The Isles of Penicia: An RPG Experience

The Isles of Penicia: An RPG Experience

by Jim Keely
The Isles of Penicia: An RPG Experience

The Isles of Penicia: An RPG Experience

by Jim Keely

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Overview

Your Adventure Begins …

Penicia is a world far from our own. It abounds with magic, enchanted creatures, perilous dangers and thrills. The races dwell in peace with each other but constantly contend with the fierce creatures of this vast world. You may face Dragons, Mutant Bats, or the horrific Goblin race bent on world domination.

Choose an occupation to excel in: Knight, Savage, Ninja, Enchanter, Alchemist, Mentalist or many more. Then by force of will, strength of heart and courage in your abilities face the challenges of Penicia.

During your travels, you will acquire knowledge, treasures and enlightenment. You may gain fame and fortune or you may perish an unsung hero in the middle of a desert, jungle or within the depths of the world. Either way you shall journey within the infinite realms of the Isles of Penicia.


Product Details

ISBN-13: 9781452097466
Publisher: AuthorHouse
Publication date: 01/21/2011
Sold by: Barnes & Noble
Format: eBook
File size: 41 MB
Note: This product may take a few minutes to download.

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The Isles of Penicia

An RPG Experience
By James Keely

AuthorHouse

Copyright © 2011 James Keely
All right reserved.

ISBN: 978-1-4520-9745-9


Chapter One

ABILITIES

There are certain criteria used to describe your character. I prefer to refer to these basic criteria as abilities. Each ability is given a number from 1 to 20. This number is referred to as your ability score. A high ability score will give your character bonuses to certain activities and a low ability score may prevent your character from learning certain skills or doing certain things.

Step #1) Write the abilities on a sheet of paper in the order listed below or use a character sheet provided in Appendix B. You need to randomly generate the first 5 abilities and the last one, WILL, is determined differently.

Step #2) Use one of the methods listed below to generate each of your character's ability scores:

Method #1) Roll one 20-sided die three times and record the highest number you rolled under your character's Endurance ability. Repeat this for the next four abilities.

Method #2) Roll a 20-sided die, 6 times and then place the highest 5 scores, one at a time, under each ability until all of your character's ability scores are filled.

Method #3) Instead of rolling dice you may also use a total of 75 points to distribute among the first 5 abilities, your Will score is determined another way. Every ability must have a final score between a minimum of 3 and a maximum of 20.

NOTE: All high scores to start with are very unrealistic, besides you can always Increase an Ability Score by learning a Survival Skill.

Once you have recorded all ability scores, you can record any special bonuses or restrictions the ability score gives you. You don't have to do this, because these are included in this book for reference. The ability scores that you must generate for your character are:

Endurance Agility Strength Intellect Wisdom Will

The ability of Will is calculated from different aspects of your character. It is a composite of your character's level and certain other ability scores.

The ability scores numerically describe your character and his or her abilities. Below is a description of each ability and the bonuses or restrictions that each score provides your character.

ENDURANCE

END Score - is the measure of your ability to "last" in any activity or to resist pain. Your Endurance score directly pertains to how many starting Endurance Points (EP) you have. You multiply your Endurance Score by 2 and add your Occupation's bonus to find your initial Endurance Point total.

Every time your character gains a new level, you roll a specified die and add the number rolled to your EP total. (This die roll is your "Occupation's bonus" mentioned in the previous sentence).

i.e. A beginning Warrior will have this many Endurance Points: (End Score x 2 + 1d8/Level). He will add a 1d8 roll to his total EP every time he achieves a new level. [Enchanters, Alchemists, Elementalists, and Mentalists gain 1d4 points per level (including 1st.) Spies/Assassins and Ninja gain 1d6 points per level (including 1st.)]

NOTE 1: You lose EP as you get wounded. As you rest or if you are Magically Healed, you gain them back (You may never exceed your total.)

One Full night of resting (equal to 8 hours) allows your body to heal 1d10 EP.

