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Setting:Heavy mythril
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=Notes= Artificers are an allowed class, but are rarely player characters, as the Artificers are usually trained in guilds run by the evil Technocrats. Artificers that follow a god devoutly, following their commands to the letter, are called Roadies, for their role; making sure that the other champions of the gods are able to stay on the road successfully. All spells have a verbal component. Silence and Zone of Silence are profane spells that are only able to be cast by followers of demons. Any spells with a material component cost of less than 100 GP are considered to have no material components. Druids are not the neutral protectors of the wilds that they are in most settings - in this world, they are the embodiment of the fury of nature, as much as any barbarian or ranger, and they live to give voice to the laws of nature. As every living entity, whether plant or animal, is connected to the song, this is more possible than most think it to be. The civilizations of the world are connected by the Black Roads. A living, vital construct, the webwork of black stone was an experiment in self-replicating constructs gone awry, and yet, the result was greater than anything the wizard had considered. A self-creating series of roads, smooth, hard, and needing no maintenance, that would stretch from sea to sea, seeking out outposts of civilization, growing in places that would make good spots for a road to be - the construct obviously had some sort of intellect. The black roads grew for twenty years; they have now ceased, but the entire continent is neatly webbed by them. Rumors - or superstitions - persist that it is bad luck to drive slowly on the Black Roads, lest the road itself curse you, and that one day they will start burrowing beneath the crust, delving to Dragontown itself, creating an actual highway to Hell. ==Breaks== HEAVY MYTHRIL uses (optionally) a version of Earthflame's Break system. At first level, characters receive one Break - their Lucky Break, a manifestation of the Song within them. When dramatically appropriate, they may use the Break Point, and when they do, something gets broken, be it the rules of the game (almost always), an object within the game, or the fabric of probability. If the break is described in a suitably epic way, it occurs, and the player earns at least one break point back - however, the player himself is "broken" temporarily, fatigued greatly for the remainder of the day, or sickened. If the Break is used in a weak, pointless, or flavorless way (IE, with no descriptive roleplay behind it - you miss someone and you say "okay, I'm using my Break to hit him anyway) - the Gods of Rock frown upon you, and the Break is lost completely. If it was your only Break, you're SOL until the next level, when you get another Lucky Break. Now, Breaks can be used in many ways - here's an example of things you can do with a break. *Shatter a wooden gate or simple stone door (but not a metal or hugeass reinforced stone door) *Bend the very winds so that an arrow - or indeed, a volley of arrows - come down upon a particular point. (Effectively add +10 to a group of attacks, changing their target) *Convert lethal damage dealt to a target to nonlethal. *Counter a spell as it is being cast. *Roll 2d20 on any given roll instead of one. *ETC Breaking Points are the more potent version of Breaks. They are absolute, and cannot be Broken themselves - using a Breaking Point means that you accomplish whatever single task you set out to do, as long as it's not something balls-insane like "Conquer this kingdom in two minutes" or "Kill the Airsmith". It must be described in full, as Breaks must. A Breaking Point costs seven Breaks. The catch? When you use a Breaking Point, things you don't intend to break get broken. There are horrible consequences that spread throughout the world, consequences you did not intend - a Breaking Point may very well kill you if used. Lastly, there are Worldbreakers. Costing Seven times Seven plus Seven breaks, (56, for those keeping track), Worldbreakers tear the universe asunder to accomplish their goals. There is NO limit on what a Worldbreaker can accomplish, but the widespread devastation is so great, that... well, only a few people have ever broken the world in this way, and they have all done it to ascend to godhood. The Tenacious Duo did this when they ascended, though how they acquired the requisite number of breaks without killing themselves is a mystery.
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