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Celtricia, World of Factions-Mechanics Information V2.0

Started by LordVreeg, October 13, 2007, 03:48:05 PM

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LordVreeg

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

One of the more interesting features about having an old setting with multiple players is that from time to time they get it in their head to really help.

Imagine that.

Lately, Clark, who ran Sam dnad George before they perished (and who has a new Gartier Bone Knight to run) has been cleaning up and prganizing some of the Celtricia wiki.  Causes a little stres, as I have to work on things he needs, but it is still cool that 3-4 other people are adding to the Celtricia site.

skill page
You can see here how the skills are all being seperates out for organizational purposes.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Celtricia, World of Factions: Rules for Magic

Rules Overview

 
----------------------------------------------------------------
         
               This is a system where casters learn to channell power from myriad power sources, sources that powered particular spell effects.  As an example, casting a simple fire spell in Guildschool means using the caster's inner strength (spirit Spell Points) to initiate the spell, initiate the conduit to the Well of Fire on the Third Station (Fire spell Points), and use that power source to fuel the fire part of the spell.  So it will cost Spirit and Fire spell points.
 
                      How is this played?  What rules and mechanisms are used?   In gaming terms, this made a Mana based/spell point-based system more logical. But unlike many Mana systems where there is one pool of energy to draw from, caster's in Celtricia have many power sources to draw from.  Lower power spells normally use spirit and one or two other power sources, more powerful spells with larger effects can draw from up to six sources in one spell.  The list of power sources is below.
 
Spell Point types/Spell Power Sources
 

Animist SP  - Powered by the Animal Oversoul
Artificer SP - Powered by reaching out to the echoes of the Creator's Song in the Void
House of Air SP - Powered by the the Endless Sky on the Second Station (Since the House of Air was destroyed).
House of Chaos SP - Powered by the Well of Chaos on the Eighth House, which forces the void apart.
House of Death SP - Powered by the Polar Well of Death on the House of Death, Zevashopal.
House of Earth SP - Powered by the Endless Solidity of the House of Earth.
House of Fire SP - Powered by the Well of Fire on the Third Station (as the House of Fire is no more).
House of Life SP - Powered by the Polar Well of Life, on the House of Life.
House of Order SP - Powered by the Well of Order, which binds the Void together.
House of Water SP - Powered by the Endless Sea on the House of Water.
Mentalist SP - Powered by the Humanoid Oversoul/Collective Unconsious
Necromantic SP - Powered by the conduit from the House of Death to all the Soul's End Journeys
Restorative SP - Powered by the cunduit from the Well of Life to the beginnings of the Soul's Journey.
Shade Sp - Powered by the void itself.  (unknown for millenia, not used)
Spirit SP - The personal power of the caster's trained mind.  This is the power to start and sustain a spell that comes direct from the caster.
                     
               
Rules for Spell Point Conversion
 

Spirit spell points are the part of a spell the caster supplies himself; the internal power a caster learns to harness to trigger a spell. Every spell takes spirit spell points, and a caster can use Spirit to fuel any other type of spell point skill he may be deficient in, normally at 1:4 ratio. This is the game mechanic that allows a caster to use energy from his own personal stores to fuel a spell that uses an ability he may be deficient in.

 

If all things were perfect, we would always have enough Spell Points to cast the spells we learn. But often, due to past spells cast, or spells not perfectly suited to our characters, we need a little help to cover all the bases in a spell. Our characters have been trained in some areas and not others; quite frankly this is purposeful. There is much to know in the world of magic, and the work of many lifetimes to master any part of it. So often, a caster must throw more of their personal power to make up for the area they are lacking in. However, if a character is very familiar with a power source, the conversion factor will be less, due to the innate affinity with that source, and the understanding of it.

 
Conversion Chart
unfamiliar 1:4 ratio
familiar 1:3 ratio
specialized 1:2 ratio
devoted 1:1.5 ratio\

 
unfamiliar No knowledge of Power Source
familiar Character has that Spell Category
specialized Minimum level to be specialized is 3.
If your level in the spell category is >= ½ of Spirit Spell Level, or your is Level 8 or above, then you are considered to be specialized.
devoted Minimum level to be devoted is 6.
If your level in the spell category is >= 3/4 of Spirit Spell Level, or your is Level 12 or above, then you are considered to be specialized.

