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Character
Races Within
the realm of Arcanum there are several kinds of thinking
creature, and the resemblance which all of them share is
obvious even to the most casual and unlettered observer. The
modern naturalist, unable to accept the superstitious
explanations which are offered by Religion, must find some
other means to explain the similarity between peoples as
disparate as Orc and Elf, Human
and Halfling, Ogre and Dwarf.
Why do all known races of thinking creature stand upright and
walk upon two legs, count five fingers upon each hand and five
toes upon each foot, and see with two eyes? It may please some
to believe that the hand of an Almighty Creator was at work,
and yet if one sits before different pulpits one is bound to
hear different, and conflicting, tales of that Creation. None
of these fables sort well with what we are daily learning by
our study of fossils and our observation of the natural world.
If our understanding of Life and its history is to expand, we
must do better. In
the interests of this greater understanding, then, I have
undertaken to create a new system of classification for the
various Races of Arcanum. In this venture my own observations
as a naturalist have been enriched by much study, and a
diligent application of the valuable data gleaned by other
scientific researchers. I have also consulted some experts in
the field of Magick, when I felt that Science could not
provide an adequate explanation for certain phenomena. The end
result of my efforts will, I have no doubt, be displeasing to
many and wholly satisfactory to almost no one. Men of Faith
and men of Science alike will howl for my blood, condemning me
as a heretic; practitioners of the Mystic Arts will call me a
dabbler and dismiss my theories with the same carelessness
with which they treat all the products of Natural Philosophy.
Nevertheless, I must submit my theories to universal
inspection! If I am wrong, I challenge my peers to show me the
error of my ways with reasoned argument and sound evidence,
rather than the shameless assassination of my character and
general hysteria with which my theories have been contradicted
thus far. In
this treatise I will deal chiefly with what evidence the
conjoined Sciences of Paleontology, Ethnology and modern
Biology have been able to discover, but I cannot say that I am
wholly free of debt to several noted practitioners of the Art.
Most particularly the Alchemickal expertise of Wandrei
Lightbrow, Ph.M. at the Hall of Applied Magicks in Tulla, has
been of inestimable help to me, especially in the dating of
fossils and the isolation of certain mystical vibrations in
living subjects. I also learned much from my correspondence
with Master Olaius Wyrmius, the esteemed Dean of History at
Dernholm's Academy of Higher Learning, who instructed me in
the theory and practice of Necromancy in the ancient world.
And I cannot ever find words sufficient to express my
gratitude to the Wayfinder of my journey aboard the T.S.S.
Cerberus, the lady El'ena Crowe. She was not only first to
listen to my thoughts on Natural and Supernatural History with
any patience, but was also kind enough to assist me in my
inquiries, by allowing me the opportunity to interview many of
her elven friends, acquaintances and relations. She was even
good enough to grant me her hand in marriage on the morning of
May Eve, last year, by which gift she has made me the happiest
of men. The following pages, and my remaining years upon this
earth, are dedicated to her. John
Beddoes,
Tarant
The
Minute Races
The
first grouping of Arcanum's intelligent peoples are the three
which I have come to call the Minute Races, these being the Dwarves
and their cousins, the Halflings and Gnomes.
The Minute Races are easily recognized by their stature, which
never admits of a height greater than some 50 inches or 130
centimeters, even in the largest representatives of their
race. They are also recognizable by the proportions of the
body, which are somewhat different than those exhibited by
humans and their kin. Minute peoples tend to have heads which
are larger in proportion to the torso and limbs than one would
see in a human subject. The limbs, especially the legs, are
also shorter and thicker.
The Median
Races
Orcs |
Half-Orcs |
Elves |
Humans |
Half-Elves |
It
is in the classification of the Median races - Orcs,
Elves, Humans and hybrids
thereof - that my theories on Natural and Supernatural Selection
always meet with the most resistance. I have no illusions in
this matter; the religious beliefs of many are at stake, as well
as a host of assumptions which are regarded as unassailable
truths by the vast majority of our civilization. Nonetheless, I
am a man of Science, as are my fellows in the fields of Natural
and Supernatural History, and I must make my judgments based on
evidence, not wishful thinking. It
is therefore my painful duty to state that all the median races,
including the orcs and elves, are descended directly from human
beings, by a process of Supernatural Selection. The evidence
which has accumulated in recent years, through the science of
Paleontology and the art of Forensic Alchemy, leaves this matter
in no longer in any doubt. Such
a statement, simple as it is, sets all former systems of
classification on their collective ear, and also directly
contradicts the teachings of countless religions. Those who have
been pleased to associate various races with mystical
"Elements" will not be glad to know that their
theories are not supported by the fossil record we have
available. And even those learned readers who are able to
tolerate speculation on the origins of humankind will often balk
when we turn the same scrutiny on Orcs and Elves.
