Wednesday, March 30, 2016

Ability Scores, Related Mechanics and the Combat Roll.

Strength: Represents a character's overall physicality.
Agility: Represents a character's swiftness and reflexes.
Insight: Represents a character's mental/spiritual acuity.
Confidence: Represents a character's personal magnetism and willpower.


To determine scores, at character creation, roll 3d4 (3-12).

Game Effects of Ability Scores:

Strength
Every 1 points: +1 HP.
Every 2 points: +1 Strength Modifier to Physical Melee Damage.

Agility
Every 1 point: + 1% Dodge Bonus.
Every 2 points: +1 Initiative.

Insight
Every 1 points: +1 Verve.
Every 2 points: +1 Damage Reduction.

Confidence
Every 1 points: +1% Attack Bonus.
Every 2 points: +1% Critical Chance.


Verve: Verve is the measurement of a character's Life Force and Personal Power. Verve is the resource for special abilities. It is consumed as it is used, and may be rejuvenated through rest or other means.

A character's Verve is equal to the sum of it's ability scores, divided by 2.

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Action Points: Each Character beings with 1 Action Point at creation, every 6 levels, a character receives an additional Action Point. Action points are spent to take actions in combat, such as moving, using abilities, attacking or engaging in vigilance.

HP: HP is the amount of damage a character can incur before he or she dies. When a character is reduced to 0 HP, they succumb to their wounds and begin Dying. They die in 1d6 rounds unless stabilized or revived. Any damage taken by a Dying character kills them.

Strength Modifier to Damage Bonus: Strength modifiers apply only to physical attacks and Bows. Does not apply to Magic, Crossbows or Guns (unless otherwise noted).

Avoidance: Whenever a character is attacked, they have a chance to dodge during the combat roll. As long as the roll is below their Avoidance they take no damage from the attack.

Initiative: Characters turns begin in order from Highest Initiative Score to Lowest. Solve ties with a die roll.

Damage Reduction: Each point of Damage Reduction ignores 1 point of Damage when successfully attacked.

Critical Chance: Your chance to deal Critical Damage (Amount dealt depends on attack's Critical Modifier). During the Combat Roll, if the total is equal to 100- Critical Chance, you deal Critical Damage. Ie, if your Critical Chance is 10%, on a Combat Roll of 90 or above, you deal Critical Damage. If your Critical Chance is 15%, on a Combat Roll of 85 or above, you deal Critical Damage.

Attack Bonus: Your chance to overcome an opponents Dodge/Cover Bonus during the combat roll. Each 1% Attack Bonus decreases their Evasion/Cover Bonus by 1%.

Cover Bonus: Cover Bonus is not derived from an Ability Score, but from special abilities or hiding behind cover. It functions exactly the same as Evasion Bonus, but does not stack with it. If you have a Dodge Bonus of 20% and a Cover bonus of 40%, you have a 40% chance to avoid the attack from the Cover Bonus, not 60% from the both added together.
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-The Combat Roll-

When one character makes an attack roll percentile die (1-100). Take the attack's Miss Chance (if applicable) + the attacked's Dodge Bonus - the attackers Attack Bonus. If the roll is beneath this sum, the attack is a miss. If the roll is greater than or equal to the attackers Critical Chance, the attack is a Critical Attack so long as it hits. A roll of 0 is a an Epic Miss no matter what, a roll of 100 is an Epic Hit no matter what. After the attack is determined a hit/miss, damage is rolled, Damage Reduction applied, and damage determined.

Example 1.

Gelfrid the mercenary attacks Shara the Enchantress. Each has the following modifiers.
Gelfrid: +10% Attack Bonus, 20% Miss Chance, +15% Critical Chance.
Shara: +25% Dodge Chance, 2 Damage Reduction.

Percentile die are rolled, the roll is a 36.
Add Shara's Dodge Chance (25%) to Gelfrid's Miss Chance (+20%) for a total of 45%.
Subtract Gelfrid's Attack Bonus (10%) for a total of 35%

The roll is a 36, which is 1 point above the sum of 35 from modifiers, so the attack is a hit. Gelfrid rolls damage of 7. We subtract Shara's Damage Reduction of 2. So Gelfrid has dealt Shara 5 damage.

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Leveling Up: Characters begin at level 1. As they gain Experience Points (XP) they may spend these experience points on Abilities and Tags. An additional effect of gaining XP is gaining Levels. As characters gain Levels from having accumulated and spent XP, they gain increases to their total number of Action Points ( +1 per 6 levels), the maximum number of Specializations they can have active due to heavily investing XP in a tag (+1 per 10 levels beyond the first), Increases to one of their four attributes (+1 each even numbered level) and Role Playing Points (+1 each odd numbered level).

Advancement            Level   XP     AP     Specializations    Attribute Increase    Skill Point
Rookie        1:   3   +2      +1                       +1 
              2:   3                        +1             
Recruit       3:   4                                    +1 

              4:   4                        +1             
Novice        5:   5                                    +1 
              6:   5   +3                   +1             
Journeyman    7:   6                                    +1 
              8:   6                        +1             
Professional  9:   7                                    +1         
              10:  7            +2          +1             
Veteran       11:  8                                    +1 
              12:  8   +4                   +1                 
Champion      13:  9                                    +1 
              14:  9                        +1             
Paragon       15:  10                                   +1 
              16:  10                       +1              
Legend        17:  11                                   +1 
              18:  11  +5                   +1             
Myth          19:  12                       +1          +1 
              20:  12           +3                         

Specializations: When a character invests enough XP in a [Tag] they can gain access to that [Tag]'s Specialization for free. Specializations are unique, typically passive bonuses that synergize with the [Tag]'s ability. While a character may have enough XP invested into multiple [Tag]'s to gain its Specialization, they can only have one active per 10 levels, plus one for the first level. A character may switch their Specialization, to another one they have enough XP invested to access once per level.

Attribute Increases: Every even numbered level, a character gains +1 to their Strength, Agility, Insight or Confidence. This may increase your Verve.

Skill Points: Every odd numbered level a character gains a Skill Point they can use to purchase Advantages to skills.

Damage Types:

Physical

Piercing (bullets, arrows, rapiers)
Crushing (maces, unarmed)
Slashing (swords, axes)
Blast  (grenades, explosives, thunder)

Elemental
Heat (fire, lava)
Cold (ice, void)
Shock (lightning, electricity)
Acid (corrosives)

Essential
Mind (mental, illusionary)
Body (poison, disease, internal bleeding)
Spirit (dark, light)

Misc
General Physical (Falling, other physical)
General Magical (other magical)

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Skill Checks and Roleplay

When a character makes a skill check in Roleplay or Combat, they roll a number of d6's equal to the number of Advantages they have for that particular skill, with the goal of rolling a number higher than the Difficulty Check of the particular action. Most combat abilities confer some kind of Advantage (listed in the Roleplay Box), and even situational abilities that enhance Roleplay or Skill use. GM's can grant extra Advantages depending on circumstance, or even remove them if the character is in a particularly bad situation.

