Sie sind auf Seite 1von 17

Alteron Odyssey Roleplaying Game

TABLE OF CONTENTS
I. The Beginning
Foreword…2
How to Play…2
Common Terms…3
Gameplay Example…7

II. Character Creation


Character Creation Process…10
Statistics…10
Races…13
Cosmetic Qualities
Advancement
Skill Talents
Supplemental Talents
Disadvantages
Allegiances and Alignment
Luck Points

III. Character Classes


The Musketeer
The Scoundrel
The Knight
The Whisperer
The Bard
The Druid
The Necromancer

IV. Equipment
Money
Weapons
Armor
Adventuring Gear
Services

V. Combat
Basics of Combat
Combat Terms
Combat Actions
Conditions

VI. Magic
Basics of Magic
Resilience Bypass
Evocations by Class
Evocation Effects

VII. The World


Alteron: A Primer
NPC Callings
Example Characters

VIII. Magical Equipment


Basics of Magical Equipment
Alchemical Items
.Magical Weapons
Magical Armor
Magical Accessories
Cursed Equipment
Magical Equipment Creation

I. The Beginning
Foreword
All throughout my life, I had been interested in roleplaying games. Starting from my
upbringing of playing them on video game consoles, and continuing to this day where I
play them on tables in all sorts of places, I have and probably always will love
roleplaying games. There is just something to being able to escape from the real world
and venture forth into a world of imagination, even if for a little while. Not to mention,
having friends to go along with you on these retreats into fantasy makes them all the
better.
Over the years, I have had many roleplaying game ideas, and had been working on
various systems that never have seen any action outside of friends’ get-togethers. I once,
for instance, fleshed out a quick-to-run game system inspired by the Final Fantasy video
games series. Another (which is still incomplete at the time of my writing this) is a game
called Riftsaga, which had been based around White Wolf’s Storytelling System, using a
d6 instead of a d10 for the mechanics.
And now, I present to you, the reader, the newest chapter of my history of creating RPGs.
Revised from another quick-to-run system of mine, I bring it to you all now in the hopes
that it will turn out to be something people would like. So, without further ado, it is time
to present Alteron Odyssey.

-Joseph Maxwell

How to Play
Alteron Odyssey is a roleplaying game set in a fantasy setting known as Atheria, a world
currently within it own Renaissance period of history. The goal of this game is for the
players to assume the role of characters and to have those characters overcome dangerous
situations within a story outlined by the GM, or Game Master. The GM is the one in
charge of the world the characters are in, narrating the various occurrences within the
fantasy world, while the players play as the main characters of the story. The fate of the
intrepid heroes of the GM’s story relies on the player’s teamwork and decision-making
skills as well as the usage of a d10, or ten-sided die.

In order to play, both GM and players will need various resources. In addition to the
information doled out here, the most important things needed for a player or GM is a set
of 10-sided dice. Ten-sided dice can be found at most gaming stores, or even other stores
that have gaming books in them. In addition to the dice, players will also need a record of
their character’s vital statistics, known as a character sheet, which can be found at the end
of this PDF.

Now, onto how the game actually works. Once everything is assembled and the game
session is ready to begin, the players must listen to the GM as he or she describes what is
going on in the story. However, unlike telling a story, it is not certain what the results will
immediately be when certain events occur. This is where the dice will come into play.

The main mechanic of the game is thus: when there arises a situation where the result is
not certain, one must roll a d10. Based on what is rolled (with appropriate modifiers
adding to or subtracting from the dice roll), one may succeed or fail at a given task.
Whether or not the set task is succeeded or failed at is this based on a set number. If that
number is met or beaten, the action is a success; otherwise, it is a failure.

As a character advances throughout the game, he or she will earn something called
experience points, as well as treasures which can either be traded for new supplies or can
be used to enhance their abilities. Experience points are a representation of one’s
potential to learn new abilities, and as such, when one earns enough of them, they will
gain a ‘level’. With each level, a character’s abilities grow stronger, and new ones can
even be mastered through a new level. It is the duty of the GM to provide adventures and
challenges which will give out these experience points without making the challenges
overwhelming to the point where they cannot be succeeded at by the characters.

But the question that is likely on your mind is this: how does one play, and what are the
rules? That is what will be revealed in this PDF. So, without further ado, it is time to
present the rest of the information on how to play Alteron Odyssey.

Common Terms
Throughout this PDF, certain terms will be mentioned. It is imperative to know what
these terms mean in order to make the most of playing the game. Below are a list of
various terms, in alphabetical order, which are used in Alteron Odyssey gameplay. Keep
in mind that some of these terms might refer to other terms mentioned in this section.

• Action: Refers to a specific command given to a character in combat situations.


