Untitled SENG Game by Merry Prankster Games (http://www.prankster.com)

This Manual is Copyright 2007-2009 by Geoff Dunbar

Manual Date June 11, 2009

Table of Contents

Introduction

Untitled SENG Game flavor text goes here.

This manual is organized into three main sections. "Playing the Game" describes the basics of controlling your actor in "Untitled SENG Game"; which buttons and keys to press, where to look on the screen, and so forth. "Hints and Tips" is a short section describing some basic hints for getting started in playing the game without undue frustration. Last, the "Game System" section is not strictly needed to play "Untitled SENG Game", but will be of interest to those of you who are interested in what the various numbers and statistics mean and how they affect game-play.

For more information and updates on "Untitled SENG Game" or Merry Prankster games, visit http://www.prankster.com.

Playing the Game

Starting a New Game

On starting "Untitled SENG Game", you'll be asked whether you want to "Start a New Game" or "Load Existing Game". If this is your first time, you will want to start a new game; later on you may resume saved games by loading an existing game.

On starting a new game, "Untitled SENG Game" will guide you through the creation of your actor. The game will provide enough information to create a actor to your specifications, though if you want to know exactly effect the various statistics will have you will need to read the "Game System" section of this manual.

Once you have completed the actor creation process, your actor will appear in the main game screen.

Main Game Screen

Here is a screenshot of the main screen:

Main Game View

The main game view is where you can see your actors and the area around them. The view is always centered on the currently selected actor or actors. The currently selected actors are indicated with a green circle drawn around their feet; in the screenshot above all 4 actors are selected.

If you hold the CTRL key down, more information is displayed about things of interest on the screen:

In addition, hovering the mouse over something will display more information about it in the Hover Display.

Controlling your actors is done with the mouse in the main game view. To select a actor in the main game view, click on the actor with your mouse. (You may also select actors in the "Actor Display").

Clicking on the main view causes the currently selected actors to perform a reasonable default action, as indicated by the icon displayed:

Causes a new actor to be selected.
Moves the actor to the clicked location.
Interacts with the clicked thing. For an actor, this means talk to it. For a door, this means try to open it.
Attack the hostile actor.
Moves the actor to the clicked location, which is an exit from the current area. Click the "Exit" button to actually exit the area.

Double-clicking on a party actor causes the actor information to be displayed; otherwise it is the same as clicking.

Right-clicking causes the currently selected actors to perform their specified action. This is helpful for casting spells or using items which are never a default action. In addition attacking non-hostile actors or talking to party members is done through right-clicking. See "Actions" for more information.

Normally if you issue a new action, it replaces the previous action. However, if you want to cause the new action to be performed _after_ completing any outstanding actions, hold the SHIFT key down while clicking (or right-clicking) to issue the new actions.

Around the edge of the screen are a variety of displays and buttons.

Game Buttons

In the top left corner are a selection of buttons that control the game.

First is the "Game" button. Clicking this button will give you the option of saving or quitting the current game.

Next to the "Game" button are a set of buttons to control game behavior. First is a clock which indicates whether time is currently passing, or if the game is currently paused. Clicking on the clock button will toggle whether the game is paused or not (hitting the spacebar does the same). Note that you may still control your actors while the game is paused; you will probably want to pause and unpause the game during combat to give maximum control over your actors.

Second is a button to control "Fastmove". When Fastmove is on, your actors will move at double speed. Fastmove will automatically turn off when you are attacked.

Third is a button to select the whole party.

The last button is the "Return" button that returns your party to the start of the current area. (Note that the "Return" button only functions when your party is not involved in a battle).

Immediately below the "Game" button is a Hover Display that displays information about the thing that the mouse is currently hovering over.

Actor Display

Along the right side of the screen, starting at the top, are a set of Actor Displays for the party actors. The display is lit green if the actor is currently selected. On the top is the actor's name, followed by a set of lines indicating the actor's current health (red) and energy (blue). Below this is an "Action" button that displays the actor's current action (Talk, Attack, Cast, or Use Item), and finally an "Inventory" button.

Clicking on a display for a actor selects that actor. Double-clicking causes the "Actor Information" to be displayed. Hovering over the Actor Display reveals a small up-arrow; clicking this up-arrow can be used to change the order of the actors within the party. Clicking the "Action" button goes to the action selection screen of "Actor Information", and clicking the "Inventory" button goes to the inventory screen.

Action Display

In the bottom right of the screen is an Action Display.

If the whole party is selected, the Action Display shows the current action for each member of the party (in order). As described in "Actions", right-clicking on the Main Game View will cause each party member to undertake this action.

