
The Eclipsion Blade RPG system was created by the guild leader and its officers, without relying on any already existing sheet creator. As a consequence, the Guild owns it and has all rights to its content. Non-guild members are NOT allowed to use it or share it without the consent of the guild leader.
~ Stats and HP/MP Development ~
Every single character, upon joining, will have to make themselves a character sheet to be added to their TRP3 OOC Information. Do not be afraid, however, for it is easier than one might initially think. In order to set up your personal sheet, visit this link to our website.
https://eclipsionblade.github.io/
Once there, you select your class, armor type and distribute your initial modifier points to the five different stats available. Here a short overview of what every stat does.
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Physical Offense: Enhances your offensive rolls when you do a physical attack of any kind.
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Magical Offense: Enhances your offensive rolls when you do a magical attack of any kind.
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Physical Defense: Enhances your base defense by X points against enemy physical rolls.
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Magical Defense: Enhances your base defense by X points against enemy magic rolls.
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Summoning Skill: The ability to summon lesser, moderate and greater minions.
Once you have added your points, your character sheet is done and you can copy and paste it into your TRP OOC Information. That for the purpose of keeping an overview of it all ingame.
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Every 2 Development Points spent in M.D, the character earns +1 Mana.
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Every 2 Development Points spent in P.D, the character earns +1 HP.
Now with your basic sheet set up, you are ready to learn how to use it all.
There is various important information you must be taught. One of that being Dev. Points.
They are our progression tool, allowing for people to advance their characters and sheets through participation in events, campaigns or even by doing other stuff to contribute to the guild IC-wise.
Development Points are a Reward, that will be awarded after every campaign in a ceremonial assembly of the guild. Naturally, the ceremony IC-wise will be awarding medals and other honors whilst the Development Point is added to you OOCly when announced.
If you receive a Development Point, you are to add it to any of the five base stats above.
You do so by simply putting it in brackets behind the initial number.
Let us say you had 3 points in Physical Offense according to your sheet calculator.
That would mean it currently looks like this in your TRP.
P.O: 3
Now, let us say you took part in three campaigns and gained 1 Development Point per Campaign. You decide to spend all these points on Physical Offense. It now MUST look like this, with the development points written between brackets.
P.O: 3 (+3)
You do that with every modifier. However, keep in mind that you can only spend Development Points on the four base stats. Physical and Magical Offense/Defense.
Important: The total of your stats modifier CANNOT go over 7. Once the stat reaches a total of +7, it can no longer be improved.
NB!: We always announce when people are able to add a development point to their sheet. If you forget about it, and come to us months later complaining that you should have more points than the ones displayed in your total rp, we won’t refund the said point.
ARMOR
Your type of armor will influence your amount of Health Points. The more armor you chose to wear, the more HP you will have and the less Mana you will get in return. That, in order to ensure balance. This is, however, already automatically given to you through the calculator.
In addition to that, every character gets a BASE ARMOR of 10.
Your modifiers for defensive turns will thus always add to this base 10.
The purpose for this is to allow people to be able to defend against the enemy NPC’s that will from now on also roll and thus can prove an even more grave threat.
How does that work though? Simple!
Defensive Turn:
In a defensive turn, your enemy will roll upon attacking you. The number outcome of his roll is what you must overcome to successfully defend yourself.
Let us assume the DM rollS a 12.
Everyone’s base armor will always be 10. You have +3 Physical Defense, however.
That means you will not have to roll at all. You simply defend yourself successfully as your armor is 13 (10 Base +3 PD).
You now emote accordingly your successful defense and add your def modifier in brackets on the end of the emote, as to clarify to your DM that you had enough defense to defend yourself, which allows for the DM to confirm it to himself.
One thing to keep in mind is attack types. Magical Defense Modifiers can only add to your base armor when you use it against magical attacks and Physical Defense Modifiers can only add on your defense against physical attacks.
FATIGUE
Fatigue is relatively simple to understand. Every Time your character hits 0HP, they will then gain 1 point of Fatigue. That is, in order to make sure that people can continuously attend to events but still roleplay out their fatigue which will certainly increase over the course of a campaign. Keep in mind that this is a mechanic that you have to keep track of yourself and will be roleplay out by yourself as well. Below you find a short list of what the symptoms could for each fatigue level.
