Chapter 3 - Dominion and Realm Characters
3.1 Dominions
|
3.2 Realm Characters |
3.3 Species
|
3.4 Attributes |
3.5 Knowledge |
3.6 Reputation
|
3.7 Fame/Infamy |
3.8 Equipment |
3.9 Ascension
3.1 Dominions
When you join the game, you form a dominion. In simplest terms, your dominion is
the collection of realm characters, strongholds, structures, henchmen and equipment.
A dominion could be thought of as a gaming group, except that the characters are
all controlled by the same player. A dominion can be thought of as its own guild.
The realm characters you create are identified by their dominion - it is how other
players identify the larger group. Being in the same dominion gives your realm characters
certain benefits. They will always fight alongside each other during a hostile encounter.
Your characters can always enter a stronghold owned by your dominion, even if access
to the stronghold has been restricted to the rest of the world.
3.2 Realm Characters
The mainstay of your dominion, realm characters (RCs) are the individuals who perform
the actions of the game. They are the actual characters in their adventuring careers.
Your RCs are defined by the skill groups they pursue, their attribute scores, their
fame and their reputation.
Realm characters live a hard life. The threat of death is ever-present. In order
to keep your realm character alive, you must be cautious. When your health drops
to 0, your realm character is rendered unconscious. If the RC is starving, or has
a disease or malady which causes reoccurring health loss, then this will eventually
lead to death. If brought to 0 or below during combat, the RC may be killed as well,
depending on what struck the final blow. Rats, for example, will probably not kill
you, but the crushing blow from a Frost Giant probably will. Your RC's Physical
Strength score also modifies these chances.
If knocked unconscious or dead, the realm character is removed from the encounter
and receives no share of the treasure. After the encounter is finished, unconscious
realm characters immediately return to 1 health, and begin to heal naturally.
In order to prevent death from happening, there are a few steps to take. First,
arm your character well when adventuring. Good equipment can help prevent damage
taken in battle. Second, do not be reckless. In other words, if you're in your second
month of processing with your realm character, do not venture to the bottom of a
20 level dungeon. Third, make sure you always have rations! This has claimed lives
before, and it is the most avoidable death in the game. You can store up to 200
days worth of rations (half of the calendar year), so try not to fall below 50.
A warning message appears if you have less then 1 month's rations remaining.
If your realm character does die, it is not the end of the world. High-level sorcerers
can invoke Resurrection (if known) to bring a fallen comrade
back to life again.
Otherwise, you may be able to purchase a scroll of Resurrection from a guild or
shop.
When a realm character dies, his/her body starts to decompose. After ten turns (one
calendar year), if the body is not resurrected, it will disappear into nothingness.
At that point, nothing will bring back the realm character. However, you have ten
turns to bring them back.
When they die, their body will be in the same place they died. All realm characters
that pass by can see the fallen body as well. If an RC with the appropriate abilities
happens by, he/she can invoke Resurrection and bring back the life force of the
fallen one. Any RC of appropriate skill can do this without restriction. In addition,
certain mystical items may provide the same benefit.
However, if a realm character of appropriate skill comes by, the body can be retrieved
and brought back to a city with a healer. In order to retrieve the body, a realm
character from the same dominion (or a friendly dominion) must go to the location
where the body is lying and use the GROUP WITH action. Instead of grouping with
that realm character, the dead RC will group with you. For dominions that only
have one realm character, if your only realm character dies, anybody in the world
can use this order to retrieve the fallen body (allowing you a chance to continue
in the game).
After retrieving the body, go to a healer, and perform the PURCHASE action indicating
the service you wish to receive ("RESURRECTION"). You will be prompted to input
the realm character identifier (six character code beginning with "R"). At that
point, the cost for the resurrection is subtracted from the fallen realm character
first. If he does not have enough money to cover his own resurrection, then the
realm character who initiated the resurrection must cover the difference. After
being resurrected, the realm character will have a health of 1. If a scroll is used
instead, then it must be purchased and then used with the dead realm character's
ID as the target.