Each turn, a character can make a certain number of actions based off of a number
of ‘action points’ each character possesses each round. Each round in combat, all
characters in combat regain their action points and can spend them again on their
respective turns.
• Adventure: Refers to a specific quest run by a GM in an odyssey; a single
adventure can last anywhere from one to multiple gaming sessions.
• Allegiance: What a character holds dear and abides by, be it a moral or ethical
standpoint, a deity, an ideal, or anything similar that is substantial enough to the
character’s persona.
• Attack (ATK): Refers to a specified number that represents how accurate a
character’s offensive actions are with ‘physical’ attacks. As a character advances
in levels, they gain a stronger base attack value, which is then added in with a
weapon’s properties and a specific statistic to determine how accurate their strike
with a weapon (or with an unarmed strike) is.
• Bonus: Any numeric value that is added to a preexisting numeric value. For
instance, a bonus can apply to either a static number (such as one’s Defense
value), or to a non-static number such as a d10 result.
• Challenge Level (CL): Refers to a number which must be met or beaten in order
to succeed at a talent-related task. Based on how difficult the task is, the CL might
be higher or lower depending on the task.
• Character: A being that exists within the game world.
• Check: When one needs to roll a d10 to determine something based on skill or
luck in the game world, they are making a check. When a check is made, any
bonuses or penalties that can apply are added to or subtracted from the die roll
respectively.
• Circle: Refers to a value of strength which a specific evocation has. As a
character advances in levels, they, if they are able to learn evocations, can gain
new evocations in a Circle or even learn how to cast evocations from a stronger
Circle. There are up to seven Circles of evocations for a class in total; please note
that while there are up to seven Circles, not every class gets all seven Circles. For
instance, a Knight can only gain up to three Circles.
• Class: A class refers to a character’s specified talents and abilities as a whole in
the game world. A class can represent one’s abilities either as a person, as their
adventuring career, or any other such calling. Depending on the character’s class,
one may use specific abilities that other classes cannot do; a common example is
that some classes can use magic while others cannot. Most often, PCs have
classes while NPCs have something called a ‘calling’, which is less powerful than
a class. For more information on classes, please refer to chapter 3, and for more
information on callings, please refer to chapter 7.
• D10: A ten-sided die, which is used to determine the success or failure of a task
that is left up to skill or luck in the game world.
• Defense (DEF): A numeric value that shows how well one can avoid being
harmed by a ‘physical’ attack. To determine whether or not a physical attack hits
a character, one must add their Attack and the result number of a d10 roll and
compare it to one’s Defense. If the Attack and d10 roll’s sum is equal to or greater
than the target’s Defense, the physical attack hits. If lower, the physical attack
either missed completely or was stopped by the target’s armor, either result based
on the GM’s discretion. Almost exclusively, Defense is used to determine
whether or not a weapon (or unarmed strike) hits a target hard enough to cause
HP damage.
• Element: Refers to a specific type of magical energy that a magical power is
attuned to. Examples include ‘fire’, ‘cold’, or ‘spiritual’ elements. Some creatures
might have either resistance, immunity, or even a vulnerability to specific
elements.
• Toughness (TOU): Refers to a character’s ability to resist effects that would
harm the body or mind, but do not directly refer to HP damage. Like Defense, one
compares the roll of the attack made by the effect with a d10 result against one’s
Toughness level, succeeding if the die result and effect Attack sum meets or
exceeds the Tougnness value. Examples of effects that would oppose Toughness
include poisons and magical effects that weaken a target’s statistic(s) upon
success.
• Evasion (EVA): Refers to a character’s ability to avoid an effect that cannot be
stopped by one’s armor or physical endurance alone. Like Defense and Toughness
before it, whether or not a character’s Evasion saves them from such effects is
based on an adversary’s d10 roll and the effect’s Attack value added together,
opposed by the targeted character’s Evasion value. Most commonly, Evasion is
used to avoid projectiles, from arrows and musket balls to magical fireballs and
mystical lightning bolts.
• Evocation: A term that refers to magic in the game world. Evocations can do
many things, depending on what kind of evocation is used; examples include
causing injuries, healing wounds, protecting against harm, or weakening targets.
One who is performing an evocation is known as an evoker.
• Evocation Level (ELV): Refers to the power of an evocation when it is used by
the evoker. Not unlike a character’s Attack, their ELV increases based on their
level, which is then added to by a character’s appropriate statistic and is used to
oppose a target’s Endurance or Evasion, depending on the evocation.
• Experience Points (EXP): An estimation of how much a character knowledge a
character has gained through first-hand experiences in their careers as adventurers
of some sort.
• Game Master (GM): A person who runs a roleplaying game of some sort, such
as Alteron Odyssey. It is their task to narrate the story, act as a referee to the
game’s rules, and provides the challenges the characters in the game session
presents.
• Health Points (HP): An estimation of how much physical harm a character can
endure before falling unconscious or even dying. HP at first level is determined a
character’s Endurance statistic, multiplied times two, and a class’s HP bonus; HP
