This point system has been in the works for some time. Although still very incomplete, we (the staff) believe it best to implement it now while we are still small. All characters must be measured against this system to see how well they comply to "RPG fairness."
All characters start with a base of 10 total points they are allowed to have. For every rank increase, add a point to your characters limit. For every increase in star color, add two points (one for the rank, one for the color).
No one is permitted to have a mastery over three points except for Sages who may exceed that limit. Even an enchanted item cannot give you more than a three point mastery.
In order to prevent abuse, characters are limited to 50% of their total points in disadvatages (negative points), rounded down to the nearest whole number. If you have 10 skill points, you may take five points in disadvantages. If you have 15 points, you may have 7 points of disadvantages. This is not per category, this is total. ___________________________________
I t e m s
-Enchanted (minor) - Cost +1 - These items make little impact on the environment and have little use in combat. ex: an amulet that emits a faint glow in the dark, a sword that rings like bell when struck.-Enchanted (Legendary) - Cost +2- These items are much more potent. They will alter the environment or their wielder when used. They will effect combat. ex: An axe that is on fire when drawn, a cape that can slow it's wearers' fall to a gentle drifting.-Enchanted (Artifact) - Cost +3 - These are incredibly powerful items that will drastically effect their surroundings and their users. They have a dramatic effect on battle.ex: a bow that fires lightning bolts, armor that repels elemental magicsArtifacts: Artifacts are by nature incredibly powerful items. They are also very rare. However, an artifact item cannot provide someone with more skill levels than the item itself is worth. Translated, that means a character can never get more than a +3 to ANY skill or +3 to multiple skills TOTAL. Also, items as a rule are not a substitute for personnal knowledge. If the character does not have at least one point in the skill the most they can get out of an item is +1 for that skill. In the case of an ineptitude, the character cannot even use the artifact.examples: Bur'ghrol the orc has points in every elemental magic. His friend Renderiel the half-elf has magic ineptitude, axe mastery, and has adapted several sword forms to her axe use. The two discover an amulet that gives +2 to fire magics. Bur'ghrol has +2 in fire skills already. If he uses the amulet, it will bring his total up to +3 (mastery) not +4. If Renderiel tries to use it, her ineptitude makes it imposible. If a third character appears without magic ineptitude but no points in fire magic, he may use the amulet to give himself one point in fire magic.Note: All Artifact grade items must be approved by staff before they are used in any way.-Enchanted (Relic) - Cost +4 - These are one-of-a-kind items that are predetermined by the staff of The Dark Druid. IF (and I mean IF) the staff sees fit to provide a character with one of these ridiculously powerful items, the character will recieve it FROM A STAFF MEMBER. Under no circumstances should you give your character a Relic class item. These are not attainable under normal circumstances.ex. Since these are items specially crafted by the staff, no examples will be given. Trust us, when you are given one, you will know.-Personalized - Cost +1 to item base - This items magic properties only work for, or only affect the character. This ability will prevent the item from being used against you if it were stolen. Artifact items cannot be personalized.ex: Renderiel has a personalized axe that pulsates with lightning when swung (legendary and personalized; +3). If our third character (we'll call him Winnig) steals it and attempts to kill her, the axe will not be electrified. -Limited use - Cost -1 to item base - The items magic properties deplete over time or with use. They must be restored in order for the item to again be used. This may be done by an enchanter. Artifact items cannot have this disadvantage.ex: Winnig is in a tight spot trying to kill Renderiel and Bur'ghrol, he whips out a ring that can create a blinding flash but only ten times (legendary and limited use; +1), he uses it's last charge and temporarily blinds his foes so he can flee.-Will break - Cost -2 to item base - The item was given a definite life span or a certain number of uses at the end of which the enchantment cannot be restored, or the item will break/vanish.ex: Bur'ghrol is unharmed, but Renderiel has a nasty wound from the surprise attack. Bur'ghrol places a small bracelet that can Heal all wounds a total of three times before shattering, on her wrist (Artifact and will break; +1). When the wound magically heals, the bracelet shatters but Renderiels' life is saved.