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=Basics of Role-playing=
=Basics of Role-Playing=
The core essence of role-playing is to take on the role of a character in an imaginary game. This is something most of us have been doing in one form or another since we were children playing “make believe”. Role-playing has elements of improvisational acting, storytelling, and deductive reasoning in addition to gaming. Your character can be very similar to you, or everything you are not… depending on the world your character inhabits you might be a wise wizard, a cunning vampire, or a noble space marine. The more effort you put into creating a unique persona and acting out that character in the circumstances you find yourself in the more enjoyment you will get out of it.
The core essence of role-playing is to take on the role of a character in an imaginary game. This is something most of us have been doing in one form or another since we were children playing “make believe”. Role-playing has elements of improvisational acting, storytelling, and deductive reasoning in addition to gaming. Your character can be very similar to you, or everything you are not… depending on the world your character inhabits you might be a wise wizard, a cunning vampire, or a noble space marine. The more effort you put into creating a unique persona and acting out that character in the various circumstances in which you find yourself, the more enjoyment you will get out of it.


In a role-playing game, one player takes on the role of the Storyteller (or Game Master,  Dungeon Master etc) with the responsibility of describing the world the characters inhabit and telling the players what they can see, hear, feel, touch, and taste. The Storyteller is also responsible as the name implies for coming up with a story to set the players in. This story is not already written with neatly defined roles, but simply a rough framework. The players are the main characters in the story, and their actions determine what happens next. The Storyteller needs to be prepared to adapt to the other players choices so the most experienced player in your group of friends should probably start with the role of Storyteller. As the players get comfortable with the game, consider trading off the duties of the Storyteller.
In a role-playing game, one player takes on the role of the Storyteller (or Game Master,  Dungeon Master etc.) with the responsibility of describing the world the characters inhabit and telling the players what they can see, hear, feel, touch, and taste. The Storyteller is also responsible, as the name implies, for coming up with a story to set the players in. This story is not already written with neatly defined roles, but simply a rough framework. The players are the main characters in the story, and their actions determine what happens next. The Storyteller needs to be prepared to adapt to the other players' choices, so the most experienced player in your group of friends should probably start with the role of Storyteller. As the players get comfortable with the game, consider trading off the duties of the Storyteller.


This guide will focus on the role of a player in a game, responsible for a single character in the fantasy world of Lorithandar. For more information about the world of Lorithandar itself please consult the Lorithandar Campaign Guide.
This guide will focus on the role of a player in a game, responsible for a single character in the fantasy world of Lorithandar. For more information about the world of Lorithandar itself please consult the Lorithandar Campaign Guide.
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==Dice==
==Dice==
Like most role-playing games played around a table, Brilliance & Shadow uses dice to determine the outcome of actions. Anytime a character performs a non-trivial action the player rolls dice to see whether the action succeeds or fails. This system uses 10-sided dice. We recommend that each player have 10-20 dice on hand. The better your character is at performing a task the more dice you will need. The dice rolled to represent your characters attempt is called a “dice pool”.  
Like most role-playing games played around a table, Brilliance & Shadow uses dice to determine the outcome of actions. Anytime a character performs a non-trivial action, the player rolls dice to see whether the action succeeds or fails. This system uses 10-sided dice. We recommend that each player have 10 to 20 dice on hand. The better your character is at performing a task, the more dice you will need. The number of dice rolled to represent an attempt made by your character is referred to as your “dice pool”.


==Statistics==
==Statistics==
Characters possess a variety of numbers, describing their natural capabilities, trained skills, and how much injury they can endure before death. These numbers are fully described in the following chapters.
Characters possess a variety of numbers used to describe their natural capabilities, trained skills, and how much injury they can endure before death. These numbers are fully described in the following chapters.


==Modifiers==
==Modifiers==
Modifiers are Bonuses and Penalties applied to the dice pool you roll to determine success. In most cases, bonuses add the listed number to the dice pool as additional dice, while penalties remove the listed number from the pool.  
Modifiers are Bonuses and Penalties applied to the dice pool you roll to determine success. In most cases, bonuses add the listed number to the dice pool as additional dice, while penalties remove the listed number from the pool.  
===Common Modifiers===
Generally, Bonuses of the same type do not "stack", i.e. their values cannot be added together. However, different types of modifiers may be applied to the same roll. More rules regarding how spells and abilities interact with one another can be found in the [[Magic_Guide#Spell_and_Effect_Stacking|Magic Guide]].
====Morale====
Morale modifiers are applicable in instances where a character's mental state may affect their actions or abilities. For example, the power [[Aura of Courage]] bolsters' targets mental fortitude and improves their ability to resist Fear and Intimidation with a Morale bonus.


