v8.2 Core
v8.2 Core (technical draft)
Introduction to Ninth Soul
- why
- what
Making a Character
Intro
This is how to make a character.
Bloodline
Bloodlines are …
During character generation, choose a Bloodline. There’s a list in the Bloodlines chapter.
None of the core Bloodlines cost XP.
Classes
Classes are …
A character can have any number of classes, including zero
Classes provide access to talent trees
The list of classes can be found in the Classes chapter
The first level of a class costs 1xp for the first class, and 5xp for any subsequent classes. Subsequent levels cost 1xp.
For a character’s first class each level costs 1xp. For the second class each level costs 2xp…
Class levels can’t be higher than a character’s character level.
Combat Stats
Characters have several combat stats.
The offensive stats - accuracy & power - start at 0
Defensive stats - fortitude, resolve, evasion, soak & health - start at 2
Hit points = health * 5
See the combat chapter for more details.
Disciplines
Disciplines are …
Characters start play with 21 points to split between the disciplines. This represents someone who is above average.
The 6 disciplines are : Prowess, Finesse, Guile, Presence, Intellect & Insight
More information in the Disciplines chapter
Disciplines can’t be lower than 1. They can’t be higher than 7 during character generation.
Experience Points
Start with 10xp
Spend them to buy stuff
More information in the XP chapter
Levels
A character’s level is their total XP earned, divided by 10, rounded down.
e.g. a starting character is level 1, and becomes level 2 when they have earned 20 xp
This number is used for …
(Do we need class level? – Yes, we do!!)
A character’s class level is the number of talents and spells they have bought via that class, divided by 3, rounded up.
e.g. …
Skills
Skills represent…
Skills can be found in the Skills chapter
Talents
Talents are …
Talents are formed into loose ‘trees’. They have pre-requisites such as …
Some talents are open to any character while some are restricted to certain classes.
Talents can be found in the talents chapter.
Table of Character Costs
| thing | xp |
|---|---|
| Class | 1+ |
| Discipline | 3 |
| Skill | 1 |
| Talent | 2 |
Some example characters
Bloodlines
Intro
Classes
Intro
Arcadian
The Arcadian is/does…
Play an Arcadian if …
Arcadians use Intellect to cast spells.
Commander
The Commander is/does…
Play a Commander if …
Spirit Warrior
The Spirit Warrior is … and does…
Play a Spirit Warrior if …
Spirit Warriors use Insight to cast spells.
Spirit Warriors gain access to the Spirit magical skill.
Spirit Warriors have access to the Spirit Connection Talent Tree.
Disciplines
Intro
Disciplines represent …
Disciplines are most often used in combination with skills. Choose the right discipline that represents /how/ the character is attempting a skill check.
Intellect and Insight are required for casting spells.
Many talents require a certain level of one or more disciplines
Values (consider converting to words)
| 0 | Not present |
| 1 | Minimal - lowest value for humans |
| 3 | Human average |
| 5 | Incredible |
Prowess
Prowess represents… fighting ability, feats of strength or endurance
Common skill uses: A mighty swing of an axe (Melee), ripping a door open (Athletics)
Some weapons, armour and shields have a Prowess requirement.
Finesse
Finesse represents… fighting ability, nimbleness, fine control
Common skill uses: creeping past guards (Stealth), picking a lock (Devices), firing a bow (Ranged)
Some weapons have a Finesse requirement.
Guile
Guile represents… wits, cunning, deceiving others, crafty and underhand
Common skill uses: fast-talking the guards (Persuasion), disguising yourself as someone else (Stealth)
Presence
Presence represents… charisma, force of personality, the ability to enthuse and convince others
Common skill uses: Changing someone’s mind (Persuasion), collecting gossip from large groups of people (Urban)
Intellect
Intellect represents… logic, book-learning, remembering facts
Common skill uses: identifying a particular tree (Wilderness), remembering a particular law (Lore), identifying a rune (Spellcraft)
Intellect is required to unlock Hermetic magic. Through logic, study…
Insight
Insight represents… an understanding of the nature of things, a connection to the world around
Common skill uses: spotting something awry (Notice), spotting a lie (Sense Motive)
Insight is required to unlock Zoetic magic. Through a deep innate understanding …
Skills
Talents
Intro
Talents come in several types: passive, action, attack, spell, tactic
Some have pre-requisites.
