Blayze said:
Er... We need more detail on the races (Why spend points on not being human, for example?), Magic (Aspected? Full? What?) the Attributes and Skills.
Races: Human = Unmodified
Elf = higher quickness and charisma, low light vision
Dwarf = slight bonus to body (stamina) and willpower, thermographic vision, slower run speed
Ork = Bonuses to strength and body, low-light vision, lower intelligence, charisma and quickness
Troll = huge bonus to body and strength, thermographic vision, dermal armor (tough skin) much lower intelligence, charisma and quickness.
Magic:
Full magician = access to all spells, and all spirits of their tradition (shamans use animal spirits, hermetic mages use elementals)
Aspected magicians: there are 4 subcategories here.
Sorceror: All spells useable, no access to spirits of any kind
Conjurer: All spirits of their tradition available, no access to spells
Elementalist: Always hermetic have access to elementals of a single element and spells that correspond to that element (Fire elemental and combat spells, water elemental and illusion spells, air elemental and detection spells, and earth elemental and manipulation spells)
Totemist: access to the spirits and spells that deal with their totem only (i.e. Fox Totem can use a single spirit of nature or man, and spells that deal with detection and illusion only if memory serves me correctly)
at character creation, a full mage has 25 spell points to spend on getting spells and conjured elementals, whereas an aspected magician recieves 35 points but is limited on what they can choose.
Attributes:
Body: How tough your character is, as well as resistance to damage.
Strength: pretty self explanatory, can help with unarmed or melee combat
Quickness: speed, reaction times, and can govern how well you use more firearms
Intelligence: again pretty self explanatory, how smart your character is, is one factor linked with reaction
Charisma: how well you can deal with other people including negotiating, interrogating etc
Willpower: how mentally resilient you are, used to resist fatigue from gaseous weapons or spell drain (getting tired after using a spell)
These six attributes are used to determine two others:
Reaction (INT + QUI) / 2
Initiative (Reaction + 1d6 rolled at beginning of combat)
The skills list is quite long, though not nearly as long as the CoC ones, and I will post up a full list of them tomorrow afternoon.
At this point, it looks like we are getting some more interest, I'm glad to see that it hasn't just died. I'm trying to get eveyone up to date as well as I can over the internet, it would be much easier to do this in person with the texts right in front of us... but unfortunately we can't really do that. So I'm gonna leave it up to you guys if you would like me to post more about these and have you roll dice while playing, or would you prefer a play by post style where you say what you want to do and leave it up to me to see if you succeed/fail. A third option, would be that you can tell me the basics of what you want your character to be able to do, and I will try to make character sheets and then we can work them out together to get exactly what you want. Let me know and I'll try to get this bad boy rolling.