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Arcanum: World of Arator Core Rule Book Version 1.0
1
Arcanum: World of Arator Core Rule Book and
Character Class Codex (Version 1.0)
These are the core rules for the Realm of Arator adventure setting. All rules within this
book are needed in terms of how the game is played. This book will explain various
aspects of the game that are not covered in other volumes such as Creature Compendium,
The Gods of Arator, etc.
The basis of this volume revolves around how battles, combat, and stats are primarily
used within the game as well as spells. Even though the magic of Arator is fully
explained sphere by sphere in its own book Magic of Arator, this book will explain how
spells work when in and out of combat.
All the basic mechanics of the game are explained in this core rule book as well as other
features that are important to the game in order to be played.
The Basics: How to Play the Game
The World of Arator is played very similar to other role playing games with storytelling
and pen and paper.
A calculator is also essential to add and subtract the various bonuses, damage done, and
percentages that are present in the game.
The World of Arator can also be used in conjunction with D20 system. All one needs is
the 20 sided dice and that is all. The 20 sided dice can be used to figure out how much
time remains in between player, NPC, and monster cool down times for their talents,
powers, and abilities. For example, if a warrior just used their trip and kill talent it cannot
be used again for another 60 seconds. To figure out how much time remains for that same
talent to be used again, the game master should have the player roll the 20 sided dice. If
the number is 6 or over then 60 seconds has transpired and they get to use that talent
again. If the number is 5 or lower, then not enough time has passed and the player will
have to wait for their next turn in which the talent will then be automatically available.
This also applies to monsters and NPCS that the game master controls. Each number on
the 20 sided dice would represent increments of 10 (there for a 1 is 10 seconds, 2 is 20
seconds, etc.) If the game master is controlling a monster that uses a special ability that
cannot be used again for 120 seconds for example, then they must roll a 12 or higher for
it to be used on the GM’s turn, if 11 or lower than the GM must wait on their next turn to
use that monster’s ability. Character classes and most monsters and beasts have numerous
talents with cool down times. Since all character classes have ten different special talents
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below level 50 and then an additional five more after level 50 along with their specialties
and normal attacks, they can opt to use these other methods of combat powers while the
talent they just used cools down. In such cases, a dice roll is not even required and the
GM can just allow the player to use the talent again at the GM’s own discretion. If the
player opts out of the rolling the dice to see how much time is needed to pass to use that
ability again, then they must use other talents in that given round or turn until the GM
says they can use the other talent once more. However, if the player or the GM feels they
need or wants to use a talent at a particular moment and they are waiting for it to become
available again, then a dice roll is required.
20 Sided dice are available at any role playing or basic game store, and can also be found
easily online. The World of Arator currently does NOT come with dice.
The game master is the rule keeper and story teller, and must keep track of all elements of
the game being played. To make World of Arator fun for players, the game master should
be flexible with the aspects of the game, but not so much so as to make things too easy.
The World of Arator is a huge setting, with an expansive world and hundreds of different
places, monsters, beasts, NPCS, and more to populate that world with. A good GM is
able to incorporate their own stories within this game world using the given rules,
regions, and monsters successfully.
If a GM is unsure as to how to proceed with a certain aspect of the game, they can refer
to the many supplemental volumes that add to the game such as the Races of Arator, The
Gods of Arator, Magic of Arator, and the Creatures of Arator.
The World of Arator was made to be flexible and easy to play. Even though much of the
material can be quite in depth, much of it is self explanatory.
All one needs to begin a game within World of Arator is a good story, a couple of
players, and a lot of imagination.
Getting Started: Making a Character and Example
Combat
Making a character in the world of Arator is meant to be fun and creative. Players should
really put some thought into the characters they make as they will be extensions of
themselves within the game.
To begin creating a character, one should choose their race first (see below for possible
options) and then the class they wish to be. Some races are restricted to what classes they
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can or cannot be but all races will have what is called a “preferred class” or a class that
fits that race the best. Preferred classes do not offer any additional bonuses or perks
currently to the game, but they do offer players the chance to play to the best of its
abilities.
In order to figure out a character’s stats, health, armor, and weaponry, we will use a level
1 fighter as an example.
Begin by assigning your character a name, then depending on their class and race, you
can begin to figure what starting stats they will have.
In this example, our level 1 fighter starts off like ALL character classes with a base 5
points in all their stats; however, since our character is a fighter they automatically gain
+2 to their Stamina, weapon skill, fighting skill, and agility. This bonus is also applied
each time our fighter levels. There for, our fighter will have 5 points in perception,
intelligence, wisdom, strength, charisma, and will power but will have 7 points in agility,
weapon skill, fighting skill, and stamina. Health is determined by the formula mentioned
below by taking 100 points that all character classes receive as a base + stamina score (in
this case 5 points) and then + the fighter’s health bonus percentage as a class which is
+50%. There for our fighter will have roughly 160 health points at level 1. Health points
can be gained by leveling of course, as well as additional bonuses which can be earned by
jewelry, armor, and weapons (but should not be applied at such low levels and should be
earned by the player at the GM’s discretion.)
Now since our fighter is a battle class they will have physical energy points as well and
this is determined by taking the character’s stamina score (7 points) and multiplying it by
the character’s level (which is only 1) then that number is doubled so in this example the
fighter will have 14 points of physical energy to spend. This of course is not that much, it
is meant to be that way because characters are just starting out and are meant to be weak
in the beginning and then grow stronger as they level and progress.
In the start of any character’s life within the world of Arator, weapons, armor, magical
items, and other treasure is crucial to survival. The World of Arator does not have any
restrictions for players in terms of what weapons they wish to start with on the exception
that they cannot start off as being magical in nature.
There for, in this example, since our fighter gains a base +5% damage bonus by dual
wielding any form of one handed weapon in either hand, we will start them off with a
pair of standard short swords that as a base deal 10 damage on each strike. We will also
give this fighter starting leather armor with a 10 durability rating.
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The game master should allow players to have any form of standard weapon that the class
is allowed to have at the start of the game. There for a warrior can have a standard two
handed weapon, a gladiator can have normal rated gauntlets, etc. All classes are also
allowed to start the game with a long ranged weapon such as a bow and arrow, crossbow,
firearm, or a wand (for spell casters).
For information on how weapons and armor work for the game please refer to the
Weapons and Armor of Arator supplement book. This book will give game masters all
the information they need on base weapon and armor durability, damage rating, and
magical properties. If the game master does not wish to use the Weapons and Armor of
Arator book, they can simply add their own base damage and durability to weapons and
armor (within reason).
Now that our fighter is almost set to start an adventure, let us take a look at their
specialties and talents. The fighter has a several specialties which are: Hand to hand
combat, adrenalin rush, blind fighting, precision, dual wielding, intimidate, disarm,
brawling, battle tactics, tumbling, swimming, athletics, acrobatics, running, jumping, and
climbing.
All of these specialties can be used within combat, and are each detailed in full below as
to what benefits they apply to our fighter. We will use one of these specialties as an
example down below in combat.
For an example, let us place our fighter into a battle with a level 1 thief human that has
126 health points. Let us say our thief attempts a strike at our fighter with a dagger (5
points of base damage) and our fighter wishes to use their talent parry to block the blow.
The fighter automatically blocks the strike because they used a talent they possess called
parry. All character classes have some form of block, evade, parry in their talents and it is
considered an automatic success, however, since it is a talent, it will cost our fighter
energy points which at level 1 parry will cost 3 points in energy. (Physical energy is
regained automatically over time based on their stamina stat and half their level in
seconds. Since our fighter has 7 points of stamina and is level 1 they will regain 7 points
of stamina every 5 seconds).
In situations however where a character wishes to simply block, parry, or move out of the
way of an attack and they CANNOT use their talent (perhaps it is in cool down or they do
not have enough physical energy) to determine the success of the fighter’s block, you
would take their agility and weapon skill score (7 points and 7 points) and add them
together for the percent chance which is 14%. We then have to figure out if our thief is
accurate enough to make that strike and this called hit rating (see below). To determine
that, we would simply take the thief’s intelligence and agility score and add them
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together. Being a thief, they will have 7 points of intelligence and a 7 point agility score
for a total of 14%.
Well…this is not good…both of our characters both have the same scores so how do we
determined what happened? Normally when percentages are added the lower percent
loses out to the higher percentage, so in the example above if our thief had a higher
percentage their strike would have hit our fighter and their parry would have failed. If the
fighter had a higher percent then the thief’s strike would have successfully been blocked.
In a case where percentages are equal a “tie breaker” can be issued by rolling a 20 sided
die. In this example, if our fighter were to role a 15 and our thief were to role a 10 then
our fighter wins this round with their parry and the thief loses or vice versa. The GM
could also simply decide what happens in these situations (but should be fair to both
players!) so if this is the case we will say that our fighter parried the thief’s strike but they
were dead locked.
For our next example let us use our fighter’s talent deadly blow which does the
following: “The fighter strikes with a devastating blow that deals their own level more in
damage than normal + 30%”.
Since this is a talent like parry physical energy must be used in order to use the move.
Each talent will have how many points of energy or mana it takes to use under their
descriptions. For deadly blow, and at level 1 it will cost our fighter 8 points of energy to
use. Now, since this is a physical attack our thief will have a chance to block, parry, or
move out of the way. Physical talent attacks can be avoided, but there are often times the
one being attacked may be penalized for attempting to. In this example however, the thief
is not penalized but let us say because both characters are very close to the other from the
last move, so the thief does not have enough time to roll or dodge out of the way and
must block or parry the fighter’s deadly blow.
We determine the thief’s chances of blocking the same way as we did the fighter above
by taking the thief’s agility + their weapon skill which is 14%. We then look at the
fighter’s hit rating which is 12% and even though the fighter’s hit rating is lower and it
seems he will fail; the fighter can now use one of their specialties to overcome this and
make the deadly blow strike. The specialty disarm can be used to attempt to knock our
thief’s dagger out of their hand and allow deadly blow to strike at them. Since a fighter
has two weapons in each hand they can make two attacks in one round. So in this case,
we will use one sword to attempt to disarm the thief and the other to strike with deadly
blow.
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In order to determine the chance of success for disarm, you would take the 5% bonus that
comes with the disarm specialty and add the fighter’s fighting skill which is 7 points into
a percentage which turns out to be 12%. This 12% added to the fighter’s hit rating of 12%
and together you have 24% which is far greater than the thief’s 14% and the fighter
strikes true with deadly blow.
Now to determine damage, you would take the fighter’s strength (5), base weapon
damage (10), weapon skill (7), fighting skill (7) as well as the fighter’s base 5% damage
bonus by dual wielding and add this together which turns out to be 30. Now, since deadly
blow also ADDS another 10% in damage at level 1 as well as the fighter’s own level
worth in damage as well (level 1 would be 10% additional points in damage), you would
add this 10% +10% to 30 which turns out to be a total of about around 37 points of
damage.
Our thief will not actually take this amount of damage however because they are wearing
armor, and let us say they have leather armor on with a durability of 10 points. Armor
ratings protect against half of the damage taken. There for you would subtract 5 points
from the actual damage total (which is 37) and this is the actual health point loss of our
thief which is a total of 31 points of health lost (Formula is half of 10 is 5 subtract 5 from
the actual damage which is 37 turns out to be 31).
The game master has to keep track of a lot of math in combat, including health point loss,
armor and weapon durability loss, talent cool down times, etc. At first this can seem
overwhelming, but with practice, combat will actually flow once the players and game
master begin to play the game more and more.
For more on the hit rating, durability of armor and weapons, and everything else
discussed in this example, please read each individual entry below for more information.
Creating You First Adventure
Adventures within the World of Arator can be literally anything the game master wishes
it to be. The game master is free to make a campaign using all of the creatures, beasts,
races, places, and even the gods if they so choose.
Game masters should be reasonable when making their campaigns, and for first time
players with low level characters, they should set up quests and adventures for the
players’ level that will scale in difficulty as they level up.
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Playing World of Arator adventures is very similar to other pen and paper role playing
games, where the game master narrates and describes the events as they happen similar to
a book being read out loud.
At the moment, there are no stand alone campaign books in the World of Arator, but they
will be released within the future. These adventures will take place within various parts
of Arator’s world and will have pre rolled and made NPCS, monsters, and locations along
with a story that the game master should follow just like other campaigns within other
role playing worlds.
