WoM
System
d10 Pass/Fail. Simplicity is desirable since the game will, essentially, take place on multiple levels. However, rolls should be used mainly for combat and opposed activities, maybe things like item creation to a lesser extent.
Stats
You have three things which you can run out of, and really don't want to:
Health, which is how much direct damage you can withstand before you're no longer able to do stuff. This is typically significant only in duels between casters.
Mana, necessary for most short-term magical spells, from cooling a glass of water to tossing a sphere of fire. Mana is replenished by the caster themselves, naturally, over time. Mana is regained quickly, but is of relatively little use beyond small-scale magic.
Essence, used primarily in spells of a grander scale, which is considerably harder to restore than mana. Essence is typically regained only through the territory one controls, and for the most part is utilized only in extremely powerful spells, or ones which are meant to affect a large area.
Green Rabite: So anyway. For projectage, things that need to be covered by stats:
- Dueling (HP/Wounds, Mana, dodging, etc.). Probably bought with exp at an affordable price. - 'Speed' stats (Research, Chanelling, and anything else that makes you do other stuff faster). These will probably be bought with exp. Fairly pricey. - Magic spheres, which will need huge amounts of research -or- be increased by something like: "Every 1000 XP, you get +1 to one of these." - Anything which increases automatically over time; these should not be stats so much as expendable things, i.e. essence.
Duel Stats
Mana
- Limit
- Regeneration
HP
Strike
Dodge
Damage-raiser? Or, should that be purely spell-based?
Physical stuff?
Speed Stats
Research
Chanelling (the amount of Essence that can be spent at once)
Getting Essence from territories?
Disciplines
Arcane
Necromancy
Divination
Artificing
Alchemy
Fire
Water
Air
Nature
Earth
Summoning
Consumable
Essence, casting time, item creation. Based on real-world time.