RolePlayingGame.Questweaver History

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Frequently various items such as Gold +1 or other Treasure can be found.  They take up weight and inventory space, such that they count as Equipment, and also can be sold and effectively traded for Equipment of equivalent value in terms of Bonus.
to:
Frequently various items such as Gold +1 or other Treasure can be found.  They take up weight and inventory space, such that they count as Equipment, and also can be sold and effectively traded for Equipment of equivalent value in terms of Bonus.  Note that some forms of treasure exist in different domains from the Physical.  Magical treasure could include a secret formula, while a Spiritual treasure could be some kind of divine prophecy.
Changed lines 23-26 from:
!Gear

Gear
represents equipment that has potential effect of providing some bonus, depending on circumstances.  A character may begin with one piece of Gear and may be rewarded with Gear as the story progresses or my purchase new Gear by trading in old Gear.  Gear with the same effect do not overlap and are considered redundant.
to:
!Equipment

Equipment
represents a wieldable or wearable item that is required to use a skill and has the potential effect of providing some bonus, depending on circumstances.  Each piece of Equipment has a Domain.  A character may begin with one piece of Equipment with a +0 Bonus to use with a Skill and may be rewarded with Equipment as the story progresses or may purchase new Equipment by trading in old Equipment with the same Bonus.  Equipment with the same effect do not overlap and are considered redundant.

You may only carry equipment if your attributes allow it.  For instance a Body of 4 would allow you to only carry 4 pieces of physical equipment.

|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
||'''Device'''||Weapon||Spell||Prayer||
||'''Equipment'''||Armour||Enchantment||Blessing||

Changed lines 42-43 from:
Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and Gear bonuses of the actor and target.  All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill needs equipped to use.
to:
Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and Equipment bonuses of the actor and target.  All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form of equipment that the skill needs equipped to use.
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Character class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.
to:
Character class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.

!Treasure

Frequently various items such as Gold +1 or other Treasure can be found.  They take up weight and inventory space, such that they count as Equipment, and also can be sold and effectively traded for Equipment of equivalent value in terms of Bonus
.
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''A simplified generic roleplaying game that can fit into any setting or story.  The emphasis is on making a fun, interactive character-driven storytelling experience that makes interactions straightforward through a robust and logical statistics system.''
to:
!Introduction

A simplified generic roleplaying game that can fit into any setting or story.  The emphasis is on making a fun, interactive character-driven storytelling experience that makes interactions straightforward through a robust and logical statistics system.
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A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation.  A given Strength or Weakness may actually count as either a Bonus or a Penalty in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.
to:
A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation, up to a number of pairs equal to their Character Level.  A given Strength or Weakness may actually count as either a Bonus or a Penalty in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.
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A character can have any number of skills.  When creating a new character, you may assign skill levels according to their overall character level.

Skills allow action rolls.  This involves rolling a die, and multiplying the resulting number with
the relevant attribute score and bonus.  The action roll succeeds if it equals or exceeds the challenge score, which is based on half the target's skill die multiplied by their relevant attribute score and bonus.
to:
A character can have any number of skills at skill level 1.  When creating a new character, you may assign additional skill levels according to their overall character level.

Skills allow action rolls.  This involves rolling a die, and multiplying
the resulting number with the relevant attribute score and bonus.  The action roll succeeds if it equals or exceeds the challenge score, which is based on the target's skill level multiplied by their relevant attribute score and bonus.

Action Roll = dX * (Attribute Score + Bonus - Penalty)
Challenge Score = Skill Level * (Attribute Score + Bonus - Penalty)

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Skill level determines the type of dice you can roll.  At skill level 5 you are considered to have mastered the skill and subsequent levels add to the maximum of the attribute score of the skill's domain.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

||'''Skill Level'''||'''Dice Roll'''||
||0||1d4||
||1||1d6||
||2||1d8||
||3||1d10||
||4||1d12||
||5+||1d20||

to:
Skill level determines the type of dice you can roll.  You can roll a die with twice as many sides as your skill level.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.
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For instance, Darsic has the skill Level 1 Swordsmanship (Physical) [Sword] and a Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has the skill Level 0 Dodge (Physical) [Boots] and is wearing Leather Boots, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d6 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with 2 from half the d4 of the skill level, and is thus 8.  The attack thus hits and Goblin loses 1 point of Body.  Since the roll result of 12 is not more than double or less than half of 8, no Benefit or Cost is incurred.
to:
For instance, Darsic has the skill Level 2 Swordsmanship (Physical) [Sword] and a Steel Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has the skill Level 1 Dodge (Physical) [Boots] and is wearing Leather Boots +0, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d4 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with his skill level of 1, and is thus 4.  The attack thus hits and Goblin loses 1 point of Body.  Since the roll result of 12 is more than double  the 4, Darsic gets the Benefit stunning Goblin, preventing a counterattack.
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Each time a skill level is earned, the character also earns 1 point of experience.  Every ten points a character can level by gaining an additional point in one Attribute score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Attribute scores and adding the number of Strengths and subtracting the number of Weaknesses.
to:
Each time a skill level is increased, the character also earns 1 point of experience.  When a character has experience points equal to their Character Level, the character can level by either gaining an additional point in one Attribute score and adding one Strength and one Weakness, or by adding one Strength without a corresponding Weakness.

Character Level = Body + Mind + Will + Strengths -
Weaknesses
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Character class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.

!Balance

The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPC's at 60 and PC's at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn
.
to:
Character class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.
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A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation.  A given Strength or Weakness may actually count as either an Advantage or a Challenge in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.
to:
A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation.  A given Strength or Weakness may actually count as either a Bonus or a Penalty in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.
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Whenever a character takes an action roll, take into account all relevant Bonuses and Penalties adding the number of Bonuses relevant to the number they multiply the roll by, and subtracting the number of Penalties relevant to Challenge score.  If the resulting dice roll is even, an additional Benefit occurs.  If the resulting dice roll is odd, an additional Cost occurs.

Benefits are positive side effects, while Costs are negative side effects.  These
are determined by the QM.  For instance, in combat a Benefit might be avoiding a counterattack, while a Cost might be taking one.

For instance, Darsic has
the skill Level 1 Swordsmanship (Physical) [Sword] and a Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has the skill Level 0 Dodge (Physical) [Boots] and is wearing Leather Boots, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d6 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with 2 from half the d4 of the skill level, and is thus 8.  The attack thus hits and Goblin loses 1 point of Body.  Since the roll result is an even number an additional Benefit occurs.  In this case Goblin is stunned and unable to counterattack.
to:
Whenever a character takes an Action roll, take into account all relevant Bonuses and Penalties by adding the number of Bonuses relevant to the number they multiply the roll by, and subtracting the number of Penalties relevant to the number the Challenge score is multiplied by.  If the Action roll is double or more the Challenge score, an additional Benefit occurs.  If the Action roll is less than half the Challenge score, an additional Cost occurs.

Benefits
are positive side effects, while Costs are negative side effects.  These are determined by the QM.  For instance, in combat a Benefit might be stunning the target for a turn, while a Cost might be taking an immediate counterattack.

For instance, Darsic has the skill Level 1 Swordsmanship (Physical) [Sword] and a Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has
the skill Level 0 Dodge (Physical) [Boots] and is wearing Leather Boots, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d6 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with 2 from half the d4 of the skill level, and is thus 8.  The attack thus hits and Goblin loses 1 point of Body.  Since the roll result of 12 is not more than double or less than half of 8, no Benefit or Cost is incurred.
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Each action taken, regardless of success or failure, earns 1 point of experience.  Every ten points a character can level by gaining an additional point in one Attribute score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Attribute scores and adding the number of Strengths and subtracting the number of Weaknesses.
to:
Each time a skill level is earned, the character also earns 1 point of experience.  Every ten points a character can level by gaining an additional point in one Attribute score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Attribute scores and adding the number of Strengths and subtracting the number of Weaknesses.
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Skills allow action rolls.  This involves rolling a die, and multiplying the resulting number with the relevant attribute score and bonus.  The action roll succeeds if it exceeds the challenge score, which is based on half the target's skill die multiplied by their relevant attribute score and bonus.
to:
Skills allow action rolls.  This involves rolling a die, and multiplying the resulting number with the relevant attribute score and bonus.  The action roll succeeds if it equals or exceeds the challenge score, which is based on half the target's skill die multiplied by their relevant attribute score and bonus.
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Each character has three Attribute scores that correspond to the three Domains:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score.  During combat, a relevant sounding attack can target one of these scores and reduce it. Conversely, a relevant sounding recovery action can restore it.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.
to:
Each character has three Attribute scores that correspond to the three Domains:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score.  During combat, a relevant sounding attack can target one of these scores and reduce it by 1.  Conversely, a relevant sounding recovery action can restore it by 1.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.
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For instance, Darsic has the skill Level 1 Swordsmanship (Physical) [Sword] and a Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has the skill Level 0 Dodge (Physical) [Boots] and is wearing Leather Boots, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d6 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with 2 from half the d4 of the skill level, and is thus 8.  The attack deals damage equal to 12 - 8 = 4.
to:
For instance, Darsic has the skill Level 1 Swordsmanship (Physical) [Sword] and a Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has the skill Level 0 Dodge (Physical) [Boots] and is wearing Leather Boots, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d6 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with 2 from half the d4 of the skill level, and is thus 8.  The attack thus hits and Goblin loses 1 point of Body.  Since the roll result is an even number an additional Benefit occurs.  In this case Goblin is stunned and unable to counterattack.
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!Domains

There are fundamentally three domains:  Physical, Magical, and Spiritual.

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Each character has three Domain scores:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score.  During combat, a relevant sounding attack can target one of these scores and reduce it by 1.  Conversely, a relevant sounding recovery action can increase it by 1.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.
to:
Each character has three Attribute scores that correspond to the three Domains:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score.  During combat, a relevant sounding attack can target one of these scores and reduce it.  Conversely, a relevant sounding recovery action can restore it.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.
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Gear represents equipment that has potential effect of providing an additional Advantage or Challenge, again depending on circumstances.  A character may begin with one piece of Gear and may be rewarded with Gear as the story progresses or my purchase new Gear by trading in old Gear.  Gear with the same effect do not overlap and are considered redundant.

!Action Rolls

An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success, whether it be circumstances, relevant Strength (or even Weakness), Gear, or something else.  Each relevant Strength counts as a separate Advantage.  A Challenge is something that hinders the character in some way. 

Whenever a character takes an action roll, take into account all relevant Advantages and Challenges adding the number of Advantages relevant and subtracting the number of Challenges relevant to the task at hand.
Given that the final tally is positive, they then roll that many d10s and take the highest number and respond accordingly.  If the final tally is negative they automatically fail.

10:  Success with Benefit.

8-9:  Success with Cost.

5-7:  Failure with Benefit.

1-4:  Failure with Cost.

Benefits are positive side effects, while Costs are negative side effects.  These are determined by the QM.  For instance, in combat a Benefit might be avoiding a counterattack, while a Cost might be taking one.

!Experience

Each action taken, regardless of success or failure, earns 1 point of experience.  Every ten points a character can level by gaining an additional point in one Domain score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Domain scores and adding the number of Strengths and subtracting the number of Weaknesses.

to:
Gear represents equipment that has potential effect of providing some bonus, depending on circumstances.  A character may begin with one piece of Gear and may be rewarded with Gear as the story progresses or my purchase new Gear by trading in old Gear.  Gear with the same effect do not overlap and are considered redundant.
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A character can have any number of skills.  When creating a new character, you may assign skill levels according to their overall character level as agreed upon by the QM.
to:
A character can have any number of skills.  When creating a new character, you may assign skill levels according to their overall character level.

Skills allow action rolls.  This involves rolling a die, and multiplying the resulting number with the relevant attribute score and bonus.  The action roll succeeds if it exceeds the challenge score, which is based on half the target's skill die multiplied by their relevant attribute score and bonus.

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and Gear bonuses of the actor and target.  All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill needs equipped to use.