Choosing a Race:
The first most important aspect of building a character is to pick which race you would
like to play. Each race has strengths and weaknesses as well as certain specialties that are
race related and not class related.
Race related specialties are natural abilities that all races will have in some form. For
example, a gnoll has the ability to go into frenzy whenever their health reaches 25%
lower of their overall health points, orcs have the ability to enrage, and so on.
A race’s special talents can either be abilities that can be used in combat or they may be
bonus related. Humans for example gain an additional +3 to their overall will power,
weapon skill, and fighting skill scores. These bonus stats do not continue to stack with
each level gained, rather it is just a flat overall +3 bonus. With racial bonuses the
numbers are always the numbers given, there for a +3 is really just +3 and not +30 (such
as pluses that are modified to weapons and damage bonuses). Humans also can play as
any class available on the exception of shaman, giving them much versatility.
Races will also have base special abilities that are granted because of their race. For
example, a goblin no matter their class is able to hide in shadows and use stealth, all orcs
as a race are capable of battle tactics and wrestling, etc. If a race has a special ability that
also comes with the class they choose (for example a goblin taking on a thief class which
already has hide in shadows and stealth), then the class abilities are neutralized since the
race abilities for stealth and hide in shadows are already there. In cases where the class
one already has skills assigned by the race it will give players the opportunity to learn
even new skills that the class or race does not have. Goblins and the thief class for
example, do not have the set skill brawling but may choose to learn it as a brand new
skill. This gives all players a large and diverse way to modify their characters. For
players wishing to learn new specialties they do not have, they must learn it and it is up to
the GM as to how they would go about this. For example, the GM can decide that the
player can learn the brawling skill from an NPC trainer located in some town and the
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trainer will teach the skill for certain amount of coin, or for perhaps a reward as a quest
option.
In the world of Arator an individual can play as any race that is humanoid in some
fashion. If the race is intelligent and capable of sentient thought then it can be played as a
race.
Common races that can be played as examples are humans, dwarves, elves, gnomes, and
halflings. These races are often called demi-human and are named that way because they
resemble humans in many different ways on the exception of height and build.
Humanoids are shaped like a human but that is where the resemblance will typically end.
Humanoid races that are playable are many and can include orcs, bugbears, goblins,
hobgoblins, centaurs, half-ogres, mawbears, trolls, pantherans, leonians, tigrens, and
more.
Unplayable character races are dragons, giants, and titans (though titans are considered to
be extinct within the world a game master can make exceptions for a campaign such as
some titans that may have survived and can be worked into a story). Even though these
races are capable of sentient thought and are able to be class levels they are not available
as a character race because of the vast amount of power they wield. Playing such a race
as a character would make the game not fair to other players. As such dragon, giants, and
titans are considered NPCs (or non playable characters).
Races will not be individually discussed in this volume as all the information for any of
these races mentioned and others that can be played by a player are detailed in the
Creature Compendiums as well as in the book Races of Arator.
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In the world of Arator all
races are capable of
becoming a class if they
are not restricted to be that
specific class. Generic
races out in the world that
a player will encounter are
often set in terms of their
level and what class they
are. For example, if a
character comes across a
village of centaurs they
will be of the “generic”
levels and will not be
above or below this set
level cap that they can be.
(For further information
on this please see
Creatures of Arator
Volumes)
All races will have race
related specialties that are
added onto whatever class
they may happen to be.
Talents are determined
always by the class of the
character or by generic
humanoid and demi
human beings out in the world. There for it is very possible that a character who
encounters a generic NPC bugbear can be a level 20th
Fighter with all the specialties and
talents that come with the class.
For these reasons when adventuring out in the world of Arator it can be a challenge.
Monsters, creatures, and races are not just mindless and incapable of conscious thought in
battle or situations. They will use their specialties and talents just like a playing character
would their own so one will have to be especially on their guard.
Here is a list of current playable races one can be in the world of Arator
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Humans
Anastonians (Humans from the continent of Anastone)
Northern Plain Barbarians
Searians (Searing Sand Desert humans)
Cantherans (Canthera Jungle humans)
Demi-Human Races
Elf (And all sub race of elf including dark elves, wood elves, and sun elves)
Dwarf (And all sub race of dwarf including mountain dwarves, dark dwarves, and wild
dwarves)
Gnome (Including Gnomeageans and rock gnomes)
Halfling
Demonlings (half human half demon)
Humanoid Races:
Orc
Half ogre
Bugbear
Goblin
Tigren (Tiger Men)
Pantheran (Panther Men)
Leonian (Lion Men)
Hobgoblin
Troll (Including swamp trolls, ice trolls, and cave trolls)
Mawbear
Centaurs
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Satyr
Gnoll
Otanic
Kobold
Lizard Men
Minotaur
Manent (Snake men)
Draconan (Dragon men)
Characters may also choose
to be vampyres, ghouls and
were wolves which are considered a race and not a class. Vampyres and were wolves
come with certain restrictions on their powers however as a race and that is covered
within the book Races of Arator.
Statistics
When a character has chosen a class they will all receive what are called statistics.
Statistics (or stats) determine all the characters actions in the game including the
percentage of success they are likely to complete or finish a task or specialty as well as
how much damage they can do in battle.
A stats percentage of success is added to level success rates as well as specialty bonus
success rates but the stat number is divided in half. There for as an example if a thief who
wishes to climb an obstacle and has an agility of 65 at level 40 and has the climbing feat
they will have a combined chance of 48% to make that climb because of their agility
scores being so high (Half of 65 is roughly 33 + 40% for level 40 + 5% for climbing
specialty bonus equals 48%). On the other hand if a 40th
level wizard were to make that
same climb and does not have the climbing feat and has an agility score of 45 they will
only have an 32% chance of success to make that climb because their agility scores are
lower and they do not have the climbing feat as a base.
All characters regardless of class will start off with 5 points to all stats when starting out
in the game at level 1. They will gain 1 point to all stats unless they are bonus stats at
which case they will gain 2 points in those stats before level 50 at each new level they
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reach. After level 50 a character will receive 2 points in non bonus stats with every new
level and then receive +5 to those stats with the bonuses.
For situations that call for feats or other specialties to be used and there is a chance of
damage being taken as a result the chance of damage not taken is solely based on the stat
score and not level. Level only comes into play on specialty situations that are not
situations where damage may be taken as a result of using it.
If a character has their statistics reduced in some way either through an attack on their
stats or some other means those stats will be regained normally or over time without the
aid of potions or other boosters. When stats are regained normally the number of points
regained over time is based on half their level in seconds. There for if a character is level
10 they will regain lost stats normally at a rate of 1 point every 5 seconds for character
under level 50 on non bonus stats and on bonus stats 2 points every 5 seconds. For
characters over level 50 this becomes 2 points on non bonus stats and 5 points for bonus
stats.
Higher level characters have the disadvantage of regaining their stats at a slower rate
because they are more powerful and there for it will take more time for them to regain
those lost stats. A level 50 character will revive loss stats through time every 25 seconds.
Stats fortunately can be regained in a multitude of ways including potions, ointments,
salves, herbs, and spells which are instant boosters to stats if a character has access to
them.
Stats are very important to a character and as a rule the higher the stat the better the
action the character will have. Everything within the game revolves around the statistic
system and below is all the current stats within the game and just what role they have
while playing a character.
Also detailed in each stat section below is what happens to a character when they lose a
certain percentage of their stats for various reasons (Such as through a spell, talent, or
some other affect). Each stat reduction will cause the character to become a certain way
until those stats return.
Perception: Perception is the ability of the character to perceive their outer surroundings.
Perception is what is also called a “sixth sense” or just how strong their instincts are.
Perception comes into play heavily out in the wilds of the world as well as various other
aspects such as how one perceives their environment. Perception scores will reflect the
percentage of success that will make a specialty successful but is divided in half. There
for if a ranger wished to use the tracking specialty and they have a perception of 65 while
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being level 40 they will have a 48% chance of success. Specialties that are important for
perception include tracking, hunting, survival, stealth, hide in shadows, identify poisons,
and other abilities, skills, and feats that require knowledge of surviving in the wild or to
perform an action stealthily and not being discovered. Perception is important and crucial
for the stealth classes and the nature classes.
Characters with a 20% drop in perception are considered to be mentally unstable.
Characters with a 50% drop in perception are considered to be slipping into madness.
Characters with a 70% drop to their perception are considered mad. Characters with a
100% drop in perception are fully insane and no longer contain self awareness.
Charisma: Charisma is the ability that enables an individual to work with or
communicate with other sentient life forms and will determine how they are able to
interact with them. Charisma is important for how other sentient life will react to a
character. The higher the charisma score the more likely that the character will be able to
have other characters and NPCS like them and not be untrusting of that character.
Charisma can be invaluable in terms of handling situations that will not be wise to lead to
combat or battle. Many low level characters that may not be strong in melee and cannot
last long in an upfront fight can always use their charisma to try and talk their way out of
a fight or battle or be able to convince others to let them into places that they may not be
able to normally get into. For example, if a character needs to enter a certain place such
as prison where they need to free a comrade who may be in jail the character can use their
charisma to persuade a guard to let them pass without confrontation. Some specialties
that require charisma are singing, dancing, modeling, instruments, and acting. Bards and
Illusionist rely on charisma heavily and some other classes that can use charisma with
better chance of success are some of the holy classes like priests.
Characters with a 20% drop in charisma are considered to be aloof. Characters with a
50% drop in charisma are considered to be rude and racist. Characters with a 70% drop in
charisma are considered to be mean. Characters with a 100% drop in charisma are
considered to be full blown enraged and angered unable to participate in charismatic
situations unless charisma returns.
Wisdom: Wisdom is the ability to learn and remember things. Wisdom is often
associated with lore, reading, and overall knowledge. The higher one’s wisdom then the
more likely they will be able to learn a new skill, ability, or feat as well as be able to
understand and use magical or unknown devices and items without having to go to a sage
or scholar to have such items and devices be revealed as what they can do. For example,
if a character finds a ring and they have a high wisdom score they will be able to
immediately identify that item and what it can do. Once the item is revealed they will
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then be able to use it since they know how to. If a character has a low wisdom score they
will not be able to identify the item and will need to take it to someone to have it be
revealed so they then can use it. Many items, devices, weapons, and armor that are
magical in nature or from some unknown origin will need to be identified before it can be
used and this is where wisdom can be invaluable for characters. Some wisdom specialties
include writing/poetry, lore, drawing/sketching, and astrology. All of the magic classes
rely heavily on wisdom as well as some holy classes and nature classes.
Characters with a 20% drop in wisdom are considered to be unschooled. Characters with
a 50% in wisdom are considered to be unknowledgeable. Characters with a 70% drop in
wisdom are considered to be illiterate. Characters with a 100% drop in wisdom are
considered to be mentally challenged until wisdom returns.
Intelligence: Intelligence is the character’s overall intellect level and is crucial for such
things as learning, comprehending, as well as even in combat situations as intellect comes
into play for hit ratings. Intelligence can be used in numerous situations whether in or out
of combat. Having a high intellect will often allow a character to have many specialties
and a higher chance to hit a target when in combat. Intelligence also comes into play in
terms of magic and spells. Critical hit bonuses are applied sorely based on a character’s
intelligence score and the higher the score the more chance of a critical hit with spells a
character will have. Intelligence is also needed in magic in terms of how fast one could
perform a spell. The higher the intelligence the faster a spell will be performed. Some
specialties that require high intelligence include bartering, appraisal, interrogation, and
negotiating. All magic classes rely heavily on intelligence because it is needed for their
magic that they wield. Intelligence and wisdom often go hand in hand and where
intelligence is the ability to learn and comprehend wisdom is the ability to remember
what is learned and comprehended.
Characters that lose 20% of their intelligence scores are considered to be unfocused.
Characters that lose 50% of their intelligence scores are considered to be confused.
Characters that lose 70% of their intelligence scores are considered to be blank minded
(unable to think or act at all). Characters that lose 100% intelligence are considered to be
in a coma.
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Strength: Strength is the physical ability that determines how strong a character will be.
