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Author Topic: Paragon RPG system  (Read 6459 times)
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« Reply #15 on: March 02, 2016, 11:20:17 AM »


Armour

Paragons typically don't wear any armour, but other warriors of the world do. Armour protects it's wearer by reducing damage from weapon strikes. This damage reduction does not apply against powered triarma strikes, nor against magical attacks. Wearing armour diminishes it's wearer's maximum Stamina score, a penalty that remains in effect until the armour is taken off. There are two kinds of common sets of armour: cloth armour made of compressed layers of cloth, and scale armour made of metal scales attached on a textile backing. The former is cheaper but heavier and less protective, the latter is expensive. The rank and file of militia typically wear cloth armour, while elite warriors might wear scale.

Armour Type Damage Reduction Maximum Stamina
Cloth Armour 2d6 -4
Scale Armour 3d6 -2
« Last Edit: July 28, 2016, 08:26:25 AM by Ghostman » Logged

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« Reply #16 on: March 20, 2016, 11:35:39 AM »

Resistance Rolls

Force attribute rolls are sometimes called to resist supernatural and some other kinds of effects; such dicerolls are called resistance rolls. Some of the magical powers used by paragons can be resisted in this way. The force attribute to be used in the roll depends on the effect in question. The following table lists the most common types of effects that may warrant resistance rolls:

Force Attribute Resistable Effects
  Fire    Poison, Stun 
  Wind    Corruption, Disruption 
  Thunder    Fear, Mind Control 
  Light    Illusions 
  Shadow    Curses 
« Last Edit: July 28, 2016, 08:27:12 AM by Ghostman » Logged

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« Reply #17 on: July 28, 2016, 08:39:40 AM »

Out of Character

Many rules changes and tweaking done. Most significantly the d12 is now treated as an exploding die, and characters have static Defense scores that strike checks are rolled against, instead of using opposed rolls like before.


Triarma

The material parts of a triarma include a golden scabbard and a crystal sword, which are linked to each other and to their owner's soul. They are personal weapons, created and given to paragons when they finish their course of preliminary training as acolytes. The crystal sword can only be sheathed in it's corresponding golden scabbard, and the scabbard can only sheath it's corresponding sword. Triarma parts cannot ever be replaced or changed, but they are also indestructible. A paragon is always able to instinctually locate his golden scabbard, no matter where it might be. As long as he has the scabbard in his possession, he is likewise able to locate his crystal sword.

A paragon may infuse his triarma with magical power at will; usually this is done when drawing the sword. When thusly powered, the crystal blade begins to glow with bright light and the golden sheath is surrounded by a luminous halo. Strikes with a powered triarma inflict 4d6 damage and effortlessly cut through most materials such as wood, metal and stone, completely ignoring damage reduction from armor. Without this infusion of power, the triarma merely strikes for 3d6 damage and doesn't possess supernal cutting ability, although the sword's blade does keep an extraordinarily sharp edge.

A paragon wielding his own triarma uses the Triarmatura skill for both melee and ranged strikes with it, and is able to make use of combat techniques and powers that employ the triarma. Any attempt to wield another character's triarma is treated as using a mundane weapon -- requiring either the Melee skill or the Missile skill, and incompatible with triarma-specific techniques and powers.
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« Reply #18 on: October 02, 2016, 12:09:58 PM »


POWERS

Paragons learn to channel their Dynama in various different ways. The magics they thusly work are called powers. Some powers take effect and end instantenously when they are used, while others remain in effect as long as the paragon consciously maintains them. A paragon can only make use of a limited number of powers -- those which he has learned. The names of powers are enclosed within guillemets «» to distinguish them from techniques.

Each power requires a minimum score in one or more force attributes for it to be used. These requirements are listed in curly brackets {} before the power's description. For example, a requirement of {Fire 3, Shadow 2} for a power means that a paragon must have a Fire attribute score of 3 or greater and a Shadow attribute score of 2 or greater to be able to use the power in question. When activating a power, a paragon may expend a Hero Point to consider one of his force attributes 1 rank higher than it is, for the purpose of meeting the requirements of that power.

Expending and Committing Dynama

When a paragon uses a power, he must channel some of his Dynama to fuel it's magic. There are two ways to channel Dynama into a power: expending and committing. Expended Dynama is consumed by the power, much like firewood fed into a campfire is consumed. Committed Dynama is merely reserved for a time, and is fully regained when the paragon ceases to use the power. Most powers require a specified amount of Dynama to be expended when the power is activated. Those powers that can be maintained to remain in effect typically require committing a specified amount of Dynama in addition to an amount expended to activate them.

