Sunday, January 26, 2014

Character Sheet

Character sheet for I Sing the Dungeon Electric. Better image forthcoming.

Wednesday, January 15, 2014

Fatigue and Threshold

Threshold is the number that determines how strong your willpower and mental endurance is. Fatigue points are accumulated throughout the day to represent mental exhaustion. If a character has a number of fatigue points equal to or greater than their threshold, they fall unconscious for 2 hours, at which point they lose 1 point of fatigue. They may then either awaken if their fatigue is lower than their threshold, or keep sleeping and lose the rest of their fatigue at a rate of 1 per 2 hours slept.

Fatigue can be gained in a number of ways. The most common are through exertion and spellcasting.

If a character makes a roll of any kind, and end up with a lower result than they desired, they may Exert themselves to increase the roll's value. By adding 1 fatigue point, they can increase their roll by +1. This exertion should be spent after the roll, not before. You may spend as many fatigue points at a time as you would like, provided you do not knock yourself unconscious.

When spellcasting, Magicians may spend fatigue points to increase the number of dice they can roll, up to double their ordinary casting. For example, a 3rd level magician may spend 2 fatigue points to roll 5d6 instead of 3d6, but they may not spend more than 3 fatigue points, capping them at 6d6. Non-magicians have only 1d4 casting, and so may only spend 1 fatigue point at a time to roll 2d4.

Fatigue may also crop up elsewhere. Extreme weather conditions may increase fatigue, as may long days of labor, torture, or disease. A list of circumstances that may increase fatigue is forthcoming.

Wednesday, January 8, 2014

Healing

If you have no serious wounds (broken or worse), then resting for an hour will restore all of your hit points.

If you do have any serious wounds, your hp cannot be raised above half its normal maximum (rounded down), and you are subject to the effects of that wound until it is healed.

A broken wound takes 1 month to heal properly.
A maiming wound takes 2 months to heal properly.
A hemorrhaging wound takes 3 months to heal properly.
A destroyed wound takes 4 months to heal properly.

Broken wounds and maiming wounds do not necessarily require medical assistance, but a passed Binary test for healing will reduce the time required by 50%.

Before a bleeding wound can begin to heal, the victim has to be attended medically. For Hemorrhaging or Destroyed wounds:

Healing test:
6 or lower: the victim bleeds out and dies
6 or lower (trained): the bleeding has been stopped, but the wound is very debilitating. Permanently subtract 1 randomly from dexterity, strength, or constitution, then do this process again.
7-9: the bleeding has been stopped, but the wound will be debilitating. Permanently subtract 1 randomly from dexterity, strength, or constitution.
10-11: the bleeding has been stopped, and the victim may begin healing
12 or higher: the bleeding has stopped, and the healing time is halved

If any stats are ever brought below -3, the character dies.

Tuesday, January 7, 2014

Armor

Armor has hit points that weapons must first break down before they can properly injure your body.

Padded: 6 hp
Leather: 12 hp, -1 to casting
Chainmail: 24 hp, -2 to casting
Plate: 36 hp, movement decreased by 5', may not cast

Shields have both hit points and a defense bonus.

Buckler: 4 hp, +1 defense
Wooden: 6 hp, +1 defense
Metal: 8 hp, +1 defense
Tower: 12 hp, +2 defense, movement decreased by 10'
Dual-Wielding*: +1 defense, +1 damage to larger die

*Dual-wielding weapons does not grant a shield's hp bonus.

Combat

Combat is divided into rounds in which all parties act simultaneously. At the beginning of the round, each person decides privately how they want to move. A character can move up to 20 feet, and they must designate what their goal in moving it. The following are examples of goals:

 - moving toward an entity
 - moving away from an entity
 - moving toward a location

Everyone should jot down their movement intent on a piece of scrap paper, then everyone reveals theirs in order. Resolve the interactions best as possible. Two characters going for the same location should figure out who reaches first, or how close they are. Characters moving toward each other should meet in the middle. A character moving forward and a character moving back should stay the same distance apart. In the event of a "contest", like reaching an object simultaneously or one character fleeing another, each should roll a d8 and add their Strength. The winner may decrease or increase their own position by 5' to their advantage (example, reaching an object while the opponent is 5' away, or increasing the distance between himself and a pursuer by 5').

After movements have been dealt with, parties can take a complex action. Here are some examples of complex actions:

 - Attacking (see below)
 - Defending an Ally: Increase the Defense of an Ally within 10' by 1
 - Consuming a Potion
 - Casting a Spell: spells always resolve AFTER all other complex actions, due to their complicated nature. If the caster takes any damage to their person, subtract that damage from their casting roll
 - Drawing a Weapon
 - Reloading
 - Running: Move an additional 30', and next turn your first movement may be 40' instead of 20'

All actions are performed simultaneously (two combatants could double kill one another, for example).

ATTACKING

Roll 2d6. Add your Attack, your weapon's Versatility (if proficient), and any other modifiers for situation. Subtract your opponent's Defense, and any other modifiers for situation. Consult the following table, which is based on the Core Mechanic:

6 or lower: Miss
7-9: Miss or Opportunity Hit, choose: either you have missed OR you can offer your opponent a disadvantage on yourself in exchange for the attack to be a hit. See below for possible disadvantages.
10-11: Clean Hit, roll damage. Add Strength modifier if melee, and Dexterity modifier if ranged.
12 or more: Critical Hit, choose: either roll damage twice and double stat modifier OR ignore opponent's armor OR name a location on the body you have struck OR initiate a Grapple (only if the attack was Unarmed, see below)

Opportunity Hits: You may offer a disadvantage on yourself exactly once. Your opponent either accepts, and receives your Hit, or they reject it, in which case the attack is a Miss. Make the disadvantage as juicy as possible or they won't bite! Possible disadvantages (use your imagination):

 - dropped weapon after hit: test for Breaking (see below)
 - weapon damaged: test for Breaking
 - weapon broken
 - off-balance: -1 to defense until the end of next round
 - tripped: now Prone
 - fatigued: add 1 point of Fatigue
 - maneuvered into poor position, e.g. a corner, with sun in eyes, etc.
 - decreased damage in addition to another penalty

Anything that makes sense in the situation that is realistically in your power can be offered as a disadvantage, the above list is in no way exhaustive.

Characters may dual-wield two weapons at once, provided they are proficient with both. A dual-wielding character gets +1 to defense and +1 to damage, though they still only roll 1 attack per turn.

DEFENSE

Your character's Defense is equal to their Fighter level + weapon Versatility + shield bonus + dual weapon bonus. Subtract this total from their Attack roll.

If you are in combat with multiple opponents attacking you, you may divide your Defense between them as desired. You do not get a full Defense against each opponent.

If you are struck by an attack, you may divide the damage you take as desired between your armor's hit points, your shield's hit points, and your bodily hit points. See Taking Damage below

GRAPPLING

If you Critical Hit an opponent with an unarmed strike, you may start a Grapple. During the next round, the two of you are in a Grapple, and the following restrictions and options are available:

If you are the aggressor, you may not move during the movement phase. The following actions are available to you:
 - Release: this is free, and you may take a Complex Action this round. Alternatively, you may take a Grapple action, then immediately release. The Grapple is over
 - Maintain: you attempt to maintain the Grapple. If you successfully maintain, the defender gains 1 fatigue point. See Breaking the Grapple, below
 - Attack: you may attack with any weapon the size of a dagger or smaller. In the event of a hit, ignore armor

If you are the defender, you may not move during the movement phase. The following actions are available to you:
 - Break the Grapple: you may attempt to break free. If your aggressor is not maintaining, you are automatically free. If they are maintaining, roll a Binary Strength roll minus your aggressor's Strength (1d12, 8 or higher). If you succeed you are free, otherwise the Grapple continues
 - Attack: you may attack with any weapon the size of a dagger or smaller.
 - Turn the Grapple: you may attempt to start grapple your opponent. You must have at least one hand free. Make a Binary Strength check minus your opponent's Strength (1d12, 8 or higher). If they are Maintaining, subtract an additional 2 from the roll. If you succeed, you are now the aggressor, otherwise the Grapple continues as normal

TAKING DAMAGE

Armor worn has a certain number of hit points that can protect you until it completely falls apart, as do shields. After this, damage starts affecting your body.

