Class
Each faction has a collection of classes your character can fall into depending on the faction you join. Each class has their own unique amount of stat points and perk points as well as general equipment slots. Each class also comes with their own unique perk for your character to make use of.
Stats
Stats determine a variety of your character's basic characteristics. Each stat is also tied to a base dice roll whose maximum value increases in line with their rank. Some stats also correspond to static effects which are consistent in every clash. While certain functions of stats are discussed elsewhere, this a general guide for what every stat is capable of doing. (Specialties are optional)
Each stat costs 2 points to increase a full rank, with one point increasing a stat by a plus modifier. All stats cap at rank A+ and start at -, with every stat of requiring at least E rank. Left over stat points you don't wish to spend can be scrapped for AP points (2 stat points = 1 AP).
A complete stat will increase your maximum by two while the presence of a plus modifier denotes a plus two that will be added to a roll when calculating damage. Having a plus modifier can also negate a minus one inflicted to a roll. The only exception to this is having a stat ranked A+ which will just be treated as a full rank higher than A.
STR - Strength is a measure of your physical abilities. This stat is relevant to how much damage you deal when engaging in physical combat. At strength rank C and above your character can select an optional strength specialty which affects how this stat is interpreted. The two options are as follows.
Physical Might: Your character's physical power is the essence of your strength. Boosts your ability in duels and tasks which require raw strength. This characters gains a plus modifier for strength checks, and can carry more. When a parry is used against you, even if your attack is negated, disorient the target if their strength is lower than yours or equal while lacking this specialty (Disoriented characters cannot not counter attack and gain a minus 1 to their actions for the rest of the this turn and the next).
Prowess: Your sheer power comes not just from being strong but channeling that strength into your abilities. Your base raw strength is lower but your ability with a chosen combat type is higher. Your critical strikes hit harder and you deal more bonus damage when using a certain combat or weapon type. In a tie, unless a character also has Prowess, the clash is won in your favor.
CON - Constitution corresponds to your health, but also your ability to resist damage and status effects. For every point put into this stat your max hp is increased by 45 resulting in a max possible hp of 450. At Constitution of rank C and above, your character can select an optional endurance specialty which affects how this stat is interpreted. The two options are as follows:
Survivability: Your character isn't the most durable of your weight class, but they're ability to survive is top of line. Your hp pool is slightly lowered, but you have a natural resistance to debuffs and fatal wounds don't start appearing until you are at 40% of your max hp.
Durability: Your character is sturdy and durable, bosting high vitality and defense. Your health is higher and your character gains a natural damage reduction against physical damage. Debuffs however can have greater sway over you.
AGI - Agility is the measure of speed and reflexes that the character possesses. Characters with high Agility move and attack faster than normal and are capable of dodging attacks more easily. It is used to determine things like accuracy, evading attacks, dodging obstacles and other acrobatic activities. It also corresponds to attack and running speed, allowing you to potentially take more actions or land more blows. At Agility of rank C and above, your character can select an optional agility specialty which affects how this stat is interpreted. The two options are as follows:
Acrobatics: Your character is athletic and flexible, your speed and reflex's are put to better use in more basic movements. You are inherently slower in action but better at dodging.
Speed: Your character is built for pure speed and fast actions. You are notably faster, be it running or attacking but worse at dodging incoming attacks.
PRA - Prana is the measure of the individual's magical capacity and the raw magical reserves that the character possesses. Characters with high Prana are capable of casting numerous high-ranking spells in rapid succession or possess multiple active supernatural abilities. One special characteristic of Prana is general resistances. The higher ones mana the greater their resistance to certain effects such as paralysis or mental interference. For every point put into this stat your max capacity is increased by 50 resulting in a max possible Prana value of 500. At C rank your character has the option to select one of two specialties.
Quantity: Your character has higher prana reserves but a reduced output for their spells. Improve your reserves by an extra 100 from what your rank should have, but spells suffer an inherent minus 1.
Quality: Your character has lower prana reserves but can pull of stronger feats of magecraft. Your prana reserves are 100 points lower than what they should be but all spells have an inherent plus 1.
FIN - Finesse is the measure of control and refinement that one can apply their abilities. Characters with higher ranks in Finesse are capable of using higher level spells and techniques. Your rank in this stat determines the max rank of your spells. This also increased your ability to perform various complex or difficult tasks outside of combat ranging from picking locks, hitting far away targets or providing medical aid.
Skillful Combatant: Your characters specialty is your skillfulness in combat. Rolls gain a plus modifier for the sake of clashing. Non-combat FIN checks suffer a minus 1.
Technical Specialty: Your character has a specialty for the more intricate matters. Non-combat checks like picking a lock gain a plus one modifier. Combat FIN checks suffer a minus 1.
