Sunday, January 26, 2014
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.
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.
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.
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.
- 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 wisdomWeapons
Melee Weapons
Ranged Weapons
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.
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.
Spells
The following is a list of Minor Spells by Major Magicians of history. A first level Magician may start with three of these spells. Any character may learn and cast spells, but only Magicians are particularly skilled in performing them (more on learning and casting spells later).
PL means Power Level. Magicians have to roll their casting dice and meet or exceed the PL of a spell in order to successfully cast it.
Spells that have a Potion Materials listing may be crafted into potions, using the materials required and the amount of time listed.
PL means Power Level. Magicians have to roll their casting dice and meet or exceed the PL of a spell in order to successfully cast it.
Spells that have a Potion Materials listing may be crafted into potions, using the materials required and the amount of time listed.
Archmage Cantor Irrimés, The Heart of the Inanimate
- Lifeless March (PL 5)
Duration: 6 hours
Pick up an inanimate object. Move it in a complete circuit any way you desire. The object with now continue making that circuit without your help. It can push against resistance with the same force the caster would be able to exert to maintain its path.
- Speak with the Mute (PL 3+X)
Duration: Length of the conversation
You may ask an inanimate object X questions about things that happened within the last 24 hours in its presence.
- Statue’s Wisdom (PL 6)
Duration: Concentration
You become a statue. Your whole body becomes marble, though your consciousness stays intact. You can still feel, see (though only directly in front of you as you cannot move), smell, etc. Your body will break as a statue would. You do not require food or water while in this state, though you must still sleep.
Carl Emburd, By One’s Own Power
- Hair of Desire (PL 4)
Duration: Semi-permanent
The caster may modify the hair of himself or another in any way he desires. Length, thickness, texture, color, anything may be changed on any part of the body. After the spell is complete, any new hair that grows on the person will be their regular hair, at the bottom of every shaft. Extra hair will fall out over the course of two weeks.
- Turn Aside the Blade (PL 2+X)
Duration: 6 hours or until destroyed or dismissed
The caster weaves a net of repulsive forces about his person. They gain X hit points of armor from these magicks. The caster also has two make a dexterity check to pick up any new objects, or else it is pushed away from him and out of his reach, where it may drop, break, etc.
- Guiding Hands (PL 4)
Duration: Concentration
The caster’s hands glow brighter when brought near magic items or enchantments
Potion Materials (4 hours prep): ½ cup freshwater from a stream, 1 apple, ½ cup spoiled milk
John Clessendale, the Fragile Giant, Understanding the Life Machine
- Stem the Flow (PL 4)
Duration: Instantaneous
Stops the flow of blood from a hemorrhaging wound or missing limb, etc. Must be used a separate time on every bleeding wound.
Potion Materials (6 hours prep): 1 bundle horsehair, ½ cup goat’s milk, handful of soot, 1 oz onyx dust
- Sense Malevolence (PL 7)
Duration: 10 minutes
The caster can sense the intent to harm to himself and his companions. The spell tells the caster what direction the malevolence is coming from, and can sense up to 100’ away. Multiple sources will reveal multiple directions, though any entities standing 10’ or closer to one another will not register as separate. The caster may attempt an Awareness check to discern the exact number of malevolent beings.
Fedosia Klokov, Spells for Scraping By
- For Fleeing from Hounds (PL 4)
Duration: 24 hours
The caster emits absolutely no odors, nor do any of her effects
Potion Materials (1 hours prep): ¼ lb salt, ½ cup water, ½ cup animal blood
- For Calming Animals (PL 3 + X)
Duration: 4 hours
The caster can calm X animals, making them neutral if wild and friendly if the animal is already domesticated.
- For Cold Nights (PL 5)
Duration: 12 hours
The caster is unaffected by cold or damp weather. Her effects can still become wet or frozen, however.
Potion Materials (2 hour prep): 1 tuft polar bear hair, ½ cup boiling water, 1 bundle dandelions, 1 hour of sunlight.
Sophia Claerd, Revelations from the Circle of Night
- Taming the Broom (PL 8)
Duration: 4 hours
The caster enchants a broom or broom-like object (long, relatively narrow, relatively light) to be able to fly under her command. It may carry up to one additional passenger, and must be guided by the caster.
- Witch’s Eye (PL 6)
Duration: 1 hour
The caster painlessly plucks out his eye. The eye can float through the air, controlled by its master. The caster can see through the eye as though it were attached. If the eye is not returned before the end of the hour, it falls lifeless, and the spell must be cast again in order to return it.
- Caress of Dream (PL 5 + X)
Duration: 4 * X hours (stored for 1 hour)
After casting this spell, the first creature the caster touches falls into a deep sleep, from which no noise will awaken them. Neither will shaking or being touched, but intense physical pain will end the sleep. The spell is undeterred by clothing or armor. Touching an unwilling target requires an unarmed attack roll.
Potion Materials (4 hour prep): 1 oz wax, ½ cup red wine, ½ cup milk, 1 oz saffron
Arthur Pestledown, The Exqvifite Artef of Nvllificationne, Amplificationne, & Interfaerence
- Abforbent Vibrationne (PL 2 + X)
Duration: Concentration
Suppresses an enchantment currently in place. X is the PL of the spell being suppressed.
- Flowf into the Earthe (PL 6)
Duration: Instantaneous (stored for 2 hours)
After casting this spell, the caster has stored in his body the ability to dissipate all the kinetic energy of a single object that he touches (caster’s choice, not the first object). He must be aware of the object in order to use this ability (no stopping unseen arrows to the back). This could be a weapon blow, an onrushing boulder, a closing portcullis, etc. The object is not frozen after having its energy dissipated, it merely goes to a standing state for a moment, then ordinary forces act again. Objects sliding down a slope may be halted, but they will start slowly sliding again immediately afterward, for example.
- Voice to the Wynd (PL 5)
Duration: 10 minutes
The caster may magnify sounds that originate within 50' of his person, increasing their volume up to 10 times.
Character Creation
Roll 1d4 minus 1d4 in order for each of the six core stats of Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom. This will give a score of -3 to +3 for each. Afterward you may add +1 to a single stat.
Next, choose which class you'd like to take on at first. There are three, Fighter, Magician, and Thief.
Fighters are highly skilled in combat. Their important stats are Strength (for dealing melee damage), Dexterity (for dealing ranged damage), and Constitution (for increasing their hit points).
Magicians weave spells, research lore, and craft magic items. Their important stats are Intelligence (for learning spells) and Wisdom (for determining how many spells they can cast before collapsing from mental exertion).
Thieves are subverters of authority, skilled countercultural agents of their own whims. Their important stats are varied, since they can learn a number of skills that rely on different stats, but Dexterity, Intelligence, and Charisma are consistently useful for Thieves.
Through adventuring and gaining treasure, character accumulate experience points (XP). Once they gain enough XP, they go up a character level and become more powerful.
Whenever gaining a character level, players may choose any of the three classes in which to place that level, multiclassing as they will. Any particular class may only be increased to 5th level, and total character class may never increase above level 9. Experience points gained beyond that can be kept track of, but the character will never gain another level.
All characters are considered level 0 in all classes, and so have the level o abilities associated with each. Starting characters also have the level 1 abilities of a single class of their choosing.
The following table shows what abilities and powers the character gains in each level of each class.
The experience point requirements for each level are as follows (more on gaining experience points later):
EXPLANATION OF TERMS
HP: Hit Points, how much physical damage you can take before you start dealing with serious wounds. Only add positive Constitution bonuses to HP, the minimum for the class is the first number.
Attack: One of the numbers added to 2d6 when attacking someone in combat.
Defense: One of the numbers subtracted from an opponent's attack roll against you.
Weapons: Number of weapons you are proficient with. Proficiency allows you to use a weapon's Versatility bonus (more on that later).
Casting: The dice you roll to cast a spell. The number rolled must meet or exceed the spell's Power Level (PL) to be successfully cast. The caster may spend fatigue points to add additional dice to casting, on a 1-to-1 basis, up to double the Casting.