for levels after the first level are determined by a character’s Endurance modifier
plus the class’s HP bonus. If a character’s HP reaches 0 or less, a character is
knocked unconscious; if their HP reaches a negative value equal to their
Endurance statistic x2, they will die.
• Level: A representation of a character’s overall ability and power as a member of
their class (or calling, in the case of NPCs). As a character gains levels, their
abilities and power grow, and new abilities can be learned and used by the
character.
• Luck Point: A special type of point that allows a character to do various things
that benefit them. By using Luck Points, players can do things such as mulligan a
poor d10 roll, prevent a character’s untimely death, and other such things. At the
start of each game session, characters gain Luck Points which are renewed each
session. For more information, please refer to chapter 2.
• Modifier: Refers to either a bonus or penalty, which respectively adds or
subtracts from a certain value.
• Monster: Refers to a type of NPC that typically opposes the characters, does not
gain experience points, and does not possess a class or calling. Specific
evocations might only affect a monster as opposed to a sentient.
• Non-Player Character (NPC): Refers to any character being controlled by the
GM only.
• Odyssey: A series of adventures, or even a single adventure at times, that tells a
completed story and is run by a GM. Depending on the duration of each adventure
and the number of adventures run, an odyssey can take various amounts of time to
complete in real world time.
• Penalty: The opposite of a bonus, a penalty is a numeric value that subtracts from
either a d10 roll’s result or from a static numeric value (such as a character’s
statistics).
• Physical: Refers to any non-magical numeric value, most often one that has to do
with a character’s HP.
• Player Character (PC): Refers to any character being controlled by a player as
opposed to being controlled by the GM alone.
• Resilience (Res): Some creatures are capable of shrugging off physical harm. The
amount of damage subtracted from received harm is known as Resilience. Even
with Resilience, however, some creatures can still take full damage from specific
types of harm. Resilience is noted by recording the value subtracted from harm,
followed by a ‘/’ and ended with the type of harm that can bypass the Resilience.
An example includes ‘5/ghosteel’, which means that a character with that type of
Resilience will take 5 less damage than normal from attacks unless the attack is
made by a weapon made from ghosteel, a specific magical metal in the game
world. If a character’s Resilience is able to make them ignore damage in general
without having anything that can bypass it, the Resilience is written with a “-“
instead of a bypassing damage type, such as “5/-“. A ‘high magic’ effect can
bypass any Resilience that can be bypassed by other effects; for more information
on Resilience-bypassing effects, please refer to chapter 6’s “Resilience Bypass”
section.
• Round: A round consists of all characters in a combat situation taking their turn.
Each round represents a ten-second duration of time in the game world.
• Save: The type of numeric value that is used to oppose and neutralize an effect
that would harm a character. There are three types of saves: Defense, which is
mainly for weapon or unarmed strikes, Toughness, which is for effects such as
poisons or weakening spells, and Evasion, which is for effects that, unless dodged
completely or braced against, can harm them to its full extent regardless of one’s
armor or physical might.
• Sentient: A character in-game that is typically humanoid, have levels, may or
may not gain experience points, and possess either a class or calling. Certain
evocations might not work on sentients, and might only work on monsters
instead; some of the most powerful evocations can affect both sentients and
monsters alike.
• Speed: A character’s speed determines when they will be able to take their turn in
a combat situation. Characters act in order of highest to lowest Speed. Speed is
determined by a character’s Prowess and Agility modifiers added together plus a
d10 roll.
• Spirit Points (SP): An estimation of a character’s spiritual strength in terms of
being able to use evocations. When an evocation is cast, a character’s SP is
reduced by the evocation’s cost. If a character does not have enough SP to meet
an evocation’s cost, they cannot use it until their SP either meets or exceeds the
cost of that evocation.
• Stacking: Refers to the addition of bonuses or penalties onto other bonuses or
penalties. In most cases, a stronger bonus will replace the lower one(s), and any
additional penalties will be added onto preexisting ones. Likewise, bonuses and
penalties affect one another, meaning that a penalty can reduce or negate a bonus,
or vise-versa.
• Statistic: An abstraction of a character’s innate talents or qualities. There are
eight types of statistics in Alteron Odyssey: Strength, Endurance, Wisdom, Mind,
Prowess, Agility, Personality, and Luck. For more information on statistics,
please refer to chapter 2.
• Talent: There are two types of talents: skill talents (or just a ‘skill’ or ‘skills’) and
supplemental talents (or just a ‘supplement’ or ‘supplements’). Skill talents refer
to a specific skill or task that a character knows how to do, such as picking a lock
or making a practical item from raw materials. The chance of success at
performing a skill based off a skill talent is based on the character’s level and a
specific modifier of an associated statistic (i.e. Prowess, Mind or Personality). A
supplemental talent, however, refers to a specific boon based on the character’s
personal history. Either way, both types of talents are bought using ‘talent points’,
which are given to a character each level and at their first level.
• Turn: Refers to an action or actions made by a character when they are able to act
based on Speed in a combat situation.

