How to play
General rules
Dice Rolls
If results of dice pool is null and player has a '1' in the dicepool, then roll is considered as a critical failure and will result in story catastrophy for the concerned characterIf results of dice pool is equal to the opponents dice pool, the defendent wins the roll.
All Dice Roll results with 10 are doubled.
All stats mentionned in this document represent a number of difficulty 7 ten sided dice the player has to roll. For example:
A player trying to convince an NPC would have to roll Integrity + Presence. If the player has 3 Integrity and 5 Presence then the player will have to roll 8 dice.
If the result is the following: [1, 2, 3, 4, 9, 10, 7, 7], then the player has 5 success as 10s count are doubled.
Game terms
Soak
Soak is the base defense of the Character calculate it using by adding character Stamina + Armor Soak.Intimacies
Intimacies represent a character’s relationships, beliefs, ideals, and goals. A character’s Intimacies help determine what types of influence will affect him and is a simple guideline to how a player should role-play his character.Intensity: The strength of an Intimacy is defined by its intensity—Minor, Major, or Defining. When a character is targeted by or targets an opponent and that he has an intimacy with the character is permitted a once a story bonus on the action based on the intensity of the most applicable Intimacy. However, if the intimacy is perceived as negative towards the success of the player then the bonus will be applied as a malus. If a character goes beyond the compliances of his intimacies and against them, the player will roll dice depending on the intensity of the Intimacy that was compromised and gain Curse from them.
Currency
The currency of Arcos is the coal, its overuse has made it more valuable than the previous currency so the Arcosians have decided to inaugurate coal to the status of currency. Today, the banking system allows Arcosians to stock their coal for them. The openning of an account with the Coal Arcosian Bank is 1 Stack. After that, the character is given a Coal-watch who will help keep track of the amount of Coal in his account and aid him with currency transfers. Here is how Coal is calculated on Arcos:
Willpower
Willpower points can be spent to resist charms, cast charms, resist the effects of the cure or even increase the effects of the cure on a character.A Character's willpower can never exceed 10
Common Willpower Point Expenses:
- Add 1 Success to a single roll.
- Increase a Static Value (Defense, Guile or Resolve) for a single use of that value
- Reject certain kinds of social influence.
- Use a Skill that requires Willpower.
- Reject the effects of the Cure or the One
- Prevent Curse of Nos to increase for a single use
- Awaking from the One Nightmare restores 1 willpower point.
- Upon living hardship against an intimacy, the storyteller may accord 1 willpower to the character.
- Regain 1-3 points of willpower upon achieving a major character or story goal.
- Performing a level 2 stunt grants 1 willpower point (this allows your points to exceed your willpower score).
- Performing a level 3 stunt grants 2 willpower point (this allows your points to exceed your willpower score).
- At the beginning of an adventure your willpower points are reset to your score.
- Awaking from the Rage of Nos restores 1 willpower point.
Curse of Nos
Everyone who is infected in the land of Arcos is affected by the Curse of Nos(CON). 80% of all living things in the world are infected by it. It affects each species differently and is the core mechanic of this game. All skill usage either require that the Curse of Nos is increased or that you have to pay willpower to activate them. Characters who are not infected may not activate skills.
Here is how the Curse of Nos affects the species of Arcos:
Rage of Nos
When an infected being reaches the maximum amount of Curse of Nos possible, the infected enters the Rage of Nos, where it loses control of himself and becomes a NPC for the duration. Under the Rage of Nos, the infected enters in a trance, gaining massive attack as well as defense bonuses, however, the Rage of Nos prevents the infected from performing parrying or evasive actions. Contrairily to other species, the Son of Nos have five turns to gain control of themselves again or they are lost to the One for the following amount of time(this time applies to all other species):
Here is how difficulty is calculated when trying to exit the Rage of Nos:
Upon Exiting the Rage of Nos, the Son of Nos loses 1 CON and recovers 1 Willpower.
Please Note: The time related to the duration of the Rage of Nos is related to the location of the infected, if the infected is moved away from the epicenter, the duration of the Rage of Nos will decrease.
