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Nyra
Nyra: The Dark Age
Understanding Nyra
How Nyra Is Played
History of Nyra
Combat Mechanics
Combat in Nyra is built for a balance of realism and very powerful late game characters. Without an attention to detail, combat can lead very precipitously to character death. The damage output of weapons has been at least fundamentally linked to what a real...
Damage, Wounding, and Death
Damage Philosophy The damage philosophy of Nyra has to do with the difference between variable damage and the damage that is constant called flat damage. Variable damage typically is attributed to the damage done by the instrument or point of contact. Thi...
GM Guide
The intended purpose of this section is to provide guidance to GMs attempting to learn and play Nyra. In doing so, we hope to give those attempting to understand the game an even better overview of the game mechanics and design philosophies.
Holy Books
Philosophy of Magic
The world of Nyra and the motivations of the larger machinations can be hard to fully internalize. Yet the GM should have some understanding of the underlying conceptions of the larger schema if they wish to tell a story in such a world. In the following secti...
Religions, Cults, and Philosophies
#Template# Description. Rubric: Name: Demonym: Holy text: Tenets: Central Figure(s):
Character Creation
Classes
In order to make every character a unique experience, classes have been created which encapsulate lifestyles, and have various feats that are awarded to them listed in their description. The choosing of different classes not only gives special unique abilities...
Sub-Classes
Sub-classes represent the different categories and styles of each class. Some are approaches to battle, others are merely reflections of the types of jobs that the class will do. When a character chooses a sub-class, they gain a +2 skill modifier in the two ...
Species
Following are the various species and sub-species which are allowed to be played:
Primary Statistics
Primary statistics are one of the most important defining features of any character. Each primary statistic will fundamentally describe a character’s ability to act in both a physical and mental sense with the world around them. A character can only reach 10 i...
Magic Mechanics
This part of the guide will be speaking about the various aspects of magic and how it is used in the world of Nyra. This is not meant to serve an encyclopedic purpose, but instead guidelines for understanding magic in the rules.
Character Progression
In Nyra, there are many ways for your character to develop. Through acquisition of skill points, a player can buy ranks in their skills, increase their primary statistics, buy sequence, and acquire feats. And how do players get skill points? There are five mai...
Feats
Feats represent extremely potent abilities that the character may have picked up; things that would set them apart from the majority of the populace. Following are the various feats, their descriptions and the skill points to purchase them. To the right of the...
Professions
The different professions have a unique role in crafting character progress in Nyra. From learning a profession they may gain insights which reach not only to making them better at their art, but also have advantages otherwise in life. In this section of the...
Crafting
Even though the different crafting skills in Nyra differ greatly and the materials they value in the creation of their items differ too, the flow for item creation in all of these cases still has common elements. That creation flow is outlined below:
General Items
The following section is meant to record a list of items that are likely to occur in Nyra. This list should be utilized when creating the inventory for a new character as well as determining prices for buying and selling items for already created characters. F...
Understanding Nyra
Nyra is a realm in constant struggle. The natural environment is a brutish and nasty place, dominated by creatures of immense strength, size, and deviousness. Sentient species are only able to survive on the condition that they fortify their cities from the be...
Difficulty Thresholds
One of the fundamental mechanics of Nyra is the concept of difficulty thresholds. Depending on the challenge of the task at hand, a skill may call for more challenging tests than others. This is represented through Easy, Normal, Difficult, Impossible, and Crit...
Saves
When a character fails a check (so long as it was not a critical failure), they will often have some form of recourse. This is because, for most skills and abilities in the game, there is some form of saving roll, wherein a player may succeed at a failed attem...
Hard Caps and Soft Caps
In Nyra there are hard caps and soft caps on skills. For example, there is a soft cap on every skill and primary statistic preventing them from getting above 10. However, this is a “soft” cap, because favored skills can go all the way to 20 after they have rea...
World History at a Glance
50,000 Ponderan society 20,000 Famulus are bred 15,000 Above-ground Sarkin society 5000 Kaze society 4500 Utwesh society 4000 A significant population of Humans has resulted from the interbreeding of Ponderan and Famulus 3500 Humans are neither ...
Ponderan History
50,000 - The earliest primitive Ponderan societies, although they favored different elements based upon their location, had generally permissive attitudes toward a variety of worldviews, viewing mages as equal members of society with duties to the tribe. -In ...
Kaze History
-The Kaze arise in the Dead Flats and flee the horror by living in the mountains -Over many generations, the Kaze build cities on stilted platforms, mostly separated from natural dangers. -The Kaze slowly begin to worship the gods in magical cults. They call...
Sarkin History
15,000 -The Sarkin arise in what is now called the Zerus Treescape as a highly communal and social species. -These early Sarkin societies are highly cooperative and overcome nature through fair distribution of labor and product. -The Sarkin tend to dwell in...
Ethakkra History
-Ethak Melius, angered that foolish Utwesh society has allowed the Temple of Twilodon to be taken by the Kaze, leads his clan through a new ideology that is hyper-utilitarian and rejects ethical considerations. This new ideology is called “Ethakkran.” Its foll...
Human History
3500 Humans are settled through the Great Project. Only the very first generation have any memory of the Ponderans. Early human cities develop without robust walls. Deaths to creatures are rampant. Slayer guilds develop within Human society, specialists at ...
Kalnis History
-The Kalniss begin being interbred by the exiled Famulus and the Humans on the Lazvarian continent. -The Kalniss are the target of intense bigotry during the Famulus-Human War that ensues. -This causes the Kalniss to band together and they begin forming a di...
Utwesh History
4500 The early Utwesh society was based on worship of nature and life, although clans formed, they did not war too often. -The Kaze take the Temple of Twilodon -The Kaze begin excursions into the Malanthan Forest and the Utwesh respond through violence. -T...
Famulus History
-The Famulus spend many millennia as slaves to the Ponderan. -The Famulus become too numerous and the Ponderan begin herding them into concentration camps overnight. This allows the Famulus time to plot. -The First Famulus Revolt takes place, but is brutally...
Combat Phases
In general, there are two distinct parts of battle in Nyra: Stealth Initiation and Combat. Stealth Initiation is what comes before Combat if a stealthed character chooses to initiate and only lasts for the duration of the first strike made by that character. C...
Sequence
Each character in combat has a statistic called Sequence. Sequence is how quickly a character realizes that danger is imminent and acts in response. Those with the highest sequence act in the first phase. If a character is in plain sight and initiates combat...
Delay
Your physical delay pool is a quantity of points which you may spend in order to carry out actions. This quantity is equal to your AGI and resets at the beginning of every turn. Different actions within the game require different amounts of delay, where slow a...
Basic Combat
The combat of Nyra can vary in complexity by a large degree. All of the classes have different approaches to combat, and even within each class are the possibilities for unique tactics. However, in order to understand how a basic combat interaction plays out...
Wounding and Death
For every species damage calculations will vary, however some things remain constant. Entering Serious on any damage location causes a bleed effect that does 1 damage per player turn. Entering Critical stacks another bleed that does 2 damage per player turn. T...
54c. Skill Cost Tables
The following table shows the skill point cost for each individual skill rank: Skill Rank 1 2 3 4 5 6 7 8 9 10 Favored 1 4 9 16 25 36 49 64 81 ...
Feats
Favored Weapon [Weapon] (100/450) A character with this feat receives +1 damage when using the specified type of weapon. This may be bought five times in a row, or as one package at the cost of 450. Sadism (150) On a successful Surestrike the enemy ...