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[Guide on Roles]

NECROMANCER[Dark]
The necromancer is a character with power of resurrecting the dead when possessing the
grimoire with such instructions. To resurrect a corpse there must be one on the field and the
lifespan of the resurrected depends on the experience of the necromancer or on the grimoire.
Focus should be on willpower and dexterity since these are the main sources for resurrections.
Warning: By default, necromancer has one point less in agility and speech. This character
cant be healed by priest.

PRIEST[Light/Dark]
The priest is a character with power of natural elements and healing with no need of any
grimoire, but relies on knowledge which is acquired by tradition of priesthood. To heal others
priest must have certain experience and can also master one element to acquire ability to deal
double the chance of critical damage. Focus should be on knowledge and dexterity. This
character can choose between light or dark sigils. Warning: By default, priest has additional
point in knowledge but one less in physical.

WARRIOR[Light/Dark]
The warrior has a role of tank in battle and will to choose between light and dark sigils. He
relies purely on his strength, weapons and armor. With priests help this character can be a
real trouble for the enemies when enough experience is gained. If knowledge of warrior is at
least 10 then he can repair his equipment if having the right tools. Warning: By default,
warrior has additional ten points for health points but lacks two in willpower (which makes
him vulnerable to mental attacks) and minus one for speech.

SHADOW[Dark]
The shadow is a role mostly for out-of-battle situations. This character relies on traps,
shadows, stealth, assassination, poisoning, stealing, manipulation. Strict role of this character
is depended on stats focus of the player with high enough speech this character becomes
very manipulative, with high agility he/she becomes stealthy and with high perception he/she
can spot valuable items or in general surroundings. Warning: By default, shadow has two less
points in physical and willpower.

[Stats Rules]
Every character starts with general 35 points which he or she can use to suit their desire,
however with beginner experience physical points cant be set higher than 10 and all others
cant be higher than 8. In later game these rules will change. Health points are calculated as
two times higher the points of physical stat (PHY 2 = HP), energy points are calculated as
two times higher the points of willpower & dexterity ([WIL + DEX] 2 = EP). Here is the
full list of stats: PHYSICAL, DEXTERITY, WILLPOWER, KNOWLEDGE, AGILITY,
SPEECH, PERCEPTION
Requirement of abilities (such as resurrection, summoning) are stated in the grimories.

Every ability done by the priest that has less than 3 experience costs 7 energy points, this
reduces as the experience grow.

[Sigils]
Every role has either dark or light attribute which limits the availability of sigils that role can
use. Sigils are like special abilities which are passive or active and can help the player in
critical situations sometimes. Sigils cant be activated in battle. The list of sigils is following:
SIGILS OF LIGHT
Sigil of Light
Sigil of Life
Guardians Sigil

EFFECTS
Higher resistance to
dark magic
+5 Health points

SIGILS OF DARK
Sigil of Dark

You feel like someone helps you in

Sigil of Azyah

Sigil of Death

hard situations

EFFECTS
Higher resistance to
light magic
+2 Damage
-4 Health points
Once per session if two throws of
D12 are greater than 19 reduce
enemys health by half*

Sigil of Illusion

Sigil of Health

White Sigil

Increase your
knowledge by 5 for
some time
Reduce poisoning
damage by half
Heal yourself by 5*

Lesser Sigil

Greater Sigil

Infernal Sigil

You become
invulnerable for one
turn*
You become
invulnerable for two
turns*
You feel like someone helps you in
hard situations

[Battle System]
The battle system is set in turns, once each player has made an action the turn ends. All effects
in the battle like healings, curses, summoning, resurrecting are counted in turns. If one of the
player gets a critical point he or she is free to describe the situation how they are killing the
opponent however keep in mind that the action should correspond the damage done, for
example you cant decapitate enemys head if the critical damage wont reduce enemys
health to zero. Physical battles are done with D12 only, summoning and resurrection are done
by D6.
Physical Battle Rules
Successful attack examples: Player 7 / Game master 6-5-4-3-2
Player 9 / Game master 8-7-6-5-4-3-2
Player 3 / Game master 2

Failed attack examples:

Player 9 / Game master 10-11


Player 6 / Game master 7-8-9-10

Critical attacks are done if the player (or game master) gets on D12 1 or 12

[Items]
Very rarely the players will be able to purchase items, they must rely on surroundings and
their perceptions most of the time. The currency of the game is Necroin
Available for Purchase
Item Name

Cost

Effect

Simple Leather Armor [Upper]


Simple Leather Armor [Lower]
Simple Metal Armor [Upper]
Simple Metal Armor [Lower]

6N
6N
9N
9N

+4 Health points
+4 Health points
+7 Health points
+7 Health points

16 N

+ 15 Health points
+1 Dexterity
+20 Health Points
+1 Agility
+1 Dexterity
+5 Physical
+3 Physical

Alchemy

Leather Armor [Whole]

Alchemy

Metal Armor [Whole]

Alchemy
Alchemy

Long Sword
Short Sword / Axe

19 N

25 N
20 N

Chapter One
Players find themselves in a battle which they know they cant win so they flee in the nearby
forest. Some of the players might get lost (if D12 odd number) and astray from the group.
Some of the simple low-exp beasts attack the players. As they run they get caught in trap,
falling through the ground and losing their consciousness. They find themselves in circular
structure with stone and pillars of ancient times, they need to solve the puzzle to open the
gates of ancient city of the Dead. Once they solve the puzzle they wander through the havoc
city where they face some enemies and are beaten losing all their equipment. If players have
shadow in their team it will be easy to manipulate the guard to open the cell and let them free.
If some of the members got lost, they will be able to fight the guard and set the rest of the
group free, this only applies if two members went astray. Critical thing to do at this point for
them is to acquire back their equipment by wandering through the castle if one of the
members has knowledge 6, the player can read the signs and easily find their way.

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