Post by Sadbot on Dec 4, 2019 18:33:08 GMT
CHARACTERISTICS
There are six main characteristics which determine your stats and bonuses during combat. When determining these stats you have 60 points to spread around (Not adding more than 20 in any one stat). Once all points have been spread, add 20 to each Characteristic.
Strength (STR): Determines the amount of bonus damage and pierce that your Melee weapons deal.
Agility (AGL): Determines how many Move Actions and melee attacks you get per turn.
Endurance (END): Determines your Health.
Warfare Ranged (WFR): Used when attempting to hit with guns.
Warfare Melee (WFM): Used when attempting to hit with melee weapons and also determines how many hits you can make in a turn
Willpower (WILL): Determines how adept you are at using Spectre Magic.
DERIVED STATISTICS
These are Statistics determined by your Characteristics.
HP: To determine your HP, take your Endurance Mod (First number of the stat, 21 would be 2), Multiply it by 2 and add 30.
Movement Actions: The amount of Movement Actions you get in a turn is determined by your Agility Mod. When Agility is reduced in a battle, it will reduce the amount of Movement Actions you get.
Armor Score: Your armor score is used to reduce incoming damaging and is determined by your Armor Bonus + your Endurance Mod. Armor given by your Endurance Mod cannot be negated by pierce or any other means.
Magic Score: Your magic score is used to determine what level of spells you can cast, as well as limiting how many spells you may take in a battle. This is based on your Willpower mod.
REVENANT TYPE
Next, choose your Revenant type. Each one will provide a bonus to two characteristics as well as a special trait. Each trait requires 1 movement action to activate unless otherwise stated.
Afrit
Bonus: +5 to Agility and Warfare Ranged
Trait:
Infusion
Any weapon you wield will be imbued with fire. 1 Damage from each attack will be dealt, whether the attack was successful or not.
Banshee
Bonus: +5 to Willpower and Agility
Trait:
Shriek
Let out a dreadful wale which lowers the Strength and Agility of your enemies. Roll an attack roll using Willpower. If successful, the target must reduce their Strength and Agility by 5 for a number of rounds equal to your Willpower Modifier. May be used an unlimited amount of times, each success increases the duration, but does not stack the effects.
Effective at all ranges.
Baubas
Bonus: +5 to Willpower and Warfare Ranged
Trait:
Familiarity
Due to the Baubas’ appeal to observers, it can be difficult to strike them. When using this ability, roll a Willpower check. If successful increase Armor by 1. You may continue to do this for 4 Rounds, but if any fail no further rolls may be made.
Chindi
Bonus: +5 to Warfare Melee and Warfare Ranged
Trait:
Deathly Aura
The stench of death follows this Revenant wherever they go. Any Revenant who gets within close range of the Chindi must reduce their Willpower by 10. This is a passive effect.
Deogen
Bonus: +5 to Agility and Endurance
Trait:
Blinding Mists
The Deogen may shroud themselves in a thick mist, making them difficult to shoot. This also makes it more difficult for the Deogen to shoot. Any enemies who shoot at a Deogen with this activated take a -5 to Warfare Ranged, the Deogen also takes a -5 for the duration. This lasts for 1 turn, but may be activated an unlimited number of times.
Druegen
Bonus: +5 to Endurance and Strength
Trait:
Blood of Water, Veins of Ice
The Druegen may manipulate water in numerous different ways, but most prefer to use it to their own benefit. When used, the Druegan may receive either 1d8 HP back or +5 to Armor. May only be used once a fight.
Ghoul
Bonus: +5 to Strength and Agility
Trait:
Frenzy
Due to the extreme speed and ferocity of the Ghoul, it may make a number of Melee attacks one tier higher than its stats would allow. This comes at a cost of accuracy, reducing Warfare Melee for the attacks made while this is activated. Lasts 1 Turn, may be used 3 times a battle.