Strength is directly applied to damage and how much damage a character can do. If a
character does
not have a
weapon in hand
then the damage
they do bare
handed is
determined by
their strength
score and
fighting skill
unless they have
a specialty or a
class bonus that
allows them to
perform more
damage without
a weapon (such
as a gladiator
who receives
damage bonuses when fighting without a weapon and the hand to hand combat specialty
that can give any character more of a damage bonuses when fighting unarmed.) For
example, if a character has a strength score of 40 and a fighting skill of 40 and they are
not using any form of a weapon at the time and do not have these damage bonuses
applied to them they will only do 80 points of damage at a time when they strike an
enemy target. Strength also comes into play out in the world when heavy things need to
be lifted, moved, carried or pushed. An example of this would be if a character wants to
attempt to break down a lock door. Their strength score will determine their chance of
being able to break it down in a percentage. There for if their strength score is 40 and
they want to break a door down they have a 40% chance of being successful in such a
feat. Some specialties that rely on strength are wrestling, catching, and throwing. Many
battle classes rely on strength such as gladiators, warriors, and berserkers.
Characters that lose 20% of their strength scores are considered weakened. Characters
that lose 50% of the strength scores are considered severely weakened. Characters that
lose 70% of their strength scores can barely stand up. Characters that lose 100% of their
strength scores are considered on the ground and unable to get up until strength returns.
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Will Power: Will power is an important and crucial stat when it comes down to saves in
and out of combat. Will power allows a character to be able to prevent more damage
done to them as well as stop certain attacks, spells, and talents that can otherwise make
them loose control or immobilize them. For example, if a character is attacked by a target
that is attempting to put them to sleep they can use their will power to overcome the sleep
effect and instead of falling asleep and be helpless they will just be slowed down instead
but will still be able to fight. Will power is also important to overcome charm effects or
the chance to be dominated against their will. The higher the will power score the less
likely the character will be controlled through spells and talents. Will power will also
determine if a character can use their will to be the dominator to a target. Some
specialties that require will power are horsemanship, leadership, and intimidation.
Classes that make good use of will power are battle classes, and some holy and magic
classes such as crusaders (holy), warlocks, and necromancers (magic).
Characters with a 20% drop in will power are considered to be uneasy. Characters with a
50% drop in will power are considered nervous. Characters with a 70% drop in will
power are considered to be paranoid. Characters with a 100% drop in will power are
considered to be full blown afraid or fearful unable to act until will power returns.
Stamina: Stamina is a character’s overall endurance and comes heavily into play for
almost any situation in the game world and is also important for health points and energy
levels. Stamina is needed for basically anything that requires movement and attacking.
The higher a character’s stamina the more energy they will have to be able to use their
talents as well as being able to last longer in battle because they can take more
punishment and deal it out because they have the endurance to last. Stamina is
determined for the recovery of physical energy levels and as a result if a character has a
50 point stamina stat then the amount of physical energy regained will be 50 points under
normal circumstances. Stamina will also add to a character’s physical energy levels.
There for if a character has 300 physical energy points with stamina score of 20 they will
have a total of 320 physical energy points. If a character is reduced to low or 0 stamina
through attacks in combat or through other situations they will begin to feel fatigued and
if a character has 0 stamina they will fall unconscious until stamina stats are regained.
The stamina score itself does not drop when it is used this is where physical energy
comes into play. Stamina is always a set number and just reflects one’s ability to regain
physical energy through normal methods such as resting as well as provides boosts to
physical energy and health points. Stamina also allows a character to use certain
specialties with a better chance of success and with more skill than those characters with
low stamina scores. Running, swimming, and athletics are examples of specialties that
require stamina. Stamina also determines one’s health points. For example, if a character
has 500 health points and they have a stamina score of 30 they will have a total of 530
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health points. If a character has their stamina scores dropped or lowered in some way
then the addition to the health points will also drop. There for if a character has a talent or
spell placed on them that lowers their stamina by 10 points they will lose that 10 points in
their health as well. Battle classes are example classes that are heavily reliant on stamina.
Characters that lose 20% of their stamina scores will start becoming lethargic. Characters
that lose 50% of their stamina scores will become drained. Characters that lose 70% of
their stamina scores are considered severely drained. Character that lose 100% of their
stamina scores are considered to unconscious though not dead.
Agility: Agility determines a character’s ability to dodge, move, block, and parry while
in combat as well as other situations out in the world like being able to make jumps,
climb, and perform other feats that require dexterous movements. The higher a
character’s agility scores the better chance they will have to avoid being hit or struck
while in combat. There for if a character has an agility score of 50 they will be able to
dodge or parry automatically on their own in combat 25% of the time. Agility will also
determine one’s hit rating (along with intelligence) and the higher the agility score the
more likely their chance to hit a target will be based on their hit rating. If a character
looses agility stats through attacks or spells they will become clumsy and slowed and will
be easier to hit to a target attacking them. Agility also comes into play for specialties that
require agility such as jumping. An example would be if a character wished to perform a
jump then the chance of their success is determined by their level, agility stat score, as
well as the jumping specialty bonus addition. However, the agility stat alone is needed
and used to determine how much damage they will not receive for making that jump.
There for if a character makes a jump from one roof top to another roof top and they have
an agility score of 40 they will have a 20% chance to avoid any damage from that jump.
Specialties that require agility are jumping, blind fighting, precision, and climbing.
Stealth classes and most nature classes heavily rely on agility.
Characters that lose 20% of their agility are considered to be off balance. Characters that
lose 50% of their agility score are considered clumsy. Characters that lose 70% of their
agility scores are considered to be slowed. Characters that lose all their agility are
considered to be immobile.
Fighting Skill: Fighting skill is a character’s over all ability to fight while in combat.
Fighting skill is important for a character to know how to fight and the higher the fighting
skill stat than the higher chance a character will have to fight better in combat. Fighting
skill is only used in combat and combat alone it does not apply to any other situations
that are non combat related. Fighting skill will add to strength when damage is being
dealt onto a target. There for if a character has a strength score of 50 and a fighting skill
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score of 40 they will deal 90 points more of damage if they are using a weapon or just 90
points of damage when they are unarmed unless they happen to have a specialty that
enables them to have bonuses in unarmed combat. Fighting skill also determines a
character’s chance of a critical hit in up close melee combat. Specialties that require
fighting skill are martial arts, hand to hand combat, and battle tactics. Battle classes and
monks are some examples that rely on fighting skill.
Characters with a 20% drop in fighting skill are considered vulnerable. Characters with a
50% drop in fighting skill are considered extremely vulnerable. Characters with a 70%
drop in fighting skill are considered defenseless. Characters with a 100% drop in fighting
skill are considered to be helpless.
Weapon Skill: Weapon skill is the character’s ability to wield a weapon for damage as
well as parry an attack with a weapon. While some classes gain damage bonuses on
certain weapons to add to their base weapon skills the weapon skill stats on their own will
add more damage to the weapons already base damage. There for if a character has a
sword that deals 100 points of damage and they have a weapon skill of 50 they will
actually be doing 150 points of damage with that weapon. Weapon skill also reflects the
chance a character will have to parry an attack with their weapon. There for a character
with a weapon skill of 50 will have a 25% chance during a combat situation to parry any
attack made at them with other weapons. Weapon skill only applies to weapons that are
in hand. When a character is not wielding a weapon their weapon skill stats will not add
to their unarmed combat damage scores or block rating and their weapon skill will then
be negated until they have a weapon in hand once again. Some specialties that require
weapon skill are dual wielding and precision. Battle classes and some battle based holy
classes such as crusaders and paladins rely on weapon skill.
Characters with a 20% drop in weapon skill are considered to be clumsy with a weapon.
Characters with a 50% drop in weapon skill are considered to be unskilled with a
weapon. Characters with a 70% drop in weapon skill will miss with that weapon 70% of
the time. Characters with a 100% drop in weapon skill cannot use weapons at all.
Other Statistics & Scores
Health Points: All characters will receive 100 health points for every level they gain +
their stamina scores + their class health bonus. There for if a character is a level 10 thief
and they have a 14 stamina score and their class health bonus of +20% their total base
health will be 1,214 health points. As a character levels and their stamina increases upon
each level so will a character health points. Base health is just that a base. It does not
include any bonus boosts a character may receive on health based magical items,
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weapons, armor, spells, and talents. Health points can be regained normally over time just
like lost stats however lost health regained is based on characters stamina. There for a
character with stamina scores of 30 and is level 40 will regain 30 points of lost health
normally every 20 seconds.
Physical Energy Points: Physical Energy points are calculated by taking the players
stamina score and then doubling that number. There for a character that is level 1 with 7
for a stamina score they will have 14 physical energy points. Once characters reach level
2 and they have stamina scores of 9 this number is 18 which is a gain of +4 physical
energy points for that level. Lost physical energy can be regained normally much like
health and is determined by stamina scores. There for a character with stamina scores of
11 and is level 3 will regain 11 points of lost stamina every 1.5 seconds. To determine
how much physical energy it will take to perform a talent, refer to the base cost at level 1
under each of the talent descriptions within each character class entry below. The base
level is just that a base, and as each character levels, their energy reduction cost is
increased 1 point for each level. For example, the deadly blow talent of a fighter at level
1 costs 5 physical energy points to use. At level two this will be 6 at level 3 it will be 7,
etc.
Spiritual Energy Points: Spiritual energy points are determined based on level and
wisdom but are calculated exactly the same as physical energy points with the difference
being that wisdom is used instead of stamina. Spiritual energy can be regained just like
health and physical energy and the amount of spiritual energy gained through seconds is
based on wisdom scores.
Mana Points: Mana is calculated by level and intelligence. Much like other energy
scores mana works in the same fashion only it is intellect that determines the character’s
total number of mana points.
Hit Rating: Hit rating will determine a character’s chance to hit a target in combat and is
only used while in combat based situations. Hit rating is determined by intelligence and
agility scores there for if a character has a 30 point intellect stat and a 40 point agility stat
they will have 70 point hit rating. If a character suffers reductions on their intelligence
and agility they will also receive reduction on their hit ratings. There for if a character
that has the above stats is lowered by 10 points apiece their hit rating will be lowered as
well to 50 points. Magic classes and stealth classes may have a better chance to hit a
target than other classes because of their higher intellect and agility scores (stealth classes
especially since they commonly have bonuses in intelligence and agility while magic
classes just tend to have intelligence bonuses and not agility) however classes such as
battle classes that may have lower hit ratings will do more damage on each of those hits
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that they do make. Classes that rely on agility and intelligence will hit more times but
normally will not do as much damage as those classes that have their stats based on
strength, fighting skill, and weapon skill that will hit less times but do far more damage
on each of those hits.
Movement Rating: Movement rating is a character’s ability to move freely
about the world as well as in combat situations. Movement rating is determined
by a character’s armor rating. Characters who are wearing absolutely no armor at
all will have 100% movement ratings. Characters wearing armor find their
movement rating reduced by a quarter of what the armor rating is. There for a
character wearing plate mail with an armor rating of 200 will have a movement
rating of 50%. A character wearing leather armor with a armor rating of 50 will
have a movement rating of 88%. Characters with higher armor ratings may be
slower and not as fast as characters with lower armor ratings but a character with
a higher armor rating will be able to take far more damage than a character with a
lower armor rating so sacrificing some movement for being able to take damage
can be a fair trade.
Armor Rating: Armor rating is a characters overall defense in terms of how much
damage they can absorb while in combat or other situations where they may lose health
points. Armor rating is determined by armor worn, agility scores, plus level. There for if
a character is wearing chain mail armor with an armor rating of 150 and they are level 50
with an agility score of 54 they will have an overall armor rating of 254. Armor rating
will reduce any damage taken by half the amount depending on what their armor rating
is. There for if a character is being attacked and they are hit for 200 points worth of
damage and their armor rating is 304 they will only be dealt with 48 points of damage on
health points (Half of 304 is 152 take 152 – 200=48). Characters who wear lighter armor
such as leather or cloth will obviously take more damage when they are hit and if a
character is wearing only leather armor with an armor rating of 80 and are level 40 with
an agility of 44 having an armor rating of 164 and they are being attacked for 200 points
of damage they will be dealt 118 points of damage. Damage is only reduced by half of
the actual armor rating because there is still impact damage from any strike or hit made
on a character that comes into play. There for a character may not get cut or sliced from a
sword strike wearing plate mail but the jarring impact of the actual hit from the sword
will still reduce armor rating. Armor rating will vary wildly through the game because all
armor has durability scores and the more the durability goes down so too will the armor
rating. When it comes to armor in the world of Arator the durability points is what makes
up the actual armor rating. There for chain mail that has a durability of 100 will be
considered to have a 100 point armor rating.
