The Illuminati RPG Manual

A guide to survival in the GALLERY OF WORLDS

OVERVIEW:

The GoW RPG system is a roleplaying ruleset to help people 'adventure' though the fictional Gallery of Worlds realities as fictional characters. Yes, I SO ripped it off GURPS and in some parts, the Project IMMERSIVE Manual. Let's fix the copyright infringement parts later.


REQUIREMENTS:

One twenty-sided dice. Yes, I know there are really so such things as twenty-sided dice... but this RPG makes mention of it. What it actually calls for is a Random Number Generator with a range of one to twenty. There are online dice servers that effectively simulate the dice rolls of any-sided dice. Almost all programming languages have a way to generate random numbers. Or, you could simply use a box with twenty marbles or pennies(marked from 1 to 20, of course) and just randomly take out a piece.


Chapter One: Character Creation

Characters are the very root of the RPG. After all, what fun would any world be without people (or its equivalent thereof) to know and appreciate its many oddities? A character is your alternate personae in the GoW reality. It is who you are, in that given situation... in good roleplaying, the whole concept lies in the cusp of pretending realistically, of how your character behaves or acts like a real person in such a situation.

A character has Stats, which are a guage of capabilities - Skills, which tell of how good the char is at performing a certain task - and Profession, which determines what the character does for a living, and his talents.


You start out with a certain number of character points to spend on your Stats, Skills, and Profession. You 'buy' these abilities, and choose wisely which you spend your character points into. For when the game starts, your character's configuration affects greatly his or her survival in the Gallery of Worlds. Mundane people have around 30 points in their config. Supercharacters have between 75 to 200 points. For most normal gameplay, I recommend starting out with a CP allocation of 50 points.


Part One: STATS

The GoW RPG system has only THREE primary stats. This is to reduce the hassle of rolling, calculating, adding and subtracting modifiers on the part of the GameMaster and the Players, yet at the same time keep realism in the rolls. These stats affect basic skills, and are used to determine wheter your character has succeded or failed. Much effort has been spent to keep the GoW system both easy to use, and in-depth in terms of roleplaying options.


The stats are:

PHYSICAL - this attribute is a combination of your bodily abilities - strength, dexterity, endurance. It is a measure of physical prowess and capabilities. Granted, there are different types of physical characteristics... large people tend to be slower than smaller ones... some people have more endurance than others.. some are more muscular.. et al, but these are traits, not basic attributes. There is a way to realistically portray these, though the proper spread of character points.

Most 'to hit' calculations are rolled against Phy.

Weapon hit calculation is: Phy + Weapon Skill + 3d20 >|< Phy + Armor Class + 3d20

Ranged Weapon chance is: 1/2Phy + Weapon Skill +3d20 >|< Phy + Armor Class + 3d20

This is a strange dillemma. Do you increase your Phy to affect all rolls and hitpoints, or do you pump up a certain weapon skill to insure you never miss?


INTELLECT - this attribute is a combination of your mental faculties - intelligence, perception, wisdom. It is a measure of how effectively you think in any given situation. Again, there are ways to simulate having better perception, intelligence, or wisdom than others... but good base intellect is still a must for any spellcaster.

Your success rate with spells is rolled against Int.

Spell Success Chance = Int + Mana used/(difficulty- Level) + 3d20 >|< Int + (MR/2)*Level + 3d20


The capacity to use more mana for each spell presents interesting choices. Let's say that you're a level 1, and you're facing a level 10 Orc Smasher. You could cast the Magic Missile(a difficulty of 1) at it. Each MM costs 10 Mana, and in firing two bolts, only damage is calculated separately. You could also double the damage in one bolt, and also use more mana for increased focus... for example, if you have 50 mana, you could say "I use 50 mana on Magic Missile, cast double strength and 30 for concentration." This means that your magic missile is twice as powerful, 'bought' at cost of 20 mana, and the 30 mana is added to your chance to hit. Of course, the Magic Missile does 1d20 + (L*2), so the most it will do is 24 damage. Which is pretty much bugerall as the Orc Smasher has 300 HP... but that's entirely beside the point.


CHARM - this attribute is a combination of your innate personality - charisma, physical appearance, luck. It is a measure of how the world is predisposed to you.Your barter, persuasion, and other skills are rolled against Charm. It is also used in several spell rolls.

Barter = Ch + Barter skill - Opponent's Ch + Barter skill. For every point you are above the seller, that is the discount you will be given. If the result is negative, you will be given a markup equal to its percentage. Most traders have around 50 barter. Lox'l vendors are at 100 Barter.

Persuasion = Ch + Speech Skill - Opponent's Ch + 2Int

Resist Hypnotism = Psy + Ch + 2d20

..think of other Ch rolls.



