All of the information you need to start your journey in Tenebris Realm!
Skills decrease the difficulty check (DC) of a particular roll. This can either be specified by GM or used by the player in appropriate situations.
There will be no mechanics for crafting. Crafting can be done in its entirety through freeform.
Each individual character can only have up to 3 items that grant modifiers. Attempting to surpass this limit creates an in character surge of mana, destroying all magical items (Potions, Weapons, Armor, Clothing, Etc.).
Veteran+ can write up a unique item that grants modifiers for their character to be approved by a GM. However, they must follow the tables below.
Renowned and GMs have the ability to give out these unique items as rewards, so the player base who cannot make these items themselves still have the opportunity to get them.
Every character has 5 free skill points to allocate to any listed skill.
You generate 1 skill point when you have applied 25 AP to your character. This can be across any of the ability trees.
Maximum of 5 skill points can be applied to a single skill.
Use your skills contextually in the roleplay.
Skills are broken down into 4 different skill types: physical, knowledge, social, and crafting skills. You are not restricted on skill type, but you should take into account what you want your character to be proficient at.
The definitions for these skills are listed in the Glossary.
Sleight of Hand
Special notes about alchemy:
Every individual character can have up to 7 alchemy items on them at one time.
You cannot make a Luck Bonus potion unless you level 5 in the Artificing skill.
You cannot make a Truth Serum unless you have level 5 in the Artificing skill.
You can have special effects be anything from freeform compulsions (aphrodisiacs, hyperactivity, temporary transformations) to invisibility and night vision.
All items crafted can have one bonus, unless someone with a level 5 in the proper skill is crafting them. They may craft an item with 2 bonuses.