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Haste Rating: Haste rating is
only applied to characters,
creatures, and beings that are
capable of hastening
themselves. Haste rating will
add to a character, creature, or
beings over all armor rating as
well as agility because when
hastened the individual or
being becomes incredibly fast
and the chance to hit them is
reduced. The assassin class for
example has a constant +2
haste rating around them at all
times and will add +20 to their
armor ratings and agility
permanently even when they
are not wearing any form of
armor. When an assassin
becomes a Night Stalker this
will increase to +50. Some
creatures of the world of Arator
are able to activate haste in
various percentages. In these
instances the haste rating is
applied only during the time of
the duration that the hasten
talent is active. Once the haste
ability wears off the extra addition to their armor rating and agility will be negated. Haste
rating will also apply to the spell haste which is explained further in the Magic of Arator
book.
Plus Bonuses: Plus bonuses are added to magical armor, weapons and items. For
example, a broadsword that is a broadsword +2 with a damage rating of 200 will have an
extra +20 damage rating added to its already normal damage score making it a 220
damage per hit weapon. For armor the plus bonus is added to its durability rating. There
for plate mail armor with a base 200 durability rating that is also +2 in enchantments will
have a durability of 220 overall. Plus bonuses can beneficial because if a weapon or
armor is being damaged or is worn out over time the damage on a plus item will begin to
wear out its plus bonuses before the actual durability rating. For example, if the
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broadsword in the above example were to have been damaged by 10 points then it will be
considered a broadsword +1 because the 10 extra plus points have been worn away. Once
all plus bonuses have been worn then the weapon or armor will begin to have its normal
durability score effected normally. Enchanted weapons and armor are entitled to saves to
prevent the plus bonus from wearing down or weakening. Plus bonuses can be regained
by simply re-enchanting them which will not only regain their full plus bonuses but will
also repair the normal durability of the weapon or armor fully. This only applies to plus
bonus magical weapons and armor as normal weapons and armor must be repaired
through the typical means like through a black smith. Plus bonuses are also applied to
many forms of damage attacks that involve special talents, spells, and powers. For
example, a fire ball spell will not only cause the casters own level in damage but it will
also inflict +5 fire damage which is actually +50 damage. These types of bonuses will
always be listed in any description from creatures to spells to character classes. Plus
bonuses that are given to character classes however work slightly different. If a character
class receives a +3 to their stats upon leveling then it is only +3 and not +30. This rule
only applies to character class stats.
Durability on Armor, Items, and Weapons: All weapons and armor have what is called
durability scores meaning all items, weapons, and armor will have points assigned to
them that are their overall durability. For example, a plate mail suit of armor can have a
durability of 100/100. If that score were to go down to 90 then the armor lost 10 points of
durability. Durability damage happens through long exposure of battle, combat, hits, and
attacks that the character will encounter throughout the world. The longer the armor,
weapon, or item goes without getting repaired the more risk of durability scores
dropping. If durability reaches 0 on any item, weapon, or armor then they are considered
broken and cannot be used again unless they are repaired by a black smith or a character
schooled in blacksmithing. Magical items, weapons, and armor will have the same base
durability as the non magical version however, magical items are entitled to durability
saves which means that they are capable of withstanding a lot more punishment before
they get damaged due to the magic that is imbued in them. If a character has any non
magical armor on them and the durability reaches 0 then the character’s armor ratings
will lose the armor rating scores from the armor until they are repaired. If the armor is
magical in nature and the durability reaches 0 the armor rating is lost but the magical
properties will still remain. The same applies to magical items or weapons. If the item or
weapon reaches 0 durability they are broke and cannot be wielded, worn, or used but will
still retain their magical properties and bonuses. Of course some items and weapons
require the use of them in order for the bonuses and magical properties to work which is
why it is always wise to always ensure that all items, weapons, and armor are kept in
good repair. The loss of durability points depends on various factors in the world
including the overall strike damage from enemies and the amount of damage other
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obstacles in the world will do to a character. A general rule however is that durability is
lost at a rate 1 point for every 1 minute in TOTAL combat on non magical items, armor,
and weapons. Total combat means that durability is lost while in each combat situation
not per enemy the character is fighting. There for a character will lose the same durability
in a combat situation under normal circumstances whether they are fighting one lone
target or several different targets at once. Other factors that can speed durability loss
include acid damage, certain fire based damage, and crushing based damage which will
normally double or even triple durability loss.
Critical Hits: A critical hit is a large devastating attack that is twice as powerful as a
normal attack. A critical hit is heavily determined by numerous factors including fighting
skill, agility, and intelligence. A critical hit chance of success is determined based on
fighting skill but divided when fighting up close with melee weapons, based on
intelligence for spells, and agility for long ranged attacks. An example of this would be
that if a warrior is in melee combat and they have a fighting skill of 30 they will have a
15% chance while in that combat situation to make a critical hit each time they make a
successful strike on the target. The higher the stat the higher the percentage of a critical
hit and characters with stat scores of 60+ can make many critical hits in one combat
situation. Critical hits are always double the normal attack damage score. There for if a
warrior normally strikes for 150 points of damage they will critical hit for 300 points of
damage on normal attacks. Critical hits will also apply to all talent based attacks. There
for if a warrior were to use their warrior’s strike talent that deals 30% more damage than
normal and the warrior normally deals 150 points of damage they will then do 390 points
of damage on that strike.
Stun Effects: Characters that become stunned during an attack are considered to be
helpless during the duration of the stun effect. For example, if a gladiator uses their
uppercut talent it stun’s the gladiator’s target for up to 10 seconds. The gladiator’s target
cannot move or attack during that duration. When a stun is in effect, the player or GM
that initiated the stun will be able to make one more attack during their turn while the
target is stunned. Other immobilizing effects such as sleep, hold, paralyzing effects, etc
may be longer in duration and may require a dice role in order to reclaim character
movement and attack. In these cases dice rolls are usually required depending on the time
in seconds that these other effects have.
Saves (Success Rates): Saves are what a character can make in order to avoid damage
done to them or to have damage from talents, spells, and attacks reduced in some fashion
as well as a character’s chance of success of performing their specialties. Saves will also
allow a character to avoid having certain talents and spells affect them in some way such
as charm spells and talents or immobilizing spells and talents such as those that will place
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a character asleep or paralyzed in some way. Every character regardless of level will have
a chance to make a save when the situation calls for it. For example, if a character is
being attacked and their attacker is attempting to place a hold spell on them they can
make a will power save immediately to determine if they are able to overcome the spell.
If they make the save successfully the spell will be ineffective and the character will not
be held. If they fail their save then the spell will affect them normally. A successful save
is determined based on the character’s stat number, their specialty bonuses and overall
level but their stat is divided in half. There for if the hold spell where to come into play a
character’s chance of success would be their level plus their will power score. If the
character has a will power score of 50 and their level 40 they will have a 35% chance of
making that save immediately.
Saves will also be determined based on the attackers own stats and level as well. If an
attacker on a target where to have a greater intelligence and level then the character on
the above example then the character’s save may be negated. For example, if the enemy
attacker on the above example where to have an intelligence of 60 and were level 50 they
will have a 40% chance of applying that hold spell on that character. The character’s 35%
save chance is than negated because the attacker’s chance to use the spell on them is
greater. If however the attacker’s intelligence score is 40 and they are level 30 then their
chance to use the spell successfully is only 21% and the character’s 35% chance on the
save will be successful and the spell will be ineffective for the attacker. Saves for
specialties are called success rates and will determine a character’s chance of success to
perform each specialty. Saves will also come into play on a vast amount of other
situations that will call for a character’s stats and level to aid them in making the save.
Another example would be for specialties being used and saves being made to avoid
damage. An example of this would be the jumping ability where if a character where
make a great jump they will need to make a save to avoid damage and their save is based
in percentage of their agility score. There for a character with a level 40 agility stat will
have a 25% chance to make a save to avoid damage. In combat situations saves are based
on the character’s level and stats as well as the attackers as mentioned in the above
example. When not in combat saves are based solely on the character’s stats and level or
both. There will also be situations where a character will have a chance to make more
than one save at a time or one after the other. An example would be if they are attempting
to be dominated. If a character fails to make their save against the one trying to dominate
them they will have a chance to continue to make another save while they are being
dominated to break free from it. Typically characters with lower stats then their attackers
will fail their saves more often than a character that has stats that are higher than their
attackers.
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Combat
Combat is
determined
by
character’s
level, their
specialties,
as well as
their stats
as already
mentioned
above.
While in
combat
characters
can use
their talents
and
specialties
(if they are able to be used in combat situations) and their chance to use them is all based
on a percentage system that is reliant on their level, stat numbers, and specialty bonuses
except for talents that are already based on set percentage (see character classes below).
The biggest part of combat is the percentage system and how damage is taken based off
those percentages. Other factors include specialties chance of success as well as saves
that are attempting to be made while in combat.
Magic Damage: Magic damage is determined by the character’s level plus intelligence
scores, plus any damage bonuses they receive as a class, plus any further damage bonuses
for the spells themselves. For example, if a level 45 Warlock was to use the spell fire
blast that deals +5 fire damage as a base and had an intelligence score of 97 it would
cause 192 points in damage. A level 45 sorcerer with a 97 point intelligence score using
the spell arcane arrow that deals +5 arcane damage would deal 199 points in damage
because a sorcerer receives +5% on any spells from the arcane sphere of magic.
Damage Percentage: Damage percentage is the main calculation in how much damage
is going to be taken on a character when it comes down to character talents.
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For example, if a fighter normally deals 200 points of damage with each strike and they
use their deadly blow talent that deals extra damage per the level of the character then
that is added to the normal damage. There for a level 50 fighter that deals a hit with
deadly blow will do 50% more damage than normal from their level as well as the
additional level bonus from the deadly blow talent which at level 50 is another 50% then
total damage is 450
These percentages not only apply to a character’s talent based attacks but also to any
creatures, beings, and NPCS that have talents of their own. Damage taken from talents is
always based on these set percentages.
For up close melee combat characters deal normal damage (non talent related) based on
the weapon they are using as well as their strength, fighting skill, and weapon skill stat
scores. For long ranged attacks with weapons such as bows, guns, and throwing knives
damage is determined by weapon skill, agility, and the weapons damage rating. For
damage based spells and magic attacks damage is determined through the character’s
intelligence, level, and the bonus percentage of each spell.
Specialties in Combat: Some specialties may be used in combat. Depending on the
specialty being used they can add to a character’s damage bonuses and stat scores. The
success rate of a specialty being used is highly dependent upon the specialty bonus as
well as the character’s level and stat scores. All other non combat specialties will become
inactive as long as combat is initiated. Specialties do not have cool downs but are
determined solely based on percentages based of the characters stats and level.
The following specialties may be used while in combat.
Hand to hand combat
Adrenalin Rush
Brawling
Battle Tactics
Precision
Blind Fighting
Wrestling
Tumbling
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Athletics
Archery
Acrobatics
Dual Wielding
Running
First aid
Disarm
Jumping
Throwing
Catching
Climbing
Avoiding Attacks: A character can attempt to dodge, parry, or block any attack that is
made on them in combat or even out of combat (such as for traps or other environmental
obstacles that will need to be avoided or else damage be taken). While in combat a
character’s chance to dodge, block, or parry is based on their agility, fighting skill, or
weapon skill. Characters with dodge like specialties such as acrobatics and tumbling can
also be used in combat to help further avoid attacks. When normal dodge, block, or parry
attempts are made characters will have a choice on which one they would like to use at a
given time an attack is made. There for if a character would rather dodge then parry they
can do so but they can only use one avoidance technique at a time when they are being
attacked.
Any ranged attacks such as spells and ranged weapons can also be avoided but for these
attacks the dodge avoidance technique and the two specialties tumbling and acrobatics
are the only way to move away from ranged attacks as block and parry cannot be used for
ranged attacks made on a character.