You would most likely start out with 5 in each stat. Each stat costs one CP to raise. stats above 15 are considered unusual, stats above 20 are gifted, 30 lets you become minor legends, and beyond 40 is in the realm of demibeings.


---Derived Stats:

These are stats that are affected by your primary stats. You may also increase or decrease these stats without addding or subtracting from your primary stats to better reflect your character's identity. Changing primary stats will obviously, change these also. May be changed by certain equipment, weapons, perks, or conditions.

Health or Hit Points - this attribute determines wheter you're alive and kicking, or dead. Starting HP is equal to your Phy. If your active hit points are 50% below total, you are severely injured, and will suffer a -20 to all rolls due to shock or blood loss. It costs one CP to raise this stat by two.

Mana - that strange ethereal force that is required to cast spells. It has been called many names - Mana, Qi, the Force - it is an unseen energy, intangible normally, generated by life-force, and suffuses all of creation. With it, one may do Incredible Things. Your starting Mana is equal to 1/2Phy+Int. It costs one CP to increase this stat.

Magic Resistance - this refers to how insulated you are from magic attacks. It takes a strength of willpower to affect the focus of the opposing caster. Your starting MR is 1/4Phy+1/4Int, and may be increased through CP.

Damage Resistance - all damage done to you is reduced by this amount. 1/4 Phy.Increase through CP.

Armor Class - this is the measure of your instinct to evade hostile fire, and the resiliency of your armor. Your starting Armor Class is 1/2Phy + 1/2Int. You may increase this with CP.

Initiative - a measure of how soon you react, and how soon you get to attack. It is Phy+Int, and Random Encounters are rolled against Initiative.

Perception - the skill of awareness over your environment. Determines the ability to detect traps and other obstacles. 1/2Phy + Int.

Meelee Damage - this is the base damage you do to any hand-to-hand or meelee weapon attack. It is equal to 1/4 your Phy, and it costs two CP to increase it by one. All hand to hand attacks have double chance to cause a critical hit. In such case, your base MD is tripled.

Critical Chance - this is just how likely it is that you will cause a critical hit. When rolled the three d20's, if you get 16+ on all dice, you automatically get a critical hit. In regular attacks, you may also ask for a separate critical hit calculation, the GM will roll two dice, and add your CC. If the total is more than 40, you get a critical hit. You start with 1/8 Phy+1/4Ch.

Carry Weight - the amount of Random Junk you can lug around. You start with 3Phy. You may carry +5 more pounds per CP.


----Traits

These are your character's intristic attributes, such as manners, appearance, or mental state. These are rolled against, sometimes - some traits are Disadvantages, giving you extra CP to spend on other stats, some traits are Advantages, these cost CP, but give you bonuses. Look at the GURPS Lite manual.



Part Two: RACES

Race is an identifcation of your genetic structure, your general temperament and upbringing. There are many races in the Gallery of Worlds, and frankly... I'm not feeling quite up to describing the multitude right now.

The base race identifier has the base attributes of the general species, and there are subtypes to refer to special forms.

1. Human - the most ancient of races, the root stock of the current Gods. They are nor particularly gifted in any way, save perhaps their sttuborn vitality that comes from their relatively short life span - the urge to be remembered after death. No special bonuses or attributes - may take any Profession, Skill, Enchantment

a. Planetaken (may tag four skills, at -10 to all starting skills) - Fate has it that you be ripped away from your home and cast into the Gallery of Worlds. Your displacement may be and accident, it may have been voluntary.. but fact wins out that you have managed to traverse the planes, and will never be able to return to your original home.You have a Destiny here.

b. Planeborn (start with 7 to stats, get -5 less CP per level) -You have been born knowing the true nature of the universe, that there are worlds out there, held together by webs spun in the Gallery of Worlds. While you may not have been selected by fickle Fate, at least you are secure in the knowledge that man makes his own destinies.


2. Deurgar - refers to the short and stocky races. Most Duergar come from high-gravity worlds where natural development has led them into have short, tough, and robust physical traits. Somehow, your dense molecular structure inteferes with magical aptitude, and as such it costs twice as much mana to cast or affect you. You also start with +5 to Phy, and suffer -5 to swimming, jumping and running checks.

a. Dwarves (+5 to all meelee rolls, +5 magic defense, -10 to all social skills) The Dwarves are ancient, almost as old as humanity, and have a better historical understanding of their lot. They are superb craftsmen, working in mines, and manipulating everything that is metal.While they aren't disposed to be around other creatures, the dwaves have a strong sense of duty to their Clan, and will go to great lengths for its sake. They are great warriors in their own right, but refuse to weild the technologies popping up... there is no honor in guns, but only in the crossing of well-forged blades. Lifespan is between 15000 to 4000 years.

