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Be like Robcham but without the humor or art. Bloodstone Game/Wiki

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    Skull ManSkull Man RIP KUSU Registered User regular
    edited January 2009
    The world is flat. But what does that mean, really? Obviously it's not entirely flat. Trees, mountains, valleys--hell, you and I. But what if there were a world that were truly flat? Only twin-sided, the whole thing and all the folk in it no wider than a hair. What sort of folk would they be?

    Flatmen, or Thin-Folk, are from a world like the one we talked about. A harsh world it must be indeed, for you'll never find a more vicious cutthroat than a Flatman. Some say that its the thinness of their hearts that drives them to such cruelty, though others insist that as they're half-alive themselves they don't have a whole creature's respect for life. Who cares, I say. And as to how they came to this world, well, we all know the world's fulla cracks. Not big enough for your or me to see, but plenty big enough for a Flatman. They can hide in your shadow or along the edge of your knife. They make no sound, save for when the wind blows them. Then, and only then, you might hear them flutter. And it sounds like something laughing, it does. They're not too strong, but those edges are sharp, sharper than the sharpest sword. They can't get too much force behind a cut, but they'll make you bleed, oh yes. And a nasty scar it leaves, a cut from another world. Some have reason enough to be communicated with--you might even travel with one for a time, if you can stand sleeping with one eye open. For they're not to be trusted. The only thing you can trust a Flatman to do is hate all other Flatmen. Gods know why, perhaps it's the fear of something from that hateful Flatworld of theirs, but you'll never see two Flatmen together who aren't trying to kill each other. They're experts at getting past locked doors, but don't ever get one wet. Something about water drives them mad, making them natural enemies of Aquamancers and Men of the Marsh. They only live a few years outside of their world, rumor has it, but the fact that they all look identical and never travel with one group for very long makes that hard to verify.

    Skull Man on
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    MorivethMoriveth BREAKDOWN BREAKDOWN BREAKDOWN BREAKDOWNRegistered User regular
    edited January 2009
    Haha, this is awesome. You guys are awesome.

    Moriveth on
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    BedlamBedlam Registered User regular
    edited January 2009
    Space-kin.

    In spaaaaaaaaace!

    Bedlam on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    Skull Man wrote: »
    The world is flat. But what does that mean, really? Obviously it's not entirely flat. Trees, mountains, valleys--hell, you and I. But what if there were a world that were truly flat? Only twin-sided, the whole thing and all the folk in it no wider than a hair. What sort of folk would they be?

    Flatmen, or Thin-Folk, are from a world like the one we talked about. A harsh world it must be indeed, for you'll never find a more vicious cutthroat than a Flatman. Some say that its the thinness of their hearts that drives them to such cruelty, though others insist that as they're half-alive themselves they don't have a whole creature's respect for life. Who cares, I say. And as to how they came to this world, well, we all know the world's fulla cracks. Not big enough for your or me to see, but plenty big enough for a Flatman. They can hide in your shadow or along the edge of your knife. They make no sound, save for when the wind blows them. Then, and only then, you might hear them flutter. And it sounds like something laughing, it does. They're not too strong, but those edges are sharp, sharper than the sharpest sword. They can't get too much force behind a cut, but they'll make you bleed, oh yes. And a nasty scar it leaves, a cut from another world. Some have reason enough to be communicated with--you might even travel with one for a time, if you can stand sleeping with one eye open. For they're not to be trusted. The only thing you can trust a Flatman to do is hate all other Flatmen. Gods know why, perhaps it's the fear of something from that hateful Flatworld of theirs, but you'll never see two Flatmen together who aren't trying to kill each other. They're experts at getting past locked doors, but don't ever get one wet. Something about water drives them mad, making them natural enemies of Aquamancers and Men of the Marsh. They only live a few years outside of their world, rumor has it, but the fact that they all look identical and never travel with one group for very long makes that hard to verify.

    Hahaha. We'll cut you good!

    Though I feel there should be something in there about a deep-seated love of rocking out.

    FlatEric on
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    KovakKovak did a lot of drugs married cher?Registered User regular
    edited January 2009
    this is some nerd shit

    Kovak on
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    MechMantisMechMantis Registered User regular
    edited January 2009
    Join us.

    MechMantis on
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    Penguin IncarnatePenguin Incarnate King of Kafiristan Registered User regular
    edited January 2009
    Wait.

    What the Hell is this?

    Penguin Incarnate on
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    ChicoBlueChicoBlue Registered User regular
    edited January 2009
    Wait.

    What the Hell is this?

    They're making an RPG based on The Bloodstone Saga and SE++.

    ChicoBlue on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    Wait.

    What the Hell is this?

    The SE++ magnum opus.

    FlatEric on
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    HorseshoeHorseshoe Registered User regular
    edited January 2009
    FlatEric wrote: »
    Wait.

    What the Hell is this?

    The SE++ magnum opus.

    does that mean it's a high point or an all-time low?

    Horseshoe on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    Also guys working on the wiki

    Keep your stuff organized. Pictures in the images folder, and tag your pages!

    I'm working through all the untagged stuff now adding tags.

    FlatEric on
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    MechMantisMechMantis Registered User regular
    edited January 2009
    Could it, perhaps, be both?

    EDIT: Sorry bout the lack of tags, was focusing on getting the basic content up.

    MechMantis on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    Horseshoe wrote: »
    FlatEric wrote: »
    Wait.

    What the Hell is this?

    The SE++ magnum opus.

    does that mean it's a high point or an all-time low?

    Well, spectacular success, or spectacular failure

    At least it will be spectacular

    edit: it's not really a big deal now, but as more and more pages get added it will be a pain to try and get stuff organized.

    FlatEric on
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    Skull ManSkull Man RIP KUSU Registered User regular
    edited January 2009
    flateric was that format right

    if so I'm going to do a couple more

    Skull Man on
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    FAQFAQ Registered User regular
    edited January 2009
    FlatEric wrote: »
    Also guys working on the wiki

    Keep your stuff organized. Pictures in the images folder, and tag your pages!

    I'm working through all the untagged stuff now adding tags.

    so

    should I have uploaded em from my computer instead of using a URL or something?

    FAQ on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    @FAQ: if you can, upload them to the website. It's better to keep all needed files hosted on PBWiki folders rather than personal photobuckets.

    @SkullMan: everything looked fine. I'm still going through trying to keep everything orderly though

    Also, everyone, you may lose the ability to edit for just a minute. I'm trying something with the security so we can preserver lore-details from being edited before we consult here.

    FlatEric on
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    FAQFAQ Registered User regular
    edited January 2009
    I'll do it tomorrow, if that's alright

    FAQ on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    No problem FAQ

    Also everything should be working fine again.

    Unfortunately it looks like all security features are disabled unless this gets upgraded to a premium wiki.

    So, before anyone edits anything regarding lore, make sure it's discussed here first.

    FlatEric on
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    FAQFAQ Registered User regular
    edited January 2009
    never mind I did it all just there

    (I think it's right now)

    FAQ on
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    DE?ADDE?AD Registered User regular
    edited January 2009
    Here we goooooo...

    Glossolalia 4.2
    Core Rules
    Core Mechanic:
    Roll 3d20 and add appropriate modifiers, compare to Difficulty Quotient or Opponent Roll

    Abilities:
    Every character in Glossolalia is possessed of several basic attributes called Abilities which measure just how much the suck in comparison to Tube and Orik. These Abilities are:

    Strongness (Sgs): Your character’s physical beefatude, including lifting capacity, swing strength, and wicked delts.
    Heartiness (Hea): Your character’s physical resilience, including taking a punch, taking a sword to the gut, and taking things in general.
    Dextrocity (Dty): Your character’s physical alacrity and quickness of body.
    Intellectuance (Tua): Your character’s mental beefatude, including solving puzzles, learning, and retaining obscure knowledge.
    Wisenss (Wns): Your character’s spiritual beefatude, including being one with the world, acting distance, and being Zen as fuck.
    Charismacity (Cty): Your character’s overall social impressiveness, including speaking skill, manipulation, and being totally doable.
    Magic (Mai): Your character’s magical beefatude, the prime stat for mancers of all kinds.
    Humanity (Hty): Your character’s humaniness, including empathizing ability, caring ability, and generally not being a douche.