Fighting!
Life Points
Every Character in the land of Arcos has life points, they determine the overall health of the character. All Species have different amount of base health points. Automatons and Sons of Nos start with seven health points while Men only have four. The damage to your health is split in the following: bashing, lethal, aggravated. The way damage is felt differs from one species to another.- Men will pass out after their whole health points have been filled with bashing or lethal.
- Sons of Nos, however, are less affected by bashing and lethal damage. They can fight until the very end of their health points and their lives. Each point of aggravated damage will result to one die of Malus upon the son of nos' dice pool as each point of aggravated is considered as a critical failure in the host's body(dismemberment, pierced organ, etc.).
- Automatons do not suffer lethal damage as they are not alive. Their shell simply suffers damage until the damage becomes aggravated and their bodies useless.
Bashing
Bashing damage always counts as 1 point of damage and is seen as a "\" in your health points.Lethal
Lethal damage always counts as 2 points of damage and is seen as "X" in your health points.Aggravated
Aggravated damage always counts as 3 points of damage and is seen as a filled out square in your health points.Non-Damaging Fighting Actions
Here is a list of fighting actions and their difficulties:
Battles
Who makes the first move?
All players and Enemies Roll (Dexterity + Athletics - Weight Malus + Mount Speed).
If there are ties between players
Roll a D10, highest wins.
If there are ties between Attacker and Defender
Defendant wins.
How do you calculate damage between an attacker and a defender?
Here is how:
Does the attacker hit its target?
Roll (Attacker Dexterity + Attacker Fighting Ability - (Distance + Weight Malus) + Bonus) vs Roll (Parry(Defender Dexterity + Defender Fighting Ability + Bonus) or Evasion((Defender Dexterity + Defender Dodge - (Weight Malus))
If the attacker's roll is higher:
Deal health damage equal to Roll(Number of Success higher than Defender + Attacker Strength + (Weapon Damage) - Defender Soak)
If the attacker's roll is equal or lower:
Attack fails.
For Nosmancy
Does the attacker hit its target?
Roll (Attacker Wits + Attacker Nosmancy - (Distance Malus) + Bonus) vs Roll (Parry(Defender Wits + Defender Nosmancy + Bonus) or Evasion(Defender Dexterity + Defender Dodge - weight malus + Bonus)
If the attacker's roll is higher:
Deal health damage equal to Roll(Attacker Intelligence + Extra Dice From Landing - Defender Hardness)
If the attacker's roll is equal or lower:
Attack fails.
For Firearms and thrown
Does the attacker hit its target?
Roll (Attacker Dexterity + Attacker Fighting Ability + (Distance Malus or Bonus) + Bonus) vs Roll (Parry(Defender Dexterity + Defender Fighting Ability + Bonus) or Evasion((Defender Dexterity + Defender Dodge - (Weight Malus))
If the attacker's roll is higher:
Deal health damage equal to Roll(Number of Success higher than Defender + (Weapon Damage) - Defender Soak)
If the attacker's roll is equal or lower:
Attack fails.
Mounted Fighting
Who makes the first move?
All players and Enemies Roll (Dexterity + Athletics - Weight Malus + Mount Speed).
If there are ties between players
Roll a D10, highest wins.
If there are ties between Attacker and Defender
Defendant wins.
How do you calculate damage between an mounted attacker and a defender?
Here is how:
Does the attacker hit its target?
Use Calculations for abilities mentionned above.
If the attacker's roll is higher:
Use Calculations for abilities mentionned above.
If the attacker's roll is equal or lower:
Attack fails.
How do you calculate damage between a mount and a defender?
Here is how:
Does the mount hit its target?
Roll(Mount Speed + Rider Ride + Bonus + 1) vs Roll (Parry(Defender Dexterity + Defender Fighting Ability + Bonus) or Evasion((Defender Dexterity + Defender Dodge - (Weight Malus) + Bonus
If the Mount's roll is higher:
Deal health damage equal to Roll(Number of Success higher than Defender + (Mount Weapon Damage) - Defender Soak)
If the Mount's roll is equal or lower:
Attack fails.