The premise most difficult to accept is this: two organisms
cannot create offspring together unless they are closely
related. Although every naturalist and farmer knows it, we are
reluctant to accept the same premise when it is applied to
ourselves! It is nearly impossible to make the average Elf,
Orc or Human accept the truth: the very fact
that Half-Elves and Half-Orcs exist at all must mean that we are
cousins to one another. Further more, the fact that both
half-elves and Half-Orcs are fertile, viable hybrids, rather
than sterile sports, means that the relationship between the
parent species is very close indeed!
The Gigantic
Races
Ogres
are the last survivors of a very ancient and potent magickal
working, which has only lately begun to wane, after having
been initiated nearly one million years ago. Roughly 900,000
before the present day, the fossil record shows us a wild
outburst of magickal activity, an unprecedented surge of
sorcery which affected life on Arcanum for millennia after.
What caused this sudden cataclysmic storm of Supernatural
Selection, we may never know for certain; all that we can say
now is that the magickal agencies at work at that time were
enormously strong, far more powerful than the forces which any
modern-day mage can command. A great many organisms were
created then which survive to this day, albeit in small
numbers. In
this distant Epoch of Enchantment we find the origins of many
legendary species, including the kraken, hydra and sea
serpent; Wyrms, dragons and drakes were brought forth at
roughly the same time. Many pre-existing species were
substantially altered, as in the case of the unicorn and the
firebird; others were merged into chimeric organisms like the
centaur and manticore, for reasons unknown. Humans, which
pre-date this Epoch by some two hundred thousand years, were
not left untouched by the general pandemonium; although the
majority of our forebears went on unchanged, some of them were
vastly transformed by magick. When the fantastic whirlwind of
Supernatural Selection died down some four thousand years
later, two new species had emerged, and thereafter co-existed
with ordinary humanity: these being the elves and the giants. True
giants are no longer among us. We know that they existed; we
can still see the cyclopean stones which they arranged in the
Dark Fens, if we care to travel there, and visitors still come
yearly to the Giant's Dance of Morbihan to see the pillars
they erected to mark the dawning of the Midsummer sun. We have
also found their fossilized remains, and one or two impressive
skeletons have been assembled at Tarant's Museum of Natural
History. But the giants of Arcanum left behind more than their
bones; they still walk among us, in the form of their living
descendents, the Ogres and Half-Ogres.
Character
Character
development in Arcanum happens in many ways. There is, of
course, the racial aspect of a character, which will affect
him every time he speaks to anyone in the game. Different
races react to other races with varying degrees of humor or
disdain. Then there are the players choices in his statistics.
If a player is charismatic, he gets more followers; if she is
beautiful, people's reactions to her are always better. And
then there are choices in skills - concentrate points in your
thieving skills, and you'll be better in that area, while
someone who wants to be a diplomat should spend more in the
social set. Finally, a player must choose which side of the
magic/technology line he is going to reside on. Any points
spent in the technological disciplines not only makes you more
knowledgeable in that area, but also raises your technological
aptitude, which in turn makes it more difficult for you to
cast spells. The same applies for studying the colleges of
magick. And,
of course, the choices you make while playing our game will be
the most tangible way to develop your character. Kill a few
too many people in Tarant, and you gain a bad reputation in
that city. Remove a band of bothersome thieves and become the
town hero. Your followers will react to the kind of person you
are, and the choices you make. There's not an aspect of this
game that doesn't affect how a player views himself, or how
the game environment views him.
Choosing
A Race A
character can start as a human or as one of the non-human
races. Selecting different races will have an effect on the
character's stats and abilities.