NOTE 2: If you fall to zero Endurance Points, your character will lose consciousness, unless you make an Ability Check with Will score, to remain Conscious (an Ability Check is a percentage, it is equal to your Will score x 3; please read on for more details). If you remain Conscious and your wounds permit, you may still use Trigger Words, Potions, Pills, etc; but you can't concentrate well enough to cast a spell. Your character will only survive, until he falls to a negative number of Endurance Points equal to his Endurance Score.

(ie. If your End Score = 14 and you fail your Ability Check with Will (which would be a 42%), you will stay unconscious - but alive — until you reach a -14 EP total through loss of blood due to your wounds!! The Ref. will determine how quickly you lose these points by the severity of your wounds.)

NOTE 3: If you are Magically Healed, all unobstructed open wounds are closed and sealed.

NOTE 4: You must also spend some of these precious Endurance Points (EP) in order to cast a spell. Spend = 1 EP per 10 Spell Points used for casting a spell. - See Enchanters Section for Complete Details.

AGILITY

AGL Score - is the ease or quickness of movement. The Agility Score gives you a bonus to your Percentage to Evade (PTE) a physical attack from an opponent. To find the percentage your Agility Score adds to your PTE, divide your Agility Score by 2 and round up. i.e.: if you have an Agility Score of 15, you get a +8% bonus to your PTE. You may have a maximum of +10%, if you have an astounding Agility Score of 19 or 20.

STRENGTH

STR Score - is the measure of your physical brawn, durability, toughness and relates to how much you can lift with your legs or arms - also most weapons have a minimum Strength score necessary to use them. If your STR Score is high enough, you get a STR bonus to the amount of damage you do with a Melee Weapon or with a punch or kick. Your STR Score will also tell you how much you can lift with your arms and legs. The last thing your STR Score will tell you is the percentage you have to break a 2" piece of oak or to bend a 1" rod of iron. To break a Piece of Oak, you must make a successful Ability Check with Strength. (Ability Checks are discussed in detail in the Survival Skill section.) To Bend a 1" rod of Iron, your percentage equals 1/2 of your Ability Check with Strength percentage. The table below summarizes these values:

Total Damage Bench Leg Bonus Press Press (LBS) (LBS) 1 -4 -50 -10 * 2-4 -3 -25 BW 5-7 -2 -10 +10 8-9 -1 BW +25 10-12 0 +25 +50 13-14 +1 +50 +100 15-16 +2 +100 +200 17-18 +3 +150 +300 19-20 +4 +200 +400

BW - Body Weight - This is the full body weight of your character - either Human, Krill, or Hemar. The asterisk (*) signifies that the character is not strong enough to walk.

NOTE 5: A Hemar always receives a +1 to the Damage Bonus listed if they are using a Melee weapon. Their bonuses go from -3 to +5 !

INTELLECT

INT Score - is the ability to reason, understand and learn. Your INT Score represents how many languages you can speak, read or write (S/R/W). It also describes other skills your character is able to learn, depending on your occupation.

If you are an Enchanter, Elementalist or Alchemist, it represents how many spells you may learn at each level and reflects the total spell points you rate per level. You gain more Spell Points as your Level increases.

If you are a Warrior, Spy/Assassin or Mentalist, it will tell if you are able to cast spells, how many TOTAL spells you may learn and reflects the total Spell Points you rate. (At first level a Warrior, Spy/Assassin or Mentalist learns 1/2 the number of spells stated below and learns the other 1/2 while training for second level.)

I = This is the minimum INT required to cast spells with a classification of (A), (B), (C), (D) or (E). NOTE: You must have at least an INT Score of 11 to learn or cast any spell.

II = This is the number of spells you can learn at each level if you are an Enchanter, Elementalist, or Alchemist. If you are a Warrior, Spy/Assassin or Mentalist this is the maximum number of class (A) spells you may learn.

NOTE 1: Your character's national language is the language that your race speaks.

NOTE 2: The Trader's language is primarily used for trade and communication between the races. The Trader's language is not as descriptive or complete as a Race's National Language.

