Crest Magia Rolls in this game are done using 2d6 (referred to as the base dice) and the die allocated to the stat used for the action the roll calls for, taking the two highest, then adding the bonuses from skills, crests and specialties. What's needed: 1 d12, 4 d4s, 4 d6s (preferablly two of them being distinguishably different from the other two so as to be used for the base dice), 1 d8, 1 d10 Boons and Banes: Various factors can come about which make sitautions more or less advantageous for individuals. Or sometimes a player wants to do something really cool. This is where Boons and Banes come in. Whether it be surprise, flanking, flair, elevation or anything else that you as the GM could consider to grant a benefit or a detriment to an action taken by a character, you can grant them boons and banes for that action. Each boon adds a d4 and represents a positive impact on the action such as having the drop on an enemy or knowing the right topics to keep a person enthralled in your conversation. Each bane either subtracts a boon d4 or if there are no boon d4s being applied to the action, each bane adds a d4. Banes represent negative aspects such as having sand in your eyes during a sword fight or a floor being iced over while trying to run across it. Boons and banes are only awarded to the attacker, so an opponent being unaware would only award a boon to the attacker and not a bane to the defender. When all boons and banes have been awarded for an action and the banes that cancel out the boons are resolved, roll the remaining d4s. If the remaining d4s are boons, add the highest die result to the result of the action. If the remaining d4s are banes, subtract the highest die result from the result of the action. Critical Successes and Failures: Sometimes things go incredibly well or horrifically bad even when everything seems normal. This is represented by critical successes and failures. When a player makes a roll for anything other than damage and the base dice result in their maximum value, it is considered a critical success. When a critical success occurs on an attack roll, the attack automatically hits regardless of the defender's roll and the resulting damage roll is considered to have been rolled with the maximum result possible and the player is awarded a destiny point. On any other critical success, the player is awarded a destiny point and also granted an additional positive narrative result as determined by the GM. When a player makes a roll for anything other than damage and the base dice result in their minimum value, it is considered a critical failure. If the critical failure was rolled on an attack, the attack automatically misses and does no damages regardless of the defender's roll. On any other critical failure, the roll fails and the character receives an additional negative narrative result determined by the GM. Destiny Points: Every session, each player starts with 1 Destiny point. Destiny points are used for many different things and can vary from rerolling a dice roll, combining your action with another character, intercepting an attack for another character, acting out of turn, removing consequences, restoring or reallocating HP pool totals and more. Destiny points are earned by completely objectives as determined by the GM and by scoring a critical success on a roll. Destiny points do not carry over from session to session. Stats: Each stat has a Hit Point (HP) pool equal to the maximum value of the die assigned to it. This pool represents the character's resilience in that category. When all four HP pools are depleted, the character begins to acquire consequences as described in the Damage section. Physique - Physical strength and resilience Dexterity - Physical precision and responses Intelligence - Ability to learn and utilize knowledge Wit - Force of personality and quick thinking Skills: Cannot be used in conjunction with Crests. Skills start at rank 0 and can go up to rank 5. Each rank adds a +1 to the roll using the skill. Skills do not have a single stat they can be used with. If the player can rationalize it and the GM agrees, the player can use a different stat for a skill check than the one originally called for by the GM. Agility - used for feats of manual dexterity, acts of great speed or reflexes. Can also be used for reacting to various events Athletics - used for feats of strength, endurance and athletic ability Awareness - used for perceiving the world and the details in it. Is not restricted to the five senses. Connections - used for acquiring or utilizing connections to gain benefit Convince - used to convince a creature of something. Doesn't have to be false or true. Craft - used for crafting items or identifying items made by craftsman Determination - willpower and ability to maintain integrity Expression - used for performances or can be used for speeches or intimidations. Investigation - used for finding clues, objects and leads on goals a creature may have Lore - general knowledge not pertaining to the other skills. If a specialty is not chosen, is considered to be eclectic knowledge Magecraft - used for rolls utilizing Magical Crests Medicine - used to administer first aid, treat poisons and diseases, diagnose and treat illnesses and Healing Crests Melee - used for rolls utilizing melee weapons and Melee Weaponry Crests Ranged - used for rolls utilizing ranged/thrown weapons and Ranged/Thrown Weaponry Crests Science - knowledge of sciences including natural, technological, physical, political, economical and more. Socialize - used for conversing and gathering information in social settings Subterfuge - used for stealth, pickpocketing and passing coded messages Tech - used for rolls involving technological items and Artifical Crests. Does not cover the knowledge of