Difference between revisions of "Experimental Systems"

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Note that these game variants are experimental, and therefore, the systems might seem unbalanced, or doesn't cover every part of the original system.
 
Note that these game variants are experimental, and therefore, the systems might seem unbalanced, or doesn't cover every part of the original system.
  
== Evolutionary Magick ==
+
== Incantation Magic ==
The '''[[Evolutionary Magick]]''' is a new, simplified magic system that changes the way spells are learnt, and their effect as they level up.
 
While making the system simpler, it also allows magic casters to easier get a larger variety of spells to use from.
 
Currently the evolutionary magic system is being worked on, and is not finished.
 
 
 
== Incantation Magic ==  
 
 
 
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.
 
  
Someone with significant amount of MA can learn to focus it into what is commonly known as a Whomp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Whomp - but more can be spent in one Whomp to enhance its effect. The Whomp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Whomp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Whomp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Whomp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.
+
'''After playtesting the new magic system for two months, we have reached a conclusion: It is a great improvement. It makes magic more personalized, more epic and quirky in a good way. Magic becomes less "tinned" or "canned" and more evolutionary. It's a new level of magic system in an RPG. We will swap the legacy Amar magic system with the Incantation system.'''
  
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Whomp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.
+
The '''[[Incantation Magic]]''' system is an alternative to the standard magick system and allows magic casters to have an arsenal of spells unique to the caster only.
  
From the Whomp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Whomp and by that create a specific incantation. One must add at least 3 MA to evolve the Whomp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Whomp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Whomp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Whomp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Whomp into a new incantation with DR 3 (she calls it "Nausea"). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.
+
== New combat system ==
  
There are a few rules when changing a incantation by adding MA when it is cast or when forging a new incantation with higher DR:
+
'''After play testing the new combat system for two months, we have reached a conclusion. The proposed combat system is more realistic and in several ways better than the original Amar combat system. But it is too slow. It would work better for use in board games or gladiator type games which is more combat-centric and requires detailed and realistic combat play. For role-playing, it moves the attention more to detailing combat and away from the story building and epic scenes.'''
  
<ol>
+
A combat round is 2 seconds. A character will defend during the round and may find an opening to attack an opponent. There are many small jabs, pushes and parries during a round, but normally only a chance of launching a real attack. The difficulty rating for finding an opening to attack is 5. A character can look more agressively for an opening and reduce the DR for an opening by 1 per 2 lower combat skill. A character can decide to be more careful and gain 2 in combat skill per 1 higher in DR for finding an opening (with a maximum DR of 7 and 4 in increased skill). The increase or decrease in combat skills affect both attack and defense values.
<li>It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for a incantation one level lower on the "time scale for incantations".</li>
 
  
Additionally, when forging a new incantation:
+
If two opponents get to attack in the same round, they roll for initiative to see who attacks first.
  
<li> It must be sufficiently different from any other incantation the caster has - at least 3 "steps" in any direction from any other incantation. </li>
+
A character will defend any number of times during a combat round with increasing difficulty (-3, -6, -9, etc to defense value). The character will decide which opponent get which penalty.
<li>For every 5 in DR, a incantation gets a casting time one level higher on the "time scale for incantations".</li>
 
</ol>
 
  
A magically talentet person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Whomp that cost one MA (recovered by one night sleep). By adding MA when Whomping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancened Whomp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Whomp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.
+
All weapons have takes one round to draw. Drawing an arrow depends on the bow and the strength of the character. A bow with a strength requirement 3 lower than the character's strength will have a draw time of one round. A bow with a strength requirement higher than a character's Strength - 3 has a draw time of two rounds. A light crossbow has a draw time of 12 rounds while a medium crossbow has 18 rounds and the heavy crossbow has 24 rounds.
  
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.
+
A character can move fast or carefully during combat. Human sized characters can move 4 meters with considerable penalties or 2 meters careful movement. Smaller creatures such as Dwarves or Fearies will move 3 or 1.5 meters, while Ogres and half-giants will move 5 or 2.5 meters, Trolls have 6 or 3 meters while Giants can move up to 8 or 4 meters.
  
Think of the Whomp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.
+
=== Melee Adjustments ===
  
It is even possible to learn new Whomps and evolve entirely new "trees" of magic.
+
On the melee adjustments table you will find adjustments for several situations.
 
