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Being a d100, modular system, there is a greater variation and purpose to characters and gameplay. Read about overall game play below for many different topics.
To learn more about our books click book details. Fifty of the 53 Secondary Classes are built with only 3 in restructuring.
The Chronicles is a system of intertwined campaigns and one shots to play as open world or as railroading. Active button coming soon.
The following highlight major design changes but not all unique changes.
To play differently one should perceive and design things differently. Modular designs increase compatibility and balance of the various configurations and serve as the primary framework for different aspects of the game.
Character modularity allows players to play a simple OSR style character or build deeper and more complex characters with various abilities and skills, where all can sit and play together.
Choose 1 of 7 Base Classes and 2 of 53 Secondary that are mechanically & roleplay stylized classes that build the basic framework of a character and available options, plus access to powers of Mysteria or Fervor resources, Utilities, and Spells.
There are 7 Traits: Strength, Coordination, Fortitude, Will, Intellect, Beliefs, and Faith, support the 7 base classes with a separate Allure of Looks, Voice, and Presence. Perception is Passive, Seeing & Hearing, plus Secondary Senses. To Hit values are Hurl, Mana, Melee, and Projectile. Hit points serve as a characters life value.
For Favored Skills, a player can choose skills of their own design. For example here is a commonly used one combined with a specially created skill that can be done in 3 ways: General, General/Specialized, or Specialized as seen below.
Acrobatics +5, Acrobatics +3 & Balance +10, or Balance +15.
Rank skills come in 5 levels with predefined descriptions.
Even playing as a group, players still pursue personal goals and objectives, plus character development that leads to dramatic and powerful options to assert power and thwart Arkenmai(BBEGs): building castles & societies, troops for armies, flagship & ships for fleets, sites & items of power, affiliates & allies, gangs and bands, and archspells or academies.
Using the term adventure rather than game, the system has a character sheet driven ruleset. This allows the Adventure Master (Game Master) to challenge players with mechanical or roleplay variants for each unique situation. It reduces looking up rules to promote game flow and keeps combat from feeling redundant.
Each characters class establishes walk, run, climb, jumping and swim with some giving a player a choice to apply some points. After applying any progression point improvement, players have a final value for each.
The most a character can move in a turn is 2 walks and by declaring "run" add it as well. Sprint and Dash granted by certain classes allows special movement in the "quick" phase of combat whereas most move in the "main" phase unless running.
This creates opportunities for playing out running across fields, in bridges, and gives utility characters advantages over others.
Players have Main Action, Move Action, Simple Action, Reaction, and Casual Action. Actions may be a chosen mechanism or narrative roleplay. A main action can be any of the listed actions except a reaction using character chosen mechanisms or narrative roleplay. Move action may be running, walking, stealth, climbing, swimming, jumping, and under special circumstances flying or burrowing. A Simple actions are less involved. Reactions are utilized when the appropriate condition arises. A Casual action is a type of Simple action, but may be done at anytime throughout a round on any anyone's turn.
Armor features a modular design that uses material components and amount of coverage (piece, half, full) for body armor that matches roleplay style and mechanics. Armor mechanics limit Stealth to different movement actions: running, 2 walks, 1 walk, or 5' based on build. Optional rules easily integrate armor durability and damage mitigation.
Weapon Damage is based on character proficiency for standard weapons progressing through 8 categories and available to certain classes are 5 Brutal categories, and 4 Exotic categories, with the Tinkerer class having 3 (invented/modified) weapon categories.
An initiative combat round with Quick and Main Phases gives "fast" or "telepathic" players a mechanical process to play out their concept mechanically. It also can create an element of drama for other players to affect a battle in a small way with a small action. This helps to also keep players engaged. To Hit from character development include Melee, Hurl, Projectile, and Spells.