Cancel
Online Tabletop Roleplaying Game

« Back to Table

Latest Posts

Zaelia - Mechanics & Character Creation

hustle Sep '16  /  edited Mar '21
FOREWORD: I am constantly play-testing and adjusting mechanics. As such, make yourself familiar with the method in use for the current game. The headers are marked accordingly.

( = ) { x } ( = ) { x } ( = ) { x } ( = ) -Character Creation- ( = ) { x } ( = ) { x } ( = ) { x } ( = )

Creating a Character in Zaelia

I understand there is lots to read here. This game is not meant for a casual player who does not wish to read and write plenty. For those of you who are happy to accept both tasks, then read on!

STEP 1: Read Lore
= World Lore: Zaelia ( fabletop.com/forum/topic/6030.1/zaelia-world-info-... )
Learn about the continent you inhabit and the planet on which it sits.
= Continent Lore: Bulund ( fabletop.com/forum/topic/6053.2/zaelia-continent-i... )
= Continent Lore: Leonidan ( fabletop.com/forum/topic/6770.2/zaelia-continent-i... )
= Continent Lore: Svalbard ( fabletop.com/forum/topic/12532/zaelia-continent-in... )

STEP 2: Pick Race & Class
You'll want to pay attention to each race's bonuses or disadvantages in order to make a character. When choosing a class, follow instructions on the Class forum, and remember that ALL class traits go in the Notes section of your sheet, with passive traits preceded by a (p) so we both know.

= MAN
. . . = Fighter, Ranger, Rogue, Mystic
. . . = No Bonus
. . . = No Disadvantage

= ELF
. . . = Ranger, Rogue, Mystic
. . . = Passive Bonus, Woodland Native. (+1 senses when in woods, +1 movement in combat)
. . . = Passive Disadvantage, Frail. (-1 to block rolls)

= DWARF
. . . = Fighter, Ranger
. . . = Passive Bonus, Resilient. (+2 Carry Weight, +1 Fire Resistance)
. . . = Passive Disadvantage, Mundane. (-1 Magic Resistance)

= HALF-ELF
. . . = Fighter, Ranger, Rogue, Mystic
. . . = Passive Bonus, Anger. (+1 attack in one-on-one melee combat)
. . . = Passive Disadvantage, Fragile Flesh. (Block rolls of 2 stars or less fail)

= HALFLING
. . . = Fighter, Rogue
. . . = Passive Bonus, Fleet Footed. (+1 movement at all times, unable to be knocked over)
. . . = Passive Disadvantage, Low Horizon. (-1 to senses checks)

= GNOME
. . . = Rogue, Mystic
. . . = Passive Bonus, Small. (+1 to sneak roll before combat initiates, +1 to dodge in one-on-one melee combat)
. . . = Passive Disadvantage, Weak. (-2 Carry Weight, Unable to wield 2H weapons or use Shields)

.
..
...
1.0 CLASSES

= FIGHTER fabletop.com/forum/topic/6068.4/zaelia-classes-the...

= ROGUE fabletop.com/forum/topic/6096.4/zaelia-classes-the...

= RANGER fabletop.com/forum/topic/6067.4/zaelia-classes-the...

= MYSTIC fabletop.com/forum/topic/6065.4/zaelia-classes-the...

.
..
...
1.5 CLASSES

= FIGHTER justpaste.it/7zfcg

= ROGUE justpaste.it/3teks

= RANGER justpaste.it/5gd6p

= MYSTIC fabletop.com/forum/topic/6065.4/zaelia-classes-the...
hustle Sep '16  /  edited Aug '20
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Game Mechanics 1.0 - ( = ) { x } ( = ) { x } ( = ) { x } ( = )

Combat & Movement
This section, like all others, includes some House Rules, but we'll keep things moderately simple in order to maintain game flow in combat.