==Rolling the Dice==
====Proficiency====
When your dice pool has been modified by all applicable bonuses and penalties the remainder are rolled to determine success. Each dice is a success on an 8, 9, or 10. Some actions require only a single success, while others improve the result the more successes are rolled. Additionally rolling a natural 10 (0 on the dice) allows you to re-roll that dice. Some powerful spells and powers can expand this allowing re-rolls on 9s or 8s as well.  Sometimes dice pools suffer penalties that would reduce the dice pool to below 1 dice. In these cases your character still gets to roll a single dice.
Proficiency (or Competency) modifiers are provided by a character's personal skills or knowledge gained. For example, a character who has trained extensively with a weapon may or spends time observing a target may gain a Proficiency bonus when attacking, as is the case with [[Learn Weakness]]. In certain instances, a Storyteller may choose to provide someone with a situational proficiency bonus depending on their unique background.


==Types of Actions==
====Enhancement====
There are a variety of actions your character can perform, but nearly all actions are a combination of one Core Statistic + an applicable Skill. Some typical examples are below:
Beneficial magic or spells may increase the dice pool provided by influencing the skill, power, or impact of the roll in some way. For example, the spell [[Physical Enhancement]] magically enhances the target's body, providing various benefits depending on the will of the caster. If the magic is dispelled or actively negated (i.e. suppressed by something like anti-magic items or [[Disjunction]]), the Enhancement bonus may be lost. Only one Enhancement bonus may be applied to any given value (e.g. Dexterity Score, Weapon Skill, Armor/Shield Value) at a time. If a second spell or enchantment is applied that would provide Enhancement, the higher of the two Enhancement values will supersede the other.


===Static Rolls===
====Divine====
To calm an angry forest bear your character would roll the combined dice pool of their Charisma Stat + their Handle Animal Skill. The Storyteller would set a number of successes for the attempt to succeed. The required number is referred to as a Difficulty Check (DC).
A Divine modifier is a special type of boon (or perhaps a curse) that is enacted by one of the many [[Deities|deities]] that oversee Lorithandar. These can be utilized in tandem with other types of bonuses such as Enhancement. The spell [[Inner Storm]] is an example of an ability that draws on divine power to provide versatile bonuses.


===Opposed Rolls===
====Wounds and Fatigue====
To sneak unnoticed past some observant guards, your character would roll the combined dice pool of their Dexterity Stat + their Stealth Skill. They would apply any modifiers such as bonuses for night time, or penalties for broad daylight. The resulting dice pool would be rolled and successes would be compared against the guards Perception roll.  
{{Main|Conditions}}
Sometimes penalties are awarded to skill rolls due to the character's physical health being compromised. These are generally applied to ALL skill checks until the wound or fatigue has resolved or otherwise been dealt with.


==Combat==
==Rolling the Dice==
Combat is treated the same way as other forms of rolls. An applicable Stat, and Skill are combined, Modifiers are applied, and the results indicate the success of the attack, or spell. Unlike many other tabletop games, rolls to hit and rolls for damage are combined into a single roll. This helps keep combat moving quickly so players don’t spend the bulk of the game waiting for other players to roll.
When your dice pool has been modified by all applicable bonuses and penalties, the remainder are rolled to determine success. Each die is considered a success on an 8, 9, or 10. Some actions require only a single success, while others improve the result the more successes are rolled. Additionally, rolling a natural 10 (0 on the die) allows you to re-roll that die. Some powerful spells and powers can expand this allowing re-rolls on 9's or 8's as well. Sometimes dice pools suffer penalties that would reduce the dice pool to below 1 die. In these cases your character still gets to roll a single die.
{{Main|Types of Rolls}}