If your last realm character succumbs to death and is not resurrected in time, you
may continue to play by creating another realm character and starting over with
all of the dominion's belongings in place. All realm characters are immune from
death for the first 5 months of their adventuring career.
Premier members can gain additional realm characters over time, up to a maximum
of 4. Realm Characters will become interested in your dominion through the course
of your realm character's adventuring careers. In game terms, this means that you
get a second realm character once your first realm character has a combined 15 total
strength points (5's in Intellectual, Physical, and Mystical strength - or a combination
that adds up to 15). Once your next realm character gets to that level, you are
given the opportunity to create a third. The same requirements are there for creating
a fourth RC.
Additional RCs may act independantly from each other (meaning they can go in different
directions and perform different actions - but they are still subject to whatever
reactions and benefits exist for your dominion as a whole).
3.3 Species
Realm characters can become one of 5 selected species in Storm World: Human; Brun;
Dwarf; Elf; and Lizardman. Each has specific benefits which can be useful in different
areas of the game. Each species is described below.
Human
They most predominant race in Scandiaca, humans dominate city life. They are strong
and intelligent. They range in size from 5 to 61/2 feet tall, and weigh anywhere
from 125-250lbs.
Attribute Benefits*: +1 Intellectual Strength
Preferred Weapons**: Swords (Short Sword, Broadsword, Long Sword, Great
Sword)
Skill Benefits: +1 Level for all Merchant
Favored Terrain: Cities/Ruins
Maximum Age: 70-90 (68+d10+d12)
Brun
Brun are noble and proud, disciplined and honorable. The Brun are strong-willed
but tempered with extreme wisdom. The Brun dominate the plains of the land, as well
as the ocean. They stand just over 6 feet tall and weigh 150-250lbs. Brun have pale,
almost chalk-white skin, and large eyes. They favor the colder regions of Scandiaca.
Attribute Benefits*: +1 Intellectual Strength
Preferred Weapons**: Polearms (Bardiche, Halberd, Glaive, Quarterstaff)
Skill Benefits: +1 Level for all Psionics
Favored Terrain: Plains/Grassland
Maximum Age: 70-100 (68+d12+d20)
Dwarf
Stern and strong, the Dwarves are one of the heartier races in the realm. They are
clan-oriented, and shy away from large cities when possible. They usually stand
around 5 feet tall, but weigh in excess of 250 pounds. They have rugged complexions
and tend to favor facial hair (both genders).
Attribute Benefits*: +1 Physical Strength
Preferred Weapons**: Axes (Hand Axe, Battle Axe, Great Axe, Throwing Axe)
Skill Benefits: +1 Level for all Combat
Favored Terrain: Hills/Mountains
Maximum Age: 90-120 (88+d12+d20)
Elf
Most elves of Scandiaca are wood elves, favoring the natural environment of the
forests rather then cities of earth and stone. They are clan-oriented, but there
are a significant number of them which dwell inside the human cities. They are between
5 and 51/2 feet tall and thin (usually between 110 and 175
pounds).
Attribute Benefits*: +1 Mystical Strength
Preferred Weapons**: Bows (Short Bow, Composite Short Bow, Long Bow, Composite
Long Bow)
Skill Benefits: +1 Level for all Stealth
Favored Terrain: Forests/Groves
Maximum Age: 90-120 (88+d12+d20)
Lizardman
Lizardmen are very strong and agile. They are not credited with the intelligence
of humans (although that is debatable) but their physical strength certainly is
higher. They typically stand 6 - 7 feet tall, weigh over 250 pounds, but can run
like any elf. They have bluish-white scales and black eyes. They are also one of
the more short-lived races.
Attribute Benefits*: +1 Physical Strength
Preferred Weapons**: Spears (Spear, Long Spear, Javelin)
Skill Benefits: +1 Level for all Environment
Favored Terrain: Swamps/Marshes
Maximum Age: 60-90 (58+d12+d20)
Gnome***
Gnomes are inquisitive and rash. They tend to have brilliant ideas, but are too
quick to act on them. The Gnomes enjoy city life more then life in the wild. They
stand just over 4 feet tall and weigh 70-150lbs. Gnomes have large heads in proportion
to their bodies, and even larger noses. They are natural magic-users, but they have
as many accidents as they do successes. Gnomes have no language of their own and
speak Dwarf.
