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Ad Infinitum is still in development,
so this area will be constantly changing as we progress in coding
the actual system. Many of the examples used in describing the
underlying rules of the gaming system take place in a fantasy
setting. This is more for convenience (or perhaps lack of imagination)
on the part of the author. As noted elsewhere, the initial release
of ADI will include a sample world that is ready to play, and
it will take place in a fantasy setting.
At present, the information contained
on this page is a mix of information for the player and the world
maintainer. That is, the users who will actually be playing in
an ADI world, and the people who will set up, customize, and
maintain such a world. There are no "spoilers", however,
so feel free to read anything you are interested in.
The current maintainer of this document
is Boris Mann.
Please contact him with any comments or questions. As well, you
might want to post to the Game
System forum on the ADI
Project page.
- Preface
Ad Infinitum, or ADI, is meant
to be a complete gaming system. However, having said that, its
extreme customizability makes it very easy to implement any kind
of game you want. An ADI world could take place in a medieval
fantasy setting, a secret agent campaign, or even a super hero
environment. It is all a matter of adjusting the races and skills
as you see fit. The core of the ADI system, which is based on
nine ability scores, is pretty much the only part of the system
set in stone.
- Ability Scores
The ADI system has nine ability scores. The nine abilities are
further divided into three sub-categories, Body, Mind, and Spirit.
The nine main abilities are determined by a random number (whose
range is determined in the properties of your world - the default
is between 3 and 18) plus a racial modifier. The three sub-categories
of Body, Mind, and Spirit are determined by the sum of their
component abilities, again plus a racial modifier. In general,
the nine main abilities are set after character creation, with
only magical effects or items causing them to change. The three
sub-categories are more mutable. They serve as a power source
for some skills, as well as an indicator of well-being in the
three areas they are named for. They replenish themselves automatically
over time.
- Body
This score represents the physical aspect of the character. As
such, any attacks that cause physical damage are applied to this
score, even if the source of the physical damage was magical
in nature. For example, a fireball spell's damage would be subtracted
from the Body score, since it causes physical damage. Professions
that focus on physical combat tend to have high scores in this
area.
- Strength: pure muscle power. This does
not mean that you've got bulging biceps - you might be thin and
wiry with tendons of steel.
- Endurance: how much can you take? The
ability to keep going, in a physical sense.
- Dexterity: speed, agility, nimbleness,
flexibility
- Mind
All things mental are contained in this score.
- Intelligence: sheer brainpower. Faced
with the unknown, this will help you figure anything out.
- Concentration: focusing on the task
at hand, and not letting outside influences distract you.
- Knowledge: some might call it book
learning. Years of study (or experience) have resulted in this
attribute.
- Spirit
Abilities which come from the inner strength of the character
are represented by this score.
- Willpower: this is the spiritual counterpart
to the Endurance ability. Once you've exhausted your physical
reserves, this is what makes you go on. Conversely, if you've
got a low willpower, no matter what your physical state, you're
more likely to give up.
- Intuition: some call it a sixth sense,
or maybe a hunch or gut feeling. Some facet of your unconsciousness
that pokes its head up and tries to tell you something every
once in a while.
- Charisma: an inner spark. A lot of
this will make you a born leader. No one can put their finger
on exactly what it is about you, it's just a certain something,
which you either have or don't have.
- Races
Races are another way to change
the flavour of an ADI world. They consist of a name, a description,
a set of racial modifiers, and possibly racial skills. These
modifiers may be positive or negative. The modifiers are applied
at character creation time to the nine main ability scores, as
well as the three sub-categories. Finally, some races may include
racial skills, which you may choose to purchase for your character
at creation time.
- Skills
Perhaps one of the most important
things about ADI is that virtually everything is based around
the concept of skills.
- Magic
Like most other abilities in Ad Infinitum, magic is just another
skill. Actually, spells are broken into a variety of different
groups, and you must possess a particular spell group skill to
cast spells from that group. In addition, spells have a difficulty
level, so you must possess a certain minimum skill level to cast
spells. Everyone is able to cast the lower level spells of a
group, but the aspiring magic user must truly specialize in order
to master the higher level incantations.
- Who can use magic?
Well. everybody has the possibility to use magic, but good scores
in Mind or Soul will help you learn magic skills. If you don't
have good ability scores in these areas, then you will suck at
magic. Sucking at magic may lead to disastrous consequences.
- What is magic powered by?
Each spell has its own power requirements, but the main power
sources are a character's Mind and Spirit scores. A character
must have enough reserves of Mind and/or Spirit left to satisfy
the power requirements of the spell they are trying to cast.
As mentioned earlier, Mind and Spirit scores replenish themselves
over time. As well, they may be rejuvenated through the use of
items found in the game.
- Do I have to use magic?
You may choose to run a campaign where there is no magic. Perhaps
it is a current day secret agent campaign, or maybe a far future
world where technology rules. No problem. Since magic is merely
a set of skills, you can simply define your local skillset to
not include magic.
- Professions
There is no such thing as "character
classes" that you may be familiar with from other gaming
systems. All development in ADI is skill based, so any character
may conceivably have any skill. As a starting point in character
creation, you may choose to select a profession, which is a pre-packaged
set of skills that fit together. For example, there might be
a profession of Hunter, which would start with skills in trap-setting,
fletchery, and bow use. The profession might also suggest certain
minimum scores for abilities that are valuable to that profession.
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