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	<updated>2026-05-15T05:23:42Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Equipment&amp;diff=10233</id>
		<title>Sol Riven:Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Equipment&amp;diff=10233"/>
		<updated>2005-06-28T00:30:19Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons, Armor, and all manor of Equipment&lt;br /&gt;
&lt;br /&gt;
* [[Sol_Riven:Main_Page|Return to Main Page]]&lt;br /&gt;
=Human Equipment=&lt;br /&gt;
&lt;br /&gt;
==Human Firearms==&lt;br /&gt;
There are several types of human firearms but most of the modern firearms use a gel which is both the propellent and the shell (when compressed). More on mechanics later.&lt;br /&gt;
&lt;br /&gt;
===Human Pistols===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot;|TL||style=&amp;quot;background:#efefef;&amp;quot;|Pistol||style=&amp;quot;background:#efefef;&amp;quot;|Damage||style=&amp;quot;background:#efefef;&amp;quot;|Acc||style=&amp;quot;background:#efefef;&amp;quot;|Range||style=&amp;quot;background:#efefef;&amp;quot;|Weight||style=&amp;quot;background:#efefef;&amp;quot;|RoF||style=&amp;quot;background:#efefef;&amp;quot;|Shots||style=&amp;quot;background:#efefef;&amp;quot;|ST||style=&amp;quot;background:#efefef;&amp;quot;|Bulk||style=&amp;quot;background:#efefef;&amp;quot;|Rcl||style=&amp;quot;background:#efefef;&amp;quot;|Cost||style=&amp;quot;background:#efefef;&amp;quot;|LC&lt;br /&gt;
|-&lt;br /&gt;
|8||STD Gel Pistol||3d+4||5||300/800||2/0.8||3||40||5||-2||1||600||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Human Rifles===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot;|TL||style=&amp;quot;background:#efefef;&amp;quot;|Pistol||style=&amp;quot;background:#efefef;&amp;quot;|Damage||style=&amp;quot;background:#efefef;&amp;quot;|Acc||style=&amp;quot;background:#efefef;&amp;quot;|Range||style=&amp;quot;background:#efefef;&amp;quot;|Weight||style=&amp;quot;background:#efefef;&amp;quot;|RoF||style=&amp;quot;background:#efefef;&amp;quot;|Shots||style=&amp;quot;background:#efefef;&amp;quot;|ST||style=&amp;quot;background:#efefef;&amp;quot;|Bulk||style=&amp;quot;background:#efefef;&amp;quot;|Rcl||style=&amp;quot;background:#efefef;&amp;quot;|Cost||style=&amp;quot;background:#efefef;&amp;quot;|LC&lt;br /&gt;
|-&lt;br /&gt;
|8||STD Gel Rifle||5d+4||5||600/1200||5/1||6||200||6||-4||1||2000||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Armor==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remote Control Units==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=10203</id>
		<title>BrioFRPG:General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=10203"/>
		<updated>2005-06-26T09:27:52Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The General Mechanics are the very basic rules, how they relate and the logic behind them.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 18:48, 29 May 2005 (PDT)&lt;br /&gt;
*--[[User:Yaro|Yaro]] 08:37, 30 May 2005 (PDT)Added a little, reformated a little&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Rolls== &lt;br /&gt;
&lt;br /&gt;
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.&lt;br /&gt;
&lt;br /&gt;
There are however a number of different ways in which the results of these numbers are used to produce results with different ranges.&lt;br /&gt;
&lt;br /&gt;
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Standard 2d10 roll Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Roll Result &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds &lt;br /&gt;
| 1% || 2% || 3% || 4% || 5% || 6% || 7% || 8% || 9% || 10% || 9% || 8% || 7% || 6% || 5% || 4% || 3% || 2% || 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
This is the most common roll just for the reason of this wieghting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-10, the easist and most basic roll of a single d10 produces obviously a value from 1 to 10 with a straight wieghting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 2-10, Using the divide by 2 mechanism a wieghted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a wieghting is quicker then a % roll, it is often also used in damage or chart rolls. The wieghting is as follows.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left (1d10 / 2 + 1d10 / 2) Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds(Approx) &lt;br /&gt;
| 4% || 9% || 13% || 17% || 19% || 17% || 13% || 9% || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.&lt;br /&gt;
&lt;br /&gt;
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are however times when other ranges with other wieghtings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.&lt;br /&gt;
&lt;br /&gt;
For example, if we wished to create a wieghted chart that created a bottom heavy 1-8 it might look something like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left |wieghted example of range 1-8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Percentile Result &lt;br /&gt;
| 1-15% || 16-30% || 31-45% || 46-60% || 61-70% || 71-80% || 81-90% || 91-100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although this system can&#039;t produce &amp;quot;any range&amp;quot; with &amp;quot;any wieghting&amp;quot; exactly it is the most accurate system we use and has the most range, and even it is used rarely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Checks==&lt;br /&gt;
&lt;br /&gt;
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Attribute Check Result&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |2d10 Result &lt;br /&gt;
| 2 || 3 || 4-5 || 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Modifier &lt;br /&gt;
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Applications of Attributes===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
When applying strength checks make sure to note that unless the character possesses the ability to apply an unnatural level of leverage (one not proportional to his wieght and position) then even the strongest individuals can accomplish little.&lt;br /&gt;
&lt;br /&gt;
Consider the physics of a 200lbs man trying to lift a two ton boulder, it is entirely within the realm of posibility for the a 200lbs constract approximating a man to have the physical power to create enough force to lift a boulder, but unless that individual is capable of getting under the boulder in some way they certienly wouldn&#039;t be able to simply bend over and pick it up.&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number of overage(fixed or reletive to the opponent).&lt;br /&gt;
&lt;br /&gt;
===Immediate Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.&lt;br /&gt;
|}&lt;br /&gt;
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre determined target(based on the quality of the lock) and in very short order you know wether you have had an effect. This type of skill and skill roll is the easist and most straight forward.&lt;br /&gt;
&lt;br /&gt;
Although there are modifiers which may be applied depending on circumstances this is the basic form for any &#039;&#039;&#039;Immediate Use, Immediate Effect&#039;&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Use, Delayed Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;400px&amp;quot; |Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then successed, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truely magnificent blade which provides a number of bonuses to its wielder.&lt;br /&gt;
|}&lt;br /&gt;
There are also a number of different skills which a character may have to make several or even many rolls for over and extended period of time to determine there effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.&lt;br /&gt;
&lt;br /&gt;
Most extended rolls involve a difinitive time span, a number of checks and an aggragate overage. The same check is rolled a number of times and the total by which the character successeds (while noteing any failures for side effects) is used to determine the extent to which a character successeds.&lt;br /&gt;
&lt;br /&gt;
Most MU,DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contested Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; |Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian&#039;s great intellegence and Kieraks superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls, so if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.&lt;br /&gt;
|}&lt;br /&gt;
The most common type of combat roll, this is usually used when two individuals are competeing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there is also other types of contested rolls. Contested rolls are actually one of the easiest to use, although circumstances can (not surprsingly) give one side or the other a handicap it is usually as easy as each contesting character rolling and then comparing everyones results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very difinitive.&lt;br /&gt;
&lt;br /&gt;
===Extended Contested===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Combat==&lt;br /&gt;
&lt;br /&gt;
Combat is done a little differently then in most games. This system relies on a principle of combat flow rather then the simple trading of blows.&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: 2 characters are fighting, char one has an intitive value of 2d +3, and character 2 has an inititive value of 1d + 8. In order to determine inititive each character rolls there scores and subtracts that amount from 30. So if charcter 1 rolled a 7 and a 4, their total would be 14 (7 + 4 + 3) resulting in an initial inititive of 16 (30-14). If the second character rolled a 5 there total would become 13 (5 + 8), wthe finial intitive would then be 17 (30-13) for the second character. The first character having the lower initial score would then become the first character to act.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Combat Breakdown&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Inititive is rolled by each party then subtracted from 30&lt;br /&gt;
# The character with the lowest Inititive score chooses there actions&lt;br /&gt;
#* A posture is chosen&lt;br /&gt;
#* A manuever is chosen&lt;br /&gt;
#* The manuver is resolved&lt;br /&gt;
# The character then adds the Action Cost (AC) of the manuever to his inititive&lt;br /&gt;
# Go back to 2 and continue until there is a successful disengagment or combat ends.&lt;br /&gt;
&lt;br /&gt;
===Inititive===&lt;br /&gt;
Each character has an inititive score and methodology, this score determines how quickly they can act from a disengaged posture. Since this is the starting point &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Postures===&lt;br /&gt;
Postures are representative of the characters current approach to the encounter.&lt;br /&gt;
&lt;br /&gt;
There are several basic postures which known by every character; Balanced, Aggressive, and Defensive. There are also many advanced postures used by those with advanced combat training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balanced&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
This is the basic posture and provides no bonuses but also has no disadvantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: This character is unable to apply defensive manuevers, the AC of the characters offensive manuevers are 1/2 (rounded up) normal&amp;lt;br&amp;gt;&lt;br /&gt;
The character takes a relentless approach, attacking without thought to defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: -4 to all offensive manuvers, +4 to all defensive manuvers&amp;lt;br&amp;gt;&lt;br /&gt;
The character takes a cautious and methodical approach concerning themselves with not allowing any offensive measures on the part of there opponent at the potential success of there own attack.&lt;br /&gt;
&lt;br /&gt;
Prepared&lt;br /&gt;
Modifiers: +5 to the characters first offensive manuver, -4 to&lt;br /&gt;
&lt;br /&gt;
===Manuevers===&lt;br /&gt;
Manuevers are specific often used and specifically useful actions. They can be a punch, a kick, a thrust of a sword or the firing of a bow. Each Manuever is different and the manuevers of different individuals is unique to that individual. There are however some basic manuevers that are common to most members of a species. For example most humans know how to throw a punch (yes there are substantial differences in ability but most understand the basic mechanics), while pretty much every bear you meet will know how to bite.&lt;br /&gt;
&lt;br /&gt;
Each Manuever has a number of statistics:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Skill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is the skill that is used when determining a characters base proficency at performing a specific manuever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Cost(AC)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is the inititive cost of the manuever in question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Adjustment&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is the modifier for any attack rolls made using the manuever, it is directly added to the related skill value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Adjustment&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
this is the modifier for the users base defensive value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is the basic damage done with the manuever so long as all basic conditions are met.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is any other effects that the manuever causes, sometimes it is special damage other times it is simply a conditional modifier but whatever it is if it doesn&#039;t fall into one of the other categories then it belongs here.&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Combat skills encompase both hand to hand skills and weapon skills. These are the basic levels of competence of performing&lt;br /&gt;
&lt;br /&gt;
===Dual Wielding===&lt;br /&gt;
&lt;br /&gt;
===Combat Statistics===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=2544</id>
		<title>BrioFRPG:General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=2544"/>
		<updated>2005-06-25T19:08:42Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The General Mechanics are the very basic rules, how they relate and the logic behind them.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 18:48, 29 May 2005 (PDT)&lt;br /&gt;
*--[[User:Yaro|Yaro]] 08:37, 30 May 2005 (PDT)Added a little, reformated a little&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Rolls== &lt;br /&gt;
&lt;br /&gt;
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.&lt;br /&gt;
&lt;br /&gt;
There are however a number of different ways in which the results of these numbers are used to produce results with different ranges.&lt;br /&gt;
&lt;br /&gt;
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Standard 2d10 roll Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Roll Result &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds &lt;br /&gt;
| 1% || 2% || 3% || 4% || 5% || 6% || 7% || 8% || 9% || 10% || 9% || 8% || 7% || 6% || 5% || 4% || 3% || 2% || 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
This is the most common roll just for the reason of this wieghting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-10, the easist and most basic roll of a single d10 produces obviously a value from 1 to 10 with a straight wieghting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 2-10, Using the divide by 2 mechanism a wieghted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a wieghting is quicker then a % roll, it is often also used in damage or chart rolls. The wieghting is as follows.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left (1d10 / 2 + 1d10 / 2) Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds(Approx) &lt;br /&gt;
| 4% || 9% || 13% || 17% || 19% || 17% || 13% || 9% || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.&lt;br /&gt;
&lt;br /&gt;
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are however times when other ranges with other wieghtings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.&lt;br /&gt;
&lt;br /&gt;
For example, if we wished to create a wieghted chart that created a bottom heavy 1-8 it might look something like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left |wieghted example of range 1-8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Percentile Result &lt;br /&gt;
| 1-15% || 16-30% || 31-45% || 46-60% || 61-70% || 71-80% || 81-90% || 91-100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although this system can&#039;t produce &amp;quot;any range&amp;quot; with &amp;quot;any wieghting&amp;quot; exactly it is the most accurate system we use and has the most range, and even it is used rarely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Checks==&lt;br /&gt;
&lt;br /&gt;
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Attribute Check Result&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |2d10 Result &lt;br /&gt;
| 2 || 3 || 4-5 || 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Modifier &lt;br /&gt;
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Applications of Attributes===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
When applying strength checks make sure to note that unless the character possesses the ability to apply an unnatural level of leverage (one not proportional to his wieght and position) then even the strongest individuals can accomplish little.&lt;br /&gt;
&lt;br /&gt;
Consider the physics of a 200lbs man trying to lift a two ton boulder, it is entirely within the realm of posibility for the a 200lbs constract approximating a man to have the physical power to create enough force to lift a boulder, but unless that individual is capable of getting under the boulder in some way they certienly wouldn&#039;t be able to simply bend over and pick it up.&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number of overage(fixed or reletive to the opponent).&lt;br /&gt;
&lt;br /&gt;