Skill level determines the type of dice you can roll.  At skill level 5 you are considered to have mastered the skill and subsequent levels add to the maximum of the attribute score of the skill's domain.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

||'''Skill Level'''||'''Dice Roll'''||
||0||1d4||
||1||1d6||
||2||1d8||
||3||1d10||
||4||1d12||
||5+||1d20||

An action roll can be modified by Bonuses or Penalties.  A Bonus is something that helps the character achieve success, whether it be circumstances, relevant Strength (or even Weakness), or something else.  Each relevant Strength counts as a separate Bonus.  A Penalty is something that hinders the character in some way. 

Whenever a character takes an action roll, take into account all relevant Bonuses and Penalties adding the number of Bonuses relevant to the number they multiply the roll by, and subtracting the number of Penalties relevant to Challenge score.  If the resulting dice roll is even, an additional Benefit occurs.  If the resulting dice roll is odd, an additional Cost occurs.

Benefits are positive side effects, while Costs are negative side effects.  These are determined by the QM.  For instance, in combat a Benefit might be avoiding a counterattack, while a Cost might be taking one.

For instance, Darsic has the skill Level 1 Swordsmanship (Physical) [Sword] and a Sword +1.  This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it).  A particular foe, Goblin, has the skill Level 0 Dodge (Physical) [Boots] and is wearing Leather Boots, and so can attempt to challenge the effects of Swordsmanship.  When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d6 because his skill level is 1 and multiplies the result of 2 with 6 to make 12.  This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with 2 from half the d4 of the skill level, and is thus 8.  The attack deals damage equal to 12 - 8 = 4.

!Experience

Each action taken, regardless of success or failure, earns 1 point of experience.  Every ten points a character can level by gaining an additional point in one Attribute score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Attribute scores and adding the number of Strengths and subtracting the number of Weaknesses.
Deleted lines 2-5:
!Trinity

Questweaver is a roleplaying game based around the [[Game System/Trinity]] game system.

Added lines 10-40:

Each character has three Domain scores:  Body, Mind, and Will.  During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score.  During combat, a relevant sounding attack can target one of these scores and reduce it by 1.  Conversely, a relevant sounding recovery action can increase it by 1.  Once a score is reduced to 0, the character is incapacitated in a related way.  For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.

A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses.  They may have additional Strengths and Weaknesses added in pairs for balance during creation.  A given Strength or Weakness may actually count as either an Advantage or a Challenge in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.

It is recommended to create characters at Level 10.  This allows them to begin with 10 points that can either be used to fill Domain scores, or to purchase a free Strength without a corresponding Weakness.

!Gear

Gear represents equipment that has potential effect of providing an additional Advantage or Challenge, again depending on circumstances.  A character may begin with one piece of Gear and may be rewarded with Gear as the story progresses or my purchase new Gear by trading in old Gear.  Gear with the same effect do not overlap and are considered redundant.

!Action Rolls

An action roll can be modified by Advantages or Challenges.  An Advantage is something that helps the character achieve success, whether it be circumstances, relevant Strength (or even Weakness), Gear, or something else.  Each relevant Strength counts as a separate Advantage.  A Challenge is something that hinders the character in some way. 

Whenever a character takes an action roll, take into account all relevant Advantages and Challenges adding the number of Advantages relevant and subtracting the number of Challenges relevant to the task at hand.
Given that the final tally is positive, they then roll that many d10s and take the highest number and respond accordingly.  If the final tally is negative they automatically fail.

10:  Success with Benefit.

8-9:  Success with Cost.

5-7:  Failure with Benefit.

1-4:  Failure with Cost.

Benefits are positive side effects, while Costs are negative side effects.  These are determined by the QM.  For instance, in combat a Benefit might be avoiding a counterattack, while a Cost might be taking one.

!Experience

Each action taken, regardless of success or failure, earns 1 point of experience.  Every ten points a character can level by gaining an additional point in one Domain score or adding one Strength without a corresponding Weakness.  Level can be approximated by taking the sum of the Domain scores and adding the number of Strengths and subtracting the number of Weaknesses.
Changed line 25 from:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPCs at 60 and PCs at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
to:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPC's at 60 and PC's at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
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!Character Building
to:
!Characters
Deleted line 17:
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A character can have any number of skills.  Skills allow actions on part of a character, the success of which is determined by what is called a challenge roll.  This involves rolling a die, and multiplying the resulting number with the relevant attribute and any bonus from the mastery level of the skill.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors.

For instance, the character Darsic has the skill Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed challenge rolls with their skills.  If Darsic rolls higher than or equal to Goblin, then the attack deals damage, otherwise it misses.  In the first case, Darsic and Goblin calculate the impact to see the resulting effects.

Skill levels between 0 and 4 are considered training levels.  At these levels, you're still learning the fundamentals of the skill.  Skill level determines the type of dice you can roll.  At skill level 5 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

||'''Skill Level'''||'''Dice Roll'''||
||0||1d4||
||1||1d6||
||2||1d8||
||3||1d10||
||4||1d12||
||5+||1d20||

A character’s character level is the sum total of all their skill levels combined together.  When creating a new character, you may assign skill levels according to their overall character level as agreed upon by the QM.

All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill takes when used.
to:
A character can have any number of skills.  When creating a new character, you may assign skill levels according to their overall character level as agreed upon by the QM.
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!Quest Master

The quest master or QM is the controller of non-player characters and author of the world.

Changed lines 17-24 from:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called a Challenge Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.

Assuming that an action succeeds, the effect of the action is determined by its Impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors.

For instance, the character Darsic has the Skill: Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed Challenge Rolls with their Skills.  If Darsic rolls higher, then the attack deals damage, if Goblin rolls higher, then the attack misses.  In the first case, Darsic and Goblin calculate the Impact to see the resulting effects.

Skill levels between 0 and 5 are Training levels.  At this level, you're still learning the fundamentals of the skill, and so this determines the type of dice you can roll.  At Skill level 6 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.
to:
A character can have any number of skills.  Skills allow actions on part of a character, the success of which is determined by what is called a challenge roll.  This involves rolling a die, and multiplying the resulting number with the relevant attribute and any bonus from the mastery level of the skill.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors.

For instance, the character Darsic has the skill Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed challenge rolls with their skills.  If Darsic rolls higher than or equal to Goblin, then the attack deals damage, otherwise it misses.  In the first case, Darsic and Goblin calculate the impact to see the resulting effects.

Skill levels between 0 and 4 are considered training levels.  At these levels, you're still learning the fundamentals of the skill.  Skill level determines the type of dice you can roll.  At skill level 5 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.
Changed lines 33-34 from:
A character’s Character Level is the sum total of all their skill levels combined together.  When creating a new character, you may assign skill levels according to their overall Level.
to:
A character’s character level is the sum total of all their skill levels combined together.  When creating a new character, you may assign skill levels according to their overall character level as agreed upon by the QM.
Changed line 39 from:
Character Class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what Skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.
to:
Character class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.
Deleted lines 36-60:
!Property

|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
||'''Device'''||Tool||Spell||Prayer||
||'''Equipment'''||Gear||Enchantment||Blessing||
||'''Quality'''||Force||Power||Value||

Property can be devices or equipment.  Devices are actively wielded and associated with a skill, while equipment is carried and works passively.

!Qualities

The quality of devices determines the multiplier to be applied to attack rolls and damage, while the quality of equipment determines the multiplier to be applied to defence rolls and resistance.

!Limits

Devices are limited by their range and zone, while equipment can limit your speed.

Range
* Ranges are how far you can use actions such as attack.  Zero means you can target only yourself.  One is considered the melee combat range.
* Note the limitation that you suffer an effective penalty on the attack multiplier if the distance to the target is greater than your ranges. Thus, while you do not technically have a fixed maximum range, the range penalty ensures that you have a maximum effective range.
Zone
* The zone is how many rings of surrounding hexes are also hit by the effect.
Speed
* Speed is how many steps you can take for each move action.

Changed lines 39-43 from:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPCs at 60 and PCs at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.

!Combat

Combat is based on the tactical combat system of [[StrategyGame/Battlemancer]]
.
to:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPCs at 60 and PCs at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
Deleted lines 6-9:
!Domains

The fundamental underlying concept behind Trinity is that there are three domains in which subjects can influence other subjects.  These are: the physical domain or the contest of objects, the magical domain or the contest of minds, and the spiritual domain or the contest of wills.

Deleted lines 9-31:

!Attributes

In accordance with the three domains each character has three sets of capacity attributes and ability attributes.  They also have resource pools that refill every turn according to the corresponding capacity attribute and can be utilized according to the corresponding ability attribute.  These form the basis of your character.

|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
||'''Capacity'''||Strength||Intelligence||Passion||
||'''Ability'''||Dexterity||Wisdom||Charisma||
||'''Resource'''||Energy||Glory||Grace||

* Physical attributes involve the use of the physical body and devices such as weapons.
* Magical attributes involve the use of the faculties of the mind in processing information.
* Spiritual attributes involves belief and motivation in both oneself and others
* Capacity attributes indicate the impact of the associated action assuming a hit and also determine damage mitigation.
** Strength is physical power, the capacity to apply the body to move things effectively.
** Intelligence is magical power, the capacity to apply the mind to create and combine ideas and thoughts.
** Passion is spiritual power, the capacity to generate emotions and motivate oneself as well as others.
* Ability attributes affect the competency to successfully hit or avoid being hit with the associated actions.
** Dexterity is physical control, the efficiency in coordinating body movements to achieve tasks.
** Wisdom is magical control, the efficiency in coordinating ideas and thoughts to achieve tasks.
** Charisma is spiritual control, the efficiency in coordinating oneself and others in achieving tasks.

Each domain has its own resource that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
Changed lines 1-2 from:
''A simplified generic roleplaying game character building rules system that can fit into any setting or story.  The emphasis is on making a fun, interactive character-driven storytelling experience that makes interactions straightforward through a robust and logical statistics system.''
to:
''A simplified generic roleplaying game that can fit into any setting or story.  The emphasis is on making a fun, interactive character-driven storytelling experience that makes interactions straightforward through a robust and logical statistics system.''
Changed line 5 from:
The Trinity strategic game system combines the character building system of [[RolePlayingGame/Questweaver]] and the tactical combat system of [[StrategyGame/Battlemancer]].
to:
Questweaver is a roleplaying game based around the [[Game System/Trinity]] game system.
Changed line 95 from:
Combat is based on [[StrategyGame/Battlemancer]].
to:
Combat is based on the tactical combat system of [[StrategyGame/Battlemancer]].
Changed lines 91-95 from:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPCs at 60 and PCs at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
to:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPCs at 60 and PCs at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.

!Combat

Combat is based on [[StrategyGame/Battlemancer]]
.
Changed lines 13-14 from:
A character is a unique entity capable of taking actions.  They consist of a collection of attributes, skills, and properties.  Note that in order for a character to function, they need at least one point in each attribute.
to:
A character is a unique entity capable of taking actions.  They consist of a collection of attributes, skills, and property.  Note that in order for a character to function, they need at least one point in each attribute.
Changed lines 64-65 from:
!Properties
to:
!Property
Changed lines 71-72 from:
Properties can be devices or equipment.  Devices are actively wielded and associated with a skill, while equipment is carried and works passively.
to:
Property can be devices or equipment.  Devices are actively wielded and associated with a skill, while equipment is carried and works passively.
Deleted lines 87-181:

!Actions

To quantify turn-based actions, we use an action cost system where different actions have values assigned to them.  Each turn, you can spend either resources of the appropriate domain, or initiative, to complete actions.

Any discrete motion that takes less than a second is considered to cost one action.  For instance, taking a step forward or backwards costs 1 action.  Attacking with a drawn weapon also costs 1 action.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 actions.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 actions.

Thus, most standard actions such as attacking cost 3 actions.  This can allow unique situations if you manage to for instance get more than the average of 5 actions.  For instance, with 6 actions you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 action to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.

Counters are made in response to attacks to a character, and are designed to disrupt them.

Opportunities are made in response to any adjacent movement, ranged attack or magic cast.

