The EPYX Game Engine has been designed
with simplicity in mind. Easy to learn, even easier to master,
all possible actions are resolved by a simple roll of two
six-sided dice, and adding the result of the die roll to other
elements in order to equal or beat a specified Target Number.
Each player creates a character which acts as their alter-ego
within the world of Galthea. Each character begins play with
a series of Attributes, Merits, Flaws and Skills which makes
them unique individuals within the world. When interacting
with other characters and creatures or performing actions,
these character elements allow the players to compare their
strengths and weaknesses against the forces of the world around
them, perhaps in something as simple as an arm-wrestling contest,
or as complex as casting a spell to find a missing person;
in fighting an overwhelming number of foes, or persuading
an unfriendly innkeeper to let you and your tired friends
to stay a night in one of his rooms.
Creating Player Characters (PC's)
With the EPYX Game Engine, creating a fresh, interesting character
is easy. Each player receives 150 Character Points (CP's)
which they can spend on the 10 Attributes and numerous Skills
their PC will take with them through the game. Depending on
what type of character the player wishes to play, be it an
intellectual scholarly type, a battle-hardened soldier type,
or a young apprentice magician type, the player allocates
points accordingly to relevant Attributes and Skills.
Once Attributes and Skills have been set, the player may then
spend a further 50 Background Points (BP's) on the Merits
and Flaws their character was born with and acquired during
his or her life up to the point where play begins. Merits
include enhanced senses, beneficial personality traits and
special abilities, as well as special contacts and memberships
in particular organizations and social classes. Many players
may also decide to allow their hero to have some Flaws which
are detrimental to the character, certain physical or personality
defects, for example, or reduced social standing, perhaps
even a close friend whose frequent cries for attention the
character can never resist, all of which add points to their
BP pool. Well rounded PC's will usually have a balance of
Merits and Flaws.
Attributes
Each character is made up of 10 Primary Attributes and 5 Secondary
Attributes. The Primary Attributes are 'bought' using CP's,
but Secondary Attributes are derived by calculating the totals
of certain Primary Attributes. Each one is described briefly
below.
Primary Attributes
Attribute |
Description |
Intelligence (INT) |
Overall intelligence and knowledge. Some
aspects of problem solving ability, as well. INT is used
for all skills involving knowledge |
Willpower (WIL) |
Sheer strength of will. High WIL characters
will be incredibly stalwart. WIL is used for all skills
involving force of will. |
Perception (PER) |
A measure of the general awareness of
the character to their surroundings. PER also governs
a character's ability to comprehend the reactions of others
around them and react to this. PER is used for all social
and empathic skills. |
Spirit (SPR) |
A measure of a character's spiritual presence
in the world. SPR allows Shamans and Adepts to cast spells,
as well as protecting the masses from those spells. SPR
is used for all magical skills. |
Fortune (FOR) |
A measure of a character's luck and karmic
goals within the world. |
Strength (STR) |
A measure of the physical strength of
a character. STR is used for all skills involving strength
alone. |
Agility (AGL) |
A measure of reflexes and physical coordination.
AGL is used for all fighting and movement skills. |
Dexterity (DEX) |
A measure of hand-eye coordination. DEX
is used for all skills involving manual manipulation. |
Size (SIZ) |
A measure of a character's physical mass.
|
Health (HEA) |
A measure of the physical health &
fitness of a character. |
Secondary Attributes
Attribute |
Description |
Speed (SPD) |
A measure of how fast a character can
move, in meters in one game round. A character can Crawl
at ½ SPD and run at twice their SPD. [(AGL + HEA)] |
Stun (STN) |
A measure of how much stun damage a character
can take before falling unconscious. [(SPR + HEA) x 5] |
Hits (HIT) |
An overall measure of how much physical
damage a character can take before it dies. [(SIZ + HEA)
x 5] |
Chann (CHN) |
A measure of how much spiritual energy
someone with the Gift Talent has for spellcasting. [SPR
x Gift Level]. |
Fortune Points (FP) |
A measure of how much experience and karmic
value a character gains throughout life. Unlike other
Secondary Attributes, FP is not derived from any other
Primary Attributes. Instead, it is generally handed out
during game time by the GM as a reward for roleplaying
or completing a specific task. |
Initiative (INI) |
This determines the order in which a character
moves in a combat situation. It is a measure of how fast
a character can react during combat. [(AGL+PER)/2]. In
a combat situation, each participant rolls 1d6 and adds
the result to their INI AR. The participant with the highest
Initiative roll goes first. This is further explained
in the Combat Section of the Epyx Game System chapter. |
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