(Please don't let these equations bum you out, 'cause there is a complete table of these values in Appendix M)

SPELL POINTS (SP) = INT Score + { (INTellect Score / 2) * (Level-1)} = Spell Points

At 1st Level, INT = 18: 18 + { (18 / 2) * (1-1) } = 18 SP. At 5th Level, INT = 19: 19 + { (19 / 2) * (5-1) } = 59 SP. At 11th Level, INT = 17: 17 + { (17 / 2) * (11-1) } = 107 SP.

NOTE: If you're an Enchanter, Alchemist or Elementalist, and if you're Intellect Score increases, the number of spell slots you rate may increase. (i.e. if your Intellect score increases do to an increase from a Survival Skill Slot, ect., you must re-figure your SP score and the number of spells you may learn. Example: If your Intellect Score rises from 16 to 17 at 5th level, you rate : 3 additional Spell Points and 5 more spell slots )

Hint: It's always a good idea to walk around with an empty spell slot or two; there may be a new spell somewhere to copy down, or you may want to create a new one yourself.

Regeneration of Spell Points : Everyone gains back 1 SP per 1 Attack (5 seconds) when activated. This can be done ONCE per day per every 2 levels of the character. (i.e.: 1st-2nd Level=1/day; 3rd-4th Level=2/day; 5th-6th Level=3/day; 7th-8th =4/day; 9th-10th =5/day; 17-18th=9/day)

Warrior, Spy, Assassin, or Mentalist

Spell Points = Intellect Score + 1 spell point per level

NOTE 2: If a Warrior, Spy/Assassin or Mentalist's INT Score increases, then he rates ONE extra Class (A) spell per additional point. Even though the total spell points score rises as you advances in level (+1 SP per level), you may only learn class (A) spells.

NOTE 3: To Learn a spell, you must have more Total Spell Points then the number stated under the Spell's Point Cost (SPC) for the spell in question.

WISDOM

WIS Score - is the quality of having or showing good judgment or shrewdness. Your Wisdom Score has three main purposes :

1) It may give you a bonus to your Detect Ambush total percentage.

2) You may add 1/2 of your WIS score to your RER verses any type of Illusion (See Table below)

Score Detect Ambush Bonus Wisdom Bonus vs. Illusions

1 - 2 - 5% 1% 3 - 5 - 3% 2 - 3% 6 - 14 0 3 - 7% 15 - 18 +3% 8 - 9% 19 - 20 +5% 10%

3) If you are a Ninja, it will determine the amount of KI Points you rate per level.

Ninja

( There is a complete table of these values in Appendix M )

KI POINTS [KP] = WIS Score + [ (WIS / 4) * (L - 1)] (round up)

At 1st level, WIS=16 : 16 + [ (16/4) * (1-1) ] = 16 K.P. At 5th level, WIS=18 : 18 + [ (18/4) * (5-1) ] = 38 K.P.

Regeneration of Ki Points: This can be done ONCE per day per every 2 levels of the character when activated. The Ninja gains back 1 KP per 1 Attack (5 seconds). (i.e.: 1st-2nd Level = 1/day; 5th-6th Level = 3/day; 9th-10th Level = 5/day)

WILL

WILL Score - is the power of making a choice or of controlling one's own actions. This is the only Ability that is not determined randomly. Your Will score is a combination of Intellect, Wisdom, and that which is purely you. To attain your Will Score, simply add up all of the bonuses you rate stated on the table below:

The Will Score is used to modify your RER verses certain Enchantments or Spells and it is used to determine success when you use certain Survival Skills. I also use this Ability Check percentage to see if the character can stay conscious while close to death (End Score for details) — it can be used in many other ways also.