= Mind the Turn Tracker
Before combat initiates, you may move and act as you wish. However, once the Turn Tracker reads "Stop and Plan", it means STOP ALL MOVEMENT. If the Turn Tracker moves to "GM", it means STOP ALL MOVEMENT AND SPEECH. Sometimes things will be happening split second, in which case your Ranger wouldn't actually have time to carry out a full conversation with the Rogue about how to plan the battle.

= Move and Act During Your Turn
When in combat, your PC cannot move or act until it is your turn. Once you begin your turn, you may move, act, and use an item. Movement here is a stat described as follows:
BASE MOVEMENT: 20 feet (4 squares)
MODIFIERS:
- When wearing Heavy Armor, -5 feet (1 square)
- When over-encumbered, -5 feet (1 square)
- On difficult terrain (slippery floor, through trees or water, etc) -5 feet (1 square)

In this way, you can see how a player in heavy armor, carrying too much loot, and in the forest could easily be cut down if outnumbered in battle, as he or she would move 1 square per turn.

Alternatively, on your combat turn, if you wish to flee (using both your "Move" and "Act" actions as "Move" actions), you can double your speed, gaining 8 squares of distance plus or minus any modifiers.

= Use of Power Points
The one class that heavily relies on Power Points is the Mystic, who uses them for almost everything. Power Points in Zaelia can be used in most of the traditional FT ways, with a few caveats depending on class and situation.

First, Mystics. PP must be used when casting a spell. For delayed use spells like Instant Summons, the PP must be used to bind an object once and used again later to summon it. Each and every spell must be accompanied by at least one PP. Use of further PP adds to the bank of stars. Mystics do not follow the 2 PP cap, and instead, they can roll as many as 10 PP on a single spell, keeping the highest return and counting all 10 PP. This is unique for Mystics, as they can do large amounts of damage, but only rarely. The increments increase in amounts of 2 PP.

For Mystics, and for all other classes, PP outside of magic is used in the following ways.

One: Add to your bank of stars in an attack. If an undead warrior is fighting you and he is wearing +1 armor, you can add PP to your attack, essentially negating the armor and ensuring a hit.

Two: Initiate a block or dodge. Blocks and dodges will be allowed free in 1v1 fights, which are essentially duels. In larger battles, however, blocking or dodging anything requires a high amount of concentration, and thus, requires a PP. It does add to your bank of stars.

Three: Add to your bank of stars in a combat movement scenario. For a Rogue to sneak up and backstab someone, he can apply a PP toward the movement/sneak portion of the roll to remain harder to detect.

Four: "Cheat" the system by guaranteeing (or at least, helping) a must-have save or pass on a skill check, adding one star to that check.

Things you CANNOT do with PP include healing yourself or others without means to do so (spells or consumables), or initiate "saves" on allies or NPCs nearby that may take damage unless you have abilities that allow such things.

= Loot & Carry Weight
Throughout your quest, you'll undoubtedly find armor, weapons, and trinkets that enhance your heroic nature and battle prowess. These things all weigh something, and you can only carry so much!

On top of your camp supplies, which you always have with you, your character can carry a number of items based off your Might score x 7. Light items (armor and weapons that promote quicker movement but withstand and dish out less damage) count as one slot. Heavy items (armor or weapons that can withstand or dish out more damage) count as two. Simple as that.

EXAMPLE of a Basic Fighter Setup:
HP 4 / PP 2
M 2 / A 1 / W 2

M (2) x 7 = 14 CW (Carry Weight)

= HEAD: Fluff Bandana (0 CW)
= CHEST: Heavy Iron Breastplate +0 (2 CW)
= ARMS: -
= LEGS: Fluff Pants (0 CW)

= JEWELRY 1: -
= JEWELRY 2: -

= HAND 1: Heavy Iron Greatsword +0 (2 CW)
= HAND 2: -

= PACK CONTENTS:
. . . = 1 Bundle of Torches (1 CW)
. . . = 1 Trail Ration +1 HP (1 CW)
. . . = 1 Iron Shortsword +0 (1 CW)
. . . = 1 Iron Buckler +0 (1 CW)

CW: 8/14

= Rest & Preparation

Taking hits and spending your energy in combat or on travels is very likely to occur. Aside from using potions or eating food, you'll need to sleep and recover from your tiring battles!