How do you calculate damage between an attacker and a defending mount?
Here is how:
Does the Attacker hit its target?
Roll (Attacker Dexterity + Attacker Fighting Ability + (Distance Malus or Bonus) + Bonus) vs Roll(Parry(Rider Ride + Rider Fighting Ability + Bonus) orEvasion(Rider Ride + Mount Speed - (Weight Malus))
If the Attacker's roll is higher:
Deal health damage equal to Roll(Number of Success higher than defending mount + (Weapon Damage) - Mount Soak)
If the Attacker's roll is equal or lower:
Attack fails.
Battlegroups
Who makes the first move?
All players and Enemies Roll (Dexterity + Athletics - Weight Malus + Mount Speed).
Battlegroup rolls (Leadership of Officer in Charge + Focus of Battlegroup)
If there are ties between players
Roll a D10, highest wins.
If there are ties between Attacker and Defender
Defendant wins.
How do you calculate damage between a battlegroup and a defender?
Here is how:
Does the attacker hit its target?
Roll (Battlegroup Focus + Leadership of officer in charge - Distance Malus + Bonus) vs Roll (Parry(Defender Dexterity + Defender Fighting Ability + Bonus) or Evasion((Defender Dexterity + Defender Dodge - (Weight Malus))
If the attacker's roll is higher:
Deal health damage equal to Roll(Number of Success higher than Defender + (Weapon Damage) - Defender Soak)
If the attacker's roll is equal or lower:
Attack fails.
How do you calculate damage between an attacker and a defending battlegroup?
Here is how:
Does the Attacker hit its target?
Roll (Attacker Dexterity + Attacker Fighting Ability + (Distance Malus or Bonus) + Bonus) vs Roll(Defending Officer Leadership + Battlegroup Focus)
If the Attacker's roll is higher:
Deal health damage equal to Roll(Number of Success higher than defending battlegroup + (Weapon Damage) - BattleGroup Soak)
If the Attacker's roll is equal or lower:
Attack fails.
Grappling
Characters can attempt a grappling action on an opponant(or ally if necessary). Upon a successful grappling action, the defendant will be disabled of taking actions for the period of time defined by the rolling of Dices.There are two kinds of grappling; Mind Grappling and Physical Grappling
How do you know how much time an opponant will be under the character's control?
Here is how:
Does the attacker hit its target?
Mind Grappling: Roll ((Attacker Wits + Attacker Nosmancy) + Bonus) vs Roll (Parry(Defender Wits + Defender Nosmancy + Bonus) or Evasion(Defender Dexterity + Defender Dodge - weight malus + Bonus)
Physical Grappling: Roll ((Attacker Dexterity + Attacker Brawl) + Bonus) VS vs Roll (Parry(Defender Dexterity + Defender Fighting Ability + Bonus) or Evasion((Defender Dexterity + Defender Dodge - (Weight Malus))
If the attacker's roll is higher:
Mind Grappling: Attacker takes control of the defendant for the number of turns equal to the number of successes higher than the defendant. At the beginning of its turn, attacker must increase his CoN or decrease its Willpower if not infected. At the beginning of its turn, defendant can attempt to reduce the number of turns under control by Rolling (Defendant Intelligence + Defendant Nosmancy) VS (Attacker Perception + Attacker Nosmancy). The number of successes higher than the attacker will reduce remaining turns.
If remaining turns equal 0, defendant breaks free and can attack on his turn.
If remaining turns are lower than 0, than defendant breaks free and inflicts remaining successes as bashing damage.
Physical Grappling: Attacker takes control of the defendant for the number of turns equal to the number of successes higher than the defendant. At the beginning of its turn, attacker must increase his CoN or decrease its Willpower if not infected. At the beginning of its turn, defendant can attempt to reduce the number of turns under control by Rolling (Defendant Strength + Defendant Brawl) VS (Attacker Stamina + Attacker Brawl). The number of successes higher than the attacker will reduce remaining turns.