 

Characters achieving 'specialized' or 'devoted' status will be grandfathered in that status when they achieve the next level in spirit. However, they must achieve another level in the specialized or devoted category before they achieve another spirit level or they will lose the status (unless they are over the permanent status level).

 
   
Rules For Spell Point Reclamation
 
Spell points also take a while to return to the caster. The caster's Spell point reclamation skill determines this. That skill has base  50% auto dropdown from the spell points. Having the appropriate reclamation skill(s) will increase this.  And your reclamation rate is by type of spell point.  Each spell type skill you have will recover at different rates.
 
The rate the caster recovers is actually determined by what they are doing.
While not asleep, they will recover at 5% (0.05) of their reclamation skill per hour.
While sleeping, they will recover at 15% (0.15) of  their reclamation skill per hour.  
 

Also, a caster can reclaim up to 3 different types of spell points back in a given hour while awake, but up to 5 different types per hour while sleeping.  So choose carefully what your caster recovers...
 
Rules for Spell Level
 
Spell level is normally determined by the characters highest achieved level; normally spirit. However, there are mitigating factors. If the spell that is being cast's primary focus is a category the character has, they may add ¼ of that spell type's level onto their Spirit level. So if Joe Templar is L5 Spirit, L3 Order, L2 Water, and L1 Artificer, and was casting a Water based spell, he would be considered level 5.5 (5 for Spirit and .5 for Water).

             

Spell Success
 
Spells are not assumed to always work perfectly.   The concentration needed to draw energies from the disperate source, the twisted logics that must be used, are all difficult.  So every spell must be rolled for, to see if it succeeds.  The players have a spell success dropdown skill at .5 of their best spell skill which is addded to the spell success of the skill, and added to a dm roll.  The players need to roll under this.

 
Spell Resistance
 
Spell points of every type are skills, as we have mentioned, and they have a few drop-down sub skills.  Spell resistance (and counterspelling) is one of these.   The skill is an automatic dropdown at 25% of  the ability of the spell point ability, excepting Spirit Spell Points, which have no resistance drop down (no spells are pure spirit).

 

This has 2 major uses.  The first is simple, passive resistance.  Whenever a person casts a spell that is in a realm the caster has points in, any CC gains a bonus of the 25% of the spell points.  So if the caster above has a fire spell cast at them with a reflex CC needed, they have a 4% bonus added to  their CC.                        

The other use is to counterspell.  Instead of casting, a caster can gain initiative, and wait for an opposing caster to work magic.  They can try to agressively counterspell if they have 'Spell resistance'  as mentioned above in the type of spell the caster is using.  If so, they can subtract their spell resistance to the caster's success% (as Magic resistance ability), and it only cost them one Spell point in that type of spell.  Note that the point it lost whether the spell comes off or not.  Also, please note that is with other casters, infering the actual casting of spells.  One cannot counterspell the spell-like effects of an outsider  as they cast differently, and it would be alien to a caster.

It would, however, probably aid you to understand that the term 'Outsider' is applied to creatures from other Houses and Stations.  So the first sentence basically says you can only counterspell a caster who casts by pulling power from other places and uses Spirit to initiate and channel the spell.   An outsider has a personal reservoir of Spirit AND whatever their home 'plane' might be.  Counterspelling an Entropic Outsider who is casting Chaos magic willprobably just feed more power to it.  
 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

recent conversation...read from the bottom, but the gist of it is the players have a lot of say as to what rules we use and where we streamline.  

[ooc]

NJM4 wrote...
This is good data to have.  I am more than fine with this.  The character sheets take care of most of the addition anyways.  I agree with your comments 100%

-----Original Message-----
From: Clark Wright [
Sent: Sunday, September 13, 2009 1:53 PM
To: Norm Morrison
Cc: Joseph O'Malley
Subject: Re: latest skill sheet questions....armor



Actually, I took great advantage of that with working up Sam.

And then you started just handing out "off the rack" sets of armor.

Personally, I think it would be great to go back to bits and  pieces.  
And to just get bits and pieces of armor has treasure.

