Xor'Veil

Neo Noir Fantasy Role-Playing

Exile

Xor’Veil is designed to be learned in stages. Anyone can learn any game system however the learning curves of some game systems can put some people off. This gives a good way of introducing people to the game. Within Exile comes both talents and flaws.

Talents

Talents are extraordinary abilities that your investigator has worked hard to develop. These represent special abilities that your character has developed through hard work and determination. Perhaps there are people who have more raw skill at something but, you are talented. This means there are restrictions as to who can take what talents see below in restrictions.

Flaws

Flaws are imperfections everyone has them. In all stories it is the imperfections of a person that makes them a truly unique person but, more than that it gives them something to overcome. Flaws are so natural that my grandfather gave me this advice.

“Trust no man without a vice” Peter Coleman.

Xor’Veil Exile

IF you are new to roleplaying, we suggest you try making characters without talents and flaws for your first run. If you are used to roleplaying and play rules heavy games we suggest using Xor’Veil Exile first. Out reasons for this is twofold: one is to avoid choice paralysis and the other is so that things run smoothly the first time around.

Xor’Veil Exile uses the tree system.

The tree system is easy when making your character. When looking at talent trees there are two halves to them (this will be subject to change we may want to make more talents). You select one half of this tree and that is a branch. When making an exiled Investigator you can have either

Three branches of three talent trees Or Two whole trees with a flaw
Half-tree.png

This would be an example of a branch whereas the following would be a whole tree

Full-Tree.png

Xor’Veil (the full game)

When creating an investigator in Xor’Veil, you are given 21 points to spend how you choose within the restrictions of the game. It is recommended that you take at least one flaw in order to create the investigator you most desire. Each flaw grants you seven additional points to spend with the game (we may change this to: with each flaw they will have a number next to them this will be the amount of points you gain by selecting that flaw). In Xor’Veil Ruleset when you choose your homeland, you may gain talent points they are added your total points to spend in the same way flaws are.

You must still spend talent points in an orderly fashion moving from the top of the tree to the bottom below will be some examples of how to do so.

Example 3 (To be removed)

Example 4 (To be removed)

Restrictions

Talents take hard work and effort to develop, not only that but a person must require a certain amount of natural skill in order to master their talents. For some it isn’t about skill it is about reputation, you must have influence to leverage if you use to develop a talent for it. You may be a master of martial combat, but everyone has their limits.

Skill based talents

You must have at least three dots in a skill to take talents from that talent tree.

This means you must at least either have two abilities and one dot in a skill, one ability and two dots in a skill or three dots in a skill. Unless you meet these base requirements, you cannot take talents from that tree.

Combat Based Talents

You may never take from more than three combat talent trees. This means the Finesse, Savage, Shields, Thrown, Fired and Unarmed talent trees.

Armour talents

Armour talents have no restrictions. Unarmoured is a ‘armour talent’

Reputation based talents

You must have a high (or greater) reputation in the talent tree you wish to take.

This is usually during creation however your reputation may change during the game. If your reputation falls below high you will still be able to use your current talents but upon gaining more talent point you will not be able to invest more talent points within that talent tree.