If remaining turns equal 0, defendant breaks free and can attack on his turn.
If remaining turns are lower than 0, than defendant breaks free and inflicts remaining successes as bashing damage
If the attacker's roll is equal or lower:
Attack fails and defendant breaks free on its turn.
Social Battles
How do you determine if social influence is successful between attacker and a defender?Here is how:
For read intentions
Does the attacker successfully read the intentions of its target?(Social Attribute of attacker + Social Ability of attacker + Bonus) vs (Composure of defender + Integrity of defender+ Bonus)
If the attacker's roll is higher:
Then Read Intention is successful. The number of success between attacker and defender will determine how much information Storyteller is providing attacker.
If the attacker's roll is equal or lower:
Then Read Intention is unsuccessful. Attacker may not try to influence defender again for the same day and defendant may gain minor intimacy toward attacker.
For every other type of social influences
Does the attacker successfully influence its target?(Social Attribute of attacker + Social Ability of attacker + Bonus) vs ((Manipulation of defender + Wits of defender + Integrity of defender /2 Rounded up) + Bonus) (else)
If the attacker's roll is higher:
Then influence is successful. The number of success between attacker and defender will determine how Storyteller applies influence on defender.
If the attacker's roll is equal or lower:
Then influence is unsuccessful. Attacker may not try to influence defender again for the same day and defendant may gain minor intimacy toward attacker.
Naval and space warfare
Who makes the first move?
All players and Enemies Roll (Sail + Wits + Mount Speed).
If there are ties between players
Roll a D10, highest wins.
If there are ties between Attacker and Defender
Defendant wins.
How do you calculate damage between two warship or spaceships?
Here is how:
Does your Ship hit its target?
(Wits of Captain + Sail of Captain + Speed of Ship + Bonus - Malus) vs (Wits of enemy Captain + Sail of enemy captain + Speed of Ship + Bonus - Malus)
If the attacking captain's roll is higher:
Deal Ship health damage equal to (Number of Success higher than enemy captain + Weapon damage + Bonus - Malus - Ship Hull)
If the attacking captain's roll is higher but result is lower than 1
Deal 1 dmg tout enemy ship's Hull
If the attacking captain's roll is lower:
Attack fails
If the attacking captain has 0 successes:
Attacking Ship damage is resulted - 1 ship health
Ramming the enemy's Ship
How do you calculate damage between two warship or spaceships that have rammed into eachother?
Here is how:
Does your ship hit its target?
(Roll (Wits of Captain + Sail of Captain + Speed of Ship + Bonus - Malus)) vs (Roll(Wits of enemy Captain + Sail of enemy captain + Speed of Ship + Bonus - Malus))
If the attacking captain's roll is higher:
Deal Ship hull damage equal to (Number of Success higher than enemy captain + Hull of Captain's Ship + Bonus - Malus - Hull of enemy captain's ship)
If the damage dealt to the enemy captain's ship is equal to 0
The enemy ship has no damage
If the damage dealt to the enemy captain's ship is lower than 0
The attacking ship takes the damage to its hull
If the enemy ship's hull health becomes 0 or is 0
Double damage dices past 0
If the attacking captain's roll is lower:
Attack fails
Fleeing a fight
How does one get away from an enemy's ship?
Roll(Wits of Captain + Sail of Captain + Speed of Ship + Bonus - Malus) vs Roll(Wits of enemy Captain + Sail of enemy captain + Speed of Ship + Bonus - Malus)
If the fleeing captain's roll is higher or equal to the enemy captain:
The captain gets one range band away from his enemy.
If the fleeing captain's roll is lower than the enemy captain:
Than the fleeing action fails and the turn is lost.