Matagot
Bonus: +5 to Willpower and Warfare Melee
Trait:
Natural
The Matagot is well connected with the natural world, their own Souls included. Matagots may choose one level 1 spell at the beginning of every battle and cast it once for free. This is a passive effect.
Onryo
Bonus: +5 to Warfare Melee and Strength
Trait:
Ambush Hunter
The Onryo may use the shadows to quickly close the distance between it’s target. When this is activated, the Onryo may make all of it’s melee attacks as if it was within range. Lasts for one turn, may be used 3 times per battle.
HUMANS
If you wish to play as a human, there are some variations from Revenant gameplay. The following are changes which apply to all humans:
1. Revenant Type: Humans do not get to choose a Revenant type. Instead, they gain an extra +10 bonus points. These points may surpass the 20 point limit in your initial statistic spread.
2. Magic: Humans with enough willpower can cast magic. Their Magic score is halved, rounded down.
3. Spectral Surge: Spectral surge is replaced by one single pool, which may be upgrade like a normal Spectral Surge Pool. This is called "Adrenaline Rush", the abilities included can be found on the Spectral Surge Section.
4. Death: If you are playing as a human and die, we expect that your character is likely to become a Revenant. Choose a Revenant, with an explanation of why you believe your character would become this Revenant. Roll 1d100, attempting to get below a 50%. You may spend Experience points to increase your chances, 1 Point = +10 to the 50%. If you spend 5 points, you automatically succeed. You do not gain the Revenant Characteristic bonus.
EQUIPMENT
For starting income (referred to as Throes), you have 750 to spend. Any left unspent will be returned to your inventory.
CHARACTER ADVANCEMENT
To advance your Characteristics, you must spend Experience Points which are earned by finishing threads. Each Characteristic can be advanced five times with each Advancement granting a +5 to the Characteristic chosen. Spectral Surge point pool upgrades follow the same experience costs, but increases your Spectral Surge PP by 1 point each tier.
Experience Costs
Tier 1 - 2 EXP
Tier 2 - 4 EXP
Tier 3 - 6 EXP
Tier 4 - 8 EXP
Tier 5 - 10 EXP
There are six main characteristics which determine your stats and bonuses during combat. When determining these stats you have 60 points to spread around (Not adding more than 20 in any one stat). Once all points have been spread, add 20 to each Characteristic.
Strength (STR): Determines the amount of bonus damage and pierce that your Melee weapons deal.
Agility (AGL): Determines how many Move Actions and melee attacks you get per turn.
Endurance (END): Determines your Health.
Warfare Ranged (WFR): Used when attempting to hit with guns.
Warfare Melee (WFM): Used when attempting to hit with melee weapons and also determines how many hits you can make in a turn
Willpower (WILL): Determines how adept you are at using Spectre Magic.
DERIVED STATISTICS
These are Statistics determined by your Characteristics.
HP: To determine your HP, take your Endurance Mod (First number of the stat, 21 would be 2), Multiply it by 2 and add 30.
Movement Actions: The amount of Movement Actions you get in a turn is determined by your Agility Mod. When Agility is reduced in a battle, it will reduce the amount of Movement Actions you get.
Armor Score: Your armor score is used to reduce incoming damaging and is determined by your Armor Bonus + your Endurance Mod. Armor given by your Endurance Mod cannot be negated by pierce or any other means.
Magic Score: Your magic score is used to determine what level of spells you can cast, as well as limiting how many spells you may take in a battle. This is based on your Willpower mod.
REVENANT TYPE
Next, choose your Revenant type. Each one will provide a bonus to two characteristics as well as a special trait. Each trait requires 1 movement action to activate unless otherwise stated.
Afrit
Bonus: +5 to Agility and Warfare Ranged
Trait:
Infusion
Any weapon you wield will be imbued with fire. 1 Damage from each attack will be dealt, whether the attack was successful or not.
Banshee
Bonus: +5 to Willpower and Agility
Trait:
Shriek
Let out a dreadful wale which lowers the Strength and Agility of your enemies. Roll an attack roll using Willpower. If successful, the target must reduce their Strength and Agility by 5 for a number of rounds equal to your Willpower Modifier. May be used an unlimited amount of times, each success increases the duration, but does not stack the effects.