Every odd level a player revives 1 Skill Point (SP) they can use to purchase Advantages that apply to Skills. A player can spend their Skill Points on Advantages in any Skill. Skill points reflect the diversity of a character - just because a character is a Juggernaut who gains Advantages mostly in Intimidate and Survival doesn't mean they might not have a penchant for piloting or even art.

Characters also gain Advantages for their Attribute scores. Each Skill corresponds to an Attribute, a character gets an Advantage in a Skill for every 6 points they have in the corresponding Attribute.

Thus, all Advantages are gained from Attributes+Skill Points+Abilities.


Tuesday, March 29, 2016

Iconnu: Setting Overview




Iconnu is Spira's furthest moon.

Moon Size: Large

Population: Small

Demographics: Human (80%), Elf (10%), Dwarf (10%).

Humans are the dominant species of Iconnu and have complete control over the surface of the moon. Soon after the rise of the dominant human families, they turned upon Elven and Dwarven populations, forcing them to flee into the many volcanic subterranean tunnels and caverns of the moon. 

Climate: Cold Tundra, Boreal Forests, Jagged Mountains.

The moon was not fully terraformed, or terraformed to be particularly inhospitable. Temperatures rarely rise above freezing and exists in a permanent winter. The moon is highly geologically active, however. Large igneous protrusions like mountainous talons jut out of the cracked terrain. Geothermal vents and geysers are common and highly contested among both families since only these regions are suited for agriculture. Below ground, the moon is riddled with lava tubes, molten seas and vast caverns in which the Dwarven and Elven populations have segregated themselves.



Native Fauna: Sparse fauna: Cold/highland animals. Monstrous reptilians.

Iconnu is populated by many of Spira's most hardy cold weather animals: bears, wolves, even badger and species. Hares, Bats and giant insects are the most common prey species.  Notable species are worgs, nighterrors, dire bats, sabretooth tigers and other animals associated with ice ages other than mammoths. Large, highly territorial and strangely intelligent reptiles similar to alligators or crocodiles but with ursine size and shape that nest in geothermal areas. 

Civilization Type: Symbolic Monarchy, Clan System.

Nominally, Icconu is a monarchy ruled by "The Branded Lord" which is a position claimed through warfare, conquest and assignation - typically a matron or patron of a powerful family. However, this ruler has little in the way of actual power and rather exists solely to perpetuate continual striving and warfare to capture the throne - once it is gained, the struggled to keep it is all consuming. However, The Branded Lord is paid Blood Tithes from the commoners of each family, meaning they have unparalleled access to the requisite blood to engage in transformation to a nighterror - at which point they often abdicate the throne.

Real power is decentralized, and rests in the various keeps and castles of the great families who control their own fiefdoms. The highest patron or matron of each family gatherers together in a unnamed, unofficial council as needed to pass treaties, establish laws and so forth as necessity demands. 



Capital City: Teron's Claw.

Tenron's Claw, like most family holds, is a large spiraling castle built on the pinnacle of the largest, needle like mountain of volcanic stone on the moon. Within this ancient castle, built by the family of the first Branded Lord, Teron, lies the copper throne where the Branded Lord holds court and where assemblies among noble heads are called. Around its base sprawls a large city of shacks and apartments in which the common folk who have abandoned, or been abandoned by their families dwell as Free Serfs. The city has many wide squares and avenues for vendors and traders from various fiefdoms to come engage in commerce. 




Economic Culture: Feudalism.

Society is divided into castes. The lowest case is the Free Serf, these are Family Serfs who have been exiled by their families or fled them. They are considered untouchable and unprotected by any law - free sport for all. The second caste is the Family Serf. The Family Serf typically lives and works as a farmer, hunter or minor artisan in a village at the base or near a noble family's clan hold. They often serve as fodder in conflicts, but through military accomplishment or other demonstrations of value move up through the family hierarchy. The third Caste are The Children. The Children are the lowest of the "noble" Icconu. They are typically minor military commanders, skilled artisans or taskmasters. The Fourth Caste are The Risen. The Risen often manifest some minor feature of the nighterror, and are in a lesser stage of transformation. They serve as high ranking military commanders, generals, petty lords of small towns remote from family holds, sages and teachers of great skill. The final Caste are The Patrons and Matrons. These are the heads of a family, and each family typically only has one Patron or Matron. Many times powerful couples will ascend together to this rank, however, such bonds are quickly severed through bloodshed as one partner seizes power for themselves.

Families typically arrange trade agreements between each other as much as a determent against conquest and raiding as mutual economic gain; often manifesting in one sided deals more akin to tribute with pride.  Most genuine trade occurs through caravans of The Children who travel to Teron's Claw or other lesser economic centers. 



Religious Culture: Occult/Reincarnation.

Icconu have no formal religion and worship no particular Great Spirit. They believe in a form of reincarnation, where the dead, through cannibalism are reborn in their children as stronger versions of themselves. They are highly traditional and have little tolerance for unique or divergent spiritual beliefs. Their spiritual worldview is very much tied into both the prevalence of the nighterrors, in which transformation into one is the highest form of spiritual transformation, though they do not worship them directly. 





Cultural Values: Strength, Viciousness, Family, Tradition, Might Makes Right, Patronage.

Iconnu is an intensely inhospitable environment, and many of its first inhabitants were utterly unprepared to survive its harsh conditions. Icconu culture, in response, has evolved to be an odd mixture of collectivist and individualist - selfishness, cruelty and even murder are socially acceptable as long as they, at least, do not harm the family; however, those crimes that do are typically considered the gravest, even if otherwise minor. While the Iconnu disparage their Spiran ancestors, and the Imperium from which they came, several traditions have been passed down. They particularly value the old patronage system of the Imperium, the quickest way to ascend within the ranks of Iconnu culture is to find a strong patron and serve them well.
The Iconnu have an intense disdain, even fear, of weakness - real or perceived. Due to this they tend to remain distant, haughty and cold in public or mixed company. However, in private, they are often polite, charming, warm and passionate. They love fiercely, and hate the same. Icconu value conflict for conflict's sake, always concerned that if they ever grow weak, as an individual, a family or a people that they will be beset by and destroyed by the wild creatures, bestial nighterrors or subterranean Dwarves and Elves. 