Gameplay Example
In an attempt to help you, the reader, understand how the game works, below is an
example of gameplay. In this example, the GM is hosting an adventure for his four
friends. The four friends are playing the following characters: Nick Kinson, an apodemai
(humanoid rat) Knight, Luke Lannacan, a human Scoundrel, Dawn Northstar, a sionnach
(humanoid fox) Druid, and Millie Saint, an elf Bard.

In the adventure, the characters are climbing an ancient tower in search of a mystical
jeweled pendant. The players’ words will be referred to by their respective characters’
first names in this example, and any non-verbal actions by the players or GM will be
noted in parenthesis and italicized. Any words spoken in-character are written in
quotation marks.
(At the point where this example begins, the characters are on the second floor of the
decrepit tower. As the GM finishes describing the scene, he then asks the players what
their characters are doing)

Nick: “’Tis a tad too quiet up here”. Nick’s gonna draw his sword and begin chanting his
‘Exorcist’s Steel’ spell.
GM: As Nick does so, he holds his gauntlet-wearing paw over the blade and, in a
moment’s notice, its blade shimmers as it is coated in the silvery energy.
(Having used the Exorcist’s Steel power, the character Nick has magicked his long sword
so it can now affect undead beings such as zombies. If it had not been used, Nick’s sword
would be either less effective against them or, in the case of ghost-like beings, pass right
through them harmlessly. This is because most undead have a type of Resilience or
Immunity to anything except ‘exorcism’ effects or anything stronger)
Luke: “Good call, man. If the fiends here are anything like those ghosts we fought getting
up here, we’ll need you to cover the front and hit hard”. Luke’ll get his baselard daggers
ready as well.
Millie: Okay, gonna just cast ‘Will o’ the Wisp’, and use its effect to act as a lantern.
Dawn: I should’ve brought the torches after all, huh? My fault.
Luke: Eh. No one stopped you. We’re all kind of at fault this time.
(As the Will o’ the Wisp spell can be used to act as a magical lantern, the floor is
illuminated better in-game. As such, the GM recalls that there is a pile of silver coins
lying on the ground. Unfortunately for whoever decides to try and pick them up, the GM
had made the coins into bait for a trapdoor which would drop whoever stood on it down
a hole on the first floor and into the basement, causing a moderate amount of damage to
either of the four characters at this level.)
GM: It’s whatever. Regardless, the elf’s ghostly orb of light appears in her hand, and
lights up the room. Now that you can see better, I’d like you all to roll a Locate check.
(Each of the players rolls a d10 and adds their modifiers from their Locate skill talent.
Out of the group, Nick is the only character who isn’t trained at Locate, and to make
matters worse, the dice roll made by his player isn’t very good.)
Nick: Let’s see, add a 3 to that… darn. 5?
Luke: 16. Managed to roll 10.
Dawn: 9.
Millie: 12.
(The CL for spotting the coins was a 10. However, there also exists a CL for noticing the
trap door itself, which is a 15.)
GM: Hmm. Okay then, good. Luke and Millie spot that there is some silver on the ground
near the center of the room. However, Luke also notices what seem to be some thin gaps
in the floor in the shape of a square and hinges. In other words, it’s a trap.
Luke: Crud. Can I see how much the coins were worth?
Dawn: Playing a bit too much in-character there, pal?
Luke: Just asking.
GM: As Luke approaches, he can see that the coins’ printed values really don’t add up to
much. Probably laid down by a less-intelligent monster.
Millie: Ah.
Luke: Gotcha. Then, we press on, I suppose.
Nick: Before that, can we search the room?
(Normally, searching an unexplored room would be another Locate check. However, the
GM decides the only things of real importance in the room are the staircases leading to
the lower and upper rooms, as well as the coins and trapdoor.)
GM: I’ll just say the four make a quick look through, and don’t find anything else of
importance. There is, however, a door at the top of the staircase leading upward.
Millie: Then we open the door-
Dawn: Wait a second! Not yet, we don’t. If it’s fine, can I make a Listen check to see if
anything’s behind the door?
GM: Go for it.
(Dawn’s player rolls her d10; she manages to get an 8 on the roll, and adds her Mind
modifier of 4 to it, getting 12.)
Dawn: Okay, it’s a 12.
(Behind the door, the GM had set up a snarling black shuck – a fiendish black dog. It just
so happens to be guarding the upstairs, where the magic pendant lies. Because it can
sense creatures with its acute nose from afar and is hell-bent on killing sentients due to
its fiendish ancestry, the GM decides mentally that the black shuck is aware of the PCs
and is ready for a fight. As such, the snarling beast makes enough noise that Dawn, with
her player getting past the decided CL of 10, can hear the black shuck.)
GM: Behind the door, Dawn hears an almost guttural, animalistic growling.
Luke: Uh-oh. Get your weapons ready, folks.
Dawn: “Something’s behind the door, everyone”. Okay everybody, when you guys are
ready, Dawn’ll ready her halberd and kick the door down.
Millie: Millie readies her rapier and main gauche. Pretty sure Nick and Luke are already
armed, right guys?
Nick: Right. Just to make sure Dawn’ll be safe, Nick’s gonna get up next to her and
prepare himself to protect her with his shield.
(Nick’s player is referring to a special combat action known as ‘protecting’; when used,
the protecting character lowers his or her own Defense as well as Speed in order to add
some Defense to the protected character.)
Dawn: Thank you; her HP’s not so hot after that run-in with the ghosts. Maybe we
should’ve rested?
Nick: Guess so. No worries though; I’m sure Dawn’s halberd can chop down whatever’s
waiting behind this door.
GM: You’ll see. Ready, everyone?
(The players nod, give thumbs up, and/or otherwise confirm that they are ready)
GM: Alrighty then. Dawn’s fuzzy fox foot kicks open the door. On the other side, the
most important thing the group notices is a pair of smoldering eyes that look much like a
pair of burning flames in the dark room. From the distance, everyone can see thanks to
Millie’s will-o-wisp that there happens to be a large black dog the size of a mastiff hound
standing near the next stairwell leading to the level above the next floor. It’s pearly white
fangs are bared, an odor that reeks of pure death emanating from its maw. Snarling, it’s
very clear this beast is hungry for flesh.
Luke: “Son of a gun, it’s a bla-“
Dawn: Hey! What did I say about metagaming?
(Dawn’s player refers to a common but frowned-upon action in roleplaying games
known as metagaming; in a nutshell, it refers to a character playing off of any
information that, while his or her player might know out-of-character, the character does
not know. While Luke and Nick’s players had played an adventure before where
different characters of theirs had fought a black shuck, the character Luke himself is
likely not to know of the creature yet.)
Luke: Sorry. I take it back, and Luke instead says, “Nick, can you ID that thing?”
Nick: I’m on it. Rolling for a Knowledge (Bestiary) check… does a 16 work?
(Nick’s player, using the aforementioned skill talent, can identify a monster’s species as
well as certain characteristics of it using the skill)
GM: Just barely. Had Luke’s comment not been taken back, he’d be right: it is, indeed, a
black shuck. I have to warn you guys that everyone except Nick will have some trouble
fighting it; it has Resilience against everything except an ‘exorcism’ effect or higher.
Alright everyone, it’s clear that dog is out to get the party. Combat starts; roll to
determine Speed.
Nick: Well. It’s a good thing I had Nick magic his sword…

