Zeal, the land of Sen
It is a binding link, a moving wave, a living charge. Call it Ki, call it The Force, the will of God, the One Power, call it whatever you want. It is what moves us, what guides us, what shapes the world around us, what breathes life into being and what can snuff it out of existence.
The energy of Sen is composed of three innate elements, Fire, Air, and Water. From these three springs forth life, energy, gravity, the potential for more and the cause of less. All things possess Sen in some amount, but only the living are gifted with enough Sen to be deemed truly “alive”.
—Prof. Ar Yugo Ng
From “Sen and the Art of Gyrocopter Maintenance”
Introduction: Zeal, the World of Sen
In the world of Zeal, there are no divine abilities. Magic exists, but is relatively limited, given that Sen is so pervasive. As a result, gaining access to new spells as a Wizard, or discovering them as a Sorcerer, is a very trying task without either a strong network of connections, or a great deal of wealth. Religion exists, but the prayers that the devoted cry out do not result in any miracles, and divine abilities are missing from Zeal.
Sen is a daily part of people’s lives. Some hide their talents, others flaunt them openly, and it is accepted and known that all living in the world possess it. There is little mystique around discovering Sen in a person – it is simply regarded as the way it is. There are those gifted with more, those cursed with less, and some who are clever to make but a dusting of Sen appear as a mountain. The amount of Sen a person has does not always matter as much as what one does with it, and how carefully usage is managed.
Due to the varied nature of Sen, and how Sen talents are wildly and spectacularly different in people, there is little official training or management of Sen. Some with specific talents gravitate toward others with similar talents to learn more about how to use them, but since the growth and changing of Sen in a person is organic and reactive to their life’s experiences, the only real focus in this world is to venture out, try new experiences, and unlock greater potential in their access to Sen. Much like the world of Pokémon, it is not uncommon for people to be sent on adventures at a young age, and many people have some story of intrigue, fame, or fortune in their past.
Only the 11 core classes are available (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard). All divine abilities are negated, but a Bard may still use her arcane and song abilities, and a Druid may still use all abilities except for their divine spell list, by communing with nature regularly.
Sen is rolled during character creation as a 2d6+6 (heroic array), and must be rolled after the other 6 normal stats (Str/Dex/Con/Wis/Int/Cha) are rolled and set in place. The player may choose to re-roll their Sen stat, regardless of the rolling system used for the first six stats, but each re-roll results in a (-1) to the +6 modifier to a minimum of +0 (First 2d6 + 6, then 2d6 + 5, then 2d6 + 4, etc.). At +0, Sen is simply set to 12. This is done to ensure a positive amount of Sen is held by the player.
Sen is an attribute modifier applied to many skills, feat functionalities, and abilities, and is also a point pool from which abilities draw power.
As a stat, Sen effects the following:
1) Sen will amplify the player’s HP equal to Sen’s ability score modifier.
Ex: A Sen of 18 will result in an additional +4 hp gained per level.
2) Daily regeneration is effected by Sen, as an additional regenerative benefit equal to Sen’s ability score modifier.
Ex: A Sen of 12 will result in an additional +1 hp recovered per day.
3) Sen is a modifier on most skill checks, combat checks, and feat-related checks as dictated by talents.
As a pool, Sen works as follows:
1) The maximum Sen Pool is equal to Sen + Player Level.
2) The current number of Sen Points (SP) is set to maximum if the player gets a full (8 hours) night’s rest. If the player fails to do so, they regenerate a number of Sen equal to their Sen Attribute Modifier.
3) Sen may be consumed, at one point per use, by any player to add 1d20 to any check. This may only be done once per check, and the higher of the 2d20 is used as the result. This may be used when making Sen related checks.
Ex: A level 5 fighter may add +5 to a perception check, at a cost of 5 SP. He may not use 6, as this exceeds his level.
Example: John is level 1, and has 15 Sen, giving him a Sen pool of 16/16 at the start of the day. He spends 1 Sen point to add a +1 on a Stealth check and goes down to 15/16 in his Sen pool. He then spends 2 Sen points to add 1d20 and +1 on a Survival check. This brings John to 13/16 in his Sen pool. John fails to get a full night’s rest, and regenerates 2 Sen the next day, bringing him up to 15/16 SP.
Important exception to note: A Sen pool score below 10 will result in daily damage received from the world around the player, at a rate of 1 per level per day, per point below 10 (So a level 1 loses 1HP per point missing, a level 3 loses 3 HP per point missing). It is important to note this is not determined by ability score modifier, this is directly tied to the Sen pool. Not only does this damage the player, it overrides their daily natural regeneration.
Example: John is level 1, has 4/4 Sen in his Sen pool, due to curses and maledictions he has suffered, and receives 6 points of damage per day. At level one with only 4 HP, John goes into negative HP, and then eventually, this kills the John. At level 10, with 100 hp, John takes 60 hp damage a day. He will die in 2 days if he receives no outside healing.
The rationale behind this penalty is due to the nature of the world. Many people born into the world with a Sen below 10 do not live for long, and this is known as “Sen Sickness”. This is due to the body being unable to handle the level of Sen that is pervasive in the very air and matter of Zeal, and the body quickly rejoins the state of unanimated matter from which it came.
If a player goes into sub-10 Sen during the day, they receive the damage they would receive for the day at the same time Sen goes below 10, per point as it depletes. As an example, if a player is at 10/15 Sen and something reduces their Sen by 5 to 5/15, they will receive 5*Level damage at the same time the Sen is spent or consumed, and the action is completed.