There may be times that a character will not be able dodge, block, or parry due to a
character’s or being’s talent that enables them to negate a character’s chance to avoid.
Some magic spells also have a capability of always striking when they are used such as
heat seeking fireball and similar spells.
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Dodge: A dodge will enable a character to completely avoid an attack without getting or
struck in any way. When a dodge is successful a character will back away, duck low, or
move from side to side while being stationary.
Block: A block will enable a character to use their shield, bracers, arms, or legs to block
a strike. Blocked attacks may still cause some minor damage if strikes are made to bear
arms or legs but will not cause any damage if made with a shield or bracers. A successful
block is dependent on agility and fighting skill scores but is then divided in half. There
for a character with agility scores of 30 and a fighting skill of 50 will have a 40% chance
to block during combat.
Parry: A parry is when a character blocks an attack from a weapon with a weapon. Parry
will not cause any minor damage but their weapon may still suffer durability damage
from it. Parry is determined by agility and weapon skill scores but is divided in half.
There for if a character has 40 point agility score and a 30 point weapon skill score they
will have a 35% chance to parry an attack made on them during combat.
Other Forms of Damage
There are many other forms of damage a character can take while in battle or even out of
battle just moving through the world. These forms of damage are called “plus” damages
and come in the form of magic and elemental damage.
Plus damages are applied on top of other damage due to the fact that they are magical or
elemental in nature. Whenever a plus damage is added onto normal damage or talent
based damage it is calculated by +10. There for if characters were to receive +5 cold
damage it is actually +50 points cold damage. For example, if a character were to be hit
by an ice dragons breath weapon they will suffer damage based on the dragon’s level,
plus an additional level percentage plus the cold damage. There for if the ice dragon’s
level is 70 than the character will receive a total damage of 289 points of damage. Plus
damage is also determined by level and any individuals, characters, monsters, etc use a +
attack it would between +1-9 below level 50 and between +10 and up after level 50.
All plus damage works in this fashion if it comes from a creature or a character if it is just
environmental than a character will only suffer the plus damage and that is all.
Below is the list of all plus damages a character can receive.
+Cold/Ice/Frost (Cold Element damage)
+Fire/Heat/Burn (Fire Element damage also applies to Sphere of Fire Magical Damage)
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+Electrical/Shock/Jolt
(Electricity Element
damage)
+Acid (Acid damage)
+Conjure Damage (Sphere
of Conjure Magical
Damage)
+Holy (Sphere of Life
Magical Damage)
+Illusion (Sphere of
Illusion Magical Damage)
+Unholy (Sphere of Death
Magical Damage)
+Chaotic/Demon Damage (Sphere of Conjure Magical Damage)
+Arcane (Sphere of Arcane Magical Damage)
+Water/Drowning (Sphere of Water Magical Damage)
+Wind or Air (Sphere of Air Magical Damage)
+Earth (Sphere of Earth Magical Damage)
+Psionic (Mental based Damage)
Crushing Damage: Crushing damage is applied on a character when large blunt objects
fall on them and will crush them for extra damage. Crushing damage can come from
many different ways including large environmental hazards falling onto characters
(boulders, rocks, pillars, etc) to anything large being thrown at them from an enemy such
as a giant, Cyclops, titan, or dragon. Crushing damage will only be applied if the object is
twice the size of the character. Anything under this size will not cause crushing damage.
Certain creatures have the ability to use crushing damage all the time just because of their
sheer size. Such creatures can punch, step on, and bash characters with enormous
weapons, tails, claws, or fists that will cause crushing damage. Examples of this would be
a giant hitting a character with their fist or blunt weapon, a dragon smashing a character
with their tails, or a titan throwing a boulder onto a character. Crushing damage is
determined from other creatures based on their strength and fighting skill scores as well
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as levels and then is doubled. For example if a level 90 titan punches a character and the
titan has a strength score of 90 and fighting skill of 87 they will normally deal 267 points
of damage. Crushing damage is then added to that 267 points and being double total
damage from that one blow is 534 points of damage. Crushing damage can also cause
more loss in durability on armor, items, and weapons. If a creature or being has crushing
damage and strike’s a character that has on plate mail with a 200 durability score then the
durability lost will be double the normal durability loss rate (there for 3 points of
durability loss for every 1 minute a character is fighting a creature, being, or individual
that can deliver crushing damage).
Gore Damage: Gore damage happens when a character gets stabbed by a large pointed
moving object such as a horn from a charging beast of some kind. Gore damage is similar
to crushing damage in that it will deal double damage from the gore attack itself and also
will always lead to extra bleeding damage where the damage per second is typically 1%
of health points. For example, if a character were to be struck by a horn from a level 95th
level black dragon they would not only suffer 564 points of damage (double damage from
the actual gore attack) but they will also begin to lose blood at a rate of 1% of health
every second for up to the dragon’s level in seconds. Characters bleeding in this fashion
will lose health points the entire time through the bleed effect until the bleeding stops or
they are healed in some fashion.
Environment Damage
All characters are prone to being dealt with environment damage or damage that is
suffered through environmental hazards such as falling down from high places, having
various things fall down on them, traps, and so on.
The general rule for most environment damage is determined by a character’s level, their
save capability, and the situation they find themselves in.
Falling: If a character falls from a very high place for example (such as slipping and
falling while climbing up a mountain ledge) the damage is determined by the height of
the fall and what armor they happen to wearing. For example, if a character falls off a
ledge and they fall down thirty yards they will suffer 30 points of damage plus their
armor rating. There for if a character is wearing plate mail armor with an armor rating of
100 they will suffer 130 points of damage because the plate mail which protects them
from damage will actually be a hindrance and CAUSE them damage when they fall.
Characters with acrobatics specialties can make an acrobatic save in order to avoid
damage from falling. For example, if a character has the acrobatic feat and they are
falling said 30 yards and have an agility of 44 they will have a 22% chance to avoid any
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damage from that fall at all.
The acrobatics feat can
come in handy for such
situations because it allows
the character to actually
move their bodies in mid air
to maneuver themselves
better so that when they
land they can prevent that
damage from the fall.
Environmental Hazards:
Environmental hazards can
be anything from landslides
to avalanches to tornados
and other large weather
systems. Damage through
environmental hazards is
determined by the strength
and size of the hazard.
There for if a boulder were
to come loose from a ledge
and head towards a
character the damage will
be determined by the
boulder’s size and how fast
it is going while traveling
plus crushing damage. For
example, if a boulder fell off a cliff that was 50’ in diameter and was heading at a
character at a rate of 30 mph then if the character cannot move out of the way they will
suffer 80 points of damage plus another 80 points of damage due to crushing so a total of
160 points of damage. Characters once again can use acrobatics to try and move out of
the way or the tumbling specialty as well to avoid the boulder all together. Damage from
weather is wide and varied and may be exceedingly rare if a character is caught in a
hurricane, tornado, earthquake, etc. Damage upon a character for environmental weather
damage will rely on the game master and there for can be varied.
Traps: Trap damage is determined upon who sets the trap. For example, if a bugbear
hunting party was to set a trap to try and capture an adventuring group and they lay down
a pit fall trap the damage will be determined by amount of bugbears in that groups level.
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There for if there were 4 level 20 bugbears in the group that laid down the trap then
damage will be 80 points of damage plus the typical falling damage depending on far
down the pitfall trap goes. There for if the pitfall goes down 10 feet then characters will
be dealt 80 points of damage plus another 10 points plus their armor rating upon falling
into the pitfall trap. Once again acrobatics can come into play on avoiding damage all
together for such a trap since it involves falling. All trap damage that is laid down by an
NPC or characters is determined by their level unless the character has a trap talent where
upon they will have further damage bonuses (see character classes for more information).
Damage for Traps that were not put down by NPCS or characters and are part of the
environment such as in a dungeon is determined by the type of trap and can vary wildly.
The game master should be determined how much damage is done in basic
environmental traps but the same rules can be applied to traps in this fashion like the
boulder scenario mentioned above (damage based on the size and speed of a trap).
Experience Points
Experience is points that are earned every time a player successfully completes a quest or
kills any monster, creature, NPC, or other player within the game. Experience points are
bridges between each player’s level meaning that in order for a player to achieve their
next level they must reach a certain amount of EXP points before they can level up.
Monster and Creature Experience Points: When player characters encounter a
monster or creature experience points are determined based solely on the level of the
character and the level multiplied by the health of the monster or creature that the
character kills in battle. Creatures or monsters that cannot take on a character class or a
character classes statistics will all have their experience points determined in this fashion
(such as basilisks, cockatrices, death moths, and other non sentient creatures).
For example if the player character is level 10 and is fighting a monster or creature that is
level 12 and has 1,200 health points then the player character will be rewarded 1,440
EXP points for killing that monster or creature. One would figure out the experience
value by taking the creature or monsters level and multiplying that number by their total
health points (12 X 1,200). There for this level 12 creature or monster is worth 14,400
experience points as a base but to figure out exact experience given to the player 14,400
is divided by the player’s own level of 10 to get 1,440 actual EXP points. If the player
character was level 5 and killed a level 12 creature or monster then they would receive
2,880 EXP points. Character players that are higher in level then the creature or monster
they are fighting will not receive many experience points if any at all because they will
not pose much of a challenge to the player. For example a level 50 player character that
kills a level 12 monster or creature will only receive 288 EXP points. As a rule
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experience is gained in sufficient numbers when the player is of lower to equal level of
the monster or creature. The game master will determine experience levels of each
monster or creature the player character kills since monster and creature levels can vary
dramatically and is up to the game master to decide when creating their own adventure
for the player character.
NPCs and Other Player Characters Experience Points: When determining the
experience point value for NPCs or other player characters the game master can follow
similar rules as the monster and creature experience points with some slight variations.
If a player character that is level 50 kills a goblin NPC that is a night stalker (assassin)
class and is level 60 with 7,000 health points then that goblin is worth 420,000
experience points. Divide the player characters level of 50 by 420,000 and the player
receives 8,400 experience points.
The variance between NPC and creature experience points comes into play based on
health points due in a large part by a NPCs class. For example, a level 60 battle master
(warrior) will be worth more experience than a level 60 night stalker because the battle
master has more health points as a class then the night stalker despite both classes being
the same level. A level 20 basilisk on the other hand will be worth about the same in
experience points as a level 20 cockatrice since neither of these creatures can assume a
character class and are just considered a level 20 basilisk or a level 20 cockatrice.
(Sentient creatures such as dragons, demons, and fiends can assume character classes or
use character class statistics. See Creatures of Arator volumes for more information on
these rules). NPCs and monsters can also gain experience points and level up just as
player characters can. Their experience points are calculated just the same as players, and
will only receive experience points when an NPC or monster manages to kill a player or a
group of players.
Special, Legendary, and Unique NPCs
There will be times in the world of Arator where players may encounter a special,
legendary, or unique NPC, monster, or beast. The game master should take note that
these npcs and creatures should not always be thrown into a campaign or adventure and
should only be reserved for higher level characters that are playing in a group with other
players or if a lone player has a party made up in their adventure. Below are a break
down on how special, unique, and legendary characters and monster work within the
game.
Special: Special creatures, monsters, and NPCS are just that, special. They stand out
amongst other common monsters, races, and beings of their same type. For example, if a
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player were to enter a bugbear village the game master may very well make one single
bugbear a special creature. The special bugbear could be the chieftain, the chieftain’s
advisor such as a warlock or shaman, or the special creature could even be a dire wolf pet
that one of the bugbears uses as a guard for their village. Special monsters and creatures
always have double the normal health points they would normally, cause crushing or gore
damage (even if they are not of huge size or larger) and will have either 1-3 different
unique skills, gear, weapons, talents, or powers assigned only to that special creature and
that special creature alone. Special creatures and monsters are also worth the normal
experience points plus another 1/2. For example, above in the experience section the
basilisk that is mentioned is worth 1,440 experience points normally. With a special
basilisk they would be worth 1,440 + 720 extra experience points. The GM can be
creative for the unique abilities for special creatures and monsters. An example could be
in the above scenario with the bugbear village that the special creature is the chieftain
who is capable of using a relic that causes anyone within range to polymorph into a frog.