Some can be bought multiple times. Unless it says otherwise you can’t buy more levels in a talent than your character level.
Open talents are open to all classes. Some however are restricted to certain classes.
Boost Talents
Accuracy
Evasion
Fortitude
Resolve
Hit Points
Open Talents
Idea: put a summary of all talents into a table for skimming
Adept Equipment [tactic, levels]
Modifies: 1 spell with the stunt, summon, and weapon or armour traits, per level, plus an additional one per level
Effect: all spells may be cast with a single stunt, all other associated costs must be paid
Special: other tactics may be used on the individual spells
Mana Tap [passive, levels]
At the start of each turn you gain 1 mana. This mana dissipates at the end of your turn if not used. Each time you buy this you gain an additional 1 mana.
Mark Mastery [passive]
When you Mark a target you may apply the same Mark to an additional one or two targets that you can see.
Resonant Mark [mark]
When you cast a Vigour spell, reduce the mana cost by 1 if all the targets are marked. This can’t reduce the cost below zero.
Toughness [passive]
Gain +1 Fortitude
Willpower [passive]
Gain +1 Resolve
Talent Trees
The following all need balancing :)
Weapon Training
Melee Weapon Training
Gain +2 Accuracy when using any Basic Melee weapon.
Melee Weapon Training 2
PR: Melee Weapon Training, Prowess 3
Gain +2 Accuracy when using any non-Basic Melee weapon.
Ranged Weapon Training
Gain +2 Accuracy when using any Basic Ranged weapon.
Ranged Weapon Training 2
PR: Ranged Weapon Training, Prowess 3
Gain +2 Accuracy when using any non-Basic Ranged weapon.
Unarmed Combat Training
PR: Prowess 3
Gain +2 Accuracy and +2 Power with unarmed attacks.
Armour Training
Nimbleness Training
PR: Finesse 5
Gain +1 Evasion when not wearing armour.
Light Armour Training
PR: Prowess 3
Gain +2 Soak when wearing Light Armour.
Medium Armour Training
PR: Prowess 4, Light Armour Training???
Gain +3 Soak when wearing Medium Armour.
Heavy Armour Training
PR: Light Armour Training, Prowess 5
Gain +4 Soak when wearing Heavy Armour. You are not Burdened by wearing Heavy Armour.
Shield Training
Buckler Training
PR: Prowess 3
Gain +1 Evasion when wielding a Buckler shield. You may dual-wield and use 2-handed weapons while wielding a Buckler.
Light Shield Training
PR: Prowess 3
You don’t suffer an Evasion penalty for wielding a Light shield.
Medium Shield Training
PR: Prowess 4
???
Heavy Shield Training
PR: Prowess 5
Reduce the Evasion penalty for wielding a Heavy shield to -1.
Weapon Styles
Falling Meteor Style [passive, style]
PR: Melee Weapon Training, Prowess 5
Gain +2 Power with Heavy or Two-Handed Maces.
Crashing Meteor Strike [tactic]
PR: Falling Meteor Style
On hit: +2 Power.
Lightning Blade Style [passive, style]
PR: Melee Weapon Training, Finesse 5
Gain +2 Power when dual-wielding Daggers or Light Swords.
Lightning Blade Strike [tactic]
PR: Lightning Blade Style
On hit: +2 Evasion vs target until next turn.
“Enormous Blade” Style [passive, style]
PR: Melee Weapon Training 2, Prowess 5
Gain +2 Power when wielding a Two-Handed Axe or Sword.
Sweeping Blow [tactic]
PR: Enormous Blade Style
Modifies: melee attack
Effect: make one attack roll. It applies to two targets within reach
Iron Bastion Style [passive, style]
PR: Melee Weapon Training, Heavy Shield Training, Prowess 5
Gain +2 Soak when wearing Heavy Armour and wielding a Heavy Shield.
Shield Bash [tactic]
Modifies: melee attack with a shield
Effect: something something
Restricted Talents
Restricted Talents – Arcadian
Base Talents
Shadow Tap [passive, levels]
PR: Arcadian
You gain a Shadow pool. At the start of each turn you gain 1 Shadow energy. This energy dissipates at the end of your turn if not used. Each time you buy this you gain an additional 1 Shadow.
Shadow Shard [spell, downtime, shard]
PR: Shadow Tap 3
You can create and bond to a Shard of Shadow.
