Instructions
MECHANICS
Prophecy uses percentile play mechanics for greater diversity and the application of simple logic for defining modifiers and other rolls.  This same method of play allows for ready adaptation to other game systems... use Prophecy as a stand alone product or as a campaign supplement for use with your favorite rules!

CHARACTERS
Professions - The game of Prophecy utilizes archetypes as a guide, but there
are no set "classes" per se.  A warrior can learn the ways of the wilds to become
a woodsman, who in turn may discover a talent for alchemy.  No adventurer is stuck in one role for life!

Personality - Your character is more than statistics.  True role-play grows from
your birthplace, affinities, prejudices, religion, race and familial history.
   
Generation - Players and GMs alike can use comprehensive charts and tables to
create incredibly detailed characters in minutes with history and possessions!
   
DEVELOPMENT
Skills - 59 different skills will give you options to approach puzzles, exploration
and combat.  Skill levels replace character levels!  Your PC will only attain mastery in the skills he elects to practice.  Likewise, your PC is free to evolve by attempting skills she has never used before.
    
Knowledge - Arm yourself with 23 courses of study from anatomy to law.  With so much of the world steeped in history, cultures and the wilds, you may find your knowledge more valuable than your bow.
    
COMBAT
Encounters - Whether you face a battle of wits or a clash of steel, testing your
mettle is fast and colorful.  Combat may be as simple as hit or miss or take into
account such details as damage type, blood loss, infection and trauma.

War - Wage great battles afield, lay siege to a fortress or crack the enemy's keel;
with destiny at stake, battles are not fought in mere taverns or abandoned mines!
    
MAGIC
Paths of The True - 190 spells await discovery down the Seven Paths for the True Mage to study and for the Artifact Mage to collect.

Rite of the Leaf - 15 reagents combine to create 46 alchemical mixtures.

Secrets of the Mhirrin - For the enemies of light, and for those who find the
way, the Mhirrin of Axterath holds potential seemingly without limits!

TECHNOLOGY
Not Europe! - Discover weapons, armor, architecture, fleets and amenities that
are not limited to a Medieval world.  Clockwork devices and a growing interest
in alchemy are evolving society; if only the religions and guilds don't stop it.

CUSTOMIZATION
Times & Places - GMs are invited to delve into the timeline, to create spells
and societies.  Players may find their characters directly responsible for major
changes in the world... even whether the Absolution comes or can be avoided
may ride on their shoulders!

On the Fly - A battery of charts, tables, forms and other tools make the GM's job easy.  Develop entire mythologies and tales in moments, then determine how much of the story is true.  Create detailed NPCs with skills, personalities and even gear with a single roll of the dice, simplifying random encounters!

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