 
To cast an incantation (or Whomp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Whomp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. The table below shows the most common Magic lores.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|+Magic Paths
+
|+Melee Adjustments
 +
|-
 +
|colspan="4" style="background-color: #a5c9af;" | ''Voluntary fighting modifications''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Def''     || ''Move'' || ''Condition''
 +
|-
 +
|  +2     ||     +2     || x 1     || Fighting carefully gives +1 in DR for finding an opening for attacking (max +2 DR)
 +
|-
 +
|  -2     ||     -2     || x 1     || Fighting agressively gives -1 in DR for finding an opening for attacking
 +
|-
 +
|    0     ||     -3     || x 1     || Per extra defense during a combat round (defender decides which opponent get which penalty)
 +
|-
 +
|  -1     ||     0     || x 1     || Subtracting one from initiative
 +
|-
 +
|  -1     ||     0     || x 1     || Removing one Hit Location that you can hit
 +
|-
 +
|    0     ||     -1     || x 1     || Removing one Hit Location where you can be hit
 +
|-
 +
|colspan="4" style="background-color: #a5c9af;" | ''Motion penalties''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Def''     || ''Move'' || ''Condition''
 +
|-
 +
|  -6     ||     -6     || x 2     || Run
 +
|-
 +
|  -3     ||     -3     || x 1     || Move
 +
|-
 +
|    X      ||     -6     || x 1     || Disengage
 +
|-
 +
|colspan="4" style="background-color: #a5c9af;" | ''Position penalties''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Def''     || ''Move'' || ''Condition''
 +
|-
 +
|    0     ||     -2     || x 1     || Unable to move backwards
 +
|-
 +
|  -1     ||     -1     || x 1     || Fighting restricted to less than the weapon's required radius
 
|-
 
|-
|'''Path''' || '''Incantation examples'''
+
|   -3     ||     -3     || x 1     || Fighting restricted to less than half the weapon's required radius
 
|-
 
|-
| Earth      || Glue, Shape Stone, Raise Wall
+
|   -3     ||     -3     || x 1/10 || Down on knee
 
|-
 
|-
| Fire || Ignite, Fireball, Control Fire
+
|   -5     ||     -5     || x 1/10 || Down on ground
 
|-
 
|-
| Air || Levitation, Silence, Fly, Teleport
+
|   +1     ||     0     || x 1     || Fighting from higher ground (like in a stair)
 
|-
 
|-
| Water || Create water, control water, water breathing
+
|   -2     ||     -2     || x 3/4 || Slippery ground
 
|-
 
|-
| Ice        || Chill, Ice strike, Wall of Ice
+
|colspan="4" style="background-color: #a5c9af;" | ''Defender's condition penalties''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Def''     || ''Move'' || ''Condition''
 
|-
 
|-
| Nature || Grow Plants, Animal Healing, Find Familiar
+
|   -2     ||     -2     || x 3/4 || Half Action (down to 1/2 Body Points)
 
|-
 
|-
| Life || Healing, Regeneration, Resurrection
+
|   -4     ||     -4     || x 1/2 || Quarter Action (down to 1/4 Body Points)
 
|-
 
|-
| Black || Agony, Life Drain, Raise Dead
+
|   X     ||     -5     || x 1     || Partially unaware     
 
|-
 
|-
| Perception || Enhance Awareness, Clairvoyance, Farsee
+
|   -3     ||     -3     ||  x 1/2 || Stunned
 
|-
 
|-
| Protection || Armor, Protection from Fire, Magic Defense Boost
+
|   X    ||     -10     || x 1     || Unaware
 
|-
 
|-
| Summoning  || Summon Elemental, Summon Demon, Summon Spirit
+
|   X    ||     (-5)    || x 1     || Immobilized (defense is -5 regardless of skills)
 
|-
 
|-
| Magic Manipulation || Identify Magic, Warding, Create Magic Item
+
|colspan="4" style="background-color: #a5c9af;" | ''Lighting''
|}
+
|-style="background-color: #e7c290;"
 
+
|''Off''    || ''Def''     || ''Move'' || ''Condition''
When a new incantation is forged, make a roll on the following table to see how the incantation turns out:
 
 
 
{| class="wikitable"
 
|+Incantation evolution
 
 
|-
 
|-
|colspan="2" style="background-color: #a5c9af;" | ''1 = Bad transformation (GM's discretion)''
+
|   -1     ||     -2     ||  x 3/4 || Twillight / torchlight 
 
|-
 
|-
| 1 || Make the spell opposite of the intended (Cannot be taught to others)
+
|   -2     ||     -4     || x 1/2 || Moonlight (full moon)  
 
|-
 
|-
| 2 || Lose control of the spell (Cannot be taught to others)
+
|   -3     ||     -6     || x 1/4 || Starlight
 
|-
 
|-
| 3 || Transforms to a worse version of the spell
+
|   -5     ||     -10     || x 1/8 || Darkness
 