Again this is just an example, but as a rule, special creatures and monsters cannot have
more than 3 unique abilities, talents, or powers. The GM could also use a challenging
dungeon where everything encountered within are special creatures. The GM should be
lenient with a dungeon encounter full of special creatures to the players. An example
would be making the dungeon the same level as the players’ characters. Special creatures
can be any level the GM wishes. There for, if the game master wishes to make a level 5
special kobold thief they can do so. The GM can also make a level 60 special ogre
warrior. Specials can be applied to ANY monster, creature, or NPC in the world unlike
unique and legendaries.
Unique: Unique creatures or monsters are just that, unique and one of kind. There are a
few unique creatures and monsters within the world of Arator and they are fully detailed
in the various Creatures of Arator volumes. Unique creatures should not be used unless
the GM wants to really challenge their level 100 characters. Lower level characters would
not last long against unique creatures and this is for a reason. Unique creatures being one
of a kind are going to hold many different talents and abilities known only to them, and
they are all considered to be massive in size. Unique creatures can easily kill even a very
well geared and level capped player, so a unique should only be considered a “raid” or
where there are at least 10 or more players together to bring them down or if a single
player has access to that many hero NPCS allowed by the GM. The game master should
make a unique encounter as challenging as possible, and not only to make it a challenge
to fight a unique creature, but also to FIND them. Being one of a kind they will be spread
out across the world and the GM should look to the Creatures of Arator books to see
where each unique creature normally dwells and then make it a challenge for the players
to even get to them.
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Legendary: Legendary status is only reserved for heroic or infamous stand out characters
within the world of Arator. Legendary NPCS and creatures are those that are part of the
world of Arator’s lore and history. Examples of legendary characters are the demon lords
of the Abyss, the fiend lords of the Abyss, the red dragon Gurganextus, the death knight
Valdimir, Sebastion from Raven and Rose Castle, Davarian from the novel Trials of the
Bloodstone, and Patriarch Darian Windwalker leader of the sun elves of Solaria.
Legendary status can only apply to creatures and characters that have held a large part in
the world’s history. A GM can use any character from the novels of Arcanum: World of
Arator for their campaign but they must make them legendary. A GM can also create
their own legendary characters but in order for them to reach legendary status they must
have played a huge role in some story element. For example, if the GM wishes to create
an orc tribe that was enslaved by a green dragon but one orc decides to rebel and
overthrow the green dragon by rallying his tribe to escape or to kill the dragon this could
deem that orc as being legendary if or when they succeed. The GM can setup a campaign
around this example where players have to help the orc rally his people to break free from
the dragon’s tyranny. Legendary characters created by the GM do not start out as
legendary but can start out as special and then move up to legendary. Legendary
characters will have four times the amount of health as normal characters, can cause
crushing or gore damage on all attacks, and will have at least 5 special attacks or higher
end gear unique only to them. Experience gained in defeating a legendary character is
double the normal experience points. There for if a warrior NPC that is worth 2,000
experience points normally they would be worth 4,000 experience points as legendary.
The GM should note that all major city leaders are legendary such as those found in
Taris, Antamor, and Solaria as mentioned. Legendary characters could be compared to
“boss” characters in popular MMORPGs and other video games.
Quests: Experience points that are earned through completing quests are determined in a
variety of methods but as a general rule the more complicated and lengthy the quest the
more experience one would gain. For example, if a player character is on a quest that
involves them simply retrieving a simple item for an NPC then the experience gained will
be less than if they were to complete a quest where they were to kill a band of ogres
threatening a nearby village.
Quest experience points are determined solely on the game master’s discretion meaning it
is the game master who determines how many experience points the player will receive
for completing a quest there for if the game master believes a simple fetch quest is only
worth 100 EXP points then that is what that player character will receive. If they believe
killing a band of ogres is worth 1,000 EXP points then that is also what the player
character will receive.
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The game master should take into consideration the player’s level when they set them off
on quests. Lower level characters that are able to overcome and complete complex quests
that are intended more for advanced players should receive double experience over
players that have higher levels. Likewise player characters that are higher in level and
complete low level quests should receive less experience points.
Leveling
In the world of Arator each player character goes through a process called leveling that
enables them to become stronger with each level that is gained. As a character levels up
their stats, health, damage output, and basically every aspect to that character grows
stronger.
Any character that can assume a class can level, and a new level is reached once a
character maxes out their experience points.
For example, if a level 1 character has reached the full amount of experience that is
needed to go on to level 2 then they will gain a level 2 advancement.
Leveling for each character is all the same regardless of class, there for all character
classes will need the same number of experience points to gain another level whether
they be a battle, holy, mage, nature, or stealth classes.
Character class leveling is determined via what level the character currently is x1,000,
there for if a character is level 1 they will need 2,000 experience points in order to
advance to level 2, 3,000 experience points to level up to 3, etc.
As levels rise the more experience will be needed to gain the next level. Characters can
gain experience through numerous ways within the world of Arator including killing
monsters, NPCS, completing quests, and other means that is determined through the
game master.
NPCS (non player characters) may also gain levels whether they are a character class or
not. For example, a goblin who is a thief class and is considered an NPC can gain levels
just as any normal player character. Likewise, a basilisk that cannot assume a character
class and is just considered a level X basilisk, can still gain levels as well. (There for if a
basilisk is level 10 they can level up to 11 if the game master so wishes them to).
Leveling can tend to be quick in the early stages of a characters life since they do not
need that many experience points to move on to the next level. As characters get stronger
and higher in level it may take more time to be able to gain a level, so characters should
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keep this mind and attempt to try to work on harder monster and NPC kills and longer
more difficult quests that offer more experience.
Character Class Codex
Character classes are the basis of the character one chooses to be. They enable a character
to have access to a multitude of different talents, powers, spells, and abilities (called
specialties) that makes each and every class unique in its own way.
All classes are broken down into 6 different categories which are battle, stealth, nature,
holy, magic, and special. Each category serves a specific over all purpose and will have
similar specialties and stat bonuses with every class. For example, the battle classes are
all up close melee attackers meant to dish out and take any damage that is thrown at
them. Battle classes tend to have more health, stamina, strength, fighting skill, and
weapon skill than other classes.
Stat bonuses will be gained for specific stats on each separate individual class when each
class levels. There for a fighter may have different stat bonuses then a knight but there
are times when they will share the same stat bonuses it all depends on the type of class
that it is.
All classes get to have a chance to be “promoted” once they reach level 50 which is
essentially the same class however they take on a new name and will gain 5 more new
talents (as well as the ones they start off with before level 50), improved specialties, as
well as more of a bonus on their stats every time they level.
All the class categories are explained in further detail under their own entries and each
character class will also be detailed in their own entries below.
Weapons Allowed: This will list all the weapon types that the class can use. Even if they
do not receive damage bonuses or specialize in a specific weapon this will list all
available weapons that any given class can use if they so choose.
Long Ranged Weapon Allowed: This will list any ranged or distant weapon that the
class can use.
Armor Allowed: This will list any and all armor that the class can use.
Shields Allowed: Will list the available shields that each class can use.
Stat Bonuses: This will list the stat bonuses that classes receive upon leveling. Some
classes specialize in different stats than others.
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Class Bonuses: This will list the damage bonuses or bonuses in general that a class
receives from their talents or from their abilities that they may have. Each class has their
own set of class bonuses unique to each class. A warrior for example will gain +5% more
damage whenever wielding a two handed weapon. When they become battle masters this
increases to +10% more damage. These bonuses are only applied when the character of
the class is either wielding or using the specific weapon or ability that is needed for the
bonus. There for if the warrior in the above example was to be wielding only a long
sword then they will not gain the additional bonuses until they wield a two handed
weapon.
Health Points: Health points determine how much overall base health your character
has. Each class has a different health point bonus that comes with the class. For example
battle classes will gain either +50% health or +60%, all stealth classes will gain +20%
health, etc. As every character levels regardless of class they will gain 100 points of
health added with their stamina and then added with their percentage bonus. There for a
level 40 warrior with a stamina score of 85 and a +50% health bonus will have a total
health of 6128.
Mana Pool: This will list the available sphere of magic that the class can tap into for
their spells if applicable. The spheres of magic are Life, Death, Illusion, Chaos, and
Arcane and then the elemental magic spheres Earth, Fire, Air, and Water. It should be
noted that any class able to use magic can know any spell within the spheres that they are
allowed and can memorize or learn. There for druids for example can use any spell in the
spheres of earth, life, water, air, and illusion that they wish. They can either mix them all
up or choose just spells from one specific sphere though many find it more useful to
know different spells from different spheres for diversity.
Energy Pool: This will list the available energy pool that the class taps into. Energy is
different from mana in that it is more of a physical or spiritual trait and not magic based.
Physical Energy is reliant on stamina and the more stamina one has the more energy they
will have available to them. The divine pool which holy classes are able to tap into for
many of their abilities and talents is based on prayer and is explained further in the holy
class entry. Spiritual energy is what magic classes and nature classes use for their talents.
These talents are not reliant on magic so mana is not needed and unlike holy classes
where divine energy is used instead.
Physical Energy: Physical energy is the actual energy used to perform a talent based
attack that is melee based. Physical energy is reliant on stamina and will power the more
stamina and will power a character has the more physical energy they will be able to use.
Battle classes all rely on physical energy heavily as their sole source of energy for their
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talents but other classes such as stealth, some nature classes, and holy classes will use
physical energy as well. Physical energy is what makes the actual physical strike happen
for without this energy a character will be unable to make a melee based talent attack.
Normal regular attacks do not use up physical energy, only talents and specialties will use
up physical energy. Feats and abilities which are specialties use up the most physical
energy and the amount that is lost on each use is outlined in each of their individual
entries below.
Spiritual Energy: Spiritual energy is the energy needed for some classes like the holy,
magic and nature classes to perform their talents. Since talents are natural powers and not
mana based they come from within the character’s very spirit. Shaman, druids, and all
magic classes are examples that use spiritual energy for their talents. Spiritual energy is
based off will power and wisdom much like divine energy but is not reliant on having to
pray to gods to gain it back more quickly as spiritual energy can be replenished through
various potions quickly or by allowing it to be replenished over time.
Class Restrictions: This will list and explain any restrictions that specific class may
have. Each class will normally have certain restrictions in any given area.
Beginning Alignment: This will list the beginning alignment of the class. All classes
start out with a beginning alignment however alignment is always changing based upon
the actions of the character. There for if you begin your alignment as chaotic good and do
not keep to the chaotic good alignment you can shift back and forth from being any other
alignment according to your actions. Some classes however are restricted to only being a
certain alignment. For example, a knight is restricted to lawful good or lawful neutral
when they start out. This can change since all characters have free will and if a knight
performs evil acts they can shift towards evil and then have a choice at level 50 to
become a dark knight as long as they continue to be evil. If they swing towards evil then
decide to perform good acts before level 50 they can then very well go back to being
good and the dark knight choice will not be available. Berserkers and Bards are another
example in that they can only be chaotic in alignment. They can change from chaotic
good, chaotic neutral and chaotic evil all they want but these are the three alignment
choices according to their actions that they can be. Various quests, deeds, actions and
more are heavily alignment based and will determine the reputation of your character and
will be changing constantly. There for if you are helping one faction who is considered to
be chaotic good overall then another faction who may be opposed to them with a lawful
evil alignment will be much more hostile against you. Not only can your character be a
specific alignment based on your actions but organizations, guilds, and various other
groups are alignment based as well and actions a character perform can effect this
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however this is called reputation and is not covered in this volume(see core rule book for
reputation).
Alignment Meanings
Lawful Good: Lawful good characters are noble and humble individuals that practice
kindness, patients, and giving. Lawful good characters respect the law and do not like to
break it. A Lawful Good character typically acts with compassion, and always with honor
and a sense of duty. A Lawful Good nation would consist of a well-organized
government that works for the benefit of its citizens. Lawful Good characters include
righteous knights and paladins. There are times lawful good characters can come into
conflict over their morality, for example, upholding a sworn oath when it would lead
innocents to come to harm - or conflicts between two orders, such as between their
religious law and the law of the local ruler. Many sun elves and the people of Antamor
are lawful good. A good role playing example of a lawful good character would be
Batman or Captain America.