- clark.
Norm wrote-
> I'm looking at this.
>
> Armor in Celtricia, as I have mentioned, does not have an
> era-equivalency for earth.  Less centralized cultures, non-human
> opponents, and especially magic replacing technology removes any chance
> of that.
> (though there were some dark ages where some technology was lost)
>
> and I originally used the 'sum of parts' approach for the game, it just
> became a complication that the pc's never took advantage of, though I
> have the rules still since I expect that to be part of the advanced
> game.
>
> -----Original Message-----
> From: Joseph O'Malley [
> Sent: Sunday, September 13, 2009 1:29 PM
> To: Norm Morrison
> Cc: Clark Wright
> Subject: Re: latest skill sheet questions....armor
>
> Thinking about it more, it would simply be a "above x points of
> protection, you need the wear armor skill."
>
> For most of the time that armor was worn, it was not a suit; it was a
> mix of hard and flexible bits, you could get much more granular on
> protection.
>
> For example, in the 14th century, you would wear: a klapvisor bascinet,
> a mail hauberk with a coat of plates over it, steel greaves, elbows, and
>
> knees, and splinted vambraces and cuisses, with steel finger
> gauntlets..  This is not a mish-mash. This is the best of the best for
> 1350.
>
> What would be the protection value of that in Celtricia?  And yes, I
> think you would need the 'wear armor' skill for it. :-)
>
> Joe
>
[/ooc]

BAsically, I used to have my armors in parts and pieces, then for simplicity, I went to full suits.  I am probably going back to the parts mentality.  Do any of those who follow this game have any preferences?

I will also be posting mopre on this as we move back into armor builds.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

Well, you know me, I like bits and pieces. Gives me one more thing to work with and potentially exploit!

While it adds more complication that doesn't bother me. I am curious as how your going to handle it, where would the Wear Armor Skill fit in (what commonality? dropdown %?, etc...) if its needed.

How does the bits and pieces of armor work? Is it similar to Oriental Armor is your supplement (the one you use from Mongoose for items?). How would adding not direct prot things work? Like died silk and junk for a move silent/hide bonus? How would you calculate total magical protection?

The last thing would be... Do we just build suits of armor out of all the misc bits and keep prot and it is now, or are you going to add in a hit location bit into combat?

The summarize, I like the idea but there's tons more info I'd like to know tbh.

LordVreeg

Base armor page

Guildschool is going back to a 'build your armor' system.  There is also a more advanced hit-location system, but for the basic game as it is now played, characters buy pieces and add them together.  On the page with the link, there is an example mook from a spread sheet.

Since all the PCs asked said they liked this approach better, we went back to it, with a few imrovements.  I will say a lot of work has gone into this part of the system.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Fist off, chaarcters with suits are grandfathered until they add in pieces or buy new armor.

Hit location will not be included in this iteration.

We will go to Tuesday night at 8:30 this week, as it seems the only compromise.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The spell list continues to grow.
Guildschool now has 549 unique, game specific spells.  The last batch I actually ported over from Access to a word doc, and Llum actually put them into the wiki.
(and maybe later I'll go over the plusses and munuses of having a shared wiki with your players.

Shrive the Spirit is essential to to the game, so I had to get it in.  IN trhe Celtrician Mileau, the spirit of a dead person does not easily make the journey to the Well of Death, and without shriving, most spirits will stay in the "Waking Dream' for decades or centuries.  This issue with undeath is fundamental to understanding the game world.

Mental Static is a mentalist spell designed to throw casters off balance by increasing the interference in their head.  Not to tough to make the CC, but after a few have been cast, the odds change.

Belief in Life is one of the more powerful 'belief' series of Order magic.  Through this spell, a caster expresses their belief at a level that slightly overrules reality.  This particular powerful spell actually slightkly decreases the effects of aging on a caster.  

Belief in Martial ability is a pretty crappy 'belief' type spell, unless one use unarmed combat.  Nonetheless, is does last for an hour per level, toughening the caster's skin slightly.

Belief in Strngth, Lesser is a decent spell, adding a few points of strength to the caster for a decent amount of time.  This spell is a staple for the Order mage.

Belief in Health, Lesser is similar, a very low cost, long term spell that helps in Hit Point CC's, such as poison, stunning, and going below 0.