Attribute Benefits*: +1 Mystical Strength
Preferred Weapons**: Firearms (Arquebus, Pistol, Musket)
Skill Benefits: +1 Level for all Sorcery
Favored Terrain: City
Maximum Age: 70-100 (68+d12+d20)
Halfling***
Halflings are short and slender, resembling humans in most ways. They have more
facial and body hair (along the arms , legs and feet especially) with narrow eyes
and slightly pointed ears. Halflings have no love for the wilderness and are perfectly
at home inside of a large city or small village. They stand just over 4 feet tall
and weigh 70-125lbs. Many halflings find themselves as scouts, rangers or thieves.
Halflings have no language of their own and speak Elf.
Attribute Benefits*: +1 Intellectual Strength
Preferred Weapons**: Half-Spear, Sling
Skill Benefits: +1 Level for all Stealth
Favored Terrain: City
Maximum Age: 60-90 (58+d12+d20)
Ursus***
Ursus are humanoid bears. They have the posture and walk of primitive humans, and
hair (not fur) covers them from head to toe. Their faces are a cross between human
and bear, though still covered in hair. Ursi (plural) do not like city life, and
prefer forested groves and hillsides. They stand just over 7 feet tall and weigh
200-380lbs. Ursus have no language of their own and speak Common.
Attribute Benefits*: +1 Physical Strength
Preferred Weapons**: Maul, Great Club, Throwing Hammer
Skill Benefits: +1 Level for all Combat
Favored Terrain: Forests
Maximum Age: 70-100 (68+d12+d20)
Note*: Attribute benefits are applied at character creation
Note**: Preferred Weapons gain the benefit of being treated as
if the weapon had one additional magic level (a bonus "plus"). For example, a Battle
Axe +1 in the hands of a Dwarf is treated as a +2 weapon for all combats statistics
but not in magical ability. In other words, if the Dwarf with a Battle Axe +1 attacks
a creature which requires a +2 weapon to damage, then the dwarf will not be able
to damage the creature. However, against creatures which are harmed by a +1 weapon,
the dwarf does damage and strikes as if the weapon were in fact +2. This bonus applies
even for non-mystical weapons (which would be treated as +1 for combat statistics).
Note***: Gnomes, Halflings and Ursus are not standard species.
Therefore, your first realm character cannot be one of these races. However, any
subsequent realm character may be one.
3.4 Attributes
The most fundamental statistics associated with your Realm Character, your attribute
scores dictate almost every aspect of the game in some way. All realm characters,
henchmen and creatures in Storm World have attribute scores associated to them. They
are divided into three areas: Intellectual Strength; Physical Strength; and Mystical
Strength.
Intellectual Strength
Intellectual Strength is a measure of a realm character's intelligence, wisdom,
logic, charisma and willpower. By far the most
used attribute for skill checks in the game, it is an important attribute. However,
even beyond its skill check benefits, Intellectual Strength applies to combat abilities
as well – such as attack skill (your "to-hit" score) and your rate of attack ("attack speed"). Your henchmen also have more loyalty toward you if you have a higher Intellectual
Strength. This attribute also benefits you when subjected to mental attacks such
as insanity, disorientation and psionics.
Humans, Brun and Halflings begin the game with a +1 bonus to their Intellectual
Strength.
Physical Strength
Physical Strength is a measure of a realm character's muscle, stamina, agility,
dexterity and health. Most of the combat and
survival-related skills are adjusted to your Physical Strength. High attribute scores
directly relate to your maximum health ("hit points") and the damage you inflict
during combat. However, Physical Strength also applies to your agility and dexterity.
Your ability to avoid attacks and your manual skills (such as picking locks or disarming
traps) are dictated by this attribute. Having a high Physical Strength also helps
when subjected to a physical attack such as weakening, disease or poison.