II. Character Creation


Character Creation Process
In order to play through a game, a character must be created and played by each player.
An example of a possible order to do so is as follows:
1. Think of a character idea. For instance, ask yourself this: do you want your
character to be an excellent warrior, or a powerful magician? What is the
character like, and what are his or her abilities?
2. Determine the character’s race, followed by ‘purchasing’ their statistics.
3. With that in mind, fill out their ‘cosmetic’ qualities; their hair color, eye color,
gender, and various other qualities.
4. Determine a character’s allegiances and alignment.
5. Select their class, which will thus help you to…
6. …fill in their specified modifiers, including but not limited to their Attack, HP,
and Toughness.
7. Select their talents carefully, as certain classes benefit differently from various
talents.
8. Select up to three disadvantages, which will allow your character to gain Luck
Points.
9. ‘Purchase’ a character’s starting equipment based off of the allotted starting
wealth of the character’s respective class.
10. If the class can use evocations, select the ones that they start with based on their
level and specific class’s Circles.
11. Double-check your character sheet to make sure everything is filled out properly,
and get ready to play!

Statistics
Every person has their advantages and disadvantages. As such, a character in Alteron
Odyssey reflects this truth of life through their statistics. In Alteron Odyssey, statistics
determine a character’s innate talent in one particular field. Below will be descriptions of
each statistic, followed by the mechanics of statistic modifiers and how to determine a
character’s statistics at first level.

Strength (STR) refers to a character’s physical might and, well, raw strength. A
character’s Strength determines:
• The amount of damage done with melee weapons such as swords and polearms
• The Attack, or accuracy, of such weapons
A character that has 0 Strength is too physically weak to move and is effectively
‘paralyzed’, as the condition. Exceptions to this rule regarding creatures with no
physical body, such as spirits, exist.

Endurance (END) refers to a character’s ability to perform physical actions for long
periods of time, as well as being their ability to shrug off bodily weakness due to various
stimuli. A character’s Endurance determines:
• The amount of starting HP he or she has
• The amount of HP added to a class’s bonus HP modifier each level
• The value of their Toughness save
A character that has 0 Endurance is exhausted to the point of passing out, making
them effectively ‘unconscious’ (but not dying), as the condition. Exceptions to this
rule regarding non-living creatures, such as the undead, exist.

Wisdom (WIS) refers to a character’s ability to apply mental capabilities to the real
world in ways such as using common sense and reason. A character’s Wisdom
determines:
• The numerical value of various magic-related effects used by them
• The Attack factor of any evocations they use on others
• The number of starting languages a character has
A character that has 0 Wisdom cannot think rationally and is effectively
‘confused’, as the condition.

