Systems
**Intro to systems explain how various systems are used to make changes to the AE during play, why we have systems and what to do if a system is missing.
Experience gains
**Intro to experience, what it represents and how it is used in the game. 10 point must system at game end for personality etc.
Playing through the change
**Explain how roleplaying experience gain is better than simple spending, GM's can even award scores rather than XP if they wish though this is very tedious to keep track of and do fairly.
Experience rewards
**When to award experince, end of session, end of tale, end of saga.
Increasing abilities & skills
**exchange rates and what is required to increase skill/ability include descriptions of the sorts of feats a player should be trying in order to get his AE to the level he's after.
Increasing magick & spells
**exchange rates and what is required to increase spells and magick include descriptions of the sorts of feats/practice a player should be trying in order to get his AE to the level he's after. Magick beyond level five can only be learned from ancient texts or arcane research beyond what is possible within a human life-span. Most magi opt for the texts!
Increasing faith & prayers
**exchange rates and what is required to increase prayers and faith include descriptions of the sorts of acts of faith a player should be performing in order to get his AE to the level he's after. Some faiths require bizarre ritual and/or sacrifice to gain the attention of the god, this often results in quests being assigned to further the gods cause on Dio, faith is only awarded for completion/acceptance of such quests! You can't simply LEARN faith, that's theology :)
Movement
**moving around, rates thereof exhaustion etc
Carrying equipment
Each item of equipment is assigned a strength cost when carrying or weilding an item it's strength cost is deducted from your strength until you have no strength left with which to carry. Every point beyond your strength that you spend incurrs a one point penalty to your physical action rolls. Thus if you have strength 6 you can carry or wield up to 6 strength points worth of equipment without penalty, you can carry or weild from 7 to 12 strength points worth of equipment with a penalty to your physical actions equal to the number of carried strength points worth of equipment minus your AE's strength. It is impossible to weild or carry anything that costs double your strength or more. This applies to cumulative calculations i.e. all of your kit as well as individual items.
Combat
**build on what was learned in the Rules section and flesh out the entire combat system, including initiative, dodging, parrying, blocking, striking, cover, disarm, etc.
Injury
**damage, how it effects the AE and what can be done about it this is for body mind and sould not just the physical! This is also an overview!!!
Types of damage
**combat, falling, fire, magick, faith how each differs from the others... poison, suffocation, drowning, stuns, ko
Healing
**How AE's repair...
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