    All Abilities start at +0, with +10 representing maximum human potential. For instance a character with +0 Strongness would be able to arm wrestle an average commoner on equal grounds, while a character with +10 Strongness would rival even Wookson the Wook.

    Health:
    Your character begins life with Wounded Dots equal to (3d20 + Heartiness). At each level he gains another (3d20 + Heartiness) worth of Wound Dots.

    Species:
    Your character’s species is your character’s species – the species that they came from and are, and will likely be until they are dead. The statistic list below for each species include Ability Modifiers, Bonus Endowments, Level Adjustments, Favored Occupations, and Languages.

    Ability Modifiers adjust your base Ability score, add them to your Abilities before you spend your Ability Customization Dots.
    Bonus Endowments are Endowments standard to your people, simply add them to your character as if you’d purchased them.
    Level Penalty notes a species’ overall power in comparison to the races of man – subtract this number from your current level. Note that you can not play a character with negative levels, so species with a Level Penalty are only available for play in higher-level games.
    Favored Occupations represent a species’ leanings toward particular career paths. If you choose a Favored Occupation for your species, you received one extra Occupation Customization Dot at character creation.
    Languages are the native tongue or tongues of the species. You start with all listed languages.

    Human:
    The most populace sentient species on Glossolalia, the humans, while short-lived, have proven capable of breeding like goddamn roaches, taking over other species’ territories, and just generally ruining other people’s shit. They are the Man, and they are trying to KEEP YOU DOWN.
    Ability Modifiers: Humanity (Hty) +1
    Bonus Endowments: (Choose Any Normal Endowment)
    Level Penalty: -0
    Favored Occupations: (Any)
    Languages: Southernese, Eastian, Northernal, Weston, Common

    Men of the Marsh:
    The Men of the Marsh are a relatively rare species, found mostly in the Black Marsh. Slow to anger, and deep of thought, these mellow beings keep to themselves – living in their swamp homes and playing little swamp-man games.
    Ability Modifiers: Dextrocity (Dty) -1, Wiseness (Wns) +2
    Bonus Endowments: Terrain Acclimation (Swampland/Marshes), Learning Focus (Loresmanship)
    Level Penalty: -0
    Languages: Southernese, Marshian, Common

    Beastkin:
    Found in all corners of Glossolalia, the myriad races of the Beastkin are diverse of form and cultural. Really, we’re only grouping them into a single group because of our own terrible humanocentric biases.
    Ability Modifiers: (+1 to Any Ability)(-1 to Any Ability)
    Bonus Endowments: (Choose one of the following:)
    Native Weapon: You gain a +1 to damage with Pugilism attacks.
    Flight (Flying): You may fly at ½ your movement.
    Climbing: You may climb at your full movement rate.
    Hopping: +4 to Athletics checks made to jump.
    Tough Skin: Gain 10 Native PQ.
    Fast: +10 to Dexterity + Athletics rolls made to move.
    Level Penalty: -1
    Favored Occupation: Thief, Ranger, Druid, Fighter
    Languages: Weston, Beastongue, Common

    Quetzor:
    The inscrutable men of the sea, the Quetzor are as mysterious as they are violent. The loathe land-walkers and it shows.
    Ability Modifiers: Dextrocity (Dty) +1
    Bonus Endowments: Aquatic Assimilation (You may breathe freely underwater, and swim at 2x your movement rate. Movement rate on land is halved.)
    Level Adjustment: -0
    Favored Occupations: Fighter, (Aqua)mancer, Priest

    Plantkin:
    Wandering the harsh deserts with a laugh in their heart and a smile on their… Okay, well they don’t smile as such, but the Plantkin are fairly happy people, if a bit too fond of their pranks.
    Ability Modifiers: Heartiness (Hea) +2, Dextrocity (Dty) -1
    Bonus Endowments: Plant (You can survive on sunlight, water, and the nutrients you pull from the soil.)
    Level Penalty: -0
    Favored Occupations: Thief, Fighter, (Flora, or Pyro)mancer, King
    Languages: Plantspeak, Common, Eastian

    Derf:
    Tough, loyal and no-entirely there, the Derf have made a name for themselves as warriors – there are few today who’d willingly go head-to-gigantic-head with a derf.
    Ability Modifiers: Heartiness (Hea) +2, Dextrocity -2, Strongness (Sgs) +1
    Bonus Endowments: Terrain Acclimation (Mountains/Caverns)
    Level Penalty: -0
    Favored Occupations: Fighter, Barbarian, Priest, (Geo)mancer
    Languages: Derf

    Slumberforged:
    Created by a mad mancer in an effort to create self-fluffing pillows, the slumberforged have proven t be resourceful, strong-hearted individuals.
    Ability Modifiers: Strongness (Sgs) +2, Heartiness (Hea) +1, Humanity (Hty) -3
    Bonus Endowments: Construct (You require no food, water, or air, and cannot be poisoned)
    Level Penalty: -0
    Favored Occupations: Fighter, Thief
    Languages: Common

    Modai:
    Ancient and merciless masters of mancery, the modai are mysterious and solitary beings.
    Ability Modifiers: Intellectuance (Tua) +5, Magic (Mai) +14, Humanity (Hty) -4
    Bonus Endowments: Immortality (You are unaging), Mancery Focus (Any)
    Level Penalty: -16
    Favored Occupation: (Any)mancer
    Languages: All

    Dragon:
    Massive quasi-reptilian creatures formed of mancery and elemental fury, the dragons have been around almost as long as the modai, and are one of the few creatures capable of going toe-to-toe with them.
    Ability Modifiers: Strongness (Sgs) +10, Heartiness (Hea) +6
    Bonus Endowments: Native Weapon, Flight (Flying), Breathomancy (Choose one Mancery college – you now have a breath-weapon based on that element, with rolls for damage based on Heartiness instead of Magic, and rolls to attack based on Dextrocity instead of Intellectuance)
    Level Penalty: -17
    Favored Occupations: Fighter, Barbarian, (Any)mancer
    Languages: All

    Learnings:
    While your character’s Abilities represent his basic physical, mental, spiritual, and magical talent, your character’s Learnings represent his trained skills. They totally aren’t skills, though, they’re Learnings.
    The Learnings available to your character are determined by your Occupation.

    Athletics: Your character’s skill with physical activities, running, jumping, climbing, dodging, and the like.

    Archery: Your character’s skill with a short bow, longbow, javelin, middlebow, crossbow blowgun, tribow, powerbow, omnibow, ultrabow, and megabow. You must specialize.

    Bladesmanship: Your character’s skill with a sword, axe, glaive, spear, hatchet, tomahawk, rapier, dagger, katar, scimitar, scythe, etc. You must specialize.

    Bluntsmanship: Your character’s skill with a doobie, bong, weed-cigarette, megabrownies, and choomstick. You must specia—maaan whaaaaat?

    Cudgelsmanship: Your character’s skill with a club, cudgel, hammer, maul, mace, etc. You must specialize.
    Crafting: Your character’s ability to make things, you must specialize. Some examples include:
    • Alchemy
    • Art
    • Carpentry
    • Jewelrycraft
    • Metalworking

    Interaction: Your character’s skill in interacting with other sentient beings, including diplomacy, public speaking, singing, intimidation, command, forced seduction, and deception. You must specialize

    Loresmanship: Your character’s skill in retaining and learning vast amounts of largely trivial shit, as well as the standard knowledge to operate tools of the particular specialization. You must specialize. Some examples include:
    • Mancery Lore
    • Historical Lore
    • Geographic Lore
    • Wilderness Lore
    • Beast Lore
    • People Lore
    • Theocratic Lore
    • Linguistic Lore
    • Sailing Lore
    • Farmer’s Lore
    • Guard’s Lore

    Mancery: Your character’s skill in magic. You must specialize in a college of mancery, some examples include:
    • Aeromancery: The magic of the skies.
    • Aquamancery: The magic of the seas.
    • Faunamancy: The magic of the untamed wild.
    • Geomancy: The magic of the earth.
    • Hemomancy: The magic of the veins.
    • Mancerymancery: The magic of the magic of the magic of the magic.
    • Omnimancery: The magic of the gods.
    • Pedomagic: The magic of the playground.
    • Psychomancy: The magic of the mind.
    • Pyromancy: The magic of the furnace.