If only one actor is selected, the Action Display shows the current action for the selected actor at the top of the display. Right-clicking on the Main Game View causes the actor to undertake the action. Below this are the Quick Actions for the actor. Clicking on one of these Quick Actions will cause that action to become the current quick action.

In either case, clicking on one of the small action buttons in the Action Display goes to the Action screen, allowing that action to be changed.

Message Display

In the middle bottom of the screen, the Message Display displays messages, such as conversation, generated in playing the game.

Map Display

In the lower left corner of the screen, the Map Display displays a small map of the current area.

Actor Information

The Actor Information screen displays information about a actor, and allows control over the actors possessions and actions. Double click on a party actor to get to the Actor Information screen. The screen has 5 sub-screens:

Info Screen

This screen displays the actor's vital statistics. In addition, when the actor gains a level, you should click the "Spend Level Points" button to gain new skills and attributes.

Inventory Screen

This screen displays the actor's possessions. You can drag the items to and from the Weapon, Armor, Helmet, Amulet, and Hand slots to wield or unwield them. Drag an item to a Backpack slot to put it in the actor's backpack, or to the Pile slot to drop it. Or drag it to another actor's slot (on the right side) to give them item to another actor (the actor must be close enough to receive the item). Double-click on a stack of items to split the stack up, or drag a single item onto a stack to combine the items into one stack. Lastly, you may click the small item button on an item to view information about the item.

Spellbook Screen

This screen displays the actor's spells (if any). View information on a spell by clicking the "Spell Info" button. See the "Actions" section for information on how to cast a spell.

Journal Screen

This screen displays information from the party's journal.

Action Screen

This screen displays and controls the actor's currently selected action, and quick actions. See the "Actions" section for information on how to use actions.

Actions

As you wander through the world of "Untitled SENG Game", you will come to a point where you want to perform some action that is not the default action, whether you want to instruct your adventurer to attack an innocent bystander, or cast a spell, the choice is yours. To do so, you need to perform a custom action. You may set the action through the "Action Screen" of the "Actor Information" screen; here is a picture of that screen:

At the bottom is the current Action for the actor; in this case, the action is set to "Talk". Now, if you right-click in the "Main Game View" while this actor is selected, the actor will talk to the target.

To cast a spell, select a spell from the Spell list below (for instance, "Magic Missile"). Then, performing the action (by right-clicking) will cast the selected spell. The mechanism for using an item is similar; select from the Item list ("Lesser Healing Potion", for example).

To the right of the current Action are 5 Quick Actions. You may use this part of the screen to assign actions to each of the keyboard keys F1 through F5. While playing the game, you can change the selected actor's action to one of these Quick Actions by pressing the relevant keyboard key. Note that you still need to right-click to perform the action.

Keyboard Shortcuts

As you gain familiarity with "Untitled SENG Game", you may want to use some of these keyboard shortcuts to make playing easier:

Hints and Tips

Game System

This section describes the SENG RPG system, as used by "To The World Tree". You don't need to read this section to play the game, but if you are curious about what the various statistics mean, this is the section to read.

The SENG RPG is a game system designed for implementation in computer role playing games. This game system is similar to other level-based RPG systems, in that an actor's basic effectiveness is determined by its level, but the actual abilities of the actor depend on a set of attributes, skills, items, and spells. SENG 1.0 is chiefly designed to simulate a world of heroism and high magic, with warriors and wizards, evil knights and demons.

Basics

The Rule of 5

SENG is based around an exponential rule such that an actor A 5 levels higher than actor B is an even match for about three of actor B at the same time. This basic rule allows us to balance the effectiveness of attributes, skills, items, spells, and actor levels in a simple manner.

Success Checks

In SENG, we often wish to determine whether a given action succeeds or not. In this case, the actor has a number of points representing his ability to take this action, and the target has a number of points representing how hard it is to perform this action on him. For example, when one actor wants to hit another, the actor has Attack Points, and the target has Defense Points.

The chance that the action succeeds is the ratio between the actor's points and the target's points. Some examples:

Magnitude Checks

Similarly, we also often wish to determine the magnitude of a successful action. A actor has a number of points representing the magnitude of his action, and a target has a number of points representing how he is effected by the action. For instance, an actor's successful hit is represented by his Damage Points, and a target's ability to take damage is represented by his Hit Points.

When an action is applied, the magnitude is calculated as a random number between 0 and the actor's points. This magnitude is then subtracted (or sometimes added, say in the case of a healing spell) from the target's points. Example:

Movement

An actor in SENG can move 10 feet/second (or approximately 7 miles per hour).