0 Actions
* Move
** Drop Item
1 Action
* Magic
** Instant <Spell Name>
* Move
** Step: Move one step
** Draw Item
** Fall Prone
* Counter
** Dodge: Chance to evade attack.
** Block: Chance to avoid damage with shield.
** Parry: Chance to avoid melee attack.
** Counterattack: Strike back.
** Instant Magic Barrier: Chance to avoid damage with magic.
* Opportunity
** Interrupting Strike: Hit enemy with quick melee response to action.
2 Actions
* Attack
** Quick <Attack Type>: A quick attack with less accuracy/damage.
** Feint: Misdirect to increase accuracy on next attack.
* Move
** Rush: Move twice as far as normal.
** Shift: Move half as far as normal.  Do not provoke opportunity.
** Use Item
** Pick Up Item
** Stand Up
* Counter
** Parry Riposte: Chance to avoid melee attack and make attack in response.
** Negate Spell: Chance to negate enemy attacking spell completely.
* Opportunity
** Strike Out: Hit enemy with calculated melee response to action.
3 Actions
* Attack
** Aimed <Attack Type>: A basic attack.
** Double Quick <Attack Type>: Two quick attacks in succession.
** Triple Flurry <Attack Type>: Three attacks at much less accuracy/damage.
** Charge: Move your speed.  Strike at end of move.
* Magic
** <Spell Name>: Basic spell cast.
* Move
** Sprint: Move twice your speed.
* Opportunity
** Counter Spell: Chance to negate enemy spell cast.
** Readied Interrupt: Make a delayed Attack or Magic.
4 Actions
* Attack
** Power <Attack Type>: Single solid attack with more damage.
** Double <Attack Type>: Two coordinated attacks.
** Feint and Strike: Distract then hit with greater accuracy.
** Precise Shot: A ranged attack with greater accuracy.
* Magic
** Complex <Spell Name>: Slower spell cast.
5 Actions
* Attack
** Triple <Attack Type>: Three coordinated attacks.
* Magic
** Intricate <Spell Name>: Very slow spell cast.

!Combat

Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and tool.  When combat occurs the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the defender loses resources equal to the difference between the attacker’s damage and the defender’s resistance.  If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.

!Targeting

||'''Attack'''||'''Domain'''||'''Tool'''||'''Attack Roll Multiplier'''||'''Defence Roll Multiplier'''||'''Damage Multiplier'''||'''Resistance Multiplier'''||
||Strike||Physical||Melee Weapon||Dexterity||Dexterity||Strength||Strength||
||Feint||Magical||Melee Weapon||Dexterity||Wisdom||Strength||Intelligence||
||Intimidate||Spiritual||Melee Weapon||Dexterity||Charisma||Strength||Passion||
||Blast||Physical||Spell Implement||Wisdom||Dexterity||Intelligence||Strength||
||Sleep||Magical||Spell Implement||Wisdom||Wisdom||Intelligence||Intelligence||
||Fear||Spiritual||Spell Implement||Wisdom||Charisma||Intelligence||Passion||
||Smite||Physical||Prayer Beacon||Charisma||Dexterity||Passion||Strength||
||Bind||Magical||Prayer Beacon||Charisma||Wisdom||Passion||Intelligence||
||Rebuke||Spiritual||Prayer Beacon||Charisma||Charisma||Passion||Passion||

!Critical Effects

A critical hit occurs on when the attacker’s roll is a natural 20 or the defender’s roll is a natural 1.  On a critical hit the damage is calculated as if the resistance was zero.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.
Added lines 7-14:
!Domains

The fundamental underlying concept behind Trinity is that there are three domains in which subjects can influence other subjects.  These are: the physical domain or the contest of objects, the magical domain or the contest of minds, and the spiritual domain or the contest of wills.

!Character Building

A character is a unique entity capable of taking actions.  They consist of a collection of attributes, skills, and properties.  Note that in order for a character to function, they need at least one point in each attribute.

Changed lines 17-18 from:
Each character has a set of power attributes, control attributes, and resource pools that are the product of the power attribute and control attribute, for each domain of influence.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the basic six attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
to:
In accordance with the three domains each character has three sets of capacity attributes and ability attributes.  They also have resource pools that refill every turn according to the corresponding capacity attribute and can be utilized according to the corresponding ability attribute.  These form the basis of your character.
Changed lines 58-59 from:
All skills have a domain and a tool. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The tool is a type of equipment such as a melee weapon, spell implement, or prayer beacon.
to:
All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form that the skill takes when used.
Changed lines 64-67 from:
!Equipment

Equipment comes in two varieties, tools and gear
Tools are actively wielded in the hands and associated with a skill, while gear is worn all over the body, from head to toe, and usually come with passive benefits. 
to:
!Properties

|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
||'''Device'''||Tool||Spell||Prayer||
||'''Equipment'''||Gear||Enchantment||Blessing||
||'''Quality'''||Force||Power||Value||

Properties can be devices or equipment
Devices are actively wielded and associated with a skill, while equipment is carried and works passively.
Changed lines 75-99 from:
The quality level of equipment determines the bonus to be applied to rolls, as well as the number of zeroes in the price.

Tool
* Forces
** Forces multiply the physical damage dealt in combat
.
* Spells
** Spells multiply the magical damage dealt in combat.
* Truths
** Truths multiply the spiritual damage dealt in combat.
* Ranges
** Ranges are how far you can use actions such as attack.  Zero means you can target only yourself.  One is considered
the melee combat range.
** Note the limitation that you suffer an effective penalty on
the attack multiplier if the distance to the target is greater than your ranges. Thus, while you do not technically have a fixed maximum range, the range penalty ensures that you have a maximum effective range.
* Zones
**
The zones are how many rings of surrounding hexes are also hit by the effect of this tool.

Gear
* Protections
** Protections multiply the physical resistance enjoyed in combat.
* Secrets
** Secrets multiply the magical resistance enjoyed in combat.
* Mysteries
** Mysteries multiply the spiritual resistance enjoyed in combat.
* Speeds
** Speeds are how many steps you can take for each Move action.  Zero means that you cannot move
.
to:
The quality of devices determines the multiplier to be applied to attack rolls and damage, while the quality of equipment determines the multiplier to be applied to defence rolls and resistance.

!Limits

Devices are limited by their range and zone, while equipment can limit your speed.

Range
* Ranges are how far you can use actions such as attack.  Zero means you can target only yourself.  One is considered the melee combat range.
* Note
the limitation that you suffer an effective penalty on the attack multiplier if the distance to the target is greater than your ranges. Thus, while you do not technically have a fixed maximum range, the range penalty ensures that you have a maximum effective range.
Zone
* The zone is how many rings of surrounding hexes are also hit by the effect.
Speed
* Speed is how many steps you can take for each move action.
Deleted line 95:
Changed lines 1-6 from:
''A simplified generic roleplaying game rules system that can fit into any setting or story.  The emphasis is on making a fun, interactive storytelling experience that makes interactions straightforward through a robust and logical statistics system.''

!System

Many of the same
game mechanics and statistics can be found in [[StrategyGame/Battlemancer]].  The underlying game system is called Trinity.
to:
''A simplified generic roleplaying game character building rules system that can fit into any setting or story.  The emphasis is on making a fun, interactive character-driven storytelling experience that makes interactions straightforward through a robust and logical statistics system.''

!Trinity

The Trinity strategic
game system combines the character building system of [[RolePlayingGame/Questweaver]] and the tactical combat system of [[StrategyGame/Battlemancer]].
Changed lines 58-60 from:
Equipment comes in two varieties, tools and gear.  Tools are actively wielded in the hands and associated with a skill, while gear is worn all over the body, from head to toe, and usually come with passive benefits. The quality level of equipment determines the bonus to be applied to rolls, as well as the number of zeroes in the price. 

Tool Qualities
to:
Equipment comes in two varieties, tools and gear.  Tools are actively wielded in the hands and associated with a skill, while gear is worn all over the body, from head to toe, and usually come with passive benefits.

!Qualities

The quality level of equipment determines the bonus to be applied to rolls, as well as the number of zeroes in the price.

Tool
Added line 73:
** Note the limitation that you suffer an effective penalty on the attack multiplier if the distance to the target is greater than your ranges. Thus, while you do not technically have a fixed maximum range, the range penalty ensures that you have a maximum effective range.
Changed line 77 from:
Gear Qualities
to:
Gear
Deleted lines 85-88:

!Ranged Weapons

Note that weapons have the limitation that they suffer an effective penalty on the attack multiplier if the distance from the weapon to the target is greater than their ranges. Thus, while they do not technically have a fixed maximum range, the range penalty ensures that they have a maximum effective range.
Changed lines 82-85 from:
to:
!Ranged Weapons

Note that weapons have the limitation that they suffer an effective penalty on the attack multiplier if the distance from the weapon to the target is greater than their ranges. Thus, while they do not technically have a fixed maximum range, the range penalty ensures that they have a maximum effective range.

Deleted lines 180-183:

!Ranged Weapons

Ranged weaponry have the limitation that they suffer a range penalty on the attack roll equal to the distance from the weapon to the target. Though they do not have a fixed maximum range, the range penalty ensures that they have a maximum effective range.
Changed line 5 from:
Many of the same game mechanics and statistics can be found in [[StrategyGame/Battlemancer]].  Together they form the Trinity game system.
to:
Many of the same game mechanics and statistics can be found in [[StrategyGame/Battlemancer]].  The underlying game system is called Trinity.
Added lines 2-5:

!System

Many of the same game mechanics and statistics can be found in [[StrategyGame/Battlemancer]].  Together they form the Trinity game system.
Changed line 5 from:
Each character has a set of power attributes, control attributes, and resource pools that are the product of the power attribute and control attribute, for each domain of influence.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the various attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
to:
Each character has a set of power attributes, control attributes, and resource pools that are the product of the power attribute and control attribute, for each domain of influence.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the basic six attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
Changed line 3 from:
!Attributes and Resources
to:
!Attributes
Changed lines 3-6 from:
!Attributes

Each character has a set of power
attributes, control attributes, and energy pools that are the product of the power attribute and control attribute, for each domain of influence.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the various attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
to:
!Attributes and Resources

Each character has a set of power
attributes, control attributes, and resource pools that are the product of the power attribute and control attribute, for each domain of influence.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the various attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
Changed lines 10-11 from:
to:
||'''Resource'''||Energy||Glory||Grace||
Changed lines 24-28 from:
All attributes have both a current and a max value, which determines the maximum effect of healing and restoration.

!Resources

Each domain has its own resource (physical: energy, magical: glory, spiritual: grace)
that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
to:
Each domain has its own resource that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
Changed line 27 from:
Each domain (physical, magical, spiritual) has its own resource (energy, glory, grace) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
to:
Each domain has its own resource (physical: energy, magical: glory, spiritual: grace) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
Changed line 27 from:
Each domain (physical, magical, spiritual) has its own resource (energy, magic, spirit) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
to:
Each domain (physical, magical, spiritual) has its own resource (energy, glory, grace) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
Deleted lines 177-184:
!Speed

Average Move = 5 squares

Average Run = 10 squares

Horseback Speed = 15 squares

Deleted lines 180-191:

Longbow Max Range = 40 squares

Longbow 50% Hit Range = 20 squares

Longbow Range Penalty = 2.5% per square.  Affects both accuracy and damage.

Ranged weapons fired in melee (and therefore at melee range) will automatically miss if an Attack of Opportunity hits.
 
Most Magic casts are unaffected by Range Penalty but have a range limit of sight, and can be resisted, dodged or rendered null.

Magic casts interrupted by an Attack of Opportunity have a high failure rate.
Deleted lines 176-183:

!Healing and Boosting

Certain skills can be used to heal damage or even boost attributes.  Because of their benign nature, the roll is not opposed and succeeds as long as there isn't a critical fail.  The impact determines the amount of effect.