technology in general concept. Only individual categories of items Unarmed - used for rolls utilizing unarmed combat, martial arts and Martial Arts Crests Vehicles - used for rolls involving mounts, motorized vehicles and any other sort of piloted device. If a task is not considered to have a decent likelihood of failure, no roll is required. Specialties: Each character starts with three skill specialties at rank 1. Specialties are subcategories of skills that show a character's areas of expertise. Specialties have 3 ranks and each rank gives a +1 to the result of the skill roll using that specialty Character Creation: At character creation, each character gets 1 d4, 2 d6s and 1 d8 to allocate to their stats in any way they choose. They also receive 3 skills at rank 3, 4 skills at rank 2 and 5 skills at rank 1 that they can allocate as they wish. Each character then has 3 specialties they can allocate to their skills at rank 1. Combat: A round consists of the turns of every creature occuring once. A turn is considered as ten seconds. Attacks can be considered as single attacks or a flurry of strikes. The thematics are up to the players and GM and the results reflect the end result of the exchange of blows and abilities. Attacks: If a creature wishes to attack another creature, they roll 2d6 + the stat they are using to attack, take the two highest numbers rolled and adds any modifiers from the skill bonus of the skill they wish to use that they can rationalize, specialty in that skill if it applies, boons, banes, and any other modifiers the GM deems fit and adds them all together to get their result. This is called the Attack Roll. The creature being attacked rolls 2d6 + the stat they wish to use to defend, take the two highest numbers rolled and adds any modifiers from the skill bonus of the skill they wish to use that they can rationalize, specialty in that skill if it applies, boons, banes and any other modifiers the GM deems fit and adds them all together to get their result. This is called the Defense Roll. If the Attack Roll exceeds the total of the Defense Roll, proceed to rolling for damage. Damage: When an Attack Roll exceeds a Defense Roll, the creatures involved then roll for damage. The attacker rolls 2d6 and adds the rating of the Crest or Weapon they used to attack. This is called the Damage Roll. If the defender has a weakness to the type of attack used, roll an additional 1d6 and add the result to the Damage Roll. If the defender has a resistance to the type of attack used, roll an additional d6 and subtract the result from the Damage Roll. The defender(s) roll 2d6 and add either the rating of armor or the rating of the Crest they are using for absorbing the blow. This is called the Withstand Roll. If the Withstand Roll equals or exceeds the Damage roll, the defender(s) take no damage. If the Damage Roll exceeds the Withstand Roll, the defender(s) take damage equal to the difference to the stat used to defend against the attack. If they are out of HP in that stat, the overflow goes to a stat of their choice and they are reduced to using a d4 for that stat until the HP is recovered. When all four HP pools of a creature are depleted, the next time that creature takes damage causes it to acquires a mild consequence. Further damage causes the creature to acquire a moderate consequence, a serious consequence (which usually takes the form of unconsciousness), being put into a state of dying, and then finally death. The amount of damage taken does not matter in regards to entering the next stage of consequence. 1 damage is the same as 20 and will still only put the character into the next stage. Crests: Crests are sigils that can be found in the world embedded in crystals. These crests allow a person to use supernatural abilities to varying effects. Each character, creature and NPC have 3 crest slots. There is no way to acquire more slots, but items can have crests embedded in them giving a character more limited use of crests beyond their 3 slots. This will be explained more in the Items section. At start, each character has 1 Crest at rank 2. The rank determines the potency and capability of the Crest as well as the bonus to the damage and withstand rolls made with the crest. Each rank in a crest grants +1 to the rolls using that crest. A specialty for a crest is more restrictive than that of a skill and should limit the form in which the crest is able to be used to gain the bonus of the specialty (Crest of Flames having the Explosion specialty would have difficulty reasoning using it to aid in withstand rolls for example.) Specialties of Crests are able to go to Rank 3 and grant an additional +1 for each rank when used in the form representing that specialty. When acquiring a crest after character creation, it starts at rank 1. Characters are able to switch out crests with character advancement. Here are examples of crests that can be found and chosen by characters. Feel free to make your own using the ones provided as guideline examples. The abilities listed are not the only uses of the crest, but are merely there to show the intensity and rough level of capabilities of a crest's power at their given levels. Use your imagination to come up with creative uses for the crests. Specializations can also increase the capabilities further in their areas of expertise, so a Rank 5 Crest of Flames with a specialty in Explosions could create an explosion large enough to destroy a castle. Crest of Flames: 1. Can create flames equivalent to that of a small torch 2. Can create bolts of flame 3. Can create gouts of fire equivalent to a flamethrower 4. Can create flames large enough to fully burn a house 5. Can create massive explosions large enough to engulf a mansion Crest of Tides: Crest of Salves: Crest of Sabers: