Thursday, September 17, 2015

    Hey everyone, the purpose of this blog is concentrate all the efforts to revive the Liberi Gothica homebrew setting. Right now the title is for the sake of acknowledging the previous authors, though the name will be changed as Liberi Gothica is now used and trademarked by a company (and I really don't want to be sued). To keep it simple I'll post information after I've decided what to do with it. For example, what parts of the crunch and fluff I'll use, the classes, their abilities, etc. etc. I really liked what's already been created so I'll be using a big chunk of that. Anyone interested in the system can search 1d4chan for Liberi Gothica or go to http://1d4chan.org/wiki/Liberi_Gothica.

   Right now I like the "TACKS" system, it's simple, it's efficient, but most importantly I can work with it. Now a quick overview of how I'm interpreting the core attributes.

  1. Toughness: This is going to represent both endurance and physical strength. Basically how much punishment you can take and how much force you can put into physical blows as well as how you resist environmental factors and lack of food/water/sleep/oxygen as well as a resistance to poison and disease. However, I am changing it up a bit in that there will be some overlap with Athleticism, but I'll explain that after the general overview.*
  2. Athleticism: This covers any physical abilities that muscle strength and endurance wouldn't cover i.e. hand eye coordination, balance, how skilled you are in minute movements. Fine work done with hands necessitates a high athleticism and a moderate skill in the relevant area or low athleticism and a significantly higher skill in the aforementioned area.
  3. Charm: More than just natural magnetism, this represents an understanding of people and how to make them work for you as well as affecting how easily others perceive the "real" you. This is how well you lie, persuade, wheedle, and yes, charm others. You'll need this attribute to be high if you intend to avoid fights, control others from behind the scenes, convince someone to aid you, or to lead others into battle. To simplify it, this represents natural interpersonal and leadership ability as opposed to purely physical appearance.
  4. Knowledge: Your general intelligence, how well you memorize and remember information, and how quickly you can pick up or improve skills. This will help with magic, though it shouldn't play a direct roll in using the magic in most situations.* You'll find this is one of the more specialized attributes as it will primarily allow you to improve mundane abilities, though it's worth noting that a high knowledge would allow much quicker mastery of magical skills, even if it doesn't allow direct access.
  5. Spirit: Your will power and magical reserves. This is were you'll draw your magical ability from as well as your primary line of defense against non-physical attacks. The best way to think of this ability is that it allows you to acquire, though not master, your magical abilities. A high spirit will also grant resistances to things like mind control or mundane attempts at intimidation attempts. Think of it as representing your willpower and your source of magical potential.
*Toughness and athleticism both play a roll in determining how fast you move and how high you can jump. At the moment, I'm considering the formula of ((T+A)/2)*5 meters for movement speed and ((T+A)/4)*1.25 meters for standing jump height.
*Some magical abilities will allow you to use additional attributes aside from spirit, those abilities will inform what will be applicable and what won't be.

Small update, I've decided to make the system run on d20 to try to keep the number of die down.

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