Until your bodily Hit Points reach 0, wounds have been superficial and easily shrugged off, and you are not negatively affected by them. At 0 and lower, however, you start taking serious wounds. Roll 1d6 on the following table to determine which part of your body has been wounded every time you take a hit that leaves you with 0 or fewer hit points:

1 - right arm
2 - left arm
3 - torso
4 - right leg
5 - left leg
6 - head or neck

Then, roll 1d6 to see how severe the damage is. Add the amount below zero your Hit Points are:

1 - scar
2 - scar
3 - stun chance, scar
4 - stun chance, scar
5 - broken, stun, scar
6 - maimed, stun, scar
7 - hemorrhaging, stun, scar
8 or higher - destroyed, stun, scar

Scar: the wound will leave visible scarring
Stun: make a Binary Constitution check. If you fail, you are unable to move or act for 1 round
Broken:
 - arm: make a Con check or drop any held items. Rolls with this arm are at -1
 - leg: movement lowered to 15'. May spend 1 fatigue to increase to 20' for an hour
 - torso: all physical actions at -1
 - head/neck: -1 to all mental actions
Maimed:
 - arm: lose 1d6-1 fingers (5 = whole hand), drop whatever is being held. Rolls with this arm at -2
 - leg: movement lowered to 5', lose 1d6-1 toes (5 = whole foot), may spend 1 fatigue to increase speed to 10' for an hour
 - torso:
 - head/neck:
Hemorrhaging:
 - arm: bleedout = 1/2 hour
 - leg: bleedout = 1/2 hour
 - torso: bleedout = 1/2 hour
 - head/neck: bleedout = 1/4 hour
Destroyed:
 - arm: bleedout = 1/4 hour
 - leg:bleedout = 1/4 hour
 - torso: death, major organ failure
 - head/neck: death, decapitated

For multiple bleedout wounds, multiply their times together to get the new time to death.

Races

Choose a Race:

Humans (roll 1d12 for homeland)
1-2 Waverat - +1 bonus when making Naturalism checks related to the sea
3-6 Trillish - +1 bonus to Athletics checks when climbing
7-8 Havseau - can handle poisons without risk of harming themselves
9-11 Wyntil - low-light vision; only need to sleep 5 hours every night
12 Burned - can speak in sign language with other Burned; can light fires with fingertips
Elves
Can speak with arachnids, in particular crabs; can swim like men run
Dwarves
Can etch, engrave, sharpen, and fine tune metal with just their fingertips
Goblins
short; can subtly manipulate the body structure, color, etc. of animals they tend to over a course of weeks, as though by a strange genetic tinkering (showing off their animal revisions is an important part of goblin culture) -- the stat used when rolling a check for this ability is wisdom

Weapons

Melee Weapons

Name (hands)
Versatility
Damage
Armor Piercing
Type
Unarmed (1 or 2)
+0
1d3 (1d6 proficient)
+0
Unarmed
Improvised (1)
+1
1d4
+0
Improvised
Improvised (2)
+1
1d6
+0
Improvised
Daggers (1)
+1
1d6
+0
Blade
Arming Sword (1)
+2
1d8
+0
Blade
Longsword (2)
+2
1d10
+0
Blade
Staff (2)
+2
1d8
+0
Polearm
Poleaxe/Halberd (2)
+2
1d10
+1
Polearm
Maces/Axes/Clubs (1)
+1
1d8
+1
Axe

Ranged Weapons

Name
Versatility
Damage
Effective Range / Max Range
Reload Time
Slings, Thrown Weapons
+1 (-1 for slings untrained)
1d6
40 feet / 320 feet
0
Bows
+1 (-2 untrained)
1d8
80 feet / 640 feet
1
Crossbows
+1
1d8
100 feet / 800 feet
2

EXPLANATION OF TERMS

Versatility: If you are proficient with the weapon, add this value to your attack and defense while wielding it. Using Slings when unproficient gives a -1 penalty to the Attack roll, and using Bow when unproficient gives a -2 penalty (neither of these penalties apply to Defense).

Damage: How much damage the weapon does on a successful hit.

Armor Piercing: Added to damage when striking an armored opponent.

Type: Proficiency Type, see Character Creation.

Effective Range: How far the weapon can shoot without penalty. Shots fired up to double the Effective range are at -2 to Attack, up to quadruple are -4 to attack, and up to 8 times further are at -6.

Max range: The furthest a ranged weapon can be fired, equivalent to 16 times the Effective Range.

Reload Time: Number of rounds in which the attacker must perform no complex actions before he can use his weapon again.