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Dwarf -These
are short, stocky, bearded people who tend to be miners
and builders. Dwarves dislike elves but are respectful to
humans and gnomes. |
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Elf -Elves
are slender and pale and prefer to live near forests and
rivers, although dark elves live underground (but not by
choice). Elves can be rather arrogant to all races, but
they especially disdain dwarves. |
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Half-Elf -In
build and appearance, they resemble their human parents
more, but some half-elves possess the pointed ears and
pale, delicate features associated with their elvish
parents. Half-elves are generally well-liked by everyone. |
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Gnome -Short
with very big noses, Gnomes tend to be a hard-working
people. They are equally at home in cities, underground or
in the forest. They make good merchants and traders and
often act as go-betweens for the other races. |
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Halfling -Halflings
are short people, smaller even than gnomes and dwarves,
although they tend to be overweight. They live in isolated
communities in large underhill homes and try to stay out
of the politics of the bigger folk. They are regarded as
lazy by the other races, but despite this reputation, they
are generally well liked. |
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Half-Orc -Most
half-orcs can pass as full humans (albeit ugly ones), but
they usually have some trait that identifies their orcish
blood (upturned nose, hairiness, foul temper) to the
careful observer. People usually discriminate against them
when they discover their race. |
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Half-Ogre -Half-ogres
are very tall and heavy and therefore cannot wear most
armor, and their hands are too big to wield guns. While
most other races feel a little uneasy around these huge
creatures, there usually is not any open discrimination. |
Character Creation
System You
begin the game with either a pregenerated character (one of several different
characters that come with the game), or you can create your own character. You
can modify your character by selecting a different gender and race, if
desired, and then can optionally select a variety of backgrounds based on the
race of your choice. Some
sample backgrounds include being raised by snake handlers, which increases
your starting poison resistance but decreases your beauty due to the large
number of bite scars on your arms and legs. Another example would be an orphan
halfling who was abandoned in the city as a child and never received an
education, so your starting pick-pocket skills would be high but your
intelligence would suffer accordingly. Race
and background both alter the starting levels of the character's stats and
other abilities. You can adjust the starting values of your character's stats
as long as the character point total remains unchanged. When finished with
adjusting your character's stats, you can purchase starting equipment.
Basic Stats
A
character has 4 physical and 4 mental stats, each covering the areas of power,
skill, resistance and appearance. In terms of both physical and mental realms,
Power represents raw strength, Skill represents default ability, Resistance
represents the amount of invulnerability to damage, and Appearance represents
how you appear both physically and mentally to others. The 8 stats are:
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Physical |
Mental |
Power |
Strength |
Intelligence |
Skill |
Dexterity |
Perception |
Resistance |
Constitution |
Willpower |
Appearance |
Beauty |
Charisma |
These
stats cover a broad range of characteristics in the game, but
they can be described briefly as:
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Strength -
The raw, physical muscle power of the character, Strength
determines how much damage the character can inflict and
how much he can take. Some weapons have a minimum strength
requirement to operate them effectively. |
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Dexterity -
The overall body coordination of the character, Dexterity
affects the character's default ability in more skills
than any other stat. |
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Constitution -
The endurance limit of the character's body, this stat
determines the character's fatigue and resistance to
poison. |
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Beauty -
The physical appearance of the character, this stat
affects the initial reaction of people to the character
and also affects the character's ability to seduce them. |
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Intelligence -
The mental power of the character, Intelligence affects
several skills as well as being the limiting factor in the
character's learning of spells and technological skills. |
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Perception -
The ability for the character to notice his surroundings,
Perception also affects the character's ability to use
ranged weapons effectively. |
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Willpower -
The ability to resist mental influences, this stat affect
the character's ability to haggle and his resistance to
certain spells and skills. Willpower also contributes to
the character's hit points and fatigue, by allowing him to
ignore some of the damage taken. |
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Charisma -
The sum of the personality and charm of the character,
Charisma affects the character's ability to persuade
others and change their initial reaction to him. |
Each
stat ranges from 1 to 20, and the human average is 8. It costs 1
character point to raise a stat, and having a stat of 20 is
considered a rare event. Achieving this high level in a
particular stat earns you a bonus, such as a double damage bonus
for a 20 Strength stat or immunity to poison for a 20
Constitution stat.
Derived Stats
Aside
from Basic Stats, the character has several derived stats that are impacted by
the level of your Basic Stats.