Actions/Recovery

An action in SENG, such as casting a spell or attacking another actor, typically takes 5 seconds. Immediately after performing an action, the actor is Delayed for 1 second, in which the actor cannot do anything. Following this, the actor is Recovering for 25 seconds, during which the actor is free to move but cannot perform another action.

Actors

A single person or creature in a SENG game is referred to as an actor.

Levels

The "power" of an actor is roughly defined by his Level. Level is represented as a number which increases as an actor gains more experience and power. See Experience for more information.

Classes

Player actors (and other heroic figures) specialize in a Class. An actor's Class determines what skills and abilities the actor can gain. Classes are broad definitions, with many types of actors fitting under the broad umbrella.

A typical actor in the SENG world is a commoner, with no special abilities. A classed actor in SENG is approximately 10 Levels more powerful than a similar commoner. Thus, a Level 5 Fighter is approximately equivalent to a Level 15 Commoner.

See the Skills, Abilities, and Magic sections for more information on those topics.

Attributes

An actor's basic physical and mental abilities are defined by a set of 5 statistics called Attributes. These Attributes are the fundamental makeup of an actor, and are virtually fixed for an actor's lifetime, changing only slowly as the actor gains levels.

Each actor has a number assigned for each attribute, where 10 represents an "average human" value. Each increment of 5 represents a doubling in the basic ability, so an actor with a Strength attribute of 15 is twice as strong as an average person. Attributes grant a multiplier to the associated combat statistics, saving throws, special statistics, spells, and abilities.

Attribute Value Multiplier
5 0.5
6 0.6
7 0.7
8 0.8
9 0.9
10 1.0
11 1.1
12 1.3
13 1.5
14 1.7
15 2.0
16 2.3
17 2.6
18 3.0
19 3.5
20 4.0

Items

Items have a weight in pounds. Actors can carry a certain amount based on the actor's Strength:

Strength Capacity
5 50
10 100
15 200
20 400

An actor's possessions go into his backpack. In addition, there are a number of slots into which an actor can wield items:

There are an additional set of items that are not wielded.

Saving Throws

Actors have three separate saving throws, representing their ability to dodge different types of ill effects or spells.

An actor is assigned at birth one good, one moderate, and one poor saving throw, based on which attributes are highest to lowest. Ties are broken by the actor's Class.

Class Best Saving Throw Tiebreaker Medium Saving Throw Tiebreaker Worst Saving Throw Tiebreaker
Fighter Fortitude Escape Resolve
Rogue Escape Resolve Fortitude
Spellcaster Resolve Fortitude Escape

The actual saving throw is determined by the type of saving throw (Good, Moderate, Poor) and the actor's level.

Level Good Moderate Poor
1 45 44* 42*
2 52 49* 45*
3 60 54* 49*
4 69 60* 52*
5 80 67* 56*
6 91 74* 60*
7 105 82* 64*
8 121 91* 69*
9 139 101* 74*
10 160 113* 80*
11 183 125* 85*
12 211 139* 91*
13 242 154* 98*
14 278 171* 105*
15 320 190* 113*
16 367 211* 121*
17 422 234* 129*
18 485 259* 139*
19 557 288* 149*
20 640 320* 160*

A * indicates that the actor's Improved Saves skill bonus is added to the saving throw value. The actor's attribute multiplier is then multiplied to the value to give the actor's saving throw.

Experience

An actor's Level is based on the amount of experience points that he has acquired.

Level Experience to Advance
1 776
2 1176
3 1782
4 2702
5 4096
6 6208
7 9410
8 14263
9 21618
10 32768
11 49667
12 75281
13 114104
14 172950
15 262144
16 397336
17 602248
18 912838
19 1383604
20 2097152

When a actor gains a level, he gains a number of Skill Points to gain new skills; see the Skills section for further information. In addition, for each 5 levels the actor gains, the actor receives one point to add to any Attribute.

Encounters/Quests/Advancement

Achievements in SENG are designated quests, which are tasks or heroic deeds that the party can accomplish. Actors can advance in levels by successfully completing quests. When the party completes a quest, each actor is granted a reward of experience points for the quest, adjusted for the party size.

The amount of experience that a quest is worth is the sum of the experience that each encounter is worth. This table shows how much experience an encounter is worth based on the level of monsters in the encounters:

Level 1 Monster 2 Monsters 4 Monsters 8 Monsters
0 1 4 16 64
5 8 32 128 512
10 64 256 1024 4096
15 512 2048 8192 32768
20 4096 16384 65536 262144
25 32768 131072 524288 2097152
30 262144 1048576 4194304 16777216

This experience is divided depending on the party size:

Party Size Experience Multiplier
1 1
2 1/4
3 1/9
4 1/16

This gives the experience point reward for each actor in the party.