===Immediate Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.&lt;br /&gt;
|}&lt;br /&gt;
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre determined target(based on the quality of the lock) and in very short order you know wether you have had an effect. This type of skill and skill roll is the easist and most straight forward.&lt;br /&gt;
&lt;br /&gt;
Although there are modifiers which may be applied depending on circumstances this is the basic form for any &#039;&#039;&#039;Immediate Use, Immediate Effect&#039;&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Use, Delayed Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;400px&amp;quot; |Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then successed, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truely magnificent blade which provides a number of bonuses to its wielder.&lt;br /&gt;
|}&lt;br /&gt;
There are also a number of different skills which a character may have to make several or even many rolls for over and extended period of time to determine there effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.&lt;br /&gt;
&lt;br /&gt;
Most extended rolls involve a difinitive time span, a number of checks and an aggragate overage. The same check is rolled a number of times and the total by which the character successeds (while noteing any failures for side effects) is used to determine the extent to which a character successeds.&lt;br /&gt;
&lt;br /&gt;
Most MU,DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contested Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; |Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian&#039;s great intellegence and Kieraks superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls, so if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.&lt;br /&gt;
|}&lt;br /&gt;
The most common type of combat roll, this is usually used when two individuals are competeing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there is also other types of contested rolls. Contested rolls are actually one of the easiest to use, although circumstances can (not surprsingly) give one side or the other a handicap it is usually as easy as each contesting character rolling and then comparing everyones results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very difinitive.&lt;br /&gt;
&lt;br /&gt;
===Extended Contested===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Combat==&lt;br /&gt;
&lt;br /&gt;
Combat is done a little differently then in most games. This system relies on a principle of combat flow rather then the simple trading of blows.&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: If character a &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Combat Breakdown&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Inititive is rolled by each party then subtracted from 30&lt;br /&gt;
# The character with the highest Inititive score chooses there actions&lt;br /&gt;
#* A posture is chosen&lt;br /&gt;
#* A manuever is chosen&lt;br /&gt;
#* The manuver is resolved&lt;br /&gt;
# The character then adds the Action Cost (AC) of the manuever to his inititive&lt;br /&gt;
# Go back to 2 and continue until there is a successful disengagment or combat ends.&lt;br /&gt;
&lt;br /&gt;
===Inititive===&lt;br /&gt;
Each character has an inititive score and methodology, this score determines how quickly they can act from a disengaged posture. Since this is the starting point &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Postures===&lt;br /&gt;
Postures are representative of the characters current approach to the encounter.&lt;br /&gt;
&lt;br /&gt;
There are several basic postures which known by every character; Balanced, Aggressive, and Defensive. There are also many advanced postures used by those with advanced combat training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balanced&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
This is the basic posture and provides no bonuses but also has no disadvantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: This character is unable to apply defensive manuevers, the AC of the characters offensive manuevers are 1/2 (rounded up) normal&amp;lt;br&amp;gt;&lt;br /&gt;
The character takes a relentless approach, attacking without thought to defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: -4 to all offensive manuvers, +4 to all defensive manuvers&amp;lt;br&amp;gt;&lt;br /&gt;
The character takes a cautious and methodical approach concerning themselves with not allowing any offensive measures on the part of there opponent at the potential success of there own attack.&lt;br /&gt;
&lt;br /&gt;
===Manuevers===&lt;br /&gt;
&lt;br /&gt;
===Weapon Skills===&lt;br /&gt;
&lt;br /&gt;
===Dual Wielding===&lt;br /&gt;
&lt;br /&gt;
===Combat Statistics===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=2540</id>
		<title>BrioFRPG:General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=2540"/>
		<updated>2005-06-25T19:07:39Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The General Mechanics are the very basic rules, how they relate and the logic behind them.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 18:48, 29 May 2005 (PDT)&lt;br /&gt;
*--[[User:Yaro|Yaro]] 08:37, 30 May 2005 (PDT)Added a little, reformated a little&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Rolls== &lt;br /&gt;
&lt;br /&gt;
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.&lt;br /&gt;
&lt;br /&gt;
There are however a number of different ways in which the results of these numbers are used to produce results with different ranges.&lt;br /&gt;
&lt;br /&gt;
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Standard 2d10 roll Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Roll Result &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds &lt;br /&gt;
| 1% || 2% || 3% || 4% || 5% || 6% || 7% || 8% || 9% || 10% || 9% || 8% || 7% || 6% || 5% || 4% || 3% || 2% || 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
This is the most common roll just for the reason of this wieghting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-10, the easist and most basic roll of a single d10 produces obviously a value from 1 to 10 with a straight wieghting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 2-10, Using the divide by 2 mechanism a wieghted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a wieghting is quicker then a % roll, it is often also used in damage or chart rolls. The wieghting is as follows.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left (1d10 / 2 + 1d10 / 2) Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds(Approx) &lt;br /&gt;
| 4% || 9% || 13% || 17% || 19% || 17% || 13% || 9% || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.&lt;br /&gt;
&lt;br /&gt;
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are however times when other ranges with other wieghtings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.&lt;br /&gt;
&lt;br /&gt;
For example, if we wished to create a wieghted chart that created a bottom heavy 1-8 it might look something like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left |wieghted example of range 1-8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Percentile Result &lt;br /&gt;
| 1-15% || 16-30% || 31-45% || 46-60% || 61-70% || 71-80% || 81-90% || 91-100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although this system can&#039;t produce &amp;quot;any range&amp;quot; with &amp;quot;any wieghting&amp;quot; exactly it is the most accurate system we use and has the most range, and even it is used rarely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Checks==&lt;br /&gt;
&lt;br /&gt;
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Attribute Check Result&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |2d10 Result &lt;br /&gt;
| 2 || 3 || 4-5 || 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Modifier &lt;br /&gt;
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Applications of Attributes===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
When applying strength checks make sure to note that unless the character possesses the ability to apply an unnatural level of leverage (one not proportional to his wieght and position) then even the strongest individuals can accomplish little.&lt;br /&gt;
&lt;br /&gt;
Consider the physics of a 200lbs man trying to lift a two ton boulder, it is entirely within the realm of posibility for the a 200lbs constract approximating a man to have the physical power to create enough force to lift a boulder, but unless that individual is capable of getting under the boulder in some way they certienly wouldn&#039;t be able to simply bend over and pick it up.&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number of overage(fixed or reletive to the opponent).&lt;br /&gt;
&lt;br /&gt;
===Immediate Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.&lt;br /&gt;
|}&lt;br /&gt;
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre determined target(based on the quality of the lock) and in very short order you know wether you have had an effect. This type of skill and skill roll is the easist and most straight forward.&lt;br /&gt;
&lt;br /&gt;
Although there are modifiers which may be applied depending on circumstances this is the basic form for any &#039;&#039;&#039;Immediate Use, Immediate Effect&#039;&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Use, Delayed Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;400px&amp;quot; |Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then successed, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truely magnificent blade which provides a number of bonuses to its wielder.&lt;br /&gt;
|}&lt;br /&gt;
There are also a number of different skills which a character may have to make several or even many rolls for over and extended period of time to determine there effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.&lt;br /&gt;
&lt;br /&gt;
Most extended rolls involve a difinitive time span, a number of checks and an aggragate overage. The same check is rolled a number of times and the total by which the character successeds (while noteing any failures for side effects) is used to determine the extent to which a character successeds.&lt;br /&gt;
&lt;br /&gt;
Most MU,DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contested Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; |Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian&#039;s great intellegence and Kieraks superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls, so if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.&lt;br /&gt;
|}&lt;br /&gt;
The most common type of combat roll, this is usually used when two individuals are competeing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there is also other types of contested rolls. Contested rolls are actually one of the easiest to use, although circumstances can (not surprsingly) give one side or the other a handicap it is usually as easy as each contesting character rolling and then comparing everyones results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very difinitive.&lt;br /&gt;
&lt;br /&gt;
===Extended Contested===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Combat==&lt;br /&gt;
&lt;br /&gt;
Combat is done a little differently then in most games. This system relies on a principle of combat flow rather then the simple trading of blows.&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: If character a |}&lt;br /&gt;
&#039;&#039;&#039;Combat Breakdown&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Inititive is rolled by each party then subtracted from 30&lt;br /&gt;
# The character with the highest Inititive score chooses there actions&lt;br /&gt;
#* A posture is chosen&lt;br /&gt;
#* A manuever is chosen&lt;br /&gt;
#* The manuver is resolved&lt;br /&gt;
# The character then adds the Action Cost (AC) of the manuever to his inititive&lt;br /&gt;
# Go back to 2 and continue until there is a successful disengagment or combat ends.&lt;br /&gt;
&lt;br /&gt;
===Inititive===&lt;br /&gt;
Each character has an inititive score and methodology, this score determines how quickly they can act from a disengaged posture. Since this is the starting point &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Postures===&lt;br /&gt;
Postures are representative of the characters current approach to the encounter.&lt;br /&gt;
&lt;br /&gt;
There are several basic postures which known by every character; Balanced, Aggressive, and Defensive. There are also many advanced postures used by those with advanced combat training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balanced&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
This is the basic posture and provides no bonuses but also has no disadvantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: This character is unable to apply defensive manuevers, the AC of the characters offensive manuevers are 1/2 (rounded up) normal&amp;lt;br&amp;gt;&lt;br /&gt;
The character takes a relentless approach, attacking without thought to defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: -4 to all offensive manuvers, +4 to all defensive manuvers&amp;lt;br&amp;gt;&lt;br /&gt;
The character takes a cautious and methodical approach concerning themselves with not allowing any offensive measures on the part of there opponent at the potential success of there own attack.&lt;br /&gt;
&lt;br /&gt;
===Manuevers===&lt;br /&gt;
&lt;br /&gt;
===Weapon Skills===&lt;br /&gt;
&lt;br /&gt;
===Dual Wielding===&lt;br /&gt;
&lt;br /&gt;
===Combat Statistics===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Glossary&amp;diff=10372</id>
		<title>BrioFRPG:Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Glossary&amp;diff=10372"/>
		<updated>2005-06-25T06:32:24Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Favored Locations&#039;&#039;&#039;: In magic a favored location is one which a character for some reason or another is able to gather more then the normal amount of energy based upon the ambient magical energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manuever&#039;&#039;&#039;: In combat a paticular move, a single action is known as a manuever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posture&#039;&#039;&#039;: In combat the posture is the general nature of the characters approach, a character may be agressive or defensive, they may be relentelessly offensive etc... each posture has different weaknesses and strengths. A skilled opponent will usually recognize a characters posture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Source&#039;&#039;&#039;: In magic a source is a pool of energy of an indeterminate nature that a paticular school learns to drain for magical energy. There are also some items which can provide power or store energy which are reffered to as sources.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=10217</id>
		<title>BrioFRPG:Magic Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=10217"/>
		<updated>2005-06-25T06:16:44Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
Magic Schools are the backbone of the magic system in Brio, they are the unifying theme for the magic known by a mage. Although mages often learn the magic of several schools it is uncommon to find mages who have mastered more then one.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==School Template &amp;amp; Options==&lt;br /&gt;
&lt;br /&gt;
==Kemed-Common Dwarven Mage==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
Kemed Apprentice(20 cp)&lt;br /&gt;
&lt;br /&gt;
==Fen-Resh==&lt;br /&gt;
&lt;br /&gt;
One of the oldest schools of necromancy on Brio, the Fen-Resh have existed for over 2000 years as a secret society. Named after its creator, a powerful lich, the school was founded in a small human village which was destroyed during the creation of the Scar of Antesh.&lt;br /&gt;
&lt;br /&gt;
The school gained brief legitimacy in the human kingdoms approximatly 1000 years ago when they began selling there abilities to create pacts to the wealthy merchants to help ensure that agreements were adhered to. They maintain some level of respectability in some corners because of this.&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
Intellegence 7, Will 6, a willingness to deal with death spirits and the undead.&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fen-Resh Apprentice(20 cp) &#039;&#039;Trained&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
This trait gives the character access to the following spell bases:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bone Construct&#039;&#039;&#039; - A minor animation spell specific to bones&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Infect&#039;&#039;&#039; - a spell which induces a fast spreading infection in an existing wound&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Revulsion&#039;&#039;&#039; - a minor fear inducing spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shadow&#039;&#039;&#039; - a spell which intensifies an existing shadow to better hide the caster&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Last Sight&#039;&#039;&#039; - a spell which provides the caster with intimate knowledge of the conditions under which a paticular creature died&lt;br /&gt;