Battlegroups
In the Land of Arcos, a group of fighting characters is represented as a battlegroup to simplify battling on a larger scale. Players may be responsible of a militia, rebellion, cult, gang or an engineering group and as such, this is how battlegroups work. All battlegroups are assigned a rank, based on their overall experience on the battlefield or danger rating. A rebellion of unorganized people will often be of rank 1, as per The Cure, their group is of a rating of 5. Battlegroups are then assigned a Soak Rating, often representing the armor + the stamina of the group. The group has a focus rating, which represents the group's ability to focus on an action simultaneously and smoothly as well as anticipate enemy actions, this stat will influence the group's ability at hitting enemy targets. It is also assigned a weapon damage rating which will determine how much dice the group can roll on their damage rolls and then they have a range rating, which is associated with the composition of the battlegroups weapons; if the group has lances they have a range of 2 and if they have firearms they might reach a range of 3 or 4. Here is the chart of base battlegroups:
Then, based on the number of members in the battlegroup and the specie of the members, here is the chart for the base health points for battlegroups:
Larceny & Gangs
Larceny actions are all relative to the action's difficulty, the character's Larceny Ability Level and his gang. Gangs are the best way to garantee the success of the Larceny actions.
Here is how gangs work:
The Mastermind
Gangs allow the character to be a gang leader and perform large actions of Larceny like heist a bank, or overthrow a monarchy, steal the queen's crown, etc. These actions that would be very difficult to do alone become do-able. When achieving these actions the character may describe step-by-step actions of the job he is trying to achieve. The amount of steps taken will then have a result on the difficulty of the job. The character then rolls(Character Wits + Gang Larceny + Bonus) for as many steps as the mastermind has planned and seeks to have more successes than the Dice difficulty x number of described steps. Failure of a job will result in great penalities for the mastermind and the gang. So here is how the Mastermind mechanic works:
Please note that difficulty may be increased or decreased in some particuliar situations. For example: no casualties, location, setting, etc.Cult and followers
A character may become a cult leader when he successfully convinces Arcosians of a truth. The cult leader is spreading his vision of the world and upon acceptance of that vision, followers are added to the cult. A character who isn't assimilated is considered at faith 0. A Cult and its followers may allow a character to recover lost willpower or even lower the CoN in the host upon communion with the cult's members. A cult leader may receive gifts from followers and they might even sacrifice themselves for their Guru. Unlike other group mechanism, the leader's abilities do not influence the group's effectiveness. A cult's rank is completly based on the faith of the followers and the teachings of the leader. The size of the cult is one thing and the number of present members is another. The division of the members is linked to where the Leader's influence was applied. A character can only influence new followers if he successfully demonstrates his truth. Here is how a cult's size works:
And here is how cult ranks work:
All cult related actions have a difficulty associated with them. All Cult actions must be rolled with the following abilities: Presence + Lore + Cult Rank or Faith. Here are the various cult related actions and their associated difficulties:
Medecine & Healing
All races have different types of constitution and therefore a different rates of natural healing.
Here is how natural healing works:
Then there is Medecine related healing. Medecine healing is based of the Medecine Ability and the Intelligence attribute. To heal physical damage the character rolls the ability and attribute dice pool and the result of successes will determine how much the character can heal. When aggravated damage is healed, it is transformed to lethal damage and when lethal damage is healed, it is transformed to bashing. For illnesses and poisons, it works a little differently. When healing an illness or poison, the character lowers the strength of the poison/illness until it reaches 0. Until the illness or poison is completly healed, the affected character will suffer the effects of the ailment. The length of any healing operation is equal to the number of successes used for the healing action in hours. A character may perform a healing action on any type of ailment at the same time as long as the character has the successes required. A character can only perform 1 healing action per day per character. A character who performs medecine for longer that 24 hours will have an insomnia malus until the character sleeps.
Here is how healing with Medicine works:
Engineering
Engineering is related to all that is craftable in the Land of Arcos.