RESTING: Whether in town or at camp, resting is crucial to replenishing your health and power. A full night's sleep will grant you 30% of both HP and PP. But be careful; there are things to remember!

PREPARATION: If you're in a nice cozy tavern in a walled city, you're probably safe to take a load off, remove your armor and weapons, and rest for the full replenishing effect. However, if you're in the wilderness around a small fire, removing your armor or weapons might be dangerous, as all weapons, as well as Light armor take 1 turn to equip, and Heavy takes 2 turns or the assistance of a friend!

Why remove your gear, then? Sleeping in armor or with weapons will bring the 30% refill down to 15%, a potentially dangerous decision. Whatever the case, be sure to bring a friend to take first watch!

= Life & Death

At the end of the day, this is an RP, and I know you all put a lot of thought into your character. That said, I want you to put just as much thought into that character's decisions and what consequences may come of them.

What I mean by this is: Perma-Death does exist in Zaelia. As GM, I'll make sure this does NOT happen purely by bad luck on a few rolls, but it is a possible outcome.

ZERO LIFE: When your HP reaches 0, you are fully incapacitated. Talking, moving, using items, all of that is gone. You're not dead, but you're knocked out cold, and you've probably sustained some serious injuries.

TAKING DAMAGE AT ZERO LIFE: This is the worst case scenario. If you are incapacitated and unable to defend yourself or even move, an enemy can do what they wish. If a blow is meant to sever an artery or remove a limb and that enemy succeeds, congratulations, you're bleeding out and have one less body part. If that blow is meant to kill you, back to the drawing board you go.

Again, as GM, I'm going to make in-game decisions and will ultimately be playing as the enemies, and while the enemies' objective will be to defeat the heroes, I'm not out for a party kill, or even a player kill. However, if you put yourself in a terrible situation with no alternative or backup plans, and if the dice allow it, you may die. Keep that in mind during your planning phase!
hustle Oct '18  /  edited Mar '19
( = ) { x } ( = ) { x } ( = ) { x } ( = ) -Character Creation 2.0- ( = ) { x } ( = ) { x } ( = ) { x } ( = )

Some of this is similar to 1.0, but other parts are wildly different.

STEP 1: Read Lore
= World Lore: Zaelia ( fabletop.com/forum/topic/6030.1/zaelia-world-info-... )
Learn about the continent you inhabit and the planet on which it sits.
= Continent Lore: Bulund ( fabletop.com/forum/topic/6053.2/zaelia-continent-i... )
= Continent Lore: Leonidan ( fabletop.com/forum/topic/6770.2/zaelia-continent-i... )
= Continent Lore: Svalbard ( fabletop.com/forum/topic/12532/zaelia-continent-in... )

STEP 2: Pick Race & Professions
Here's where things get different. In 2.0, I won't make use of Racial bonuses/disadvantages (at least, not at the beginning), as 2.0 is an attempt to make combat more fluid and less crunchy. Therefore, we have no passive skills and no stacking traits. Instead, simply choose a race and a combination of professions you like, and we'll play!

Races:

= MAN
= ELF
= DWARF
= HALFLING
= HALF-ELF
= GNOME

Professions:

= WARRIOR - justpaste.it/3tngv
= SHADOW - justpaste.it/40ve3
= RANGER -
= BJORNEN MYSTIC -
= VARGEN MYSTIC -
= ZAELIAN RITUALIST - justpaste.it/6uo9u

STEP 3: Pick Skills & Speech
Once you have a Main and Secondary Profession, you can begin choosing skills. Your character will always make use of the six Bonus Traits by way of skills. You'll take three from your allotment of Main Profession skills, two from your allotment of Secondary Profession skills, and one Speech skill, interchangeable per session.

Speech Types: - These are *not* indicative of your playstyle, but only used to serve as a bonus in the areas they describe. You are expected to adjust this depending on known plans for the day. Your speech skills can be upgraded one at a time every 20 XP, so make use of variety!