Factions

As actors progress and advance in the world, they may have the opportunity to join a Faction. Factions are groups or organizations, such as:

Actors are limited to joining one Faction at a time. Factions have multiple ranks, representing greater status and power within the organization. Factions offer Abilities to their members as they progress through the ranks.

List of Factions

Thunder Chickens
Thunder Chickens is a test faction.

Rank 1 (Egg)

Rank 2 (Chick)

Rank 3 (Rooster)

Actor Creation

Follow these steps when creating a new, level 1 actor:

  1. Pick a class for the actor (Fighter, Rogue, or Spellcaster).

  2. Assign a value of 5 to each Attribute.

  3. Take 45 points and spend them on Attributes:

    1. 1 point per Attribute point up to 10.

    2. 2 points per Attribute point up to 15.

    3. 3 points per Attribute point up to 20.

  4. The actor then receives a number of Skill Points, as per his Class, and can gain Skills accordingly.

Skills

Skills represent gained abilities as actors grow in experience and power. They directly grant actors the ability to perform actions. Each actor has a number assigned for all skills he has gained. 0 represents "unskilled", and each increment of 5 represents a doubling in the basic ability. Each class has an aptitude for a given skill, either Poor, Moderate, or Good; see Classes for a general description of the aptitudes of a given class, or the Skill Descriptions for a given classes' aptitude in a specific skill.

An actor gets a number of Skill Points to spend for each level he gains, depending on his Class.

Class Skill Points Per Level
Fighter 14
Rogue 24
Spellcaster 16

 He may then spend these on skills; the number of Skill Points to gain a level in a skill depends on the actor's classes' aptitude in that skill:

Class Aptitude Skill Point Cost
Poor 4
Moderate 3
High 2

In addition the maximum skill level an actor can attain depends on his classes' aptitude.

Level Max Poor Skill Max Moderate Skill Max Good Skill
1 1 1 1
2 1 2 2
3 2 3 3
4 2 3 4
5 3 4 5
6 3 5 6
7 4 6 7
8 4 6 8
9 5 7 9
10 5 8 10
11 6 9 11
12 6 9 12
13 7 10 13
14 7 11 14
15 8 12 15
16 8 12 16
17 9 13 17
18 9 14 18
19 10 15 19
20 10 15 20

Skill List

Here is a list of all skills, with their required prerequisite skills:

Skill Descriptions

Full information on all skills:

Fighting
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor

Fighting is the prerequisite skill for all Combat skills.

Swords
Attribute: Strength
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Swords provides proficiency in bladed weapons such as swords and daggers.

Blunt Weapons
Attribute: Strength
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Blunt Weapons provides proficiency in blunt weapons such as clubs and maces.

Axes
Attribute: Strength
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Axes provides proficiency in hafted, bladed weapons like axes.

Usable Abilities:

Bows
Attribute: Agility
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Bows provides proficiency in bows of all types.

Armor
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Armor provides proficiency in wearing armor.

Shield
Base Level: 6
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Shield allows the actor to use the Shield Style, permitting use of a shield.

Duelist
Base Level: 6
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Duelist allows the actor to use the Duelist Style, granting a bonus to Attack Points when wielding a one-handed weapon and no shield.

Marksman
Base Level: 6
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Marksman allows the actor to use the Marksman Style, granting a bonus to Attack Points when wielding a bow.

Two Handed
Base Level: 6
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Two Handed allows the actor to use the Two Handed Weapon Style, permitting the use of two-handed weapons. Two-handed weapons cause more damage than their one-handed equivalents.

Dual Wield
Base Level: 6
Skill Bonus: 0
Fighter: High
Rogue: Moderate
Spellcaster: Poor
Prerequisites: Fighting

Dual Wield allows the actor to use the Dual Wield Style, allowing the actor to wield and attack with two weapons at once.

Spellcasting
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: High

Spellcasting is the prerequisite skill for all Magic skills.

Arcane Magic
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

Arcane Magic allows the Spellcaster to learn spells from spell scrolls.

Religion
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

Religion allows the Spellcaster to learn spells from divine sources, such as Factions devoted to the worship of a God.

Void Magic
Attribute: Intelligence
Skill Bonus: -5
Saving Throw: Fortitude
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

Void Magic (Black Magic) is magic based on life-draining, undeath, and fear. Void Magic is easy to become proficient in, but is weaker than other forms of magic, and is generally viewed as evil and criminal in most cultures.