    Pugilism: Your character’s skill with fight barehanded, using little more than the gifts the gods gave him, including hands, feet, head, claws, tails, stingers, etc.

    Thievesmanship: Your character’s skill with the arts of thievery, including picking pockets, picking locks, and disabling traps.

    Stealthsmanship: Your character’s skill with the art of going unnoticed.

    Endowments:
    Endowments are special qualities that your character has that most other creatures do not. They may represent a benefit of your species, a unique talent, or a remarkable skill.

    Endowments:
    Learning Focus: Gain a +1 to one Learning of your choosing. You must have ranks in this Learning, and you may only select this Endowment once per level for any single Learning.

    Diverse Education: You may choose a Learning not of your Occupation. You now have a +1 to that Learning. This Endowment may be chose multiple times.

    Fleet of Foot:
    You gain a +5 to Dexterity + Athletics rolls to Move.

    Agile Climber:
    You gain a +4 to Athletics checks made to climb.

    Elemental Assimilation: You gain a +1 defense to manceries of a single college. You may only choose this Endowment for any given college once per level.

    Terrain Acclimation: Choose a general type of terrain. You no longer take movement penalties within that type of terrain, and can exist comfortably in it using only its natural resources.

    Improved Beastkin Heritage: Choose an extra Bonus Endowment from the Beastkin Bonus Endowment list. You must be a Beastkin to choose this Endowment.

    Character Creation:
    To create a character, just follow these steps:
    1. Species: Choose your character’s species.
    2. Abilities: 1st level characters begin with three Ability Customization Dots to spend on their Abilities. Each Ability Customization Dots is worth a single +1 to an Ability.
    3. Roll for Wound Dots: Roll 3d20 and add your Heartiness to get your Wound Dots.
    4. Occupation: Choose your character’s Occupation. 1st level characters begin with 10 Occupation Customization Dots with which to purchase Occupation Features and Occupation Learnings – with each dot being worth one feature or one rank of a Learning. You may have no more than (levelx5) ranks in any given Learning. If you choose a Favored Occupation for your species, you receive an extra Occupation Customization Dot to spend as above.
    5. Endowments: 1st level characters begin with three Endowment Customization Dots with which to purchase Endowments. Each dot purchases a whole Endowment!
    6. Buy Stuff: 1st level characters begin with 100 gold. Go nuts.
    7. Make Shit Up: Give your character a name, a history, blah blah blah…

    Level:
    Your character’s level represents his overall power. As you adventure, your experience will increase your confidence, talent, and skill, thus allowing you to attain higher levels. A level two character is just better than a level one character, deal with it.

    Gaining Levels: A level is gained whenever a character collects 1,000 Experience Dots. The distribution of Experience Dots is entirely up to the sadistic whims of the Glossolalia Meister.

    When you gain a level, you receive one Ability Customization Point, five Occupation Customization Points, and one Endowment Customization Point. You also gain (3d20 + Heartiness) Wound Points.

    Multi-Occupationing:
    If you decide you’d like to branch out as a character, you may, instead of choosing to advance a level in your current occupation, choose to gain a level in another Occupation. Treat this as if you had simple gained another level, giving you 5 Occupation Customization Dots to purchase Features and Learnings from your new Occupation.

    For example if Ge’ib, Level 2 Derf Fighter is about to become a third level character, he may choose to take a level in (Geo)mancer. He then becomes a Fighter 2/(Geo)mancer 1, and spends his five Occupation Customization Dots on (Geo)mancer Learnings and Features.

    Occupation:
    Your character’s Occupation represents his chosen path in life. Your Occupation determines many of your bonuses, Learnings, and grants you a number of unique Occupation Features.

    Fighter:
    You are a burly fuck what loves to fight! You might fight for a cause, or a nation, or a living, but whatever the reason, the main point here is that you fight.
    Occupation Features:
    Durable: Gain (Heartiness Modifier) extra Wound Dots.
    Weapon Focus: Pick a weapon when you choose this Feature. You gain a +1 to damage and attack rolls with that weapon. You may pick this feature for a single weapon only once per level.
    Dodge Focus: You gain a +1 to your Dodge defense roll.
    Parry Focus: You gain a +1 to your Parry defense roll.
    Mancer Hunter: You gain a +1 to defense rolls against manceries.
    Light Armor Proficiency: You may use light armor.
    Medium Armor Proficiency: You may use medium armor (req: Light Armor Proficiency).
    Heavy Armor Proficiency: You may use heavy armor (req: Medium Armor Proficiency).
    Throw Weapon: Pick a melee weapon. You may now use that weapon’s Learning to chuck it at a range equal to 3d20 + Strength + (Weapon Learning).
    Occupation Learnings:
    Athletics, Archery, Bladesmanship, Cudgelsmanship, Pugilism

    Mancer:
    You are a master of mancery, the magics of the world flow through your very veins! You have learned to harness magic through the art of mancery – bending the elements of the world to your will.
    Occupation Features:
    Mancery Focus: Pick a college of mancery. You now gain a +1 on offensive mancery rolls with that college. You may pick this feature for a single college only once per level.
    Mancery Defense: Pick a college of mancery. You now gain a +1 on defensive mancery rolls with the college. You may pick this feature for a single college only once per level.
    Implement Proficiency: Choose a Mancery Implement. You may now use that Implement.
    Mancery Potency: Pick a college of mancery. You now gain a +1 on all effect rolls with that mancery. You may pick this feature for a single college only once per level.
    Diverse Mancery: Choose another college of Mancery. You may now add Customization Dots to this college in addition to your primary college.
    Occupation Learnings:
    Loresmanship, Interaction, Mancery (One College Only)

    Thief:
    You are a sneaky, conniving little bastard what loves to steal! For whatever reason, you have turned to a life of secrecy and pilfering. You may be a daring rogue who steals from the rich and gives to the poor, or just a dirty crook.
    Occupation Features:
    Light Fingers: You gain a +2 on Thievery Learning rolls to pick pockets.
    Lockbuster: You gain a +1 to Thievery Learning rolls to pick locks, and you no longer require thieves’ tools – a strand of hair or straw will do just as well.
    Sneaky Blade: You may add your Thievery to damage rolls made on an unaware opponent.
    Conman: You gain a +2 to Interaction Rolls to deceive someone.
    Light Armor Proficiency: You may use light armor.
    Occupation Learnings:
    Bladesmanship (Daggers Only), Cudgelsmanship (Saps only), Interaction, Thievery, Stealth

    Druid:
    Your are, like, at home with nature, man! You are as one with the plants and the animals, a dedicated student of the natural world, and a master of earthen manceries.
    Occupation Features:
    Beast Speech: You may speak with animals.
    Trackless Nature Hike: You may move through any natural area without leaving tracks, and without need of a trail.
    Mancery Potency: Pick a college of mancery. You now gain a +1 on all effect rolls with that mancery. You may pick this feature for a single college only once per level.
    Occupation Learnings:
    Cudgelsmanship (Staffs only), Loresmanship (Wilderness Lore, and Beast Lore Only), Mancery (Fauna, Flora, and Geo Only).