A paragon may have up to 10 x his Power Level of Dynama in total committed and still be able to activate new powers. This is called the character's Commit Limit. Whenever that limit is exceeded, the character cannot activate any more powers. The Commit Limit effectively restricts how many (and how strong) powers a paragon can maintain simultaneously.

« Last Edit: October 16, 2016, 11:35:26 AM by Ghostman » Logged

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« Reply #19 on: October 02, 2016, 12:10:56 PM »

Core Powers

The following set of powers is taught to every paragon at every citadel, regardless of path. All paragon characters possess knowledge of these powers.

« Last Edit: October 16, 2016, 11:35:56 AM by Ghostman » Logged

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« Reply #20 on: October 05, 2016, 02:19:04 PM »

General Powers

Most of the following powers are available to be learned at character creation or via training. Some powers are classified as forbidden powers and can only be learned under special circumstances.

« Last Edit: October 16, 2016, 11:31:31 AM by Ghostman » Logged

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« Reply #21 on: October 16, 2016, 11:40:09 AM »

Out of Character

I tweaked the rule regarding powers' force attribute requirements. A paragon can now learn powers with requirements he doesn't meet, and may expend Hero Points to temporarily increase his force attributes to be able to activate such powers.
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« Reply #22 on: November 05, 2016, 04:07:16 PM »

TECHNIQUES

Techniques enable paragons to perform mundane and magical actions in specific ways. A paragon can only make use of a limited number of techniques -- those which he has learned. The names of techniques are enclosed within square brackets [] to distinguish them from powers.

Some techniques extend the use of Dynama powers. Such techniques can only be executed when the power in question is active. These requirements are listed in curly brackets {} before the techniques's description.

Non-paragons can potentially learn any technique that does not rely on Dynama powers or triarma, but few people ever find the opportunity to do so.


Core Techniques

The following set of techniques is taught to every paragon, regardless of path. All paragon characters possess knowledge of these techniques.


[Arrow-Cleaving Cut]
You swing your crystal sword at sonic speed to cut an arrow in flight. You may use this technique instead of avoidance when an archer's shot against you counts as a threat. Using this technique does not cost any Stamina, but it also forfeits your opportunity to avoid the shot. There is a 1/6 chance that the cut misses the arrow. You may, however, expend a Hero Point to automatically succeed at cleaving the arrow.


[Blade Brake]
{«Transcendent Motion»}
When being thrown, pushed or pulled along the ground, cliffside or a wall, you may slow down and stop your movement by stabbing your crystal sword into the surface. Depending on the strength of the force shoving you, you may skid for a length before coming to a halt, your blade cutting a long furrow into the mass. This technique can be used to break a fall down a steep slope or into a well, etc. as well as resisting the knocking effect of the «Luminous Thunderbolt» power and similar things.


[Delayed Wound Strike]
You deliver a single high-precision cut during a melee exchange, acutely grazing your foe with your crystal sword. Damage is rolled normally, but is not applied immediately -- having seemingly inflicted no more than a mere scratch. The actual wound caused by this cut manifests after the exchange at the moment of your choosing, up to beyond the end of the battle but during the same scene. You have control over the amount of damage inflicted, choosing any amount between the number of dice rolled and the sum of their results.


[Dragonfly Emerges From Cocoon]
You have been bound with ropes, trapped in entangling web, or encased in a mass of solidifying fluid. If you have any bladed weapon or tool at hand, you may burst free of this containment via a single, nearly instantaneous cutting slash that completely shreds your bindings and blows the pieces in all directions. You are able to execute this cut despite your hands being restrained.


[Eclipse Pain]
You are in throes of agony. Focus your mind; you may suppress all pain for a number of hours equal to your Fire. While doing so you do not feel any pain or suffer any effects caused by it such as Morale loss, but your maximum Stamina score is temporarily reduced by 1. After suppressing pain in this manner you must rest for an equal length of time or longer before you may use this technique again.