Effective at all ranges.
Baubas
Bonus: +5 to Willpower and Warfare Ranged
Trait:
Familiarity
Due to the Baubas’ appeal to observers, it can be difficult to strike them. When using this ability, roll a Willpower check. If successful increase Armor by 1. You may continue to do this for 4 Rounds, but if any fail no further rolls may be made.
Chindi
Bonus: +5 to Warfare Melee and Warfare Ranged
Trait:
Deathly Aura
The stench of death follows this Revenant wherever they go. Any Revenant who gets within close range of the Chindi must reduce their Willpower by 10. This is a passive effect.
Deogen
Bonus: +5 to Agility and Endurance
Trait:
Blinding Mists
The Deogen may shroud themselves in a thick mist, making them difficult to shoot. This also makes it more difficult for the Deogen to shoot. Any enemies who shoot at a Deogen with this activated take a -5 to Warfare Ranged, the Deogen also takes a -5 for the duration. This lasts for 1 turn, but may be activated an unlimited number of times.
Druegen
Bonus: +5 to Endurance and Strength
Trait:
Blood of Water, Veins of Ice
The Druegen may manipulate water in numerous different ways, but most prefer to use it to their own benefit. When used, the Druegan may receive either 1d8 HP back or +5 to Armor. May only be used once a fight.
Ghoul
Bonus: +5 to Strength and Agility
Trait:
Frenzy
Due to the extreme speed and ferocity of the Ghoul, it may make a number of Melee attacks one tier higher than its stats would allow. This comes at a cost of accuracy, reducing Warfare Melee for the attacks made while this is activated. Lasts 1 Turn, may be used 3 times a battle.
Matagot
Bonus: +5 to Willpower and Warfare Melee
Trait:
Natural
The Matagot is well connected with the natural world, their own Souls included. Matagots may choose one level 1 spell at the beginning of every battle and cast it once for free. This is a passive effect.
Onryo
Bonus: +5 to Warfare Melee and Strength
Trait:
Ambush Hunter
The Onryo may use the shadows to quickly close the distance between it’s target. When this is activated, the Onryo may make all of it’s melee attacks as if it was within range. Lasts for one turn, may be used 3 times per battle.
HUMANS
If you wish to play as a human, there are some variations from Revenant gameplay. The following are changes which apply to all humans:
1. Revenant Type: Humans do not get to choose a Revenant type. Instead, they gain an extra +10 bonus points. These points may surpass the 20 point limit in your initial statistic spread.
2. Magic: Humans with enough willpower can cast magic. Their Magic score is halved, rounded down.
3. Spectral Surge: Spectral surge is replaced by one single pool, which may be upgrade like a normal Spectral Surge Pool. This is called "Adrenaline Rush", the abilities included can be found on the Spectral Surge Section.
4. Death: If you are playing as a human and die, we expect that your character is likely to become a Revenant. Choose a Revenant, with an explanation of why you believe your character would become this Revenant. Roll 1d100, attempting to get below a 50%. You may spend Experience points to increase your chances, 1 Point = +10 to the 50%. If you spend 5 points, you automatically succeed. You do not gain the Revenant Characteristic bonus.
EQUIPMENT
For starting income (referred to as Throes), you have 750 to spend. Any left unspent will be returned to your inventory.
CHARACTER ADVANCEMENT
To advance your Characteristics, you must spend Experience Points which are earned by finishing threads. Each Characteristic can be advanced five times with each Advancement granting a +5 to the Characteristic chosen. Spectral Surge point pool upgrades follow the same experience costs, but increases your Spectral Surge PP by 1 point each tier.
Experience Costs
Tier 1 - 2 EXP
Tier 2 - 4 EXP
Tier 3 - 6 EXP
Tier 4 - 8 EXP
Tier 5 - 10 EXP