|-
 
|-
| 4 || Adds a negative effect from a very different spell
+
|colspan="4" style="background-color: #a5c9af;" | ''Weapon adjustments''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Def''     || ''Move'' || ''Condition''
 
|-
 
|-
| 5 || Adds a negative effect from a similar spell
+
|   0      ||     +1     ||  x 1     || Per full 5 in Dodge skill
 
|-
 
|-
| 6 || Transforms to a similar, but less effective spell
+
|   +1     ||     +1     ||  x 1     || Per full 5 in Unarmed skill
 
|-
 
|-
|colspan="2" style="background-color: #a5c9af;" | ''2 = Bad effect''
+
|   +1     ||     +1     ||  x 1     || Using a secondary weapon
 
|-
 
|-
| 1 || One more DR
+
|   -1     ||     -1     ||  x 1     || Strength 1 less than required to use weapon
 
|-
 
|-
| 2 || Subtract from spell effect
+
|   -3     ||     -3     ||  x 1     || Strength 2 less than required to use weapon
 
|-
 
|-
| 3 || Add casting time
+
|   -5     ||     -5     ||  x 1     || Strength 3 less than required to use weapon
 
|-
 
|-
| 4 || Make Active
+
|   -3     ||     -3     ||  x 1     || Using weapon in the "off hand" (Strength requirement is +2)
 
|-
 
|-
| 5 || Subtract from duration
+
|   -1     ||     -1     ||  x 1     || Using a new weapon practically same type as a skilled weapon
 
|-
 
|-
| 6 || Subtract from range
+
|   -3     ||     -3     ||  x 1     || Using a new weapon in same category as a skilled weapon
 
|-
 
|-
|colspan="2" style="background-color: #a5c9af;" | ''3 = Minor negative effect''
+
|   -5     ||     -5     ||  x 1     || Using a new weapon in other category as a skilled weapon
 +
|}
 +
 
 +
All effects are cumulative, but offensive or defensive can never go below -5 total.
 +
 
 +
An "X" indicates that no attack is possible.
 +
 
 +
Artificial light sources all have a “radius.” Within this radius the penalties due to light conditions are as for torchlight. Up to 2 times this radius the light is equivalent to moonlight. Up to 4 times the radius the light is equivalent to starlight. A candle has a radius of 1 m, a torch has a radius of 5 m and a lantern has a radius of 7 m. The GM has to use his discretion if there are more than 1 light source.
 +
 
 +
=== Missile Adjustment ===
 +
 
 +
For special adjustments on throwing or shooting with missile weapons, see the missile adjustments table.
 +
 
 +
{| class="wikitable"
 +
|+Missile Adjustments
 
|-
 
|-
| 1 || Spell requires one additional Endurance drain
+
|colspan="4" style="background-color: #a5c9af;" | ''Basic DRs''
 +
|-style="background-color: #e7c290;"
 +
|''DR''    || ''Condition''
 
|-
 
|-
| 2 || You must speak the formula for the spell louder
+
| || Close range (up to half normal range)
 
|-
 
|-
| 3 || Negative color change
+
| 10  || Normal range (from half to normal range)
 
|-
 
|-
| 4 || No change
+
| 15  || Long range (from normal range to double normal range)
 
|-
 
|-
| 5 || No change
+
| 20  || Very long range (from long range to double long range)
 
|-
 
|-
| 6 || No change
+
| 25  || Max range (from very long range to max range)
 
|-
 
|-
|colspan="2" style="background-color: #a5c9af;" | ''4 = Minor positive effect''
+
| -|| Per size of target
 
|-
 
|-
| 1 || No change
+
| +3  || Aiming at Hit Location other than body
 
|-
 
|-
| 2 || No change
+
|colspan="4" style="background-color: #a5c9af;" | ''Motion adjustments''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Condition''
 
|-
 
|-
| 3 || No change
+
| -3 || Target is moving predictably (in a straight line)
 
|-
 
|-
| 4 || Positive color change
+
| -6  || Target is moving unpredictably (randomly)       
 
|-
 
|-
| 5 || You can speak the formula for the spell softer
+
| -6 & <br />-1/full 3 in Dodge  || Target is Dodging       
 
|-
 
|-
| 6 || Spell requires one less Endurance drain
+
| -5  || Attacker is riding a galloping horse
 
|-
 
|-
|colspan="2" style="background-color: #a5c9af;" | ''5 = Good effect''
+
| -3  || Target is in a melee, occasionally obstructed (a miss by 2-5 means another target was hit)
 
|-
 
|-
| 1 || Add range
+
| -6  || Target is in a melee, often obstructed (a miss by 2-5 means another target was hit)
 