Equipment such as weapons and armor, dodging, and parrying are factored into the combat rolls as modifiers granting bonuses or penalties. A few common examples:
==Types of Actions==
All actions are classified in a number of different ways, which help to structure what you can and can not do in a given length of time. There are Free Actions, Fast Actions, Move Actions, Standard Actions, and Full Actions. Additionally, you can modify these actions with Readied Actions or Delayed Actions. There are also actions that are much longer, requiring too much time to be included in combat rounds, such as rituals. See the main article link below for details on each type of action.
{{Main|Types of Actions}}


Mar wants to hit a city guard with his longsword. His Strength Stat is 3, and his Weaponry Skill is 4. His raw dice pool before Modifiers is 7 dice. Longswords add a 3 dice bonus to attacks which raises his attack to 10 dice. The city guard is wearing leather armor, and a light shield. Leather armor adds 1 to defense, while the light shield adds 1. The guard also has a Dodge of 1. This makes his combined defense a 3. This defense is applied as a penalty to Mar’s attack roll reducing his dice pool to a total of 7 dice. Any successes Mar rolls with this dice pool are applied as Lethal damage to the guard.
==Combat==
 
Combat is treated the same way as other forms of rolls. An applicable Stat and Skill are combined, Modifiers are applied, and the results indicate the success of the attack, or spell. Unlike many other tabletop games, rolls to hit and rolls for damage are combined into a single roll. This helps keep combat moving quickly so players don’t spend the bulk of the game waiting for other players to roll.
==Damage Tracking (Health / Vigor)==
 
Your character gets a number of Health Points (Constitution + Racial Modifier) for tracking lethal damage, and Vigor Points (Constitution) for tracking non-lethal damage. Lethal damage is applied to Health Points. When Health Points are reduced to 0 you are disabled and begin to bleed out into Negative Health Points. A player has a number of negative Health Points equal to their Maximum Health Points. Some special powers and abilities will allow characters to continue to perform actions or fight while at Negative Health Points. Any additional damage when at Negative Health Points (including non-lethal) is dealt as lethal. When the player reaches the last Negative Health Point, they die. Non-lethal damage is applied first to Vigor, when Vigor runs out any additional non-lethal damage is applied to Health Points instead.  


 
See the main article for Combat for details on how combat rolls are determined, modifiers that may or may not be applied, and how resolution occurs.
==Mortal Damage==
{{Main|Combat}}
 
Most damage is either Lethal damage (axes, swords, fireballs) or Non-Lethal damage (falling, weapon damage reduced by armor, sorcerous Backlash). However, some rare and dangerous sources may deal Mortal damage. Creatures take Mortal damage from inimical sources (ex. Undead take Mortal damage from fire). When a source deals Mortal damage, calculate damage as normal and then double the result. If a Fireball spell would deal 3 damage to a zombie, it would instead deal 6.
 
==Health and Vigor Recovery==
 
Players naturally recover one Health point after a night of restful sleep. A successful Medicine roll can increase this to two Health points per night of restful sleep.
 
Players naturally recover one Vigor point every 15 minutes. This may not be improved by Medicine, however, some Traits may allow characters to recover more quickly. Sorcerous Backlash reduces Maximum Vigor but this maximum recovers one point every 15 minutes.
 
==Magical Healing==
 
Each point of magical healing heals 1  Health Point, or two points of Vigor with Health Points being replenished first. Some magical effects may replenish Vigor directly however. Magical healing may not repair Vigor Maximums from Backlash unless it expressly says it does.


==Story Points==
==Story Points==


Each character begins play with 4 Story Points that may be used to provide 3 bonus dice on a roll. Only one such point can be spent each round. These Story Points are replenished as a reward by your Storyteller for finishing a chapter in the game. Your Storyteller may also reward good roleplaying by individual Story Dice that must be spent in a particular session. No more than 3 Story Dice may be spent in a single round regardless.
Player's begin each session with 1 Story Point that may be used to provide 3 bonus dice on a roll. Story Points may also be required to activate certain powers (e.g. [[War Domain|Heroism]] or [[Lark Discipline|Legendary]]). Only one such point can be spent each round. Storyteller's may reward good role-playing with bonus Story Points that must be spent in that session. Any unused bonus Story Points at the end of a session are lost.
 