Belief in Immutability is another belief spell, this one based on the unshakeable faith of the caster reducing the effects of other spells on them.

Fire Storm literally opens a vent in the sky from the Third Station, which pours impossibly hpt flames into an area.  Only very powerful mages can even think of casting this.

Fire Host  this is the scroll that Fire mages covet.  It directly connects a caster with he Third Station, making them a fire casting machine.

Basic Fire Affliction this spell makes a target more susceptable to fire spells, no matter their background.

Chemmy Blossom[ allows a caster to use the fruit of the Chemmy tree to cast a loud, disruptive grenade-style spell.  Yes, the teen mages love it, but every year, some kids blows off a few fingers...

[link=http://celtricia.pbworks.com/Firehands]Firehands
must have been created the day after some fire mage got his ass handed to him in a brawl.  It makes a fire mage something of a threat in hand-to-hand combat.

Magnify Light, Lesser is a cantrip designed to make the most of a light source.  A very minimal cost spell, even journeymen casters can use this to make candles and other normal fires impressively illuminating.  Also good for candlelight reading.

Tea time is the living definition of a cantrip created in a world where magic has overtaken technology.

Heated Blade is another cantrip designed for kitchen work.  Sounds pretty dangerous, but it works better on cake or butter than flesh.  Unless you are fighting a Pie Golem...'Cause in the CBG, it might happen.

Greater Entropic Chant brings the power of entropy into line with a caster's side in a battle, increasing their damage and chance to hit slightly, but also increasing their chance to critically hit by 3%.  

Present Accepted, Great was created by Nomadic, Llum, and I one night.  It takes an already cool spell, and increases the range dramatically.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

All the basic rules and charts have now been posted on the Character creation page of the Celtricia Guildschool wiki.  One of the main purposes of the Guildschool system is to create a character and a partial backstory, but recently I have wanted to do this in a little bit more of a collaborative format.  So by having the players aquire a skill or item, it gives the player and Gm a tool to creating this backstory.

This includes the new Social Acquisition chart/Starting Items chart.  The idea behind this chart is to fill in some of the backstory of the character by giving them some skills or items they have aquired before their played life began.
It is socially biased by class, and this is realized by having a bonus added to the rolls of certain social strata.

Then the players make five rolls on the social Acquisition/Starting items chart, with this bonus added in.

[spoiler=social rolls]
I'm including this so that readers can understand where the numbers come from.  As you can see, it takes a few very good % rolls to even getting into the property owning class.
The guildschool character creation emphasizes creating a story.  We want the players to be writing a narrative with their characters.  A rough understanding of the circumstances that shaped the character before they were played gives some depth to that story, almost like a prologue.

First the players roll percentile, adding or subtracting their racial social modifier, and apply it to this chart.


Up to 20%    Lower/serf class base 0
21-60%        Lower unlanded class Base 10
61-88%        Middle class, mercantile  base 20
89-98%        Upper class, landed, base 40
above 99%   Nobility or simliar historic base 70

 

After that initial roll, there is a second roll, that the racial modifier is NOT added to.  View the first roll as wher the family of the PC was at before their parent's generation, and this second roll as more of current history of the family.

01-10%  lowest roll 1d4
11-25%  lower roll 1d6+1
26-40%  lower middle roll 1d8+1
41-60%  middle roll 2d6+1
61-75%  upper middle roll 2d8+1
76-90%  lower upper roll 2d10+1
91-98%  middle upper roll 3d8+1
99-00%  upper upper roll 3d10+1

 

From here, add the base to the roll on the second chart.  This gives a social # (that can change a little with the history rolls)

    under 5 --serf/former slave/criminal or criminal parents, 100% is this or higher.

    6-10      --unlanded/tenant worker/menial/peasant, 70% is this or higher

    11-17    --unlanded/guild and church memberships/little formal schooling, 45% is this or higher. +5% on starting items chart[1].

    18-25    --guild or church position/some schooling/mercantile guild member/some military possible/possible plot of land or intown plot owned, 20% are this or higher. +10% on starting items chart.

    26-40    --Definite Guild or church positions with some rankings/formal schooling/probable investments, 10% are this or higher. +10% on Starting items chart.

