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Out of Character Mechanics

Rolls

Religion

If a character’s religion skill is high enough, they may pray for guidance or pray for a miracle. In either case a religion roll is required.  

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For a religion roll a D20 is rolled and the character’s modifier (determined by their religion skill) is added to give the total. Crew will use that score to determine the outcome of the prayer. The successfulness of the outcome will be affected by what is prayed for as well as which deity is prayed to for a particular thing. 

Magic

If a character’s magic skill is high enough, they may cast a given number of spells. In any case a magic roll is required.

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For a magic roll a D20 is rolled and the character’s modifier (determined by their magic skill) is added to give the total. Crew will use that score to determine the outcome of the spell. The successfulness of the outcome will be affected by which spell is cast and if it is being countered by another player.

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For any spell that is being countered, the target of the spell also performs a magic roll and if the target gets a higher roll than the caster the spell fails. Countering a spell does not use a spell slot. 

Charm

If a character attempts to use their charm skill to influence one or more other characters in some way a charm roll will be required.

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For a charm roll a D20 is rolled and the character’s modifier (determined by their charm skill) is added to give the total. The target(s) of the charm then also rolls a D20 and adds their insight modifier (determined by their insight skill) to give their total. If the charm score is higher than the insight, then the charm is said to have been successful. The bigger the difference the more successful. If the insight score is higher than the charm, then the charm is said to have failed. The bigger the difference the more of a failure it was. 

Deception

If a character attempts to use their deception skill to deceive one or more other characters in some way a deception roll will be required.

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For a deception roll a D20 is rolled and the character’s modifier (determined by their deception skill) is added to give the total. The target(s) of the deception then also rolls a D20 and adds their insight modifier (determined by their insight skill) to give their total. If the deception score is higher than the insight, then the deception is said to have been successful. The bigger the difference the more successful. If the insight score is higher than the deception, then the charm is said to have failed. The bigger the difference the more of a failure it was. 

General Attitude and Behaviours 

Alliance

Play within Alliance regions is intended to be cooperative with all other members of the Alliance. Largely this half can be considered PVE because although individual characters and regions may have their own personal goals and ambitions, they should act in a lawful way towards other all other members of the Alliance. Any character who chooses to act unlawfully towards another member of the Alliance will face IC consequences. A character should only do something that could be considered a cause of conflict or distress to another character after they have gained explicit permission OC. 

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By choosing to engage in PVP behaviour players are considered to have consented to this and must accept some level of repercussions although game crew will monitor this to ensure other conduct rules are followed and no bullying or discrimination takes place. If needed crew will work with players to help adjust behaviour and fix the situation. 

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Simplified the alliance’s ethos can be thought of as “by working together we can all grow stronger”. 

Treaty

Play within Treaty regions is intended to be more competitive, not only with the Alliance but also with other members within the Treaty. Largely this half can be considered PVP because as the majority of characters will consider their own needs ahead of anyone else's. This does not mean they are evil or even unlawful, simply that their priorities are different. A character within the Treaty may still be completely lawful but consider situations differently. Any character who chooses to act unlawfully towards another member of the Treaty may face IC consequences. A character should only do something that could be considered a cause of conflict or distress to another character after they have gained explicit permission OC. 

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By choosing to engage in PVP behaviour players are considered to have consented to this and must accept some level of repercussions although game crew will monitor this to ensure other conduct rules are followed and no bullying or discrimination takes place. If needed crew will work with players to help adjust behaviour and fix the situation. 

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Simplified the alliance’s ethos can be thought of as “if I look after myself, it’s one less person for someone else to worry about”. 

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