[Leap of the Clouds]
{«Transcendent Motion»}
You leap from a solid platform. Expend 1 Stamina; you take off in a high arc, propulsed upward and onward by an invisible force, flipping a full 360 degrees at the apex of the leap (forward flip when jumping forward or straight up, backflip when jumping backward, and side-flip when jumping sideways). You may vault over a wide chasm or a tall obstacle. Upon landing you may opt to carry on immediately to another [Leap of the Clouds] at no cost -- this applies to all successive leaps. This technique cannot be properly employed indoors or other kinds of environments that restrict vertical movement -- it is feasible in forests, however.


[Mantis Captures The Fly]
{«Transcendent Motion»}
An arrow or a throwing knife is speeding toward you. Using «Transcendent Motion» you catch it off the air just before it hits you, seizing it between the index and middle fingers of your hand. Using this technique requires at least one hand free; you may not use the same hand to capture more than one projectile during an exchange.


[Spirited Ascent]
{«Transcendent Motion»}
You can sprint up a vertical wall, a sheer cliff or the side of tree trunk, to a height up to a number of storeys equal to your Fire. You can also jump up against a wall and then jump off it at an upward angle, gaining a storey's worth of height at each jump at the cost of 1 stamina.


[Three-Point Landing]
{«Transcendent Motion»}
When falling down from great heights, you can make a safe and soft landing on two legs and one arm. This technique completely negates falling damage as long as it totals no more than half of your maximum health score -- otherwise no damage is negated at all. Performing a [Three-Point Landing] requires at least one hand and both legs being uninjured and free.





General Techniques

Most of the following techniques are available to be learned at character creation or via training. Some techniques are classified as forbidden techniques and can only be learned under special circumstances.


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« Reply #23 on: November 30, 2016, 11:58:34 AM »

TRAITS
Traits represent a variety of aspects that can add depth and flavor to a character. A number of traits can be freely selected at character creation. While there are few hard rules limiting the selection of starting traits, the game master has the right to review and forbid any combinations deemed unreasonable. Besides being selected at character creation, some traits can be gained and even lost during play due to events that happen in-game -- they are just like items and equipment in that sense, adrift at the mercy of the character's waning and waxing fortunes. Many traits, however, are permanent.


Androgynous: Your gender is difficult to tell at a glance. With a moderate effort at disguise and acting, you could convincingly pass as either gender.

Ascetic: You practice disciplined asceticism, eschewing material luxuries to strengthen your inner spirit. Your maximum Purity score is increased by one. You have no resource points to spend on starting assets, and may not gain any material goods during play to keep this trait.

Battle-Scarred: You bear savage scars, difficult to conceal and obviously gained in battle. These disfigurements testify your first-hand experience of violent struggle and give you the look of a hardened warrior, though they also blemish your appearance.

Blind: You lack the gift of vision. As a paragon your supernatural senses compensate somewhat for this disability, allowing you to feel the shapes of large tangible objects to a fair distance, but you remain unable to perceive small details, texture and colours. As a result you are also effectively illiterate.

Destiny: Your place and purpose in the course of history involves a specific destiny. The invisible hand of fate subtly steers you toward this destiny, though it remains to be seen whether it'll come to pass or not. Your destiny, be it good or ill, might be revealed via divination or prophecy, or it might be unknown to you.

Great Name: You proudly carry the name of a glorious ancestor of yours, a hero of old whose popular renown has persisted to this day. This esteemed name commands a measure of respect, awe and interest, but it also places a heavy burden upon you. Everything you say and do will be judged against the standard set by your ancestor. While you are not expected to rise to equal heights of glory, any misdeeds you commit will cast shame upon the name, disgracing you as an unworthy descendant.

Formidable Foe: A powerful character has become your sworn enemy -- someone who is willing to take risks and sacrifice much to see you ruined. It is likely that your paths are destined to cross, perhaps many times, and these encounters may place you in mortal danger. Should you manage to either befriend or decisively defeat this foe, this trait would be eliminated and your maximum Face score would be permanently increased by one.

Inconspicuous: You are vapidly plain in appearance and bearing. People are generally uninterested in you, liable to ignore and forget about your presense. For good or ill, you are easily lost in a crowd of more interesting people. This trait cannot be selected together with Stunning Beauty or Unsightly.

Killer: You have taken the life of another person, irrevocably staining your hands in their blood. Although the deed may have been necessary or even against your free will or knowledge, you are forever after tainted by it. Your maximum Purity score is permanently reduced by 3. You are no longer qualified to perform certain religious ceremonies, and some forms of magic may be more potent against you.

Oathbreaker: You've failed to keep an oath, willingly or otherwise. Your maximum Purity score is permanently reduced by 3. If the matter is publically known, your maximum Face score is also reduced by 3.