    41-55    --property owners, business pricipals or owners/ranking guild or church positions/formal schooling/contact with nobility, 05% are this or higher.  +10 on 3 rolls starting items chart, +15% on 2 starting items chart.

    56-70    --lower landed gentry/business owners/ small estate/ranking guild or church position, 1% are this or higher +15% on starting items chart.

    71-88    --gentry, landed, minor nobility, lower titled.  +15% on 3 starting items rolls, +20% on 2 rolls.

    89-99    --landed nobility, normally with multiple holdings, titled.  +25% on starting items chart.

    above 00  upper nobility. +25% on starrting items charts.

[/spoiler]

Basic Social Aquisition chart.
Normally 5 rolls are made for each starting character, with the bonuses frolm the social chart above

Item- family net                     1
Item- leather scrollcase             2
Item- 6 wax candles                  3
Item-juggling balls                  4
Item-Tinder box w/ flint and steel   5
Item-Blessed Food                    6
Item-Ginger or pepper, 6 we          7
Item-tobacco or salt                 8
skill-Basic sail +100exp             9
Skill-Basic Stonework +100 exp       10
Skill-Basic Hand +100 exp            11-12
Skil-Basic Agriculture +100 exp      13
Skill-Basic cooking +100 exp         14-15
Skill-Basic Dagger +100 exp          16
Item-Bedroll                         17
Item-Charring Incense                18
Item-40' hemp rope                   19-20
Item-3 Torches with cloth ends       21
Item-2 oil flasks                    22
Item-book of local history           23
Skill-Basic Defence +100 exp         24-25
Skill-Basic Axe +100 exp             24
Skill, Basic hand +100 exp           25
Skill-Basic Customs +150 exp         26-27
Skill-Basic Shipwright +100 exp      28
Skill-Basic Forester +100 exp        29
Item-Bank Dagger                     30-31
Item-average quality long cloak      32
Item-leather purse                   33
Item-leather low boots, average quality 34
Item-wool hat, average quality       35
Item-Basic silk armor                36
Skill-Basic Defence +100 exp         37
Skill-basic domestic +100 exp        38
Skill, ascend +100 exp               39
Skill-Basic Sneak+125 exp            40-41
Skill Basic Spear+100 exp            42-43
Skill Basic Trap +100 exp            44
Skill Basic Outdoors +100 exp        45-46
Item-Clay (5 lbs)                    47
Item-Standard Instrument (under 50 horn) 48
Item-Wooden Holy Symbol              49
Item-Nice ceramic pipe               50
Item-20 small caltrops               51
Item-Nice vest (optional rogues vest)52
Item-Thieve's Pick and Tools         53
Item Backpack, leather waterproof    54-55
Item-Common Spear or Q staff         56
Item Chain Leather Helm              57
Skill-Basic Actor +100 exp           58
Item-fine ivory dice                 59
Item-Gladius                         60
Item-Lg growler bottle of Hopitup    61
Skill-basic Engraver +100 exp        62
Skill-basic artist +150 exp          63
Skill-Basic Athlete +100 EXP         64-65
Skill Basic Detect +100 exp          66
Skill-Basic Song +100 exp            67
Skill -Surprise+100 exp              68
Item--Toolkit-leather workers        69
Item--Donkey                         70
Item-dog                             71
Item-Target Shield                   72
Item-Small dome tent                 73
Skill-Hitpoints +150 exp             74-75
Item-3 inkpens                       76
Skill-Basic First aid +100 exp       77
Item-heavy robe, average quality, with hood 78
Item--Explorer's staff, shod         79
Item-Bullseye Lantern                80
Item-Studded leather curriass and Full Lowe 81-82
Item-Tracking kit Basic              83
Skill-Basic Outdoors +125 exp        84-95
Item-Silk Rope 50'                   86
Skill-Basic Priest +100 exp          87
Skill-Basic defence +100 exp         88
Skill-Basic straight sword or cured sword+100 exp 89
Skill--Westic lang +150 exp          90
Skill-read/write +100 exp            91-92
Skill-Basic Priest +150 exp          93
Skill-Penmanship +100 exp            94
Skill-Basic Horsemen+100 exp         95-96
Skill-Basic Appraisal+100 exp        97
Skill-Basic Chemistry +100 exp       98
Skill-Basc Law +100 exp              99
Skill-Bow or pole arms +100 exp      100-101
Skill-Basic dance+100 exp            102
Skill-Basic Detect +100 exp          103
Skill-Basic Math +100 exp            104
Skill-Basic Social +125 exp          105-106
Skill-Basic Leader +100 exp          107
Skill-Spirit Spellpoints+125 exp     108
Item-Broadsword or light flail       109
Item-Curriass and full lower Scale Mail 110
Item-Basic healer's kit              111
Item-Knight's shield, very good quality 112
Item Travelling cloak, silk lined, excpt quality 113-114
Item-Light war Horse                 115
Item-Silver holy Symbol              116-117
Skill-Basic Ettequite+100 exp        118-119
Skill-Basic Scholar +130 exp         120
Item-Flute or lyre-Inspirational Masterwork 121
Item-Identification or appraisal kit 122
Item-Mapmakers toolkit               123
Itme-Medium Longbow                  124
Item-Fine magnifying glass           125
Item-Silvered Dagger or sword        126
Item-Silver necklace with gemstone (100horn) 127


