Normal Mechanics
Alright, so, every character has a series of statistics which let them engage with the world. The expertise within that statistic determines what
die you throw at the problem. The dice start at a d2 and rise by increments of two until they strike d6 with each skill level. Afterwards, they gain another die which rises at that rate until it arrives at a d6, proceeding onto the next, and then so on and so forth.
To make that more understandable, observe below.
Weakling
Physical-1 (d2)
Soldier
Physical-2 (d4)
Veteran
Physical-3 (d6)
Knight
Physical-4 (d6+d2)
Veteran Knight
Physical-5 (d6+d4)
Anything above 5 is superhuman, but follows a similar rate of advance, adding dice identically.
Now, with that skill, you now must
exceed a target number which ranges from 1, a simple task I'm not going to roll for, to 5 for a resisting physically fit opponent you are trying to stab, to 10 for trying to climb a slick, icy mountain side with minimal tools.
What that looks like is this.
Knight Does Something
Target Number-5
D6(4)+D2(1)=Success
This means a successful action with a target number of five. Whatever that action was.
Most actions are a difficulty of 2-3 at most, with the rare one peaking over to 4 or 5.
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MAGIC RULES
Magic is altogether simpler in some ways than doing actual physical things. At the end of the day, all it is is the usage of the language that binds reality to cause
something to happen, at least for your method of magic.
The spell begins with an Action, say, Control.
Then, you select an Item, say, Fire
And, if you have one, you can select a quality. Such as Hunting.
By these three words combined, you can control fire to hunt, likely your enemies.
Spells can become vastly more complex than this, with some of the grandest involving more than two-dozen words.
Now, you've designed a spell, but what determines its strength? Well, an easy answer. Force!
Force is determined on a scale of 1-20. See the chart below for what it exactly means.
Force | Examples |
1 | Enhancing your perceptions, lighting a candle, changing hair color, shielding your mind. |
2 | Healing yourself, conjuring a small fire, altering your shape, influencing someone's mood with mental magick. |
3 | Healing critical damage, conjuring a fireball, transforming yourself into a radically different shape, reading or affecting someone else's mind. |
4 | Growing or regenerating limbs, conjuring a firestorm, transforming someone else into a different shape, controlling someone |
5-10 | Creating simple life-forms, blowing down castle walls, conjuring Near-World entities, commanding a mob |
10-15 | Creating complex life-forms, Blowing down castles, summoning Otherworld creatures, Dominating a mobs will. |
20 and Beyond | Incinerating cities, conjuring monstrous hordes, enslaving thousands of people |
Force is determined in a few different ways. The primary thing that determines it initially is the
number of words. A spell of two words has a Force rating of 1, a spell of four words has a Force rating of 2, and so on and so forth.
The second method of Force gain is from the internal reserve of your character, this is a limited method, as you only have
so much and it recovers exceptionally slowly.
Thirdly, you have exterior artefacts. Wands, staves, crowns and robes all contribute to Force if appropriately used in the spell cast. How much they contribute is heavily based on the quality of the item and is frequently unpredictable. You can rely on an oaken stave to provide one additional Force, but a Wychwood staff could add as much as 5.