&#039;&#039;&#039;Bleed&#039;&#039;&#039; - causes an existing slashing or piercing wound to not clog normally&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fen-Resh Adept(20 cp) &#039;&#039;Trained&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This trait gives the character access to the following spell bases:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Decay&#039;&#039;&#039; - a spell which induces a massively increased rate of decay in an inanimate object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Circle vs Undead&#039;&#039;&#039; - a circle that wards off unintellegent undead&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Curse of the Flesh&#039;&#039;&#039; - a spell which reduces the targets physical attributes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Curse of the Mind&#039;&#039;&#039; - a spell which reduces the targets Mental attributes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Curse of the Soul&#039;&#039;&#039; - a spell which reduces the targets Soul attributes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defoliating Touch&#039;&#039;&#039; - causes the casters touch to gain a potent herbicidale effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mask of the Dead&#039;&#039;&#039; - this spell causes undead to only detect the caster as a mindless undead&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fen-Resh Master(20 cp) &#039;&#039;Trained&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This trait gives the character access to the following spell bases:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blood Oath&#039;&#039;&#039; - creates a seal on an agreement which bonds the oath taker&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Conjure Wraith&#039;&#039;&#039; - conjures a wraith under the control of the caster&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mark of Pain&#039;&#039;&#039; - a rune that can mark a characters body causing pain under pre described conditions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wall of Shadow&#039;&#039;&#039; - creates a wall which is difficult and disorntating to try to pass through&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039; - Reduces all of the targets attributes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defoliating Aura&#039;&#039;&#039; - causes the caster to gain a aura which defoliates an area around them&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Transplant&#039;&#039;&#039; - this spell enables the caster to replace a missing limb with any other limb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speak with the Dead&#039;&#039;&#039; - allows the caster to have a conversation with a known spirit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fen-Resh Grand Master(20 cp) &#039;&#039;Trained&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This trait gives the character access to the following spell bases:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dark Pact&#039;&#039;&#039; - a more powerful pact which compels the parties to an agreement under pain of death&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lich&#039;&#039;&#039; - a powerful permenant transformation for the caster into a skeletal form&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Form of Greater Death&#039;&#039;&#039; - a temporary transformation into one of the greater death fiends&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defile&#039;&#039;&#039; - creates an area where death and dark magic work with greater effectiveness and light and life magic are diminished&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura of the Deathlord&#039;&#039;&#039; - creates an aura of terror around the caster&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wailing Wall&#039;&#039;&#039; - creates a wall which induces terror in any creature comming withen range&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pestielence&#039;&#039;&#039; - creates a contageous disease which results in weakness and sometimes death&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Famine&#039;&#039;&#039; - creates a contagious disease which prohibits the infected from gaining sustenence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age&#039;&#039;&#039; - Ages the target&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Walk the Dark Viel&#039;&#039;&#039; - this spell allows the caster to barter with the spirits for possession of a soul&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Book===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bone Construct&#039;&#039;&#039; (&#039;&#039;Casting&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conjuration, Necromancy, Animation, Evil&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Difficulty&#039;&#039;&#039;: 10 (17)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Range&#039;&#039;&#039;: Touch (Touch) ; 3m per +1 Difficulty&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AOE&#039;&#039;&#039;: 1 Construct (1 Construct) ; +1 Construct per +4 Difficulty&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drain&#039;&#039;&#039;: 3 MP (3 MP) ; -1 Drain (max 2) per +2 Difficulty&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 8 (8) ; -1 Cast Time (max 4) per Difficulty&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Material&#039;&#039;&#039;: Bones from one medium creature per construct &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result&#039;&#039;&#039;: Animates a Level 1 Construct from a medium skeleton&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell allows the necromancer to animate a/several skeletal constructs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Iliyandra==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=2536</id>
		<title>BrioFRPG:Magic Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=2536"/>
		<updated>2005-06-24T03:29:06Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
Magic Schools are the backbone of the magic system in Brio, they are the unifying theme for the magic known by a mage. Although mages often learn the magic of several schools it is uncommon to find mages who have mastered more then one.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==School Template &amp;amp; Options==&lt;br /&gt;
&lt;br /&gt;
==Kemed-Common Dwarven Mage==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
Kemed Apprentice(20 cp)&lt;br /&gt;
&lt;br /&gt;
==Fen-Resh==&lt;br /&gt;
&lt;br /&gt;
One of the oldest schools of necromancy on Brio, the Fen-Resh have existed for over 2000 years as a secret society.&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
Intellegence 7, Will 6, a willingness to deal with death spirits and the undead.&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fen-Resh Apprentice(20 cp) &amp;lt;br&amp;gt;&lt;br /&gt;
This trait gives the character access to the following spell bases:&amp;lt;br&amp;gt;&lt;br /&gt;
Bone Construct - A minor animation spell specific to bones&amp;lt;br&amp;gt;&lt;br /&gt;
Infect - a spell which induces a fast spreading infection in an existing wound&amp;lt;br&amp;gt;&lt;br /&gt;
Revulsion - a minor fear inducing spell&amp;lt;br&amp;gt;&lt;br /&gt;
Shadow - a spell which intensifies an existing shadow to better hide the caster&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fen-Resh Adept(20 cp)&lt;br /&gt;
*Fen-Resh Master(20 cp)&lt;br /&gt;
*Fen-Resh Grand Master(20 cp)&lt;br /&gt;
&lt;br /&gt;
==Iliyandra==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=10285</id>
		<title>Sol Riven:Psi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=10285"/>
		<updated>2005-06-21T02:00:42Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Sol_Riven:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Psi Related Traits=&lt;br /&gt;
Psi Active [20] This is the pre-requisite advantage that all characters with any Psi Skills must take first. It allows access to the Psi Advantages, Telepathy, Psycokinesis, Anti Psi, Psycometabolic, and Precognitive. This ability provides the character with the ability to defend against Psi attacks and the ability to detect when any Psi abilities are being used against them. &lt;br /&gt;
&lt;br /&gt;
Telepathy [20] this advantage is the pre-requisite for all of the telepathy skills.&lt;br /&gt;
&lt;br /&gt;
Psycokinesis [20] This advantage is the pre-requisite for all of the psychokinetic skills.&lt;br /&gt;
&lt;br /&gt;
Anti-Psi [20] This advantage makes an individual immune to any form of psychic manipulation, detrimental or benifical.&lt;br /&gt;
&lt;br /&gt;
Psycometabolic [20] this advantage is the pre-requisite for all of the Psycometabolic skills.&lt;br /&gt;
&lt;br /&gt;
Precognitive [20] This advantage is the pre-requisite for all of the precognitive skills.&lt;br /&gt;
&lt;br /&gt;
Nanokinesis [20-Psycokinesis] This adavantage is the pre-requisite for all the nanokinesis skills.&lt;br /&gt;
&lt;br /&gt;
=Psi Skills=&lt;br /&gt;
&lt;br /&gt;
==Psycokinetic Skills==&lt;br /&gt;
&lt;br /&gt;
Psycokinetics involve the manipulation of force. The Psi Talent is able to move, crush, stop, or even incinerate objects with his mind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Punch&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual fist when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be pushed or toppled using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Slice&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual blade when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be sliced or cut using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Thrust&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual lance when it strikes an object. The amount of damage done is equal to the thrust damage for a punch with strength equal to the skill level. DR is reduced to ½ against this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; [IQ/H] The ability to make things move with only the force of the characters will. The character is capable of lifting 5lbs per level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry/Block&#039;&#039;&#039; [IQ/H] The character is capable of using their telekinesis to perform a block or block maneuver without a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum Theft&#039;&#039;&#039; [IQ/H] The character is able to reduce the force behind incoming projectiles. The damage of incoming projectiles is reduced by an amount equal to the thrust damage for strength equal to the level of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost Momentum&#039;&#039;&#039; [IQ/H] The character is able to increase the force of the projectiles launched by any single person. The shots gain enough force to increase damage by the same amount as the thrust damage of a strength equal to the skill level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Jump&#039;&#039;&#039; [IQ/H] The character is able to increase his leap distance by a number of feet equal to his skill rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk on Water&#039;&#039;&#039; [IQ/H] Through a combination of levitation and solidifing the surface of the liquid, the character is able to walk on it as if it were solid ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vibration Sense&#039;&#039;&#039; [IQ/H] If the character concentrates they are capable of feeling miniscule vibrations. Treat sense tests for vibrations at +10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaporate Matter&#039;&#039;&#039; [IQ/H] The character is capable of exciting the molecules of an object to the point where it will melt if not evaporate all together. The character is capable of increasing the temperature of an object to the cube of his skill level. However to increase the temperature to each level requires a number of seconds equal to that level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
| Time || Temp || Time || Temp || Time || Temp&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 27 || 343 || 84 || 2197&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 34 || 512 || 97 || 2744&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 27 || 42 || 729 || 111 || 3375&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 64 || 51 || 1000 || 126 || 4096&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 125 || 61 || 1331 || 132 || 4913&lt;br /&gt;
|-&lt;br /&gt;
|21 || 216 || 72 || 1728 || 149 || 5832&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Telepathy Skills==&lt;br /&gt;
&lt;br /&gt;
Telepathy is the ability of an individual to interact with the minds of other sentients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Broadcast&#039;&#039;&#039; [IQ/H] The character is capable of making a broadcast to all the people in the local area, this has a range of up to 100&#039; and whoever is within that area will recieve the message at full strength. This power is blocked by any type of Psi Suppression device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Speech&#039;&#039;&#039; [IQ/H] The character is capable of having a full two way conversation with any single individual within 100k+10k per overage on a test(10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conference&#039;&#039;&#039; [IQ/H] The character is capable of having a full two way conversation with a group of individuals up to a number equal to his Conference score. The range is equal to the characters Mind Speech range. The character will not regain fatigue while this power is in use. A characters Conference score may not exceed there Mind Speech score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Suggestion&#039;&#039;&#039; [IQ/H] The character is capable of implanting a thought in a characters head, the subject will consider the suggestion with the same weight as if they had thought of it themselves. The subject can make an Intellegence check at -8 to detect the suggestion if he has reason to be suspicious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathic Attack&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathic Defence&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tap Senses&#039;&#039;&#039; [IQ/H] The character is able to tap into the sensory information that is being gathered by someone else. The character must make a roll modified by the targets -(IQ - 10), the character can choose a number of senses equal to his overage / 5 with a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralyze&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Probe&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
==Psycometabolic==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Equipment&amp;diff=2533</id>
		<title>Sol Riven:Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Equipment&amp;diff=2533"/>
		<updated>2005-06-21T00:00:15Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons, Armor, and all manor of Equipment&lt;br /&gt;
&lt;br /&gt;
* [[Sol_Riven:Main_Page|Return to Main Page]]&lt;br /&gt;
=Human Equipment=&lt;br /&gt;
&lt;br /&gt;
==Human Firearms==&lt;br /&gt;
There are several types of human firearms but most of the modern firearms use a gel which is both the propellent and the shell (when compressed). More on mechanics later.&lt;br /&gt;
&lt;br /&gt;
===Human Pistols===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot;|TL||style=&amp;quot;background:#efefef;&amp;quot;|Pistol||style=&amp;quot;background:#efefef;&amp;quot;|Damage||style=&amp;quot;background:#efefef;&amp;quot;|Acc||style=&amp;quot;background:#efefef;&amp;quot;|Range||style=&amp;quot;background:#efefef;&amp;quot;|Weight||style=&amp;quot;background:#efefef;&amp;quot;|RoF||style=&amp;quot;background:#efefef;&amp;quot;|Shots||style=&amp;quot;background:#efefef;&amp;quot;|ST||style=&amp;quot;background:#efefef;&amp;quot;|Bulk||style=&amp;quot;background:#efefef;&amp;quot;|Rcl||style=&amp;quot;background:#efefef;&amp;quot;|Cost||style=&amp;quot;background:#efefef;&amp;quot;|LC&lt;br /&gt;
|-&lt;br /&gt;
|8||STD Gel Pistol||3d+4||5||300/800||2/0.8||3||40||5||-2||1||600||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Human Rifles===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot;|TL||style=&amp;quot;background:#efefef;&amp;quot;|Pistol||style=&amp;quot;background:#efefef;&amp;quot;|Damage||style=&amp;quot;background:#efefef;&amp;quot;|Acc||style=&amp;quot;background:#efefef;&amp;quot;|Range||style=&amp;quot;background:#efefef;&amp;quot;|Weight||style=&amp;quot;background:#efefef;&amp;quot;|RoF||style=&amp;quot;background:#efefef;&amp;quot;|Shots||style=&amp;quot;background:#efefef;&amp;quot;|ST||style=&amp;quot;background:#efefef;&amp;quot;|Bulk||style=&amp;quot;background:#efefef;&amp;quot;|Rcl||style=&amp;quot;background:#efefef;&amp;quot;|Cost||style=&amp;quot;background:#efefef;&amp;quot;|LC&lt;br /&gt;
|-&lt;br /&gt;
|8||STD Gel Rifle||5d+4||5||600/1200||5/1||6||200||6||-4||1||2000||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Armor==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Equipment&amp;diff=2464</id>
		<title>Sol Riven:Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Equipment&amp;diff=2464"/>
		<updated>2005-06-20T23:59:57Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Sol_Riven:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
Weapons, Armor, and all manor of Equipment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Human Equipment=&lt;br /&gt;
&lt;br /&gt;
==Human Firearms==&lt;br /&gt;
There are several types of human firearms but most of the modern firearms use a gel which is both the propellent and the shell (when compressed). More on mechanics later.&lt;br /&gt;
&lt;br /&gt;
===Human Pistols===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot;|TL||style=&amp;quot;background:#efefef;&amp;quot;|Pistol||style=&amp;quot;background:#efefef;&amp;quot;|Damage||style=&amp;quot;background:#efefef;&amp;quot;|Acc||style=&amp;quot;background:#efefef;&amp;quot;|Range||style=&amp;quot;background:#efefef;&amp;quot;|Weight||style=&amp;quot;background:#efefef;&amp;quot;|RoF||style=&amp;quot;background:#efefef;&amp;quot;|Shots||style=&amp;quot;background:#efefef;&amp;quot;|ST||style=&amp;quot;background:#efefef;&amp;quot;|Bulk||style=&amp;quot;background:#efefef;&amp;quot;|Rcl||style=&amp;quot;background:#efefef;&amp;quot;|Cost||style=&amp;quot;background:#efefef;&amp;quot;|LC&lt;br /&gt;
|-&lt;br /&gt;