!Mastery
 
The training version of a spell or ability is generally inferior to the mastered version.  While training a skill, the action cost of associated spells or abilities is double.  For instance, to cast the spell Flare using the skill Fire Magic is a 2 AP cost until it is mastered, after which it becomes a 1 AP spell.  To learn certain spells or abilities requires first achieving a certain level of skill.  For instance, the spell Fire Storm requires the character to have mastered Fire Magic.  Thus if your character never bothers to use fire spells, they may never learn a more advanced version.
Changed lines 84-85 from:
To quantify turn-based actions, we use an action cost system where different actions have values assigned to them.  Each turn, you can spend either energy of the appropriate domain, or initiative, to complete actions.
to:
To quantify turn-based actions, we use an action cost system where different actions have values assigned to them.  Each turn, you can spend either resources of the appropriate domain, or initiative, to complete actions.
Changed line 157 from:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and tool.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the damage and resistance, or zero if damage would be less than zero.
to:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and tool.  When combat occurs the attacker makes an attack roll and the defender makes a defence roll.  If the attack roll meets or exceeds the defence roll, it is a hit.  On a hit, the defender loses resources equal to the difference between the attacker’s damage and the defender’s resistance.  If the resource is insufficient to cover all the damage, then the defender loses the relevant capacity equal to the shortfall.
Changed lines 25-27 from:
!Energy Resources

Each domain has its own energy (Physical: Stamina, Magical: Focus, Spiritual: Morale) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called Initiative.  Initiative can be spent on your turn to take additional actions.
to:
!Resources

Each domain (physical, magical, spiritual) has its own resource (energy, magic, spirit) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
Changed lines 64-65 from:
* Answers
** Answers multiply the spiritual damage dealt in combat.
to:
* Truths
** Truths multiply the spiritual damage dealt in combat.
Changed lines 76-77 from:
* Questions
** Questions multiply the spiritual resistance enjoyed in combat.
to:
* Mysteries
** Mysteries multiply the spiritual resistance enjoyed in combat.
Changed lines 59-73 from:
Tool Attributes
* Domain
** Can be physical, magical, or spiritual.
* Force
** Force multiplies the damage dealt in combat.
* Range
** Range is how far you can use actions such as attack.  Zero means you can target only yourselfOne is considered the melee combat range.
* Area
** The area
is how many rings of surrounding hexes are also hit by the effect of this tool.

Gear Attributes
* Protection
** Protection multiplies
the resistance enjoyed in combat.
* Speed
** Speed is how many steps you can take for each Move action.  Zero means that you cannot move.
to:
Tool Qualities
* Forces
** Forces multiply the physical damage dealt in combat.
* Spells
** Spells multiply the magical damage dealt in combat.
* Answers
** Answers multiply the spiritual damage dealt in combat.
* Ranges
** Ranges are how far you can use actions such as attack
 Zero means you can target only yourself.  One is considered the melee combat range.
* Zones
** The zones are how many rings
of surrounding hexes are also hit by the effect of this tool.

Gear Qualities
* Protections
** Protections multiply the physical resistance enjoyed in combat.
* Secrets
** Secrets multiply the magical resistance enjoyed in combat.
* Questions
** Questions multiply the spiritual resistance enjoyed in combat.
* Speeds
** Speeds are
how many steps you can take for each Move action.  Zero means that you cannot move.
Changed lines 151-152 from:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and instrument.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the damage and resistance, or zero if damage would be less than zero.
to:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and tool.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the damage and resistance, or zero if damage would be less than zero.
Changed line 155 from:
||'''Attack'''||'''Domain'''||'''Instrument'''||'''Accuracy'''||'''Evasion'''||'''Force'''||'''Resistance'''||
to:
||'''Attack'''||'''Domain'''||'''Tool'''||'''Attack Roll Multiplier'''||'''Defence Roll Multiplier'''||'''Damage Multiplier'''||'''Resistance Multiplier'''||
Changed line 151 from:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and instrument.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the force and resistance, or zero if damage would be less than zero.
to:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and instrument.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the damage and resistance, or zero if damage would be less than zero.
Changed line 7 from:
|| ||'''Physical'''||'''Mental'''||'''Spiritual'''||
to:
|| ||'''Physical'''||'''Magical'''||'''Spiritual'''||
Changed line 12 from:
* Mental attributes involve the use of the faculties of the mind in processing information.
to:
* Magical attributes involve the use of the faculties of the mind in processing information.
Changed line 16 from:
** Intelligence is mental power, the capacity to apply the mind to create and combine ideas and thoughts.
to:
** Intelligence is magical power, the capacity to apply the mind to create and combine ideas and thoughts.
Changed line 20 from:
** Wisdom is mental control, the efficiency in coordinating mental ideas and thoughts to achieve tasks.
to:
** Wisdom is magical control, the efficiency in coordinating ideas and thoughts to achieve tasks.
Changed lines 27-28 from:
Each domain has its own energy (Physical: Stamina, Mental: Focus, Spiritual: Morale) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called Initiative.  Initiative can be spent on your turn to take additional actions.
to:
Each domain has its own energy (Physical: Stamina, Magical: Focus, Spiritual: Morale) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called Initiative.  Initiative can be spent on your turn to take additional actions.
Changed lines 49-50 from:
All skills have a domain and a tool. The domain can be Physical, Mental, or Spiritual. The domain determines what attributes are involved in the use of the skill. The tool is a type of equipment such as a melee weapon, spell implement, or prayer beacon.
to:
All skills have a domain and a tool. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The tool is a type of equipment such as a melee weapon, spell implement, or prayer beacon.
Changed line 61 from:
** Can be physical, mental, or spiritual.
to:
** Can be physical, magical, or spiritual.
Changed line 157 from:
||Feint||Mental||Melee Weapon||Dexterity||Wisdom||Strength||Intelligence||
to:
||Feint||Magical||Melee Weapon||Dexterity||Wisdom||Strength||Intelligence||
Changed line 160 from:
||Sleep||Mental||Spell Implement||Wisdom||Wisdom||Intelligence||Intelligence||
to:
||Sleep||Magical||Spell Implement||Wisdom||Wisdom||Intelligence||Intelligence||
Changed line 163 from:
||Bind||Mental||Prayer Beacon||Charisma||Wisdom||Passion||Intelligence||
to:
||Bind||Magical||Prayer Beacon||Charisma||Wisdom||Passion||Intelligence||
Changed line 174 from:
Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, the roll is not opposed and succeeds as long as there isn't a critical fail.  The impact determines the amount of effect.
to:
Certain skills can be used to heal damage or even boost attributes.  Because of their benign nature, the roll is not opposed and succeeds as long as there isn't a critical fail.  The impact determines the amount of effect.
Changed line 27 from:
Each domain has its own energy (Physical: Stamina, Mental: Focus, Spiritual: Morale) that is replenished at end of turn up to your relevant capacity and acts as a defensive buffer that can absorb damage when it is not your turn.  At the beginning of your turn, you can convert an amount of remaining energy up to your ability into actions of the appropriate domain.  At end of turn any remaining energy up to your ability is converted into a common resource called Initiative.  Initiative can be spent on your turn to take additional actions.
to:
Each domain has its own energy (Physical: Stamina, Mental: Focus, Spiritual: Morale) that is replenished at the beginning of your turn up to your relevant capacity.  During your turn you can convert energy up to your ability into actions of the appropriate domain.  When it is not your turn any remaining energy acts as a defensive buffer that can absorb damage before it decreases your permanent attributes.  At the beginning of your turn any remaining energy from the previous turn up to your ability is converted into a common resource called Initiative.  Initiative can be spent on your turn to take additional actions.
Changed line 59 from:
Tools
to:
Tool Attributes
Changed line 69 from:
Gear
to:
Gear Attributes
Changed line 55 from:
!!!Equipment
to:
!Equipment
Changed lines 49-50 from:
All skills have a domain and an instrument.  The domain can be Physical, Mental, or Spiritual.  The domain determines what attributes are involved in the use of the skill.  The instrument is a type of equipment such as a melee weapon, spell implement, or prayer beacon.
to:
All skills have a domain and a tool. The domain can be Physical, Mental, or Spiritual. The domain determines what attributes are involved in the use of the skill. The tool is a type of equipment such as a melee weapon, spell implement, or prayer beacon.
Changed lines 57-79 from:
The quality level of equipment determines the multiplier to be applied to rolls and impacts, as well as the number of zeroes in the price.

Equipment can be fit into the following Slots for a normal humanoid.  In addition when you make an attack that has a physical impact, you can attempt to target a specific area.  Doing so requires an additional initiative, as you must aim your attack more carefully, and
the defender’s roll is doubled.

* Head
** Equipment that protects the head can also be used to make a head butt, but doing so provokes an opportunity, and the attack is considered Improvised.
** Attacking the head successfully is an automatic critical hit.
** Some associated defensive skills are concentrate, which can oppose mental attacks, and meditate, which can oppose spiritual attacks
.
* Body
** Equipment that protects the body can also be used to make a body slam, but doing so provokes an opportunity, and the attack is considered Improvised.
** By default, attacks that are not targeted are assumed to aim here.
* Dominant Hand
** Equipment in the dominant hand are usually used to make attacks, such as strikes with melee weapons.
** A successful attack against a hand that deals damage will disarm it of any held equipment, causing the equipment to be dropped.
** An associated defensive skill is parry, which can oppose physical attacks.
* Other Hand
** Equipment in the other hand are often more defensive in nature, but can still be used for attacks.
** A successful attack against a hand that deals damage will disarm it of any held equipment, causing the equipment to be dropped.
** An associated defensive skill is block, which can oppose physical attacks.
* Feet
** Equipment on the feet often provide movement or damage avoidance benefits, and can also be used to make the melee attack known as a kick, which while still an Improvised attack, does not provoke an opportunity.
** A successful attack against the feet that deals damage trips the character, rendering them prone.
** An associated defensive skill is dodge, which can oppose physical attacks.
to:
Equipment comes in two varieties, tools and gear.  Tools are actively wielded in the hands and associated with a skill, while gear is worn all over the body, from head to toe, and usually come with passive benefits. The quality level of equipment determines the bonus to be applied to rolls, as well as the number of zeroes in the price.

Tools
* Domain
** Can be physical, mental, or spiritual.
* Force
** Force multiplies
the damage dealt in combat.
* Range
** Range is how far you can use actions such as attack.  Zero means you can target only yourself.  One is considered the melee combat range.
* Area
** The area
is how many rings of surrounding hexes are also hit by the effect of this tool.

Gear
* Protection
** Protection multiplies the resistance enjoyed in combat
.
* Speed
** Speed is how many steps you can take for each Move action.  Zero means that you cannot move.
Changed lines 83-88 from:
To quantify turn-based actions, we use an initiative cost system where different actions have values assigned to them.  Each turn, your initiative is set at the lowest of your attributes.  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional initiative to this pool temporarily by spending energy.  For each that you spend, gain 1 initiative for the turn.

Any discrete motion that takes less than a second is considered to cost one initiative.  For instance, taking
a step forward or backwards costs 1 initiative.  Attacking with a drawn weapon also costs 1 initiative.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 initiative.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 initiative.

Thus, most standard actions such as attacking cost 3 initiative. This can allow unique situations if you manage
to for instance get more than the average of 5 initiative.  For instance, with 6 initiative you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 initiative to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.
to:
To quantify turn-based actions, we use an action cost system where different actions have values assigned to them.  Each turn, you can spend either energy of the appropriate domain, or initiative, to complete actions.

Any discrete motion that takes less than a second is considered to cost one action.  For instance, taking a step forward or backwards costs 1 action.  Attacking with a drawn weapon also costs 1 action
.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 actions.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 actions.

Thus, most standard actions such as attacking cost 3 actions.  This can allow unique situations if you manage to for instance get more than the average of 5 actions.  For instance, with 6 actions you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 action
to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.