-Minor Curse - Cost -1 to item base - The item will provide a minor negative to it's user. It might be something like a rash or giving the character a cold. It should not drastically affect the character but would be an annoyance.ex. Winnig schemes his next attack, he purchases from a street vendor a small charm that he is told can magically throw his voice. He does not stop to verify it and cannot figure out why he suddenly has the worst sore throat he has ever had. The vendor sold him a cursed charm without telling him (minor enchanted and minor cursed; +0)-Great Curse - Cost -2 to item base - The item is detrimental to the character in some way. It might fall from the hand of the wielder at a critical time, or it will greatly drain the energy of the user when used. These will greatly affect the user in a negative way. ex. Winnig is irrate and visits and enchanter, he persuades the woman to alter the curse and plants it on the vendor later. The vendor suddenly is unable to hold anything. He drops his goods and can't even grip his cart to push it. Winnig smiles at his 'gift' (Minor enchantment and great curse; -1)-Deadly Curse - Cost -3 to item base - Over time, this item will kill its user. It may possess some incredible enchantment that kills its user when performed, or it may slowly drain his or her life force.ex. Desperate, Winnig visits a dark cult sect and begs for their aid. They give Winnig an evil dagger that can pierce anything be it armor, flesh, of dragon scale. The downside, they tell him, is that if it takes a life, Winnig will die as well (Artifact and deadly curse +0). Winnig takes the knife, planning on using it to maim, but not to kill. ___________________________________
P h y s i c a l
-Large - Cost +1 - The character is considerably larger than normal limits for their race. This applies to overall size and so it naturally would grant strength proportionaly. This should be applied to anyone who is more than 12 inches over the normal height for their race.ex. Winnig is 7' 6" Since normal humans only reach 6' he now has the Large +1 physical advantage.-Strength - Cost +1 - The character is much stronger than normally possible. This is a character with strength disproportionate to their size. ex. Renderiel can lift over three hundred pounds easily. Being a half elf, she is only 5' 9" and not particularly muscular. She has the Strength +1 advantage-Tough - Cost+2 - The character is very resistant to pain. They can fall further, get hit harder, and can endure longer than normal. Minor wounds don't greatly effect them.ex. Bur'ghrol was injured in the battle, but he was able to walk to the nearest town for medical care since he could fight through the pain. This means he has the Tough +2 advantage. -Small - Cost -1 - Although technically not a massive disadvantage, this would make a character less imposing and strong. This applies to characters over one foot shorter than the normal heigh of their race.ex. Bur'ghrol is only 4' 2". For an Orc he is small. This is a Small -1 disadvantage.-Weak - Cost -1 - The character has underdeveloped muscular structure. ex. Winnig cannot lift a great deal of wieght. He strains at anything over fifty pounds. He has the Weak -1 disadvantage.-Frail - Cost -2 - Physically incapable of taking blows, the character is prone to injury.ex. Renderiel was only grazed by the blow that wounded her, but she bled profusely and the pain incapacitated her. She has the Frail -2 disadvantage.-Fast Healing - Cost +1-3 - Your character has an accelerated healing rate. At 1 point, this will reduce the ammount of days needed for an injury to heal by 15%. At 2 points, your character reduces the ammount of days needed to heal by 25%. At 3 points, superficial wounds heal in about half of the time, and deeper injuries are reduced in the ammount of days needed for healing by 40%ex. If Bur'ghrol healed on his own from his wound before he even reached a town, he would have the Fast Healing advantage. ___________________________________
S k i l l s
-Trades - Cost +1-3 - Proficiency in some form of trade skill is given to the character. At 1 point, they are an apprentice, capable of flawed but effective work. At 2 points, they are a journeyman, rarely making mistakes. At 3 points, they are a master, creating flawless masterpieces that are beyond normal capacity. Trades include: Blacksmithing - metalworking to craft items, weapons and armor.
Tailoring - fabric is used to create clothing and items of cloth.
Woodworking - carving wood into shapes and designs.
Carpentry - crafting using wood to create furniture, houses, and siege weapons.
Alchemy - making potions and chemical concoctions.
