

Under Construction
Dec. 29, 2014
Weapons Specialization
You will pick a weapon category to specialize in. How many you can specialize depends on the class. You cannot use a weapon that is in a category you're not specialized in. You can increase the damage you do with that category by investing CP into it, giving you a + bonus to your damage rolls.
Class specific skills will be listed here. Each CP invested will increase your skill by 10%. You need to roll lower than your percentage to succeed. These specific skills are not allowed to be used by anyone but the person with the class that has it. Other skills are 'general' and can apply to many situations, but those general skills may not be used in place of a specialty class skill. A skill will max at 10 CP, which is 100% (d100) and only fails on a perfect 100 roll.
Class Specialty Skills
Classes Explained
This page will break down each section and explain it to you in better detail of how it works.
DP = Durability Points. How much dmg an item can take before becoming useless (and you start taking LP dmg w/ armor) & the item needs repaired.
CP = Class Points . You earn 2 CP each time you level, and can spend them on class skills.
Armor
You are only allowed to wear the armor types specified by your class. To increase the base durability of your armor, you can invest CP into it, giving you a + DP value with armor of that category.
Magic
Heal: Heals LP only. d2 per CP + APT.
MP Cost: 2 times # of LP healed.
Harm: Deals DMG only. d2 per CP + APT.
MP Cost: 2 times # of DMG done.
Alter (%): Attempts to alter non-living physical objects (color, shape, size, smell, feel, taste or sound.) Must roll for EACH alteration.
Maxed skill does permanent changes if successful.
MP Cost: 15 per turn.
Trickery (%): Alters the perception of something, tricking the observer into believing something has changed or exists when it doesn't.
Maxed skill lasts as long as the caster has MP.
MP Cost: 15 per turn.
Support (%): Buff yourself or others (1 additional person per CP).
Gives everyone +1 or 10% reduced difficulty to all their rolls, per CP invested.
MP Cost: 10 per turn.
Hindrance (%): Curse your opponents (1 additional person per CP). Gives subject(s) -1 or 10% increased difficulty to all their rolls, per CP invested.
MP Cost: 10 per turn.
Turns: Effects last d1 x Your Level (d5 for Level 5)
Magic is considered arcane (non-elemental) in general. It requires knowing an element to be able to cast a specific element.
For Alter, Support, Hindrance, and Trickery attacks, each CP is 10%, like skills, and you must land below your percentage to succeed.
Harm, and Heal are d2 DMG per CP.
Turn based for effects will be d1 turns per CP.
Weapons Types
One-Handed: Get +1 DMG every 10 VIG with one handed weapons.
Two-Handed: Get +1 DMG every 5 VIG with two handed weapons.
Thrown: Get +1 DMG every 10 VIG with thrown weapons.
Mechanical: Get one extra attack every 5 AGL.
Offensive Defense: Can damage opponent with shield when blocking. 1 DMG per CP invested.
Dual Wield: Attack with 2 weapons, increasing your attacks by 1.
Armor Types
Cloth: Absorbs magic damage.
Wooden: Absorbs elemental damage.
Leather: Absorbs physical damage.
Studded Leather: Absorbs physical damage.
Chainmail: Absorbs physical damage.
Plate: Absorbs physical damage.
Elven: Absorbs physical and elemental damage.
(Requires a Blacksmith)
Dragon Scale: Absorbs physical and magical damage. (Requires a Blacksmith)




Earth
Fire
Air
Water
Dark
Light