Magic Biases: Dusk, Dark, Lithosphere, Mind.

Among the first refugees to Icconu was a large faction of Imperum Night Priests, a sect of Dusk/Dark using Imperium night watchmen whose regional training headquarters was within the city they fled during the collapse. On the new moon, their training and affinity for Dark magic proved invaluable in defending from the beasts of the world. They quickly grew in prestige and influence, being the founders of most of the noble families. As such, Dusk/Dark magics hold a dominant place in Iconnu tradition. The moon its self, being highly geologically active and dependent on geothermal resources strongly encouraged the use and commitment to Lithospheric magic. whose practitioners often work as taskmages - maintaining and expanding vital agriculture. This form of magic is even more prominent in the hidden Dwarven and Elven populations. While the Iconnu are a warlike people, interfamily manipulation is a key element to their society. As such, Mind Magics have a prominent position in their society. 

Technology Level: Low Tech.

While the Iconnu possessed many imperial remnants, artificers and even some fragments of The Celestial Engine the Night Priests quickly expelled or murdered them as they threatened their burgeoning dominance over the society. Many, however, fled underground with the Dwarves who have significantly more sophisticated technology than the surface humans. With little or no access to a preexisting technological foundation and limited natural resources the surface Iconnu have made little technological progress. 



Minor Civilizations:




Barrow Dwarves: Barrow Dwarves are the descendants of the Dwarves population forced underground by the rising human families on the surface of Iconnu. They, similar to the surface folk developed a strong, heavily traditionalist family clan system. However, they are highly egalitarian inter-clan, do not engage in open conflict between clans -preferring economic warfare when necessary. They heavily value trade, craftsmanship, inventiveness and family. They are highly biased towards Lithospheric and Shaping magic, but also Atmpsheric magic which aids in their use of steam technology. They have a moderate technology level, relying on complicated steam power mechanics. They are highly xenophobic and attack surfacefolk on sight, often making it impossible for the humans to engage in mining, contributing to their technological stagnation. 




Dark Elves: Dark Elves are a highly secretive and elusive culture of subterranean elves who live beneath the moon's surface. They are cruel and capricious, but not wantonly destructive and take great effort and pride to steward and nurture subterenean flora and fauna. Like the surface dwellers, they group themselves into family clans and vie for power among themselves and for the favor of their Great Spirit: The Moth Queen -  a spirit of determination, chaos and transformation. They are heavily oriented in animism, and work to cultivate life in the darkness, strengthening the moon's own Anima. They have little in the way of technology, relying on mutually suspicious trade with the Barrow Dwarves for minerals, metals and technology in return for food, which they excel at coaxing from the barren darkness of the underworld they share. As such they have a strong affinity for Biosphere, Dusk and Dark Magics. Like the Barrow Dwarves, Dark Elves despise Iconnu humans and kill them on sight, even going as far to engage in daring surface raids against them - often salting fields in their wake. 




Unique Archetypes:

Beguiler: Iconnu Animages are renowned for their ability to manipulate minds and twist shadows. They specialize in Mind and Dark magics to bring their enemies fears to life.






 SteamSmith: These Barrow Dwarven explorers and artificers rely on artful use of Atmospheric and Lithospheric magics to power elaborate steam based weapons, armors and gadgets - such as the Steam Gattling Sling and Geyer Boots.

 Nightshades: Deadliest of the Dark Elves are the Nightshades - Assassin Shamans who strike from the darkness with weapons coated through biospheric magics into whatever poisons suit their needs.


 





Sunday, March 27, 2016

Iconnu: An Oral History.




We are born sons and daughters, we die patrons and matrons. All of live, every moment, every blade hefted, battle won, kiss stolen and loss endured is a but a single stroke of the brush of life on the canvas of family. Family is the beginning, family is the end, we are merely breaths between.

We were weak when the end came. Unprepared for this world. As the planet which birthed us writhed in it death throes we abandoned her. Cowards and fools, we ran. We had fallen under the sway of that bastard lie, the lie of Imperium unity. We forsook out families, placed emperor above mother, senator above father. It was only by the basest of circumstance, luck, that we endured. Our ancestors were cosmopolitan, the residents of some great city long since exercised from memory. That city had grown up around a curious stone circle which it's residents had likely believed some sacred symbol of the Great Spirits. It was their dim ancestors superstitions which saved them from their own dim calamity. They fled through that great ring in hordes, trampling and stomping each other into the dirt, churning the ground to mud with blood of their neighbors, their family. A final sin for a sinful people.

We do not honor their memory. We do not glorify their struggle, speaking of it in reverent tones with soft tongues. No, for they were their own tragedy, and we scorn them, we remember them, their indolence and selfishness. They deserved what came their way. We will be better. We are better.

This world is not soft. It is not gentle. We do not sew grain and laze under the sun till harvest. No, we battle the land its self and rip from it every single sheaf that is ours. We water the furrows and warm the ground with the blood of our hands and our enemies. We do not sculpt fine homes and lavish apartments, we erect fortresses, brutal testaments to our glory - our conquest of this world. Life is struggle, life is war, and the individual is merely the weapon wielded by the hand of family.

Untold thousands stumbled through that portal, those generations ago - an entire city. There were no farms, game was sparse and dangerous. Untold thousands perished, to the pit in their stomachs, the cold of allwinter, the talons of skyterrors or the hands of their neighbors. They were children: wild, undisciplined and petty. If the Patrons and Matrons has not brought order to the whelps, this world would have been nothing more than a distant graveyard for that forgotten city. But they did. From those ragged bands our great families rose up - we traveled the breadth of this world, slaying those beasts which stood before us. We claimed the fertile fields warmed by thermal vents, the clear streams and high, bitter peaks. We tamed the skyterrors and built our castles upon the ruins of their nests. We grew strong, and we went to war.

Hundreds of noble families had sprung up in those centuries between, and again resources grew sparse. The weak will speak of peace, but the wise of war. Is it better for a woman to starve in her bed, surrounded by her seven children as they waste away with her or for her to sharpen herself on the whetstone of battle? Is it better for all of her children to perish, the strong daughter for the weak brother? Or for him to feed the fields his blood so she might sup on the bread of his body? We do not honor the dead, we eat them. We exercise the weakness of our familial body in the tribulations of war, and we take back the dead within out bodies, to be reborn stronger from our loins. Our children carry the names and spirit of the dead.