Changed line 94 from:
0 Initiative (No Action)
to:
0 Actions
Changed line 97 from:
1 Initiative (Quick Action)
to:
1 Action
Changed line 112 from:
2 Initiative (Two-Beat Action)
to:
2 Actions
Changed line 127 from:
3 Initiative (Three-Beat Action)
to:
3 Actions
Changed line 140 from:
4 Initiative (Major Action)
to:
4 Actions
Changed line 148 from:
5 Initiative (Full-Round Action)
to:
5 Actions
Changed line 27 from:
Each domain has its own energy (Physical: Stamina, Mental: Focus, Spiritual: Morale) that is replenished at end of turn up to your relevant capacity and acts as a defensive buffer that can absorb damage when it is not your turn.  At the beginning of your turn, you can convert an amount of remaining energy up to your ability into actions of the appropriate domain.  At end of turn any remaining energy up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.
to:
Each domain has its own energy (Physical: Stamina, Mental: Focus, Spiritual: Morale) that is replenished at end of turn up to your relevant capacity and acts as a defensive buffer that can absorb damage when it is not your turn.  At the beginning of your turn, you can convert an amount of remaining energy up to your ability into actions of the appropriate domain.  At end of turn any remaining energy up to your ability is converted into a common resource called Initiative.  Initiative can be spent on your turn to take additional actions.
Changed lines 3-4 from:
!!!Attributes
to:
!Attributes
Changed lines 25-26 from:
!!!Skills
to:
!Energy Resources

Each domain has its own energy (Physical: Stamina, Mental: Focus, Spiritual: Morale) that is replenished at end of turn up to your relevant capacity and acts as a defensive buffer that can absorb damage when it is not your turn.  At the beginning of your turn, you can convert an amount of remaining energy up to your ability into actions of the appropriate domain.  At end of turn any remaining energy up to your ability is converted into a common resource called initiative.  Initiative can be spent on your turn to take additional actions.

!Skills
Changed lines 51-52 from:
!!!Class
to:
!Class
Changed lines 81-82 from:
!!!Actions
to:
!Actions
Changed lines 153-154 from:
!!!Combat
to:
!Combat
Changed lines 157-158 from:
!!!Targeting
to:
!Targeting
Changed lines 170-171 from:
!!! Critical Effects
to:
!Critical Effects
Changed lines 176-177 from:
!!!Healing and Boosting
to:
!Healing and Boosting
Changed line 180 from:
!!!Mastery
to:
!Mastery
Changed lines 184-185 from:
!!!Speed
to:
!Speed
Changed lines 192-193 from:
!!!Ranged Weapons
to:
!Ranged Weapons
Changed line 208 from:
!!!Balance
to:
!Balance
Changed lines 53-55 from:
The quality level of equipment determines the bonus to be applied to rolls, as well as the number of zeroes in the price.

Equipment can be fit into the following Slots for a normal humanoid.  In addition when you make an attack that has a physical impact, you can attempt to target a specific area.  Doing so requires an additional AP, as you must aim your attack more carefully, and the defender’s Defence Roll is doubled.
to:
The quality level of equipment determines the multiplier to be applied to rolls and impacts, as well as the number of zeroes in the price.

Equipment can be fit into the following Slots for a normal humanoid.  In addition when you make an attack that has a physical impact, you can attempt to target a specific area.  Doing so requires an additional initiative, as you must aim your attack more carefully, and the defender’s roll is doubled.
Changed line 151 from:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and instrument.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the impact and resistance, or zero if damage would be less than zero.
to:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and instrument.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the force and resistance, or zero if damage would be less than zero.
Deleted lines 153-154:

When damage is taken by a defender, the attacker can choose to target the damage to either of the two attributes of the domain in which the attack took place.
Changed line 157 from:
||'''Attack'''||'''Domain'''||'''Equipment'''||'''Accuracy'''||'''Evasion'''||'''Force'''||'''Resistance'''||
to:
||'''Attack'''||'''Domain'''||'''Instrument'''||'''Accuracy'''||'''Evasion'''||'''Force'''||'''Resistance'''||
Changed lines 151-155 from:
Combat is essentially dealt with by making Challenge rolls with relevant Skills and Impact rolls with relevant Equipment.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and equipment.

If the attack roll equals or exceeds
the defence roll, the attack hits, otherwise it misses.  If the attack hits, proceed to the Impact Rolls.

The amount of damage dealt is
the difference between the impact and protection rolls, or zero if damage would be less than zero.
to:
Combat is essentially dealt with by making rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and instrument.  If the attacker’s roll equals or exceeds the defender’s roll, the attack hits, otherwise it misses.  If the attack hits, calculate the impact.  The amount of damage dealt is the difference between the impact and resistance, or zero if damage would be less than zero.
Changed lines 27-28 from:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called an Action Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.
to:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called a Challenge Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.
Changed lines 31-32 from:
For instance, the character Darsic has the Skill: Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed Challenge Rolls with their Skills.  If Darsic rolls higher, then the attack deals damage, if Goblin rolls higher, then the attack misses.  In the first case, Darsic and Goblin make Impact Rolls to see the resulting effects on their relevant Energy pool.
to:
For instance, the character Darsic has the Skill: Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed Challenge Rolls with their Skills.  If Darsic rolls higher, then the attack deals damage, if Goblin rolls higher, then the attack misses.  In the first case, Darsic and Goblin calculate the Impact to see the resulting effects.
Changed lines 79-84 from:
To quantify turn-based actions, we use an initiative cost system where different actions have values assigned to them.  Each turn, your Initiative (IP) is set at the lowest of your three energy pools: Health (HP), Focus (FP), and Morale (MP).  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional initiative to this pool temporarily by spending energy.  For each that you spend, gain 1 IP for the turn.

Any discrete motion that takes less than a second is considered to cost one IP.  For instance, taking a step forward or backwards
costs 1 IPAttacking with a drawn weapon also costs 1 IP.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 IP.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 IP.

Thus, most standard actions such as attacking cost 3 IP.This can allow unique situations if you manage to for instance get more than the average of 5 IP.  For instance, with 6 IP
you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 IP to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.
to:
To quantify turn-based actions, we use an initiative cost system where different actions have values assigned to them.  Each turn, your initiative is set at the lowest of your attributes.  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional initiative to this pool temporarily by spending energy.  For each that you spend, gain 1 initiative for the turn.

Any discrete motion that takes less than a second is considered to cost one initiative.  For instance, taking a step forward or backwards costs 1 initiative.  Attacking with a drawn weapon also
costs 1 initiativeThus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 initiative.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 initiative.

Thus, most standard actions such as attacking
cost 3 initiative. This can allow unique situations if you manage to for instance get more than the average of 5 initiative.  For instance, with 6 initiative you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 initiative to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.
Changed line 89 from:
0 IP (No Action)
to:
0 Initiative (No Action)
Changed line 92 from:
1 IP (Quick Action)
to:
1 Initiative (Quick Action)
Changed line 107 from:
2 IP (Two-Beat Action)
to:
2 Initiative (Two-Beat Action)
Changed line 122 from:
3 IP (Three-Beat Action)
to:
3 Initiative (Three-Beat Action)
Changed line 135 from:
4 IP (Major Action)
to:
4 Initiative (Major Action)
Changed line 143 from:
5 IP (Full-Round Action)
to:
5 Initiative (Full-Round Action)
Changed lines 151-156 from:
Combat is essentially dealt with by making Action rolls with relevant Skills and Impact rolls with relevant Equipment.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and equipment.

Attack Roll = skill dice x accuracy attribute

Defence Roll = skill dice x evasion attribute

to:
Combat is essentially dealt with by making Challenge rolls with relevant Skills and Impact rolls with relevant Equipment.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and equipment.
Deleted lines 154-157:
Damage Roll = equipment dice + force attribute

Protection Roll = equipment dice + resistance attribute

Deleted lines 156-159:
A critical hit occurs when the attack roll is a natural 20 or the defence roll is a natural 1.  On a critical hit the attacker makes a damage roll as normal, but the defender does not make a protection roll, and damage is calculated against only the base resistance.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical fail occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage to the defender.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.  If that wasn't enough, the attacker must roll an impact roll against their own protection roll, and take any resulting damage to themselves.

Changed lines 159-160 from:
While naturally one would target an opponent's Energy pools because bringing any one of them to zero will prevent them from taking actions, you can also target Power and Control attributes if you desire.  The advantage of doing this can be that you can weaken them in a very specific way to the point that their accuracy, evasion, forces, or resistances of that type become ineffective.  The disadvantage is that targeting in this specific way is much more difficult.
to:
When damage is taken by a defender, the attacker can choose to target the damage to either of the two attributes of the domain in which the attack took place.
Added lines 172-177:
!!! Critical Effects

A critical hit occurs on when the attacker’s roll is a natural 20 or the defender’s roll is a natural 1.  On a critical hit the damage is calculated as if the resistance was zero.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.

Changed line 180 from:
Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, the action roll is not opposed and succeeds as long as there isn't a critical fail.  The impact roll determines the amount of effect.
to:
Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, the roll is not opposed and succeeds as long as there isn't a critical fail.  The impact determines the amount of effect.
Changed line 29 from:
Assuming that an action succeeds, the effect of the action is determined by an Impact Roll, which involves rolling dice according to the relevant equipment of the actors and adding the relevant attributes.
to:
Assuming that an action succeeds, the effect of the action is determined by its Impact, which is the difference between the sums of the relevant attributes and equipment bonuses of the actors.
Changed lines 41-42 from:
||5||1d20||
to:
||5+||1d20||
Changed lines 53-61 from:
The quality of equipment determines the type and number of dice to be rolled in Impact Rolls and Protection Rolls.

||'''Quality'''||'''Dice Roll'''||'''Estimated Relative Price'''||
||Rubbish/Improvised/None||1d4||0||
||Mundane Common Item||1d6||1||
||Decent Uncommon Work||1d8||10||
||Rare Masterwork Good||1d10||100||
||Superior Magnum Opus||1d12||1000||
||Mythical Legendary Artifact||1d20||10000||
to:
The quality level of equipment determines the bonus to be applied to rolls, as well as the number of zeroes in the price.
Changed lines 8-11 from:
||'''Power'''||Strength (STR)||Intelligence (INT)||Passion (PAS)||
||'''Control'''||Dexterity (DEX)||Wisdom (WIS)||Charisma (CHA)||
||'''Energy'''||Health (HP)||Focus (FP)||Morale (MP)
||
to:
||'''Capacity'''||Strength||Intelligence||Passion||
||'''Ability'''||Dexterity||Wisdom||Charisma||
Changed line 14 from:
* Power attributes indicate the impact of the associated action assuming a hit and also determine damage mitigation.
to:
* Capacity attributes indicate the impact of the associated action assuming a hit and also determine damage mitigation.
Changed line 18 from:
* Control attributes affect the capacity to successfully hit or avoid being hit with the associated actions.
to:
* Ability attributes affect the competency to successfully hit or avoid being hit with the associated actions.
Deleted lines 21-24:
* Energy pools are resources that can be expended to perform actions above and beyond the normal.
** Health is the physical energy to continue moving and acting with the body. 
** Focus is the mental energy to concentrate attention in the mind. 
** Morale is the spiritual energy to be motivated towards goals.
Changed lines 182-184 from:
!!!Targeting Attributes

Instead of having
an explicit set of HP, the way to disable an opponent is through causing enough damage to their relevant attributes to make them ineffective.  While naturally one would target their Energy attributes because bringing any one of them to zero will prevent them from taking actions, you can also target Power and Control attributes if you desire.  The advantage of doing this can be that you can weaken them in a very specific way to the point that their accuracy, evasion, forces, or resistances of that type become ineffective.
to:
!!!Targeting

While naturally one would target
an opponent's Energy pools because bringing any one of them to zero will prevent them from taking actions, you can also target Power and Control attributes if you desire.  The advantage of doing this can be that you can weaken them in a very specific way to the point that their accuracy, evasion, forces, or resistances of that type become ineffective.  The disadvantage is that targeting in this specific way is much more difficult.
Changed line 231 from:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 45 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 60 points for each player.  Doubling all these so that the average is 10 would place NPCs at 90 and PCs at 120.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
to:
The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 30 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 45 points for each player.  Doubling all these so that the average is 10 would place NPCs at 60 and PCs at 90.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
Changed lines 92-97 from:
To quantify turn-based actions, we use an initiative cost system where different actions have values assigned to them.  Each turn, your Initiative (IP) is set at the lowest of your three energy pools: Health (HP), Focus (FP), and Morale (MP).  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional initiative to this pool temporarily by spending energy.  For each that you spend, gain 1 initiative for the turn.

