Isles of Mana
- 150 point characters. No more than 50 points in disadvantages. Including a class template, characters are around 450 points.
- Disadvantages from racial packages do not count towards the 50 point disadvantage limit.
- Each character must take a class template. They are worth 300 points and factor into the total value of the character, but do not count against the 150 point limit.
- Magery is purchased on a per college basis at 10 points per level. A character must have Magery 0 (5 points) to be classified as a mage in order to purchase any levels of Magery.
- No character may learn a spell without at least 1 level of Magery in the associated college.
- Skills, stats and spells are not capped.
- Fatigue Points (FP) and Hit Points (HP) are uncapped. These cost 3cp for 1 FP and 2cp for 1 HP.
- Starting money isn’t given, but characters aren’t restricted to equipment as long as it is a fairly common piece of equipment that could’ve easily been acquired during previous adventures. If there’s a special item the character wants, there needs to be a story behind it in order to convince the GM to let them have it. Wealth advantages and disadvantages should affect the GM’s decision accordingly on what they should allow the character to have.
- Increasing skills, spells, abilities, advantages cost the same amount while playing as character creation. Primary stats cost double to increase during play. Secondary stats (will, per, basic speed/move) cost the same as they do at creation.
- Active Defenses: Dodge is equal to your basic move, parry is 1/2 your weapon skill rounded down (2/3 for staves and similar weapon types), block is 1/2 your shield skill rounded down. No +3 from fourth edition. Also, active defenses are soft capped at 12. Your actual defense may be higher, and this will let you have more breathing room when your active defenses are reduced, but you still roll at a 12. Example: Tardmo’s dodge is 16. Some bastard templar hits him with a spell that reduces his move by 3. Thus, his dodge is reduced by 3, and is 13. In either case, Tardmo still rolls against a 12 to dodge since in both cases his dodge is 12 or higher.
- Skill Critical: A skill crit is when you roll 10 less than your effective skill. 11 with a skill of 21, 5 with a skill of 15, etc. These aren’t quite as good as rolling a 3 or 4, but still get special bonuses. Damage done is the max you can do. Active defenses are still allowed against a skill crit. Certain class abilities have special effects when a skill crit happens. Spells can never skill crit. Skill crits are capped at 12, so even if your effective skill level is 23 or higher, a skill crit still only happens on a 12 or less.
- Superb Critical: This is a 3 or a 4. Effects are basically that the ability succeeded with GREAT success. An attack with a superb crit may not be defended against. Additionally, roll against the Critical hit table (or critical head blow table) to determine extra effects. Some abilities have additional effects (crit mastery) on a superb crit.
- Margin of Success (MOS): Defined as the difference between your effective skill level and the number you rolled.
- Example: Skill level of 16, penalty of -1 for lighting. Effective skill is 15 (16 – 1). If you roll a 10, your MOS would be 5 (15 – 10).
- Cascading Margin of Success: Some abilities require a cascading margin of success roll. This is done by rolling for a success, then taking your MOS as the new effective skill level and rolling again. What counts is the number of successes.
- Example: Skill level of 25. Rolled a 9 (1 success). MOS = 16. Roll again vs. 16. Rolled an 8 (2 successes). MOS = 8. Rolled a 7 (3 successes). MOS = 1. Rolled a 12. This gives 3 successes for the Cascading Margin of Success roll.
- Spells: All cast times are at a minimum of 1. If cast time is reduced below 1, it still takes 1 second of concentration to cast. Fatigue costs for spells can never go below 1 including cost reductions from any source, unless it’s a critical. Spell levels may be hindered by a character’s encumbrance value.
- Encumbrance: Because skills are so easy to inflate, in order to keep the realism of certain skills while heavily encumbered through armor or other means, skills that receive penalties to skill level from encumbrance will receive an additional penalty of having the maximum possible number for success reduced by the same amount. This means that for no encumbrance, normal fails will still happen on rolls of 17 and up. For 1 encumbrance, fails will happen on 16 and up. This continues until maximum encumbrance is reached, which is level 5 and reduces the highest success value to 12. This will accomplish two things: making it harder to succeed in the first place with all that encumbrance, and second, when you do succeed, the MOS is reduced as well so quick contests are not in your favor. This should add realism to stealth and casting magic. The following skills are affected (with additions by discretion of GM):
- Any magic spell, stealth, shadowing, Running, Swimming, Climbing, Jumping
- Hinderance: Maybe not needed?