Some will call the Blood Legacy a curse, but those it visits know it to be a boon. The light is boisterous and warm, full of bravado and falsity. It chases away the dark not because it is stronger but because it fears what it cannot see, what it cannot understand.  There is no balance. Light is fear of the dark, it is weak. They parting of day is no loss when the night offers such majesty, in all the world, it is only night which is gentle. So those of us who are visited by The Legacy embrace it, as we embrace our lovers, as we drink them in - it is a love, a passion, too few will ever know. In this we do not scorn them, all are eventually reborn into The Blood Legacy once their weakness is purged.

We survey this land, this home, from out lofty edifices and gaze out upon a better world. Wrapped in the loving cloaks our families we watch Spira rise each morning - knowing that soon we will redeem the vulgarity of our ancestors existences, we will bring war, fire and blood to it. We will bring Icconu to Spira.



Orpha: Setting Overview


Orpha is Spira's 3rd Moon.

Moon Size: Medium.

Population: Medium.

Demographics: Half-Elf (85%), Elf (5%), Human (10%).
Orpha's original population was roughly half elven, half human. Over the intervening years interbreeding was common, resulting in a largely Half-Elf population. Almost all Orphans have at least some degree of interbreeding, and 100% pure blood families are often viewed with some degree of suspicion.

Climate: Warm Temperate Forest. Large meadows and fields. Many small streams and lakes, no oceans or seas. Frequent, brief stormy weather.

Orpha is covered in rolling hills and wide meadows, blanketed by large swaths of forest. It is highly pastoral and rich in flora and fauna, brimming with life. Small lakes dot the land with frequent creeks and streams flowing between. 

Native Fauna: All native animals are Dire variants. Standard Temperate/Warm Forest.

Especially large population of Owlbear and aberrant dire animal populations. Ecological chains biased towards numerous, strong apex predators. Animal population is very fierce and pose the greatest danger. 



Civilization Type: Federation of Villages/Direct Democracy.

No official hierarchy, elders tend to be drawn from older hunters. Highly cooperative network of villages and small towns covering the moon with no centralization. 

Capital City: None.

Larger towns tend to serve as centers of commerce but cities intentionally avoid large growth as not to tax the ecosystem. 

Economic Culture: Bias towards equity and egalitarianism. High specialization. Esteemed economic roles: Hunters, Farmers, Builders, Artists.

Hunting is seen to be the noblest profession: serving as totemic priests, defnders from dire animal populations and defacto sheriffs in addition to providing animal based resources. 

Religious Culture: Totemist. High reverence for nature.

Totemic worship of animal spirits by family or individual, typically native dire beasts. 

Cultural Values: Liberty, Cooperation, Benevolence, Perseverance, Tenacity.

Orphans value both individual freedom and choice, but are very concerned with maintaining communal harmony. 

Magic Biases: Biosphere, Atmosphere, Spirit, Mind.

Oprhpan magic tends to emphasize survival, nature, animal communication/control, communing with spirits, divination, weather manipulation. 

Technology Level: Low Tech.

No history or evolution of artifice. Orphan technology tends to be very simple and primitive, relying on subtle magic, powerful tamed dire beasts and tenacity. 

Unique Archetypes:



Dire Knight: Roaming, armored warriors focusing on polearms who are backed up by powerful Dire Animal companions.

Totemist: Shamanic warriors who harness powerful Dire Animal spirits to gain supernatural strength, speed and durability.

Path Breaker: Trackers who specialize in camouflage, magical traps, ranged weapons and deadly ambush tactics against multiple foes.









Friday, March 25, 2016

The Moon of Orpha - A Refugee's Story.



We knew. We knew it would happen. From the wilderness, for years, wildmen had come and warned us - but we ignored them. We ridiculed them and their prophecies of doom. We knew though, somewhere deep in our cores we felt The Anima roaring in pain, groaning under the strain of Imperium artifice. We always knew, of course, the glory of the Imperium and the immortality of the senate would never be ours; we would not be one of the lucky few. We knew, but again, we ignored it. People are strange that way, easily falling victim of their own hopes and dreams.

She had been picking gypsylion greens in the fields beyond the village. The crops had been withering more and more, year by year, and the last harvest had been so meager most of the children had died in the winter. She had been one of the few to survive, her brother had been lost to fever. In the years before the Imprium had shipped them grain to see through the hard season, but that year none has come. Even the Imperium's breadbasket lands had begun to go fallow. The livestock had gone mad, sows turning on farmhands, bulls refusing to rut, plow-beasts goring their masters. Some had been butchered as they went mad. It was their meat that allowed the hardy to survive the winter. Many more, however, broke free only to return and terrorize the village. No one spoke of it, but there would be no next spring. Those who could engage in artifice hurriedly sent their crafts to the seat of the Imperium, hoping to curry favor and the immortal blessings of their patrons while they still could. Those who could not sold larger and larger portions of their verve, their spirit, to Imperial Currency brokers and artificers desperate to stock up food and see one more spring.  Death was a vise, closing in from all sides, just slow enough to ignore with enough effort.

She knew the moment it had happened, but could not know what - that The Anima had finally broken. That the spirit world through which all life and magic flowed had finally been destroyed by their carelessness. In the fields she'd heard the gypsylions scream, the grass, the streams and the sky; a primal scream of death and terror. She fled back to the village, a plume of yellow petals steaming out behind her as she ran, basket bouncing in her wake. Behind her the earth split open, a yawning chasm seemingly chasing her. It swallowed up the fields and even the edges of the forest around as it split the turf asunder - like a lightning bolt rushing through the ground. It followed her, unrelenting. The west side of the village shuddered, groaned and tipped as entire houses and flagstone towers toppled into the chasm, the screams of their inhabitants unheard over the tumult of angry terra firma.

The villagers poured out of homes, screaming in terror or stunned and silent. Brave men and women yelled above the chaos, trying to organize futile attempts to rescue survivors. As they stood on the edge of the yawning mouth barking orders and searching for survivors the explosions began. First from the chasm, then from the unscarred ground sudden bursts of molten earth erupted with quaking force. The would-be heroes were blown into the chasm or away, shredded by volcanic sprays of razor sharp stones. The villagers began to run into the woodlands, but the beasts were waiting. With claw and fang, those who fled the holocaust of molten stone were felled by animals both wild and once lovingly tended to.

Then the elves came. They cut their way through the beasts. They lept and dodged through the exploding chaos of flame and stone, grabbing children up and ushering fallen men to their feet. At their head a giant of a man, hair and eyes untamed, clad in the furs and homespun of a wildman. He barked orders to the elves as a massive axe chopped and slashed any beast that sought to interfere with the efficiency of a long practiced forester splitting cordwood. When the beasts had finally retreated and what survivors remained had gathered under the shelter of the elves he turned the crowd and yelled out, "Today the world has died! Nowhere is safe but behind me! Follow me, keep pace, or perish with your world!".