|8||STD Gel Pistol||3d+4||5||300/800||2/0.8||3||40||5||-2||1||600||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Human Rifles===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot;|TL||style=&amp;quot;background:#efefef;&amp;quot;|Pistol||style=&amp;quot;background:#efefef;&amp;quot;|Damage||style=&amp;quot;background:#efefef;&amp;quot;|Acc||style=&amp;quot;background:#efefef;&amp;quot;|Range||style=&amp;quot;background:#efefef;&amp;quot;|Weight||style=&amp;quot;background:#efefef;&amp;quot;|RoF||style=&amp;quot;background:#efefef;&amp;quot;|Shots||style=&amp;quot;background:#efefef;&amp;quot;|ST||style=&amp;quot;background:#efefef;&amp;quot;|Bulk||style=&amp;quot;background:#efefef;&amp;quot;|Rcl||style=&amp;quot;background:#efefef;&amp;quot;|Cost||style=&amp;quot;background:#efefef;&amp;quot;|LC&lt;br /&gt;
|-&lt;br /&gt;
|8||STD Gel Rifle||5d+4||5||600/1200||5/1||6||200||6||-4||1||2000||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Armor==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Introduction&amp;diff=10234</id>
		<title>Sol Riven:Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Introduction&amp;diff=10234"/>
		<updated>2005-06-20T23:59:20Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Sol_Riven:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=chronology=&lt;br /&gt;
&lt;br /&gt;
==Sol &amp;amp; Humanity==&lt;br /&gt;
&lt;br /&gt;
===April 4, 2051 First Contact: Tol-Racine===&lt;br /&gt;
&lt;br /&gt;
===May 9, 2051 First Contact: Redak===&lt;br /&gt;
&lt;br /&gt;
===August 21, 2051 Titan Obelius Begins Construction===&lt;br /&gt;
The base on Titan, humanities first outside of the moon, begins construction with the goal of mining some of the most rare materials in the system.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=2466</id>
		<title>Sol Riven:Psi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=2466"/>
		<updated>2005-06-20T23:57:47Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Sol_Riven:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Psi Related Traits=&lt;br /&gt;
Psi Active [20] This is the pre-requisite advantage that all characters with any Psi Skills must take first. It allows access to the Psi Advantages, Telepathy, Psycokinesis, Anti Psi, Psycometabolic, and Precognitive. This ability provides the character with the ability to defend against Psi attacks and the ability to detect when any Psi abilities are being used against them. &lt;br /&gt;
&lt;br /&gt;
Telepathy [20] this advantage is the pre-requisite for all of the telepathy skills.&lt;br /&gt;
&lt;br /&gt;
Psycokinesis [20] This advantage is the pre-requisite for all of the psychokinetic skills.&lt;br /&gt;
&lt;br /&gt;
Anti-Psi [20] This advantage makes individual immune to any form of psychic attack intrusion AND benefit.&lt;br /&gt;
&lt;br /&gt;
Psycometabolic [20] this advantage is the pre-requisite for all of the Psycometabolic skills.&lt;br /&gt;
&lt;br /&gt;
Precognitive [20] This advantage is the pre-requisite for all of the precognitive skills.&lt;br /&gt;
&lt;br /&gt;
Nanokinesis [20-Psycokinesis] This adavantage is the pre-requisite for all the nanokinesis skills.&lt;br /&gt;
&lt;br /&gt;
=Psi Skills=&lt;br /&gt;
&lt;br /&gt;
==Psycokinetic Skills==&lt;br /&gt;
&#039;&#039;&#039;PK Punch&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual fist when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be pushed or toppled using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Slice&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual blade when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be sliced or cut using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Thrust&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual lance when it strikes an object. The amount of damage done is equal to the thrust damage for a punch with strength equal to the skill level. DR is reduced to ½ against this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; [IQ/H] The ability to make things move with only the force of the characters will. The character is capable of lifting 5lbs per level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry/Block&#039;&#039;&#039; [IQ/H] The character is capable of using their telekinesis to perform a block or block maneuver without a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum Theft&#039;&#039;&#039; [IQ/H] The character is able to reduce the force behind incoming projectiles. The damage of incoming projectiles is reduced by an amount equal to the thrust damage for strength equal to the level of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost Momentum&#039;&#039;&#039; [IQ/H] The character is able to increase the force of the projectiles launched by any single person. The shots gain enough force to increase damage by the same amount as the thrust damage of a strength equal to the skill level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Jump&#039;&#039;&#039; [IQ/H] The character is able to increase his leap distance by a number of feet equal to his skill rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk on Water&#039;&#039;&#039; [IQ/H] Through a combination of levitation and solidifing the surface of the liquid, the character is able to walk on it as if it were solid ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vibration Sense&#039;&#039;&#039; [IQ/H] If the character concentrates they are capable of feeling miniscule vibrations. Treat sense tests for vibrations at +10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaporate Matter&#039;&#039;&#039; [IQ/H] The character is capable of exciting the molecules of an object to the point where it will melt if not evaporate all together. The character is capable of increasing the temperature of an object to the cube of his skill level. However to increase the temperature to each level requires a number of seconds equal to that level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
| Time || Temp || Time || Temp || Time || Temp&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 27 || 343 || 84 || 2197&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 34 || 512 || 97 || 2744&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 27 || 42 || 729 || 111 || 3375&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 64 || 51 || 1000 || 126 || 4096&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 125 || 61 || 1331 || 132 || 4913&lt;br /&gt;
|-&lt;br /&gt;
|21 || 216 || 72 || 1728 || 149 || 5832&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Telepathy Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Broadcast&#039;&#039;&#039; [IQ/H] The character is capable of making a broadcast to all the people in the local area, this has a range of up to 100&#039; and whoever is within that area will recieve the message at full strength. This power is blocked by any type of Psi Suppression device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Speech&#039;&#039;&#039; [IQ/H] The character is capable of having a full two way conversation with any single individual within 100k+10k per overage on a test(10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conference&#039;&#039;&#039; [IQ/H] The character is capable of having a full two way conversation with a group of individuals up to a number equal to his Conference score. The range is equal to the characters Mind Speech range. The character will not regain fatigue while this power is in use. A characters Conference score may not exceed there Mind Speech score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Suggestion&#039;&#039;&#039; [IQ/H] The character is capable of implanting a thought in a characters head, the subject will consider the suggestion with the same weight as if they had thought of it themselves. The subject can make an Intellegence check at -8 to detect the suggestion if he has reason to be suspicious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathic Attack&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathic Defence&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tap Senses&#039;&#039;&#039; [IQ/H] The character is able to tap into the sensory information that is being gathered by someone else. The character must make a roll modified by the targets -(IQ - 10), the character can choose a number of senses equal to his overage / 5 with a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralyze&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Probe&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate&#039;&#039;&#039; [IQ/H]&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=2461</id>
		<title>Sol Riven:Psi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=2461"/>
		<updated>2005-06-20T23:56:45Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Psi Related Traits=&lt;br /&gt;
Psi Active [20] This is the pre-requisite advantage that all characters with any Psi Skills must take first. It allows access to the Psi Advantages, Telepathy, Psycokinesis, Anti Psi, Psycometabolic, and Precognitive. This ability provides the character with the ability to defend against Psi attacks and the ability to detect when any Psi abilities are being used against them. &lt;br /&gt;
&lt;br /&gt;
Telepathy [20] this advantage is the pre-requisite for all of the telepathy skills.&lt;br /&gt;
&lt;br /&gt;
Psycokinesis [20] This advantage is the pre-requisite for all of the psychokinetic skills.&lt;br /&gt;
&lt;br /&gt;
Anti-Psi [20] This advantage makes individual immune to any form of psychic attack intrusion AND benefit.&lt;br /&gt;
&lt;br /&gt;
Psycometabolic [20] this advantage is the pre-requisite for all of the Psycometabolic skills.&lt;br /&gt;
&lt;br /&gt;
Precognitive [20] This advantage is the pre-requisite for all of the precognitive skills.&lt;br /&gt;
&lt;br /&gt;
Nanokinesis [20-Psycokinesis] This adavantage is the pre-requisite for all the nanokinesis skills.&lt;br /&gt;
&lt;br /&gt;
=Psi Skills=&lt;br /&gt;
&lt;br /&gt;
==Psycokinetic Skills==&lt;br /&gt;
&#039;&#039;&#039;PK Punch&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual fist when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be pushed or toppled using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Slice&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual blade when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be sliced or cut using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Thrust&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual lance when it strikes an object. The amount of damage done is equal to the thrust damage for a punch with strength equal to the skill level. DR is reduced to ½ against this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; [IQ/H] The ability to make things move with only the force of the characters will. The character is capable of lifting 5lbs per level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry/Block&#039;&#039;&#039; [IQ/H] The character is capable of using their telekinesis to perform a block or block maneuver without a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum Theft&#039;&#039;&#039; [IQ/H] The character is able to reduce the force behind incoming projectiles. The damage of incoming projectiles is reduced by an amount equal to the thrust damage for strength equal to the level of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost Momentum&#039;&#039;&#039; [IQ/H] The character is able to increase the force of the projectiles launched by any single person. The shots gain enough force to increase damage by the same amount as the thrust damage of a strength equal to the skill level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Jump&#039;&#039;&#039; [IQ/H] The character is able to increase his leap distance by a number of feet equal to his skill rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk on Water&#039;&#039;&#039; [IQ/H] Through a combination of levitation and solidifing the surface of the liquid, the character is able to walk on it as if it were solid ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vibration Sense&#039;&#039;&#039; [IQ/H] If the character concentrates they are capable of feeling miniscule vibrations. Treat sense tests for vibrations at +10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaporate Matter&#039;&#039;&#039; [IQ/H] The character is capable of exciting the molecules of an object to the point where it will melt if not evaporate all together. The character is capable of increasing the temperature of an object to the cube of his skill level. However to increase the temperature to each level requires a number of seconds equal to that level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
| Time || Temp || Time || Temp || Time || Temp&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 27 || 343 || 84 || 2197&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 34 || 512 || 97 || 2744&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 27 || 42 || 729 || 111 || 3375&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 64 || 51 || 1000 || 126 || 4096&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 125 || 61 || 1331 || 132 || 4913&lt;br /&gt;
|-&lt;br /&gt;
|21 || 216 || 72 || 1728 || 149 || 5832&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Telepathy Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Broadcast&#039;&#039;&#039; [IQ/H] The character is capable of making a broadcast to all the people in the local area, this has a range of up to 100&#039; and whoever is within that area will recieve the message at full strength. This power is blocked by any type of Psi Suppression device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Speech&#039;&#039;&#039; [IQ/H] The character is capable of having a full two way conversation with any single individual within 100k+10k per overage on a test(10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conference&#039;&#039;&#039; [IQ/H] The character is capable of having a full two way conversation with a group of individuals up to a number equal to his Conference score. The range is equal to the characters Mind Speech range. The character will not regain fatigue while this power is in use. A characters Conference score may not exceed there Mind Speech score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Suggestion&#039;&#039;&#039; [IQ/H] The character is capable of implanting a thought in a characters head, the subject will consider the suggestion with the same weight as if they had thought of it themselves. The subject can make an Intellegence check at -8 to detect the suggestion if he has reason to be suspicious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathic Attack&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathic Defence&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tap Senses&#039;&#039;&#039; [IQ/H] The character is able to tap into the sensory information that is being gathered by someone else. The character must make a roll modified by the targets -(IQ - 10), the character can choose a number of senses equal to his overage / 5 with a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralyze&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Probe&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep&#039;&#039;&#039; [IQ/H]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate&#039;&#039;&#039; [IQ/H]&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=2514</id>
		<title>BrioFRPG:Magic Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=2514"/>
		<updated>2005-06-15T01:00:58Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
Magic Schools are the backbone of the magic system in Brio, they are the unifying theme for the magic known by a mage. Although mages often learn the magic of several schools it is uncommon to find mages who have mastered more then one.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==School Template &amp;amp; Options==&lt;br /&gt;
&lt;br /&gt;
==Kemed-Common Dwarven Mage==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
Kemed Apprentice(20 cp)&lt;br /&gt;
&lt;br /&gt;
==Fen-Resh==&lt;br /&gt;
&lt;br /&gt;
One of the oldest schools of necromancy on Brio, the Fen-Resh have existed for over 2000 years as a secret society.&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
Intellegence 7, Will 6, a willingness to deal with death spirits and the undead.&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
Fen-Resh Apprentice(20 cp)&lt;br /&gt;
Fen-Resh Adept(20 cp)&lt;br /&gt;
Fen-Resh Master(20 cp)&lt;br /&gt;
Fen-Resh Grand Master(20 cp)&lt;br /&gt;
&lt;br /&gt;
==Iliyandra==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Mechanics&amp;diff=10309</id>
		<title>BrioFRPG:Magic Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Mechanics&amp;diff=10309"/>
		<updated>2005-06-15T00:47:54Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Grimore is the rules for magic use.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 21:40, 10 Jun 2005 (PDT)&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
&lt;br /&gt;
==The Magic School==&lt;br /&gt;
&lt;br /&gt;
===Magical Texts===&lt;br /&gt;
&lt;br /&gt;
==The Magic Skills==&lt;br /&gt;
&lt;br /&gt;
Magic skills are specialty skills related to the use of magic, you could call them methodologies of creating magic effect. There are six basic magic skills including casting, ritual, wards, runes, circles, and will.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Casting is the most common form of effect creation, it uses somatic, oral, and occasionally minor material components to create magic. Casting is one of the fastest methods to create effects but it is also one of the slowest, while costing a moderate amount of magic points.&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
===Ritual===&lt;br /&gt;
&lt;br /&gt;
===Runes===&lt;br /&gt;
&lt;br /&gt;
===Wards===&lt;br /&gt;
&lt;br /&gt;
===Will===&lt;br /&gt;
&lt;br /&gt;
==Magic Spells==&lt;br /&gt;
&lt;br /&gt;
==Ambient Energy==&lt;br /&gt;
&lt;br /&gt;
Brio is, at least magically, a dying world. There is, in most places, not a great deal of magical energy. However there are area&#039;s of higher magical concentration, these areas of concentration affect the amount of energy that a character can gather per FL level used.&lt;br /&gt;
&lt;br /&gt;