---> A.Clanless. You are either ostracized, or your Clan has been wiped out. You now only exist for yourself, and with this in mind, has been driven to learn everything you can about the unfamilar world outside the Mountholds. You may weild most tech weapons, and conduct yourself in society. Your lack of training however has made you less of a formidable fighter than Warren-borns. Only +5 MR.

b. Droog (+25 DR, +15 Meelee damage, may not wear armor ) The Droogish rock-people are from the world of Droog. Calcite deposits form on their tough, clay skin, and slowly accumulate, turning the Droog into a walking suit of diamond-hard armor. They resemble gargoyles more than anything else. They are not prone to violence, and have an unhurried approach to life. Don't be fooled though, by the slow, turtle-like pace these creatures amble along. They are capable of sharp bursts of speed when necessary.


3. Elfin (-3Phy, +5 Int, +5 Ch, + 5 mana) The elfin race is the most familiar form amongst the mystic races. Legend has it that the elves were formed from the union of a human female and an Angel - back far in time when Angels were all male. The elfin's name for themselves, in the Old Tounge - Alvii, reflects this belief. Due to this, elves think of themselves as superior to most other races. May not wear heavy armor or high technological items.

a. Wood Elf (+25 to sneak, +5 Bow skills, may not use ANY tech items) These elves live in great forests, in complete harmony with nature.

b. High Elf(+20 to spell success, +5 mana per level, may not use guns or blunt weapons)

c. Drow(+25% spell effect/damage, +)


4. Fae (start with 30AC, +5 mana, may not wear any armor) Fae are mysterious creatures. They have no legends, no sense of span of time. They are always youthful in appearance and eternally curious. They may refer to things that happened hundreds of years ago, as clearly and with distinction as if it was yesterday, yet forget what a conversation is about. They are small, fickle, fleeting creatures, and entirely magickal.

a. Faerie (all spells cost 50% less mana to cast) Lovely little creatures with iridiscent butterfly wings, perfectly proportioned to a human scale, though only at most six inches in height. Faeries, though they have small hearts, are capable of very STRONG emotions - it is said no one can feel hate, love, lust, dismay... quite like a a faerie. Faeries live in leaf-kingdoms, ruled by a Queen.

---> Sylf(no spell casting bonus, but may create a player-controlled NPC worth 30 CP) You are a Faerie who has formed a lasting attachment to a human. You are immortal while your companion is not.. this gives you sadness, but you are determined to cherish and tag along as long as you can.

b. Sprite (+10 more AC, +5 critical chance)


5. Bestiary - these refer to races with some for of animal trait or features. Most are mystic in nature, which is why they all start with 10 Magic Resistance, but they aren't often numerous in population, and tend to be skittish of others not of their own species. (-5 to social rolls)

a. Orc (start with 15 Phy, may not increase Ch above 10) - the orcen term refers to all races which live for carnage and destruction.The Orcs, from whom the term derives, roam amongst most the mana worlds, hiding in the deep underwoods and making sporadic attacks on civilization. Their spacefaring counterparts have been trying to attack Earth for years - for some reason, the planet is a magnet for invaders. The Guardians have turned them aside every time, keeping the Earthlings unaware of how close to destruction they have come.

b. Kit (+10 base AC, +10 to hand-to-hand rolls, -5DR) - The members of the Kit race are what is known as the catperson. Almost human in appearance, save for thick, shortly-cropped hair, tails, and large fluffy ears. Considered cute, loving, loyal, but also at the same time incapable of taking anything seriously for more than ten seconds. They are fast and agile, and loathe things that restrict personal freedom.

c. Lycanthrope

d. Centaur

e. Octopi


5. Demonic

a. Standard Demon

b. Half-demon

c. High Demon


7. Demigod

a. Half-breed

b. Quarter-breed

c. Blessed


7. Robotic(may make memory backups, can only increase Phy and Ch through upgrades, cannot use magic)- With recent advances in technology and dialetic, true Artificial Intelligence is now possible. Though robots cannot truly be considered alive, they are capable of emotion and character, if fitted with the proper AI matrix. This also means that no robot can really DIE, as long as a backup of the database exists.Most robots let logic prevail over emotion though, and for this they are trusted and used, though not accepted.

a. Warmech (start with enough weapons to level flat small nations, may turn GM into a sadistic bastard) - the warmachines are the pinnacle of everything that is awe-inspiring and WRONG about technology.

b. Aikaabi (start with Int of 50, -25 to all combat rolls) The Aikaabi are a race of sentient fishes. Psionic only to within about a meter, the first thing the geniusfish learns is how to create machines to defend itself and make its actions more wide-ranging. The existence of these fish is positive proof that Gods do exist, and that they havea nasty sense of humor. The Aikaabi are peaceful, and desires to learn more and more about the world all around it.

c. Half-form android (start with Phy of 25, Int of 25, earns only 1/2 Int CP(rounded up) per level)

d. Full-form android (start with Ch of 30, -5 to all rolls)Most fullform adroid are built to simulate humans. Nubile and attractive humans.