    Barbarian
    RRRAAAAARRRGGGHHGHHGHHGHH! ARRRRGGGGGHHH! RRRGGGGGHGHGH! HUUURRRRRRRRGGHHHHHH!
    Occupation Features:
    Rip and Tear: Gain a +2 Damage bonus to Pugilism attacks during a grapple.
    Loincloth Warrior: Ignore hot and cold environments.
    Learning Focus (Athletics): +1 to Athletics Rolls.
    Light Armor Proficiency: You may use light armor.
    Raging Seizure: Take 10 Damage to gain +2 to Strength for three Cycles.
    Occupation Learnings:
    Bladesmanship (Any), Cudgelsmanship (Any), Pugilism, Loresmanship (Wilderness Lore)

    Bard
    Kick you outta the party? You are the fucking party! You are a master of music, merriment and manipulation.
    Occupation Features:
    This One’s for the Ladies: You gain a +2 to Interaction rolls targeting those attracted to your gender.
    Learning Focus (Interaction): +1 to Interaction Rolls.
    Instrument Proficiency: Gain proficiency with a musical instrument.
    Light Armor Proficiency: You may use light armor.
    Not in the Face: You may use Charismacity + Interaction to parry.
    Occupation Learnings:
    Bladesmanship (Daggers, Rapiers), Interaction (Any), Loresmanship (Any), Thievery

    Actions:
    For every action a Glossolalian character would like to take, in which the outcome is neither incredibly trivial, nor utterly impossible, requires a roll. In general a “roll” refers to a roll of 3d20 plus the character’s relevant Ability and an applicable Learning, along with any modifiers from the situation or any bonuses form Endowments. For instance, if Harxu, a level 3 Milf Herder, wanted to leap across a large chasm, his Glossolalia Meitstro (GM) might ask him to roll 3d20 + Dextrocity + Athletics. In some cases, the GM may call for a roll without an attached Learning, and in other cases, he may decide two or more Learnings or Abilities apply enough to warrant their both being included in the roll. He can do that, ‘cause that’s just how he do.

    In actions where the challenge is static, and the character is not being opposed directly by another character, the roll is against a Difficulty Quotient, a number set by the GM to represent the relative difficulty of the task. If you meet or exceed the number, you succeed. If you roll below the DQ, you are just the worst thing ever. Seriously, how is it you suck so hard?

    God you suck.

    General DQ Guidelines:
    10 – Seriously?
    20 – Easy
    30 – Getting’ Tricky
    40 – Difficult
    50 – Yeesh
    60 – Very Difficult
    70 – Super Hard
    80 – Yikes.


    In situations where the character is being directly opposed by another person, the character and his opponent both roll, with the highest roll wining. In the case of a tie, the person with the highest modifier sum wins.

    If the dice all land on 20, this is an Important Victory, and shit just got real. The action automatically succeeds, and the character gains a +1 to all rolls until they fail a roll. This is cumulative – if they roll another Important Victory, it becomes a +2, and so on. A single failed roll removes all Important Victory bonuses.
    In combat, an Important Victory ignores any defenses (Parry, Dodge, or Mancery Defense).

    If the dice all land on 1, this is a Crushing Defeat, and you just fucked up. The action automatically fails in a dramatic fashion, and the character gains a -1 on all rolls until they succeed on a roll. This is also cumulative, in the same manner as Important Victories (above.)
    In combat, a Crushing Defeat forces you to roll damage against yourself, and lose the appropriate amount of Wound Dots.

    Combat:
    When characters enter combat, all involved parties roll Dextrocity + Wisenss. This is the character’s Initiativity. The character with the highest Initiativity acts first, followed by the next highest and so on, until it wraps around to the character with the highest Initiativity. The time it takes to wrap around is known as a Cycle. In combat, each cycle represents roughly one second of activity.

    A character may take one of four actions during his action.
    Move: A character may move 3d20 + Dextrocity + Athletics while upright, half that while crouched, or one-third that while prone.

    Attack: A character may attack using a ranged weapon (3d20 + Dextrocity + Archery), a melee weapon (3d20 + Dextrocity + Bladesmanship or Cudgelsmanship), your body (3d20 + Dextrocity + Pugilism), or a mancery (3d20 + Intellectuance + Mancery). The target is allowed to make a Dextrocity + Athletics roll to dodge, a Dextrocity + Bladesmanship, Cudgelsmanship, or Pugilism roll to parry, or a Intellectuance + Mancery roll to evade with magic. If the attacker wins, the target is hit and takes damage. If the defender wins, he is neither hit, nor takes no damage. Note: Not all attacks are damaging: Many Mancery attacks inflict status-effects on a target instead, and a Pugilism user may opt to grapple instead of dealing direct damage. All attackers may opt to disarm an opponent instead of damaging him. These special attacks may require special defenses, at the GM’s mercurial and inscrutable whim.

    Cry Like a Little Bitch: Is baby gonna cry? Is he? Is baby gonna cry?

    Take Some Other Action One Could Reasonably Take in About a Second: Like swig a potion, draw a sword, ready a bow, etc.

    Start a Long Action: Long Actions take longer than a single round; examples include picking a lock, disabling a trap, casting a complicated mancery, reading a book, etc. Only roll once the action is complete.

    Damage and Healing:
    When a character hits or is hit, you determine damage based on the attacker’s weapon, Abilities, and Learnings as follows:
    Physical Damage: Strongness + Weapon Learning (Archery, Bladesmanship, Cudgelsmanship, or Pugilism) + Weapon Damage Bonus.

    Magical Damage: Magic + Mancery Learning + Implement Damage Bonus.

    Subtract the resulting roll from the target’s Wound Dots. When an opponent reaches 0 Wound Dots, they must make a Heartiness roll or fall unconscious. Any further damage forces them to make another Heartiness roll. If they succeed, they remain unconscious. If they fail, they die.

    Non-Damaging Manceries: Some manceries were never intended to damage – instead binding, altering, or otherwise hindering the target. In these cases, the attacker rolls Magical Damage as normal, but the defender gains another roll. This secondary defense roll is usually a Wiseness + Magic roll, but other appropriate rolls may be substituted depending on the situation. If the roll fails, the mancery takes effect. If the roll succeeds, they shrug off the effect. If they score an Important Victory, the mancery is turned back on the mancer.

    Healing: Characters normally heal their Heartiness in Wound Dots after a day’s rest. Certain mancery’s can speed the healing process however – treat this as a normal attack and damage roll, except that the attack returns the Wound Dots instead of removing them.

    Equipment:
    That’s right, you didn’t think we’d do this shit up without loot, did you? Keep in mind, all of the below numbers are guidelines, and better versions of every type of armor, weapon, and implement grant higher bonuses.

    Armor:
    Armor protects your giblets. All armors have an Protection Quotient (PQ) – this is the number subtracted from any attacker’s damage roll while you are wearing the armor.
    Cloth Armor: PQ 0, 2 gold
    Leather Armor (light): PQ 10, 12 gold
    Reinforced Leather Armor (light): PQ 15, 17 gold
    Chainmail (medium): PQ 30, 32 gold
    Half-Plate (medium): PQ 40, 42 gold
    Full-Plate (heavy): PQ 50, 52 gold
    Full-Plate with Chainmail on top of it, and Leather stuffed into all the fiddly parts (heavy): PQ 55, 96 gold

    Weapons:

    Weapons hurt people. Each weapon has a Damage Efficiency (DE) to tell you exactly how well it hurts people. Ranged weapons also list the range at which they may be used. Some powerful weapons may have an Accuracy Quotient (AQ), which adds to your Attack rolls.
    Shortsword: +2 DE, 6 gold
    Dagger: +1 DE, 3 gold
    Longsword: +3 DE, 9 gold
    Longbow: +3 DE, Range = Strongness + Archery x 10 feet, 12 gold
    Shortbow: +2 DE, Range = Strongness + Archery x 5 feet, 9 gold
    Blowgun +1 DE*, Range = Heartiness + Archery x 5 feet, 5 gold (*Damage rolls based on Heartiness + Archery, instead of Strongness + Archery)
    Sap: +1 DE, 3 gold
    Club: +2 DE, 6 gold
    Cudgel: +3 DE, 9 gold

    Implements:
    Like weapons, but maaaaaagiiiicc. Every Implement has an Effect Efficiency that adds to Mancery Damage and Effect rolls. Some also have a Focus Quotient (FQ), which adds to your Mancery Attack rolls. You must have proficiency in an Implement to gain its EE or FQ bonuses.
    Wand: +1 EE, 4 gold
    Rod: +2 EE, 8 gold
    Staff: +3, 12 gold
    Spellbook: +1 FQ, 5 gold
    Orb: +2 FQ, 10 gold