Here is how it works, Engineering is relative to the level of the character's Engineering Ability, the size of the project, the project's blueprint ranking and the affected engineering group working on the project. There are two types of engineering; Committed Engineering and Passive Engineering. Committed Engineering cannot be interrupted and must be done outside of battles, the character is committing all of his time and energy on the project. Passive engineering is engineering on a continuous project that will take a longer time to achieve, but the players and the characters assume the project is progressing outside of active game time and personal time. A character who succombs to the Rage of Nos will have his passive engineering project abandonned and will have to start all over again. Here is how to calculate the time for each project:
Blueprints
Blueprints are an essential part of all that is built using Engineering. Blueprints can be found all over Arcos and can be crafted when a character unlocks skills from the engineering skill tree. Their rating will determine how special the creation is, each rating point will allow the engineer to place additionnal points in the base stats of the creation.
Here are the blueprint ratings:
Engineering Groups
Having an Engineering Groups is the most productive way of reducing project times. Engineering Groups may be hired or a part of a character's crew(View Merits). The cost and rating of the engineering group is all relative to the members of the group. To calculate the Engineering level of the group, make an average of all members' levels. If the Engineering Group is part of character's crew, the cost is relative and to the character's discression. An unpaid and abused crew member may decide to leave or betray the crew.
Here is how the ratings are calculated:
Character Creation
Attributes
The Attributes define the overall constitution of your character, not all characters are equal and that is okay. The attributes are split into 3 categories, social, mental and physical. When creating your character you must define a primary, secondary and tertiary category of attributes. You then assign 8 points to your primary category, 6 to your secondary category and 4 to your tertiary category for a maximum of 5 per attribute and a minimum of 1 per attribute. Here is a little guide to help you choose:
Mental
Intelligence:Wits:
Perception:
Physical
Strength:Dexterity:
Stamina:
Social
Presence:Manipulation:
Composure:
Attributes may not reach a higher level than 5. The cost to purchase attribute points is seven times current in xp.
Abilities
Abilities define the overall experience your character has in a certain ability and is recommended to be chosen on the overall life experience and background of the character your are creating. For example, if your character has sailed all his life he might have 3 or 4 points in his Sail ability or even 5 if you consider him an expert. When creating your character, you may pick 1 expertise and put 5 points in it, then place 15 points to a maximum of 3 in the rest of the abilities. Here is a little guide to help you choose:
Athletics:
This Ability is important in combat.
Athletics is the Ability relative to physical prowess. Jumping, Running, Lifting heavy objects, etc. All actions demanding a physical stunt will require an athletics roll.
Brawl:This Ability is important in combat.
Athletics is the Ability relative to physical prowess. Jumping, Running, Lifting heavy objects, etc. All actions demanding a physical stunt will require an athletics roll.
Dodge:This Ability is important in combat.
Dodge is the Ability relative to evasion, all evasive actions require that your character rolls its dodge ability.
Firearms:This Ability is important in combat.
Firearm is the ability related to weilding a fire powered weapon. From pistols to hand cannons, from flamethrowers to machine guns.
Melee:This Ability is important in combat.
Melee is the Ability related to wielding a weapon in direct hand to hand combat, from weilding a simple screwdriver to wielding a legendary two-handed battle-axe.
Thrown:This Ability is important in combat.
Thrown is the ability to throw... Anything. It be in a fighting situation or outside of fighting, thrown is the ability related to it, an expert in thrown will have better accuracy and a higher range than most.
Nosmancy:This Ability is important in combat.
Nosmancy is the Ability to fight with the Curse of Nos. The Character can manipulate the curse outside and inside the bodies of the infected to inflict damage to its opponents.
Resistance:This Ability is important in combat.
Resistance is the Ability of coping with pain, disease, fatigue, and other forms of physical weakness.
Integrity:This Ability is important in combat.
Integrity is the Ability to withstand social influences and to keep one's composure. It is important to resiste the One's influences and pressure.
Leadership:This Ability is important in combat.
Leadership is the Ability to guide a group. The Ability will allow a character to give bonuses to his party and therefore ensure them greatness. It can also be used in social influences.
Persuasion:Persuasion is the Ability to force your character's beliefs unto another. The Ability will allow a character to manipulate other character's intimacies in order to ensure he can persuade others into his biding.
Awareness:This Ability is important in combat.