Eventually, I will remove some specificity and add some sub-charts on.  But this was the last major unfinished piece of the character creation system.  I am officially filling in the little stuff and rounding out the corners...until I change something again.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Huh.
No response about the fun Social Acquisition chart.  Do something new, and be ignored...

OK, another mechanism that is important in a skill based system the is the ability to gain new skills or work on present ones without in-game play.  This is in my head for a few reasons.  One, because the online group has used this mechanic as heavily as anyone I have seen.  They just did a layover in Steel Isle Town, and they all decided to pick up new skills, ones that saw they needed.

It's also in my head as I watch others on this site (PC and LC, my brothers in scholarship) work out their systems, and so game mechanisms for non-exp based growth are important.  

 Celtrician Rulebook

--------------------------------------------------------------------------------

Skill Kits and the General costing of kits

 

Kits are the generalized names for study aids a character can buy to learn a new skill or to become better in a skill they already have. Though we speak of them in a somewhat antiseptic terminology, a kit can contain practice items, small samples, and models as well as written material. Similarly, kits may require practice and field work, not merely reading.  In terms of the mechanical side, Skill Kits are the generic name for the rules mechanism for acquiring new skills and working on current ones.

 

Kits come in two types, kits that teaching kits or a study kit.
Teaching Kits are needed to give a character the skill. A character still has to have the parent skill if the skill trying to be learned is a dropdown.

 

Teaching Kits
Teaching kits come in three types, but need to be modified by the commonality of the skill.

'¢A Basic Teaching kit gives the character the skill based on the modifier of the school where the kit came from. This kit takes 2 hawaak to use in town, three hawaak outside of town, and the character has the skill at -250 exp at the end of using it. This kit costs 250 gold horn. The basic likelihood of finding a kit for a skill the school teaches is 80%.
'¢A Superior teaching kit does the same thing, but the character has a -100 exp amount at the end of using the kit, and costs 450 gold horn. The basic chance of finding a kit of this type if the school teaches the skill is 60%
'¢A Masterwork Teaching kit has a similar effect, but takes 1 hawaak in town or 2 hawaak outside of town to complete. The starting experience amount is -50, and this kit will cost 1100 gold horn. The basic chance of this type of kit being available is 40% if the school teaches the skill.


Study Kits
The Study kits also come in four major types. The statistics given are based on a commonality 1 skill. Note that all exp gains are before the exp mod.

'¢A basic Study kit takes 1 hawaak in town, 1.5 outside of town. It requires a will CC+15 at the end of completion to absorb properly. At the successful completion, the character can add 50 exp to the skill studied. This kind of kit costs 100 gold horn, and is 85% likely to be found in a school or guild where this skill is taught.
'¢An advanced Study kit takes 1.5 hawaak in town, 2 outside of town. It requires a Will CC+15 to absorb properly, and at the successful completion of such a kit, the character can add 100 exp to that skill. This kit is 65% likely to be found in locations where this skill is taught, and costs 250 gold horn.
'¢A Superior Study kit takes 1.5 hawaak in town, 2 hawaak outside of town. This kit requires a will CC +10 upon completion to absorb properly. Upon successful completion, the character is awarded 200 exp in that skill. This kind of kit is 45% likely to be found in a guild that teaches this skill, and costs 600 gold horn.
'¢A Masterwork study kit takes 2 hawaak in town and 2.5 outside of town. This kit requires a will save upon competing, and if successful the character adds 300 exp to the skill studied. It will cost 1100 gold horn, and be 20% likely to be found in a guild where this skill is taught.
The above statistics are, as mentioned before, are modified by the commonality of the skill and the size of the guild.