    DE?AD on
  • Options
    RobchamRobcham The Rabbit King of your pantsRegistered User regular
    edited January 2009
    duders
    I am so proud of you guys
    and in the creature and races section
    could you just change bear-kin and generalize it to beast kin
    I know it leads to the beast kin page but like on that page it still says bear kin on the link and it kinda leaves out the other beast kin and oh god so nerdy

    Robcham on
  • Options
    RobchamRobcham The Rabbit King of your pantsRegistered User regular
    edited January 2009
    and no other person may be a ranken
    he is a magical humanoid

    Robcham on
  • Options
    Skull ManSkull Man RIP KUSU Registered User regular
    edited January 2009
    rob rob did you like my flatmen thing

    Skull Man on
  • Options
    RobchamRobcham The Rabbit King of your pantsRegistered User regular
    edited January 2009
    I dug it skull man
    workin on that thing you asked for by the way

    Robcham on
  • Options
    FAQFAQ Registered User regular
    edited January 2009
    is every game of D&D this complicated?

    that is what this is right?

    FAQ on
  • Options
    MechMantisMechMantis Registered User regular
    edited January 2009
    DE?AD I was planning on drawing the different bow types...

    And then you get rid of them. You make me sad. :(

    MechMantis on
  • Options
    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    DE?AD wrote: »
    Here we goooooo...

    Glossolalia 4.2
    Core Rules
    Core Mechanic:
    Roll 3d20 and add appropriate modifiers, compare to Difficulty Quotient or Opponent Roll

    Abilities:
    Every character in Glossolalia is possessed of several basic attributes called Abilities which measure just how much the suck in comparison to Tube and Orik. These Abilities are:

    Strongness (Sgs): Your character’s physical beefatude, including lifting capacity, swing strength, and wicked delts.
    Heartiness (Hea): Your character’s physical resilience, including taking a punch, taking a sword to the gut, and taking things in general.
    Dextrocity (Dty): Your character’s physical alacrity and quickness of body.
    Intellectuance (Tua): Your character’s mental beefatude, including solving puzzles, learning, and retaining obscure knowledge.
    Wisenss (Wns): Your character’s spiritual beefatude, including being one with the world, acting distance, and being Zen as fuck.
    Charismacity (Cty): Your character’s overall social impressiveness, including speaking skill, manipulation, and being totally doable.
    Magic (Mai): Your character’s magical beefatude, the prime stat for mancers of all kinds.
    Humanity (Hty): Your character’s humaniness, including empathizing ability, caring ability, and generally not being a douche.

    All Abilities start at +0, with +10 representing maximum human potential. For instance a character with +0 Strongness would be able to arm wrestle an average commoner on equal grounds, while a character with +10 Strongness would rival even Wookson the Wook.

    Health:
    Your character begins life with Wounded Dots equal to (3d20 + Heartiness). At each level he gains another (3d20 + Heartiness) worth of Wound Dots.

    Species:
    Your character’s species is your character’s species – the species that they came from and are, and will likely be until they are dead. The statistic list below for each species include Ability Modifiers, Bonus Endowments, Level Adjustments, Favored Occupations, and Languages.

    Ability Modifiers adjust your base Ability score, add them to your Abilities before you spend your Ability Customization Dots.
    Bonus Endowments are Endowments standard to your people, simply add them to your character as if you’d purchased them.
    Level Penalty notes a species’ overall power in comparison to the races of man – subtract this number from your current level. Note that you can not play a character with negative levels, so species with a Level Penalty are only available for play in higher-level games.
    Favored Occupations represent a species’ leanings toward particular career paths. If you choose a Favored Occupation for your species, you received one extra Occupation Customization Dot at character creation.
    Languages are the native tongue or tongues of the species. You start with all listed languages.

    Human:
    The most populace sentient species on Glossolalia, the humans, while short-lived, have proven capable of breeding like goddamn roaches, taking over other species’ territories, and just generally ruining other people’s shit. They are the Man, and they are trying to KEEP YOU DOWN.
    Ability Modifiers: Humanity (Hty) +1
    Bonus Endowments: (Choose Any Normal Endowment)
    Level Penalty: -0
    Favored Occupations: (Any)
    Languages: Southernese, Eastian, Northernal, Weston, Common

    Men of the Marsh:
    The Men of the Marsh are a relatively rare species, found mostly in the Black Marsh. Slow to anger, and deep of thought, these mellow beings keep to themselves – living in their swamp homes and playing little swamp-man games.
    Ability Modifiers: Dextrocity (Dty) -1, Wiseness (Wns) +2
    Bonus Endowments: Terrain Acclimation (Swampland/Marshes), Learning Focus (Loresmanship)
    Level Penalty: -0
    Languages: Southernese, Marshian, Common

    Beastkin:
    Found in all corners of Glossolalia, the myriad races of the Beastkin are diverse of form and cultural. Really, we’re only grouping them into a single group because of our own terrible humanocentric biases.
    Ability Modifiers: (+1 to Any Ability)(-1 to Any Ability)
    Bonus Endowments: (Choose one of the following:)
    Native Weapon: You gain a +1 to damage with Pugilism attacks.
    Flight (Flying): You may fly at ½ your movement.
    Climbing: You may climb at your full movement rate.
    Hopping: +4 to Athletics checks made to jump.
    Tough Skin: Gain 10 Native PQ.
    Fast: +10 to Dexterity + Athletics rolls made to move.
    Level Penalty: -1
    Favored Occupation: Thief, Ranger, Druid, Fighter
    Languages: Weston, Beastongue, Common

    Quetzor:
    The inscrutable men of the sea, the Quetzor are as mysterious as they are violent. The loathe land-walkers and it shows.
    Ability Modifiers: Dextrocity (Dty) +1
    Bonus Endowments: Aquatic Assimilation (You may breathe freely underwater, and swim at 2x your movement rate. Movement rate on land is halved.)
    Level Adjustment: -0
    Favored Occupations: Fighter, (Aqua)mancer, Priest

    Plantkin:
    Wandering the harsh deserts with a laugh in their heart and a smile on their… Okay, well they don’t smile as such, but the Plantkin are fairly happy people, if a bit too fond of their pranks.
    Ability Modifiers: Heartiness (Hea) +2, Dextrocity (Dty) -1
    Bonus Endowments: Plant (You can survive on sunlight, water, and the nutrients you pull from the soil.)
    Level Penalty: -0
    Favored Occupations: Thief, Fighter, (Flora, or Pyro)mancer, King
    Languages: Plantspeak, Common, Eastian

    Derf:
    Tough, loyal and no-entirely there, the Derf have made a name for themselves as warriors – there are few today who’d willingly go head-to-gigantic-head with a derf.
    Ability Modifiers: Heartiness (Hea) +2, Dextrocity -2, Strongness (Sgs) +1
    Bonus Endowments: Terrain Acclimation (Mountains/Caverns)
    Level Penalty: -0
    Favored Occupations: Fighter, Barbarian, Priest, (Geo)mancer
    Languages: Derf

    Slumberforged:
    Created by a mad mancer in an effort to create self-fluffing pillows, the slumberforged have proven t be resourceful, strong-hearted individuals.
    Ability Modifiers: Strongness (Sgs) +2, Heartiness (Hea) +1, Humanity (Hty) -3
    Bonus Endowments: Construct (You require no food, water, or air, and cannot be poisoned)
    Level Penalty: -0
    Favored Occupations: Fighter, Thief
    Languages: Common

    Modai:
    Ancient and merciless masters of mancery, the modai are mysterious and solitary beings.
    Ability Modifiers: Intellectuance (Tua) +5, Magic (Mai) +14, Humanity (Hty) -4
    Bonus Endowments: Immortality (You are unaging), Mancery Focus (Any)
    Level Penalty: -16
    Favored Occupation: (Any)mancer
    Languages: All

    Dragon:
    Massive quasi-reptilian creatures formed of mancery and elemental fury, the dragons have been around almost as long as the modai, and are one of the few creatures capable of going toe-to-toe with them.
    Ability Modifiers: Strongness (Sgs) +10, Heartiness (Hea) +6
    Bonus Endowments: Native Weapon, Flight (Flying), Breathomancy (Choose one Mancery college – you now have a breath-weapon based on that element, with rolls for damage based on Heartiness instead of Magic, and rolls to attack based on Dextrocity instead of Intellectuance)
    Level Penalty: -17
    Favored Occupations: Fighter, Barbarian, (Any)mancer
    Languages: All

    Learnings:
    While your character’s Abilities represent his basic physical, mental, spiritual, and magical talent, your character’s Learnings represent his trained skills. They totally aren’t skills, though, they’re Learnings.
    The Learnings available to your character are determined by your Occupation.