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1 Fatigue: Slightly Exhausted, Bruised, Minor injuries. Combat-Ready.
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2 Fatigue: Bruised, Light Injuries, somewhat battered. Combat-Ready.
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3 Fatigue: Battered, Exhausted, Injured. Still willed to fight.
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4 Fatigue: Heavily Injured, Temporary Coma, Beaten down. Unable to fight.
Mana Exhaustion:
Expending all your resources at once, be it at a whim or to save someone perhaps that would require the entirety of the resource pool itself, will cause the caster to become utterly exhausted, essentially counting as 1 FATIGUE point to that player.
The extent of how people want to play it out is up to them, but in general, these should make for good orientation points to stick to. It will add immensely to immersion.
Hp and Mana Regeneration:
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Dangerous Enviroment (No set up Camp): 1 HP 1 MP
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Secured Enviroment (Set up Camp): 2HP 2MP
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Safe Enviroment (Inn, House, Fortress, etc.): 3HP 3MP
~ DAMAGING THE OPPONENT ~
In order to damage the opponent, you have to meet the number set by the DM. With common mobs, the number is often between 8-12, going off on either their P.D or M.D.
You will deal:
1 DAMAGE - If your rolled number plus your applicable modifier is between 19 or below.
2 DAMAGE - If your rolled number plus your applicable modifier is 20 or above.
3 DAMAGE - If your rolled number is 20 without modifiers, often called NATURAL 20.
Now, with all the information above you are pretty much good to go for the next event!
All you must now learn is how to apply everything. It is relatively easy.
You just emote!
Our events usually have offensive and defensive turns.
The offensive turn is where you have the initiative to make an action.
You can either heal, shield, attack or just move somewhere.
The defensive turn is where your enemy has the initiative.
You can only react with defensive measures, such as evading, blocking, shielding, et cetera.
- Offensive Turns
When fighting against enemies, they will have a certain template. You will be told their defensive capacities in a numeric amount so that you can interact with it.
That means you will /roll 20 at the start of the turn and combine the number you get with the offensive modifier of your choosing. Then, you emote accordingly to your number.
Make sure to specify your target in brackets and add your used modifier as a reference too.
It will make the lives of your DM’s easier, who have to react to you in one way or another.
- Enemy -
(Skull)Felguard. 12 Magical Defense. 14 Physical Defense.
Successful Example:
Vorathel has +7 Physical Offense.
/roll 20
Vorathel rolls a 10 over 20.
10+7 = 17.
Vorathel’s attack will be successful, he can display it in his emote.
Result: *Vorathel swings his blade at the Felguard in a precise strike, toppling its defense and causing a bleeding wound upon his foe!*(Skull)(+7. P.O.)
Unsuccessful Example:
Vorathel has +7 Physical Offense.
/roll 20
Vorathel rolls a 2 over 20.
2+7=9.
Vorathel’s attack will fail, he shall display it in his emote.
Result: *Vorathel swings his blade at the Felguard with a precise strike, but the Felguard manages to raise his own weapon and successfully defend himself from the attack.(Skull)(+7PO).
Killing Blows:
In this type of system, decency is a must. Even if you succeed in your attack, that does not mean you automatically kill your enemy. It will either be displayed in an emote from the DM, or the DM’s will tell you what D.C.(=Dice Check) must be overcome in order to go for a killing blow.
~ HEALING AND SHIELDING ~
Healing and Shielding in the past have always been an issue due to the confusion many had with it. Therefore, we decided to make it not only more reliable but also easier to use.
Healing and Shielding will now (almost) always succeed, but the potency of each spellweave will be determined by your rolls in combination with your Magical Defense modifier. It will, in general, look as follows.
Shielding:
If you roll the following numbers, combined with your roll+modifier, it results in:
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0-3: 0HP Absorb Shield.
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4-7: 1HP Absorb Shield
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8-12: 2HP Absorb Shield
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13-16: 3HP Absorb Shield
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17-20: 4HP Absorb Shield
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Nat 20: 5HP Absorb Shield
Every mana spent in an offensive turn to shield someone will equal to absorb 2DMG
Shields always last for 2 turns. They can’t overlap either. The stronger replaces the weaker.