Petite: You are small and delicate. You are able to fit through tight spaces that normally-sized people would get stuck in, but find it more difficult to reach for handholds when climbing or for items on high shelves. Being petite is generally regarded as an attractive trait in women, while petite men are usually regarded as unflatteringly effete. This trait cannot be selected together with Tall.

Regret: A severe regret weighs on your soul, at times disturbing your dreams. If the matter is not resolved your spirit will be unable to pass away after death, becoming a restless ghost.

Rival: A passionate rivalry flames between you and another character. This conflict could revolve around the pursuit of a love interest, demonstrating your superiority at a particular skill, honoring a longstanding family feud, or any of myriad other concerns. The original cause of the rivalry might even be forgotten. This character may show up from time to time to taunt you and cause trouble. If you wish to, you may choose to one-sidedly drop the rivalry at any point (thereby eliminating this trait), but the humiliation of doing so causes a loss of 1d6 Face once word gets around.

Secret Technique: You have been bestowed an immense honor in the form of a special technique not taught as part of normal paragon training. This technique could be passed down in your family, learned from a great master of the art, or granted as a reward for your heroic deeds. Whatever the case, it is manifest that you are regarded as one who is truly worthy and dependable. You are sworn to only ever use the technique responsibly and in honorable manner -- this counts as an Oath, with normal consequences for breaking it.

Sinister: You are left-handed. Prevalent superstition regards left-handedness as a sign of a morally flawed, untrustworthy character. You are treated with a modicum of prejudice, and your maximum Face score is permanently reduced by 2. Human foes are unused to fighting against a left-handed opponent; their initiative is considered to be lower by one against you for the purpose of determining who acts first during a melee exchange. This only applies on the first ever melee exchange against each character.

Soul-Bonded: You share a deep, mystical bond with another person -- a case of two souls that are not entirely separate. When either character is in peril, the other is able to sense it. Should one of them fall to the Scourge, the other will also become infected.

Stunning Beauty: You are outstandingly beautiful, capturing the attention of the crowds where ever you go. Your comely appearance makes you a target of admiration and envy alike. You frequently attract the amorous advances of would-be suitors, welcome or not. This trait cannot be selected together with Unsightly or Inconspicuous.

Tall: You stand tall, towering above your peers. You find it difficult to fit through tight spaces, but easier to reach for handholds and items that normally-sized people would find difficult to grab. Being tall is generally regarded as an attractive trait in men, while tall women are usually viewed as unflatteringly butch. This trait cannot be selected together with Petite.

Unsightly: You are exceptionally unpleasant to look at. Some people avert their eyes and politely pretend that you don't exist, others openly scorn you or take pity on you. Your repulsive appearance brings you plenty of solitude. This trait cannot be selected together with Stunning Beauty or Inconspicuous.
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« Reply #24 on: December 06, 2016, 03:44:14 PM »

Out of Character

Skill list has been tweaked a bit: Missile skill has moved from Wind to Thunder and Ritual skill from Shadow to Wind. Now every force attribute has exactly 4 skills under it.
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« Reply #25 on: December 13, 2016, 01:11:09 PM »

I'm curious about the way you envision Traits working in-game. Does the DM "offer" a player a certain Trait which they can then adopt or refuse? Or can DMs impose Traits on players as a result of events occurring?

Like, for example, if my character murders someone, do I get to choose to adopt the Killer Trait to reflect a change in mindset, or does the Trait metaphysically adhere to my character's soul and just get imposed on them?

I sort of prefer the second option, I'm just curious how you'd see things working.
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« Reply #26 on: December 14, 2016, 11:55:16 AM »

Traits are supposed to come and/or go as consequence of what happens in game. This does mean that the game master could impose it, in much the same manner as one might impose the gaining and losing of items. Of course, that also means that there's as much (if not more so) of a burden on the GM to be cautious and fair about this as there is with items. Players should at least be allowed to make informed decisions (even if they don't necessarily have ALL the information) about PC actions that could put them at risk.

Regarding the' Killer' trait specifically, that one doesn't reflect a character's mindset but rather the deeds they've done. It's metaphysically having blood on your hands, a stain that can't be washed away. It's also kind of like laws of a faerie realm, being always interpreted literally without regard for moral context - if you kill someone purely by accident, you get the trait just as surely as a remorseless mass murderer.
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