Neutral Good: Neutral Good is known as the "Benefactor" alignment. A Neutral Good
character is guided by his conscience and typically acts altruistically, without regard for
or against Lawful precepts such as rules or tradition. A Neutral Good character has no
problems with co-operating with lawful officials, but does not feel beholden to them. In
the event that doing the right thing requires the bending or breaking of rules, they do not
suffer the same inner conflict that a Lawful Good character would. Many halflings are
usually neutral good. A good role playing example of a neutral good character would be
Spiderman.
Chaotic Good: Chaotic Good is known as the "Beatific," "Rebel," or "Cynic" alignment.
A Chaotic Good character favors change for a greater good, disdains bureaucratic
organizations that get in the way of social improvement, and places a high value on
personal freedom, not only for oneself, but for others as well. They always intend to do
the right thing, but their methods are generally disorganized and often out of alignment
with the rest of society. They may create conflict in a team if they feel they are being
pushed around, and often view extensive organization and planning as pointless,
preferring to improvise. While they do not have evil intentions, they may do bad things
(even though they will not enjoy doing these things) to people who are, in their opinion,
bad people, if it benefits the greater good. Mountain dwarves are typically chaotic good
on the world of Arator. A good role playing example of a chaotic good character would
be Conan the Barbarian.
Lawful Neutral: Lawful Neutral is called the "Judge" or "Disciplined" alignment. A
Lawful Neutral character typically believes strongly in Lawful concepts such as honor,
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order, rules and tradition, and often follows a personal code. A Lawful Neutral society
would typically enforce strict laws to maintain social order, and place a high value on
traditions and historical precedent. Examples of Lawful Neutral characters might include
a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the
word of the law, and a disciplined monk. Characters of this alignment are neutral with
regard to good and evil. This does not mean that Lawful Neutral characters are amoral or
immoral, or do not have a moral compass; but simply that their moral considerations
come a distant second to what their code, tradition or law dictates. They typically have a
strong ethical code, but it is primarily guided by their system of belief, not by a
commitment to good or evil. A good role playing example of lawful neutral character
would be James Bond.
Neutral: Neutral alignment also referred to as True Neutral or Neutral, is called the
"Undecided" or "Nature's" alignment. This alignment represents Neutral on both axes,
and tends not to feel strongly towards any alignment. A farmer whose primary overriding
concern is to feed his family is of this alignment. Most animals, lacking the capacity for
moral judgment, are of this alignment. Many roguish characters that play all sides to suit
themselves are also of this alignment. Some Neutral characters, rather than feeling
undecided, are committed to a balance between the alignments. They may see good, evil,
law and chaos as simply prejudices and dangerous extremes. A good role playing
example of a neutral character would be Han Solo from Star Wars.
Chaotic Neutral: Chaotic Neutral is called the "Anarchist" or "Free Spirit" alignment. A
character of this alignment is an individualist who follows his or her own heart, and
generally shirks rules and traditions. Although they promote the ideals of freedom, it is
their own freedom that comes first. Good and Evil come second to their need to be free,
and the only reliable thing about them is how totally unreliable they are. Chaotic Neutral
characters are free-spirited and do not enjoy the unnecessary suffering of others, but if
they join a team, it is because that team's goals coincide with their own. They invariably
resent taking orders and can be very selfish in their pursuit of personal goals. A Chaotic
Neutral character does not have to be an aimless wanderer; they may have a specific goal
in mind, but their methods of achieving that goal are often disorganized, unorthodox, or
entirely unpredictable. An unusual subset of Chaotic Neutral is "strongly Chaotic
Neutral", describing a character who behaves chaotically to the point of appearing insane.
Characters of this type may regularly change their appearance and attitudes for the sake
of change, and intentionally disrupt organizations for the sole reason of disrupting a
lawful construct. Captain Jack Sparrow from Pirates of the Caribbean is a good example
of a chaotic neutral character.
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Lawful Evil: Lawful Evil is referred to as the "Dominator" or "Diabolic" alignment.
Characters of this alignment see a well-ordered system as being easier to exploit, and
show a combination of desirable and undesirable traits; while they usually obey their
superiors and keep their word, they care nothing for the rights and freedoms of other
individuals and are not averse to twisting the rules to work in their favor. Examples of
this alignment include tyrants, devils, undiscriminating mercenary types who have a strict
code of conduct, and loyal soldiers who enjoy the act of killing. Like Lawful Good
Paladins, Lawful Evil characters may sometimes find themselves faced with the dilemma
of whether to obey law or evil when the two conflict - however their issues with Law
versus Evil are more concerned with "Will I get caught?" vs "How does this benefit
me?". Magneto from X-Men is a good role playing example of a lawful evil character.
Neutral Evil: Neutral Evil is called the "Malefactor" alignment. Characters of this
alignment are typically selfish and have no qualms about turning on their allies-of-the-
moment. They have no compunctions about harming others to get what they want, but
neither will they go out of their way to cause carnage or mayhem when they see no direct
benefit to it. They abide by laws for only as long as it is convenient for them. A villain of
this alignment can be more dangerous than either Lawful or Chaotic Evil characters,
since he is neither bound by any sort of honor or tradition nor disorganized and
pointlessly violent. Examples are an assassin who has little regard for formal laws but
does not needlessly kill, a henchman who plots behind his superior's back, or a mercenary
who switches sides if made a better offer. A good role playing example of a neutral evil
character would be the X-Men’s Mystique character.
Chaotic Evil: Chaotic Evil is referred to as the "Destroyer" or "Demonic" alignment.
Characters of this alignment tend to have no respect for rules, other people's lives, or
anything but their own desires, which are typically selfish and cruel. They set a high
value on personal freedom, but do not have any regard for the lives or freedom of other
people. They do not work well in a group, as they resent being given orders, and usually
behave themselves only out of fear of punishment. It is not compulsory for a Chaotic Evil
character to be constantly performing sadistic acts just for the sake of being evil, or
constantly disobeying orders just for the sake of causing chaos. They do however enjoy
the suffering of others, and view honor and self-discipline as weaknesses. Serial killers
and monsters of limited intelligence are typically Chaotic Evil. A good example of a
chaotic evil character would be The Emperor from Star Wars.
Class Talents: This will list all the available class talents. Talents are special attacks
usually more powerful versions of normal attacks that each class specializes in and is
only found in that one class. There for the talents a warrior knows only a warrior knows
and no other class. Talents use energy as well as certain items in order to be performed.
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An example of this would be with the bounty hunter who needs rope and netting to be
able to use some of their talents. They can use the talent as long as the rope and net are in
their inventory. Some talents are capable of being used along with other talents at the
same time. For example, a gladiator may use the bear hug talent then immediately be able
to use body slam right after that. Attack based melee talents are typically able to be used
one after the other though not always at the same exact time as any character can only
perform one talent attack at once. All talents require energy in order to perform them and
they also have a “cool down” period where all talents will need to be “recharged” before
being able to be used again. Talents can be used within these specific time frames as well
as if the character has enough energy to perform them. If any character runs low on
energy their talents will be unusable until they are able to regain more. All damage for
talents are based on the character’s own level in a percentage. For example, if a fighter
wishes to use deadly blow and they are level 40 they will deal 40% more damage as well
as their normal strike damage. As each character levels then this percentage of damage
for talents is based on their new level (so a level 45 fighter would do 45% more damage
than normal with deadly blow). This also applies to buffs that characters have as talents.
For example, a wizard’s talent magic armor will give the wizard an extra 10 points worth
of armor at level 1, at level two it would be 12 points, level 3 13 points, etc.
Description: Simply describes the class and how they are normally used or played.
All classes upon reaching level 50 receive a “promotion” in that they become a basically
more powerful version of the class that they are. These upgraded classes retain all of their
original talents from the start as well as abilities and skills however they gain five new
talents each and all their bonuses, skills and abilities will double.
Specialties: All classes have specialties which are abilities, feats, or skills that they can
use from the start. The success of any of these being used depends on each characters stat
such as strength, will power, perception, agility, wisdom, intelligence, weapon skill,
fighting skill, and charisma as well as characters levels in some instances.
Skills, Abilities, and Feats are reliant upon stat bonuses and having a high number in that
stat. All classes gain stat bonuses upon leveling. It is these stat bonuses which allow the
character’s to have their abilities from the start of their class and not have to go through
the trouble of learning it. Characters who do not know an ability can choose to learn it but
it will take time and possibly even money for them to learn it before they can use it.
A specialties success rate of being performed is level based, stat based (stat number is
divided in half), plus the bonus percentage add for the feat, skill, or ability which is 5%
under level 50 and 10% above level 50. For example, if a thief wishes to use disguise has
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a perception of 45 and is level 20 since they are under level 50 they will have a 28%
chance to use it successfully.
Specialties can also amplify a classes talents. For example, shaman can use their
meditation skill to amplify the spiritual talents they use. The bonuses they receive on
their stats for meditating will carry over onto their talents. Another example would be
that a gladiator can receive more damage dealt percentages based on their wrestling skill
which can be added onto their wrestling talents (suplex, power bomb, choke slam, etc.)
This will work for any skill that grants a bonus according to stats that are used for that
talent.
All specialties require energy to be performed. The specialties are broken down by skill,
ability, and feat. Feats are a specialty that requires physical exertion in some large and
often powerful way such as brawling, wrestling, jumping, catching, throwing, etc. Feats
will take up the most energy out of the specialties when they are used and are often
needed to be activated on their own to be used. Abilities are considered to be less
exerting and require less energy to perform and some may require to be activated while
others may not. Skills are specialties that require the least amount of energy to be
performed and normally can be used with no cost at all to energy levels and are mostly
considered passive abilities that will occur automatically in a given situation.
Here is a list of the skills and what they require for stats for them to be used properly.
Hand to Hand Combat (Skill): Hand to hand combat is an ability that will allow the
character to receive no penalties when fighting without a weapon and just bare handed
and increases their chance to hit without a weapon in hand. If characters have the hand to
hand combat skill they will also receive a damage bonus of +5% before level 50 and
+10% after level 50 to their attacks when fighting unarmed. Attacks through hand to hand
combat can be anything from punches (jabs, hooks, uppercuts, etc.) to martial art like
moves that involve a lot of different hand movement for strikes with fists. Hand to hand
combat will become active automatically in combat or when a situation warrants it to be
used and is considered a passive or automatic talent. Hand to hand combat is based off
fighting skill statistics. Hand to hand combat does not use up physical energy.
Adrenalin Rush (Feat): Adrenalin rush is an ability that enables characters to tap into
their energy for a surge of stamina. When adrenalin rush is used a characters stamina
will be increased by +5 before level 50 and +10 after level 50. Adrenalin rush needs to be
activated in order for it to be used. Adrenalin rush is based off stamina statistics.
Adrenalin rush actually restores physical energy.
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Blind Fighting (Skill): Blind fighting allows a character to be able to strike and make
attacks despite being blinded or having poor perception in some way. Blind fighting will
increase a character’s chance to hit when fighting in the dark or if they are blinded by a
spell, attack, or talent (such as a blind spell). Blind fighting will also aid a character to
fight in poor lighting environments such as through fog that can hamper visibility. Blind
fighting increases a characters chance to hit before level 50 by 5% of a characters level
and 10% of a characters level after level 50. Blind fighting is considered a passive skill as
it will automatically become activated when situations warrant it to be used. Blind
fighting is based off agility and weapon skill statistics. Blind fighting requires no physical
energy to be used.
Precision (Skill): Precision is the ability that allows a character to strike with absolute
accuracy with a melee weapon meaning that if they are aiming to strike a certain body
part with a weapon they have more of a chance to strike successfully and with pin point
accuracy. For example if a character wants to strike a target’s chest with their weapon
they have a certain percentage of a chance to successfully make that strike in that exact
location even if the target tries to move, dodge, parry, or block the strike. Precision will
increase characters accuracy by 5% of a characters level before level 50 and 10% of a
characters level after level 50. Precision is considered a passive ability and will
automatically activate when a situation calls for it to be used in combat. Precision is
based off weapon Skill and agility statistics. Precision does not require any physical
energy to be used.