Fade [passive]
PR: Arcadian
Gain +2 when using Guile to attempt to Blend In.
Shadow-Steel [passive]
PR: Arcadian
Gain +1 Accuracy and +1 Power when wielding Shadow-Steel weapons. Gain +1 Soak when wearing Shadow-Steel armour.
Killing Ways [passive]
PR: Arcadian
Gain +2 Power on attacks vs Vulnerable targets.
Fade Talents
Glyph of Confusion, minor [spell, sustained]
PR: Fade, Shadow Tap
Cost: 1 shadow
Grit: Resolve to resist
Target loses 2 dice on Insight and Intellect rolls.
Glyph of Confusion [spell, sustained]
PR: Glyph of Confusion, minor
Cost: 3 shadow
Grit: Resolve to resist
Target loses 5 dice on Insight and Intellect rolls.
Expected Presence [spell, sustained, levels]
PR: Fade, Shadow Tap
Cost: 1 shadow / level
Gain +2 Guile per Shadow spent when attempting to Blend In or Impersonate Authority.
Shadow-Walk [spell, stunt]
PR: Fade, Shadow Tap
Cost: 1 shadow
You may walk through barriers, such as windows, walls or doors, that don’t have the Sturdy or Reinforced trait until your next turn. You also ignore terrain penalties.
Shadow-Walk, Greater [spell, stunt]
PR: Fade, Shadow Tap
Cost: 4 shadow
You may walk through Sturdy or Reinforced barriers, such as sturdy oak doors and stone walls, until your next turn. You also ignore terrain penalties. (something about magical barriers…)
Shadow-Steel Talents
Cutting Shadows [passive]
PR: Shadow-Steel
Your attacks with the Shadow-Steel trait gain Piercing 1 as long as you have a Shadow Reserve.
Cutting Shadows, greater [passive]
PR: Cutting Shadows, Arcadian 5
Your attacks with the Shadow-Steel trait gain Piercing 3 as long as you have a Shadow Reserve of 3 or more.
Shadow-Steel Dagger [spell, stunt, sustained]
PR: Shadow-Steel
Cost: 1 shadow
You summon a Shadow-Steel dagger.
Shadow-Steel Sword [spell, stunt, sustained]
PR: Shadow-Steel Dagger
Cost: 1 shadow
You summon a Shadow-Steel sword.
Shadow-Steel Armour [spell, stunt, sustained]
PR: Shadow-Steel
Cost: 1 shadow
You summon Shadow-Steel chainmail. (might need some adjustments)
Shadowy Outline [tactic]
PR: Shadow-Steel Armour
Modifies: Shadow-Steel Armour
Cost: 2 shadow
Effect: gain 2 Evasion.
Killing Ways Talents
Distracting Shadows [stunt]
PR: Killing Ways
Cost: 1 shadow
Choose a target in your zone. If your Guile + 2 exceeds their passive Notice score then they are Vulnerable to your next attack against them this round.
Sneak Attack [tactic, levels, precision]
PR: Killing Ways
Modifies: melee attack
Cost: 1 shadow
Effect: if the target is Vulnerable, gain power equal to the level.
Assassinate [tactic, levels, precision]
PR: Sneak Attack
Modifies: melee attack
Cost: 3 shadow
Effect: if the target is Unaware, gain power equal to twice the level.
Scare into Submission [passive]
…
Shadow Spider Talents
Shadow Spider Mystery [stunt, sustained, avatar]
PR: Shadow-Steel
Cost: 1 shadow
You summon a Shadow Spider Avatar. Gain +2 Evasion until it is dismissed.
Twin Weapon Venom Strike [tactic]
PR: Shadow Spider Mystery
Cost: 1 shadow
Requires: Shadow Spider Avatar, dual-wield
Modifies: melee attack
Effect: apply your attack roll to both weapons, with a -2 Accuracy penalty. Each attack gains the Poison 2 trait.
Web Hook [spell, stunt]
PR: Shadow Spider Mystery, Shadow-Steel Dagger
Cost: 1 shadow
Requires: Shadow Spider Avatar
Choose one:
- Grab an unattended object from up to one zone away
- Safely ascend or descend one zone
Grappling Web Hook [tactic]
PR: Web Hook
Cost: 1 shadow
Requires: Shadow Spider Avatar
Modifies: melee attack
Effect: your attack gains a range of 1 zone. On a hit: if your Finesse is greater than the higher of your target’s Prowess & Finesse then they are dragged into your zone.
