Alchemy System

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Character Creation and Advancement

Character Creation

Characters starting out get (18 skill points to spend on skills possibly combine with the other stuff), and (50-60 average, 60-70 above average, 70-80 noticeably better, 80-90 amazing) points to spend on stats and talents/flaws. (This is obviously for first level characters). Flaws may not be used to obtain more than 25% of your starting points. (ie for an 80 ability point character the flaws may not add up to more than 20 ability points in total).

The first 2 levels for every character will be either in student or runaway. This means that most adults that one might run into in this game universe will be of level 2 or so. What skills the character gets to spend his/her skill points on depends upon where they are from, what class in society, and the jobs surrounding them. In other words a student who is a farmer in Semestries would get to spend their skill points in farming related skills along with the basic ones that they would learn in school. This is because the nation of Semestries has a very well regulated school system, and the character has a farming background. As a result of this restriction we allow characters to exist in a more modern society where learning actually takes place, also most campaigns would have to have characters start at a minimum of level 2. Further details on the student class will be given later.

Starting Hit Points (HP) Calculation – health is calculated using constitution. With no dice in your constitution modifier you get 10HP. If you have a positive die you get the maximum value of that die added to your HP, however if you have negative dice you get the maximum value of the die subtracted from 10 with a minimum starting HP of 5. HP after the first level will be calculated based upon your class and detailed there in.

Alchemy Ability Points (AAP) - your AAP is equal to your HP. If you run out of AAP you may spend HP in a 1 to 5 ratio (every 1 point of HP equals 5 points of AAP). When you perform alchemy it will take up some of your AAP, and you will have less for the time being. You recover half of your AAP when you get a full nights rest, and you get to roll your spirit dice every hour (if game time then use half of the spirit roll for the recovery, and if actual play time use the whole roll) toward the recovery of your AAP. However if you dip into your HP to get some AAP, your AAP will take twice as long to recover. ie. you would recover one quarter of them from a nights sleep, and only get to roll spirit dice every 2 hours.

Advancement Rules

First this is a combination of level and purchase system. Characters 2nd level and above earn points that they can use to improve their characters skills and stats in between levels. The points they earn are given during game play (keep track of each point earned here), and may be used either during game play to get an immediate effect on action being performed, or at the end of a session to purchase enhancements to skills or stats that were used during the game. <optional rule that may be employed by the gm at their discretion>A player may choose to spend double points to improve in the middle of the game not during combat, or if the player mentions suspecting combat. The points spent here must be restricted as much as possible by the gm.</optional>

The character must justify spending toward any given feat to the gm, and the gm has the option of vetoing that expenditure (if done the character may spend their point elsewhere following the same rule). It costs 5 points to advance a stat.

The first level class bonus that is granted by a normal class that is not student may only be granted once. This only applies to any class bonuses that one earns on the first level of a class, and none of the other level based bonuses.

For Each session, combat, debate, struggle, etc... the character passes they gain a certain number of points (these points may be used to advance their character in a way that is similar to the way points from good roll-play are used). These points must be tracked, as they will be used to determine when a character will be able to advance to the next level. 1/4 of these points will be usable by a character to advance his character, and similarly the total number of points that a character has is the total of these points and 4 times as many for the points given during sessions. The exact total number of points required to advance and how many one gains during those sorts of situations will be deteremined at a later date.


Advancement Table (note 12, 13, 13, 14, 14, 14, 15, 15, 15, 15...)

please note that those numbers are the total number of points earned by the point system labeled above.

 Level
 Total Advancement Points Required
Skill Points Spent in Reaching that Level From Previous Level
1
0
18
2
72
18
3144
18
4192
12
5244
13
6296
13
7352
14
8408
14
9464
14
10524
15
11
584
15

Reward Table

Feat/Stat Points
This table represents the points that one earns to spend toward feats(and stats). Each point spent toward a feat earns you a small portion of that feat.
 LevelFeat Points Earned At that Level
Stat Points Earned at that Level
11
1
2
1
1
3
1
1
4
1
1
5
2
1
6
1
2
7
1
1
8
1
1
9
1
1
10
2
1
11
1
1
12
1
2