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From Strength -
The
character derives the following stats: Hit Points, Carry
Weight, Damage Bonus, and Throwing Range. |
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From Dexterity -
The character derives their Speed and their Armor Class
Adjustment. |
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Constitution -
Is used to derive Fatigue, your Heal Rate, Poison
Resistance and Poison Recovery Rate. |
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From Beauty -
Comes a Reaction Modifier, impacting how other people
react upon your first meeting. |
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Charisma -
Tells you the Maximum Followers you can have in a game at
any given time. |
An
additional derived stat, Magical/Technological Aptitude, is
based on the amount of character points you have spent on
magical spells and technological skills. A character with more
points in spells than in technological skills is said to have
Magical Aptitude, while a character with the reverse situation
(more points in technological skills than spells) is said to
have Technological Aptitude.
As
a character's Magical Aptitude increases, he can learn more
spells and use magical items more proficiently. However,
technological items work less well, either when used by him or
when used on him. Similarly, as a character's Technological
Aptitude increases, he can use technological items more
proficiently. However, spells and magical items work less well,
either when used by him or when used on him.
Resistance
Stats
You
begin the game with five basic resistances that can range from 0
to 95%. Most races begin with a 0% in each resistance except
poison resistance, which starts at a level based on Constitution.
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Damage -
This is a general resistance to damage caused by weapons
and physical attacks. |
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Fire -
This is resistance to damage by fire and spells that
produce fire. |
|
Electrical -
This is resistance to damage by electricity and lightning
from spells or technological devices. |
|
Poison -
This is resistance to damage caused by any kind of
poisoning, whether natural, man-made, or supernatural. |
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Magic -
This is resistance to magic, similar to that provided by
Technological Aptitude. However, unlike Technological
Aptitude, magic resistance does not affect the your use of
items or spells - it only impacts on how these magickal
items are used against you. |
Armor,
background, race, potions, and magic can modify all resistances.
Game-Acquired
Stats
As
you progress through the game, you will have several stats that
change. These game-acquired stats include the following:
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Level -
Level advances reward you with character points to spend
on skills, stats, and spells. The maximum level in the
game is 50. |
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Experience
Points -
You begin the game with 0 experience points, and you gain
experience as you defeat enemy monsters and solve quests. |
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Alignment -
You begin with a neutral alignment, and your actions will
eventually lean towards a Good or Evil alignment.
Alignment affects how some people react to your character
and may also restrict you from using some spells or
magical items. |
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Reputations -
Each character may acquire a reputation during the game
based on his actions. Reputations and alignment are
related, as both can affect a person's reaction to the
character, but while alignment tends to shift
continuously, reputations tend to stick, so think
carefully before you decide to rescue a baby from a
burning building or push an old man beneath a speeding
carriage. |
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Fate Points -
Characters begin with zero fate points and may acquire
them through the completion of heroic deeds. |
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Character
Points -
These are acquired at each new level and can be spent to
raise stats and skills and to acquire new spells. |
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Poison Level -
You start with a zero poison level, but this can change if
you are bitten by poisonous creatures or struck by
envenomed weapons. |
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Age -
Every character starts at age 20 and will gain a year
after each game year. |
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Gender -
You can start as male or female, and this selection will
most likely not change during the game. Gender choice
affects some dialog options and quests solutions and very
little else. Not every playable race within Arcanum has
two playable genders, however (no female dwarves with the
game this time.) |
Basic
Skills
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Combat Skills -
Include Bow, Dodge, Melee, and Throwing. Firearms also
affects combat, even though it is considered a
technological skill. More information on combat skills can
be found in the Combat section. |
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Thieving Skills
-
Include Concealment, Pick Pocket, Silent Move, and Spot
Trap. |
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Social Skills -
Involve Gambling, Haggling, Heal, and Persuasion. |
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Technological
Skills -
Include Firearms, Pick Lock, Arm/Disarm Traps, Repair. |
Skills
And Training Characters
can seek training in any skill (basic or technological) to
improve their performance. All skills begin as Untrained and
remain Untrained no matter how high the skill rank becomes.
Characters must seek and pay for training to acquire bonuses
that are unique to each skill. Aside from achieving a specific
rank, a trainer may also require characters to complete certain
quests or be of a certain alignment before they consent to the
training. As you rise in skill rank from Beginner to Expert to
Master, you'll acquire certain skills along the way. For
example, an expert in Bow skills can fire two arrows at once,
while a gambling master can convince other characters to gamble
away items they would not normally sell. Note that all training
is required to be sequential, so a person Untrained in Bow
cannot become an Expert until he is first trained as a Beginner.
Real-Time
vs. Turn-Based There
seem to be two irreconcilable camps of RPG players. The
real-time players like the fast-paced action, while the
turn-based players like the strategy and the separation of the
player's skill from the character's. Even on our own team, we
have people who will probably only play in one mode. So we
decided to make the game playable both ways. Basically,
your Dexterity stat determines your Speed derived stat. In
real-time play, the Speed stat determines how fast your
character can perform actions. The higher the stat, the faster
you can do things (we literally adjust the frame rate on your
animation). In turn-based play, the Speed stat determines how
many action points you have to spend in one turn, and every
action costs a predetermined number of points. Other
factors can affect character speed in both modes. For example,
weapons have speed factors, making a sword faster than an axe,
for instance. The nice thing about this system is it is
consistent, so fast characters are faster in either mode than
slow characters. And the player can switch modes during play, so
you can experiment with which mode you like best. The
hardest part of having two combat modes is balancing two combat
systems, both of which rely on the same underlying stats. By
basing both systems on character Speed, I think we have avoided
a lot of issues that might have arisen.
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Health -
This is your character's life-force. When Health reaches
zero, the player is dead. |
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Fatigue -
This is the stamina of you character which affects combat,
running, and spellcasting. Spells are powered by the
caster's own energy. Each spell drains the caster's
fatigue, and when that fatigue reaches zero, the caster
will fall unconscious. Fatigue is recovered fairly
quickly, but it can be drained by other means as well,
like running, fighting, or even walking while heavily
encumbered. A caster will have to watch his fatigue at all
times. |
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Combat
Skills -
There are 5 combat specific skills: Bow, Dodge, Melee,
Throwing, and Firearms. |
|
The
Bow skill determines how well your
character uses a Bow weapon and is further affected by the
character's Dexterity. (An excellent archer would pump
points into both Bow and Dex) |
|
Dodge
determines your character's ability to dodge attacks or
sprung trap effects and is also affected by Dexterity. |
|
Raising
your points in the Throwing skill
enhances your PC's ability to throw an object with
accuracy and is affected by Strength as well. |
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Melee
enhances your character's skill with close combat weaponry
(daggers, swords, staves, etc.) and is further affected by
Dexterity. |
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And
lastly, Firearms, which controls how
proficient your character is with a gun, is affected by
the character's Perception. |
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Magick/Tech
Balance -
The balance of magic and technology can also effect combat
either positively or negatively, depending upon your
alignment towards one path or the other, and the strength
of your opponent's alignment. Several of the variables
that are taken into account are: |
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Your
magic/tech level. |
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Your
weapon's magic/tech level. |
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A
location's inherent magic/tech level. |
|
Your
opponents magic/tech level. |
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Critical
Hits -
Critical hits and critical failures add to the complexity
of combat. Critical hits can bypass a target's Dodge skill
or armor resistances, do maximum damage or bonus damage,
or stun or knock out an opponent. Critical failures can
hurt the attacker or his weapon. Critical hits (or misses)
occur with a chance proportional to the amount of success
(or failure) of the roll. |
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Fate
Points -
A player can use fate points to affect fate in the game,
by either changing an existing condition or guaranteeing
an event to occur. Examples of using fate points are: |
|
Next
player attack will be a critical hit. |
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Next
opponent attack on player will be a critical miss. |
|
Player
fully heals all damage. |
|
Player
is no longer poisoned. |
|
Player
is no longer fatigued. |
|
Player
will make his next saving throw against magic. |
|
Player
will make his next skill roll. |
|
Player's
next spell is cast at full effect (full damage, no saving
throw, etc.) |
Fate
points are awarded in the game for only the most dangerous of
deeds, such as killing a huge monster or assassinating a town's
mayor. Thus, a player may get the same experience for killing 50
orcs as for killing the monster, but he will not get any fate
points for the former act. This encourages you to be a
"hero" or "villain" in the game, since
dramatic actions tend to get rewarded.
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