So she ran, again, this time on the heels of their savior. She looked for her father and mother, but she could not find them in the crowd and did not dare to slow her pace long enough. She prayed to the Great Spirits, but knew in her heart they were dead, or dying, by their own hands as the wilderness prophets and doomsayers had preached would happen. The ground continued to crack and split, spitting up fire and showers of razor sharp rocks. Many fell, the elves swept up who they could, when she fell the great man swept her up into his arms. She clung to him tight, each loping stride shaking her bones. He smelled of lavender and leather. She felt rain on her forehead, but when she looked up the sky was still bright and sunny, belying the terrors of the terra firma. They were the large man's tears.

The terrain changed from gentle fields to marshes and swamps that hissed as their shallow waters met fiery chasms. The earth split and howled behind them louder than ever, and the great man spun about. The refugees had been split nearly in half by a sudden tear in the ground. Fire spit up from the gash, spilling acrid smoke into the air. Hundreds of villagers and elves stood on the other side of the rift, cracks running to their sides and behind. In moments the solid ground had become an island in a ring of smoke and flame. Sensing their doom many ran forward, attempting to leap across the chasm, all fell into the death pit but one especially nimble elf. She saw her parents, then, edging their way forward as the island slowly crumbled. She screamed out, twisted and writhed for her father and mother in the man's iron grip, but he would not let her run to join her parents in death.

"They are lost! Keep on!" he bellowed to the survivors who had made it past the rift. Reluctantly they turned and ran, mud sucking at their feet as the swamp sought to draw them down. She hit and screamed, howled at the man and cursed him. He ran on silently, his face raining all the harder for the doomed souls. As they fled the earth continued to rupture and split, spewing out smoke, ash and stone. They dogged and weaved, the desperate through following them. Yard by yard more perished to the sudden chasms, explosions and razor fragments of doomed earth that shot like arrows from the eruptions. Many fell to simple exhaustion, unwilling or unable to fight the sucking marshes. The great wild man's breathing grew heavy and labored, but he remained silent, only a startled grunt at a close explosion betraying what might be fear or pain.

They had run for miles and suddenly the broke from the swampy meadows and marshes into a large grove. Within the center a great circle of stone stood. Her father had spoke to her about this place, huntsmen came here to leave offerings, believing it to be a shrine to some long silent Great Spirit of the wood and marsh. Eldritch blue whorls of light wrapped the circle, and the air in its center shimmered. It was as if the ring had come to life.

The great man breathed a sigh of relief then suddenly fell to his knees, spilling her out onto the ground as he toppled. The refugees gathered, flanked by their elven guardians, and stared in awe at the ring. The ground seemed stable there, but she could hear the rumbles and hisses not far behind them. The elves began herding the villagers through the ring, and with azure flashes they suddenly disappeared. She knelt by the huge man, pushing the wild mane of hair and beard away from his face.

"Get up!", she screamed, but he would not. His breathing was shallow and ragged and try as she might she could not even roll him over. She noticed, then, the blood. Several shards of stone were lodged deep within his back, and behind them through the grove ran a thick trail of glistening red. How long had he ran like that? All the while carrying her, refusing to set her down to fend for herself.

"Get up!" she screamed again, and his eyes flashed open. They were green, shot through with flecks of blue and silver, somehow inhuman. Deep wells filled with grief.

"I can't.", he said, words weak and ragged, "You have to go. It's not safe". She grabbed him, desperately trying to drag him towards the gate, but his great bulk would not budge an inch.

She lost her balance tugging at him and fell to the mossy ground, "You have to.", she begged. "I'm alone," tears began to spill from her gentle eyes, "I'm an orphan now. You're all I have! Don't leave me too!", she stammered, quietly, "Who. . .who will take care of me?".

He reached up, a shaking thumb as thick as her wrist brushed away the tears, "We're all orphans now. You have each other.", he said. He gave her a as much of a smile as he could and nodded her towards the portal before collapsing fully into the dirt. An elf came to her and lifted her up, carrying her towards the portal in a tight hug. The entire way she stared at the giant of a man dying behind them. Dying alone, for them. For her.

The world fell away in a lurching flash and came back in a lurching flash as they crossed the portal. The elf sat her down on the ground, soft grass, and knelt down in front of her. His eyes were thin but large, his features sharp and chiseled, yet his face had a softness about it. "You felt a connection with him"?

She nodded, "he saved me".

"He saved us all", the elf said."I don't know who he was, but he warned us just in time to save your people.", He looked away for a moment, shame creasing his smooth features, "some of them."

After the moment had passed they looked around them, together. Hundreds of human refugees and elves lay strewn out in the soft green grass. Behind them the portal flickered, where they had come from obscured by the blue glow that seemed to be slowly dying out. They stood in a large clearing, around them several hundred meters out in all directions was a great, vast woodland with trees far taller than any she had ever seen before.

She looked up to the elf, "Do you know where we are? Is there a village nearby where we can get help? We could go back. . ."

The elf gave her a thin smile, his eyes sad and dark, "No. I'm sorry, there's not. We're on our own, on a new world. There is no one but us left."

She sobbed mumbling out between the tears, "We're all orphans now".  She explained to the elf, "He said that to me, before he. . . before he died".

The elf nodded, looking stricken,  "We are". Tears began to gather in his eyes too.

She grabbed his hand and looked up, "But we have each other. That was . . . it was the last thing he said. I think it made him feel better."

He reached down and wrapped his arms around the young human girl, together they wept. They wept for their families, for the mysterious man who died saving them, for those left behind. They wept for their world. They wept for each other, and finally they wept for themselves. When eventually, there were no more tears to weep, they went and joined the others. No one spoke, the only stared. They started at the strange new world, the old one hovering in the sky above them, and at each other.

She spoke first, eyes on the ground and out of tears, "My parents are not here. They. . . didn't make it. I am an orphan."

The elf spoke next, "Some of you may know me. I am Gerius, Guardian of the Rushwood, King of the Elves". At this the other elves saluted. "No", he said to them, "No. I was. I am no longer. We are all that remains. Our kingdom is gone". He looked down at the girl, "I too am an orphan".