Mind (MIN) refers to a character’s mental capabilities, ability to handle mental


stress, and their ability to gain and retain knowledge. A character’s Mind
determines:
• The amount of starting SP he or she has
• The amount of SP added to a class’s bonus SP modifier each level
• Any bonuses or penalties to Mind-related skill talents
A character that has 0 Mind will be unable to concentrate or think, effectively
causing them to take a -1 penalty to all d10 rolls. Exceptions to this rule regarding
creatures with no working brain, such as zombies, exist.

Prowess (PRO) refers to a character’s ability to move and make actions with
their body effectively and with accuracy. A character’s Prowess determines:
• The amount of damage done with ranged weapons such as bows and guns
• The Attack factor of such weapons
• Any bonuses or penalties to Prowess-related skill talents
A character that has 0 Prowess becomes incredibly clumsy and takes a -2 to
ATK in general as well as DEF.
Agility (AGI) refers to a character’s quickness and reflexes. A character’s
Agility determines:
• Their Speed factor
• The value of their Evasion save
• Their effective modifiers for their Defense, which is affected by what
armor (if any) they are wearing
A character that has 0 Agility becomes incredibly sluggish, causing them
to become effectively ‘slow’, as the condition.

Personality (PER) refers to a character’s force of personality as well as


how sociable and charismatic they are. A character’s Personality
determines:
• Any bonuses or penalties to Personality-related skill talents
• The effects of certain class abilities
A character that has 0 Personality loses their will of personality and is effectively
‘soul-sealed’, as the condition. Exceptions to this rule regarding creatures with no
will of their own, such as golems, exist.

Luck (LUC) refers to a character’s influence on the spirits of the world, which
can grant them good luck. A character’s Luck determines:
• The maximum amount of Luck Points they have
• Whether or not they attain any special ‘Luck Boons’
A character that has 0 Luck takes a -1 to all d10 rolls. Exceptions to this rule
regarding soulless creatures, such as zombies, exist.

With each numeric value of each statistic, there is a bonus or penalty attached
to it. This bonus or penalty will influence various factors of the character’s
abilities. For instance, a character with a Strength score of 5 will gain a +1 to
their Attack and damage with melee weapons. The highest one can raise their
statistics ‘naturally’ -- without them being augmented by magic effects -- is a
10; with magic effects added, a statistic can get as high as a 12. Finally, a
statistic cannot go any lower than 0.

The modifiers for each numeric value are as follows, with the exception of
Luck:
• 0= -2 (Stunted)
• 1 and 2= -1 (Below average)
• 3= 0 (Average)
• 4 and 5= +1 (Above average)
• 6 and 7= +2 (Highly developed)
• 8 and 9= +3 (Nearly superhuman)
• 10 and 11= +4 (Superhuman)
• 12= +5 (Inhuman)
The above bullets refer to every statistic’s modifiers EXCEPT for Luck; this is because
Luck uses a different format altogether. The effects of each Luck value are as follows:
• 0= -1 from all d10 rolls, and cannot use Luck Points
• 1 and 2= No Luck Points
• 3= 1 Luck Point
• 4 and 5= 2 Luck Points, and +1 to all skill talents
• 6 and 7= 3 Luck Points, +1 to all skills, +1 Defense
• 8 and 9= 4 Luck Points, +2 to all skills, +1 Defense and Attack
• 10 and 11= 4 Luck Points, +2 to all skills, +2 Defense, and +1 Attack
• 12= 4 Luck Points, +3 to all skills, +2 Defense and Attack

Now, onto determining a character’s base statistics. At first level, a character’s initial
statistic values begin at 2 each. However, a character’s player also is given 30 ‘points’
with which to ‘buy’ different values to place into statistics. Absolutely no statistic can
start at 0, regardless of any specific penalties (such as racial stat penalties and
disadvantages), but a character’s penalties cannot add up to making a statistic 0 or a
negative number regardless.

For instance, let’s say a player is trying to take advantage of the ‘cannot start at 0’ rule
for stats. He or she thus makes an attempt to make a character with the ‘Old’
disadvantage, which reduces a few statistics due to the physical feebleness brought on of
old age, and then decides to make the character’s race a sionnach, who has a -1 penalty to
Strength . If the player does not spend any points to raise the character’s Strength
statistic, which would now be counted as a 0, then his or her GM would have to tell him
or her that the character is not unable for play and ask him or her to alter the character’s
traits.

Below are the following values with which a character’s statistic values may be bought.
Keep in mind that one need not spend every point, but it is most wise to do so in order to
make a character as capable as possible.

• 2= 0 points
• 3= 2 points
• 4= 4 points
• 5= 6 points
• 6= 8 points
• 7= 10 points
• 8 through 12= not available when creating a character at first level

Races
More than just human beings exist in the world of Atheriza, where the country of Alteron
resides. From the smart but fragile elves to the charismatic but impulsive tigrisians, each
race has its own unique traits. A race in Alteron Odyssey is also known as a ‘sentient’,
meaning that the character has the mental complexity and capability of a human as well
as possessing anthropomorphic traits like a human does.