There are also often places which specific schools teach to gather greater amounts of energy, see favored locations in school descriptions. &lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;400px&amp;quot; |Note: Brio is a low magic world, in most of my settings I use a standard value of 2 ranging up to 8 for the MP per FL&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Energy Level&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |MP per FL&lt;br /&gt;
|-&lt;br /&gt;
| Brio Standard || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Old Brio || 2 &lt;br /&gt;
|-&lt;br /&gt;
| Specialized Areas || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| Magically intense areas || 5-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Favored Areas===&lt;br /&gt;
&lt;br /&gt;
Some magic schools have favored areas. These areas prove to be magically intense only for the purposes of those paticular schools of magic. There are a variety of bonuses that can be provided to those using magic from these schools in those areas, the paticular description for each is found under the descriptions for those schools.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=10276</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=10276"/>
		<updated>2005-06-14T23:36:36Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are five main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Legendary characters are the peak of normal human capability, they are those individuals that characters in novels tend to wish that they were like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mythical characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
===Attribute Values===&lt;br /&gt;
In general attributes fall between 1 and 10, although depending on race, and other effects the attributes may go higher. An attribute value of one means that the character is virtually incappable of using those abilities, a character with a mind of one is a virtual vegetable, a character with a body of one would be virtually bed ridden, and a Soul of one would be catatonic.&lt;br /&gt;
&lt;br /&gt;
===Determining Attributes===&lt;br /&gt;
There are three seperate systems used here for determining attributes, the first is a random value generator which will generally give scores between 3-7 and which should be used with the full alotment of character points because the scores generated are average, the second is a point purchase system which allows for the custom creation of any attribute set desired. The third system produces values above average for normal humans (ussually) and should be used with the reduced number of character points discussed earlier.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Average Attribute Generation&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Attribute Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | % Roll &lt;br /&gt;
| 1% || 2-10% || 11-35% || 36-65% || 66-90% || 91%-99% || 100% &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|CP Purchase Attribute Generation&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Attribute Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | CP Value &lt;br /&gt;
| -10 || -5 || -2 || 0 || 2 || 5 || 10 || 20 || 35 &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Above Average Attribute Generation&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Attribute Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | % Roll &lt;br /&gt;
| 1% || 2-5% || 6-15% || 16-35% || 36-55% || 56%-75% || 76-90% || 91-99% ||100% &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
Mind is the representation of the overall mental acuity of an individual, it is at its most basic the ability to observe presedence and apply it to new situations to determine the most likely outcome of any paticular application of interference.&lt;br /&gt;
&lt;br /&gt;
Having a high Mind (Intelligence/Perception/Acumen) score however does not insure a correct evaluation of the situation. It is not uncommon for available evidence to suggest a wrong conclusion. History is full of examples when the obvious truth of the situation turned out to be neither obvious or true.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
Best defined as the ability to handle complexity. Intelligence is the ability of a character to handle a multitude of variables and apply them in a consitent, reasonable, and accurate way.&lt;br /&gt;
&lt;br /&gt;
Intellegence should be used for any rolls when a character is faced with a situation where they must deal with a comparitively complex situation. When a character must see &amp;quot;the big picture&amp;quot; or when a character is attempting to learn, develop new talents or skills and or remember/memorize something.&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is the characters natural state of awareness, their ability to gain knowledge of there surrounding within the scope of there natural observations.&lt;br /&gt;
&lt;br /&gt;
Perception should be used for any rolls which determine a characters knowledge of there enviorment which is not directly concerned with there active observations. Perception should also be used when determining if a character notices anything unusual or something that the character could make an Acumen roll to determine the importance of.&lt;br /&gt;
&lt;br /&gt;
====Acumen====&lt;br /&gt;
A characters ability to process intellegence and perception in a short amount of time, there mental speed and or wit.&lt;br /&gt;
&lt;br /&gt;
Acumen should be used in any circumstance which will test a characters ability to respond quickly and accurately, any situation which calls for the character to make a judgement call in a very short amount of time such as a game of speed chess or during a witty conversation.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&lt;br /&gt;
====Agility====&lt;br /&gt;
&lt;br /&gt;
====Stamina====&lt;br /&gt;
&lt;br /&gt;
===Soul===&lt;br /&gt;
&lt;br /&gt;
====Willpower====&lt;br /&gt;
&lt;br /&gt;
====Discipline====&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
&lt;br /&gt;
===Altering Attributes During Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Ageing====&lt;br /&gt;
&lt;br /&gt;
====Posion &amp;amp; Disease====&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Choices==&lt;br /&gt;
Race, and Archetype&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
==Skills, Spells, Traits==&lt;br /&gt;
&lt;br /&gt;
==Background and Equipment==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Mechanics&amp;diff=2213</id>
		<title>BrioFRPG:Magic Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Mechanics&amp;diff=2213"/>
		<updated>2005-06-11T04:40:41Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Grimore is the rules for magic use.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 21:40, 10 Jun 2005 (PDT)&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
&lt;br /&gt;
==The Magic School==&lt;br /&gt;
&lt;br /&gt;
===Magical Texts===&lt;br /&gt;
&lt;br /&gt;
==The Magic Skils==&lt;br /&gt;
&lt;br /&gt;
==Magic Spells==&lt;br /&gt;
&lt;br /&gt;
==Ambient Energy==&lt;br /&gt;
&lt;br /&gt;
Brio is, at least magically, a dying world. There is, in most places, not a great deal of magical energy. However there are area&#039;s of higher magical concentration, these areas of concentration affect the amount of energy that a character can gather per FL level used.&lt;br /&gt;
&lt;br /&gt;
There are also often places which specific schools teach to gather greater amounts of energy, see favored locations in school descriptions. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Ambient Energy MP/FL&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Energy Level&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |MP per FL&lt;br /&gt;
|-&lt;br /&gt;
| Brio Standard || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Old Brio || 2 &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=2460</id>
		<title>Sol Riven:Psi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=2460"/>
		<updated>2005-06-09T00:14:57Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Psi Related Traits=&lt;br /&gt;
Psi Active [20] This is the pre-requisite advantage that all characters with any Psi Skills must take first. It allows access to the Psi Advantages, Telepathy, Psycokinesis, Anti Psi, Psycometabolic, and Precognitive. This ability provides the character with the ability to defend against Psi attacks and the ability to detect when any Psi abilities are being used against them. &lt;br /&gt;
&lt;br /&gt;
Telepathy [20] this advantage is the pre-requisite for all of the telepathy skills.&lt;br /&gt;
&lt;br /&gt;
Psycokinesis [20] This advantage is the pre-requisite for all of the psychokinetic skills.&lt;br /&gt;
&lt;br /&gt;
Anti-Psi [20] This advantage makes individual immune to any form of psychic attack intrusion AND benefit.&lt;br /&gt;
&lt;br /&gt;
Psycometabolic [20] this advantage is the pre-requisite for all of the Psycometabolic skills.&lt;br /&gt;
&lt;br /&gt;
Precognitive [20] This advantage is the pre-requisite for all of the precognitive skills.&lt;br /&gt;
&lt;br /&gt;
Nanokinesis [20-Psycokinesis] This adavantage is the pre-requisite for all the nanokinesis skills.&lt;br /&gt;
&lt;br /&gt;
=Psi Skills=&lt;br /&gt;
&lt;br /&gt;
==Psycokinetic Skills==&lt;br /&gt;
&#039;&#039;&#039;PK Punch&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual fist when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be pushed or toppled using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Slice&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual blade when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be sliced or cut using this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Thrust&#039;&#039;&#039; [IQ/H] The ability to create a limited moving force object that creates a virtual lance when it strikes an object. The amount of damage done is equal to the thrust damage for a punch with strength equal to the skill level. DR is reduced to ½ against this skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; [IQ/H] The ability to make things move with only the force of the characters will. The character is capable of lifting 5lbs per level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry/Block&#039;&#039;&#039; [IQ/H] The character is capable of using their telekinesis to perform a block or block maneuver without a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum Theft&#039;&#039;&#039; [IQ/H] The character is able to reduce the force behind incoming projectiles. The damage of incoming projectiles is reduced by an amount equal to the thrust damage for strength equal to the level of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost Momentum&#039;&#039;&#039; [IQ/H] The character is able to increase the force of the projectiles launched by any single person. The shots gain enough force to increase damage by the same amount as the thrust damage of a strength equal to the skill level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PK Jump&#039;&#039;&#039; [IQ/H] The character is able to increase his leap distance by a number of feet equal to his skill rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk on Water&#039;&#039;&#039; [IQ/H] Through a combination of levitation and solidifing the surface of the liquid, the character is able to walk on it as if it were solid ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vibration Sense&#039;&#039;&#039; [IQ/H] If the character concentrates they are capable of feeling miniscule vibrations. Treat sense tests for vibrations at +10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaporate Matter&#039;&#039;&#039; [IQ/H] The character is capable of exciting the molecules of an object to the point where it will melt if not evaporate all together. The character is capable of increasing the temperature of an object to the cube of his skill level. However to increase the temperature to each level requires a number of seconds equal to that level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
| Time || Temp || Time || Temp || Time || Temp&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 27 || 343 || 84 || 2197&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 34 || 512 || 97 || 2744&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 27 || 42 || 729 || 111 || 3375&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 64 || 51 || 1000 || 126 || 4096&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 125 || 61 || 1331 || 132 || 4913&lt;br /&gt;
|-&lt;br /&gt;
|21 || 216 || 72 || 1728 || 149 || 5832&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=1956</id>
		<title>Sol Riven:Psi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Psi&amp;diff=1956"/>
		<updated>2005-06-09T00:07:33Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Psi Related Traits=&lt;br /&gt;
Psi Active [20] This is the pre-requisite advantage that all characters with any Psi Skills must take first. It allows access to the Psi Advantages, Telepathy, Psycokinesis, Anti Psi, Psycometabolic, and Precognitive. This ability provides the character with the ability to defend against Psi attacks and the ability to detect when any Psi abilities are being used against them. &lt;br /&gt;
&lt;br /&gt;
Telepathy [20] this advantage is the pre-requisite for all of the telepathy skills.&lt;br /&gt;
&lt;br /&gt;
Psycokinesis [20] This advantage is the pre-requisite for all of the psychokinetic skills.&lt;br /&gt;
&lt;br /&gt;
Anti-Psi [20] This advantage makes individual immune to any form of psychic attack intrusion AND benefit.&lt;br /&gt;
&lt;br /&gt;
Psycometabolic [20] this advantage is the pre-requisite for all of the Psycometabolic skills.&lt;br /&gt;
&lt;br /&gt;
Precognitive [20] This advantage is the pre-requisite for all of the precognitive skills.&lt;br /&gt;
&lt;br /&gt;
Nanokinesis [20-Psycokinesis] This adavantage is the pre-requisite for all the nanokinesis skills.&lt;br /&gt;
&lt;br /&gt;
=Psi Skills=&lt;br /&gt;
&lt;br /&gt;
==Psycokinetic Skills==&lt;br /&gt;
PK Punch [IQ/H] The ability to create a limited moving force object that creates a virtual fist when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be pushed or toppled using this skill.&lt;br /&gt;
&lt;br /&gt;
PK Slice [IQ/H] The ability to create a limited moving force object that creates a virtual blade when it strikes an object. The amount of damage done is equal to the swing damage for a punch with strength equal to the skill level. Objects can be sliced or cut using this skill.&lt;br /&gt;
&lt;br /&gt;
PK Thrust [IQ/H] The ability to create a limited moving force object that creates a virtual lance when it strikes an object. The amount of damage done is equal to the thrust damage for a punch with strength equal to the skill level. DR is reduced to ½ against this skill.&lt;br /&gt;
&lt;br /&gt;
Telekinesis [IQ/H] The ability to make things move with only the force of the characters will. The character is capable of lifting 5lbs per level.&lt;br /&gt;
&lt;br /&gt;
Parry/Block [IQ/H] The character is capable of using their telekinesis to perform a block or block maneuver without a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
Momentum Theft [IQ/H] The character is able to reduce the force behind incoming projectiles. The damage of incoming projectiles is reduced by an amount equal to the thrust damage for strength equal to the level of the skill.&lt;br /&gt;
&lt;br /&gt;
Boost Momentum [IQ/H] The character is able to increase the force of the projectiles launched by any single person. The shots gain enough force to increase damage by the same amount as the thrust damage of a strength equal to the skill level.&lt;br /&gt;
&lt;br /&gt;
PK Jump [IQ/H] The character is able to increase his leap distance by a number of feet equal to his skill rating.&lt;br /&gt;
&lt;br /&gt;
Walk on Water [IQ/H] Through a combination of levitation and solidifing the surface of the liquid, the character is able to walk on it as if it were solid ground.&lt;br /&gt;
&lt;br /&gt;
Vibration Sense [IQ/H] If the character concentrates they are capable of feeling miniscule vibrations. Treat sense tests for vibrations at +10.&lt;br /&gt;
&lt;br /&gt;
Evaporate Matter [IQ/H] The character is capable of exciting the molecules of an object to the point where it will melt if not evaporate all together. The character is capable of increasing the temperature of an object to the cube of his skill level. However to increase the temperature to each level requires a number of seconds equal to that level.&lt;br /&gt;
&lt;br /&gt;
Time	Temp	Time	Temp	Time	Temp&lt;br /&gt;
1	1	27	343	84	2197&lt;br /&gt;
3	8	34	512	97	2744&lt;br /&gt;
6	27	42	729	111	3375&lt;br /&gt;
10	64	51	1000	126	4096&lt;br /&gt;
15	125	61	1331	132	4913&lt;br /&gt;
21	216	72	1728	149	5832&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Main_Page&amp;diff=10232</id>
		<title>Sol Riven:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Main_Page&amp;diff=10232"/>
		<updated>2005-06-09T00:03:37Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a setting that I am currently making as I go through a campaign I am running. I really can&#039;t say how fast I will be adding to it but imput is always welcome.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
*Started this page and did some initial setup --[[User:Yaro|Yaro]] 16:56, 2 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Sol_Riven:Introduction|1.0 Introduction]]&lt;br /&gt;
* [[Sol_Riven:Species|2.0 Species]]&lt;br /&gt;
* [[Sol_Riven:Archetypes|3.0 Archetypes]]&lt;br /&gt;
* [[Sol_Riven:Rules|4.0 Rules]]&lt;br /&gt;
* [[Sol_Riven:Psi|5.0 Psi Talents]]&lt;br /&gt;
* [[Sol_Riven:Sol|6.0 The Sol System]]&lt;br /&gt;
* [[Sol_Riven:Geography|7.0 Geography]]&lt;br /&gt;
* [[Sol_Riven:Equipment|8.0 Weapons &amp;amp; Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: GURPS]]&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=10277</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=10277"/>