After Gerius fell silent, another spoke, and then another, and then another. Throughout the remains of the day and into the night each spoke of their loss, concluding that they too were an orphan. All listened, and all felt sorrow for each's loss. In their common grief, they found unity, and in unity they found strength. The next day they rose to their first sunrise on that new world, and began rebuilding. Boundaries between human and elf fell away, king and farm girl, man and woman. All were left behind in the ashes of the old world. They had become a new people, and they named their new world in honor of it, and remembrance of their loss. They named the world Orphan.

Generations from then, it would simply be refereed to as Orpha and many would not remember the origins of the name, or the man who led them to safety, as the veil of time shrouded the past in myth. Some, however, would and never forget the world they had lost and one day, return to. Orphans no more.

  

Sunday, March 13, 2016

[Tags] represent the varied abilities, training, attributes and proficiencies that make heroes, heroes. These are available to all Characters There are several different classifications of [Tags]. [Tags] are the foundation for developing and advancing characters. Purchasing a [Tag] with skill points allows characters to unlock abilities, by spending skill points, on [Sub-Tags] which grant abilities and powers that fall within the domain of that [Tag].

Magic Tags: Magic [Tags] represent mastery of magical disciplines, often referred to as schools. They are typically abilities that are actitivated through the use of personal resources, like Spell Points. Purchasing a Magic [Tag] allows the character to purchase magical spells and abilities within that [Tag]'s domain.

(Elemental Group)
[Biosphere]: Organic Life. Healing, Regeneration, Debuffs, Buffs, Physical Alteration.
Damage:+  AOE:-  Offense Buff:++  Defense Buff:++  Debuff:++ CC:-  Heal:+++   Utility:+  

Biosphere Mechanic: Vigor
Rank 1: Using Biosphere Abilities gives you temporary HP. +1d4
Rank 2: Temp HP +1d6
Rank 3: Temp HP +1d8

[Lithosphere]:Stone and magma. Defense buff, AOE DOT, stone projectiles.
Damage:+++  AOE:++  Offense Buff:-  Defense Buff:+++  Debuff:-  CC:++   Heal:-   Utility:+Lithosphere Mechanic: Golem Skin - (Using Lithosphere Abilities gives you charges of Golem Skin, expend Charges to transform. X Charges = X Turns).
Rank 1: Increased DR.
Rank 2: Increased DR.
Rank 3: Increased DR.
(may change, boring. like Golem/transform idea though).


[Atmosphere]: Air and storm: Stuns, pushes, single target damage and CC.
Damage:+++  AOE:-  Offense Buff:++  Defense Buff:-  Debuff:+ CC:++   Heal:-   Utility: +Atmosphere Mechanic:  Swiftness - (Using Atmosphere Abilities give charges of Swift. Ap + Verve Cost = Swift charges. Swift may be spent to regain AP spent this turn).
Rank 1:  20 Swift = 1 AP. Store up to 40 Swift.
Rank 2:  15 Swift = 1 AP. Store up to 80 Swift.
Rank 3:  10 Swift = 1 AP. Store up to 100 Swift.
(may be OP/too complicated)


[Hydrosphere]: Water and Ice. AOE modest Direct Damage. Single target/AOE CC.
Damage:++  AOE:++  Offense Buff:-  Defense Buff:-  Debuff:-  CC:+++   Heal:+   Utility: + Hydrosphere Mechanic: Fluidity - (Using Hydrosphere Abilities gives charges of Fluidity. Fluidity charges = AP+Verve Cost. May spend Fluidity for bonus to any d100 roll once per turn. 2 Fluidity = 1 Point Bonus).
Rank 1:  Max Bonus per roll +5.
Rank 2:  Max Bonus per roll +10.
Rank 3: Max Bonus per roll +20.
(may need to be simpler)


(Binary Group)
[Light]: Requires Dawn. Angelic. Light Ray attacks, Holy Shields, Auras, Resurrection.
Damage:++  AOE:+++  Offense Buff:++  Defense Buff:+++  CC:+  Debuff:-  Heal:+++  Utility:-Light Mechanic: Grace.
Rank1: You lose a Bane Slot.
Rank 2: The first Light Boon you apply to a target occupies a Bane slot instead of a Boon slot.
Rank 3: You gain a Boon Slot.

[Dark]: Requires Dusk. Demonic. Curses, Entropy, Life Drain, Dark Pacts, Blood Magic.
Damage:+++  AOE:+  Offense Buff:++  Defense Buff:-  CC:++  Debuff:+++ Heal:++   Utility:-

Dark Mechanic:
Rank 1: Your Dark Banes last longer.
Rank 2: The first Dark Bane you apply to a target occupies a Boon Slot instead of a Bane Slot.
Rank 3: Your enemies all have an extra Bane Slot when battling you.


(Forces Group)

[Mind]: Illusion, Telepathy, Invisibility, Minor Telekenisis and Mind Control.
Damage:+  AOE:- Offense Buff:-  Defense Buff:+  CC:+++  Debuff:+++  Heal:-  Utility: +++

(
Mind Mechanic: Mind Control - (% Chance to Mind Control target for 1 turn when using Mind Abilities on them. % Chance = Ability Verve Cost+AP Cost)
Rank 1: +5% Chance.
Rank 2:  +10% Chance.
Rank 3:  +15% Chance.
(Too boring? Too OP?)

[Warp]: Teleportation, Gravity Manipulation, Force Attacks.
Damage:++  AOE:++ Offense Buff:-  Defense Buff:+  CC:+++  Debuff:++  Heal:-   Utility:++

Warp Mechanic: Breach - (Whenever you use a Warp Ability, roll a Warp Die, on a 1 all Warp abilities go on a 3 Turn Cooldown [Warp Abilities do not cost Verve].
Rank 1: Warp Dice = 1d4
Rank 2: Warp Dice = 1d6
Rank 3: Warp Dice = 1d8


[Spirit]: Anima Walking (astral travel), Spirit Summoning, Totem Possession, Primal Magic.
Damage:+++  AOE:-  Offense Buff:+++  Defense Buff:+  CC:-  Debuff:+ Heal:+   Utility:+

Spirit Mechanic: Anima Echoes -(Whenever you deal the deathblow to an enemy, you gain Temporary Verve).
Rank 1: +1 Verve/ lasts until end of battle
Rank 2: +2 Verve/lasts until rest
Rank 3:  Lasts until used.
(Spirit needs a new Name: Voodoo/Druid/Shaman kind of thing). 


[Shaping]: Abjuration, Conjuration, Constructs, Artifice.
Damage:+  AOE:-  Offense Buff:++  Defense Buff:++  CC:-  Debuff:- Heal:++   Utility:++

Shaping Mechanic: Artificer -(You gain extra Trinket Slots).
Rank 1:  1 Extra Trinket Slot.
Rank 2:  2 Extra Trinket Slots.
Rank 3:  3 Extra Trinket Slots.


