 'Kingdom of Nexus' using his Administrators & Generals, together called 'Bureaucracy'.


Armies, Machines & Beasts.


While there are far greater powers in the Atlantis than 'The Kingdom of Nexus', it's armies are far from meekest in the Land.

Hundreds of thousands of troops, machines & war-beasts serve openly,

... it's rumored that much more is ready to come via portals from otherworlds to be deployed with rest of the military at Sovereign's order.