|-
 
|-
| 2 || Add duration
+
|colspan="4" style="background-color: #a5c9af;" | ''Crossbow support''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Condition''
 
|-
 
|-
| 3 || Make Passive
+
| +1  || Kneeling with crossbow                         
 
|-
 
|-
| 4 || Subtract casting time (no less than 1 round)
+
| +3  || Bracing crossbow                               
 
|-
 
|-
| 5 || Add spell effect
+
|colspan="4" style="background-color: #a5c9af;" | ''Lighting''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Condition''
 
|-
 
|-
| 6 || One less DR
+
| -1  || Twillight / Torchlight                         
 
|-
 
|-
|colspan="2" style="background-color: #a5c9af;" | ''6 = Good transformation (GM's discretion)''
+
| -|| Moonlight (full moon)                          
 
|-
 
|-
| 1 || Transforms to a similar spell
+
| -5  || Starlight                                       
 
|-
 
|-
| 2 || Adds an effect from a similar spell
+
| -10 || Darkness                                       
 
|-
 
|-
| 3 || Adds an effect from a very different spell
+
|colspan="4" style="background-color: #a5c9af;" | ''Small target size''
 +
|-style="background-color: #e7c290;"
 +
|''Off''    || ''Condition''
 
|-
 
|-
| 4 || Transforms to a better version of the spell
+
| -7  || Target 5 cm diameter                           
 
|-
 
|-
| 5 || Spell becomes somewhat intelligent, self-aware or adds a spirit to it (Cannot be taught to others)
+
| -4  || Target 10 cm diameter                           
 
|-
 
|-
| 6 || Double the effect of the spell (Cannot be taught to others)
+
| -2  || Target 15 cm diameter                           
 
|}
 
|}
 +
 +
Adjustments are cummulative.
 +
 +
== Evolutionary Magick ==
 +
'''Do note that this system is currently not being developed.'''
 +
 +
The '''[[Evolutionary Magick]]''' is a new, simplified magic system that changes the way spells are learnt, and their effect as they level up.
 +
While making the system simpler, it also allows magic casters to easier get a larger variety of spells to use from.
 +
Currently the evolutionary magic system is being worked on, and is not finished.

Latest revision as of 13:26, 25 January 2020

Experimental Game Systems

This page has listed different experimental game systems that can be used in the Amar Role Playing Game. Note that these game variants are experimental, and therefore, the systems might seem unbalanced, or doesn't cover every part of the original system.

Incantation Magic

After playtesting the new magic system for two months, we have reached a conclusion: It is a great improvement. It makes magic more personalized, more epic and quirky in a good way. Magic becomes less "tinned" or "canned" and more evolutionary. It's a new level of magic system in an RPG. We will swap the legacy Amar magic system with the Incantation system.

The Incantation Magic system is an alternative to the standard magick system and allows magic casters to have an arsenal of spells unique to the caster only.

New combat system

After play testing the new combat system for two months, we have reached a conclusion. The proposed combat system is more realistic and in several ways better than the original Amar combat system. But it is too slow. It would work better for use in board games or gladiator type games which is more combat-centric and requires detailed and realistic combat play. For role-playing, it moves the attention more to detailing combat and away from the story building and epic scenes.

A combat round is 2 seconds. A character will defend during the round and may find an opening to attack an opponent. There are many small jabs, pushes and parries during a round, but normally only a chance of launching a real attack. The difficulty rating for finding an opening to attack is 5. A character can look more agressively for an opening and reduce the DR for an opening by 1 per 2 lower combat skill. A character can decide to be more careful and gain 2 in combat skill per 1 higher in DR for finding an opening (with a maximum DR of 7 and 4 in increased skill). The increase or decrease in combat skills affect both attack and defense values.

If two opponents get to attack in the same round, they roll for initiative to see who attacks first.

A character will defend any number of times during a combat round with increasing difficulty (-3, -6, -9, etc to defense value). The character will decide which opponent get which penalty.

All weapons have takes one round to draw. Drawing an arrow depends on the bow and the strength of the character. A bow with a strength requirement 3 lower than the character's strength will have a draw time of one round. A bow with a strength requirement higher than a character's Strength - 3 has a draw time of two rounds. A light crossbow has a draw time of 12 rounds while a medium crossbow has 18 rounds and the heavy crossbow has 24 rounds.

A character can move fast or carefully during combat. Human sized characters can move 4 meters with considerable penalties or 2 meters careful movement. Smaller creatures such as Dwarves or Fearies will move 3 or 1.5 meters, while Ogres and half-giants will move 5 or 2.5 meters, Trolls have 6 or 3 meters while Giants can move up to 8 or 4 meters.