		<updated>2005-06-06T13:12:37Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is a group of table summaries of all of the traits normally available.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Traits_List|Return to Traits Descriptions]]&lt;br /&gt;
&lt;br /&gt;
=All Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|-&lt;br /&gt;
| Natural Apptitude || 10-15 || General || An unusual talent for a paticular skill&lt;br /&gt;
|-&lt;br /&gt;
| Sixth Sense || 10+ || General || The ability to be aware of that which your normal senses cannot detect&lt;br /&gt;
|-&lt;br /&gt;
| Unnatural Leverage || 5+ || Mystical || The ability to apply strength in normally impossible situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=General Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|-&lt;br /&gt;
| Natural Apptitude || 10-15 || General || An unusual talent for a paticular skill&lt;br /&gt;
|-&lt;br /&gt;
| Sixth Sense || 10+ || General || The ability to be aware of that which your normal senses cannot detect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Racial Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Mystical Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Unnatural Leverage || 5+ || Mystical || The ability to apply strength in normally impossible situations&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1841</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1841"/>
		<updated>2005-06-06T13:10:20Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is a group of table summaries of all of the traits normally available.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Traits_List|Return to Traits Descriptions]]&lt;br /&gt;
&lt;br /&gt;
=All Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|-&lt;br /&gt;
| Natural Apptitude || 10-15 || General || An unusual talent for a paticular skill&lt;br /&gt;
|-&lt;br /&gt;
| Sixth Sense || 10+ || General || The ability to be aware of that which your normal senses cannot detect&lt;br /&gt;
|-&lt;br /&gt;
| Unnatural Leverage || 5+ || Mystical || The ability to apply strength in normally impossible situations&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1840</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1840"/>
		<updated>2005-06-06T13:08:59Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Traits_Table|Traits Tables]]&lt;br /&gt;
&lt;br /&gt;
=All Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|-&lt;br /&gt;
| Natural Apptitude || 10-15 || General || An unusual talent for a paticular skill&lt;br /&gt;
|-&lt;br /&gt;
| Sixth Sense || 10+ || General || The ability to be aware of that which your normal senses cannot detect&lt;br /&gt;
|-&lt;br /&gt;
| Unnatural Leverage || 5+ || Mystical || The ability to apply strength in normally impossible situations&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1839</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1839"/>
		<updated>2005-06-06T13:08:03Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=All Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|-&lt;br /&gt;
| Natural Apptitude || 10-15 || General || An unusual talent for a paticular skill&lt;br /&gt;
|-&lt;br /&gt;
| Sixth Sense || 10+ || General || The ability to be aware of that which your normal senses cannot detect&lt;br /&gt;
|-&lt;br /&gt;
| Unnatural Leverage || 5+ || Mystical || The ability to apply strength in normally impossible situations&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1838</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1838"/>
		<updated>2005-06-06T13:04:11Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=All Traits=&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039; cellpadding =&#039;2&#039; cellspacing=&#039;0&#039;&lt;br /&gt;
!style=&amp;quot;background:#efefef;&amp;quot; | Name ||style=&amp;quot;background:#efefef;&amp;quot; | Cost ||style=&amp;quot;background:#efefef;&amp;quot; | Type ||style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1837</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1837"/>
		<updated>2005-06-06T12:59:13Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=All Traits=&lt;br /&gt;
&lt;br /&gt;
{|Border=&#039;1&#039;&lt;br /&gt;
! Name || Cost || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1836</id>
		<title>BrioFRPG:Traits Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_Table&amp;diff=1836"/>
		<updated>2005-06-06T12:58:50Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=All Traits=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name || Cost || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| Ambedexterity || 5-15 || General || The ability to use ones off hand with unusual skill&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=10215</id>
		<title>BrioFRPG:Traits List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=10215"/>
		<updated>2005-06-06T12:57:03Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is the master traits list, any ability that a character may possess that isn&#039;t naturally derived from a attribute or characteristic and isn&#039;t very specific to a race or archetype belongs here.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Traits_Table|Traits Tables]]&lt;br /&gt;
&lt;br /&gt;
=Trait Description=&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
General traits are usually available to most characters, they are not mystical in nature and do not required any paticular physical trait.&lt;br /&gt;
&lt;br /&gt;
===Ambedexerity===&lt;br /&gt;
Availability: All&lt;br /&gt;
The character has an unusual level of talent with there off hand. For 5cp the character is able to use either hand with the same effectiveness most use there primary hand. For 15cp the character has developed the talent to use both hands at the same time with an amazing degree of control.(see weapon skills: dual wielding for weapon combinations)&lt;br /&gt;
&lt;br /&gt;
===Natural Apptitude===&lt;br /&gt;
Availablitity: All&lt;br /&gt;
The player/GM chooses a single skill with which their character displays an amazing natural talent for. Whenever a roll is called for that involves the skill a third die is rolled after the initial two and the player chooses wether to replace either of the initial dice with the third dice. For rolls of 2d10 it is irrelevent as to wether the die is rolled after or simultainiously but for percentile rolls in paticular the difference can be substantial.&lt;br /&gt;
&lt;br /&gt;
The Cost of the natural apptitude is based on how hard the skill is. The natural apptitude costs 10cp for each point of base cost. So Doctor(5/-2) would cost 50cp, while Search(2/0) would only cost 20. The exception to these costs is that weapon skills and magic skills always cost 50, for the sake of game balance.&lt;br /&gt;
&lt;br /&gt;
===Sixth Sense===&lt;br /&gt;
Availability: All&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
==Mystical Traits==&lt;br /&gt;
&lt;br /&gt;
===Unatural Physical Leverage===&lt;br /&gt;
Abailability: All&lt;br /&gt;
The character has the ability to apply there strength in circumstances that defy physics.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1835</id>
		<title>BrioFRPG:Traits List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1835"/>
		<updated>2005-06-06T12:55:31Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is the master traits list, any ability that a character may possess that isn&#039;t naturally derived from a attribute or characteristic and isn&#039;t very specific to a race or archetype belongs here.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Traits_Table|Table of Traits]]&lt;br /&gt;
&lt;br /&gt;
=Trait Description=&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
General traits are usually available to most characters, they are not mystical in nature and do not required any paticular physical trait.&lt;br /&gt;
&lt;br /&gt;
===Ambedexerity===&lt;br /&gt;
Availability: All&lt;br /&gt;
The character has an unusual level of talent with there off hand. For 5cp the character is able to use either hand with the same effectiveness most use there primary hand. For 15cp the character has developed the talent to use both hands at the same time with an amazing degree of control.(see weapon skills: dual wielding for weapon combinations)&lt;br /&gt;
&lt;br /&gt;
===Natural Apptitude===&lt;br /&gt;
Availablitity: All&lt;br /&gt;
The player/GM chooses a single skill with which their character displays an amazing natural talent for. Whenever a roll is called for that involves the skill a third die is rolled after the initial two and the player chooses wether to replace either of the initial dice with the third dice. For rolls of 2d10 it is irrelevent as to wether the die is rolled after or simultainiously but for percentile rolls in paticular the difference can be substantial.&lt;br /&gt;
&lt;br /&gt;
The Cost of the natural apptitude is based on how hard the skill is. The natural apptitude costs 10cp for each point of base cost. So Doctor(5/-2) would cost 50cp, while Search(2/0) would only cost 20. The exception to these costs is that weapon skills and magic skills always cost 50, for the sake of game balance.&lt;br /&gt;
&lt;br /&gt;
===Sixth Sense===&lt;br /&gt;
Availability: All&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
==Mystical Traits==&lt;br /&gt;
&lt;br /&gt;
===Unatural Physical Leverage===&lt;br /&gt;
Abailability: All&lt;br /&gt;
The character has the ability to apply there strength in circumstances that defy physics.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=2212</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=2212"/>
		<updated>2005-06-06T12:53:01Z</updated>

		<summary type="html">&lt;p&gt;Yaro: /* Mind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are five main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Legendary characters are the peak of normal human capability, they are those individuals that characters in novels tend to wish that they were like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mythical characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
Mind is the representation of the overall mental acuity of an individual, it is at its most basic the ability to observe presedence and apply it to new situations to determine the most likely outcome of any paticular application of interference.&lt;br /&gt;
&lt;br /&gt;
Having a high Mind (Intelligence/Perception/Acumen) score however does not insure a correct evaluation of the situation. It is not uncommon for available evidence to suggest a wrong conclusion. History is full of examples when the obvious truth of the situation turned out to be neither obvious or true.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
Best defined as the ability to handle complexity. Intelligence is the ability of a character to handle a multitude of variables and apply them in a consitent, reasonable, and accurate way.&lt;br /&gt;
&lt;br /&gt;
Intellegence should be used for any rolls when a character is faced with a situation where they must deal with a comparitively complex situation. When a character must see &amp;quot;the big picture&amp;quot; or when a character is attempting to learn, develop new talents or skills and or remember/memorize something.&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Acumen====&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&lt;br /&gt;
====Agility====&lt;br /&gt;
&lt;br /&gt;
====Stamina====&lt;br /&gt;
&lt;br /&gt;
===Soul===&lt;br /&gt;
&lt;br /&gt;
====Willpower====&lt;br /&gt;
&lt;br /&gt;
====Discipline====&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
&lt;br /&gt;
===Altering Attributes During Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Ageing====&lt;br /&gt;
&lt;br /&gt;
====Posion &amp;amp; Disease====&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Choices==&lt;br /&gt;
Race, and Archetype&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
==Skills, Spells, Traits==&lt;br /&gt;
&lt;br /&gt;
==Background and Equipment==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=2539</id>
		<title>BrioFRPG:General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=2539"/>
		<updated>2005-06-06T12:44:33Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The General Mechanics are the very basic rules, how they relate and the logic behind them.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 18:48, 29 May 2005 (PDT)&lt;br /&gt;
*--[[User:Yaro|Yaro]] 08:37, 30 May 2005 (PDT)Added a little, reformated a little&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Rolls== &lt;br /&gt;
&lt;br /&gt;
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.&lt;br /&gt;
&lt;br /&gt;
There are however a number of different ways in which the results of these numbers are used to produce results with different ranges.&lt;br /&gt;
&lt;br /&gt;
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Standard 2d10 roll Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Roll Result &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds &lt;br /&gt;
| 1% || 2% || 3% || 4% || 5% || 6% || 7% || 8% || 9% || 10% || 9% || 8% || 7% || 6% || 5% || 4% || 3% || 2% || 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
This is the most common roll just for the reason of this wieghting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-10, the easist and most basic roll of a single d10 produces obviously a value from 1 to 10 with a straight wieghting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 2-10, Using the divide by 2 mechanism a wieghted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a wieghting is quicker then a % roll, it is often also used in damage or chart rolls. The wieghting is as follows.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left (1d10 / 2 + 1d10 / 2) Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds(Approx) &lt;br /&gt;
| 4% || 9% || 13% || 17% || 19% || 17% || 13% || 9% || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.&lt;br /&gt;
&lt;br /&gt;
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are however times when other ranges with other wieghtings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.&lt;br /&gt;
&lt;br /&gt;
For example, if we wished to create a wieghted chart that created a bottom heavy 1-8 it might look something like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left |wieghted example of range 1-8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Percentile Result &lt;br /&gt;
| 1-15% || 16-30% || 31-45% || 46-60% || 61-70% || 71-80% || 81-90% || 91-100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although this system can&#039;t produce &amp;quot;any range&amp;quot; with &amp;quot;any wieghting&amp;quot; exactly it is the most accurate system we use and has the most range, and even it is used rarely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Checks==&lt;br /&gt;
&lt;br /&gt;
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Attribute Check Result&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |2d10 Result &lt;br /&gt;
| 2 || 3 || 4-5 || 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Modifier &lt;br /&gt;
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Applications of Attributes===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
When applying strength checks make sure to note that unless the character possesses the ability to apply an unnatural level of leverage (one not proportional to his wieght and position) then even the strongest individuals can accomplish little.&lt;br /&gt;
&lt;br /&gt;
Consider the physics of a 200lbs man trying to lift a two ton boulder, it is entirely within the realm of posibility for the a 200lbs constract approximating a man to have the physical power to create enough force to lift a boulder, but unless that individual is capable of getting under the boulder in some way they certienly wouldn&#039;t be able to simply bend over and pick it up.&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number of overage(fixed or reletive to the opponent).&lt;br /&gt;
&lt;br /&gt;
===Immediate Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.&lt;br /&gt;
|}&lt;br /&gt;
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre determined target(based on the quality of the lock) and in very short order you know wether you have had an effect. This type of skill and skill roll is the easist and most straight forward.&lt;br /&gt;
&lt;br /&gt;
Although there are modifiers which may be applied depending on circumstances this is the basic form for any &#039;&#039;&#039;Immediate Use, Immediate Effect&#039;&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Use, Delayed Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;400px&amp;quot; |Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then successed, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truely magnificent blade which provides a number of bonuses to its wielder.&lt;br /&gt;
|}&lt;br /&gt;
There are also a number of different skills which a character may have to make several or even many rolls for over and extended period of time to determine there effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.&lt;br /&gt;
&lt;br /&gt;
Most extended rolls involve a difinitive time span, a number of checks and an aggragate overage. The same check is rolled a number of times and the total by which the character successeds (while noteing any failures for side effects) is used to determine the extent to which a character successeds.&lt;br /&gt;
&lt;br /&gt;
Most MU,DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contested Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; |Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian&#039;s great intellegence and Kieraks superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls, so if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.&lt;br /&gt;
|}&lt;br /&gt;