This section will reveal insight on the ways of each race, as well as their specific traits. In
order, the presented races are as follows: humans, elves, dwarves, kobolds, tigrisians,
sionnachs, and apodemai. With each race’s description will be the following: a brief
description of the race itself, a description of their physical traits, their usual relations
with the other races, their usual cultures, their common allegiances, example names and
surnames, and their specific traits such as languages (see the “Cosmetic Qualities”
section of this chapter for more information).

Below are brief descriptions of each race, following with more in-depth information on
the races afterward.

• Humans: The most prominent race; if you don’t know what a human is, you are
probably not from Earth. They are the least cookie-cutter of the races, each one
possessing unique traits.
• Elves: A majestic and beautiful human-like race of the wild forests of Alteron,
they powerful users of magic who are considered semi-divine. They tend to be
skilled at traits that have to do with magic, but are a bit fragile physically.
• Dwarves: A short, gruff and tough race of human-like beings that mainly live in
deep woods, they are renowned craftsmen and fearsome warriors. Their natural
physical strength and vitality is off-set only by their bad habit of being stern.
• Kobolds: A short humanoid race related to goblins, oft calling both abandoned
caves and mineshafts or sea vessels their home. Skillful and having strength that
can surprise taller folk, they tend to struggle a little more than others mentally.
• Tigrisians: Human-like peoples with traits like a tiger, tigrisians hail from two
extreme climates – the frozen north and dense jungles. They are charming in
public and swift, but can be too impulsive and reckless for their own good.
• Sionnachs: A race of hominid foxes, sionnachs come from lush lands in and
around Alteron. Wise and dexterous, their main weakness as a whole is their lack
of talent requiring pure muscle.
• Apodemais: A race of rat-like humanoids, the apodemais exist mainly in the
various lands of Alteron. Agile and with surprising hardiness, the main Achilles’
heel of the race is a stigma due to their vermin-like physical traits.

Humans
Perhaps one of the most determined races of Alteron, the human race is one that has held
a legacy of constant evolution. Out of all the races, humans are not unlike the snowflakes
of a snowstorm in that no two are alike. While the members of other races tend to lean
toward the stereotypes of their peoples more oft, it is difficult to say things about humans
in general. One of the few things one can say about humanity is that it continuously
strives to create new technologies and innovations, and humans seem to have some of the
strongest willpower of any other race. Unfortunately, the human race also seems the
easiest race to be corrupted to the side of evil, as well as being at times the most ignorant
of races toward various elements of the world around them.
Physical Traits: Humans on average grow to about 5 ½ to 6 feet in height, with varying
body types. Depending on where they can be found, the common skin colors of a human
depend on how warm the climate is; while pale-skinned humans tend to live in colder
environments, those of warmer climates tend to have darker skin. Humans’ eye colors are
typically either blue, green, hazel, brown, amber, and even bluish-grey. The hair colors of
humans tend to be shades of blonde and brown, but even pitch black or orange colored
hair is known to exist with humans.
Relations: Being at times bigoted to those outside their ideas of the norm, humans can
have either good or poor relationships with members of other races. Overall though, a
human’s relations with other races vary from person to person.
Common Racial Deity: The Soulforger, god of justice and creation
Common Allegiances: Family, Homeland, Chivalry, Honor, Innovation, Religion, Vice,
and Freedom.

Common Names:
• Male: James, John, Michael, Thomas, Paul, Mark, Matthew, Joseph
• Female: Mary, Barbara, Elizabeth, Catherine, Sarah, Melissa, Amanda, Joan
• Surnames: Asher, Baker, Browne, Miller, Rolfe, Cooper, Biggs, Fletcher

Traits:
• +1 to two stats: Human characters start with a +1 to any two chosen stats of their
choice; if desired, a player may also put both +1 bonuses into the same statistic to
make it a +2 bonus. These bonuses are applied at first level to preexisting statistic
values.
• +2 Talent Points: Human character start with an extra 2 Talent Points at first
level.
• Languages: Vernacular. Bonus languages are Elven, Dwarven, Goblin, and Beast
Tongue.
• Age of Adulthood: 18 years
• Average Life Span: 80 years