Awareness is ability related to alertness and wariness of one’s surroundings. It is used for rolls to notice or pick up on sensory information like stealth actions or ominous events.
Sail:This Ability is important in combat.
Sail is the ability to captain a ship, it be a spaceship, a sailboat or a warship. It is used to navigate as wellIn combat the sailing ability of the captain is waged against the sailing ability of the other captain.
Ride:This Ability is important in combat.
Ride is the ability to bestride any mountable creature or mechanized transportation vehicles. In combat, the Ride ability is used for moving across the battlefield while mounted.
Survival:Survival is the ability to survive in the wild, it is related to finding food or shelter, it can be used to find your way or even track a prey.
Medicine:Medecine is the Ability related to all that is healing. Medecine therefore can be used to diagnose, treat wounds, ilnesses, poisoning and everything related to the health of a character. Engineering:
Engineering is the ability to build and repair objects in the land of Arcos
Stealth:This Ability can be used in combat.
Stealth is the ability to evade the notice of others at your character's personal gain. In combat, it can be used to catch foes unaware and pin them into uneasy situations
Larceny:Larceny is the Ability to achieve mischievious deeds all around the land of Arcos. Larceny covers pickpockets, cons, lockpicking, gambling, etc. It can also be used in social influences that involves lying.
Lore:Lore is the Ability related to all around knowledge, learning and teaching. A character with a high level of lore will have a better understanding of the world that surrounds it and all the academic disciplines related to it.
Nosology:This Ability is important in combat.
Nosology is the Ability of reading through the behaviour of the ones infected by the Curse of Nos and this in every aspect of the game.
Abilities may not reach a higher level than 5. The level of your ability will also define how your character is perceived within the game against those abilities:
- A character with 0 in their ability has no training or capacity in the ability whatsoever.
- A character with 1 in their ability is considered as an amateur.
- A character with 2 in their ability is considered as comfortable with the ability and will impress the ones who have less experience with the ability
- A character with 3 in their ability is considered as a professional of the art, most men that have defined their lives on a mastery are at this level of expertise
- A character with 4 in their ability is considered the best of its field and their knowledge is reknowned all over arcos
- A character with 5 in their ability is one of or if not the world's most advanced master of the art, the character is far beyond the ability of any common being on Arcos and their knowledge is legendary and is said to rival the gods.
The cost to purchase new ability points is as follows:
- 7xp for the first point
- 9xp for the second point
- 11xp for the third point
- 13xp for the fourth point
- 20xp for the fifth point
Skills
Skills are bound to the abilities they relate to and upon their purchase give powers beyond the ordinary to the character. All skills have a requirement based on the related ability's level and a cost in order to produce the power. All skills can only be purshased if the parent skill has already been aquired and meet previously mentioned ability level. When creating your character, you may pick 7 skills, once again, respecting the previous rules mentioned above. Here are the skill trees and skill details to help you choose:
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The cost to purchase new skills is 5 xp.
Perks & Flaws
Perks and flaws are special characteristics of your character that may aid it on his journey or curse it. When creating your character, you have 5 perk points, you can take a maximum of 3 perks and 3 flaws. When you take a flaw, your character is immediately reimbursed perk points up to the flaw's rating which can help you buy more perks.
Here is the list of Perks and Flaws:
Flaws and perks may be added upon the journey of the Character if the opportunity presents itself.
Companion Perks
When choosing the companion perk in your perks and flaws, the number of points put in your companion perk will be awarded as perks for your companion. Some companions are stronger than others will come with a base cost because they already posess a specie perk or that the companion is overall stronger than the common companion, refer to this chart for the cost of companions:
Here is the list of choosable perks for your companions:
Willpower
Men start with 3 willpower for a maximum of 5.
Sons of Nos start with 5 willpower for a maximum of 10.
Automatons start with 5 willpower for a maximum of 10.
The cost to purchase additionnal willpower is current willpower rating.
Health Points
Men start with 4 health points increasable through resistance skills.
Sons of Nos start with 7 health points increasable through resistance skills.
Automatons have 7 health points.
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