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Chapter 7 - Appendix – The personal grimoire

This book is for personal use only.

It will record and schedule the healthy and activities of the owner and aid in the owner life.

Nobody else's could change the contents of this book besides the owner. Any tentative will result in severe retaliation from the creators.

The ownership is non-transferable

This book belongs to Margaret Bellis Manikara of Marigold.

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This book is for personal use only.

It will record and schedule the healthy and activities of the owner and aid in the owner life.

Nobody else's could change the contents of this book besides the owner. Any tentative will result in severe retaliation from the creators.

The ownership is non-transferable

This book belongs to Margot.

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Welcome to a world of Adventures, Dangers, and dragons.

Take on the personas of warriors, mages, and scoundrels in the land of Licorne and try to make your names by overcoming sinister foes and deadly challenges.

You may face down one of the vile caloras in ancient antarian ruins, engage in a duel of wits with an arrogant noble, or uncover the secrets of the ancients.

You may win renown or you may die alone in the trackless wilderness.

Whatever your fate, your story is your own to tell.

You make the choices and try to survive the consequences.

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How to Begin

Before you dive into this world, think about which kind of adventurer you want to be first. You might be a courageous fighter, a skulking rogue, a fervent wizard, or a flamboyant bard.

Or you might be more interested in becoming an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar.

Do you want to be the toughest adventurer at the land?

Consider the fighter class. If you don't know where else to begin, take a look at the classes section to see what catches your interest.

Once you have a class in mind, follow these steps in order, making decisions that reflect the adventurer you want to be. The conception of your path might evolve with each choice you make.

What's important is that you come to the adventures with a character you're excited to be.

Throughout the status section, we use the term character sheet to mean whatever you use to track your ability scores.

The character sheet is a fine place to start until you know what information you need and how you use it during the campaigns.

Your magical race contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry.

Your magical race grants particular magical racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells.

These traits sometimes can clash with the capabilities of certain classes.

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Magical Elf types

Every adventurer belongs to a elf type, one of the many intelligent humanoid species.

In Licorne and all the world of Propasa, there are no races depicted by color skin, hair, or any superficial traits, but elven types are defined by its magical abilities.

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Elven types are classified as:

Naguals and Enyans.

There are no exactly knowledge about how the elf types work, some belive that is related with the day and hour a person is born, ans other supersticions.

Is know that some families have disposition to one or another type, however its very hansom and there are no way to know the type someone will born.

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Naguals:

They are the beast folk, with the skill to turn into demi humans and creatures similar to earth animals.

Their intermediate form is called venna and the second form primus.

They type are:

Andirahs

They can turn into creatures similar to giant bats.

Baguahs

They can turn into creatures similar to mythological creatures like chimeras and alicorns.

Guararahs

They can turn into creatures with scales and plaques similar to reptiles and lizards.

Guyra

They can turn into creatures with wings and feathers similar to giant birds.

Ipare

They can turn into creatures with hoofs and horns similar to deers and bulls.

Kande

They can turn into creatures similar to herbivores and rodents giant rabbits and elephants.

Taia

They can turn into creatures with big fangs and claws similar to tigers and wolfs.

Yakuruna

They can turn into creatures similar to fish.

Ogbanje

One of the hybrid even types between Naguals and Enyans, they are changelings capable to turn into different creatures outside the Nagual spectrum for a limited period of time.

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Enyan

The fairy-folk, Enyan elf types have an affinity with the magical colors of nature and can turn in to creatures similar to fairy like elementals and totems.

Because of their strong magic they usually are incentivized to get carrier paths that match their magic skills.

Afefe

They born with affinity to yellow magic and can turn into air elementals fairies.

Aliku

They are corrupted or cursed becoming alied to black magic and turn into unnatural living-dead creatures. Nobody born Aliku, but anyone can turn into one.

Eja

They born with affinity to brown or orange magic and can turn into earth elemental that resemble stones.

Eyin

They born with affinity to green magic and can turn into plant elemental fairies.

Imole

One of the hybrids between Naguals and Enyans, they born with affinity to white magic and instead of turning into creature they born with spiritual animals the resemble the primus form of the Nagual.

Inapura

They born with affinity to red magic and can turn into fire elementals that resemble stones.

Jengu

They born with affinity to blue magic and can turn into water elementals.

Onina

They born with affinity to violet magic and can turn into metal elemental that resemble stones.

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Other prominent non elves intelligent creatures in Propasa are:

Dragons

They are wise wonderful and powerful, some also use faith energy from the elves who call some of the gods.

Juvakah

Once known as giants, they had all kinds of appearance, and are shape shifter with strong magic, who uses the faith energy from elves who call them gods.

Abarunas

The non-elven races are the Abarunas, and usually do not look too humanoids.

They cannot reproduce with elves, which can be seen as a different species

Like the Irin, who are living robots in the shape of giant insects, or the eweko the plant people.

Most intelligent types are abarunas.

They were less humanoid, more diverse, and usually can't reproduce with nagual or enyans.

You are not an abaruna, they aren't elves.