The most common type of combat roll, this is usually used when two individuals are competeing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there is also other types of contested rolls. Contested rolls are actually one of the easiest to use, although circumstances can (not surprsingly) give one side or the other a handicap it is usually as easy as each contesting character rolling and then comparing everyones results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very difinitive.&lt;br /&gt;
&lt;br /&gt;
===Extended Contested===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Combat==&lt;br /&gt;
&lt;br /&gt;
===Weapon Skills===&lt;br /&gt;
&lt;br /&gt;
===Dual Wielding===&lt;br /&gt;
&lt;br /&gt;
===Combat Statistics===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1833</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1833"/>
		<updated>2005-06-06T12:39:59Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are five main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Legendary characters are the peak of normal human capability, they are those individuals that characters in novels tend to wish that they were like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mythical characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
====Acumen====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&lt;br /&gt;
====Agility====&lt;br /&gt;
&lt;br /&gt;
====Stamina====&lt;br /&gt;
&lt;br /&gt;
===Soul===&lt;br /&gt;
&lt;br /&gt;
====Willpower====&lt;br /&gt;
&lt;br /&gt;
====Discipline====&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
&lt;br /&gt;
===Altering Attributes During Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Ageing====&lt;br /&gt;
&lt;br /&gt;
====Posion &amp;amp; Disease====&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Choices==&lt;br /&gt;
Race, and Archetype&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
==Skills, Spells, Traits==&lt;br /&gt;
&lt;br /&gt;
==Background and Equipment==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Main_Page&amp;diff=10201</id>
		<title>BrioFRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Main_Page&amp;diff=10201"/>
		<updated>2005-06-06T05:22:49Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio_Title.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Brio, a fantasy RPG setting I created some 15 years ago and have used on and off ever since. The purpose of putting this page up here is fairly simple: to share what I created and to get input from others that would hopefully broaden the play experience and maybe improve the mechanics of the setting and system respectively. Over the coming months I hope to slowly put up most of my material as time allows (I have almost 2000 pages of material I have created for this system). I will try to include reasoning for most of what I have done so that others can consider them before making changes. I would ask that others include their reasoning as well so that I might consider it.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
*--[[User:Yaro|Yaro]] 15:04, 29 May 2005 (PDT)Just opened the project and started some of the setup. Don&#039;t expect any of the links etc... to work as of yet. I am also as of yet a novice in the use of this system, just a warning.&lt;br /&gt;
*--[[User:Yaro|Yaro]] 07:57, 30 May 2005 (PDT) I have decided to take this opportunity to both formalize and revise in a fairly major way this ruleset; because of this there may be some balance issues and it may take a little longer than anticipated.&lt;br /&gt;
*--[[User:Yaro|Yaro]] 22:22, 5 Jun 2005 (PDT)Added a little, took away alot major reconstruction of the system to make it more universal and friendly.&lt;br /&gt;
==Table of Contents==&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Introduction|1.0 Introduction]]&lt;br /&gt;
* [[BrioFRPG:General_Mechanics|2.0 General Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Advanced_Mechanics|3.0 Advanced Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Advanced_Combat_Mechanics|4.0 Advanced Combat Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Character_Creation|5.0 Character Creation]]&lt;br /&gt;
* [[BrioFRPG:Character_Races|6.0 Character Races]]&lt;br /&gt;
* [[BrioFRPG:Character_Archetypes|7.0 Character Archetypes]]&lt;br /&gt;
* [[BrioFRPG:Magic_Mechanics|8.0 Magic Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Religion_&amp;amp;_Mythology|9.0 Religion &amp;amp; Mythology]]&lt;br /&gt;
* [[BrioFRPG:History|10.0 History]]&lt;br /&gt;
* [[BrioFRPG:Skills_List|Appendix A: Skills List]]&lt;br /&gt;
* [[BrioFRPG:Traits_List|Appendix B: Traits List]]&lt;br /&gt;
* [[BrioFRPG:Magic_Schools|Appendix C: Magic Schools]]&lt;br /&gt;
* [[BrioFRPG:Equipment|Appendix D: Equipment]]&lt;br /&gt;
* [[BrioFRPG:Maps|Appendix E: Maps]]&lt;br /&gt;
* [[BrioFRPG:Forms|Appendix F: Forms]]&lt;br /&gt;
* [[BrioFRPG:Bestiary|Appendix G: Bestiary]]&lt;br /&gt;
* [[BrioFRPG:Glossary|Appendix H: Glossary]]&lt;br /&gt;
&lt;br /&gt;
==Other Projects==&lt;br /&gt;
* [[Sol_Riven:Main_Page|Sol Riven]]&lt;br /&gt;
My [[GURPS]] Setting, currently being defined by the game I am running.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=2214</id>
		<title>BrioFRPG:Magic Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=2214"/>
		<updated>2005-06-06T05:21:09Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
Magic Schools are the backbone of the magic system in Brio, they are the unifying theme for the magic known by a mage. Although mages often learn the magic of several schools it is uncommon to find mages who have mastered more then one.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==School Template &amp;amp; Options==&lt;br /&gt;
&lt;br /&gt;
==Kemed-Common Dwarven Mage==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
====Kemed Apprentice(20 cp)====&lt;br /&gt;
&lt;br /&gt;
==Fen-Resh==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;br /&gt;
&lt;br /&gt;
==Iliyandra==&lt;br /&gt;
&lt;br /&gt;
===Pre-Requisites===&lt;br /&gt;
&lt;br /&gt;
===Related Traits===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1831</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1831"/>
		<updated>2005-06-06T05:18:18Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are five main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Legendary characters are the peak of normal human capability, they are those individuals that characters in novels tend to wish that they were like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mythical characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
===Soul===&lt;br /&gt;
&lt;br /&gt;
===Altering Attributes During Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Ageing====&lt;br /&gt;
&lt;br /&gt;
====Posion &amp;amp; Disease====&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Choices==&lt;br /&gt;
Race, and Archetype&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
==Skills, Spells, Traits==&lt;br /&gt;
&lt;br /&gt;
==Background and Equipment==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1826</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1826"/>
		<updated>2005-06-06T05:14:23Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are 4 main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Legendary characters are the peak of normal human capability, they are those individuals that characters in novels tend to wish that they were like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mythical characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1825</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1825"/>
		<updated>2005-06-06T05:13:58Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are 4 main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Legendary characters are the peak of normal human capability, they are those individuals that characters in novels tend to wish that they were like.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mythical characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1834</id>
		<title>BrioFRPG:Traits List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1834"/>
		<updated>2005-06-06T05:11:07Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is the master traits list, any ability that a character may possess that isn&#039;t naturally derived from a attribute or characteristic and isn&#039;t very specific to a race or archetype belongs here.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
General traits are usually available to most characters, they are not mystical in nature and do not required any paticular physical trait.&lt;br /&gt;
&lt;br /&gt;
===Ambedexerity(5/15cp)===&lt;br /&gt;
Availability: All&lt;br /&gt;
The character has an unusual level of talent with there off hand. For 5cp the character is able to use either hand with the same effectiveness most use there primary hand. For 15cp the character has developed the talent to use both hands at the same time with an amazing degree of control.(see weapon skills: dual wielding for weapon combinations)&lt;br /&gt;
&lt;br /&gt;
===Natural Apptitude(10-50cp)===&lt;br /&gt;
Availablitity: All&lt;br /&gt;
The player/GM chooses a single skill with which their character displays an amazing natural talent for. Whenever a roll is called for that involves the skill a third die is rolled after the initial two and the player chooses wether to replace either of the initial dice with the third dice. For rolls of 2d10 it is irrelevent as to wether the die is rolled after or simultainiously but for percentile rolls in paticular the difference can be substantial.&lt;br /&gt;
&lt;br /&gt;
The Cost of the natural apptitude is based on how hard the skill is. The natural apptitude costs 10cp for each point of base cost. So Doctor(5/-2) would cost 50cp, while Search(2/0) would only cost 20. The exception to these costs is that weapon skills and magic skills always cost 50, for the sake of game balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
==Mystical Traits==&lt;br /&gt;
&lt;br /&gt;
===Unatural Physical Leverage(Variable)===&lt;br /&gt;
The character has the ability to apply there strength in circumstances that defy physics.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1824</id>
		<title>BrioFRPG:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Character_Creation&amp;diff=1824"/>
		<updated>2005-06-06T05:08:33Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The Character Creation rules may seem complex, however the resultant characters are designed to be both practical(quick to use) and complete.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 22:08, 5 Jun 2005 (PDT) Just started&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Character Construction Methodology==&lt;br /&gt;
There are 4 main steps to character construction, each creates a different aspect of your character, each furthur defines the character and what they are, who they are, and what exactly they can do (and how well they can do it).&lt;br /&gt;
&lt;br /&gt;
===Character Points=== &lt;br /&gt;
Character Points are a tool used for balance, and since balance is a reletive term not all characters will start off with the same amount of points. However the base amount depends on a few things. Since there are two different ways to determine starting attributes this must me takin into account before the base character points are determined.&lt;br /&gt;
&lt;br /&gt;
The actual power level of the campaign (series of adventures that define a characters heroic exploits or perhaps simply there life).&lt;br /&gt;
&lt;br /&gt;
{| border=&#039;1&#039;&lt;br /&gt;
|Power Level|| Random Attributes || Purchased Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Weak(Child)|| 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Low (Youth) || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Average (Adult) || 75 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Heroic* || 125 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Legendary** || 200 || 225&lt;br /&gt;
|-&lt;br /&gt;
|Mythical*** || 300 || 325&lt;br /&gt;
|}&lt;br /&gt;
*Heroic characters should be thought of as the type of characters that are the main protagianists in your standard western (western civiliaztion) novel.&lt;br /&gt;
**Legendary characters should be thought of as characters such as those individuals that make up the heroes of greek mythology such as hercules or achillies.&lt;br /&gt;
&lt;br /&gt;
==I. Character Concept==&lt;br /&gt;
The character concept could very well be either the easiest or hardest step depending upon the player. Essentially the mental picture of the character, the idea, the hook, anything and everything that goes into the characters makeup. Some essential questions are best answered before character construction even begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race is your character?&#039;&#039;&#039;&lt;br /&gt;
Elf? Dwarf? Human? Gen? something else entirely? Ask your GM if there is anything new and exciting, or maybe you might make up something yourself? Keep in mind the effect that this will have on your character beyond the stats, each race has a culture, a bearing, and basic relationship standards with other races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters nature?&#039;&#039;&#039;&lt;br /&gt;
Is your character a warrior through and through? are they a bookworm? powermad? psycotic? the consumate professional? a wanderer? anti-social? what makes your character tick? what is that basic personality trait that, when all else is stripped away, is central to your being?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your characters archetype?&#039;&#039;&#039;&lt;br /&gt;
What is your characters base archetype? are you a warrior? a rogue? a mage? or a archon? a spiderguard? what is your background, what did you grow up as and what was the nature of the training you have recieved thus far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is your driving goal?&#039;&#039;&#039;&lt;br /&gt;
What do you want to accomplish? build an empire? create a better world? kill every dwarf you see? bed every hottie you come accross? nothing at all? Is your characters life leading to something? and if so what is it?&lt;br /&gt;
&lt;br /&gt;
What is methodology?&lt;br /&gt;
How does your character tackle problems? do they kick the door in? pick the lock? are they careful? considerate? do they set traps? or do they charge the pack and hope for the best? Does your character have a way of doing things? And if so what is it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are your Peculiarities?&#039;&#039;&#039;&lt;br /&gt;
Is there something that is just plain odd about your character? something that sets them apart from others? do you have grey eyes? a huge unibrow? do you have tatoos all over your body? do you have an odd skin pigment? Is there anything about you that people would remember? And if so what?&lt;br /&gt;
&lt;br /&gt;
When your done your character concept you should be able to write at least a couple of paragraphs about your character, about who and what they are. Once you are finished the concept the rest of the process is simply building to that type of character.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
There are three primary attributes, Mind, Body, and Soul. There are three sub attributes for each of the primary attributes.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Species&amp;diff=10239</id>
		<title>Sol Riven:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Species&amp;diff=10239"/>
		<updated>2005-06-04T18:14:15Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two types of species effectivly, the first being of course the aliens of which there are many. The second type, GMS&#039;s or geneticaly modified strains are people modified using one of several groups of artifical viruses to create what is in effect a different species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Sol_Riven:Main_Page|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=The Aliens=&lt;br /&gt;
&lt;br /&gt;
==Tol-Racine[22 &#039;&#039;points&#039;&#039;]==&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;: ST +1[10]; DX -1[-20]; HT +1[10];Will +2[10]; Per -1[5]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;: DR 1[5]; Acute Hearing +2[4]; Hard to Kill 2[4]; Hard to Subdue 2[4]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===First Contact===&lt;br /&gt;
&lt;br /&gt;
The Tol-Racine were the first species that made contact with human in 2051. Luckily for humanity the much more advanced Tol-Racine were(and are) involved in a bloody civil war. The first contact was with a nearly destroyed cruiser that a frigate managed to save the crew off of. Although the cruiser was a rebellion ship, the act of saving the crew was eventually viewed by both sides of the conflict as a sign of possible future cooperation and may have saved humanity from the often warlike people.&lt;br /&gt;
&lt;br /&gt;
===Sociology===&lt;br /&gt;
&lt;br /&gt;
The Tol-Racine are in many ways similar to humans, varying from rabid isolationists to equaly extreme xenophiles. They are however a hard people who turn to violence early in conflict resolution and have thus had a long history of war with several other spieces and have maintained an on going civil war for more then 200 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physiology===&lt;br /&gt;
&lt;br /&gt;
Appearence&lt;br /&gt;
&lt;br /&gt;
Lifespan&lt;br /&gt;
&lt;br /&gt;
Gestation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Redak[55 &#039;&#039;points&#039;&#039;]==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;: ST +3[30]; DX -2[-40]; HT +4[40]; Per -1[5]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;: DR 4[20]; High Pain Threshold[10]&lt;br /&gt;
&lt;br /&gt;
===First Contact===&lt;br /&gt;
&lt;br /&gt;
===Sociology===&lt;br /&gt;
&lt;br /&gt;
===Physiology===&lt;br /&gt;
&lt;br /&gt;
Appearence&lt;br /&gt;
&lt;br /&gt;
Lifespan&lt;br /&gt;
&lt;br /&gt;
Gestation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Obaun==&lt;br /&gt;
&lt;br /&gt;
=GMS=&lt;br /&gt;
&lt;br /&gt;
==Series Seven==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Species&amp;diff=1767</id>