=Creating a character=
==1. Concept==
Before you can create any sort of stats you should create a character concept.  To help you get a handle on your character’s identity and motivation come up with a short, two-or three word description of him/her. Examples: “shadow priest”, “Imperial mage”, “wandering mercenary”. Often looking through the available races can help narrow down your concept as some races are much more suited to certain lifestyles.
==2. Select Race==
There are nine playable races in Brilliance & Shadow. Each offers distinct advantages and disadvantages. There is no “best” race, but some races are better suited to certain professions and roles. Trolls are known as fearsome warriors, while having little aptitude for magic for example. See the Races section for more details.
 
==3. Select Template==
Each player has access to powers beyond normal mortals. The nature of these powers is determined by their Template. There are 5 templates to choose from, which determine the powers are available to your character. Benefit Points may be spent to gain a secondary template for “multi-class” characters.


{| class="wikitable"
=Creating a Character=
|-
Creating a character is the very first thing you will be doing with the Brilliance and Shadow system. This character will be your representation in the story that the Storyteller weaves for you. It will contain your triumphs, your defeats, your personalities, your interactions, and your memories. Characters in Brilliance and Shadow are far more versatile than in other role playing systems, and it is easy for new players to become overwhelmed with their choices. It is recommended that beginning players choose from one of the [[Pre-Built Archetypes]] so that they can really get a feel for how the system works before building their own first character.
! Template !! Description !! Starting Powers
|-
| Adept ||  || One Rank 2 Discipline
|-
| Mage || 1 || One Rank 2 Sphere
|-
| Shaman || 0 || One Rank 2 Spirit
|-
| Channeller || 1 || One Rank 2 Domain
|-
| Sorcerer || 0 || Three Rank 1 Seeds
|}


{| class="wikitable"
Once you have a grasp of how the system works, or if you really want to dive into the vast landscape of possibilities and bring elements together to bring your own idea to life, see the main article on Creating a Character below.
|-
{{Main|Creating a Character}}
! Template !! Description !! Starting Powers
If you need some tips or quick reference, see the article on hints to building a well rounded character
|-
{{Main|Character Building Hints}}
| Adept
|| An adept draws on the power of his own internal energy to perform feats beyond ordinary men. With no knowledge of magic spells, spirits, or prayers, an adept gains skill through hard work, dedication, and supernatural talent. He may be a skilled warrior, cunning thief, or silver-tongued orator and many of history’s greatest tyrants, generals, and warriors were adepts.
You might enjoy Adept if: You enjoy using abilities which improve your own character, or aren’t interested in magic spells. Adepts get the best self buffing abilities in the game, and their powers do not require mana.
|| One Rank 2 Discipline
|-
| Mage
|| Mages are powerful spellcasters who draw on the elemental power of the world to cast devastating blasts of fire or lightning, mind control, teleportation, healing or protective magical barriers.


You might enjoy Mage if: You like versatile characters who can gain access to a huge variety of powers including damage spells, protective magic, and healing. Mages have the broadest power set in the game and can pick up dozens of useful spells, but can struggle with regaining Mana, their primary resource.
=Earning and Spending Experience=
|| One Rank 2 Sphere
|-
| Shaman
|| Shamans draw their powers from elemental, nature, animal, or ghostly spirits. These spirits linger unseen in the world, but Shamans can manifest their spirit guides to protect them, or use powers called Numina. Shamans are often barbaric warriors, holy men, or sages, reaching through the veil of Twilight to see into the realm of spirits and the dead.


You might enjoy Shaman if: You like the idea of having companion spirits to send into battle and draw power from. Shaman have a great mix of buffing, and support powers drawn from their spirits unique capabilities.
At any time in a session, though more commonly at the end of play, you could be awarded with XP that you can choose to spend, or save toward a long term goal. XP can be used to increase the rank of an attribute, learn a new skill, add or increase the level of a merit, and so on. Experience is granted as a combination of General Experience (GXP) and Skill Experience (SXP). Skill Experience may only be spent on raising Skill Ranks while General Experience may be spent on anything.
|| One Rank 2 Spirit
|-
| Channeller
|| Channellers are priests, clerics, and avatars of immortal patrons gifted with access to their patron’s power. They may be a member of an established order, or a lone crusader for their god or goddess. The powers a channeller wields are restricted to the Domains their patron offers and always reflect the patron. They range from Order, and Healing, to Death, and Chaos.