Shadow String [spell, stunt, sustained]
PR: Web Hook
Cost: 1 shadow
Requires: Shadow Spider Avatar
Choose two points within your zone. A thin strand of pure shadow with Strength/Armour (?) 10 stretches between the two points.
Restricted Talents – Commander
Base Talents
Inspiring Presence [passive]
PR: Commander, Presence 3
Allies gain +1 Accuracy and +1 Power on any additional attacks they gain from you. Gain +2 Presence when Using Diplomacy.
Intimidating Presence [passive]
PR: Commander, Presence 3
Resolve tests to resist any of your Fear talents have +1 difficulty. Gain +2 Presence when Intimidating Into Action.
Inspiring Presence Talents
Inspiring Shout [stunt, gambit]
PR: Inspiring Presence
Choose Accuracy or Power. All allies in the same zone as you at the time you use this talent gain +1 to the chosen ability until the end of combat.
Inspiring Shout 2 [stunt, gambit]
PR: Inspiring Shout, Commander 3
The bonus is now +2.
Inspiring Shout 3 [stunt, gambit]
PR: Inspiring Shout 2, Commander 5
The bonus is now +3.
Lead by Example [tactic, gambit]
PR: Inspiring Presence
Modifies: melee attack
On hit: all allies threatening the target may make a single basic melee attack against that target as a free action.
Lead the Charge [tactic, gambit]
PR: Inspiring Presence
Modifies: melee charge attack
Effect: choose an ally that is in a position to charge your target. The ally may make a charge attack against the target as a free action.
Push to Action [action]
PR: Inspiring Presence
Choose 2 allies in your zone, excluding yourself. They each gain an extra action, usable immediately.
Push to Action, improved [action]
PR: Push to Action, Commander 2
You may Push to Action and use a stunt.
Inspiring Speech [passive]
PR: Inspiring Presence, Presence 4
Gain +4 Presence when attempting to Inspire a Group. You may ignore one objection per critical success.
Practised Charm [passive]
PR: Inspiring Presence, Presence 4
Gain an additional +2 Presence when Using Diplomacy
Battle Leader [passive]
PR: Inspiring Presence, Presence 5, Commander 3
Allies gain an additional +1 Accuracy and +1 Power on any additional attacks they gain from you.
Intimidating Presence Talents
Give Challenge [stunt]
PR: Intimidating Presence
Challenge a target that you can see. It gets +2 Accuracy against you, and -4 Accuracy against all other targets. If you challenge another target, the first target is no longer affected.
Give Challenge, improved [stunt]
PR: Give Challenge
Your target additionally has -2 Power against all other targets.
Intimidating Strike [tactic, fear]
PR: Intimidating Presence
Modifies: melee attack
Grit: Resolve to end effect
On Hit: gain +2 Power on the attack. The target may not attack you. This ends any challenge on the target.
Intimidating Strike 2 [tactic, fear]
PR: Intimidating Strike, Commander 4
Modifies: melee attack
On Hit: the Power bonus is +5.
Mark of Inevitable Doom [mark]
PR: Intimidating Presence
Each time you hit the marked target they lose 1 point of Soak until the end of combat.
Inevitable Doom [stunt]
PR: Mark of Inevitable Doom
A target you’ve marked loses 2 points of Evasion. Can only be used once per target.
Restricted Talents – Spirit Warrior
Healing Ways [passive]
PR: Spirit Connection, Insight 5
You may learn the Vigour magical skill. You may also learn the spells Close Wounds, Cure Blight and Cure Wounds.
Healing Ways 2 [tactic]
PR: Healing Ways, Spirit Warrior 2
Modifies: casting a single-target Vigour spell
Cost: x spirit energy, where x is no more than your Spirit Warrior level
Effect: the target gains hit points equal to twice the number of spirit energy spent.
Idea for spirit warrior - improved healing when flush with spirit power
Spirit Bolt [action, stunt?]
PR: Spirit Connection
Choose any amount of spirit energy from your pool. Make a ranged attack roll. If the bolt hits a living creature, they are healed for the amount of energy spent. Soulless creatures are instead dealt this much damage. If used on an ally no attack roll is required and this talent can be used as a stunt.