		<title>Sol Riven:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Species&amp;diff=1767"/>
		<updated>2005-06-03T23:34:59Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two types of species effectivly, the first being of course the aliens of which there are many. The second type, GMS&#039;s or geneticaly modified strains are people modified using one of several groups of artifical viruses to create what is in effect a different species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Sol_Riven:Main_Page|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=The Aliens=&lt;br /&gt;
&lt;br /&gt;
==The Tol-Racine==&lt;br /&gt;
&lt;br /&gt;
==The Redak==&lt;br /&gt;
&lt;br /&gt;
==The Obaun==&lt;br /&gt;
&lt;br /&gt;
=GMS=&lt;br /&gt;
&lt;br /&gt;
==Series Seven==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Species&amp;diff=1732</id>
		<title>Sol Riven:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Species&amp;diff=1732"/>
		<updated>2005-06-03T23:33:58Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two types of species effectivly, the first being of course the aliens of which there are many. The second type, GMS&#039;s or geneticaly modified strains are people modified using one of several groups of artifical viruses to create what is in effect a different species.&lt;br /&gt;
&lt;br /&gt;
=The Aliens=&lt;br /&gt;
&lt;br /&gt;
==The Tol-Racine==&lt;br /&gt;
&lt;br /&gt;
==The Redak==&lt;br /&gt;
&lt;br /&gt;
==The Obaun==&lt;br /&gt;
&lt;br /&gt;
=GMS=&lt;br /&gt;
&lt;br /&gt;
==Series Seven==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Introduction&amp;diff=2462</id>
		<title>Sol Riven:Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Introduction&amp;diff=2462"/>
		<updated>2005-06-03T00:04:26Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=chronology=&lt;br /&gt;
&lt;br /&gt;
==Sol &amp;amp; Humanity==&lt;br /&gt;
&lt;br /&gt;
===April 4, 2051 First Contact: Tol-Racine===&lt;br /&gt;
&lt;br /&gt;
===May 9, 2051 First Contact: Redak===&lt;br /&gt;
&lt;br /&gt;
===August 21, 2051 Titan Obelius Begins Construction===&lt;br /&gt;
The base on Titan, humanities first outside of the moon, begins construction with the goal of mining some of the most rare materials in the system.&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sol_Riven:Main_Page&amp;diff=1829</id>
		<title>Sol Riven:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sol_Riven:Main_Page&amp;diff=1829"/>
		<updated>2005-06-02T23:56:29Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a setting that I am currently making as I go through a campaign I am running. I really can&#039;t say how fast I will be adding to it but imput is always welcome.&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
*Started this page and did some initial setup --[[User:Yaro|Yaro]] 16:56, 2 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Sol_Riven:Introduction|1.0 Introduction]]&lt;br /&gt;
* [[Sol_Riven:Species|2.0 Species]]&lt;br /&gt;
* [[Sol_Riven:Archetypes|3.0 Archetypes]]&lt;br /&gt;
* [[Sol_Riven:Rules|4.0 Rules]]&lt;br /&gt;
* [[Sol_Riven:Sol|5.0 The Sol System]]&lt;br /&gt;
* [[Sol_Riven:Geography|6.0 Geography]]&lt;br /&gt;
* [[Sol_Riven:Equipment|7.0 Weapons &amp;amp; Equipment]]&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=1827</id>
		<title>BrioFRPG:Magic Schools</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Magic_Schools&amp;diff=1827"/>
		<updated>2005-05-31T01:25:12Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
Magic Schools are the backbone of the magic system in Brio, they are the unifying theme for the magic known by a mage. Although mages often learn the magic of several schools it is uncommon to find mages who have mastered more then one.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==School Template &amp;amp; Options==&lt;br /&gt;
&lt;br /&gt;
==Kemed-Common Dwarven Mage(40cp)==&lt;br /&gt;
&lt;br /&gt;
==Fen-Resh(50cp)==&lt;br /&gt;
&lt;br /&gt;
==Iliyandra(40cp)==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Skills_List&amp;diff=10216</id>
		<title>BrioFRPG:Skills List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Skills_List&amp;diff=10216"/>
		<updated>2005-05-31T01:17:33Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Synergy==&lt;br /&gt;
&lt;br /&gt;
==General Skills==&lt;br /&gt;
&lt;br /&gt;
==Weapon Skills==&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1823</id>
		<title>BrioFRPG:Traits List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1823"/>
		<updated>2005-05-30T16:04:00Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is the master traits list, any ability that a character may possess that isn&#039;t naturally derived from a attribute or characteristic and isn&#039;t very specific to a race or archetype belongs here.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
General traits are usually available to most characters, they are not mystical in nature and do not required any paticular physical trait.&lt;br /&gt;
&lt;br /&gt;
===Ambedexerity(5/15cp)===&lt;br /&gt;
Availability: All&lt;br /&gt;
The character has an unusual level of talent with there off hand. For 5cp the character is able to use either hand with the same effectiveness most use there primary hand. For 15cp the character has developed the talent to use both hands at the same time with an amazing degree of control.(see weapon skills: dual wielding for weapon combinations)&lt;br /&gt;
&lt;br /&gt;
===Natural Apptitude(10-50cp)===&lt;br /&gt;
Availablitity: All&lt;br /&gt;
The player/GM chooses a single skill with which their character displays an amazing natural talent for. Whenever a roll is called for that involves the skill a third die is rolled after the initial two and the player chooses wether to replace either of the initial dice with the third dice. For rolls of 2d10 it is irrelevent as to wether the die is rolled after or simultainiously but for percentile rolls in paticular the difference can be substantial.&lt;br /&gt;
&lt;br /&gt;
The Cost of the natural apptitude is based on how hard the skill is. The natural apptitude costs 10cp for each point of base cost. So Doctor(5/-2) would cost 50cp, while Search(2/0) would only cost 20. The exception to these costs is that weapon skills and magic skills always cost 50, for the sake of game balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
==Mystical Traits==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=1832</id>
		<title>BrioFRPG:General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:General_Mechanics&amp;diff=1832"/>
		<updated>2005-05-30T16:02:46Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
The General Mechanics are the very basic rules, how they relate and the logic behind them.&lt;br /&gt;
&lt;br /&gt;
Under Construction --[[User:Yaro|Yaro]] 18:48, 29 May 2005 (PDT)&lt;br /&gt;
*--[[User:Yaro|Yaro]] 08:37, 30 May 2005 (PDT)Added a little, reformated a little&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Rolls== &lt;br /&gt;
&lt;br /&gt;
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.&lt;br /&gt;
&lt;br /&gt;
There are however a number of different ways in which the results of these numbers are used to produce results with different ranges.&lt;br /&gt;
&lt;br /&gt;
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=Left|Standard 2d10 roll Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Roll Result &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7  || 8 || 9 || 10  || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds &lt;br /&gt;
| 1% || 2% || 3% || 4% || 5% || 6% || 7% || 8% || 9% || 10% || 9% || 8% || 7% || 6% || 5% || 4% || 3% || 2% || 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
This is the most common roll just for the reason of this wieghting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-10, the easist and most basic roll of a single d10 produces obviously a value from 1 to 10 with a straight wieghting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range 2-10, Using the divide by 2 mechanism a wieghted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a wieghting is quicker then a % roll, it is often also used in damage or chart rolls. The wieghting is as follows.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left (1d10 / 2 + 1d10 / 2) Wieghting&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Odds(Approx) &lt;br /&gt;
| 4% || 9% || 13% || 17% || 19% || 17% || 13% || 9% || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.&lt;br /&gt;
&lt;br /&gt;
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are however times when other ranges with other wieghtings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.&lt;br /&gt;
&lt;br /&gt;
For example, if we wished to create a wieghted chart that created a bottom heavy 1-8 it might look something like this:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=left |wieghted example of range 1-8&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Percentile Result &lt;br /&gt;
| 1-15% || 16-30% || 31-45% || 46-60% || 61-70% || 71-80% || 81-90% || 91-100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Resulting Value &lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although this system can&#039;t produce &amp;quot;any range&amp;quot; with &amp;quot;any wieghting&amp;quot; exactly it is the most accurate system we use and has the most range, and even it is used rarely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Checks==&lt;br /&gt;
&lt;br /&gt;
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Attribute Check Result&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |2d10 Result &lt;br /&gt;
| 2 || 3 || 4-5 || 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; |Modifier &lt;br /&gt;
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number of overage(fixed or reletive to the opponent).&lt;br /&gt;
&lt;br /&gt;
===Immediate Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; | Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.&lt;br /&gt;
|}&lt;br /&gt;
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre determined target(based on the quality of the lock) and in very short order you know wether you have had an effect. This type of skill and skill roll is the easist and most straight forward.&lt;br /&gt;
&lt;br /&gt;
Although there are modifiers which may be applied depending on circumstances this is the basic form for any &#039;&#039;&#039;Immediate Use, Immediate Effect&#039;&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Use, Delayed Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;400px&amp;quot; |Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then successed, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truely magnificent blade which provides a number of bonuses to its wielder.&lt;br /&gt;
|}&lt;br /&gt;
There are also a number of different skills which a character may have to make several or even many rolls for over and extended period of time to determine there effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.&lt;br /&gt;
&lt;br /&gt;
Most extended rolls involve a difinitive time span, a number of checks and an aggragate overage. The same check is rolled a number of times and the total by which the character successeds (while noteing any failures for side effects) is used to determine the extent to which a character successeds.&lt;br /&gt;
&lt;br /&gt;
Most MU,DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contested Use, Immediate Effect===&lt;br /&gt;
&lt;br /&gt;
{|Align=right style=&amp;quot;background:#ffdead;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;300px&amp;quot; |Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian&#039;s great intellegence and Kieraks superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls, so if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.&lt;br /&gt;
|}&lt;br /&gt;
The most common type of combat roll, this is usually used when two individuals are competeing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there is also other types of contested rolls. Contested rolls are actually one of the easiest to use, although circumstances can (not surprsingly) give one side or the other a handicap it is usually as easy as each contesting character rolling and then comparing everyones results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very difinitive.&lt;br /&gt;
&lt;br /&gt;
===Extended Contested===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Combat==&lt;br /&gt;
&lt;br /&gt;
===Weapon Skills===&lt;br /&gt;
&lt;br /&gt;
===Dual Wielding===&lt;br /&gt;
&lt;br /&gt;
===Combat Statistics===&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Main_Page&amp;diff=1714</id>
		<title>BrioFRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Main_Page&amp;diff=1714"/>
		<updated>2005-05-30T16:01:13Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brio_Title.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Brio, a fantasy RPG setting I created some 15 years ago and have used on and off ever since. The purpose of putting this page up here is fairly simple, to share what I created and to get input from others that would hopefully broaden the play experience and maybe improve the mechanics of the setting and system respectively. Over the coming months I hope to slowly put up most of my material as time allows (I have almost 2000 pages of material I have created for this system).I will try to include reasoning for most of what I have done so that others can consider them before making changes. I would ask that others include there reasoning as well so that I might consider it.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
*--[[User:Yaro|Yaro]] 15:04, 29 May 2005 (PDT)Just opened the project and started some of the setup. Don&#039;t expect any of the links etc... to work as of yet. I am also as of yet a novice in the use of this system, just a warning.&lt;br /&gt;
*--[[User:Yaro|Yaro]] 07:57, 30 May 2005 (PDT) I have decided to take this opportunity to both formalize and revise in a fairly major way this ruleset, because of this there may be some balance issues and it may take a little longer then anticipated.&lt;br /&gt;
==Table of Contents==&lt;br /&gt;
&lt;br /&gt;
* [[BrioFRPG:Introduction|1.0 Introduction]]&lt;br /&gt;
* [[BrioFRPG:General_Mechanics|2.0 General Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Advanced_Mechanics|3.0 Advanced Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Advanced_Combat_Mechanics|4.0 Advanced Combat Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Character_Creation|5.0 Character Creation]]&lt;br /&gt;
* [[BrioFRPG:Character_Races|6.0 Character Races]]&lt;br /&gt;
* [[BrioFRPG:Character_Archetypes|7.0 Character Archetypes]]&lt;br /&gt;
* [[BrioFRPG:Magic_Mechanics|8.0 Magic Mechanics]]&lt;br /&gt;
* [[BrioFRPG:Religion_&amp;amp;_Mythology|9.0 Religion &amp;amp; Mythology]]&lt;br /&gt;
* [[BrioFRPG:History|10.0 History]]&lt;br /&gt;
* [[BrioFRPG:Skills_List|Appendices A: Skills List]]&lt;br /&gt;
* [[BrioFRPG:Traits_List|Appendices B: Traits List]]&lt;br /&gt;
* [[BrioFRPG:Magic_Schools|Appendices C: Magic Schools]]&lt;br /&gt;
* [[BrioFRPG:Equipment|Appendicies D: Equipment]]&lt;br /&gt;
* [[BrioFRPG:Maps|Appendicies E: Maps]]&lt;br /&gt;
* [[BrioFRPG:Forms|Appendicies F: Forms]]&lt;br /&gt;
* [[BrioFRPG:Bestiary|Appendicies G: Bestiary]]&lt;br /&gt;
* [[BrioFRPG:Glossary|Appendicies H: Glossary]]&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1634</id>
		<title>BrioFRPG:Traits List</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BrioFRPG:Traits_List&amp;diff=1634"/>
		<updated>2005-05-30T15:55:17Z</updated>

		<summary type="html">&lt;p&gt;Yaro: &lt;/p&gt;
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&lt;div&gt;[[Image:Brio Logo.JPG|right]]&lt;br /&gt;
This is the master traits list, any ability that a character may possess that isn&#039;t naturally derived from a attribute or characteristic and isn&#039;t very specific to a race or archetype belongs here.&lt;br /&gt;
* [[BrioFRPG:Main_Page|Return to Main Page]]&lt;br /&gt;
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==General Traits==&lt;br /&gt;
General traits are usually available to most characters, they are not mystical in nature and do not required any paticular physical trait.&lt;br /&gt;
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===Ambedexerity(5/15cp)===&lt;br /&gt;
Availability: All&lt;br /&gt;
The character has an unusual level of talent with there off hand. For 5cp the character is able to use either hand with the same effectiveness most use there primary hand. For 15cp the character has developed the talent to use both hands at the same time with an amazing degree of control.(see weapon skills:duel wielding for weapon combinations)&lt;br /&gt;
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===Natural Apptitude(10-50cp)===&lt;br /&gt;
Availablitity: All&lt;br /&gt;
The player/GM chooses a single skill with which their character displays an amazing natural talent for. Whenever a roll is called for that involves the skill a third die is rolled after the initial two and the player chooses wether to replace either of the initial dice with the third dice. For rolls of 2d10 it is irrelevent as to wether the die is rolled after or simultainiously but for percentile rolls in paticular the difference can be substantial.&lt;br /&gt;
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The Cost of the natural apptitude is based on how hard the skill is. The natural apptitude costs 10cp for each point of base cost. So Doctor(5/-2) would cost 50cp, while Search(2/0) would only cost 20. The exception to these costs is that weapon skills and magic skills always cost 50, for the sake of game balance.&lt;br /&gt;
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==Racial Traits==&lt;br /&gt;
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==Mystical Traits==&lt;/div&gt;</summary>
		<author><name>Yaro</name></author>
	</entry>
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