Dwarves, Lizardmen and Ursi begin the game with a +1 bonus to their Physical Strength.
Mystical Strength
Mystical Strength is a measure of a realm character's understanding of mystical
forces - both magical and psionic.
This is a little more obscure of an ability, but important for many uses as well.
It dictates your overall prowess with mysticism as well as your luck. This applies
mostly to sorcery and psionics abilities (so if you are creating a mystic, be sure
to keep this skill high). Spell and power levels are tied directly to your Mystical
Strength. However, other abilities, such as foraging for components and your ability
to use special abilities of mystical items are important for those who do not follow
a mystical path. This also applies to your resistance to mystical attacks.
Only Elves and Gnomes begin the game with a +1 bonus to their Mystical Strength.
3.5 Knowledge
Every three levels of ability (every three CPs allocated) equates to 1 point of
Knowledge. Knowledge is simply a broad skill group. It applies to all skills within
the group. There are nine groups: Languages; Environment; Mariner; Merchant; Leadership;
Combat; Stealth; Sorcery; and Psionics.
Because you begin the game with a total of 7 attribute points (you begin the game
with a 1 in all three attributes, plus you get three more to allocate, plus you
get the one-time species bonus), you begin the game with 2 Knowledge points. The
first one is automatically allocated to your Language skill group (to acquire the
native tongue of your species) and the second one is available for your choice of
allocation.
In each skill group, there are a number of skills which automatically benefit from
the point of Knowledge. For example, skills in the Environment group include Hunting,
Foraging, Gathering, Hiking, Alchemy and more. If you apply one point of Knowledge
toward Environment, then all of those skills benefit from it. In other words, you
can always hunt, forage, gather, not to mention fight in melee, lead henchmen, burglarize
homes and ply a trade, but by allocating Knowledge toward some specific skill group,
you can perform those skills better.
There are some exceptions to this general rule.
(1) Language Knowledge applies directly to a language. Every time a Knowledge point
is applied to Languages, then your RC learns to read/write/speak a new language.
Once you know a language, your knowledge of that language is at its maximum, so
any more knowledge will only expand your language list but not improve your existing
list.
(2) Craft Knowledge is similar to Languages in that it applies specifically to a
craft skill such as armorer, weaponsmith or entertainer. However, unlike Language,
all known Craft skills improve with the addition of more Knowledge.
(3) You cannot pilot a boat until you have at least one point of Knowledge in the
Mariner skill group. Although some skills in this group can be performed (such as
diving and fishing), piloting a boat and navigating through deep water is unavailable
until you have at least one point of Knowledge allocated.
(4) Similarly, you cannot cast Sorcerer spells nor invoke Psionic powers until at
least one point is allocated toward Sorcery and Psionics (respectively). Note that
your effective invocation level is governed by the number of Knowledge points you
allocate. This means that if you allocate only 1 point of Knowledge to Sorcery,
then you cast all spells at level 1 in effectiveness.
Consult Chapter 5 for a complete list of skills
within each skill group. Also, note that all skills use a combination of the skill
group level, and the appropriate attribute strength score. Therefore, having a high
skill level is not the only thing needed to perform a skill well.
3.6 Reputation
Reputation is one of three uncontrolled statistics that applies to your RC. Uncontrolled
simply means that you do not have direct control over its change, it changes based
on actions your RC takes during his/her adventuring career. Every combat victory,
lair clearing, dungeon exploration, etc. may increase your Reputation.
There is only a chance that your reputation will improve with each event. Obviously
it is more difficult to improve your reputation when it is already extremely high.
This means that by accomplishing tasks early in your adventuring career, your reputation
will increase faster then in later years.
Over time, your reputation subsides, so you should still be diligent to continue
adventuring in order to maintain a high reputation. The higher your reputation,
the more likely it will decline over time.
Reputation has a number of benefits associated to it - all of which are in relating
to interactions with Independent Realm Characters (in other words - all non-player-controlled
individuals in the game). The higher your reputation, the more likely a store owner
will offer special pricing or a unique item. Higher reputation scores are beneficial
to acquiring some henchmen (even required by others). Guilds are attracted to people
who have a good reputation as well.