Tanning - animal skins are used for creating leather accessories, armor, and saddles
(list will be expanded)
Note: Characters with professions will have to be of an appropriate age for that profession. There are no sixteen year old Master blacksmiths.-Weapon Specialization - Cost +1 - Extensive training and practice has taught the character to use a particular weapon class well. Weapon classes include; Balanced wepons (swords, daggers, claws, clubs, short spears), Heavy weapons (Axes, maces, hammers, flails), Long weapons (Spears, polearms, scythes, mast axes, whips), Projectile weapons (Throwing stars, kunai, throwing axes, bows, crossbows, slings) -Telekinesis- Cost+1-3 - Lifting objects, striking things, or manipulating items with the mind. 1 point equals lifting objects up to 50% of characters normal physical limits, 2 points allow intricate manipulation (lock picking) from a distance and 100% physical lifting strength, 3 points allow for mental strikes and liting 150% of normal physical limits.-Weapon Generalization - Cost +2 - Character is proficient in all types of waepon use. Stacks with Weapon Specialization to grant Mastery to one weapon class.-Weapon Mastery - Cost +3 - Character has reached maximum proficiency with specific weapon class.-Weapon Forms- Cost +1-3 (+4) - 1: A character with a Weapon Specialization or Generalization may use Gekido and Tate. If they have Weapon Mastery they may use Gekido, Tate and Ginou2: A character with a Weapon Generalization may use Gekido, Rukujou, Tate and Kame. If they have Weapon Specialization or Mastery they may use Gekido, Rukujou, Tate, Kame, Ginou, and Rikiryou. A character with Mastery may also use one of the elemental swordforms they are naturally attuned to.3: A character with a Weapon Generalization may use Gekido, Rukujou, Oujou, Tate, Kame, Sumiyaka and Ginou If they have Weapon Specialization or Mastery they may use Gekido, Rukujou, Oujou, Tate, Kame, Sumiyaka, Ginou, Rikiryou and Tatsujin. A character with Mastery may also use two of the elemental swordforms one of which they must be naturally attuned to.Bonus: If a character has Weapon Mastery and Level three Sword Forms. They may spend one point for each additional elemental skill they wish to learn.-Deficiency - Cost -1 to skill base - Character was incompletely trained, or self-taught. They are not quite as skilled as they should be for their level but are still better than the next step down. May apply to any Skill. (Limit three Deficiency disadvantages TOTAL per character)-Ineptitude - Cost -2 - Every weapon skill and trade are not useable by the character. They cannot learn, even if taught, how to utilize weaponry or to perform skills. They cannot take any points in the Skill category.-Specific Weapon Ineptitude - Cost -1 - Character has an inability to use a certain weapon class. This can only be taken by someone with a mastery in another weapon class. ___________________________________
M a g i c s
-Natural Element Magic- Cost +1-2 - Charcter can use a the element to which they have affinity. This provides low-level mastery at one point, mid-level at two points.-Elemental Magic- Cost +2-3 - All elements are at the users disposal. This does not require 1 point for natural element magic. 2 points grants low-level all elements, 3 grants mid-level all elements.-Shadow Magic- Cost +1-3 - The user may manipulate shadows as if they were tangible. 1 point allows lesser manipulation, 2 points grants telportation through shadow and moderate manipulation, 3 points allows shadow creature conjuration and greater manipulation.-Necromancy- Cost +1-3 - Magic involving the raising of the dead and manipulation of death energies using the character's life force. 1 point grants raising lesser undead, 2 points grants raising lesser undead and death energy manipulation, 3 points grants raising mid-level undead better manipulation of death energies.-Blinking- Cost+1-3 - Character can move from one place to another instantly over short distances. 1 point allows for jumps up to ten feet. 2 points allow for jumps up to twenty feet. 3 points allow for jumps up to thirty feet.-Enchanting- Cost+1-3 - Enchanting items imbues them with magical energies. It could be considered a skill, but requires some magic to use. 1 point can create an minor enchantment, 2 points can create legendary enchantments, 3 points allow recharging of limited use enchantments. (This does not allow a Will Break disadvantage to be ignored.)-Deficiency- Cost -1 - Character cannot use the skill quite as well as others at that level due inadequate teaching. (Three Deficiency disadvantages per character MAX.)-Magically Inept- Cost -3 - Character cannot use magic in any way. They can neither learn it, nor aid in it's direct use. ___________________________________
C h a r a c t e r s
-Leadership- Cost +2-3 -Character is a general, commander, or other kind of leader who has many NPC's who would follow them if ordered. If royalty, the +3 Advantage MUST be taken unless their people are ENTIRELY dead.-Combat Expertise- Cost +1 - Training has taught the finer points of combat to the character, this will enable them to anticipate enemy movements and react faster than normal. This also permits them to use their enviroments more effectively in battle.-Martial Arts- Cost+1-3 - The cahracter has had physical training in fighting with hands and feet (possibly in conjunction with a weapon.) Requires a balance of mind and body. Level of mastery determined by points spent.-Inner magics- Cost+1-3 - Character uses their own inner magic to channel force, elements, and other energies. Usually this requires mastery of the physical body and spirit. 1 point gives small effects roughly equal to the characters personnal strength of body, the user is rapidly exhausted when using it. 2 points grants enhanced power beyond normal physical limitations, the user will fatigue after some time. 3 points give remarkable power represented by complete unity of body and mind, user will become fatigued after prolonged use. This is not a magic.-Keen senses- Cost +1 - Better vision, hearing, etc;-Extended lifespan- Cost +1 - Character will live at least twice the normal range for his race.-Defficient senses- Cost -1 - Blind, Deaf, Mute, etc;-Crippled- Cost -2 - Unable to use an appendage-Cursed- Cost -1-3 - (see item curses and apply them to a person)