Grants Abilities:

Usable Abilities:

Life Magic
Attribute: Personality
Skill Bonus: 0
Saving Throw: Fortitude
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

Life Magic (Blue Magic) is the magic of healing and blessing.

Usable Abilities:

Energy Magic
Attribute: Intelligence
Skill Bonus: 0
Saving Throw: Escape
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

Energy Magic (Red Magic) is the magic of harnessing and directing raw energy. There is little subtlety to Energy Magic, and its spells are generally used for direct attacks.

Usable Abilities:

Mind Magic
Attribute: Personality
Skill Bonus: 0
Saving Throw: Resolve
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

Mind Magic (Yellow Magic) is the magic of controlling perception and thought.

Usable Abilities:

Elemental Magic
Attribute: Intelligence
Skill Bonus: +5
Saving Throw: Fortitude
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Life Magic, Energy Magic

Elemental Magic (Purple Magic) is the magic of controlling the elements that make up all reality, either summoning elemental beings into this world, or directing elemental energies at some target.

Usable Abilities:

Astral Magic
Attribute: Personality
Skill Bonus: +5
Saving Throw: Escape
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Life Magic, Mind Magic

Astral Magic (Green Magic) is the magic of the cosmos, summoning forces from other planes of existence to aid the party or hinder enemies.

Usable Abilities:

Shadow Magic
Attribute: Personality
Skill Bonus: +5
Saving Throw: Resolve
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Energy Magic, Mind Magic

Shadow Magic (Orange Magic) is the magic of using the Shadow Realm to further the caster's goals and aims, using shadows and darkness to damage, hide and befuddle.

Usable Abilities:

High Magic
Attribute: Intelligence
Skill Bonus: +10
Saving Throw: Resolve
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Life Magic, Energy Magic, Mind Magic

High Magic (White Magic) is the highest form of magic, called the one true magic by the Archmagi that take on the study of this, the most difficult magic. High Magic has many powers, not the least among them the ability to control the magic of other casters.

Usable Abilities:

Aesir Blood
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

The blood of the Aesir runs through the actor's veins, granting intrinsic powers of Life Magic to the actor.

Grants Abilities:

Surtr Blood
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

The blood of the Surtr runs through the actor's veins, granting intrinsic powers of Energy Magic to the actor.

Grants Abilities:

Alfar Blood
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: High
Prerequisites: Spellcasting

The blood of the Alfar runs through the actor's veins, granting intrinsic powers of Mind Magic to the actor.

Grants Abilities:

Traps
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Traps grants the actor the ability to detect and disarm traps.

Locks
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Locks grants the actor the ability to pick locked doors.

Stealth
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Stealth grants the actor the ability to hide from his enemies.

Grants Abilities:

Usable Abilities:
At Level 10, Stealth grants the ability to make Sneak Attacks, granting a bonus equal to the actor's Stealth Special Statistic to his Attack Points and Damage Points.

Observation
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Observation grants the actor the ability to see hidden actors.

Diplomacy
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Diplomacy grants the actor the ability to influence people and creatures through conversation.

Improved Saves
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Improved Saves gives the actor a bonus in his two weaker Saving Throws.

Wands
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Moderate

Wands gives the actor the ability to use magic wands to cast spells that the actor otherwise could not cast.

Singing
Attribute: Personality
Skill Bonus: 0
Fighter: Poor
Rogue: Moderate
Spellcaster: Poor

Singing gives the actor the ability to sing magic songs that grant bonuses to him and his allies.

Grants Abilities:

Usable Abilities:

Combat

An actor has 4 combat statistics:

Attack Points

Attack Points determine an actor's ability to successfully strike an enemy with an attack, either melee or ranged. Attack Points are calculated using the relevant skill for an Actor's wielded weapon (Swords, Axes, Blunt Weapons, or Bows):

Skill Level Attack Points
1 45
2 52
3 60
4 69
5 80
6 87
7 95
8 103
9 111
10 120
11 130
12 140
13 151
14 161
15 172
16 208
17 240
18 275
19 316
20 363

The Attack Points are then multiplied by the appropriate Attribute multiplier, Strength for melee weapons, Agility for ranged weapons.

See Styles and Powers for further modifiers to Attack Points that apply at higher levels.

Damage Points

Damage Points determine how much damage an actor deals to an enemy with a successful attack. Damage Points are a property of the actor's wielded weapon. For melee weapons, the Damage Points are multiplied by the Strength multiplier; ranged weapons do not have any multiplier.

Damage Points may also be modified by Powers for higher level actors.

Defense Points

Defense Points determine how difficult to hit an actor is. Defense Points are a property of the actor's worn armor. The Defense Points are then multiplied by the actor's Agility multiplier.

