Post by artikid on Jun 8, 2007 11:12:39 GMT -5
Your character will face two types of Adversaries - Enemies and Foes.
Enemies are the most common opponents your characters will meet. Enemies are soldiers, hired assassins, guardsmen, sailors, common animals - characters who do not live by the sword the way your character does. Your character is superior to Enemies and has certain advantages over them in combat.
Foes are your peers - characters as powerful, and as daring, as your own or Monsters. Beyond your own talents, you do not have any special advantages over these NPCs.
A part from Talent pools and Weaknesses Adversaries will have a few additional informations attached: these include Natural or Typical Armor and Weapons, and Special abilities.
These are explained in the following section.
List of Special abilities
Aversion to (item)
The creature must successfully pass a Yellow Will Roll to get within 10 feet of the object of its Aversion.
Drain (Talent) attack
The creature's attack subtracts from the named Talent score instead of the Damage Talent and adds them to the creatures' Talent of the same name.
Points drained from victims are lost at a rate of 1 point per hour if in excess of the creature's original Talent score.
If the victim does not have the named Talent or has lost the Talent's score, the next points are taken off the Target's Damage Talent.
Lost Talent points are recovered at the same rate Damage points are recovered.
Drain attacks always are Melee combat attacks that ignore armor and Magic Protection.
Ethereal
The creature has no physical body and thus no Prowess, Fighting or Endurance Talents save for Will and Drain attack Abilities.
Ethereal creatures exist on a different plane of existence that borders our own, they can see and hear what happens in the physical world but are invisible most of the time.
Ethereals can only interact with the physical world if they manifest an Apparition at the expense of one Will point per hour.
Apparition movement rates are determined using their Will Talent.
Apparitions can only be affected by magic and are immune to Physical and Specific damage.
Any damage they are susceptible to is subtracted from their Will score.
At 0 Will a Manifest Ethereal creature that suffers extra damage must check its Will Talent: On a Failure the creature is destroyed permanently, on any success but a Red one the creature is forced back to invisibility. On a Red success the creature can keep manifesting an apparition.
Ethereal creatures recover all lost Will points at Midnight.
Famed
The creature is notorious for some reasons. It is always considered a Foe and its defeat awards the characters 1 Fame point.
The game master should chose on a case by case basis when to grant an adversary this special ability.
Fearsome
The creature has a special Fear Talent (Insight Pool).
Whenever any character gets in sight of the Fearsome creature it must pass an Action roll against Will minus the Fear score. On a White result the character is forced to flee the Fearsome creature and won't get within 30 feet of it. On a green result the character is shaken and gets a -1cs to all Action rolls if within 30 feet of the creature. Any other result allows the fear struck character to act freely.
Each new encounter requires a new test of Will.
Magic protection
The creature is immune to all non-magical attacks. If the creature has any kind of armor it is used against damage sources that can bypass its magical immunity to damage.
Mindless
The creature is immune to all mind affecting effects like Mind Control Magic, Hypnotism or even simple social graces. No communication can be made with Mindless creatures.
Susceptibility to (item)
For each round of physical contact between the creature and the object of its Susceptibility roll an attack on the 0 Column. Damage inflicted by Susceptibility ignores any kind of armor, even magical ones and the Magic protection special ability.
If a Red result comes out, the creature must pass a Damage Check or die.
If the creature is struck by a weapon crafted with the item to which it is susceptible, it suffers an extra damage point.
Unliving
Unliving creatures have no need to eat, drink, sleep or breath. Unliving are also immune to diseases and drugs.
Whenever an Unliving is hit by Specific Damage it is never affected by those that cause Stun, Death or Unconsciousness
Humans
Typical “common man” are built around 25 Talent points and have one weakness, more experienced humans may have up to 30-40 Talent Points and a few Fame points.
Heroic humans are built around 40-50 Talent points and have one to three weaknesses plus a few Fame points. More experienced heroic humans may have up to 80-100 or more Talent Points and many Fame points.
