home

search

Supplemental: Inside Rules

  Natural traits

  Derived from unaugmented Outside traits and change in reaction to play.

  Average humans are around 20.

  Magical traits

  Starting level determined by Trial, change through points available by level.

  Each trait has a starting cost and follows the fibonacci sequence for every subsequent point (1,1,2,3,5,8,13,21) (unless noted 1,1 the next number is 2)

  Flash

  +5% of Speed per point

  Elemental Immunity/Affinity

  Affinity level assigns cost to raise.

  Immunity is to elemental magic.

  Individual affinities are not related, could be all tier I or tier IV, however conflicting elements are common (high fire = lower water)

  Tiers:

  III 31 - 55

  II 56 - 80

  I above 81

  Invulnerability

  Pure damage subtraction from physical attack only

  Vitality

  Added to HP, also resistance to poison and disease

  Mana Well

  Mana reserves

  per 5 points added

  Mana Gathering

  Percentage of Mana regained per 100 seconds

  5 - 10

  10 - 20

  21 - 40

  41-100

  100+

  Charm: Sentients

  (Skill level VP/Opponent Skill VP) x

  (Charm/Opponent charm) = Influence %

  Charm: Animals

  You could be reading stolen content. Head to the original site for the genuine story.

  (Skill level VP/Instinct) x

  (Charm/Opponent charm) = Influence %

  Charm: Plants

  (Skill level VP/Instinct) x

  (Charm/Opponent charm) = Influence %

  Charm: Monsters*

  Considered as a blend of other Charm traits

  e.g. Goblin is 80/20/0, Dryad is 70/0/30

  Skill Ranks:

  Natural skill level indicates a persons actual knowledge of the subject.

  Magi skill level indicates the magical effect that may be added.

  The two are multiplied to determine the Value Points (VP) for the skill. These points are applied in a variety of ways, depending on the skill in question. Outcomes may also be affected by the material used or other contexts.

  Mana usage is determined by the skill in question. Typically crafting skills use VP mana points, while martial and physical skills use Magi level mana points.

  The skill user may use any amount of VP up to their maximum.

  Magic

  Source: Elemental power that fuels the spell

  Clade: The type of power channeled

  Class: The primary way that power is manipulated

  Spell: The final level of detail

  A complete spell requires all four parts. Each may be at a different level of mastery, using the same ranks as the natural skills. The points of each are multiplied to determine final effect.

  Mana usage = Spell points, but each level of mastery above novice at the source level halves usage. A Spellcaster could have a fireball spell at 4, projected class at 2, flame clade at 3 and Fire Source at 2 (Spell points 48, 24 mana used). The spell points could reflect damage on a direct hit, or be used to cover a larger area at reduced damage.

  Higher level spellcasters can use lower points than their maximum at their discretion.

Recommended Popular Novels