Strengthen Spirit [tactic]
PR: Spirit Bolt
Modifies: Spirit Bolt
Cost: 1 spirit
Effect: target gains +2 Prowess and Grit until the end of their next turn.
Strengthen Spirit 2 [tactic]
PR: Strengthen Spirit
Modifies: Spirit Bolt
Cost: 1 spirit
Effect: target gains +2 Prowess and Grit until the end of their next turn, additionally they may make a Grit roll as a free action.
Spirit Connection [passive]
PR: Spirit Warrior
You gain a Spirit Pool. Whenever a living creature dies in the same zone as you, you may heal 2 hit points or gain 2 spirit energy.
Spirit Mark [mark]
PR: Spirit Connection
When you make a melee attack against the marked target, gain 2 spirit energy if the target is living. If the target is soulless, instead deal +2 damage.
Spirit Mark 2 [mark]
PR: Spirit Mark, Spirit Warrior 4
When you make a melee attack against the marked target, gain 3 spirit energy if the target is living. If the target is soulless, instead deal +3 damage.
Spirit Power [stunt, gambit]
PR: Spirit Connection, Spirit Warrior 2
Choose Fortitude, Resolve, or Prowess. Until the end of the combat, if your Spirit Pool has 5 or more points in it, you have +2 to the chosen attribute.
Spirit Power, Greater [tactic]
PR: Spirit Power, Spirit Warrior 5
Your bonus from Spirit Power is increased to +4, if your Spirit Pool is 10 or more.
Spirit Power, Improved [tactic]
PR: Spirit Power, Spirit Warrior 5
Choose a second, different attribute from the list. Until the end of the combat, if your Spirit Pool has 10 or more points in it, you have +2 to the chosen attribute.
Spirit Weapon [tactic]
PR: Spirit Connection
Modifies: melee attack vs living target
Cost: 1 spirit energy
Effect: the attack gains the Umbral trait
Spirit Weapon 2 [tactic]
PR: Spirit Weapon, Spirit Warrior 3
Modifies: melee attack vs living target
Cost: 1 spirit energy
Effect: the attack gains the Umbral trait and deals +2 damage
Spirit Weapon 3 [tactic]
PR: Spirit Weapon 2, Spirit Warrior 5
Modifies: melee attack vs living target
Cost: 2 spirit energy
Effect: the attack gains the Umbral trait and deals +5 damage
Swarm of Spirits [stunt]
PR: Spirit Connection
Cost: 1 spirit energy
Duration: Sustained
You summon spirits from the ether. Add the Concealment trait to your current zone.
Chill of the Grave [tactic]
PR: Swarm of Spirits
Cost: 1 spirit energy
The swarm saps the life out of the living. Each turn, every living creature - other than you - in the zone is dealt 2 points of aggravated cold damage.
Chill of the Grave 2 [tactic]
PR: Chill of the Grave, Spirit Warrior 5
Cost: 2 spirit energy
The swarm saps the life out of the living. Each turn, every living creature - other than you - in the zone is dealt 4 points of aggravated cold damage.
Mobile Swarm [tactic]
PR: Swarm of Spirits, Spirit Warrior 2
Cost: 1 spirit energy
The swarm follows you as you move.
Tap Spirit [stunt, levels]
PR: Spirit Connection
Take up to 2 damage, gain that amount in spirit energy. Each level of this talent adds 2 to the maximum amount.
Experience Points
Combat
Actions in Combat
Action
Gambit
Stunt
Tactics
Attack
Cast a Spell
Charge
Marks
Marks are … They can be applied as a Stunt.
Special Traits
Aggravated
Concealment
Umbral
Magic
Nodes and Shards
Idea – ditch boosts (as such)
the bonuses that prev came from boosts are weaved into trees
have some basic trees that are open and represent different “fighting” styles
basically they control access to ‘boosts’ at controlled rates
fighting covers evasion, accuracy, weapon power, hit points (& soak)
don’t forget spell power & grit
note: we need a base for grit (probably 2) - how do we factor that in?
perhaps have a very early talent that sets some “default values”?
this also covers the weird “other” boosts - e.g. presence & subtlety
OR… just make the base of ALL to be 2 ??
Changes
Changes from v8.0
- mana pools are nerfed - experiment
Todo
- Boosts
- Fill out weapon styles a bit
- Sentinel / Guardian
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