    Athletics: Your character’s skill with physical activities, running, jumping, climbing, dodging, and the like.

    Archery: Your character’s skill with a short bow, longbow, javelin, middlebow, crossbow blowgun, tribow, powerbow, omnibow, ultrabow, and megabow. You must specialize.

    Bladesmanship: Your character’s skill with a sword, axe, glaive, spear, hatchet, tomahawk, rapier, dagger, katar, scimitar, scythe, etc. You must specialize.

    Bluntsmanship: Your character’s skill with a doobie, bong, weed-cigarette, megabrownies, and choomstick. You must specia—maaan whaaaaat?

    Cudgelsmanship: Your character’s skill with a club, cudgel, hammer, maul, mace, etc. You must specialize.
    Crafting: Your character’s ability to make things, you must specialize. Some examples include:
    • Alchemy
    • Art
    • Carpentry
    • Jewelrycraft
    • Metalworking

    Interaction: Your character’s skill in interacting with other sentient beings, including diplomacy, public speaking, singing, intimidation, command, forced seduction, and deception. You must specialize

    Loresmanship: Your character’s skill in retaining and learning vast amounts of largely trivial shit, as well as the standard knowledge to operate tools of the particular specialization. You must specialize. Some examples include:
    • Mancery Lore
    • Historical Lore
    • Geographic Lore
    • Wilderness Lore
    • Beast Lore
    • People Lore
    • Theocratic Lore
    • Linguistic Lore
    • Sailing Lore
    • Farmer’s Lore
    • Guard’s Lore

    Mancery: Your character’s skill in magic. You must specialize in a college of mancery, some examples include:
    • Aeromancery: The magic of the skies.
    • Aquamancery: The magic of the seas.
    • Faunamancy: The magic of the untamed wild.
    • Geomancy: The magic of the earth.
    • Hemomancy: The magic of the veins.
    • Mancerymancery: The magic of the magic of the magic of the magic.
    • Omnimancery: The magic of the gods.
    • Pedomagic: The magic of the playground.
    • Psychomancy: The magic of the mind.
    • Pyromancy: The magic of the furnace.

    Pugilism: Your character’s skill with fight barehanded, using little more than the gifts the gods gave him, including hands, feet, head, claws, tails, stingers, etc.

    Thievesmanship: Your character’s skill with the arts of thievery, including picking pockets, picking locks, and disabling traps.

    Stealthsmanship: Your character’s skill with the art of going unnoticed.

    Endowments:
    Endowments are special qualities that your character has that most other creatures do not. They may represent a benefit of your species, a unique talent, or a remarkable skill.

    Endowments:
    Learning Focus: Gain a +1 to one Learning of your choosing. You must have ranks in this Learning, and you may only select this Endowment once per level for any single Learning.

    Diverse Education: You may choose a Learning not of your Occupation. You now have a +1 to that Learning. This Endowment may be chose multiple times.

    Fleet of Foot:
    You gain a +5 to Dexterity + Athletics rolls to Move.

    Agile Climber:
    You gain a +4 to Athletics checks made to climb.

    Elemental Assimilation: You gain a +1 defense to manceries of a single college. You may only choose this Endowment for any given college once per level.

    Terrain Acclimation: Choose a general type of terrain. You no longer take movement penalties within that type of terrain, and can exist comfortably in it using only its natural resources.

    Improved Beastkin Heritage: Choose an extra Bonus Endowment from the Beastkin Bonus Endowment list. You must be a Beastkin to choose this Endowment.

    Character Creation:
    To create a character, just follow these steps:
    1. Species: Choose your character’s species.
    2. Abilities: 1st level characters begin with three Ability Customization Dots to spend on their Abilities. Each Ability Customization Dots is worth a single +1 to an Ability.
    3. Roll for Wound Dots: Roll 3d20 and add your Heartiness to get your Wound Dots.
    4. Occupation: Choose your character’s Occupation. 1st level characters begin with 10 Occupation Customization Dots with which to purchase Occupation Features and Occupation Learnings – with each dot being worth one feature or one rank of a Learning. You may have no more than (levelx5) ranks in any given Learning. If you choose a Favored Occupation for your species, you receive an extra Occupation Customization Dot to spend as above.
    5. Endowments: 1st level characters begin with three Endowment Customization Dots with which to purchase Endowments. Each dot purchases a whole Endowment!
    6. Buy Stuff: 1st level characters begin with 100 gold. Go nuts.
    7. Make Shit Up: Give your character a name, a history, blah blah blah…

    Level:
    Your character’s level represents his overall power. As you adventure, your experience will increase your confidence, talent, and skill, thus allowing you to attain higher levels. A level two character is just better than a level one character, deal with it.

    Gaining Levels: A level is gained whenever a character collects 1,000 Experience Dots. The distribution of Experience Dots is entirely up to the sadistic whims of the Glossolalia Meister.

    When you gain a level, you receive one Ability Customization Point, five Occupation Customization Points, and one Endowment Customization Point. You also gain (3d20 + Heartiness) Wound Points.

    Multi-Occupationing:
    If you decide you’d like to branch out as a character, you may, instead of choosing to advance a level in your current occupation, choose to gain a level in another Occupation. Treat this as if you had simple gained another level, giving you 5 Occupation Customization Dots to purchase Features and Learnings from your new Occupation.

    For example if Ge’ib, Level 2 Derf Fighter is about to become a third level character, he may choose to take a level in (Geo)mancer. He then becomes a Fighter 2/(Geo)mancer 1, and spends his five Occupation Customization Dots on (Geo)mancer Learnings and Features.

    Occupation:
    Your character’s Occupation represents his chosen path in life. Your Occupation determines many of your bonuses, Learnings, and grants you a number of unique Occupation Features.

    Fighter:
    You are a burly fuck what loves to fight! You might fight for a cause, or a nation, or a living, but whatever the reason, the main point here is that you fight.
    Occupation Features:
    Durable: Gain (Heartiness Modifier) extra Wound Dots.
    Weapon Focus: Pick a weapon when you choose this Feature. You gain a +1 to damage and attack rolls with that weapon. You may pick this feature for a single weapon only once per level.
    Dodge Focus: You gain a +1 to your Dodge defense roll.
    Parry Focus: You gain a +1 to your Parry defense roll.
    Mancer Hunter: You gain a +1 to defense rolls against manceries.
    Light Armor Proficiency: You may use light armor.
    Medium Armor Proficiency: You may use medium armor (req: Light Armor Proficiency).
    Heavy Armor Proficiency: You may use heavy armor (req: Medium Armor Proficiency).
    Throw Weapon: Pick a melee weapon. You may now use that weapon’s Learning to chuck it at a range equal to 3d20 + Strength + (Weapon Learning).
    Occupation Learnings:
    Athletics, Archery, Bladesmanship, Cudgelsmanship, Pugilism