You might enjoy Channeller if: You enjoy strongly specialized theme characters. Channellers abilities are based off which patron or deity they serve. Thalu the God of Fire for example tends towards destructive powers while Nimway offers more defensive and healing oriented domains. In the area of your patrons influence, you will be unequalled. 
Typically, XP is awarded per unit of time spent roleplaying, not based on encounter results or things killed, as in other systems. This is done to encourage actual play time and discourage fighting encounters simply for the sake of earning experience.
|| One Rank 2 Domain
|-
| Sorcerer
|| Sorcerers are dark casters of primal planar magic nearly beyond their control. They reach into the Outer Planes to unleash raw destructive magic in waves of fire, demonic conjurations, and armies of undead.


You might enjoy Sorcerer if: You enjoy magical brute force. Sorcerers have a few extremely powerful abilities, but very little versatility. In many ways they are the opposite of Mages; trading increased risk and lack of versatility for overwhelming strength in their areas of specialty. Often described as “sledgehammers” they have little utility, and no healing, but are arguably the best in the game at raw damage.
{{Main|Earning and Spending Experience}}
|| Three Rank 1 Seeds
|}

Latest revision as of 17:50, 2 March 2024

Player's Basics

Basics of Role-Playing

The core essence of role-playing is to take on the role of a character in an imaginary game. This is something most of us have been doing in one form or another since we were children playing “make believe”. Role-playing has elements of improvisational acting, storytelling, and deductive reasoning in addition to gaming. Your character can be very similar to you, or everything you are not… depending on the world your character inhabits you might be a wise wizard, a cunning vampire, or a noble space marine. The more effort you put into creating a unique persona and acting out that character in the various circumstances in which you find yourself, the more enjoyment you will get out of it.

In a role-playing game, one player takes on the role of the Storyteller (or Game Master, Dungeon Master etc.) with the responsibility of describing the world the characters inhabit and telling the players what they can see, hear, feel, touch, and taste. The Storyteller is also responsible, as the name implies, for coming up with a story to set the players in. This story is not already written with neatly defined roles, but simply a rough framework. The players are the main characters in the story, and their actions determine what happens next. The Storyteller needs to be prepared to adapt to the other players' choices, so the most experienced player in your group of friends should probably start with the role of Storyteller. As the players get comfortable with the game, consider trading off the duties of the Storyteller.

This guide will focus on the role of a player in a game, responsible for a single character in the fantasy world of Lorithandar. For more information about the world of Lorithandar itself please consult the Lorithandar Campaign Guide.

About the Brilliance & Shadow System

Brilliance & Shadow is a tabletop roleplaying system designed for epic fantasy where players take on the roles of powerful characters called Fated in a world of faerie, trolls, and magic spells. What makes Brilliance & Shadow different from many other games is the epic scope of the game. Players begin play with powerful abilities and skills far beyond ordinary mortals, and only become more formidable with time.

Dice

Like most role-playing games played around a table, Brilliance & Shadow uses dice to determine the outcome of actions. Anytime a character performs a non-trivial action, the player rolls dice to see whether the action succeeds or fails. This system uses 10-sided dice. We recommend that each player have 10 to 20 dice on hand. The better your character is at performing a task, the more dice you will need. The number of dice rolled to represent an attempt made by your character is referred to as your “dice pool”.

Statistics

Characters possess a variety of numbers used to describe their natural capabilities, trained skills, and how much injury they can endure before death. These numbers are fully described in the following chapters.

Modifiers

Modifiers are Bonuses and Penalties applied to the dice pool you roll to determine success. In most cases, bonuses add the listed number to the dice pool as additional dice, while penalties remove the listed number from the pool.

Common Modifiers

Generally, Bonuses of the same type do not "stack", i.e. their values cannot be added together. However, different types of modifiers may be applied to the same roll. More rules regarding how spells and abilities interact with one another can be found in the Magic Guide.

Morale

Morale modifiers are applicable in instances where a character's mental state may affect their actions or abilities. For example, the power Aura of Courage bolsters' targets mental fortitude and improves their ability to resist Fear and Intimidation with a Morale bonus.