Any discrete motion that takes less than a second is considered to cost one action point.  For instance, taking a step forward or backwards costs 1. Attacking with a drawn weapon also costs 1 AP.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 AP.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 AP.

Thus, most standard actions such as attacking cost 3 points.This can allow unique situations if you manage to for instance get more than the average of 5 points.  For instance, with 6 points you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 point to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.
to:
To quantify turn-based actions, we use an initiative cost system where different actions have values assigned to them.  Each turn, your Initiative (IP) is set at the lowest of your three energy pools: Health (HP), Focus (FP), and Morale (MP).  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional initiative to this pool temporarily by spending energy.  For each that you spend, gain 1 IP for the turn.

Any discrete motion that takes less than a second is considered to cost one IP.  For instance, taking a step forward or backwards costs 1 IP.  Attacking with a drawn weapon also costs 1 IP.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 IP.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 IP.

Thus, most standard actions such as attacking cost 3 IP.This can allow unique situations if you manage to for instance get more than the average of 5 IP.  For instance, with 6 IP you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 IP to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.
Changed line 102 from:
0 AP (No Action)
to:
0 IP (No Action)
Changed line 105 from:
1 AP (Quick Action)
to:
1 IP (Quick Action)
Changed line 120 from:
2 AP (Two-Beat Action)
to:
2 IP (Two-Beat Action)
Changed line 135 from:
3 AP (Three-Beat Action)
to:
3 IP (Three-Beat Action)
Changed line 148 from:
4 AP (Major Action)
to:
4 IP (Major Action)
Changed line 156 from:
5 AP (Full-Round Action)
to:
5 IP (Full-Round Action)
Changed lines 8-11 from:
||'''Power'''||Strength (S)||Intelligence (I)||Passion (P)||
||'''Control'''||Dexterity (D)||Wisdom (W)||Charisma (C)||
||'''Energy'''||Health (H)||Focus (F)||Morale (M)||
to:
||'''Power'''||Strength (STR)||Intelligence (INT)||Passion (PAS)||
||'''Control'''||Dexterity (DEX)||Wisdom (WIS)||Charisma (CHA)||
||'''Energy'''||Health (HP)||Focus (FP)||Morale (MP)||
Changed lines 92-94 from:
To quantify turn-based actions, we use an action point cost system where different actions have values assigned to them.  Each turn, your action point pool is set at the lowest of your three energy attributes: Health, Focus, and Morale.  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional action points to this pool temporarily by spending energy attributes.  For each point you spend, gain 1 action point for the turn.

Any discrete motion that takes less than a second is considered to cost one action point.  For instance, taking a step forward or backwards costs 1 AP.  Attacking with a drawn weapon also costs 1 AP.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 AP.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 AP.
to:
To quantify turn-based actions, we use an initiative cost system where different actions have values assigned to them.  Each turn, your Initiative (IP) is set at the lowest of your three energy pools: Health (HP), Focus (FP), and Morale (MP).  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional initiative to this pool temporarily by spending energy.  For each that you spend, gain 1 initiative for the turn.

Any discrete motion that takes less than a second is considered to cost one action point.  For instance, taking a step forward or backwards costs 1.  Attacking with a drawn weapon also costs 1 AP.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 AP.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 AP.
Changed line 23 from:
* Energy attributes are resource pools that can be expended to perform actions above and beyond the normal.
to:
* Energy pools are resources that can be expended to perform actions above and beyond the normal.
Changed line 5 from:
Each character has a set of nine attributes.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the various attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
to:
Each character has a set of power attributes, control attributes, and energy pools that are the product of the power attribute and control attribute, for each domain of influence.   These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the various attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.
Changed lines 204-206 from:
 
!!!Range
 
to:

!!!Speed
Changed lines 212-216 from:
 
to:

!!!Ranged Weapons

Ranged weaponry have the limitation that they suffer a range penalty on the attack roll equal to the distance from the weapon to the target. Though they do not have a fixed maximum range, the range penalty ensures that they have a maximum effective range.

Added line 73:
** Some associated defensive skills are concentrate, which can oppose mental attacks, and meditate, which can oppose spiritual attacks.
Added line 80:
** An associated defensive skill is parry, which can oppose physical attacks.
Changed lines 83-84 from:
** A successful attack against a hand that deals damage will disarm it of any held equipment, causing the equipment to be dropped.
to:
** A successful attack against a hand that deals damage will disarm it of any held equipment, causing the equipment to be dropped.
** An associated defensive skill is block, which can oppose physical attacks.
Added line 88:
** An associated defensive skill is dodge, which can oppose physical attacks.
Changed lines 183-191 from:
||Strike||Physical||Melee Weapon||D||D||S||S||
||Feint||Mental||Melee Weapon||D||W||S||I||
||Intimidate||Spiritual||Melee Weapon||D||C||S||P||
||Blast||Physical||Spell Implement||W||D||I||S||
||Sleep||Mental||Spell Implement||W||W||I||I||
||Fear||Spiritual||Spell Implement||W||C||I||P||
||Smite||Physical||Prayer Beacon||C||D||P||S||
||Bind||Mental||Prayer Beacon||C||W||P||I||
||Rebuke||Spiritual||Prayer Beacon||C||C||P||P||
to:
||Strike||Physical||Melee Weapon||Dexterity||Dexterity||Strength||Strength||
||Feint||Mental||Melee Weapon||Dexterity||Wisdom||Strength||Intelligence||
||Intimidate||Spiritual||Melee Weapon||Dexterity||Charisma||Strength||Passion||
||Blast||Physical||Spell Implement||Wisdom||Dexterity||Intelligence||Strength||
||Sleep||Mental||Spell Implement||Wisdom||Wisdom||Intelligence||Intelligence||
||Fear||Spiritual||Spell Implement||Wisdom||Charisma||Intelligence||Passion||
||Smite||Physical||Prayer Beacon||Charisma||Dexterity||Passion||Strength||
||Bind||Mental||Prayer Beacon||Charisma||Wisdom||Passion||Intelligence||
||Rebuke||Spiritual||Prayer Beacon||Charisma||Charisma||Passion||Passion||
Changed line 72 from:
** Attacking the head will also inflict the damage to Focus.
to:
** Attacking the head successfully is an automatic critical hit.
Changed line 75 from:
** By default, attacks that are not targeted will aim here.
to:
** By default, attacks that are not targeted are assumed to aim here.
Changed lines 77-78 from:
** Equipment in the dominant hand are usually used to make attacks, such as strikes with.
** A successful attack against a hand that deals damage will not deal Stamina damage, but instead disable the hand.  The disabled hand drops any equipment in it, and is unable to equip anything until healed. 
to:
** Equipment in the dominant hand are usually used to make attacks, such as strikes with melee weapons.
** A successful attack against a hand that deals damage will disarm it of any held equipment, causing the equipment to be dropped.
Changed line 81 from:
** A successful attack against a hand that deals damage will not deal Stamina damage, but instead disable the hand.  The disabled hand drops any equipment in it, and is unable to equip anything until healed.
to:
** A successful attack against a hand that deals damage will disarm it of any held equipment, causing the equipment to be dropped.
Changed lines 84-85 from:
** A successful attack against the feet that deals damage will not deal Stamina damage, but instead cripples the character.  A crippled character is made prone and unable to take any movement steps until healed.
** A successful attack against the feet that does not deal damage, trips the character, rendering them prone.
to:
** A successful attack against the feet that deals damage trips the character, rendering them prone.
Changed lines 8-11 from:
||'''Power'''||Strength (STR)||Imagination (IMA)||Passion (PAS)||
||'''Control'''||Dexterity (DEX)||Intelligence (INT)||Will (WIL)||
||'''Energy'''||Stamina (SP)||Focus (FP)||Morale (MP)||
to:
||'''Power'''||Strength (S)||Intelligence (I)||Passion (P)||
||'''Control'''||Dexterity (D)||Wisdom (W)||Charisma (C)||
||'''Energy'''||Health (H)||Focus (F)||Morale (M)||
Changed line 14 from:
* Spiritual attributes involves belief and motivation in both oneself and others.
to:
* Spiritual attributes involves belief and motivation in both oneself and others
Changed line 17 from:
** Imagination is mental power, the capacity to apply the mind to create and combine ideas and thoughts.
to:
** Intelligence is mental power, the capacity to apply the mind to create and combine ideas and thoughts.
Changed lines 21-27 from:
**Intelligence is mental control, the efficiency in coordinating mental ideas and thoughts to achieve tasks.
** Will is spiritual control, the efficiency in coordinating oneself and others in achieving tasks.
* Energy attributes are used to calculate the maximum of resource pools that can be expended to perform actions, but also determine the state of your character.  These can usually be recovered in some way during or after combat.
** Stamina is
the physical energy to continue moving and acting with the body.  This can be damaged by attacks that have a physical impact.
** Focus is
the mental energy to concentrate attention in the mind.  This can be damaged by attacks with a mental impact.
** Morale is the spiritual energy to be motivated towards goals.  This can be damaged by attacks with a spiritual impact
.
to:
** Wisdom is mental control, the efficiency in coordinating mental ideas and thoughts to achieve tasks.
** Charisma is spiritual control, the efficiency in coordinating oneself and others in achieving tasks.
* Energy attributes are resource pools that can be expended to perform actions above and beyond the normal.
** Health is the physical energy to continue moving and acting with the body. 
** Focus is the mental energy to concentrate attention in
the mind. 
** Morale is the spiritual energy to be motivated towards goals.

All attributes have both a current and
a max value, which determines the maximum effect of healing and restoration.
Changed lines 32-33 from:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called a Challenge Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.
to:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called an Action Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.
Changed lines 89-90 from:
To quantify turn-based actions, we use an Action Point Cost system where different actions have values assigned to them.  Each turn, your Action Point pool is set at the lowest of your three energy point attributes: Stamina Points (SP), Focus Points (FP), and Morale Points (MP).  Thus, when one of these reaches zero, you can no longer take actions.
to:
To quantify turn-based actions, we use an action point cost system where different actions have values assigned to them.  Each turn, your action point pool is set at the lowest of your three energy attributes: Health, Focus, and Morale.  Thus, when one of these reaches zero, you can no longer take actions.  You can also add additional action points to this pool temporarily by spending energy attributes.  For each point you spend, gain 1 action point for the turn.
Changed lines 161-162 from:
Combat is essentially dealt with by making Challenge and Impact Rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate what form and function they take.
to:
Combat is essentially dealt with by making Action rolls with relevant Skills and Impact rolls with relevant Equipment.  When initially creating a Skill that can be used for combat, make sure to indicate their domain and equipment.
Changed lines 169-189 from:
Impact Roll = equipment dice + impact attribute

Resistance Roll = equipment dice + resistance attribute

The amount of damage dealt is the difference between the impact and resistance rolls, or zero if damage would be less than zero.

A critical hit occurs on when the attack roll is a natural 20 or the defence roll is a natural 1.  On a critical hit the attacker makes a damage roll as normal, but the defender does not make a resistance roll, and damage is calculated as if the resistance roll was zero.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical fail occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage to the defender.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.  If that wasn't enough, the attacker must roll an impact roll against their own resistance roll, and take any resulting damage to themselves.

||'''Attack'''||'''Form'''||'''Function'''||'''Accuracy'''||'''Evasion'''||'''Impact'''||'''Resistance'''||'''Damage'''||
||Strike||Melee Weapon||Physical||DEX||DEX||STR||STR||SP||
||Feint||Melee Weapon||Mental||DEX||INT||STR||IMA||FP||
||Intimidate||Melee Weapon||Spiritual||DEX||WIL||STR||PAS||MP||
||Blast||Spell Implement||Physical||INT||DEX||IMA||STR||SP||
||Sleep||Spell Implement||Mental||INT||INT||IMA||IMA||FP||
||Fear||Spell Implement||Spiritual||INT||WIL||IMA||PAS||MP||
||Smite||Prayer Beacon||Physical||WIL||DEX||PAS||STR||SP||
||Bind||Prayer Beacon||Mental||WIL||INT||PAS||IMA||FP||
||Rebuke||Prayer Beacon||Spiritual||WIL||WIL||PAS||PAS||MP||

to:
Damage Roll = equipment dice + force attribute

Protection Roll = equipment dice + resistance attribute

The amount of damage dealt is the difference between the impact and protection rolls, or zero if damage would be less than zero.