[Combustion]: Fire, Explosions, Burning, Heat.
Damage:+++  AOE:+++  Offense Buff:+  Defense Buff:-  CC:-  Debuff:- Heal:-   Utility:-

Combustion Mechanic: Firepower -(Your Combustion Abilities can Crit).
Rank 1: 10%/ x2 Crit.
Rank 2: 20%/ x2 Crit.
Rank 3: x3 Crit

IS THIS EVEN RELEVANT? MONSTER CLASSES?
Quasi-Magic Tags: Quasi Magic [Tags] represent innate supernatural natures, abilities or conditions. They typically do not grant access to Spells, but rather permanent, continuous or conditional abilities.

Ability Tags: Ability [Tags] represent the general abilities that make characters exceptional, from training in certain weapons, to enhancement of their ability scores, to special attacks and attributes grounded in the mundane.

Skill Tags: Skill [Tags] represent specific training in a diverse array of non-combat skills.





IGNORE THIS: BECAME SPECILIZATIONS.

(Magic User Archetype Tags)

[Druid]: Druids are remnants of an ancient order of Animages dating back to prehistory, before the Immortal War. While during the later ages the Druids fell into myth and called many names - Worldwakers, Barrow Builders, Lost Prophets and others - their order reemerged in the wake of the Imperial Cataclysm to restore balance to Spira. Likewise, on the moon of ______ a society of Druids was found distantly watching the world below and recruited new members from the Diaspora.

Druids are most closely related to Shaman, but fulfill different roles in both the world and groups. Whereas Shamans act as emissaries of the spirits of the Anima on Spira, Druids are in many ways their opposites - emissaries of Spira to the Anima.

Taking the [Druid] tag grants access to the [Shaping] Tag, the [Lycan] Tag and any one of either the [Lithosphere], [Atmosphere], or [Hydrosphere] Tags.

Druids use Verve to cast their spells and have increased cool down's on them, but can choose a single [Lycan] Shapeshift ability as their Favored Form. Taking the [Arch-Druid] Tag grants them increased power in their Favored Form and resets all of their cooldowns when shifting forms.

[Animage]: The Animage is the oldest, most generic form of magic user. Animages typically explored magic freely, seeking to gain a broad and diverse knowledge of magic beyond their main schools, or took the opposite approach and became highly specialized. Animages have played diverse roles in society: Advisers, Seers, Spies, Merchant-Mages, Artificers, Scholars and even Soldiers.

Animages choose when selecting the tag to become Generalists or Specialists. Both variants cast their spells using Verve. Specialists declare a specific school to master, all Ability Tags within that school cost 1 less skill point to purchase (does not reduce to 0). Generalists do not choose a school to master, instead they receive any one Elemental Group Tag and any one Forces Group Tag for free.

Animages also receive the [Great Verve] General Tag for free, granting a multiplier to base Verve.

[Overlord]: Overlords are mortals who have found a way to connect to both the light side and dark side of Immortal Magic, but favor neither. Where as Supplicants and Warlocks offer fealty or enter into pacts with Angels or Demons, respectively, for access to the peak of Immortal power - Overlords instead find their own path to those magics by bloodrite, artifacts or other means free of influence.

Due to the overwhelming, dominating nature of Immortal magic when wielded by mortals Overlords must be careful to balance their use of light and dark magic, continual use of one or the other will result in an inability to access the other until the that side's dominance fades.

Overlords gain access to both the [Dawn] and [Dusk] Tag. They may use abilities and spells from either without Verve cost - however, the cooldowns of all their abilities are increased by +1. In addition, if at any point an Overlord uses a [Dawn] or [Dusk] spell/ability twice in a row (excluding all other actions), they become unable to use spells/abilities of the other type for 24 hours. Being dominated by either force also causes minor personality changes for the period as well. Being dominated by the light side causes the overlord to become more controlling, intolerant and dangerously zealous (unwilling to retreat). Being dominated by the dark side causes the overlord to become more selfish, prone to lying and reckless (willing to harm companions).

STOP IGNORING HERE.












Non Magic Tags:

[Hero]: Hero Tags are available to all characters from Level 1 on and represent general, unspecific abilities accessible to any character.

[Skilled ______]: Skilled Tags denote specific training and focus in a particular skill above the natural talent derived from an ability score. Taking a Skilled Tag gives an additional bonus to Skill Checks related to that skill, and even unlock exceptional uses of that skill.

Skills:
Acrobatics (Agility), Stealth (Agility), Piloting (Agility), Misdirection (Agility)
Performance (Confidence), Deception, (Confidence), Influence (Confidence),
Athletics (Strength), Brute Force (Strength)
Medicine (Insight), Mechanics (Insight), Vigilance (Insight), Lore (Insight), Survival (Insight)

[Combat Tactics]: The Combat Tactics Tag allows access to advanced combat tactics such as disarming foes, feinting and tripping.

Combat Tactics Characters: Characters that focus on Combat Tactics are skilled warriors who realize brute force and superior forces can be defeated through cunning and exploitation of weaknesses. The Well Trained Gladiator, Professional Duelist and Front-line General could all be Combat Tactics characters. 

Combat Tactics Mechanic: Vigilance -(You take the Vigilance Action for free every turn, your Vigilance is more potent than others).
Rank 1: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
Rank 2: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
Rank 3: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
(Maybe this should go to Bulwark?)


[Mobility]: The Mobility Tag opens up abilities that allow a character high degrees of speed, mobility and ability to maneuver on the battlefield as well as traverse difficult terrain and reach far off destinations unhindered.

Mobility Characters: Characters that focus on Mobility are masters of terrain and motion. They are hard targets to hit and pin down, and excel at flanking opponents. Difficult terrain that would give others pause poses little difficulty for the Mobility Character. The Battlefield Scout, The Infiltrating Saboteur or Intrepid Explorer could all be Mobility Characters.Mobility Mechanic: Hit and Run -(You can make attacks in the middle of moving. You gain bonuses depending on how many AP you spend on Move Actions in a turn).
Rank 1: +2 Damage per AP used to Move. Using 2 AP to move grants you +20% Dodge Bonus.
Rank 2: +4 Damage per AP used to Move. Using 3 AP to move grants you +20% Attack Bonus.
Rank 3: +6 Damage per AP used to Move. Using 4 AP to move grants you +10% Critical Chance.
(Mobility may get rolled into GWarfare. Like the idea thematically, but might not be enough design space for both. Might be too Power Gamerty = Movement is always great). 