 


Commonality Mods
 
commonality  cost modifier likelihood mod
 
1.00             1.00          1.00
 
2.00             2.00          0.80
 
3.00             4.00          0.50
 
4.00             6.00          0.30
 
5.00             8.00          0.20
 

So a superior teaching kit of '˜Find Trap', a commonality 2 skill, would cost (450*2)=900 gold horn, and be (60*.8)=48% likely to find.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Drizztrocks

Wow I just looked over the Celtricia website, and the weapons do alot of damage. Or is just the characters have alot of hitpoints?

Drizztrocks

Quote from: LlumWell, you know me, I like bits and pieces. Gives me one more thing to work with and potentially exploit!

While it adds more complication that doesn't bother me. I am curious as how your going to handle it, where would the Wear Armor Skill fit in (what commonality? dropdown %?, etc...) if its needed.

How does the bits and pieces of armor work? Is it similar to Oriental Armor is your supplement (the one you use from Mongoose for items?). How would adding not direct prot things work? Like died silk and junk for a move silent/hide bonus? How would you calculate total magical protection?

The last thing would be... Do we just build suits of armor out of all the misc bits and keep prot and it is now, or are you going to add in a hit location bit into combat?

The summarize, I like the idea but there's tons more info I'd like to know tbh.


I say bits and peices. Like helmet, shoulder guards, chest plate, etc.

Nomadic

Quote from: SurvivormanWow I just looked over the Celtricia website, and the weapons do alot of damage. Or is just the characters have alot of hitpoints?

Weapons CAN do alot of damage. However the damage curve basically looks like a hump with a long tail. In short while you can easily do enough damage to one hit kill many things (including most players, with exceptions to the strongest tanks), the chance that you will do so is rare as you need a low divider die combined with a high damage roll.

LordVreeg

Quote from: Nomadic
Quote from: SurvivormanWow I just looked over the Celtricia website, and the weapons do alot of damage. Or is just the characters have alot of hitpoints?

Weapons CAN do alot of damage. However the damage curve basically looks like a hump with a long tail. In short while you can easily do enough damage to one hit kill many things (including most players, with exceptions to the strongest tanks), the chance that you will do so is rare as you need a low divider die combined with a high damage roll.

Actually, it is a very low-hp world.  
High damage and low hp.  Smaller weapons are faster and get in more attacks, but larger weaps have a lower dividing die.  something called the mass-effect means that larger creatures have lower dividing dice, so attacking ogres, giants, and larger creatures is very dangerous.

Armor is the main equalizer.  One of the orginal precepts of the system was to remove the chance of some guy getting hit by a crossbow bolt or a huge axe and dealing with it like it was nothing.

Much like reality, if you know you're a meat shield, you'd better be armored to take the punishment.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Magic Resistance

Magic resistance is one of the more powerful abilities in the Celtrician milieu.  It allows the protected to have a higher chance of creating a spell failure and also gives a higher personal chance of avoiding the effects of the magic.

Magic resistance is normally of two types.  The most common is resistance to a certain spell source.  An example of this would be '˜+07% MR vs. Fire'.  Rarer is a blanket resistance to all magic.

Magic resistance has 2 effects when a spell is cast.

The first only comes into play if the spell is cast with the user as a target.  It is the ability to affect the success of the spell, before it is even cast.  Therefore, this success of an area or passive spell cannot be affected.  So if a Minor kinetic blast is cast at a person who has 10% air magic resistance, 10% is taken right off the spell success at the time of casting.

The second effect is on the CC.  The protected person gains their Magic resistance added to their CC roll.  So in the above case, where Minor Kinetic Blast has a CC of reflex-15%, if the recipient has a 10% resistance to air, their CC is Reflex -5%.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg