Search This Blog

Sunday, February 21, 2021

Inscriptionist

 ARTIFICER LEVEL 2 THE INSCRIPTIONIST: Requires the Inscription skill. After Preparation

time has been completed an Inscription skill roll is made base difficulty 13. Equipment quality,

work area and assistants can positively or negatively modify this roll. If successful after the ritual

time the Artificer will have the results based on the table below. A failure results in bad batch cost-

ing time and resources to the Artificer. A critical failure will result in 1d6 damage X critical severity

from an explosion.





Alchemist

 ARTIFICER: PROFESSION ABILITY DETAILED DESCRIPTION:

The mage has mastered the skill to create and empowering magical items of varying ability and

degree.

ARTIFICER LEVEL 1 THE ALCHEMIST: Requires the Alchemy skill. After Preparation time has

been completed an Alchemy skill roll is made base difficulty 13. Equipment quality, work area and

assistants can positively or negatively modify this roll. If successful after the fermentation time the

Artificer will have the results based on the table below. A failure results in bad batch costing time

and resources to the Artificer. A critical failure will result in 1d6 damage X critical severity from an

explosion.



Equipping Your Character

 EQUIPMENT

Now that you have a base character you will need to buy gear before heading off into the world.

Each new character starts with 3d6 + Charisma X 10 in silver pieces (SP).


CURRENCY

The base coin of the realm is silver (sp), no matter your social standing silver will pass through

your hands at one time or another. Because of the common acceptance of silver, the majority of

products are priced in Silver. Below are the current exchange rates:

1 Gold piece (Gp) = 100 Silver pieces (Sp)

1 Silver piece (Sp) = 10 Copper pieces (Cp)


NO ENCUMBRANCE RULE

The Crit System is based on epic game play and ignores factors that would slow gameplay or make

it clunky. For the this reason, there are no encumbrance rules. GMs are expected to use common

sense when making a ruling.



Shield Chart

 SHIELDS 

Characters will not survive long in a world filled with dangers without some protection. Characters can increase their defense attribute through the use of a shield. It requires the warrior skill shield, or the rouge skill, buckler, and adds 1 to the defense attribute, up to the defense mod of the shield for each level of skill. (see chart below).



Armor Chart

 ARMOR

 There is no limitations which type of armor a character may wear. As long as he can afford it or find it, he may wear it. However, there is a hindrance to wearing armor, this is reflected in the armor penalty (see armor chart). 

ARMOR RATING: reduces the amount of hit points of damage taken from all sources (see armor chart). * penetrating attacks halve armor value rounded down. 

ARMOR PENALTY: is subtracted from any skill performed while wearing the armor of that type. The warrior skill, armor training (see character creation book), reduces that penalty by 1 for each level of armor training skill.





Ranged Weapon Chart

 WEAPONS

 Now that your character has some protection, he’ll need weapons to remove those horrors of the world. The weapons come in two types, melee and missile. Melee requires the character to engage his opponent at close range. Missile attacks are performed from a distance. 

RANGED WEAPONS: All ranged attacks use the Dex attribute modifier (Attr) to modify a ’to hit’ roll. 

RANGE is broken down from minimum to maximum effectiveness. Ranged attacks can be attempted at farther ranges with a –5 penalty per increment out to 3 times normal range. The weapon can not be used if the target is closer than the minimum range or farther than 3 times the maximum.

AIM is the maximum bonus the weapon can confer using the aim, minor action. Each aim minor action adds 1 to the skill roll up to the aim of the weapon.



Melee Weapon Chart

 MELEE WEAPONS: 

Are either one handed or two handed, some one handed melee weapons use the Dex attribute instead of Str. These weapons are consider finesse and accuracy is more important than force. One handed weapons require base to base or characters to be within 3 feet of each other to use. Two handed weapons can be use out to a range of 1.