Diplomat: 1 - Appease, settle disputes, and work toward a common goal.
Enforcer: 1 - Intimidate, eliminate disputes, and demand an outcome.
Infiltrator: 1 - Coerce, circumnavigate disputes, and hide all goals.
General: 1 - Strengthen, study disputes, and view all goals.
hustle Oct '18  /  edited Oct '18
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Game Mechanics 2.0 - ( = ) { x } ( = ) { x } ( = ) { x } ( = )

Combat, Movement, and Actions
Each character will have two actions per turn while in combat. The actions may be broken down into four major categories: Move, Attack, Use Item, or Take Stance. Uniquely, you may double up on any of the four categories to move twice, use two items, attack twice, or even take two separate stances.

Movement is taken in 20ft increments (4 tiles at 5ft per tile).

Attacking is done by use of a Base Trait and whichever Bonus Trait you choose. Bonus Traits/Skills/Spells do not stack.

Using items is as simple as describing your use of the item, unless that item has a specific description hindering quick usage.

Finally, stances. These are new to Zaelia, so I'll devote a section to them.

Stances in Combat
Stances: Using an action to take a stance can be favorable instead of moving, attacking, or using an item. Stances are not skills, but can be aided by some skills. Stances are taken during your turn and used if needed during the following round, expiring upon initiation of your turn once more.

- Blocking Stance: Taking a blocking stance prepares your character to attempt a block against the first attack toward them in the round. Should you successfully negate all damage, whether by armor, blocking, power usage, or a combination of the three, your stance continues. You may then attempt multiple blocks. Any damage taken results in a broken stance, and blocking subsequent attacks is not possible.

- Dodging Stance: Taking a dodging stance prepares your character to attempt a dodge against the first attack toward them in the round. Should you successfully negate all damage, whether by armor, dodging, power usage, or a combination of the three, your stance continues. You may then attempt multiple dodges. Any damage taken results in a broken stance, and dodging subsequent attacks is not possible.

- Charged Stance: Certain skills or spells can be charged and held, or made ready but not used. Taking a charged stance prepares your character to unleash a skill or spell against the first enemy that attacks them. The caveats are that A) the attacker must be in the same range as the skill or spell (melee or ranged) and B) the stance immediately expires upon usage of the skill or spell.

- Multi-Stancing: Sometimes, you may find it strategically important to take multiple stances in a turn rather than act. While you cannot take two of the same stance (block/block), you may attempt to take two different stances (charge/block, block/dodge, etc). The order must be declared and cannot be changed during the round. One stance will continue until it is broken, expired, or voluntarily given up (a successful block can allow a player to give up the blocking stance in order to use a charged skill on the next attack without waiting for the block to fail).

Skills & Conditions
Several skills will be used to apply Conditions rather than deal direct damage. Conditions, while not entirely new, have been revamped and are explained below.

Conditions: The same condition cannot stack upon itself, but one player may suffer from any two conditions at a time, taking the most severe two when more are inflicted in one round. Conditions can be applied to enemies and players during combat and regardless of armor class.

Anguish (50% movement, -1HP/turn)
Bleeding (-1HP/turn)
Blind (-2 dice attack/block)
Broken (-1 die attack/block)
Burdened (50% movement)
Burning (-1HP/turn)
Deaf (-2 senses)
Disarmed (-1 die + weapon removal)
Diseased (-1HP/turn, transferred to same race)
Forgetful (can’t attack same foe)
Frozen (50% movement, -1 die attack/block)
Hobbled (50% movement)
Poisoned (-1HP/turn)
Prone (skip action)
Shattered (attacks allies)
Winded (50% movement, -1 die attack/block)
hustle Apr '19  /  edited Apr '19
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Game Mechanics 3.0 - ( = ) { x } ( = ) { x } ( = ) { x } ( = )

A Work In Progress:

justpaste.it/242ul

Please log in to add a comment.