Although you may have a high reputation, the way you get your reputation is tracked
through the use of the Fame/Infamy scale.
Some actions which will affect your reputation include: (1) Combat; (2) Crafting
Items; (3) Protecting the City; (4) Burglary and Theft; and (5) Guild Interactions.
3.7 Fame/Infamy
With most every action you perform in the game, your reputation is affected. The
method by which you accomplish that objective is measured through Fame and Infamy.
This is measured by a scale which starts at 50 and can increase (towards "Fame")
up to 100 or decrease (towards "Infamy") down to 0. Also similar to Reputation,
Fame and Infamy affects independent realm character interaction, and through time,
eventually returns to 50.
For every act you perform through noble or heroic deeds, your Fame increases (the
scale increments up towards 100). When already low, this increment is more dramatic
and steady, but if already leaning on the Fame side, it takes more actions to achieve
the same result.
The same is said for Infamy. Actions which are performed through illegal or immoral
means slide the scale incrementally downward. If above 50, this decrease happens
more steadily.
Certain organizations require different ratings. For example, an assassin's guild
may be on the lookout for people with infamous pasts, while priests of a good-aligned
deity may want people who are on the other end of the scale. Keep in mind that this
is used in conjunction with the reputation scores to provide a modifier for interactions.
The assassins guild mentioned above might have requirements of a reputation score
of 20+ and a fame rating of less then 35. Obviously this does not get communicated
explicitly to the player, you are simply given a response that your reputation is
undeserving or you are too noble in spirit.
As examples, your fame increases when you perform city guard duty for the city,
or when you clear out an evil lair. Your infamy increases when you burglarize homes
or attack innocent people in the wilderness (by setting your intent to Aggressive).
Other actions which affect this rating are found through adventure.
3.8 Equipment
Your character is more then just a collection of attribute scores and skills. You
must equip your characters for them to survive the environs of Storm World. Your equipment
includes weapons, armor, shields, helms, bracers, leggings, special items, treasure,
and more.
To obtain weapons, armor or shields for your character, simply use the PURCHASE
action from within a city and indicate which armament you wish to buy from which
location. If you are outside of a city, this order will fail. Before you select
that purchase, you must sure of several things. First, your realm character must
have enough money (gold royals) to make the purchase. You also must make sure that
the item is for sale at that time. Mundane weapons, armor, and shields are always
available at the local shops, but mystical versions of these items are not. Also,
make sure you know the physical requirements, as well as the mystical requirements,
of the weapon chosen. Your realm character may not be able to wield it.
For example, let's say you wish to buy a weapon ("X1000", a dagger) from a weapon
shop ("C0001" as an example). When you select the PURCHASE action, you will be prompted
to enter the location you wish to purchase from (default is "CURRENT") and the weapon you wish to purchase (X1000 in this case) and press <ENTER> or click {OK}
after each entry. You action queue will show the following entry: "[PURCHASE:X1000|C0001] ". Note that you may type in the word "dagger" instead of using the code X1000,
but this makes it subject to more error.
You can also sell items in the same fashion, but you always sell items to the public
when selecting SELL (trading between players requires a different method).
When you purchase weapons and armor, you must make sure to ready those armaments
if you wish to use them,
or they are nothing more then items in your inventory report. The areas you "ready"
are as follows: Primary hand, Off hand, Missile Weapon, Armor, Helm, Bracers, Leggings,
Miscellaneous item 1 and Miscellaneous item 2 (you have
more miscellaneous slots available as you gain experience). You need not ready something for
all of these areas, and in some cases you definitely wouldn’t.
Note that when you begin the game, you start with a Dagger ready in your primary
hand, and Cloth armor as your armor. Also, note that your Physical Strength score
dictates the equipment you use to arm yourself. The Bulk rating of an armament counts
against your Physical Strength. The sum of all bulk ratings from all armed items
cannot exceed your Physical Strength score. (A dagger and cloth armor both have
a bulk rating of 0.)