A critical hit occurs when the attack roll is a natural 20 or the defence roll is a natural 1.  On a critical hit the attacker makes a damage roll as normal, but the defender does not make a protection roll, and damage is calculated against only the base resistance.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical fail occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage to the defender.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.  If that wasn't enough, the attacker must roll an impact roll against their own protection roll, and take any resulting damage to themselves.
Changed lines 181-187 from:
Instead of having an explicit set of Health Points (HP), the way to disable an opponent is through causing enough damage to their relevant attributes to make them ineffective.  While naturally one would target their Energy attributes because bringing any one of them to zero will prevent them from taking actions, you can also target Power and Control attributes if you desire.  The advantage of doing this can be that you can weaken them in a very specific way to the point that their attacks or defences of that type become ineffective.

!!!Healing And Boosting

Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, the challenge roll is not opposed and succeeds as long as there isn
't a critical fail.  The impact roll determines the amount of effect.

!!!Mastery System
to:
Instead of having an explicit set of HP, the way to disable an opponent is through causing enough damage to their relevant attributes to make them ineffective.  While naturally one would target their Energy attributes because bringing any one of them to zero will prevent them from taking actions, you can also target Power and Control attributes if you desire.  The advantage of doing this can be that you can weaken them in a very specific way to the point that their accuracy, evasion, forces, or resistances of that type become ineffective.

||'''Attack'''||'''Domain'''||'''Equipment'''||'''Accuracy'''||'''Evasion'''||'''Force'''||'''Resistance'''||
||Strike||Physical||Melee Weapon||D||D||S||S||
||Feint||Mental||Melee Weapon||D||W||S||I||
||Intimidate||Spiritual||Melee Weapon||D||C||S||P||
||Blast||Physical||Spell Implement||W||D||I||S||
||Sleep||Mental||Spell Implement||W||W||I||I||
||Fear||Spiritual||Spell Implement||W||C||I||P||
||Smite||Physical||Prayer Beacon||C||D||P||S||
||Bind||Mental||Prayer Beacon||C||W||P||I||
||Rebuke||Spiritual||Prayer Beacon||C||C||P||P||

!!!Healing and Boosting

Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, the action roll is not opposed and succeeds as long as there isn't a critical fail.  The impact roll determines the amount of effect.

!!!Mastery
Changed line 200 from:
When a character first learns a spell or ability, it is listed as Practicing until used at least twenty times, after which it becomes listed as Mastered.  The Practicing version of a spell or ability is generally inferior to the mastered version.  For instance, the spell Flare is a 2 AP cost until it is mastered, after which it becomes a 1 AP spell and becomes more accurate.  To learn certain spells or abilities requires first mastering previous ones in addition to a level requirement.  For instance, the spell Fire Storm requires both the character to have mastered Fireball, and for the character to be level 20.  Thus if your character never bothers to use fire spells, they may never learn a more advanced version.
to:
The training version of a spell or ability is generally inferior to the mastered version.  While training a skill, the action cost of associated spells or abilities is double.  For instance, to cast the spell Flare using the skill Fire Magic is a 2 AP cost until it is mastered, after which it becomes a 1 AP spell.  To learn certain spells or abilities requires first achieving a certain level of skill.  For instance, the spell Fire Storm requires the character to have mastered Fire Magic.  Thus if your character never bothers to use fire spells, they may never learn a more advanced version.
Deleted line 220:
Changed line 48 from:
All skills have a domain and an instrument.  The domain can be Physical, Mental, or Spiritual.  The domain determines what attributes are involved in the use of the skill.  The instrument is a type of equipment.
to:
All skills have a domain and an instrument.  The domain can be Physical, Mental, or Spiritual.  The domain determines what attributes are involved in the use of the skill.  The instrument is a type of equipment such as a melee weapon, spell implement, or prayer beacon.
Changed lines 178-186 from:
||Strike||Weapon||Physical||DEX||DEX||STR||STR||SP||
||Feint||Weapon||Mental||DEX||INT||STR||IMA||FP||
||Intimidate||Weapon||Spiritual||DEX||WIL||STR||PAS||MP||
||Blast||Spell||Physical||INT||DEX||IMA||STR||SP||
||Sleep||Spell||Mental||INT||INT||IMA||IMA||FP||
||Fear||Spell||Spiritual||INT||WIL||IMA||PAS||MP||
||Smite||Prayer||Physical||WIL||DEX||PAS||STR||SP||
||Bind||Prayer||Mental||WIL||INT||PAS||IMA||FP||
||Rebuke||Prayer||Spiritual||WIL||WIL||PAS||PAS||MP||
to:
||Strike||Melee Weapon||Physical||DEX||DEX||STR||STR||SP||
||Feint||Melee Weapon||Mental||DEX||INT||STR||IMA||FP||
||Intimidate||Melee Weapon||Spiritual||DEX||WIL||STR||PAS||MP||
||Blast||Spell Implement||Physical||INT||DEX||IMA||STR||SP||
||Sleep||Spell Implement||Mental||INT||INT||IMA||IMA||FP||
||Fear||Spell Implement||Spiritual||INT||WIL||IMA||PAS||MP||
||Smite||Prayer Beacon||Physical||WIL||DEX||PAS||STR||SP||
||Bind||Prayer Beacon||Mental||WIL||INT||PAS||IMA||FP||
||Rebuke||Prayer Beacon||Spiritual||WIL||WIL||PAS||PAS||MP||
Changed lines 30-31 from:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called a Challenge Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the Skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant ability of their own.
to:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called a Challenge Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant skill of their own.
Changed lines 34-35 from:
For instance, the character Darsic has the Skill: Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the ability Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed Challenge Rolls with their Skills.  If Darsic rolls higher, then the attack deals damage, if Goblin rolls higher, then the attack misses.  In the first case, Darsic and Goblin make Impact Rolls to see the resulting effects on their relevant Energy pool.
to:
For instance, the character Darsic has the Skill: Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the skill Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed Challenge Rolls with their Skills.  If Darsic rolls higher, then the attack deals damage, if Goblin rolls higher, then the attack misses.  In the first case, Darsic and Goblin make Impact Rolls to see the resulting effects on their relevant Energy pool.
Added lines 48-49:
All skills have a domain and an instrument.  The domain can be Physical, Mental, or Spiritual.  The domain determines what attributes are involved in the use of the skill.  The instrument is a type of equipment.
Changed lines 161-164 from:
Attack Roll = d20 x accuracy attribute x skill level

Defence Roll = d20 x evasion
attribute x skill level
to:
Attack Roll = skill dice x accuracy attribute

Defence Roll =
skill dice x evasion attribute
Changed lines 167-170 from:
Impact Roll = damage dice + impact attribute

Resistance Roll = protection dice + resistance attribute
to:
Impact Roll = equipment dice + impact attribute

Resistance Roll = equipment dice + resistance attribute
Changed lines 175-176 from:
A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage to the defender.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.  If that wasn't enough, the attacker must roll an impact roll against their own resistance roll, and take any resulting damage to themselves.
to:
A critical fail occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage to the defender.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.  If that wasn't enough, the attacker must roll an impact roll against their own resistance roll, and take any resulting damage to themselves.
Changed line 194 from:
Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, there is no need to roll to hit.  Instead, simply roll an impact roll to determine the amount of effect.
to:
Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, the challenge roll is not opposed and succeeds as long as there isn't a critical fail.  The impact roll determines the amount of effect.
Changed lines 173-174 from:
A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.
to:
A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage to the defender.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.  If that wasn't enough, the attacker must roll an impact roll against their own resistance roll, and take any resulting damage to themselves.
Added lines 189-192:

!!!Healing And Boosting

Certain magical skills can be used to heal damage or even boost attributes.  Because of their benign nature, there is no need to roll to hit.  Instead, simply roll an impact roll to determine the amount of effect.
Changed lines 30-31 from:
A character can have any number of Skills.  Skills allow actions on part of a character, the successfulness of which is determined by what is called a Challenge Roll.  This involves rolling a d20, and multiplying together the relevant attribute as well as the Skill’s current level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant ability of their own.
to:
A character can have any number of Skills.  Skills allow actions on part of a character, the success of which is determined by what is called a Challenge Roll.  This involves rolling a dice, and multiplying together the relevant attribute as well as the Skill’s current mastery level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant ability of their own.
Changed lines 36-37 from:
Skills generally begin at level 0.  Every single use of a Skill, regardless of success or failure, increases its level by 1.
to:
Skill levels between 0 and 5 are Training levels.  At this level, you're still learning the fundamentals of the skill, and so this determines the type of dice you can roll.  At Skill level 6 you are considered to have mastered the skill and subsequent levels provide a mastery bonus to your rolls.  Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

||'''Skill Level'''||'''Dice Roll'''||
||0||1d4||
||1||1d6||
||2||1d8||
||3||1d10||
||4||1d12||
||5||1d20||

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||Rubbish/Improvised/None||1d2||0||
||Mundane Common Item||1d4||1||
||Decent Uncommon Work||1d6||10||
||Rare Masterwork Good||1d8||100||
||Superior Magnum Opus||1d10||1000||
||Mythical Legendary Artifact||1d12||10000||
to:
||Rubbish/Improvised/None||1d4||0||
||Mundane Common Item||1d6||1||
||Decent Uncommon Work||1d8||10||
||Rare Masterwork Good||1d10||100||
||Superior Magnum Opus||1d12||1000||
||Mythical Legendary Artifact||1d20||10000||
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!!Mastery System
to:
!!!Targeting Attributes

Instead of having an explicit set of Health Points (HP), the way to disable an opponent is through causing enough damage to their relevant attributes to make them ineffective.  While naturally one would target their Energy attributes because bringing any one of them to zero will prevent them from taking actions, you can also target Power and Control attributes if you desire.  The advantage of doing this can be that you can weaken them in a very specific way to the point that their attacks or defences of that type become ineffective.

!
!!Mastery System
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!!Range
to:
!!!Range
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** Charge: Move your speed.  Strike at end of move.  Lose remaining TP.
to:
** Charge: Move your speed.  Strike at end of move.
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** Sprint: Move twice your speed.  Lose remaining TP.
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** Sprint: Move twice your speed.
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** Readied Interrupt: Choose an Attack or Magic costing 3 TP or less.
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** Readied Interrupt: Make a delayed Attack or Magic.
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** Precise Shot: A ranged attack with greater accuracy.  Lose remaining TP.
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** Precise Shot: A ranged attack with greater accuracy.
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!!Mastery System
 
When a character first learns a spell or ability, it is listed as Practicing until used at least twenty times, after which it becomes listed as Mastered.  The Practicing version of a spell or ability is generally inferior to the mastered version.  For instance, the spell Flare is a 2 AP cost until it is mastered, after which it becomes a 1 AP spell and becomes more accurate.  To learn certain spells or abilities requires first mastering previous ones in addition to a level requirement.  For instance, the spell Fire Storm requires both the character to have mastered Fireball, and for the character to be level 20.  Thus if your character never bothers to use fire spells, they may never learn a more advanced version.
 
!!Range
 
Average Move = 5 squares
Average Run = 10 squares
Horseback Speed = 15 squares
 
Longbow Max Range = 40 squares
Longbow 50% Hit Range = 20 squares
Longbow Range Penalty = 2.5% per square.  Affects both accuracy and damage.
Ranged weapons fired in melee (and therefore at melee range) will automatically miss if an Attack of Opportunity hits.
 
