Monday, January 11, 2016

Leveling: During the course of the game characters complete missions, achieve goals and advance the plot. At key points the GM will award Experience Points. Experience should not be awarded for every accomplishment or success, but rather key defining moments in the campaign. When a player accumulates enough experience to gain a new level, they may spend their experience points to purchase Abilities or Tags. Any experience not spent before achieving their next level is lost forever.

Tags: The Moons Of Spira game system does not use a conventional class based system. Rather, it uses Tags. At first level all characters receive the [Hero] Tag. Every 4 levels a character may purchase another [Tag], each tag costs a cumulative 3 Experience Points beyond the [Hero] Tag.

Thus, Zell, a 4th level Hero deicdes to purchase the [Shaman] Tag. Because he has reached 4th level, he has 4 Experience to spend. He spends 4 pints on the [Shaman] Tag, and the remaining 1 point on the Animal Aspect |Ability|.

His partymate Felicia decides not to buy a [Tag] at 4th level, instead they spend their Experience on abilities only requiring the [Hero] Tag. At the 6th level Felicia decides to buy the [Marksman] Tag and spends 3 points on [Marksman] and the remaining 3 points on |Abilities|. At 8th level, Felicia could by a second Tag costing 6 Experience Points. Instead, she spends her 6 points on |Abilities|. However, at 17th level, Felicia decides to pick up the [Shaman] Tag as well, she spends 6 points to do so, because it is the third [Tag] she has purchased.

Tags:
[Hero]: The Hero tag gives characters access to abilities that go above and beyond average people. The ability to wield weapons with skill, protective armor, enhanced reflexes, ability to take damage and skillful combat tactics and techniques.

Mechanics: Hero |Abilities| have no mechanic. They grant general improvements to characters and active abilities typically only require typical turn actions to use.

[Crafter]: The Crafter tag gives characters access to the ability to become master craftsmen in advanced fields. Anyone might be able to rig together a simple trap or be able to repair a ship hull - but creating an advanced weapon or repairing an orbital jump drive requires a Crafter.

[Shaman]: Shamans are the original Animages. These mystics seek to commune with the Spirit World that lives within the Anima. They entreat great spirits for blessings, commune with the lesser spirits gaining otherworldly knowledge and even strike their enemies Spirit directly through the Anima. Shaman abilities tend to focus on Buffs, Debuffs, Healing and Clairvoyance.

Mechanic: Mana.

Mana allows Shaman to use their abilities. Mana is a measure of personal, spiritual power which can be restored by meditation and communion with the spirit world. When a Shaman defeats opponents he, for a time, captures a part of their vital spiritual energy increasing his Mana beyond normal limits.

A Shaman has maximum Mana equal to 3x his Character Level. Once per 24 hours a Shaman may commune with the spirit world. Doing so requires at least 30 minutes of uninterrupted focus. This restores Mana equal to his character level, but communing with the spirit world can never increase his mana beyond his character level. The only way for a Shaman to increase his Mana beyond his Character Level is by defeating opponents. The amount of Mana gained from defeating opponents varies depending on the difficulty of the opponent, typically between 1 and 5 Mana.

[Warp]: Warpers, often called Jump Mages, are Animages who have learned to harness the Anima its self to bend space and time. Jump Mages have little concern for the spirits of the Anima one way or another, the spirit world is simply another place with interesting properties which can be exploited. Warp Abilities tend to focus on movement, allowing Jump Mages to blink around the battlefield, teleport their enemies into danger or their allies out of it, increase their avoidance of attacks and enhance their martial combat abilities through the momentum and force of gravity manipulation.

Mechanic: Warp Dice, 1d4.

Warpers are in many ways the antithesis of Shaman. While Shaman revere the sacred spirits that dwell within the Anima and derive their power from them, Warpers are merely interlopers in the Spirit World of the Anima - passing through or even distorting it to suit their purposes on the Material Plane. Using the Anima in this way is inherently chaotic, and prone to failure with repeated use as the Anima and the spirits within attempt to oppose this exploitation of the Anima. This lack of regard for the spirits and the reduction of the sacred Anima it's self by Warpers often causes them to be looked upon as arrogant and reckless by other Animages. Warpers tend to view other Animages with disdain, especially Shaman, seeing them as superstitious reactionaries.

Whenever a Jump Mage uses an ability with the [Warp] Tag, he rolls a dice. The ability instantly fails if the roll's total, with modifiers, is equal to or greater than the die's highest number. Every turn a Jump Mage successfully uses an |Ability| with the [Warp] Tag on a turn immediately after using a [Warp] Tag |Ability| he adds a cumulative +1 modifier to the roll. So, if a Jump Mage used a [Warp] Tag |Ability| last turn, and decides to use another one this turn, he would roll a 1d4 and add +1 to the roll. If he succeeds with the roll, and uses a [Warp] Tag |Ability| on his next (third consecutive) turn, he would add +2 (Any roll greater than 2 would automatically fail). Every turn a Jump Mage does not use a [Warp] Tag ability, the modifier decreases by 1 (but never goes into the negative). If a Warper fails his roll for using an |Ability| it does not consume his action, and he may instead take another action or use a non [Warp] Tag |Ability| without penalty.

Marksman: Marksman are advanced users of ranged weapons. While any hero or soldier might be able to competently use a bow or gun, a marksmen elevates the use of these weapons to an artform. Marksmen come in many forms: Snipers lurking in hills picking off enemies unseen, Gunslingers quickly dispatching several enemies before they can draw on a dusty street, and a grenadeier deftly tossing a barrage of explosives are all Marksmen. Marksmen are often valuable members of military organizations, scouts for expeditions, contract killers and guns for hire.

Mechanic: Focus

Marksmen require focus to maintain their combat prowess.