Proficiency

Proficiency (or Competency) modifiers are provided by a character's personal skills or knowledge gained. For example, a character who has trained extensively with a weapon may or spends time observing a target may gain a Proficiency bonus when attacking, as is the case with Learn Weakness. In certain instances, a Storyteller may choose to provide someone with a situational proficiency bonus depending on their unique background.

Enhancement

Beneficial magic or spells may increase the dice pool provided by influencing the skill, power, or impact of the roll in some way. For example, the spell Physical Enhancement magically enhances the target's body, providing various benefits depending on the will of the caster. If the magic is dispelled or actively negated (i.e. suppressed by something like anti-magic items or Disjunction), the Enhancement bonus may be lost. Only one Enhancement bonus may be applied to any given value (e.g. Dexterity Score, Weapon Skill, Armor/Shield Value) at a time. If a second spell or enchantment is applied that would provide Enhancement, the higher of the two Enhancement values will supersede the other.

Divine

A Divine modifier is a special type of boon (or perhaps a curse) that is enacted by one of the many deities that oversee Lorithandar. These can be utilized in tandem with other types of bonuses such as Enhancement. The spell Inner Storm is an example of an ability that draws on divine power to provide versatile bonuses.

Wounds and Fatigue

Sometimes penalties are awarded to skill rolls due to the character's physical health being compromised. These are generally applied to ALL skill checks until the wound or fatigue has resolved or otherwise been dealt with.

Rolling the Dice

When your dice pool has been modified by all applicable bonuses and penalties, the remainder are rolled to determine success. Each die is considered a success on an 8, 9, or 10. Some actions require only a single success, while others improve the result the more successes are rolled. Additionally, rolling a natural 10 (0 on the die) allows you to re-roll that die. Some powerful spells and powers can expand this allowing re-rolls on 9's or 8's as well. Sometimes dice pools suffer penalties that would reduce the dice pool to below 1 die. In these cases your character still gets to roll a single die.

Types of Actions

All actions are classified in a number of different ways, which help to structure what you can and can not do in a given length of time. There are Free Actions, Fast Actions, Move Actions, Standard Actions, and Full Actions. Additionally, you can modify these actions with Readied Actions or Delayed Actions. There are also actions that are much longer, requiring too much time to be included in combat rounds, such as rituals. See the main article link below for details on each type of action.

Combat

Combat is treated the same way as other forms of rolls. An applicable Stat and Skill are combined, Modifiers are applied, and the results indicate the success of the attack, or spell. Unlike many other tabletop games, rolls to hit and rolls for damage are combined into a single roll. This helps keep combat moving quickly so players don’t spend the bulk of the game waiting for other players to roll.

See the main article for Combat for details on how combat rolls are determined, modifiers that may or may not be applied, and how resolution occurs.

Story Points

Player's begin each session with 1 Story Point that may be used to provide 3 bonus dice on a roll. Story Points may also be required to activate certain powers (e.g. Heroism or Legendary). Only one such point can be spent each round. Storyteller's may reward good role-playing with bonus Story Points that must be spent in that session. Any unused bonus Story Points at the end of a session are lost.

Creating a Character

Creating a character is the very first thing you will be doing with the Brilliance and Shadow system. This character will be your representation in the story that the Storyteller weaves for you. It will contain your triumphs, your defeats, your personalities, your interactions, and your memories. Characters in Brilliance and Shadow are far more versatile than in other role playing systems, and it is easy for new players to become overwhelmed with their choices. It is recommended that beginning players choose from one of the Pre-Built Archetypes so that they can really get a feel for how the system works before building their own first character.

Once you have a grasp of how the system works, or if you really want to dive into the vast landscape of possibilities and bring elements together to bring your own idea to life, see the main article on Creating a Character below.

If you need some tips or quick reference, see the article on hints to building a well rounded character

Earning and Spending Experience

At any time in a session, though more commonly at the end of play, you could be awarded with XP that you can choose to spend, or save toward a long term goal. XP can be used to increase the rank of an attribute, learn a new skill, add or increase the level of a merit, and so on. Experience is granted as a combination of General Experience (GXP) and Skill Experience (SXP). Skill Experience may only be spent on raising Skill Ranks while General Experience may be spent on anything.

Typically, XP is awarded per unit of time spent roleplaying, not based on encounter results or things killed, as in other systems. This is done to encourage actual play time and discourage fighting encounters simply for the sake of earning experience.