Elves
An enchanting and mysterious race, the elves are typically a graceful folk. Intelligent and
carefree, legend has it that the elves were created by the gods to be the perfect race. With
their many years of life, elves tend to take things slow, usually eschewing irrational
issues and preferring peace. However, elves are by no means pushovers; when evoked to
anger, they are known to strike with astonishing force. In addition to the legends of their
purpose in Atheriza, it is also claimed that elves were the first ones to be able to evoke
and gain the favor of the spirits of nature, thus being the first race capable of using magic.
To this day in Atheriza, it is rare not to find an elf that did not know even the smallest of
evocations of these spirits.
Physical Traits: On average, elves tend to be just a couple inches shorter than an average
human. Their bodies tend to be lithe, yet with beautiful ‘swimmer’ muscles. The most
commonly recognized trait of an elf is their pointed ears, resembling the shapes of leaves.
Their eyes colors are that of a human’s, but their hair colors range from silvers and grays
to golden, pale and dirty blonde.
Relations: Elves tend to look upon the various races by how that race acts as a whole.
They, for one, tend to dislike humans for their arrogance and bigotry on the whole. In
regards to dwarves, a distant relative, they tend to dislike the crudeness of their
personalities. Toward kobolds, elves have a sense of distrust, seeing them no better than
goblins, a close relative of the kobolds. If anything, elves tend to pity the apodemai for
the stigma associated with them due to their rodent-like qualities. Tigrisians are generally
disliked, being seen as too wild and even nonsensical due to the tiger-like peoples’ bad
habit of acting on whim. The race that an average elf tends to admire the most is the
sionnach for its reverence of nature and its peaceful and wise demeanor on average; in a
way, elves consider sionnachs friendly rivals due to their similarities, and it is said that
the elves themselves had taught the ancient sionnach druids themselves how to evoke the
spirits. Regardless, however, elves are willing to look past racial labels and accept
outstanding individuals regardless of race.
Common Racial Deity: Lunaia, goddess of the moon and fertility
Common Allegiances: Nature, Ancestors, Family, Peace, Truth, Magic, Spirituality, and
Love

Common Names:
• Male: Trevor, Dragomir, Lazarus, Drake, Geode, Roan, Zephyr, Varden
• Female: Adele, Agate, Celeste, Isaura, Morgana, Ember, Naidra, Vivian
• Surnames: Willow, Pan, Wolfe, Rowan, Emerald, Crowe, Amber, Asher

Traits
• +2 MIN, +1 AGI, and -1 END: These bonuses and penalties are applied at
first level to preexisting statistic values.
• Night Vision: An elf is capable of seeing as clearly in dim light as one can in
ample lighting.
• Magical Potency: An elf gains a +1 ATK bonus on all evocations he or she
uses.
• Languages: Elven and Vernacular. Bonus languages are Dwarven, Beast
Tongue, and Ancient Tongue.
• Age of Adulthood: 30 years
• Average Lifespan: 170 years

Dwarves
Though they might come off as a bit too gruff and serious to most, there are few more
hardworking and dependable peoples of Atheriza than the dwarf. A rather industrial race,
many modern innovations of technology in Atheriza tend to be thanks to the work of
dwarves. As a matter of fact, the stout and short dwarves typically improve upon
preexisting technology that the human race had wrought. Male and female alike amongst
dwarves are exceptionally hardy, and after a hard day’s work most dwarves tend to
loosen up and have fun paired with a nice tall stein of grog. Until the work day is over,
however, dwarves are dedicated individuals who look down upon sloth, and overall there
are no finer workers of wood and steel in all of Atheriza than a dwarf. Be forewarned,
however: only those with death wishes dare to greatly wrong a dwarf, for the dwarven
race is also a determined enemy of goblins, the blood of the demented fey staining much
of their history.
Physical Traits: An average dwarf stands at about 3 ½ to 4 feet in height, his or her
complexion being bulky and strong naturally. Their skin is often pale and rough-looking,
their hands and feet often calloused from their rough labor. Both their eyes and hair are
typically black in color, but dwarves with brown eyes and hair do also exist. The most
commonly known feature of a male dwarf is his beard, often reaching down to about half-
way down their chests.
Relations: Though related to elves, dwarves tend to find both elves and sionnachs
irritating at times, considering them to be too silky or meek in comparison to the typical
dwarf. Kobolds are seen as even less desirable, given the shared hatred between dwarves
and goblins and the fact that kobolds are close relatives to goblins. They tend to
appreciate the company, however, of humans, enjoying the mighty will of the human race
and even finding it comparable to the dwarven work ethic. Like elves, they have nothing
against apodemai despite their appearance and qualities, but find tigrisians to be too
reckless to be enjoyable company.
Common Racial Deity: Onnaron, the god of war and valor
Common Allegiances: Family, Tradition, Work Ethic, War, Justice, Technology,
Engineering, and Strength.

Common Names:
• Male: Abelard, Albert, Odin, Heimdall, Baron, Erich, Jarvis, Kaiser
• Female: Freya, Alisha, Bruna, Hilda, Crimilda, Audris, Bernadine
• Surnames: Adler, Barth, Brauer, Faust, Glockner, Kaufmann, Goldschmidt,
Reinhardt

Traits:
• +2 STR, +1 END, and -1 PER: These bonuses and penalties are applied at first
level to preexisting statistic values.
• Craftsman Heritage: Dwarves gain a permanent +2 to all Craft skill usages.
• Dwarven Fortitude: Dwarves gain a +2 on all saves against poisons and diseases.
• Languages: Dwarven and Common. Bonus languages are Elven and Terrestrial.
• Age of Adulthood: 21 years
• Average Lifespan: 150 years

Das könnte Ihnen auch gefallen