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Originally Posted by Tywyll
Are there any rules for 'special abilities' outside of standard skills (like the old Ki Abilities, or anything similar)?
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No, as those are more setting-specific. I'm hoping that any setting books include these.
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Originally Posted by Tywyll
Oh, is there a 'point buy' system for attributes?
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As an optional rule, yes.
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Originally Posted by Tywyll
When you say they are malleable, do you mean that there are rules and options for 'making them your own'? For example, if the base magic requires every spell to be a skill, and you couldn't wear armor while casting (just as an example) but someone wanted a 'high magic' world where-in all casting was tied to a single (or small number) of skills, and armor could be worn while casting, could these kind of changes be made without the system choking?
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Yes. A GM can easily come up with modifiers to make these systems idiosyncratic to a setting. How much "choking" would occur is mostly a matter of opinion and how severe the changes are.
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Originally Posted by Tywyll
How is Sorcery different from Magic?
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Magic is percentile based. Spend the power points and roll to see if the spell works. Sorcery always works (unless it calls for a resistance roll) once points are spent.
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Originally Posted by Tywyll
I noticed there is nothing that seems to include 'divine' magic. Can this sort of magic be handled by 'magic' or 'sorcery'? Would their fx change the mechanics at all?
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You could call either one of them divine if you'd like. You could add an Allegiance requirement to spellcasting. Similarly, the psychic powers could be handled in the same fashion. If I recall correctly, an example of play for psychic powers spotlights a priest.
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Originally Posted by Tywyll
Speaking of which-how are multiple attacks handled? Is it dex based, or do they come at certain levels of skill?
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Skill-based, with DEX as a modifier.
You can also use the strike rank optional system, which allows more multiple attacks.
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Originally Posted by Tywyll
Which attribute experience model is used? Are there rules for training att/skills?
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If you test a characteristic successfully in a resistance roll in a challenging situation where your chance of success is less than 50%, you can check to see if it improves. Or you could train it up.
Full rules for study and training.