Melee Adjustments

On the melee adjustments table you will find adjustments for several situations.

Melee Adjustments
Voluntary fighting modifications
Off Def Move Condition
+2 +2 x 1 Fighting carefully gives +1 in DR for finding an opening for attacking (max +2 DR)
-2 -2 x 1 Fighting agressively gives -1 in DR for finding an opening for attacking
0 -3 x 1 Per extra defense during a combat round (defender decides which opponent get which penalty)
-1 0 x 1 Subtracting one from initiative
-1 0 x 1 Removing one Hit Location that you can hit
0 -1 x 1 Removing one Hit Location where you can be hit
Motion penalties
Off Def Move Condition
-6 -6 x 2 Run
-3 -3 x 1 Move
X -6 x 1 Disengage
Position penalties
Off Def Move Condition
0 -2 x 1 Unable to move backwards
-1 -1 x 1 Fighting restricted to less than the weapon's required radius
-3 -3 x 1 Fighting restricted to less than half the weapon's required radius
-3 -3 x 1/10 Down on knee
-5 -5 x 1/10 Down on ground
+1 0 x 1 Fighting from higher ground (like in a stair)
-2 -2 x 3/4 Slippery ground
Defender's condition penalties
Off Def Move Condition
-2 -2 x 3/4 Half Action (down to 1/2 Body Points)
-4 -4 x 1/2 Quarter Action (down to 1/4 Body Points)
X -5 x 1 Partially unaware
-3 -3 x 1/2 Stunned
X -10 x 1 Unaware
X (-5) x 1 Immobilized (defense is -5 regardless of skills)
Lighting
Off Def Move Condition
-1 -2 x 3/4 Twillight / torchlight
-2 -4 x 1/2 Moonlight (full moon)
-3 -6 x 1/4 Starlight
-5 -10 x 1/8 Darkness
Weapon adjustments
Off Def Move Condition
0 +1 x 1 Per full 5 in Dodge skill
+1 +1 x 1 Per full 5 in Unarmed skill
+1 +1 x 1 Using a secondary weapon
-1 -1 x 1 Strength 1 less than required to use weapon
-3 -3 x 1 Strength 2 less than required to use weapon
-5 -5 x 1 Strength 3 less than required to use weapon
-3 -3 x 1 Using weapon in the "off hand" (Strength requirement is +2)
-1 -1 x 1 Using a new weapon practically same type as a skilled weapon
-3 -3 x 1 Using a new weapon in same category as a skilled weapon
-5 -5 x 1 Using a new weapon in other category as a skilled weapon

All effects are cumulative, but offensive or defensive can never go below -5 total.

An "X" indicates that no attack is possible.

Artificial light sources all have a “radius.” Within this radius the penalties due to light conditions are as for torchlight. Up to 2 times this radius the light is equivalent to moonlight. Up to 4 times the radius the light is equivalent to starlight. A candle has a radius of 1 m, a torch has a radius of 5 m and a lantern has a radius of 7 m. The GM has to use his discretion if there are more than 1 light source.

Missile Adjustment

For special adjustments on throwing or shooting with missile weapons, see the missile adjustments table.

Missile Adjustments
Basic DRs
DR Condition
5 Close range (up to half normal range)
10 Normal range (from half to normal range)
15 Long range (from normal range to double normal range)
20 Very long range (from long range to double long range)
25 Max range (from very long range to max range)
-1 Per size of target
+3 Aiming at Hit Location other than body
Motion adjustments
Off Condition
-3 Target is moving predictably (in a straight line)
-6 Target is moving unpredictably (randomly)
-6 &
-1/full 3 in Dodge
Target is Dodging
-5 Attacker is riding a galloping horse
-3 Target is in a melee, occasionally obstructed (a miss by 2-5 means another target was hit)
-6 Target is in a melee, often obstructed (a miss by 2-5 means another target was hit)
Crossbow support
Off Condition
+1 Kneeling with crossbow
+3 Bracing crossbow
Lighting
Off Condition
-1 Twillight / Torchlight
-3 Moonlight (full moon)
-5 Starlight
-10 Darkness
Small target size
Off Condition
-7 Target 5 cm diameter
-4 Target 10 cm diameter
-2 Target 15 cm diameter

Adjustments are cummulative.

Evolutionary Magick

Do note that this system is currently not being developed.

The Evolutionary Magick is a new, simplified magic system that changes the way spells are learnt, and their effect as they level up. While making the system simpler, it also allows magic casters to easier get a larger variety of spells to use from. Currently the evolutionary magic system is being worked on, and is not finished.