Optional Stats
Optional Stats are certain attributes anyone can place their stat points into but you are not required to have.
MYS - A stat which represents culminated mystery. Serves as a defensive value against all supernatural damage types based on age. This is a skill one must invest in if they wish to push their age beyond their natural lifespan, but it is also available to those whose bodies contain older mysteries. Dead Apostles possess this stat by default. Unlike other stats, mystery is not associated with a dice roll but rather it just reduces the effectiveness of supernatural phenomenon against you relative to your rank in the stat in a consistent manner. This defense however is countered relative to the opponents own mystery.
SEN - A stat which designates a sixth sense of some kind. It is used for perception roles to see things which exist beyond regular human ability or seeing past illusions. Serves as a requirement for certain perception based abilities such as mystic eyes. Similar to Mystery it has no dice roll, rather any sense check comes down simply to rank. If your rank in this stat meets the minimum requirement to perceive something, then you will see it to some degree for sure.
CHA - A stat which denotes a persons influence, fame and charisma. It is a stat which makes it easier to socialize with NPCs and support your allies.
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Classes
The Holy Church
Executor
Stat Points: 32
Attribute Points: 16
General Equipment Slots: 1
Minimum Stat Requirement: Rank B in at least one physical statistic.
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Heretic Inquisitor:
Cost: Free
A skill which signifies that one has become a first-rate murderer who passed brutal and pious training to become mankind's weapon. Executors are those who place their lives on the line to slay that which should be denied to preserve the goodness of man. You’ve tested your metal against the many terrifying horrors which lurk in the darkness and returned to the light by night's end, stronger than the previous evening.
Effects:
When taking any kind of offensive or defensive action against "enemies of the church" increase their power by 1. Select a specialization for Magi, Demons or Dead Apostles, power against these enemies increases by 2 instead.
Knight
Stat Points: 28
Attribute Points: 18
General Equipment Slots: 2
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Defender of the Faith:
Cost: Free
A member of a chivalric order which serves as the main military body of the church you uphold an oath to defend that which is holy. For the sake of a greater cause you place your life on the line to protect all that is good. With an unbending will and unshakable faith you have overcome numerous trials.
Effects:
All defensive actions gain a plus modifier for every significant holy object, place or person they are defending. You also gain the effects of the perk Guts in such situations.
Assembly of the Eighth Sacrament
Stat Points: 23
Attribute Points: 22
General Equipment Slots: 4
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Relic Recovery:
Cost: Free
As a member of the Eighth Sacrament your duty is to research, recover and manage the various holy relics which have been scattered across the world. Even deep below the earth it is your duty to see the relics safe return.
Effects:
Obtain a free relic of rank C. This character also receives 6 AP for use exclusively on equipment.
Clock Tower
Noble
Stat Points: 30
Attribute Points: 22
General Equipment Slots: 1
Minimum Stat Requirement: Rank A in Prana.
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Ancient Lineage:
Cost: Free
A member of the aristocracy, your lineage is ancient and powerful. Generations of magi before you have dedicated themselves to developing their craft which you have inherited. With pride and dedication you follow in their footsteps in pursuit of that ever distant Root.
Effects:
Create a magnum opus which serves as a spell of rank A+. These special abilities are far beyond that of regular spells and have a much greater cost to activate. In exchange other characters start with basic knowledge about your family history and magecraft.
Student
Maximum Stat Requirement: This characters Prana is capped at C
Stat Points: 20
Attribute Points: 20
General Equipment Slots: 1
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Developing Talent:
Cost: Free
A skill which marks you as a promising student at the Clocktower, but one of a younger bloodline. You are really only beginning to learn the true extent of your abilities and lack the experience of the more prestigious magi around you. Even so you continue to improve.
Effects:
At various points in the story you possess the opportunity to upgrade your character, improving spells, stats, abilities, etc.
Enforcer
Minimum Stat Requirement: Rank B in at least one physical statistic.
Stat Points: 30
Attribute Points: 20
General Equipment Slots: 1
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Magi Killer:
Cost: Free
A skill which designates you as an experienced enforcer. When it comes to hunting and defeating magi you are an expert with significant power and experience.
Effects:
Design two technique of some kind intended for the subjugation of magi. Obtain a plus modifier for offensive actions against magic users and spells. Your techniques obtains two.
Faculty
Stat Points: 25
Attribute Points: 20
General Equipment Slots: 2
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Eye for Talent
Cost: Free
A perk which denotes a member of Clocktower faculty who have been working there for a notable length of time. Having seen plenty of magi in your time you feel you have a good eye for identifying their strengths and weaknesses.