Talent tree List


academic_by_banzz-dbmcakr.png
Academics 2
Once per session research a specific topic when you do make an academics roll, for each die roll of 5 or 6 gain an action point that may be used for this subject exclusively for this session only. You may give these action points to others representing your assistance in your area of interest.
Might 1 Study 1 Research 1 Overpower 1
If you roll a 6 with academics roll, you may re-roll one other die. At the start of an action scene you may select an opponent against that opponent all abilities cost 1 less. Research1 You may research an opponent’s argument style. If you do, you gain two dice to freely spend one or more rolls in the next drama against them. When using academics in an opposed roll, you gain an extra die.
Observe 3 Thesis 3
6 'stop clock' (you may use this ability out of action scenes, but a deduction roll will reveal your intent) observe the target for at least three 'still' if you do the conspirator reveals the opponent(s) combat sheet/card. Revealing their weakness/abilities. You may perform other actions after or during this analysis. You may have a thesis, on a confined subject, such as the Guards of Grand Port. You gain three dice you may use any time during the session to any skill roll relating to your thesis.
thievery_by_banzz-dbmcalf.png
Thievery 2
3 "Flame Clock" in an action scene you may take a non-weapon, non-armour item on an adjacent enemy.... 5 "Stop Clock" in an action scene you may take a non-weapon, non-armour item from their hand instead.
Swipe 1 Edge 1 Crook 1 Steal 1
At the start of an action scene choose another character then swap one of your 'reel' die for one of their 'reel' die after the first still. You may re-roll 2’s and 3s with thievery rolls. If you start a drama while engaged in illegal or illicit activities with the other party you gain an additional die in the first round of drama against them. When using thievery in an opposed roll, if your opponent rolls any 1’s remove those dice and add them to your total.
Disarm 3 Reel-in 3
6 'Stop clock' in an action scene you may disarm an opponent, for the next two 'still' that opponent cannot use that weapon. You may reel-in an opponent in a drama, if you have won the first round of the drama, you may offer a better deal, they may refuse ending the argument, or accept, if they accept, they may not spend honour, or influence, and you always gain the advantage die.
reason_by_banzz-dbmca94.png
Reason 2
If you planned this action scene, you may reverse sequence instead of rolling your 'Reel' dice. (Place your dice in the 'reel' in this order 6, 5, 4, 3, 2, 1.)
Thought 1 Sequence 1 Retort 1 Resistance 1
You may choose to act last in an action scene, if you do increase all of your 'reel' dice by 1. (To a max of 6). Instead of making a reason roll you may place your dice in this exact sequence, 1, 2, 3, 4, 5, 6. Once per session you may use reason as a deduction roll, it is treated as a deduction roll in all other ways. When using reason in an opposed roll and you roll a 6 you may force your opponent to re-roll any die of 5 or less.
Weakspot 3 Reel-in 3
Once per session, make an attack with a light or standard weapon, this attack ignores armour and may not be defended against. Add an action die to the damage of this attack (you must have an action dice available). At the beginning of a drama write down your 'game plan' (e.g. Reason, Deduction, Guile) if you gained more advantage dice than your opponent, then in the third round of the drama they cannot gain advantage dice and they may not use their abilities.
intimidate_by_banzz-dbmcagh.png
Intimidate 2
If you have this ability it costs one fear to begin a drama with you.
Might 1 Fearsome 1 Bully 1 Overpower 1
If you roll a 6 with a intimidate roll, you may re-roll one other die. Actions cost one more to target this character the first time each 'reel'. If this character uses intimidate in a drama more than once, then they may choose to reroll their intimidate rolls. (all dice not individual) When using indimidate in an opposed roll, you gain an extra die.
Roar 3 Twofold 3
6 'stop clock' roll an intimidate, each opponent must make a separate opposed conviction roll against you if they fail, they reduce all their remaining 'reel' dice by 1. (To a minimum of 1). If you win the first two rounds of a drama. Instead of winning, you may choose to renegotiate with your opponent to terms with double the agreed upon rewards or an approximate equivalent. If you lose the final round of drama you gain nothing.
stealth_2_by_banzz-dbmcalo.png
Stealth 2
6 'flame clock' when you use this ability, you may hide in combat, regardless of other conditions usually required. The difficulty for this 5 for each enemy in the area that is aware of you. (This is at the conspirator’s discretion).
Unveil 1 Edge 1 Appear 1 Steal 1
When you strike if you were hidden, light weapons deal double rolled damage. You may re-roll 2’s and 3s with stealth rolls. If you begin a drama hidden you gain an extra die to intimidate and guile rolls for this drama. When using stealth in an opposed roll, if your opponent rolls any 1’s remove those dice and add them to your total.
Vanish 3 Hidden 3
The difficult for stealth becomes 3 rather than 5. If you are not surprised when an action scene starts you may use the stealth ability before the scene begins.
wisdom_by_banzz-dbmcal9.png
Wisdom 2
+1 to defence rolls.
Vigilant 1 Sequence 1 Venerable 1 Resistance 1
Gain a +6 bonus to initiative total. You may re-roll 2’s and 3s with stealth rolls. Instead of making a wisdom roll you may place your dice in this exact sequence, 1, 2, 3, 4, 5, 6. When using wisdom in an opposed roll and you roll a 6 you may force your opponent to re-roll any die of 5 or less.
Focus 3 Compromise 3
6 'Stop Clock' you may increase all of your remaining 'reel' dice by 2. (To a max of 6). At the end of a drama, if you win you may renegotiate more favourable terms for both parties. If you do gain an honour or an influence.