Healing:
If you roll the following numbers, combined with your roll+modifier, it results in:
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0-3: 1HP Healing.
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4-8: 2HP Healing.
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9-14: 3HP Healing.
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15-18: 4HP Healing.
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19-20+: 5HP Healing
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Natural 20: 6HP Healing
Every mana spent in an offensive turn to heal someone will equal 2HP healed. Healing overlaps.
Combat Healing(Disc Priest/Holy Paladin):
In order for a combat healer to deal damage and heal in the same turn, they will have to meet the target’s M.D with their M.O
This translates to dealing:
1 DAMAGE - If your rolled number plus your applicable modifier beats the opponents Magical Defense.
2 DAMAGE - If your rolled number is 20 without modifiers, often called NATURAL 20.
But in return for lower damage, combat healers will be able to heal a target of their choice, based on their roll.
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0-8: 0HP Healing.
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9-17: 1HP Healing.
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18-20+: 2HP Healing.
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Nat 20: 3HP Healing
In order to heal, you will have to be able to damage your opponent.
AOE Healing and Shielding:
Healing in AOE is -very- powerful and therefore can only be done by using your resource (Mana/Will).
It will affect everyone in your raid group, but in order to balance this intense power, it will come with the same rule that applies to defensive turn healing.
Each mana point you spend on an AOE heal, you heal for 1HP.
That means if you use 4 Mana for an AOE heal, everyone in your raid is healed for 4HP.
SHIELDERS AND HEALERS ARE EXPECTED TO CALL OUT THEIR ACTION PRIOR TO THEIR ROLL. This change is put in place with the thought that players should commit to their choices. This is reflected in the mindset that When players rolls they cannot use mana. Similarly, a player that can choose between healing or damaging, shouldn’t be able to choose between the outcome of their roll.
This also means that people who roll too low to hit are no longer allowed to emote their character standing idle and -decide- to not attack because if that was the decision from the beginning, no roll was necessary. Your characters can fail in several ways without looking like an idiot.
Arcane Healing (Chronomancy - Reverse Wounds):
It is of utmost importance to point out that arcane healing doesn’t exist, or at least it doesn’t work in the same way nature, shamanic, shadow and light healing do, unless the creature we try to mend is completely made of arcane (example: minions and companions) and, as a consequence, has no organs or can suffer any physical injury. In such case, the arcane would reconstruct its form and shape to the original appearance.
The true arcane healing is nothing but cautious time manipulation that follows very strict rules. While a chronomancer cannot mend wounds, it is possible for him to reverse the time flow around a single individual and rewind the target’s physical state –and- location up to where it was before the injury took place.
This process is called “temporal displacement” and works only when it’s previously planned by the mage; the chronomancer has to set a “check-point” in a precise moment of the time flow, to which location he can return at will, in the physical conditions he was when the spell was cast. This means that it’s not possible for a mage to heal a wounded like healers do; arcane healing must be pre-planned.
The further in the past the check-point was set, the higher the chances for the mage to lose his or her awareness of what happened before the reset.
The Shal’dorei ( Nightborne in common ), developed during their isolation an enhanced version of this spell (link) that, while it still only works on the spot, doesn’t require pre-planning and allows them to reverse the time around an individual as many times as necessary and be (only on the battlefield) as efficient as any other battle-healer.
RPG Requirements to use this spell:
As Shal'dorei:
- be a Transmuter.
As Sin'dorei:
- Be a -very good- Transmuter, specialized in Chronomancy (High or Mastered).
- Have a Shal'dorei Chronomancer (character, no NPC or owned Alt allowed) teach said spell to you. -Several- lessons -and- training MUST happen in-game, and the evidence delivered to the officers and the guild master. We will not acknowledge fade to black/background learning. Earn it.
- Other, more shady means. Discuss this option with your officers, keeping in mind that options that differ from P.2 will be likely declined. If accepted, the storyline MUST happen in-game, and the evidence delivered to the officers and the guild master. No fade to black/background learning.
Unlike "common" healing, Reverse Magic is a DoT.
If you roll the following numbers, combined with your roll+modifier, it results in:
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M.D 0-5: 0HP Healing.
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M.D 6-10: 2HP Healing (split into 2 Offensive turns [1 Hp + 1HP]).