See Styles and Powers for further modifiers to Defense Points that apply at higher levels.

Hit Points

Hit Points reflect an actor's ability to absorb damage from successful attacks. When an actor is reduced to 0 or fewer Hit Points, he is dead. An actor's Hit Points are determined by his level:

Level Hit Points
1 183
2 211
3 242
4 278
5 320
6 367
7 422
8 485
9 557
10 640
11 735
12 844
13 970
14 1114
15 1280
16 1470
17 1688
18 1940
19 2228
20 2560

The Hit Points are then multiplied by the actor's Durability multiplier.

Attacks

When an actor attacks another, calculate the attacker's Attack Points, and the defender's Defense Points. Perform a Success Check to see if the attack succeeds.

If the attack succeeds, calculate the attacker's Damage Points, and perform a Magnitude Check to determine the amount of damage. Subtract the result from the target's Hit Points. If the Hit Points drop below 0, the actor is dead.

Ranged

Ranged attacks are calculated in the same manner as melee attacks. Ranged attacks have a maximum range of 100 feet.

Healing

When the party rests, all actors have their Hit Points restored to their maximum value. Typically this is only done in "safe" locations like inns or castles.

In addition, certain locations, such as many temples, can raise dead actors back to life to continue their adventure.

Styles

At Fighting level 6, an actor can study and additional set of Skills that allow the use of combat Styles:

Styles are used, and grant their bonuses, automatically, if the actor has the required Skill.

Shield Style

The Shield Style allows the actor to wear a shield on his off arm. Shields give a bonus to Defense Points in addition to the defense granted by armor.

Duelist Style

The Duelist Style grants a bonus to an actor's Attack Points provided the actor wield a one-handed weapon, and no shield.

Skill Level Attack Points
1 4
2 10
3 18
4 27
5 40
6 43
7 46
8 50
9 53
10 57
11 69
12 80
13 91
14 105
15 121

Marksman Style

The Marksman Style grants a bonus to an actor's Attack Points provided the actor is using a ranged weapon.

Skill Level Attack Points
1 4
2 10
3 18
4 27
5 40
6 43
7 46
8 50
9 53
10 57
11 69
12 80
13 91
14 105
15 121

Two Handed Weapon Style

The Two Handed Weapon Style allows the actor to wield two-handed weapons, which do more damage than their one-handed counterparts.

Dual Wield Style

The Dual Wield Style allows the actor to wield two weapons at once, making attacks with both at the same time. The main weapon is wielded normally, though it cannot be a two-handed weapon. For the off-hand weapon, in addition to the normal skill requirements for a weapon, the actor must also have a Dual Wield Skill Level equal to the normal Skill Level required to wield the weapon. So, to wield a sword that requires Swords 5, the actor must also have Dual Wield 5.

Due to the difficulty of attacking with two weapons instead of one, the Damage Points of each weapon is set to 3/4 of the normal value for that weapon.

Abilities

Actors can gain optional Abilities that give them special actions that they can take, typically giving some sort of combat bonus. Abilities come in two main flavors, Magic Spells that can be cast that have some magic effect, or Powers that can be activated, granting some type of bonus that remains in effect until the Power is deactivated.

Abilities have an associated Skill and Skill Level. The actor must possess the appropriate Level in that Skill in order to use the Ability.

Ability Acquisition

There are a number of ways for an actor to gain abilities:

Energy

Most Abilities cost Energy to use. Magic Spells cost Energy to cast, while Powers cost Energy for each round of combat that they are active. The cost of an Ability is based on its level, and is listed in Magic Spells or the Powers List. However, the cost is increased by a multiplier if the Abilities' Skill Level is less than the actor's Level:

Actor Level - Skill Level Energy Cost Multiplier
0 1
5 2
10 4

An actor's Energy Points are determined by his level:

Level Energy Points
1 183
2 211
3 242
4 278
5 320
6 367
7 422
8 485
9 557
10 640
11 735
12 844
13 970
14 1114
15 1280
16 1470
17 1688
18 1940
19 2228
20 2560

Magic

There are 3 types of Magic Skills. First, the Spellcasting Skill is required to learn any Magic Skills at all.

Second, there are a set of Skills that allow the actor to learn Magic Spells (see Ability Acquisition):

Last, there are Skills that allow the casting of Magic Spells:

An actor will want to carefully consider and match his choices of Skills that grant Magic Spells, with his choices of Skills that cast Magic Spells, and also his choice of Faction.

Magic Spells

An actor can cast any of the Magic Spells that he has learned, and has the prerequisite Skills to cast. The spell has an Energy Cost (see Energy), which is subtracted from the actor's Energy when the spell is cast.