Level Bonus Ability Score Intellect Bonus Wisdom Bonus Endurance Bonus

1st - 4th + 4 1 - 6 + 0 + 0 + 0 5th - 9th + 6 7 - 11 + 1 + 1 + 0 10th - 14th + 8 12 - 15 + 2 + 2 + 1 15th on up + 10 16 - 18 + 3 + 3 + 1 19 - 20 + 4 + 4 + 2

Example :

Character's Stats : Intellect Score + Wisdom Score + Endurance Score + LEVEL

: 15 16 17 1st Bonuses : 2 + 3 + 1 + 4

WILL SCORE = ( 2 + 3 + 1 + 4) = 10

Mentalist

Mental Point total = { ( Will score / 2 ) * Level }. (There is a complete table of these values in Appendix M )

Regeneration of Mental Points: This can be done ONCE per day per every 2 levels when activated. Mentalists gains back 1 MP per 1 Attack (5 seconds). (i.e.: 1st-2nd Level = 1/day; 5th-6th Level = 3/day; 9th-10th Level = 5/day)

CHARM - CHA Score - is the quality that attracts or delights. I believe that this skill, like beauty, does not need to be rolled. This is where you bring the personality of the character into play.

You may want your character to be charming and in charge of all situations - a natural leader. Or, you may see her as being cautious and shy. Either way, I feel all characters change and grow through the experiences of life. If you have a set score, your character's personality cannot change much. Your Ref will make his or her own decision. You can roll it if you want.

BEAUTY - BTY Score - I think there is no reason to roll this ability either. I believe you should be able to decide exactly what your character will look like, but this will be up to your Ref.

You may want your female human character to have beautiful long flowing red hair, green eyes and weigh 107 lbs, or you may picture your male human character to have short brown hair, hazel eyes and a scar on his left shoulder.

RACES

There are 3 types of playable races residing upon Penicia. These races are:

1) Humans 2) Hemar and 3) Krill. Anyone from any race may learn any Occupation, as long as they are able to find a Teacher to instruct them. Each race initially gains a bonus to a certain Ability Score, i.e. a Hemar gains both a +1 to their STR Score and a +1 to all melee damage they do. Humans gain +1 to their initial Intellect score and Krill gain +1 to their initial Agility score.

The Humans govern the center continent, which is primarily made up of planes, forests and deserts. Krill's govern the mountainous northern continent where common plants grow to huge size. The Hemar race governs the southern continent, which is the location of a great jungle.

Unrestricted travel and friendship has abounded between the Races for many years now. This is due to the game known as IronBall. This game was wisely constructed so that a team made up of 1 Human, 2 Hemars, and 2 Krill are virtually undefeatable when faced by a team made up of all one race. The IronBall game is explained in full after the Combat Section.

Basic's that are True for all Races:

Falling: Any Falling character will take 1 point of damage for every foot they plunge. The height must be greater than 10' and for any height greater then 50' the character may make an Ability Check with Agility to take 1/2 Damage.

(Continues...)



Excerpted from The Isles of Penicia by James Keely Copyright © 2011 by James Keely. Excerpted by permission of AuthorHouse. All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site.

Table of Contents

Contents

INTRODUCTION....................5
ABILITIES....................8
RACES....................13
OCCUPATIONS....................17
EXPERIENCE POINTS (XPO)....................92
STARTING WEAPONS AND SURVIVAL SKILLS....................94
STARTING EQUIPMENT AND MONEY....................96
EQUIPMENT....................97
RESIST ENCHANTMENT ROLL (RER)....................105
MORALITY RATING....................106
TIME SCALE....................106
SURVIVAL SKILL TABLE....................107
BIRTH GIFTS....................119
TRAVELING RATE....................126
COMBAT....................128
THE IRONBALL GAME....................142
SPECIALIZATION WITH WEAPONS....................146
SWITCHING OCCUPATIONS....................148
LEARNING NEW SKILLS....................150
ENCHANTER / ALCHEMIST SPELLS....................152
ELEMENTALIST SPELLS....................189
ENCHANTED GEMS....................211
NUMBER OF ENCHANTED ITEMS....................214
REGULAR CREATURES....................217
MUTATED CREATURES....................222
ENCHANTED CREATURES....................226
RANDOM TREASURE TABLE....................241
GLOSSARY....................243
APPENDIX SECTION....................246
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