    Mancer:
    You are a master of mancery, the magics of the world flow through your very veins! You have learned to harness magic through the art of mancery – bending the elements of the world to your will.
    Occupation Features:
    Mancery Focus: Pick a college of mancery. You now gain a +1 on offensive mancery rolls with that college. You may pick this feature for a single college only once per level.
    Mancery Defense: Pick a college of mancery. You now gain a +1 on defensive mancery rolls with the college. You may pick this feature for a single college only once per level.
    Implement Proficiency: Choose a Mancery Implement. You may now use that Implement.
    Mancery Potency: Pick a college of mancery. You now gain a +1 on all effect rolls with that mancery. You may pick this feature for a single college only once per level.
    Diverse Mancery: Choose another college of Mancery. You may now add Customization Dots to this college in addition to your primary college.
    Occupation Learnings:
    Loresmanship, Interaction, Mancery (One College Only)

    Thief:
    You are a sneaky, conniving little bastard what loves to steal! For whatever reason, you have turned to a life of secrecy and pilfering. You may be a daring rogue who steals from the rich and gives to the poor, or just a dirty crook.
    Occupation Features:
    Light Fingers: You gain a +2 on Thievery Learning rolls to pick pockets.
    Lockbuster: You gain a +1 to Thievery Learning rolls to pick locks, and you no longer require thieves’ tools – a strand of hair or straw will do just as well.
    Sneaky Blade: You may add your Thievery to damage rolls made on an unaware opponent.
    Conman: You gain a +2 to Interaction Rolls to deceive someone.
    Light Armor Proficiency: You may use light armor.
    Occupation Learnings:
    Bladesmanship (Daggers Only), Cudgelsmanship (Saps only), Interaction, Thievery, Stealth

    Druid:
    Your are, like, at home with nature, man! You are as one with the plants and the animals, a dedicated student of the natural world, and a master of earthen manceries.
    Occupation Features:
    Beast Speech: You may speak with animals.
    Trackless Nature Hike: You may move through any natural area without leaving tracks, and without need of a trail.
    Mancery Potency: Pick a college of mancery. You now gain a +1 on all effect rolls with that mancery. You may pick this feature for a single college only once per level.
    Occupation Learnings:
    Cudgelsmanship (Staffs only), Loresmanship (Wilderness Lore, and Beast Lore Only), Mancery (Fauna, Flora, and Geo Only).

    Barbarian
    RRRAAAAARRRGGGHHGHHGHHGHH! ARRRRGGGGGHHH! RRRGGGGGHGHGH! HUUURRRRRRRRGGHHHHHH!
    Occupation Features:
    Rip and Tear: Gain a +2 Damage bonus to Pugilism attacks during a grapple.
    Loincloth Warrior: Ignore hot and cold environments.
    Learning Focus (Athletics): +1 to Athletics Rolls.
    Light Armor Proficiency: You may use light armor.
    Raging Seizure: Take 10 Damage to gain +2 to Strength for three Cycles.
    Occupation Learnings:
    Bladesmanship (Any), Cudgelsmanship (Any), Pugilism, Loresmanship (Wilderness Lore)

    Bard
    Kick you outta the party? You are the fucking party! You are a master of music, merriment and manipulation.
    Occupation Features:
    This One’s for the Ladies: You gain a +2 to Interaction rolls targeting those attracted to your gender.
    Learning Focus (Interaction): +1 to Interaction Rolls.
    Instrument Proficiency: Gain proficiency with a musical instrument.
    Light Armor Proficiency: You may use light armor.
    Not in the Face: You may use Charismacity + Interaction to parry.
    Occupation Learnings:
    Bladesmanship (Daggers, Rapiers), Interaction (Any), Loresmanship (Any), Thievery

    Actions:
    For every action a Glossolalian character would like to take, in which the outcome is neither incredibly trivial, nor utterly impossible, requires a roll. In general a “roll” refers to a roll of 3d20 plus the character’s relevant Ability and an applicable Learning, along with any modifiers from the situation or any bonuses form Endowments. For instance, if Harxu, a level 3 Milf Herder, wanted to leap across a large chasm, his Glossolalia Meitstro (GM) might ask him to roll 3d20 + Dextrocity + Athletics. In some cases, the GM may call for a roll without an attached Learning, and in other cases, he may decide two or more Learnings or Abilities apply enough to warrant their both being included in the roll. He can do that, ‘cause that’s just how he do.

    In actions where the challenge is static, and the character is not being opposed directly by another character, the roll is against a Difficulty Quotient, a number set by the GM to represent the relative difficulty of the task. If you meet or exceed the number, you succeed. If you roll below the DQ, you are just the worst thing ever. Seriously, how is it you suck so hard?

    God you suck.

    General DQ Guidelines:
    10 – Seriously?
    20 – Easy
    30 – Getting’ Tricky
    40 – Difficult
    50 – Yeesh
    60 – Very Difficult
    70 – Super Hard
    80 – Yikes.


    In situations where the character is being directly opposed by another person, the character and his opponent both roll, with the highest roll wining. In the case of a tie, the person with the highest modifier sum wins.

    If the dice all land on 20, this is an Important Victory, and shit just got real. The action automatically succeeds, and the character gains a +1 to all rolls until they fail a roll. This is cumulative – if they roll another Important Victory, it becomes a +2, and so on. A single failed roll removes all Important Victory bonuses.
    In combat, an Important Victory ignores any defenses (Parry, Dodge, or Mancery Defense).

    If the dice all land on 1, this is a Crushing Defeat, and you just fucked up. The action automatically fails in a dramatic fashion, and the character gains a -1 on all rolls until they succeed on a roll. This is also cumulative, in the same manner as Important Victories (above.)
    In combat, a Crushing Defeat forces you to roll damage against yourself, and lose the appropriate amount of Wound Dots.

    Combat:
    When characters enter combat, all involved parties roll Dextrocity + Wisenss. This is the character’s Initiativity. The character with the highest Initiativity acts first, followed by the next highest and so on, until it wraps around to the character with the highest Initiativity. The time it takes to wrap around is known as a Cycle. In combat, each cycle represents roughly one second of activity.

    A character may take one of four actions during his action.
    Move: A character may move 3d20 + Dextrocity + Athletics while upright, half that while crouched, or one-third that while prone.

    Attack: A character may attack using a ranged weapon (3d20 + Dextrocity + Archery), a melee weapon (3d20 + Dextrocity + Bladesmanship or Cudgelsmanship), your body (3d20 + Dextrocity + Pugilism), or a mancery (3d20 + Intellectuance + Mancery). The target is allowed to make a Dextrocity + Athletics roll to dodge, a Dextrocity + Bladesmanship, Cudgelsmanship, or Pugilism roll to parry, or a Intellectuance + Mancery roll to evade with magic. If the attacker wins, the target is hit and takes damage. If the defender wins, he is neither hit, nor takes no damage. Note: Not all attacks are damaging: Many Mancery attacks inflict status-effects on a target instead, and a Pugilism user may opt to grapple instead of dealing direct damage. All attackers may opt to disarm an opponent instead of damaging him. These special attacks may require special defenses, at the GM’s mercurial and inscrutable whim.

    Cry Like a Little Bitch: Is baby gonna cry? Is he? Is baby gonna cry?

    Take Some Other Action One Could Reasonably Take in About a Second: Like swig a potion, draw a sword, ready a bow, etc.

    Start a Long Action: Long Actions take longer than a single round; examples include picking a lock, disabling a trap, casting a complicated mancery, reading a book, etc. Only roll once the action is complete.

    Damage and Healing:
    When a character hits or is hit, you determine damage based on the attacker’s weapon, Abilities, and Learnings as follows:
    Physical Damage: Strongness + Weapon Learning (Archery, Bladesmanship, Cudgelsmanship, or Pugilism) + Weapon Damage Bonus.

    Magical Damage: Magic + Mancery Learning + Implement Damage Bonus.

    Subtract the resulting roll from the target’s Wound Dots. When an opponent reaches 0 Wound Dots, they must make a Heartiness roll or fall unconscious. Any further damage forces them to make another Heartiness roll. If they succeed, they remain unconscious. If they fail, they die.

    Non-Damaging Manceries: Some manceries were never intended to damage – instead binding, altering, or otherwise hindering the target. In these cases, the attacker rolls Magical Damage as normal, but the defender gains another roll. This secondary defense roll is usually a Wiseness + Magic roll, but other appropriate rolls may be substituted depending on the situation. If the roll fails, the mancery takes effect. If the roll succeeds, they shrug off the effect. If they score an Important Victory, the mancery is turned back on the mancer.