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M.D 11-16: 3HP Healing. (split into 3 Offensive turns [1 Hp + 1Hp + 1Hp]).
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M.D 17-20+: 4HP Healing. (split into 4 Offensive turns [1 Hp + 1Hp + 1Hp + 1HP]).
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M.D Natural 20: 5HP Healing. (split 5 Offensive turns [1 Hp + 1Hp + 1Hp + 1HP +1Hp]).
NB: Keep in mind that this spell is something that's hardly at reach, for we are not interested in suddenly have all our mages capable of mending wounds.
NB2: Chromantic healing is only castable whilst engaged in combat, that target must be technically 'engaged' in combat, which is usually listed by the hosting DM of changing phases of combat and so forth, where rolls follow and so forth (check X-Y for more information.) Naturally, once that phase of combat ends the healing ability will no longer work mechanically.
~ DARK HEALING ~
Dark Healing only applies to Demon Hunters and Death Knights and only works in offensive turns. It will be done as follows. Dark Healing comes with the usage of an ability, so it automatically triggers the moment you spend your energy resource.
- 1 Energy = 2HP Healing.
- Every time you roll 10+ in Physical Offense you will heal for 1HP.
- Every time you roll 15+ in Physical Offense you will heal for 2HP.
That applies even if the D.C. of an enemy is 15 and you roll a 12. You may not exactly wreak havoc upon the enemy, but you still leech 1HP from your attack in that case.
While DK and DH dark healing is a passive ability, Drain Life is not.
DK/DH CAN be healed by normal healers, but only to half efficiency given the nature of their twisted and altered bodies. This means if a healer heals them with 4Mana, which usually equals 8HP, they will only heal for 4HP. Not only will this properly represent Lore, it will also serve as a balance to their heavy self-sustain without making them invincible.
Drain Life
This warlock spell works during offensive turns and requires a successful roll in order to work. It will deal damage following the usual damage scheme but always heal for 1 HP.
~ SPECIAL ABILITIES ~
This is a list of abilities that greatly affect the fight and, as a consequence, need to follow severe rules.
Metamorphosis:
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This ability costs 4 Energy for activation that must be done in an Offensive Turn, No maintainment cost, but the character will lose the metamorphosis after 3 offensive rounds, or the ability is canceled.
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Upon activating your Metamorphosis, you will attack your enemy for 6DMG and heal yourself for an immediate 3HP. Consider this your initial burst and healing when activating the ability.
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For the duration in which Metamorphosis is active, you gain a temporary +2 Points on all four base modifiers: Physical/Magical Offense/Defense.
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Once your Metamorphosis is over, you will lose the 3HP you initially gained. They will be subtracted from your current HP again.
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Using this ability will be a great boon, but comes at great sacrifice. Make sure to let everyone know what you have given.
Timewarp:
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This ability costs 3 Mana for activation that must be done in an Offensive Turn, after 1 offensive round of preparation,
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Maintaining cost: 2 Mana
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Only a Mage master in the School of Transmutation and specialized in chronomancy can cast this spell.
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For the duration in which Timewarp is active, everyone will be able to roll twice during the offensive round.
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This ability affects the entire raid.
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A mage can cast this ability only one a week.
Arcane Torrent;
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This ability silences EVERYONE around the target, up to 8 meters.
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It returns 2 Mana.
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It can be used only once a week.
Portals:
Lore bit (link to source): "Ley lines are harnessed to make portals possible, but traffic from across the planet will break down the infrastructure and it must be periodically replaced.
The standard dimensions for a mage portal are 3 yards, 1 foot, and 3/4 inches tall, 2 yards, 8 feet, 9 and 15/16 inches wide.
The Kirin Tor creates and enforces the rules of portal usage for all legitimate mages on Azeroth. As sometimes demonstrated by archmages such as Jaina Proudmoore and Khadgar, portals can actually be created to go anywhere, and the spell's vast potential is what makes it so dangerous. There are hundreds of rules that the Kirin Tor has already created for safe and proper portal usage and mages are required to abide by every single one of them, including special licensing to make sure certain actions are only carried out by responsible individuals.
Nevertheless, in practice portals have a history of being a burden on any society in which it is offered to the general public, and of all the major spells developed and maintained by the Kirin Tor, portal technology is the closest to becoming banished from anything but emergency usage.
