Nexal 1.5 A free roleplaying game system for all, based off of Brandon Harris' game, Nexus War (http://www.nexuswar.com). Basics Information for Player & GM The Nexal game is used for many purposes. The first of which is to liven up a game of In-Character Behavior. As such, the game uses die rolls to facilitate many aspects of the game, though many judgement calls are left to the game master. Die rolls are oft used; for example, 1d8 would mean to roll one eight-sided die, or 1d10+1 would mean to roll one ten- sided die and add +1 to the total. Rolling a Character Information for Player & GM Characters in Nexal have various statistics. These are generally decided by a GM when the game starts. CONDITION: Health is measured in Body Levels, or condition. In the order of Disabled, Very Bad, Bad, Average, Good, Very Good, Extremely Good, and Invulnerable. In addition to these, each stage can hold up to three 'plusses,' or bonus hit points. MAGIC: Used by all characters, magic is the player's energy and will. It is used with manuevers and spells (see below). PROFICIENCIES: Characters can only use items which they are proficient in (such as Archery, Spellcasting.) SKILLS: See 'Skill Points,' below. ITEMS: Items are held by a character and used, read, or consumed. They have effects, as shown below. Determination of these stats is between player and GM, except for Skill Points (see below). Action Points Information for Player & GM Action Points, 100 per character per day, are used to perform extraneous actions outside of combat, such as crafting. Skill Points Information for Player & GM Skill Points are a game mechanism by which players aqcuire new abilities, or gain abilities and spells when the game starts. Each Player is given 250 Skill Points when the game starts, per character. Characters gain some more as they level up. SKILLS Research (25): Adds chance of salvaging arcane writings from mundane books instead of just tomes, gaining spells. (If going by rolls, use d20; 17 and above is spell). Focus (25): Adds chance of performing a critical hit with a weapon, dealing two times the damage. (If going by rolls, use d10; 8 and above is crit). Weapon Specialization (25): Select one weapon. Its damage increases by one step (1d2 to 1d3, for example, or 2 to 3.) Incantations (25): Character gains the ability to perform ritual spells. Dodge (25): Character gains chance to dodge missile and melee attacks (If going by rolls, d20; 17 and above is dodge.). Itemcraft (25): Character can repair broken items; can salvage one item from that which they lose on disabling. Tumble (25): Can perform basic acrobatic manuevers, such as vaulting a low fence, or surviving a twenty-foot fall unscathed. Protect (25): When a person close (in an emotional sense) to the character dies, the character deals 2x damage for their next attack. Once per battle. Tactician (25): Character gains Damage Resist 1. Warrior (50): Requires Focus. Deal +1 damage with any weapon. Loresearcher (50): Requires Research. May write your own books for 10 AP. Weapon Mastery (50): Requires Weapon Specialization. Deal +1 damage with your chosen weapon. Spellwrit (50): Create your own spells by spending AP and gold, or train someone to cast spells by spending AP and time. Requires Incantations. Evasion (50): Requires Dodge. As Dodge, but applies to spells as well. Transcriber (50): Requires Spellcasting proficiency. Allows you to write scrolls of spells you know. Alchemy (50): Craft potions with components and AP. Gunsmithing (50): Craft guns and ammo with components and AP. Smithing (50): Craft swords and metal objects with components and AP. Rapid Fire (50): Attack twice with a gun in one turn, at the cost of -2 Damage Resist for 3 turns afterward. Combat Expertise (75): Deal 1 less damage with an attack to gain Damage Resist 1 for a turn. Lucky (75): Add +1 to rolls for you, and -1 to rolls against you. Master Tactician (75): Requires Tactician. Prepare for one turn, against one foe, to deal +3 damage against them next turn. Damage Resist -2 while planning. Spell Expertise (75): You may cast spells at -1 MP cost. Far Shot (75): You may fire from a distance that requires your opponent to spend a turn moving towards you to attack in melee. You must spend 1 turn to move away. You can move up to 3 turns of movement away. Health Plus (75): You gain 2 health conditions. This stacks. Magic Plus (75): You gain 2 mana conditions. This stacks. Spell Mastery (125): You may cast spells at a -2 MP cost. This requires and stacks with Spell Expertise. Combat Mastery (125): You may spend 1 MP condition to deal 3 extra damage with your next attack. Counterattack (125): You can counter any attack by attacking back for 1 MP condition. Improved Gunsmithing (125): You may strengthen and modify guns with parts and AP. SPELLS AND MANUEVERS Note; not full list. GM will give bigger list on level up. SPELLS Lightning Bolt (20): 1 MP, deal 3-4 elec damage. Magic Needle (20): 1 MP, autohit, deal 2 magic damage. Cure Light Wounds (20): 1 MP, cure 2 health conditions. Charge (20): 1 MP, cure 1 magic condition. Icicle (20): 2 MP, deal 3-6 ice damage. Poison Sting (20): 1 MP, possible poison enemy (1 damage/turn, 4 turns). Icicle Shower (20): 2 MP, AoE (3 targets), 2-3 ice damage. MANUEVERS "Protection?" Wonder where ya got that.. .:p ~Han