Tag: rules

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  • Feats

    Feats are [[skills]] that your character knows or learns that allow him or her to do extraordinary things. This may be something obviously extraordinary, like summoning a fireball or seeing the future. It may be something more subtle though as well, …

  • Rounds

    Because its hard to figure out what is happening when everyone takes an action, or even talks, simultaneously, play is often taken in _rounds_. This is especially important in combat, when tiny actions make a big difference and there is far more …

  • Timing and Initiative

    Because [[rounds]] are so brief, it is limited in what may be done and must be taken in turns. There are two options in deciding who will go first, and your GM or your group as a whole, may choose which works best for you. The first option is more …

  • Multiple Action Penalty

    Each turn/[[rounds | round]], a player is permitted one regular action and one minor action. A second regular action taken will incur a penalty. 1D will be subtracted from the characters rolls for both regular actions. Each additional action subtracts …

  • Beliefs

    Beliefs and [[traits]] are all part of a character's [[psyche]]. Each makes the character unique and defines who the character is _as a character_, rather than a set of stats. Unlike many of the [[stats]] and [[abilities]], there is no set list or …

  • Key Terms

    The terminology used here exists in countless games, roleplaying, video, or otherwise, and enough weird words and names have been brought into the mix for Alatha so far, so there is no need to re-invent the wheel on this one. (Dang that was a long …

  • Game Basics

    While Alatha's role-playing system may sound complex, the basics may be easily grasped. Its all based on one set idea. Say what you want to do. The GM determines the difficulty. Roll the dice to see if you succeed. But what's a GM? There are two …

  • Dice

    Alatha is played using dice. Like many games, they are used to show chance and act as a randomizer. We use normal six sided dice, the kind we scavenged as kids from all the other board games in our basement. Some other role-playing games use dice with …

  • Traits

    Traits (part of the [[psyche]] on your [[character sheet]]) are what they sound like. They are the habits, characteristics, mannerisms, quirks, virtues, and generalized descriptions of your character. Traits are just a list of a few adjectives, as …

  • Spheres and Factions

    Spheres and Factions represent a choice in a campaign for who your character has associated with outside of their adventuring party. It may be a group they are a part of, those they were raised by, or who they work for. It is the question of what …

  • Defending

    Defense works on a similar idea as all [[contested rolls]]. Defense falls into of one of two categories, active defense or passive defense. Active defense consists of something physical done to actively avoid taking damage, usually dodging out of the …

  • Attacking

    # When attempting to attack, the player rolls their skill dice with that weapon, ability, or spell (this is referred to as "hit rating", "hit rate", or "to hit"). This is compared to either the target's [[defense]] roll (ie dodge, parry, etc), or a …

  • Healing

    A wounded player may be healed in several ways, including spells, a healing potion, magic items, time, or first aid. Time will heal all injuries except mortally wounded if a character relaxes, but there is a chance of infection. After three days, a …

  • Modifiers and Options

    Here are some modifiers and options for combat. An attacker may make a "called shot" specifying a particular area on the target they are trying to strike. Extra difficulty is added in this case at the gm's discretion and more damage may be done. A …

  • Damage

    If the attacker's damage roll is higher than the defender's body roll, the difference between the two is considered damage. See below for effects Damage Table Points of Damage Status Effect 1-3 …

  • Buffs and Debuffs

    Buffs are skills that directly help characters, usually conveying stat bonus, special abilities, or other benefits. Debuffs are the opposite, skills that hinder characters. There are several categories beyond standard buffs and debuffs, including AOE …

  • Multiclassing

    Unlike many other games, choosing a class in no way restricts you from training in other classes. Alatha is a combination point-buy system and class-based system. That is, you have a certain amount of dice or [[larantha | bewaya]], and you may spend …