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Supplemental: Inside Rules

Natural traits

Derived from unaugmented Outside traits and change in reaction to play.

Average humans are around 20.

Trait Human Range   Strength 1-100 Newborn to world record holder. Adds to damage +1 per 5 points Constitution 1-100 Newborn to ultra marathon champion (Outside rank has no effect) Speed 1-100 Crawling baby to Usain Bolt (some bonus from Rank) Kinesthetic awareness 1-100 Newborn to Olympic gymnast, physical skills learned faster (+ % multiple) (Rank has a large impact) Health/HP Str+Con (+ VIT) Only goes up with Con and/or Str

Magical traits

Starting level determined by Trial, change through points available by level.

Each trait has a starting cost and follows the fibonacci sequence for every subsequent point (1,1,2,3,5,8,13,21) (unless noted 1,1 the next number is 2)

Trait

Effect

Raising cost for first  three points per level

Power

+5% of STR per point (20 POW = +100% STR)

2 3 5

Flash

+5% of Speed per point

2 3 5

Elemental Immunity/Affinity

Affinity level assigns cost to raise.

Immunity is to elemental magic.

Individual affinities are not related, could be all tier I or tier IV, however conflicting elements are common (high fire = lower water)

Tiers:

IV 0 - 30

3 5 8

III 31 - 55

2 3 5

II 56 - 80

1 2 3

I  above 81  

1 1 2

Invulnerability

Pure damage subtraction from physical attack only

1 2 3

Vitality

Added to HP, also resistance to poison and disease

2 3 5

Mana Well

Mana reserves

2 3 5

per 5 points added

Mana Gathering

Percentage of Mana regained per 100 seconds

Under 5

2 3 5

5 - 10

3 5 8

10 - 20

5 8 13

21 - 40

8 13 21

41-100

13 21 34

100+

21 34 55

Charm: Sentients

 (Skill level VP/Opponent Skill VP)  x

(Charm/Opponent charm) = Influence %

3 5 8

Charm: Animals

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(Skill level VP/Instinct)  x

(Charm/Opponent charm) = Influence %

2 3 5

Charm: Plants

(Skill level VP/Instinct)  x

(Charm/Opponent charm) = Influence %

1 2 3

Charm: Monsters*

Considered as a blend of other Charm traits

e.g. Goblin is 80/20/0, Dryad is 70/0/30

Skill Ranks:

Natural skill level indicates a persons actual knowledge of the subject.

Magi skill level indicates the magical effect that may be added.

The two are multiplied to determine the Value Points (VP) for the skill. These points are applied in a variety of ways, depending on the skill in question. Outcomes may also be affected by the material used or other contexts.

Mana usage is determined by the skill in question. Typically crafting skills use VP mana points, while martial and physical skills use Magi level mana points.

The skill user may use any amount of VP up to their maximum.

Magi Level of Skill   Natural Level of Skill   Natural 1 Novice 1 Upgraded 2 Initiate 2 Augmented 3 Apprentice 3 Enhanced 5 Journeyman 5 Illustrious 8 Expert 8 Illuminated 13 Master 13 Enlightened 21 Grand Master 21

Magic

Source: Elemental power that fuels the spell

Clade: The type of power channeled

Class: The primary way that power is manipulated

Spell: The final level of detail

A complete spell requires all four parts. Each may be at a different level of mastery, using the same ranks as the natural skills. The points of each are multiplied to determine final effect.

Mana usage = Spell points, but each level of mastery above novice at the source level halves usage. A Spellcaster could have a fireball spell at 4, projected class at 2, flame clade at 3 and Fire Source at 2 (Spell points 48, 24 mana used). The spell points could reflect damage on a direct hit, or be used to cover a larger area at reduced damage.

Higher level spellcasters can use lower points than their maximum at their discretion.

Source

Clade

Class

Spell

5*

3*

2*

1* (*points to raise - however, the component must be learned before the points may be spent.)

Fire

Flame

Projected

Fireball

Fire

Heat

Shaped

Fire

Radiance

Shaped

Earth

Mass

Magnitude

Alter Gravity

Earth

Matter

Shaped

Earth

Aspect

Altered

Water

Phase

Projected

Water

Pressure

Shaped

Water

Aspect

Fused

Breathe Water

Water

Matter

Summoned

Create water

Air

Pressure

Summoned

Forceful Wind

Air

Pressure

Shaped

Vacuum bubble

Air

Aspect

Altered

Poison Cloud

Air

Charge

Projected

Lightning Bolt