Brawling (Feat): Brawling enables a character to receive stamina bonuses when fighting
multiple attackers as these characters are adept to handle fighting more than one target at
the same time. Brawling will increase characters stamina by +5 before level 50 and by
+10 after level 50. Brawling is a passive ability and will automatically be active once a
character enters combat with more than 4 attackers at once. Brawling will not activate in
any combat situation below 4 enemies at once. Brawling is based off stamina statistics.
Brawling does not use up any physical energy points.
Battle Tactics (Ability): Battle tactics allows a character to have a higher awareness in a
combat situation that has more than 5 enemy targets at a time. Battle tactics will increase
fighting skill and perception by +5 before level 50 and by +10 after level 50. Battle
tactics enables the character to also pin point the most powerful or dangerous member
within those group of targets so that the character can try to dispatch them first. These
enemies are singled out by a glowing red aura around them during combat. Battle tactics
will always become activated as long as there are more than 5 enemy targets at one time
during a battle. Battle tactics is based from stamina statistics. Battle tactics does not use
up any physical energy points
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Wrestling (Feat): Wrestling allows a character to receive a +5% damage bonus before
level 50 and +10% damage bonus after level 50 when they perform any wrestling move.
For example, if a character were to grab a target and then pick them up and throw them to
the ground the character will receive a damage bonus to that move. Damage bonuses for
wrestling include any moves or attacks that involve being picked up and thrown down
with force. Wrestling also makes it possible for a character to grapple and hold on to a
target to prevent them from escaping or to immobilize them. Wrestling moves and
grappling can only be used if the character learns or already knows the wrestling ability.
Wrestling is based off strength and fighting skill statistics. Wrestling will use up 10
points of physical energy when used at level 1.
Horsemanship (Skill): Horsemanship allows a character to ride a mount with expert skill
using their will power to dominate their mount and enabling them to receive a +5%
damage bonus on all attacks while mounted and makes them 5% less likely to fall off
their mount on a dismount attempt from a target. Horsemanship is only active while a
character is on their mount. Horsemanship is based off will power statistics.
Horsemanship does not use up any energy.
Etiquette (Skill): Etiquette enables a character to keep their composure during certain
situations as well as give the character more of a chance to have other characters be polite
and friendly to them which can avoid situations growing hostile. Characters receive a 5%
chance to use etiquette based on level with success before level 50 and 10% based on
level chance to use etiquette successfully after level 50. Etiquette can only be used during
parlay and non combat situations at which point it automatically becomes activated.
Etiquette is based off of charisma statistics. Etiquette does not use up any energy points.
Interrogation (Ability): Interrogation will allow a character to interrogate a target for
information with a 5% chance of success before level 50 and a 10% chance after level 50.
Interrogation allows a character to use their intellect in order to manipulate and bend a
target’s mind so that they gain information they are seeking. Interrogation will only
become active when a situation presents itself for it to be used and it will need to be
activated over the intended target to be interrogated. Once the interrogation of a target is
over the bonuses will be gone to their intelligence. Interrogation is based off intelligence
statistics. Interrogation does not use up any energy points.
Leadership (Ability): A character that has leadership will be able to have a 5% more
likely chance based on level to have a group or party stay with them in battle situations as
well as grant an additional +5 bonus to all that parties or group’s will power stat scores
before level 50. After level 50 characters have a 10% chance based on level a group or
party will not abandon them during combat and the character will raise their allies’ will
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powers by +10. Leadership uses a characters charisma and will to bolster and improve a
group or party’s will power and urge to fight in battle or in combat. Leadership will only
become active when a character with the ability is in a battle situation with at least 1
other ally fighting along with them at which point leadership is automatically activated.
Leadership is based off the charisma and will power statistics. Leadership does not use up
any energy points.
Detect (Ability): Detect allows characters to detect alignment, detect lies, detect magic,
or detect invisibility. All of these detect abilities except detect alignment require
perception as detect alignment requires wisdom. Detect will allow the character either to
detect when magic may be in an area or had just been recently used, detect any traps in an
area, detect any given character’s or being’s current alignment, detect when a being or
character is lying, and to detect any invisible or unseen targets. Detect will give the
character a 5% chance based on level to detect any of the mentioned instances before
level 50 and a 10% chance based on level to use it with success after level 50. The detect
ability is always active. Some classes may know some detect abilities but not others.
Detect is based off the perception statistic. Detect does not use up any energy points.
Diplomacy (Ability): Diplomacy grants a character the ability to use their charisma and
wisdom to resolve situations without the use of violence, battle, or combat. When a
diplomatic situation presents itself a character with the ability will gain a 5% chance of
succeeding based on level in using the ability before level 50. After level 50 characters
will gain a 10% chance based on level to use diplomacy successfully. Diplomacy is based
off the charisma and wisdom statistic. Diplomacy does not use up any energy points.
Bartering (Ability): Bartering allows a character to barter and trade with other beings
and creatures using their intelligence to enable them to work out a good deal or trade for
both them and the party involved. Characters will gain a 5% chance based on level to
barter successfully before level 50 and after level 50 they will gain a 10% chance based
on level to barter successfully. Bartering requires intelligence statistics. Bartering does
not use up any energy points.
Appraisal (Skill): Appraisal will allow characters to accurately appraise an item in terms
of how much its overall value is and how much it is worth in terms of money. Appraisal
will also allow the character to know the item’s value out on the open market. When
appraising an item a character will receive a 5% chance of success before level 50 and
10% chance of success after level 50. Appraisal can appraise any item the character can
fit into their hands and is not restricted to just valuable items (such as coins, magical
items, art, etc.). Appraisal requires Intelligence statistics. Appraisal does not use up any
energy points.
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Hide in Shadows (Ability): Hide in shadows will allow a character to hide and remain
hidden as long as they do not move. Characters that use hide will have a 5% chance of
using it without being spotted while they are hiding before level 50. After level 50
characters will have a 10% chance to remaining hidden. When a situation presents itself
for the ability to use it will become available but a character must actually initialize the
act in order for it to work. Hide in shadows requires perception statistics. Hide in
shadows will use up 8 points of physical energy as a base at level 1.
Lock Picking (Ability): Lock picking allows a character to pick locks. While a character
performs a lock picking feat they will gain a 5% chance of picking the lock before level
50. After level fifty they gain a 10% chance to pick the lock. A character uses their agility
for the dexterity required to move and maneuver the lock pick within the tight space of
the lock. Perception is needed so the one picking the lock can remain silent and stealthy
while the lock is being picked (if the situation calls for it but the perception bonus is
applied regardless is silence is needed). Lock picking needs the agility and perception
statistics. Lock picking will use up 5 points of physical energy at level 1.
Stealth (Ability): Stealth is the ability that enables a character to remain unseen while
moving. When using stealth a character becomes virtually invisible while they move
however, when they do move their movement is reduced by 30% as a slower speed is
needed in order to move silently and unseen. Characters who are using stealth will
immediately become seen if they try to make an attack and characters, beings, and
creatures that can detect invisibility have a higher chance of seeing and spotting a
character using stealth. Characters can remain in stealth mode for as long as they choose.
Stealth requires perception and agility statistics. Stealth will use up 5 points of physical
energy at level 1.
Forgery (Skill): Forgery allows character to forge documentation making a fake copy
that may enable them to get into or out of a specific situation. Characters using forgery
will have a 5% chance before level 50 to use it with success and a 10% chance after level
to perform it with success. Forgery requires the perception statistics. Forgery does not use
up any energy points.
Ventriloquism (Skill): Ventriloquism allows a character to basically throw their voice in
the chance that it may fool enemies or other beings. It is a good solid distraction ability.
For example if a character finds themselves in some woods and they are behind some
bushes with a group of enemies that may be on the other side and the character does not
want to be discovered they can use ventriloquism to throw their voice further in distance
in the hopes the targets will move away to inspect the noise. Ventriloquism can also be
used to mimic various wild life calls and sounds. Characters will have an extra 5%
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chance to perform it before level 50 and a 10% chance to perform it successfully after
level 50. Ventriloquism requires perception statistics. Ventriloquism does not use any
energy points.
Disguise (Skill): Disguise allows a character to wear a disguise with a possible chance
that it will allow them to get into places that may be otherwise tedious or hard to get into.
A character will actually need to have a certain disguise on them but once it is equipped
the disguise ability will automatically become active and characters will have a 5%
chance to use that disguise successfully before level 50. After level 50 this increases to a
10% chance they will use the disguise successfully. Disguise requires perception
statistics. Disguise does not use up any energy points.
Lip Reading (Skill): Lip reading enables a character to read the lips of anyone they
choose with a 5% chance of success before level 50 and a 10% chance after level 50.
When lip reading a character will be able to understand and perceive what targets are
saying despite them being out of hearing range or even if they happened to be silenced in
some way by magic or other means. Lip reading requires the perception statistic. Lip
reading does not use up any energy points.
Sign Language (Ability): Sign language enables characters to communicate when
silence is needed or if a silence spell or similar means are already in place. Characters
using sign language will gain a 5% chance of using it before level 50 and a 10% chance
of using it after level 50. When using sign language a character can communicate to
another character who also knows sign language as if they were speaking through words.
Sign language will only work if both targets know the ability for if one character has it
and the other does not the ones that do not have it will not understand what is being said.
Sign language does not use up any energy points.
Negotiating (Ability): Negotiating allows a character to negotiate deals, contracts, and
other similar situations with a great success rate. Characters will gain a 5% chance of
using it before level 50 and a 10% chance of using negotiating successfully after level 50.
Negotiating requires the intelligence statistics. Negotiating does not use up any energy
points.
Tumbling (Skill): Tumbling will allow a character to perform a tumbling like maneuver
to avoid damage from attacks and obstacles. Tumbling includes such things as tucking,
rolling, and coming back up to a standing position, doing back flips, diving out of the
way, and other greater dodging maneuvers. Tumbling will add a 5% chance of it being
performed before level 50 and a 10% chance of it being performed after level 50.
Tumbling requires the agility statistic. Tumbling at level 1 will use up 10 points of
physical energy.
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Stealing (Ability): Stealing enables a character to steal something that they may want to
have whether it is a coin purse, weapon, jewelry, or any other item that a character can
manage to pick up and take with them. When stealing a character will have a 5% chance
of it succeeding before level 50 and a 10% chance of it succeeding after level 50. Stealing
is limited to what a character can pick up and take with them and they have better chance
to steal a coin purse then they would a valuable statue. Stealing requires agility and
perception statistics. Stealing will use up 3 points of physical energy at level 1.
Hunting (Ability): Hunting allows a character to do more damage on game animals and
gives them a much better success rate in catching them. Hunting will also allow the
character to “live off the land” meaning that if they catch and kill a game animal meant
for food they will be able to skin it, clean it, and cook it so hunting is basically four
abilities in one. Characters will deal +5 extra damage on any game animal such as deer,
quail, rabbit, squirrel, and similar animals and will have a 5% chance to catch them if
they run before level 50. After level fifty characters will receive a +10 damage bonus on
game animals with a 10% chance of success on catching them if the animals run. Hunting
only works on game animals and nothing more. Hunting requires the perception statistic.
Hunting does not use up any energy.
Tracking (Skill): Tracking enables a character to track basically anything or anyone they
want in order to catch up with them and find them as long as they are traceable (shadowy
undead for example cannot be tracked). Hunting will only be activated if there are tracks
or some form of sign that who or what they are looking for was in the area. If there are
then the character can follow those tracks until either they lead to their target or until they
run cold and stop. Characters will receive a 5% chance of using it successfully before
level 50 and will gain a 10% chance of success after level 50. Tracking requires
perception statistics. Tracking does not use up any energy points.
Swimming (Feat): Characters that use swimming will have a +5 haste rating while in
any water they become submerged in that requires them to swim as well as a +5 to agility
and stamina while swimming in the water. Swimming requires stamina statistics.
Swimming at level 1 will use up 10 points of physical energy.
Athletics (Feat): Athletics enables a character to perform triathlon like feats. Athletics is
where a character can run through a dungeon corridor, dodge or tumble away from
various obstacles and traps, fight three enemies, and then jump over a large gap in the
ground all without having to pause for a single breath. Athletics is heavily endurance
(stamina) and agility base and enables the character to perform feats and to fight while
lasting much longer than normal. Athletics will always be active if the character has the
skill and will permanently raise their agility and stamina by +5 before level 50 and by
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