Primary Hand: The item you have ready in your primary hand is your
primary melee weapon. Only items listed as melee weapons can be armed in this slot.
In the event that your primary weapon is a two-handed weapon (such as a pole arm
or two-handed sword), then you may not ready anything in your off hand.
Off Hand: This slot may have one of three things. It is primarily
used for carrying a shield (increasing defense), but it may be used to help wield
large, two-handed weapons (see above), or you can ready another single-handed weapon
(granting you an extra attack). Though technically this is your character's "off-hand",
no penalties are assessed to items ready here. Also note that Sorcerer spells
- including ones invoked from a scroll -
cannot be invoked nor maintained unless your off hand is free (it cannot carry a
shield, weapon, or help to wield a two-handed weapon - with the exception of a Quarterstaff)
which is armed as your primary weapon. If a Sorcerer spell is initiated
and then your off hand is in use, the sorcerer spells are disrupted.
Missile Weapon: You may only ready weapons which are listed as missile
weapons here. If armed, you will be able to attack during the missile stage of combat
(which always precedes melee). Ammunition for bows, crossbows, darts, etc, is not
important (nor tracked), so you do not have to worry about running out of ammunition.
Note that if you have some other missile attack ability (such as a sorcerer's Mage
Blast spell or an innate breath weapon) you can use a missile weapon in conjunction
with that attack unless specifically noted.
Armor: You may only ready an armor item in this slot. Nothing else
can be readied here. Armor is your most effective defense, as the deflect damage
rating applies to all strikes, regarless of hit location.
Helm: Helms are worn on the head (self-explanatory I think) and
they help your defense score, but only attacks which strike your RC's head allow
your helm to contribute it's deflect damage rating. Also note that Psionic powers
cannot be invoked nor maintained while a helm is worn even if invoked from a gem. If a Psionic power
is initiated and then a helm is worn, the psionics powers are disrupted.
Bracers: Bracers are worn on the arms and shoulders and help your
defense score, but only attacks which strike your RC's arms allow your bracers to
contribute it's deflect damage rating.
Leggings: Leggings are worn on the legs and help your defense score,
but only attacks which strike your RC's legs allow your leggings to contribute it's
deflect damage rating.
Miscellaneous: These two slots (#1 and #2) are special. Though
weapons (melee and missile), armor, nor shield can be armed here, you can ready
items such as potions, scrolls, or gems. If a situation comes up where these items
are useful, your realm character may take advantage of them. For example, if your
realm character has a potion of healing ready in miscellaneous slot #1, then it
will be imbibed during combat (if he/she needs healing). Also, a realm character
that has a mass-attack power imbued onto a gem, then it will be used during the
mystical round of combat.
Note though, you cannot sell an item which is currently ready in any of the above
slots. In order to sell it, you must either equip some other item or ready 'none'
to that slot to unequip it.
3.9 Ascension
Although this is a skill-based game rather then a level-based game, there are certain
milestones which can be classified as levels in the game. These levels (starting
with level 1 and continuing to a maximum of level 9) carry with them certain benefits
as well.
There is nothing special which must be done prior to achieving these levels. Once
your character has enough skill, the ascension occurs automatically. In the table
below, these levels are described.
|
Ascension Level |
Total Strength
|
Special Benefits |
|
(1) Adventurer |
< 15
|
None |
|
(2) Knight |
>= 15
|
Can join a Guild, Use Miscellanous slot #3 |
|
(3) Hero / Heroine |
>= 25
|
Can found a Manor |
|
(4) Noble |
>= 40
|
Can traverse planes (to Heathandrus), Use Miscellaneous slot #4 |
|
(5) Lord / Lady |
>= 60
|
Can found a Guild |
|
(6) Champion |
>= 80
|
Can found a Keep, Use Miscellaneous slot #5 |
|
(7) Master |
>= 100
|
Can traverse planes (to Stygia) |
|
(8) Immortal |
>= 120
|
Mystic restrictions removed, Use Miscellaneous slot #6 |
|
(9) Demi-God |
>= 140
|
[To Be Announced] |
|