Whatever a human is a Foe or an Enemy is up to the GM, in the end it is a matter of plot more than Game mechanics.
Enemies are the most common opponents your characters will meet. Enemies are soldiers, hired assassins, guardsmen, sailors, common animals - characters who do not live by the sword the way your character does. Your character is superior to Enemies and has certain advantages over them in combat.
Foes are your peers - characters as powerful, and as daring, as your own or Monsters. Beyond your own talents, you do not have any special advantages over these NPCs.
A part from Talent pools and Weaknesses Adversaries will have a few additional informations attached: these include Natural or Typical Armor and Weapons, and Special abilities.
These are explained in the following section.
List of Special abilities
Aversion to (item)
The creature must successfully pass a Yellow Will Roll to get within 10 feet of the object of its Aversion.
Drain (Talent) attack
The creature's attack subtracts from the named Talent score instead of the Damage Talent and adds them to the creatures' Talent of the same name.
Points drained from victims are lost at a rate of 1 point per hour if in excess of the creature's original Talent score.
If the victim does not have the named Talent or has lost the Talent's score, the next points are taken off the Target's Damage Talent.
Lost Talent points are recovered at the same rate Damage points are recovered.
Drain attacks always are Melee combat attacks that ignore armor and Magic Protection.
Ethereal
The creature has no physical body and thus no Prowess, Fighting or Endurance Talents save for Will and Drain attack Abilities.
Ethereal creatures exist on a different plane of existence that borders our own, they can see and hear what happens in the physical world but are invisible most of the time.
Ethereals can only interact with the physical world if they manifest an Apparition at the expense of one Will point per hour.
Apparition movement rates are determined using their Will Talent.
Apparitions can only be affected by magic and are immune to Physical and Specific damage.
Any damage they are susceptible to is subtracted from their Will score.
At 0 Will a Manifest Ethereal creature that suffers extra damage must check its Will Talent: On a Failure the creature is destroyed permanently, on any success but a Red one the creature is forced back to invisibility. On a Red success the creature can keep manifesting an apparition.
Ethereal creatures recover all lost Will points at Midnight.
Famed
The creature is notorious for some reasons. It is always considered a Foe and its defeat awards the characters 1 Fame point.
The game master should chose on a case by case basis when to grant an adversary this special ability.
Fearsome
The creature has a special Fear Talent (Insight Pool).
Whenever any character gets in sight of the Fearsome creature it must pass an Action roll against Will minus the Fear score. On a White result the character is forced to flee the Fearsome creature and won't get within 30 feet of it. On a green result the character is shaken and gets a -1cs to all Action rolls if within 30 feet of the creature. Any other result allows the fear struck character to act freely.
Each new encounter requires a new test of Will.
Magic protection
The creature is immune to all non-magical attacks. If the creature has any kind of armor it is used against damage sources that can bypass its magical immunity to damage.
Mindless
The creature is immune to all mind affecting effects like Mind Control Magic, Hypnotism or even simple social graces. No communication can be made with Mindless creatures.
Susceptibility to (item)
For each round of physical contact between the creature and the object of its Susceptibility roll an attack on the 0 Column. Damage inflicted by Susceptibility ignores any kind of armor, even magical ones and the Magic protection special ability.
If a Red result comes out, the creature must pass a Damage Check or die.
If the creature is struck by a weapon crafted with the item to which it is susceptible, it suffers an extra damage point.
Unliving
Unliving creatures have no need to eat, drink, sleep or breath. Unliving are also immune to diseases and drugs.
Whenever an Unliving is hit by Specific Damage it is never affected by those that cause Stun, Death or Unconsciousness
Humans
Typical “common man” are built around 25 Talent points and have one weakness, more experienced humans may have up to 30-40 Talent Points and a few Fame points.
Heroic humans are built around 40-50 Talent points and have one to three weaknesses plus a few Fame points. More experienced heroic humans may have up to 80-100 or more Talent Points and many Fame points.
Whatever a human is a Foe or an Enemy is up to the GM, in the end it is a matter of plot more than Game mechanics.