The available spells:

Lightning Strike
Type: Spell
Skill: Elemental Magic
Level: 0
Cost: 40
Attribute: Intelligence

Attack Points: 80
Damage Points: 80
Saving Throw: Fortitude

This spell zaps the target creature with an electrical blast.

Air Elemental
Type: Spell
Skill: Elemental Magic
Level: 5
Cost: 80
Attribute: Intelligence

Duration: 60 seconds
Creature Attitude: Party

This spell summons an Air Elemental, who is under the complete control of the caster for the duration of the spell.

Magic Missile
Type: Spell
Skill: Energy Magic
Level: 0
Cost: 40
Attribute: Intelligence

Attack Points: 40
Damage Points: 40
Saving Throw: Escape

This spell launches a small magical projectile at the target creature.

Flash
Type: Spell
Skill: Energy Magic
Level: 5
Cost: 80
Attribute: Intelligence

Effects multiple creatures.

Attack Points: 80
Damage Points: 40
Saving Throw: Escape

This spell launches a blast of energy at the closest enemy creatures.

Magic Impedance
Type: Spell
Skill: High Magic
Level: 0
Cost: 40
Attribute: Intelligence

Inflicts a penalty to statistics:
Attack Points: 160
Damage Points: 160
Saving Throw: Resolve

Magic Impedance lowers the casting skill of an enemy creature.

Rebuke
Type: Spell
Skill: High Magic
Level: 5
Cost: 80
Attribute: Intelligence

Attack Points: 1280
Damage Points: 1280
Saving Throw: Resolve
Only affects summoned creatures.

This spell rips a hole in time and space, attempting to tear a summoned creature back to its world of origin. The spell has no effect on non-summoned creatures.

Heal Light Wounds
Type: Spell
Skill: Life Magic
Level: 0
Cost: 40
Attribute: Personality

Heal Points: 40

This spell heals a small amount of damage on the target creature.

Protection
Type: Spell
Skill: Life Magic
Level: 5
Cost: 80
Attribute: Personality

Grants a bonus to statistics:
  • Defense Points
  • Hit Points
  • Saving Throws
Bonus Points: 46
Saving Throw: Fortitude

Protection temporarily boosts the defensive capabilities and saving throws of a target creature.

Detect Enemies
Type: Spell
Skill: Mind Magic
Level: 0
Cost: 40
Attribute: Personality

This spell affects only the caster.
Grants a bonus to statistics:
  • Observation
Bonus Points: 23
Saving Throw: Resolve

This spell enhances the spellcaster's ability to detect hidden or otherwise shrouded creatures.

Blur
Type: Spell
Skill: Mind Magic
Level: 5
Cost: 80
Attribute: Personality

This spell affects only the caster.
Grants a bonus to statistics:
  • Defense Points
  • Stealth
Bonus Points: 46
Saving Throw: Resolve

The spell Blur alters the manner in which others view the caster, causing him to appear shadowy and blurred, enhancing the stealth and defense of the caster.

Knock
Type: Spell
Skill: Astral Magic
Level: 0
Cost: 40
Attribute: Personality

This spell affects only the caster.
Grants a bonus to statistics:
  • Locks
Bonus Points: 46
Saving Throw: Escape

The spell Knock allows the caster to magically open locked doors as if he had an enhanced Locks skill ability.

Wererat
Type: Spell
Skill: Astral Magic
Level: 5
Cost: 80
Attribute: Personality

This spell affects only the caster.
Grants a bonus to statistics:
  • Defense Points
  • Saving Throws
  • Stealth
Bonus Points: 93
Saving Throw: Escape

This spell gives the caster the abilities of a Wererat for a short time. These abilities include improved stealth, improved defensive skill, and improved saving throws.

Shadow Man
Type: Spell
Skill: Shadow Magic
Level: 0
Cost: 40
Attribute: Personality

Duration: 60 seconds
Creature Attitude: Friendly

This spell summons a Shadow Man who will faithfully defend the party against any attackers.

Shadow Door
Type: Spell
Skill: Shadow Magic
Level: 5
Cost: 80
Attribute: Personality

This spell teleports the caster to a point within walking range.

Touch of Fear
Type: Spell
Skill: Void Magic
Level: 0
Cost: 40
Attribute: Intelligence

Inflicts a penalty to statistics:
  • Attack Points
  • Damage Points
Attack Points: 20
Damage Points: 20
Saving Throw: Fortitude

This spell chills the heart of one enemy, hindering the effects of that beings attacks for a time.