Part Three: SKILLS

Skills are the task you know, and are good at. You have the option to Tag certain skills, which means you learn that skill at double rate. These are your specialties.

There are Prime Skills, which refer to the genral knowledge required to weild ac ertain type of armor, or perfeorm related tasks. Increasing the Prime stat by 1 CP gives +1/2 point to each of the skill it covers. Skills cost 1 CP to raise, until you reach 100. From then on, it takes 2 CP to raise it by one(unless its tagged), until you reach 150. From hence on, it takes three CP to raise it by one, regardless of tagging.

Small Arms - this refers to most slugthrowers, ranging from pistols to rifles. This group of weapons are referred to as 'small arms' for really, you need to have human-sized(small) arms to weild them.

Pistols

Rifles





Part Four: PROFESSIONS

Professions are more than just jobs. Think of these are character classes if you like. I still haven't finished making the requirement and descriptions.

Learner

1. Fighter - you live to fight. You are a soldier, a guard, a man of the back streets.Where there is blood and violence, that's where you will be found.Gives +10 to all combat rolls but -10 to social rolls.

2. Wanderer - where you go, no one knows. The road is your home. You have become tough from constant travelling, learning a little bit of everything. +5 to all rolls.

3. Apprentice

4. Repairman

5. Storyteller

6. Lawman

7. Trader


Seeker

1. Warrior

2. Journeyman

3. Adeptus

4. Weaponsmith

5. Bard

6. Bounty Hunter

7. Merchant


Expertise

1. Knight

2. Planeswalker

3. Mage

4. Greatsmith

5. Wordbinder

6. Manhunter

7. Master Merchant


Mastery

1. Warlord

2. Planeshifter

3. Master Magev

4. Weaponsmaster

5. Arbitrator

6. Verdictgiver

7. Guildmaster


Pinnacle

1. Temporal Mechanist

2. Artificer

3. Emperor

4. Minervae






Chapter Two: The Game World

Part One: The Gallery of Worlds Locations

The Gallery of Worlds is a plane, a state of existence below and superseding all the planes. It is in the Void, that from which the entire universe was formed. Through various weaknesses in the dimesional fabiric, artificially-made rifts and efforts of spell and mana, it is possible to enter this subreality, which links all the universe. Etc. Etc.

Locations 1: Lox'l

Lox'l is a strange planet, a focus for natural weaknesses in the fabric of the universe. It is said that there has once been a great battle waged on the world of Lox'l, as it is uninhabited and has a surface composed nearly 99.99% of water, this was where several Gods gathered to fight each other. The winner's name is lost to time, but the intensely magical residues remain - making Lox'l the only place in the universe where any planeswalker would constantly find his way into. Lox'l has a way of attracting the uncommon, the weird, the insane, the wise, the powerful...

The Guardians, upon realizing that the Gallery of Worlds was a medium allowing travel between worlds and realms, and that Lox'l was at the very crossroads, built a haven on the only island on the planet. The crescent-likeisland was also named Lox'l, and upon it was built a great city, which was also coinicidentally, named Lox'l. The Mage Guild built large mystic Gates, rifts in the very structure of the universe itself, leading to the Gallery of Worlds, to connect Lox'l directly to different worlds.

So it was that to say 'going to Lox'l' meant visiting the Market, where all the produce of hundrds of worlds met, where planeswalkers were trained, where the Guardians ruled, and where the impossible was easily accomplished.

For many years, Master Mages presided over Lox'l and the Guardians. With the advent of the Illuminati, and the acceptance of technology, Lox'l was transformed from being just a large marketplace and into a stronghold, a bastion from which the Illuminati held together Order all over the universe.

Locations 1.1: Lox'l Freewalker Central

Just off the coast of Lox'l Island floats the shining white dome of Freewalker Central. Built by the Illuminati to train its adepts, separate from the .. distractions.. of Lox'l and its markets, selling every good and pleasure and knowledge there could be. Designed by the two technologists in the Council, the Dome also contained the Pyramid, what the very disciplined of Illuminati resided, and transcribed their learnings into the Library. It was also the only place in the whole universe where the Planeswalking Matrixes are manufactured

Locations 1.1a : The Library

The Library is the greatest collection of knowledge ever assembled.

Location 2: Lumen

Location 2.1:. East Continent

Location 2.1a: Ancreverharal Ruins

Location 2.1b: Elfinheart

Location 2.2: South Continent

Location 2.3: West Continent


Locations 3: Dominarea

Locations 3.1: Wastelands

Locations 3.2: Forest Belt