A variation of the portal spell can be used to enchant mirrors for two-way communication across vast distances."
In our RPG:
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Objects bigger than a person are mana-taxing.
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Animals really don't like to step through a portal.
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A portal can sustain 3 people every 1 Mana spent.
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Since the Ley Lines have to be preserved, a portal can't be opened to/from the same location for 3 days.
~ CAMPAIGN INVENTORY ~
Campaigns can now have a stable inventory of them that was determined by the DM’s.
the inventory consists of simple items such as health potions, mana pot, ons and bandages that can be applied but must be kept track of when used, as they can diminish. However, at times there may be special items in the inventory as result of prior events.
The inventory for a campaign will always be announced upon its start. Here a few simple rules of what items do upon usage.
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Health Potion: Can only once per day be effectively used by a player. It restores 2HP.
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Mana Potion/Crystal: Can only once per day effectively used by a player. It restores 2Mana.
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Bandages: Can only twice per day be effectively used by a player. Restores 1HP each.
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First Aid Kit: Can only once per day be effectively used on a player. It removes 1 Fatique point.
~ PETS AND MOUNTS ~
NB! All pets must be discussed with the officers to decide on their personalised stats and abilities!
Pets and mounts are split into three different size categories. Their health is dependant on their size, their abilities depend on the nature of the animal.
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Small creatures: Birds, Foxes, Mana Wyrms.
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Medium creatures: Lynxes, Wolves.
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Large creatures: Horses, Kodo, Elekks, Worgs.

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All armor for combat pets must be acquired through RP, as all pets are unique and pet armor are not widely available.
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They can take the blunt for their owners in order to protect them IF they are close enough.
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Combat pets and mounts suffer damage and fatigue similarly to our characters. Except, you need to take care of your pets and mounts as they still might die.
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1 Fatigue: Your pet is visibly hurt and limping
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2 Fatigue: Your pet struggles to keep up and isn’t keen on fighting
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3 Fatigue: Unfortunately your pet succumbs to the wounds and perishes.
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Mounts and pet Special Abilities are accepted as long as the said creature is able to perform that ability (example: dragonhawks can breathe fire). Yet, while these abilities have to be approved by the officers and then posted in your mount sheet, they are regulated by the DM, and the DM has the freedom to decide how efficient they are depending on the creature your pet/mount is facing.
Sheet Example:
Hidalgo
Mord’s evil horse is a Veil Shadowrunner (so it has special abilities) and wears plate armor.

~ MINIONS ~
Summoning is considered a difficult skill to learn that can be achieved by warlocks, priests, and mages and rely on the “Summoning Skill” stat.
No matter what, BEFORE adding points to this skill you have to talk to either Mordenath or Vorathel.
You can freely add points during the sheet creation, but once the basic sheet is complete you will only be able to learn a single point every 3 months.
NB: If your character is already a summoner you will have to talk to the Officer’s to decide how many points your character currently has. A 16 y/o mage will never be able to summon a greater minion, for example. LOGIC applies.
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1 point in the summoning skill allows for the summoning of lesser creatures.
Lesser creatures would be: Imps, Small elementals
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2 points in the summoning skill allow for the summoning of moderate creatures,
such as fel hounds, fel guards, medium elementals
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3 points in the summoning skill allow for the summoning of greater creatures,
such as: Wrathguards, Doomguards, greater elementals. NB! They can be mounted - if it makes sense for the creature.
A Minion, once summoned, is able to attack and defend like any other character. If the minion is close enough to defend the owner, it can do so.

Special Case: Mirror Images.
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Mirror images can deceive the attacker, being the exact copy of their creator.
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The number of mirror images depends on the summoning skills of the caster.
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A mirror image has to be considered a “small minion” ( 3hp, no modifier, 1 dmg and cannot defend the caster).
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Each mirror image created will take up 1 mana.
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A character can have up to a max. of 3 mirror images active on the field at the same time.
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If more than 1 mirror image is summoned, the images won’t last until the end of the fight, dispersing after 3 offensive rounds.
Example: Mor’denath summons, in 1 round, 3 mirror images. In total, the mage spends 3 Mana. Said images will vanish in 3 offensive rounds.