Summon Skeleton
Type: Spell
Skill: Void Magic
Level: 5
Cost: 80
Attribute: Intelligence

Duration: 60 seconds
Creature Attitude: Berserk

This spell summons an animated skeleton to the location specified by the caster. The skeleton will then mindlessly attack whichever creature is closest to itself until either the spell disappates or the skeleton is destroyed.

Powers

Powers are Abilities, that higher level actors gain, that boost their potency for a brief time, generally through raising their Combat Statistics or Saving Throws. Powers are activated, at which point they accrue an Energy Cost until deactivated (they are also deactivated if the actor's Energy is reduced to 0). Powers generally become available to actors at Skill Level 11, and are gained through an actor's Faction affiliation (see Ability Acquisition).

Singing powers are slightly different. The Singing Skill grants Powers starting at Skill Level 1, and Singing Powers generally effect the entire party, not just the casting actor. Otherwise they function the same as other Powers.

Powers List

Song of Inspiration
Type: Ongoing Power
Skill: Singing
Level: 1
Cost: 11 (ongoing)
Attribute: Personality

Effects multiple creatures.

Grants a bonus to statistics:
  • Attack Points
Bonus Points: 14

The character sings an inspiring song, giving a bonus to his allies combat abilities.

Axemaster 1
Type: Ongoing Power
Skill: Axes
Level: 11
Cost: 45 (ongoing)
Attribute: Strength

Weapon Requirement: Axe
Grants a bonus to statistics:
  • Attack Points
  • Damage Points
Bonus Points: 10
Test Power.

Axemaster 2
Type: Ongoing Power
Skill: Axes
Level: 16
Cost: 91 (ongoing)
Attribute: Strength

Weapon Requirement: Axe
Grants a bonus to statistics:
  • Attack Points
  • Damage Points
Bonus Points: 103
Test Power.

Special Statistics

An actor has a set of Special Statistics that indicate his facility in certain situations:

In each case, his Special Statistic is determined by his relevant Skill Level, multiplied by the appropriate Attribute Modifier. Any magical effects are then added or subtracted from the value.

Skill Level Special Statistic
1 45
2 52
3 60
4 69
5 80
6 87
7 95
8 103
9 111
10 120
11 130
12 140
13 151
14 161
15 172
16 208
17 240
18 275
19 316
20 363

Diplomacy

Diplomacy measures an actor's ability to persuade, intimidate, convince, or otherwise manipulate someone through conversation and communication. In the game, this typically means that non-player actors may react to the actor in more favorable ways, perhaps opening areas of conversation that would not be available otherwise.

An actor's Diplomacy Special Statistic is determined by his Diplomacy Skill Level, and his Personality Attribute.

Traps

An actor may encounter a trap in the SENG world. Each trap has a Detection Value; if the actor's Traps Special Statistic is greater than or equal to the trap's Detection Value, he can detect and disarm a trap when he moves through the trap. Otherwise the trap will activate and act on the actor in some manner, typically through an attack of some sort.

An actor's Traps Special Statistic is determined by his Traps Skill Level, and his Intelligence Attribute.

Locks

An actor may also encounter a locked door, chest, or other object in SENG. A lock has a Lock Value; if the actor's Locks Special Statistic is greater than or equal to the lock's level, he can pick the lock, unlocking it. Keep in mind that a key or some other personage in the world may also be able to unlock the door in the case where no actor is able to pick the lock.

An actor's Locks Special Statistic is determined by his Locks Skill Level, and his Intelligence Attribute.

Stealth and Observation

An actor has both a Stealth Special Statistic, and an Observation Special Statistic. If an actor's Stealth Special Statistic is greater than a viewer's Observation Special Statistic, the actor can hide from the viewer, if the actor so wishes. The viewer gets a bonus multiplier if he is within 50 feet of the hider. This multiplier goes from x4 if the viewer is within 5 feet, down to no bonus multiplier if he is farther than 50 feet.

An actor can start hiding if there is no unfriendly actor within 150 feet whose Observation is greater than his Stealth, and he is not in combat. The actor is revealed if he performs an action such as attacking or talking. He is also revealed if he comes within range of an actor that can view him. Once the hider has been spotted, he cannot hide again until he is out of combat and out of sight.

If an actor has a Stealth Skill Level greater than 10, he gets a Sneak Attack Bonus when he is hidden, and attacks a target. The Sneak Attack Bonus is equal to his Stealth Special Statistic, and is added to both Attack Points, and Damage Points.

An actor's Stealth Special Statistic is determined by his Stealth Skill Level, and his Personality Attribute. An actor's Observation Special Statistic is determined by his Observation Skill Level, and his Intelligence Attribute.