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Kaypar rolled 8 6-sided dice: 4, 1, 3, 6, 6, 4, 4, 2 Total: 30 (8-48)

Kaypar
Captain

Friendly Friend

PostPosted: Fri Oct 22, 2010 1:52 pm


grf
Kaypar rolled 8 6-sided dice: 3, 5, 5, 2, 6, 5, 6, 2 Total: 34 (8-48)
PostPosted: Fri Oct 22, 2010 1:53 pm


df

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Fri Oct 22, 2010 2:15 pm


Strength
bonus: +1 per 2 points
Measures ability to exert physical force
Toughness
bonus: +1 per 2
Measures ability to withstand physical and mental strain
Dexterity
bonus: +1 per 3
Measures prowess and nimbleness
Agility
bonus: +1 per 3
Measures quick reaction and speed
Brilliance
Measures ability of deduction and reasoning
Attunement
bonus: 1 spell per 3
Measures magical talent
Spirit
bonus: +2 per 3
Measures resistance to magic and outside change


orange stats contribute to Offense Rating
blue stats contribute to Defense Rating
green stat contributes to Spell Soak

chargen: roll 9d6
assign values to each stat in order
the last two can be substituted for any of the first six rolls

add total stat points and subtract from 24
if positive, add this many points to Karma pool
players can spend a Karma point to reroll any non-combat die roll or to retry a failed combat.
there are also some points in the adventure that they can use them to open beneficial Karma links otherwise unavailable

roll 1d10, add to 10
this is Vitality, measuring the player's well-being
if at any point Vitality hits zero, the adventure ends
players can spend 3 Karma to retry a battle
or, if the fatal blow was from a non-combat cause, they may set their Vitality back to 2 and continue as normal

if total Vitality is 12 or less after rolling, gain a Karma point

all players enter the adventure with a primary weapon


1 Scimitar (slash, +1OR)
2 Sai (pierce, blade breaker)
3 Mace (crushing, +1OR)
4 Glaive (slash, reach)
5 Pistol (pierce, bonus opener)
6 Focus Mitt (crushing, extra spell)


Blade Breaker
Once during combat, if an enemy rolls a 1, subtract two from their OR for the remainder of the combat.

Reach
Once during combat, you may add 2 to your DR against the enemy's attack that round. Unusable against enemies who have a weapon with Reach. Has non-combat uses.

Bonus Opener
When you go first, roll an additional attack in the first round of combat.

Extra Spell
You may cast an additional spell during combat

Players are also granted one Spell Chip upon entering


1 Skyspark
2 Terracrush
3 Bonechill
4 Rejuvenate


Skyspark
Astra. Blasts the target with a bolt of lightning.

Terracrush
Longiv. Batters the target with great boulders.

Bonechill
Blight. Ensnares the target in agonizing frost.

Rejuvenate
Soul. Restore Vitality equal to roll+4 to self. Ignore enemy attack this round.

casting spells provides a way to potentially turn the tide of a battle
attack spells make great finishers and can even the odds against a tough enemy
healing spells let you veto one attack and restore much-needed Vitality

there is a limit to the amount of spellslinging one can do
casting too much in succession causes Essence Heat
heat, if ignored, is a particularly potent way to destroy oneself

thus, players can only cast a spell once per combat, plus an additional cast per 3 Attunement
heat may or may not carry over into non-combat decisions

In combat:
subtract the enemy's DR from your OR
that is your Advantage
do the reverse to find the enemy's advantage

Each round, roll 2d8, the first goes to the fighter with the highest agility

combat result table
User Image

combat continues until one opponent reaches 0 Vitality
fleeing is handled on a case-by-case basis

when casting a spell, ignore enemy defense and roll 3d4 for damage
subtract enemy spell soak
you may be instructed to roll more d4s if the enemy is weak to a certain element

Vitality: 00
OR: 0 DR: 0 SS: 0


|00|Strength
|00|Toughness
|00|Dexterity
|00|Agility
|00|Brilliance
|00|Attunement
|00|Spirit

Weapon:
#Ability:

Spell Chips:
#

Inventory
-
-
-
-
-
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00 Crowns

Key Items
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