    Healing: Characters normally heal their Heartiness in Wound Dots after a day’s rest. Certain mancery’s can speed the healing process however – treat this as a normal attack and damage roll, except that the attack returns the Wound Dots instead of removing them.

    Equipment:
    That’s right, you didn’t think we’d do this shit up without loot, did you? Keep in mind, all of the below numbers are guidelines, and better versions of every type of armor, weapon, and implement grant higher bonuses.

    Armor:
    Armor protects your giblets. All armors have an Protection Quotient (PQ) – this is the number subtracted from any attacker’s damage roll while you are wearing the armor.
    Cloth Armor: PQ 0, 2 gold
    Leather Armor (light): PQ 10, 12 gold
    Reinforced Leather Armor (light): PQ 15, 17 gold
    Chainmail (medium): PQ 30, 32 gold
    Half-Plate (medium): PQ 40, 42 gold
    Full-Plate (heavy): PQ 50, 52 gold
    Full-Plate with Chainmail on top of it, and Leather stuffed into all the fiddly parts (heavy): PQ 55, 96 gold

    Weapons:

    Weapons hurt people. Each weapon has a Damage Efficiency (DE) to tell you exactly how well it hurts people. Ranged weapons also list the range at which they may be used. Some powerful weapons may have an Accuracy Quotient (AQ), which adds to your Attack rolls.
    Shortsword: +2 DE, 6 gold
    Dagger: +1 DE, 3 gold
    Longsword: +3 DE, 9 gold
    Longbow: +3 DE, Range = Strongness + Archery x 10 feet, 12 gold
    Shortbow: +2 DE, Range = Strongness + Archery x 5 feet, 9 gold
    Blowgun +1 DE*, Range = Heartiness + Archery x 5 feet, 5 gold (*Damage rolls based on Heartiness + Archery, instead of Strongness + Archery)
    Sap: +1 DE, 3 gold
    Club: +2 DE, 6 gold
    Cudgel: +3 DE, 9 gold

    Implements:
    Like weapons, but maaaaaagiiiicc. Every Implement has an Effect Efficiency that adds to Mancery Damage and Effect rolls. Some also have a Focus Quotient (FQ), which adds to your Mancery Attack rolls. You must have proficiency in an Implement to gain its EE or FQ bonuses.
    Wand: +1 EE, 4 gold
    Rod: +2 EE, 8 gold
    Staff: +3, 12 gold
    Spellbook: +1 FQ, 5 gold
    Orb: +2 FQ, 10 gold
    Arghghlblblb I just finished prettifying the previous rules post.

    Well back to work for me!

    FlatEric on
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    DE?ADDE?AD Registered User regular
    edited January 2009
    Sorry, Flats.
    MechMantis wrote: »
    DE?AD I was planning on drawing the different bow types...

    And then you get rid of them. You make me sad. :(

    They still exist, I just didn't stat them out. You guys can feel free to add shit to the system now, as I don't think I'm pretty satisfied with the basic rules now.

    In general:

    Weapons = 3 gold per DE, 4 gold per AQ, with extra gold charged for range.
    Armor: = 2 gold +1 gold per point of PQ.
    Implements: 4 gold per EE, and 5 gold per FQ.

    Species have a base of a single point of bonus to a single Ability, a single set Bonus Endowment, a few classes and some language. Add a -1 Level Penalty for every extra Ability Bonus not balanced by a Ability Penalty. Also add a -1 for every extra Bonus Endowment, or for any really powerful or out-there Bonus Endowments.

    Knock yourselves out, I realize I missed like four species, a bunch of classes, and the Endowments need expanding by a lot. This isn't exactly rocket science.

    DE?AD on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    Robcham wrote: »
    duders
    I am so proud of you guys
    and in the creature and races section
    could you just change bear-kin and generalize it to beast kin
    I know it leads to the beast kin page but like on that page it still says bear kin on the link and it kinda leaves out the other beast kin and oh god so nerdy

    It doesn't though Rob. On the beast kin page it says at the top that it is divided into multiple species, such as bear kin and bee kin.

    That way we can easily add on additional beast-kin species if needed but still keep your rad species art.

    FlatEric on
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    FlatEricFlatEric Leaves from the vine, Falling so slow Like fragile, tiny shells, Drifting in the foamRegistered User regular
    edited January 2009
    Whew I gotta get off the computer for now.

    See you later dudes.

    FlatEric on
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    DE?ADDE?AD Registered User regular
    edited January 2009
    Because I just like list things:

    Shit I stole for Glossolalia:
    - GURP's Defense Rolls
    - Exalted's Stat +Skill roll setup.
    - d20's use of the d20.
    - GURP's three-dice setup.
    - D&D's general flavor, which I then turned into a horrible mockery of its former self.
    - D&D 4e's Implement concept. Modified, obviously.
    - D&D 3/4e's feats, and level adjustment concept.
    - D&D 3.5's general skill layout, with the addition of mancery and weapon skills.
    - True20's "Modifier Only" d20 stats.

    DE?AD on
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    AntimatterAntimatter Devo Was Right Gates of SteelRegistered User regular
    edited January 2009
    Scimitar: +4 DE, 12 gold
    Helm: +8 QE, 10 gold

    Just a couple of specific items I wished to add.

    Antimatter on
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    DE?ADDE?AD Registered User regular
    edited January 2009
    Antimatter gets it.

    DE?AD on
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    Penguin IncarnatePenguin Incarnate King of Kafiristan Registered User regular
    edited January 2009
    Someone give me something to draw.

    Penguin Incarnate on
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    RobchamRobcham The Rabbit King of your pantsRegistered User regular
    edited January 2009
    Plant-kin
    and Modai

    Robcham on
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    FAQFAQ Registered User regular
    edited January 2009
    fill up the creature list i've been slogging through it

    FAQ on
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    Skull ManSkull Man RIP KUSU Registered User regular
    edited January 2009
    Ok so:





    "Self-fluffing pillows. Sounds silly, doesn't it? Well, you wouldn't be the first to say so. Ramius the Mad, drawing on not one tenth of one tenth of his limitless power of Absurdacraft (a branch of magic unique to him), put life in the pillows. All the pillows.

    I said it was silly."

    Slumberforged are among the purest, bravest creatures in Glossolalia, though often underestimated due to their diminutive size and frankly adorable appearance. Their strength is greater than you'd expect, and they're right handy with those little blades of theirs. They're soft, too. Don't go thinking that's a disadvantage! Makes them sneaky devils, you'll be hard pressed to find a better thief--if you can convince them thieving's the right thing to do. For they're pure, understand? Every inch of em naive and innocent as can be. About fifteen years after Ramius made them, they all became pimply, sullen, and even began experimenting with madness weed. They were holy terrors, the lot of them, until the Time Wizard put a spell on them making them all permanently eleven. Keeps them in check. Also makes them damn near immortal as far as age is concerned. I don't mean to say you can't kill them. But it's tough. They don't need to breathe, eat, drink, and you can't poison them. Cut one up, and the spell on it will keep it moving, trying to fix itself. You can burn it, but I wouldn't recommend it. The ashes will follow you around the rest of your life. They're real friendly with Men, who often travel with one for comfort. They're frightened of fire and, by extension, Dragons.

    Skull Man on
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    RobchamRobcham The Rabbit King of your pantsRegistered User regular
    edited January 2009
    dang I just edited the slumberforged page

    they be rogue magical things
    add that stuff skull maaaan
    and just take out some things if you want

    Robcham on
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    DE?ADDE?AD Registered User regular
    edited January 2009
    Fantastic, Skull Man.

    DE?AD on
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    Penguin IncarnatePenguin Incarnate King of Kafiristan Registered User regular
    edited January 2009
    Robcham wrote: »
    Plant-kin
    and Modai
    I'll draw these, but what the fuck is a Modai?

    Penguin Incarnate on
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