Most Magic casts are unaffected by Range Penalty but have a range limit of sight, and can be resisted, dodged or rendered null.
Magic casts interrupted by an Attack of Opportunity have a high failure rate.

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''A simplified generic roleplaying game rules system that can fit into any setting or story.  The emphasis is on making a fun, interactive storytelling experience that makes interactions straightforward through a robust and logical statistics system.''

!!!Attributes

Each character has a set of nine attributes.  These form the basis of your character.  When you begin the game you may allocate a certain number of points towards the various attributes, divided in whatever way you wish.  Note that in order for your character to function, you’ll want at least one point in each attribute.

|| ||'''Physical'''||'''Mental'''||'''Spiritual'''||
||'''Power'''||Strength (STR)||Imagination (IMA)||Passion (PAS)||
||'''Control'''||Dexterity (DEX)||Intelligence (INT)||Will (WIL)||
||'''Energy'''||Stamina (SP)||Focus (FP)||Morale (MP)||

* Physical attributes involve the use of the physical body and devices such as weapons.
* Mental attributes involve the use of the faculties of the mind in processing information.
* Spiritual attributes involves belief and motivation in both oneself and others.
* Power attributes indicate the impact of the associated action assuming a hit and also determine damage mitigation.
** Strength is physical power, the capacity to apply the body to move things effectively.
** Imagination is mental power, the capacity to apply the mind to create and combine ideas and thoughts.
** Passion is spiritual power, the capacity to generate emotions and motivate oneself as well as others.
* Control attributes affect the capacity to successfully hit or avoid being hit with the associated actions.
** Dexterity is physical control, the efficiency in coordinating body movements to achieve tasks.
**Intelligence is mental control, the efficiency in coordinating mental ideas and thoughts to achieve tasks.
** Will is spiritual control, the efficiency in coordinating oneself and others in achieving tasks.
* Energy attributes are used to calculate the maximum of resource pools that can be expended to perform actions, but also determine the state of your character.  These can usually be recovered in some way during or after combat.
** Stamina is the physical energy to continue moving and acting with the body.  This can be damaged by attacks that have a physical impact.
** Focus is the mental energy to concentrate attention in the mind.  This can be damaged by attacks with a mental impact.
** Morale is the spiritual energy to be motivated towards goals.  This can be damaged by attacks with a spiritual impact.

!!!Skills

A character can have any number of Skills.  Skills allow actions on part of a character, the successfulness of which is determined by what is called a Challenge Roll.  This involves rolling a d20, and multiplying together the relevant attribute as well as the Skill’s current level to the resulting number.  Actions that affect other characters or foes can be opposed by a relevant ability of their own.

Assuming that an action succeeds, the effect of the action is determined by an Impact Roll, which involves rolling dice according to the relevant equipment of the actors and adding the relevant attributes.

For instance, the character Darsic has the Skill: Swordsmanship.  This allows him to make attacks on foes with a sword (as well as perhaps parry with it).  A particular foe, Goblin, has the ability Dodge, and can attempt to challenge the effects of Swordsmanship with it.  When Darsic attacks Goblin, they make opposed Challenge Rolls with their Skills.  If Darsic rolls higher, then the attack deals damage, if Goblin rolls higher, then the attack misses.  In the first case, Darsic and Goblin make Impact Rolls to see the resulting effects on their relevant Energy pool.

Skills generally begin at level 0.  Every single use of a Skill, regardless of success or failure, increases its level by 1.

A character’s Character Level is the sum total of all their skill levels combined together.  When creating a new character, you may assign skill levels according to their overall Level.

!!!Class

Character Class is a way to categorize characters rather than a limitation of possible roles and skills.  A given character’s Class is determined primarily by what Skills they are most proficient in, and can change accordingly.  Treat it more as a label than as a restriction of options.

!!!Equipment

The quality of equipment determines the type and number of dice to be rolled in Impact Rolls and Protection Rolls.

||'''Quality'''||'''Dice Roll'''||'''Estimated Relative Price'''||
||Rubbish/Improvised/None||1d2||0||
||Mundane Common Item||1d4||1||
||Decent Uncommon Work||1d6||10||
||Rare Masterwork Good||1d8||100||
||Superior Magnum Opus||1d10||1000||
||Mythical Legendary Artifact||1d12||10000||

Equipment can be fit into the following Slots for a normal humanoid.  In addition when you make an attack that has a physical impact, you can attempt to target a specific area.  Doing so requires an additional AP, as you must aim your attack more carefully, and the defender’s Defence Roll is doubled.

* Head
** Equipment that protects the head can also be used to make a head butt, but doing so provokes an opportunity, and the attack is considered Improvised.
** Attacking the head will also inflict the damage to Focus.
* Body
** Equipment that protects the body can also be used to make a body slam, but doing so provokes an opportunity, and the attack is considered Improvised.
** By default, attacks that are not targeted will aim here.
* Dominant Hand
** Equipment in the dominant hand are usually used to make attacks, such as strikes with.
** A successful attack against a hand that deals damage will not deal Stamina damage, but instead disable the hand.  The disabled hand drops any equipment in it, and is unable to equip anything until healed.
* Other Hand
** Equipment in the other hand are often more defensive in nature, but can still be used for attacks.
** A successful attack against a hand that deals damage will not deal Stamina damage, but instead disable the hand.  The disabled hand drops any equipment in it, and is unable to equip anything until healed.
* Feet
** Equipment on the feet often provide movement or damage avoidance benefits, and can also be used to make the melee attack known as a kick, which while still an Improvised attack, does not provoke an opportunity.
** A successful attack against the feet that deals damage will not deal Stamina damage, but instead cripples the character.  A crippled character is made prone and unable to take any movement steps until healed.
** A successful attack against the feet that does not deal damage, trips the character, rendering them prone.

!!!Actions

To quantify turn-based actions, we use an Action Point Cost system where different actions have values assigned to them.  Each turn, your Action Point pool is set at the lowest of your three energy point attributes: Stamina Points (SP), Focus Points (FP), and Morale Points (MP).  Thus, when one of these reaches zero, you can no longer take actions.

Any discrete motion that takes less than a second is considered to cost one action point.  For instance, taking a step forward or backwards costs 1 AP.  Attacking with a drawn weapon also costs 1 AP.  Thus the combined motion of stepping forward, attacking, and then stepping backward to avoid the threat range of a still standing opponent is a total of 3 AP.  Similarly, flipping to a page of a spellbook, concentrating on the spell, and casting it should cost 3 AP.

Thus, most standard actions such as attacking cost 3 points.This can allow unique situations if you manage to for instance get more than the average of 5 points.  For instance, with 6 points you can attack twice a round if you don’t move, or you could move, attack, and then leave 1 point to block or parry.  A few spells cost so many points they can effectively take multiple turns to cast.

Counters are made in response to attacks to a character, and are designed to disrupt them.

Opportunities are made in response to any adjacent movement, ranged attack or magic cast.

0 AP (No Action)
* Move
** Drop Item
1 AP (Quick Action)
* Magic
** Instant <Spell Name>
* Move
** Step: Move one step
** Draw Item
** Fall Prone
* Counter
** Dodge: Chance to evade attack.
** Block: Chance to avoid damage with shield.
** Parry: Chance to avoid melee attack.
** Counterattack: Strike back.
** Instant Magic Barrier: Chance to avoid damage with magic.
* Opportunity
** Interrupting Strike: Hit enemy with quick melee response to action.
2 AP (Two-Beat Action)
* Attack
** Quick <Attack Type>: A quick attack with less accuracy/damage.
** Feint: Misdirect to increase accuracy on next attack.
* Move
** Rush: Move twice as far as normal.
** Shift: Move half as far as normal.  Do not provoke opportunity.
** Use Item
** Pick Up Item
** Stand Up
* Counter
** Parry Riposte: Chance to avoid melee attack and make attack in response.
** Negate Spell: Chance to negate enemy attacking spell completely.
* Opportunity
** Strike Out: Hit enemy with calculated melee response to action.
3 AP (Three-Beat Action)
* Attack
** Aimed <Attack Type>: A basic attack.
** Double Quick <Attack Type>: Two quick attacks in succession.
** Triple Flurry <Attack Type>: Three attacks at much less accuracy/damage.
** Charge: Move your speed.  Strike at end of move.  Lose remaining TP.
* Magic
** <Spell Name>: Basic spell cast.
* Move
** Sprint: Move twice your speed.  Lose remaining TP.
* Opportunity
** Counter Spell: Chance to negate enemy spell cast.
** Readied Interrupt: Choose an Attack or Magic costing 3 TP or less.
4 AP (Major Action)
* Attack
** Power <Attack Type>: Single solid attack with more damage.
** Double <Attack Type>: Two coordinated attacks.
** Feint and Strike: Distract then hit with greater accuracy.
** Precise Shot: A ranged attack with greater accuracy.  Lose remaining TP.
* Magic
** Complex <Spell Name>: Slower spell cast.
5 AP (Full-Round Action)
* Attack
** Triple <Attack Type>: Three coordinated attacks.
* Magic
** Intricate <Spell Name>: Very slow spell cast.

!!!Combat

Combat is essentially dealt with by making Challenge and Impact Rolls with relevant Skills.  When initially creating a Skill that can be used for combat, make sure to indicate what form and function they take.

Attack Roll = d20 x accuracy attribute x skill level

Defence Roll = d20 x evasion attribute x skill level

If the attack roll equals or exceeds the defence roll, the attack hits, otherwise it misses.  If the attack hits, proceed to the Impact Rolls.

Impact Roll = damage dice + impact attribute

Resistance Roll = protection dice + resistance attribute

The amount of damage dealt is the difference between the impact and resistance rolls, or zero if damage would be less than zero.

A critical hit occurs on when the attack roll is a natural 20 or the defence roll is a natural 1.  On a critical hit the attacker makes a damage roll as normal, but the defender does not make a resistance roll, and damage is calculated as if the resistance roll was zero.  This should better reflect the idea of critical hits as hitting weak points (chinks in armour, holes in defenses) as well as allowing a chance for characters to damage even high defence opponents.

A critical miss occurs when the attack roll is a natural 1, or the defence roll is a natural 20.  This is an automatic miss that does no damage.  If the attacker is in a position vulnerable to an opportunity, they automatically provoke one.

||'''Attack'''||'''Form'''||'''Function'''||'''Accuracy'''||'''Evasion'''||'''Impact'''||'''Resistance'''||'''Damage'''||
||Strike||Weapon||Physical||DEX||DEX||STR||STR||SP||
||Feint||Weapon||Mental||DEX||INT||STR||IMA||FP||
||Intimidate||Weapon||Spiritual||DEX||WIL||STR||PAS||MP||
||Blast||Spell||Physical||INT||DEX||IMA||STR||SP||
||Sleep||Spell||Mental||INT||INT||IMA||IMA||FP||
||Fear||Spell||Spiritual||INT||WIL||IMA||PAS||MP||
||Smite||Prayer||Physical||WIL||DEX||PAS||STR||SP||
||Bind||Prayer||Mental||WIL||INT||PAS||IMA||FP||
||Rebuke||Prayer||Spiritual||WIL||WIL||PAS||PAS||MP||

!!!Balance

The nature of the system is that Skill levels between balanced characters will tend to cancel each other out.  However, unlike other systems, effective HP does not increase with level.  This means that the impact of equipment quality remains consistent throughout a campaign.  If we assume that the average attribute point is a 5, a perfectly average character should have 45 attribute points in total.  Note also that increasing or decreasing this average and therefore the total as well will impact how the game plays.  It is also recommended that Player Characters, for the sake of fun, have significantly more attribute points than the average NPC, for instance say 60 points for each player.  Doubling all these so that the average is 10 would place NPCs at 90 and PCs at 120.  The main effect of this increase in stats would be an overall reduction in the variance or influence of luck, as well as an increase in the number of actions per turn.
Page last modified on January 14, 2021, at 07:44 PM
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