Anyangah

Kill. If you cross with an anyangah if possible kill and burn the body.

Don't make questions, just kill.

If is not possible to kill run.

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Those are the elven-types you can chose and a bit about other centiente species you can find along your campaigns.

Your Even type also increases one or more of your ability scores.

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Your Elven:

You are a nagual.

Your category is a iperah.

Your sub category is an Ibex.

You are linked to the anthropomorphic bovine field, able to turn into a creature with horns and hoofs with strength, resistance, and stamina amplified.

Venna form natural bonuses:

Reflexes +20%

Spirit +20%

Heart -30%

Primus form natural bonuses:

Power +20%

Body +20%

Mind -30%

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Adventurer Class

Every adventurer is a member of an adventurer class and often a subclass.

Class broadly describes a vocation for some jobs, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation.

Each class will develop a set of proficiencies that would improve or allow new proficiencies and eventually reach a paragon class.

It's possible to develop multi classes, with subclasses.

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The basic adventurer classes were:

Artisan: Minimum requisites: Mind 130, Reflex 130

Bard: Minimum requisites: Reflex 130, Hearth 130

Cleric: Minimum requisites: Spirit 130, Body 130

Explorer: Minimum requisites: Power 130, Spirit 130

Merchant: Minimum requisites: Mind 130, Hearth 130

Rogue: Minimum requisites: Reflex 130, Spirit 130

Soldier: Minimum requisites: Power 130, Body 130

Shaman: Minimum requisites: Spirit 130, Hearth 130

Hunter: Minimum requisites: Power 130, Reflex 130

Wizard: Minimum requisites: Mind 130, Spirit 130

You don't have a Class.

You don't have minimum requirements to have a class.

You didn't reached the basic ability score requisites to have a class yet.

You need to be at least level 1 to choose a Class and have at leats 130 points in two class requisites.

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Attack and Defense

You attack define how much raw damage your are capable to do.

Attack is your power, reflex and spirit combined, each 3 points = 1 attack point.

Your attack can have a boost or penalty from equipment, proficiency's and combat skills.

Defense is your ability to stand and avoid damage.

It's the combination of reflex, body and spirit combined. Each 3 points = 1 point.

Your defense can be boosted thought equipment and proficiencies.

Attack and defense are boosted by luck, each 2 points of luck increase a point of attack and defense.

Your attack is 5 and defense is 5.

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Hitpoints

Your hitpoints define how tough you are in combat and other dangerous situations trought your life bar.

They define the extension of your health bar, which measures your life.

The basic Hitpoints are your Power, Body and hearth combined, multiplied by ten. Each 3 points = 1 life point or 10 hitpoint.

Along with your Hitpoints, it has your Defense that defines how resistant and skillful you are to avoid lose hitpoints.

The hitpoints were located in your character sheet in the status section and represented by your life bar.

When you ill or wounded your life bar diminish, if your life bar is empty you reached zero life points and die.

Hitpoints and Defense can be raised by several different means, like magic gear and class, life points cannot be affected.

Life points aren't countable against fatal wounds like being beheaded and they immediately went to zero.

Keep track of your life points through your character sheet in your personal grimoire.

You have 5 life points and 50 hitpoints.

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Magic Points

Your magic points measure your spiritual stamina to produce magical effects, thought magical items, gadgets, spells and enchants.

If you had some item or device that contain its own magic points can be used instead of the user, sometimes with the cost of an small amount of magic points.

Magic points can be boosted thought magical gear equipped.

Your magic points are defined thought a combination of your mind, spirit and heart, multiply by ten, each 3 points = 10 magic points.

You have 50 magic points.

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Proficiency Bonus

Your proficiency's had their bonus in the description.

The table that appears in your class description shows your proficiency bonus of the class.

You don't have a class.

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Ability Scores

Much of what you will do depends on your seven abilities: Power, reflexes, body, mind, spirit, hearth, and luck.

Each of those attributes has a score, which is a number on your character sheet.

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Attributes summary:

Power:

Power is represented by a punch.

It's the sum of your strength, speed, and athletic abilities.

Reflex:

Reflex is represented by a star.

It's the sum of your reflex, balance, and mobility.

Body:

Body is represented by a shield.

It's a sum of your constitution, vitality, and stamina.

Mind:

Mind is represented by a head.

Is the sum of your intellect, awareness, and eloquence.

Spirit:

Spirit is represented by an eye.

Is the sum of your concentration, sanity, and psyche.

Hearth:

Hearth is represented by a hearth.

Is the sum of your confidence, willpower, and wisdom.

Luck:

Luck is represented by a clover.

Is the sum of your intuition, sense of opportunity, and pure dumb luck.

You develop your attributes and Ability score through experience points received archiving tasks, shores, missions, quests, and training.

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Customizing ability scores.

To start you have twenty-eight points to distribute between your attributes and create your basic ability scores.

Go to the Status section and use the addition symbol.

You can upgrade this book adding more dragon dice.

The book has a requirement and limit of twelve dragon dice.

1d3, 1d4. 3d6, 1d8, 2d10. 1d12, 2d20, 1D30