News, announcements, reflections...
Subscribe to the newsletter to receive all the updates in your email.
ARS on Facebook.
ARS on YouTube.
The fast line. Only the three Attitudes for quick sessions and board games.
The classic line. Attitudes and distinct Arts for the most complete game.
The narrative line. Each character is defined only by his Arts.
Each player creates his character by dividing 10 Creation Points from the following three Attitudes and annotating them on his character sheet, each with a minimum value of 1 and a maximum of 8:
The player then notes the rumors: Total Hit Points (number of damage beyond which the character dies when exiting the game) the value of Corpus x 2. In Movement (spaces that can be passed in an action) the value of Celeritas. Range (with ranged weapons or actions) the Celeritas value x 2. Initial money the value of Animus x 5. Mana (total magic power reserve) the value of Animus x 3.
When the player wants to use the skills of his character for an action that can give him advantages or disadvantages within the story (fight, use, search ...) he will have to make a test on the attitude related to the type of action taken by pulling 1 dice of 10 faces: If the result is equal to or less than the value of Attitude used (considering also any bonuses given for example by the Equipment) the test succeeds, otherwise it fails.
At a test of Attitude the result of 1 (called positive critic ) is the automatic success of the action, 10 is the disastrous failure ( negative critic ). The number of successes to the test is the difference between the value used in the test (with any bonuses) and the result of the dice.
Successes represent the effectiveness of the test performed: in combat tests the number of hits will be the number of hit points inflicted on the opponent. In remote tests (with targets beyond spaces adjacent to the occupied one) every space beyond the value of the Range accumulates a -1 malus to the test . In theresearch tests (based on Animus Attitude) it is the number of spaces surrounding oneself in which the character reveals any clues or secrets. In a competitive action between characters wins the character that gets more hits. In a cooperative action, with another character sum up half of the successes or failures obtained to those of the character who was the first to take the action.
Weapons and tools within the game add a bonus to the Attitude to which they are associated (only in actions related to their use). The protections increase the armor value : extra hit points that are consumed before the character's basic hit points are exhausted. The spells convert mana in fact , as indicated in their description. Each character can carry a maximum number of items of equipment equal to the number of his current Hit Points.
Value of the equipment is generically attributable to 10 deniers each: +1 bonus / hit point that deals or care / turn of magic effect granted / 1 extra meter in which its action takes effect. If it is mono-use the value is halved.
The equipment grants a maximum total bonus equal to the value that the character increases. Each object requires an action to be put, removed or moved .
The game round takes place starting from the character with the highest Celeritas. In each turn each character has at his disposal 3 actions of which he accumulates a penalty of -2 the second action and -3 the third . The player can also choose to keep third and possibly also second action (with relative malus) to use them within the next turn. It is possible to skip the turn ( rest ) by sacrificing the 3 actions and thus recovering the value of Corpus divided 3 into Hit Points and Animus divided by 3 into Mana. The game ends with the death of the characters or success in their business.