[Guerrilla Warfare]: This Tag gives access to special abilities focusing on hit and run tactics, ambushing, sneak attacks and evasion.

Guerrilla Warfare Mechanic: Concealment -(You have a % chance each turn to enter Stealth equal to your current Cover bonus).
Rank 1: +10%
Rank 2: +20%
Rank 3: +30%

Guerrilla Warfare Characters: Fighting fair is for fools and the dead is the motto of the Guerrilla Warfare Character. These characters prefer sudden ambushes, ranged attacks and diversion to going toe-to-toe, hitting with sudden overwhelming force and then disappearing as suddenly as they struck. The Commando, the Ranger, and the Rogue could all be Guerrilla Warfare characters.  

[Leadership]: The Leadership Tag allows a character to gain abilities focused on increasing the effectiveness of allies both in and out of combat.

Leadership Characters: Leadership Characters realize that no one soldier wins a war. They seek to use their confidence and insight to rally their soldiers to great feats, maximize group effectiveness and even persuade their enemies. Not all leadership characters make war, however. Their skills carry over into negotiations, diplomacy and management of all forms. The Elite Squad Captain, Charismatic Diplomat and Warrior King could all be Leadership Characters.Leadership Mechanic: Inspiring Presence -(Your presence inspires your allies, granting them bonuses).
Rank 1: Allies gain +1 Movement.
Rank 2: Allies heal 1 HP per turn.
Rank 3: Allies gain a 10% bonus to Saves.
(this class is the Bard analogue mixed with some Paladin). 


[Weapon Mastery]: The Weapon Mastery Tag allows access to abilities which add unique special attacks to weapons, gain bonuses to wielded weapons and increase the effectiveness of allies weapons.

Weapon Mastery Characters: Weapon Mastery Characters seek to hone their ability with their weapons to perfection. They learn to see their weapons not as mere tools, but as an extension of their will and desire. For a Weapon Mastery character, second place is never an option. The Sniper, The Elite Mercenary and Roving Sword Master could all be Weapon Mastery Characters. 

Weapon Mastery Mechanic: Weapon Focus -(When you use Weapon Master Abilities, you gain Focus charges, expend Focus Charges for bonus Damage Dice on standard Attacks once per turn. Focus Charges = Verve + AP cost).
Rank 1:  12 Charges = +1d6 Damage
Rank 2:  12 Charges = +1d8 Damage
Rank 3:  12 Charges = +1d10 Damage(Prob too complicated. Drop damage down a dice, Rank 1 = first attack in turn, rank 2 = 2nd attack in turn, etc . . . )


[Bulwark]: The Bulwark tag is for the dedicated defender, giving access to Abilities which increase the effectiveness of Heavy Armor, Shields, and Cover.

Bulwark Characters: In a battle killing your enemy is good, but surviving to win the war is better. To this end Bulwark Characters focus on providing a good defense for both themselves and others. They seek to use the best, most defensive armors possible and how to manipulate, improve and maintain them to great effect. They might be found on the front lines, protecting tacticians, or enhancing and shoring up the defenses of fortifications. The Combat Engineer, The Kingsguard, and the Phalanx Captain could all be Bulwark Characters. 

Bulwark Mechanic: Armored Core -(You become a fortress; gaining ability to use the Shield Sphere item and heavier armors for free).
Rank 1: You can equip and use a Shield Sphere. You gain the [Light Armor] Tag.
Rank 2: You gain the [Medium Armor] Tag.
Rank 3: You gain the [Heavy Armor] Tag.(Shield Sphere = Drone that puts out single direction force field that gives Cover)

[Soldier]: This tag grants access to well rounded abilities which aid the character in being both an effective warrior both individually and as a member of a unit.

Soldier Characters: Soldier Characters know that the secret to success is adaptability. They train for diverse conditions, with many weapons and rarely find themselves in a situation where the can't be effective. Soldiers not only apply this skill to combat, but often have at least one Skilled focus, which allows them to excel in many different roles. The Adventurer, The Grizzled Veteran and the Combat Medic could all be Soldier Characters. 

Soldier Mechanic: Limit Break -(You have a Limit Meter, when it is full you may expend your Limit Meter to engage a Limit Break. When in Limit Break you gain double AP and movement for the turn and you gain bonus damage. Each Soldier Ability fills up Limit Meter by Verve +AP Cost. Limit Meter does not fill when Limit Break is active) .
Rank 1: Limit Meter = Attacks give +2 Limit Meter Points, +2 Bonus Damage, Extra Skill Point.
Rank 2: Limit Meter = Attacks give +3 Limit Meter Points, +4 Bonus Damage, Extra Skill Point.
Rank 3: Limit Meter = Attacks give +4 Limit Meter Points, +6 Bonus Damage, Extra Skill Point.

[Living Weapon]: This Tag is for those who eschew weapons in favor of becoming a weapon themselves, it opens up abilities that grant martial arts, incredible feats of endurance, willpower and agility.

Living Weapon Characters: Living Weapon Characters are masters of their body and mind, either through intense dedication to their training. They have little need for conventional weapons, though may use them as circumstances dictate, but typically seek to replace the need of them with their own abilities. Living Weapon characters perfectionism and exceptionalism extends beyond combat as well, seeking perfection in the skills they attain and roles in life. The Warrior Monk, The Experimental Soldier and the Temple Guardian could all be Living Weapon Characters.Living Weapon Mechanic: Unarmed -(Your unarmed attacks are as lethal as weapons, dealing great damage with little Miss Chance. Normal Unarmed Attack: 1d4 Damage, 20% Miss, 5% Crit, Crit x2).

Rank 1: 1d8 Damage, 10% Miss, 10% Crit, Crit x2.
Rank 2: 1d12 Damage 0% Miss, 20% Crit, Crit x3.
Rank 3: 2d8 Damage, 0% Miss, 25% Crit, Crit x4.
(Monk)


[Juggernaut]: This Tag opens up abilities that turn a character into a force of unstoppable determination and fury. Battle Rages, Enhanced Intimidation and the ability to destroy obstacles that stand in their way.

Juggernaut Characters: Juggernaut Characters are implacable foes both on and off the battlefield. They seek their targets without fear or mercy, utterly dedicated to their task. Both their incredible will and physicality grants them tremendous endurance, with the ability to shrug off attacks that would fell lesser warriors as well as the ability to unleash brutal attacks. Those who would seek cover from Juggernauts are likely to find it crashing down upon their heads. The Unyielding Bounty Hunter, The Berserker and the Seigemaster could all be Juggernaut Characters.