Effects:
Once per ally, raise the rank and effectiveness of one of their spells by one (Caps at A) at various points in the story. Upon seeing an ability once you are also able to identify its broader foundation if it falls under your relevant department.
Freelancer
Stat Points: 28
Attribute Points: 22
General Equipment Slots: 3
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Spellcaster
Cost: Free
You are someone who uses magecraft more as a tool rather than a means to an end for the path of traditional magi. Even if your general skill with magecraft is fundamentally lower, your dedication to practicality means you can excel in fields most magi might find lacking.
Effects:
Select a speciality relevant to your line of work (It can be anything from killing humans to gambling), your spells can now pull from any kind of foundation so long as they adhere to this speciality. However, if they are from outside your foundation, they’re power is capped at C. To represent this, gain two extra practical spells follwoing this outline.
Dead Apostles
Stat Points: 36
Perk Points: 16
General Equipment Slots: 1
Minimum Stat Requirement: Rank B in all physical statistics, and E in Mystery.
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Mys: -
Inherent Perk:
Curse of Restoration
Cost: Free
The inherent ability of a Dead Apostle, your existence shall not easily fade. This perk represent the basic healing factor which makes Dead Apostles difficult to kill.
Effects:
Every turn you recover a certain percentage of your hp relative to the current phase of the moon. (For simplicity at full moon you recover all injuries, half moons it's half your current injuries, quarter moons recover a quarter of your current injuries and new moon you recover from one injury a turn. Moon phase is established at the start of every night.). Certain weapons and abilities can negate this regeneration.
Vampiric Impulse
Cost: Free
The inherent desire to suck blood which marks a vampire as a violent creature of the night. Unlike True Ancestors, this desire is one you must indulge in order to maintain your body.
Effects:
All abilities and actions this character takes requires a certain amount of blood to function alongside their other costs. In order to recharge the amount of blood this character has, they must feed on others. If this character runs out of blood, they are forced to withdraw. However, this character requires no other form of sustenance. Receive a plus modifier to physical actions on a half moon and two on a full moon.
Rank V
Cost: Free
A perk which marks your character as a fully fledged vampire. All Dead Apostles begin at rank V by default, however this can be upgraded with a perk denoting a higher rank.
Effects:
Your character gains 4 stat points for use on physical statistics alone. You also gain a special ability of your own design of max rank C. This perk can be upgraded for three AP in the perks section. However, your character is also especially weak to holy and other anti-vampire attacks. If you wish to downgrade, you can become subservient to another vampire but gain three extra AP.
Vessel of Influence
Cost: Free
Being a Dead Apostle is a resource intensive existence and have a constant blood cost to act. In order to overcome this Dead Apostles employ a variety of methods which reduce their expenditure while still acting in the world.
Effects:
Design the main means through which your character is able to interact with the world. There is little limitation on what you can make use of, sealing your powers, spare bodies, thralls, familiars, or anything else you want to use. This existence operates with half your original stats but lets you collect blood from enemies for your true form. Your true power can reveal itself at any time, even in limited forms, but will be limited by how much blood you currently have. You can make use of a separate pool of 14 AP to use on perks and abilities than can be used in your weakened state.
Secret Autopsy Division
Excavator
Stat Points: 23
Attribute Points: 26
General Equipment Slots: 5
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Explorer
Cost: Free
A perk which marks you as someone who makes their living in the depths of the Spiritual Tomb of Albion. Despite the dangers you have had no choice to continually dive into those depths in search of treasure.
Effects:
When inside the Spiritual Tomb of Albion all actions gain a plus one modifier. When investigating supernatural environments you are more effective at gathering information and resources within the Tomb.
Management
Stat Points: 25
Attribute Points: 22
General Equipment Slots: 3
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Organized Data
Cost: Free
As a member of the management branch you have greater access to the flow of information within Magisfair. By pulling the correct strings you can more easily enact your will through your authority.
Effects:
Your character starts with notable information about every character native to Magisfair and have a number of important connections to use to your advantage. You are also assigned to a single exit from the city and are the only member of the Secret Autopsy Division allowed to leave the city and go above ground if you chose to.
Materials
Stat Points: 22
Attribute Points: 28
General Equipment Slots: 4
Minimum Stat Requirement: Rank B Fin
Str: -
Con: -
Agi: -
Pra: -
Fin: -
Inherent Perk:
Criegula
Cost: Free
A member and worker in the Materials Branch, you have access to the united workshops of the Criegula and its many creations.
Effects:
All general items this character can bring into Albion are upgraded to E Rank special equipment. When given certain magical materials it may be possible to craft on the fly magical items based off the materials characteristics. Gain 6 extra AP for use exclusively on Equipment.