Immortals - Player Rules: Difference between revisions

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== Luck ==
== Luck ==
All characters start with a Luck stat of 8. They can increase/reduce this as part of the character creation process as per the normal characteristic rules.
Luck allows a player to re-roll a bad/critical roll or influence a roll somewhat. It may be used for other things too, if you can justify it.
A character will also have a Luck Pool, equal to their Luck Stat, in which their Luck Points will be stored. Throughout a session, assuming the characters are active and doing things, they will have opportunities to earn a Luck Point. The chance of earning a Luck Point is equal to 3 times their Luck Stat plus any other bonuses (i.e. Greater Enchantment).


== Power ==
== Power ==

Latest revision as of 03:47, 30 July 2021

Title

Luck

All characters start with a Luck stat of 8. They can increase/reduce this as part of the character creation process as per the normal characteristic rules.

Luck allows a player to re-roll a bad/critical roll or influence a roll somewhat. It may be used for other things too, if you can justify it.

A character will also have a Luck Pool, equal to their Luck Stat, in which their Luck Points will be stored. Throughout a session, assuming the characters are active and doing things, they will have opportunities to earn a Luck Point. The chance of earning a Luck Point is equal to 3 times their Luck Stat plus any other bonuses (i.e. Greater Enchantment).

Power

Power is the prime resource used by Immortals to power their spells and/or other abilities. It is also used by DQ characters who are potential Immortals.

DQ characters can enhance an existing spell, at the time of casting, by spending power. For each point they spend, the rank of the spell is increased by 1. They may also spend power to buy off damage, 2 points spent reduces the damage taken by 1 point.

Permanent Power

Represents a point of power held by an Immortal which they may spend to achieve some ends. Normally an Immortal will have a pool of permanent power which increases due to adventuring etc. By default, once spent, they will regenerate at a rate of 1 point per day (assuming the character gets to rest).

Expendable Power

Power that once spent, will not be recovered by the Immortal.

Expendable Experience Power Points (EXPP)

Effectively worth 100 DQ experience points, game awards are given in EXPP. Can be used to Rank DQ spells/skills/characteristics (again, costs are 1 expp is 100 DQ exp). Thus, to rank a spell from rank 0 to rank 1 that has a dq exp cost of 100, will cost 1 EXPP.

Can be converted to Permanent Power at a ratio of 5 expp to 1 permanent point.

Can be sacrificed to do something (mainly buying off damage) at a ratio of 1 expp to 1 expendable point of power.

Recovery of Power

When an Immortal recovers power, they draw it from something/somewhere. The pairs listed below are some of the known sources, each pair represent the axis which the sources represent either end of:

Trump - ???

Order - Chaos

Astral - Abyss

Initiations

Initiating generally happens at the end of a story arc as directed by the GM. It is the major mechanism by which an Immortal advances in power and/or gains new major abilities.

An Immortal requires a house in which to carry out the process of initiating.

The more initiations an Immortal has, the tougher (and faster) they normally are.

There are several things which the Immortal does as part of initiating. These are:

  • Choose what the Initiation is
  • Ranking skills, spells and characteristics (Agents too?)
  • Investing items

Ranking

Ranking is the process of developing a skill/spell/ability.

Ranking Immortals abilities usually involves the sacrifice of permanent power, as part of an Initiation. Ranking DQ abilities involves the sacrifice of EXPP and can be done outside of Initiations requiring only time and EXPP.

NOTE

DQ spells, skills and characteristics MUST be raised to the maximum rank allowable, for the Immortals race, before they can be further raised using Power. Thus, most spells will only be raisable, via sacrificing power, once they have been raised to rank 20 using the DQ rules first.

At the time of Initiating, an Immortal can choose to sacrifice 1 point of power to:

  • Raise the rank of a skill, spell or characteristic
  • Lower the cost of casting a spell

When raising the rank of a spell, they may optionally sacrifice another 1 point of power to reduce the cast cost of the spell.

Investing

The terms I've used here are just first ideas I had for the naming of things

Investing is the process of sacrificing power to improve an item.

Normal items are non-magical in nature. In order to add an ability to the item, the item must first be improved to allow it to hold/bind the ability. I will call this Expanding. Each ability you wish to add to an item will require that the item is Expanded further. This is an ever more difficult task and requires 1 more point of power each time. So, to add 1 ability to an item will require the sacrifice of 1 point of power. Next time you wish to add an ability, you will need to spend 2 points and the next time 3 points and so on.

Once an item has been Expanded an ability can be bound to it, which I'm going to call Binding. This might be something relatively mundane, like increasing the amount of damage a sword does or enhancing a piece of armour to absorb more damage. Or it could be something more interesting, such as adding the ability for a carpet to fly. I would imagine that the sacrifice cost for different effects varies. For instance, increasing the damage of a sword might be 1 point, whereas making a carpet fly might be more like 5 points (or more).

Power can be sacrificing to the item to enhance an ability. This is called Ranking due to its similarity with Ranking skills and spells etc.

Expanding can only be done at the time of Initiation or creation of an item. Jim Arona - you might want to verify that. Binding and Ranking can only be done at the time of Initiation.

An item cannot be Ranked more than once at the time of Initiation unless the Immortal in question has a particular means of achieving this.

An item can be Expanded and Enhanced at the time of Initiation (and maybe at creation). But it cannot ALSO be Ranked. Thus, I could Enhance a weapon and add a Binding to make it do more damage, resulting in a weapon that has Rank 1 damage enhancement. But I could NOT then Rank it to Rank 2 until my next Initiation.

Weapons

What are the 'standard' attributes of weapons, and does the weapon need to be Enhanced to allow the Ranking of each attribute?

  • Accuracy/Strike Change
  • Damage

Armour

What are the 'standard' attributes of armour, and does the armour need to be Enhanced to allow the Ranking of each attribute?

  • Protection
  • Spell Armour
  • Damage Reduction

 

Special mentions

Some abilities deserve special mention here.

Power Storing

The ability to store/hold temporary power. For each Rank of this ability, the Immortal can store 5 points of Expendable Power. Immortals may sacrifice up to 2 points at each initiation to raise this ability by 1 point for each point so sacrificed. Thus, they can increase the size of their Expendable Power pool by 10 each initiation. If they so choose.

Dodge

Dodging is a reflex action. You can only use 1 reflex action per round.

The Dodge skill can be raised by 1 per initiation.

Houses

Building a house takes a year and a day. This time takes <how many?> tracks for training purposes.

Houses cost 1 or more points to build. The point cost depends primarily on how many houses the Immortal already has. The cost for the next house is the number of houses they have, plus 1. Thus, their first house costs 1 point, the second 2, third 3 etc.

However, if the house is being built on a Plane that they already have a house on, the cost doubles, then doubles again and so on and so forth.