Threshold: The number of fatigue points the character can take before collapsing. Only add positive Wisdom to Threshold. If fatigue ever meets the Threshold value, the character lapses into unconsciousness. They can regain consciousness 2 hours later, when they lose 1 fatigue. If they rest uninterrupted for 4 hours, they lose 3 fatigue, and after 6 they lose all of it.
Spells: The types and number of Spells the caster learns by advancing levels. They may also learn spells on their own by finding books or teachers (see the spells section).
Skills: The number of Skills the character is trained in using. At second and fourth level, a Thief may Master one of his Skills.
Backstab: This is a bonus to both Attack and Damage when striking an unaware target with a melee weapon who is not currently engaged in combat. Attempting to Backstab with a ranged weapon incurs a -2 penalty. Backstab bonuses to damage do not double in the case of a Critical Hit (more on this later).
SKILLS
The following is a list of the skills that adventurers commonly use, and their associated stats in parentheses. Characters start untrained in all of these skills (thieves get 2 skills to be trained in at first level, others get 1):
Athletics (str, dex, or con depending on action)
Awareness (wis)
Deception (cha)
Decipher (int)
Heal (wis)
Lore (Int)
Stealth (dex)
Naturalism (wis)
Tinker (dex or int depending on situation)
WEAPONS
The following is a list of Weapon Types in which a character may be proficient (fighters get 2 weapon proficiencies at first level, others get 1):
Blades (swords/daggers)
Polearms (halberds/poleaxes/spears/staves)
Axes (axes/maces/clubs)
Unarmed
Improvised (melee only)
Bows
Crossbows
Thrown (slings/spears/stones/improvised)
EQUIPMENT
Adventurers start with 3d6 x 10 Gold Pieces (GP). See Equipment Lists for detailed pricing of equipment.
Introduction and Core Rules
This blog is acting as a storage unit for the fantasy role-playing game I'm writing that is tentatively called "I Sing the Dungeon Electric".
The Core Mechanics and inspiration come primarily from Scrap Princess's Down World system.
Class and combat inspiration (and outright stealing) have come from Charles Taylor's Spells and Steel system.
Economics and all sorts of things have come from Alexis's Tao of DnD blog and system.
CORE RULES
Players have Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom as their core stats.
These are rolled at character creation in order by subtracting 1d4 from 1d4, giving a range of -3 to +3. After rolling, you may add +1 to one stat (max +3).
There are two central types of rolls: Standard Checks and Binary Checks
Most risky actions are Standard Checks, dictated by rolling 2d6 and adding the relevant stat. Success is determined by the following table:
6 or lower*: failure, along with whatever consequences that might entail
*rolling a snake-eyes (2 ones) is always a failure, and a particularly gruesome one
7-9: Success, but mitigated by some unintended consequence or complication
10-11: Unmitigated success
12 or higher*: Critical success, extra benefits come along with it
The Core Mechanics and inspiration come primarily from Scrap Princess's Down World system.
Class and combat inspiration (and outright stealing) have come from Charles Taylor's Spells and Steel system.
Economics and all sorts of things have come from Alexis's Tao of DnD blog and system.
CORE RULES
Players have Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom as their core stats.
These are rolled at character creation in order by subtracting 1d4 from 1d4, giving a range of -3 to +3. After rolling, you may add +1 to one stat (max +3).
There are two central types of rolls: Standard Checks and Binary Checks
Most risky actions are Standard Checks, dictated by rolling 2d6 and adding the relevant stat. Success is determined by the following table:
6 or lower*: failure, along with whatever consequences that might entail
*rolling a snake-eyes (2 ones) is always a failure, and a particularly gruesome one
7-9: Success, but mitigated by some unintended consequence or complication
10-11: Unmitigated success
12 or higher*: Critical success, extra benefits come along with it
*rolling boxcars (2 sixes) is always at least an unmitigated success, though not necessarily a critical success
Occasionally a binary yes/no result may be needed, that doesn't allow for complications or extraordinary success. In these cases, make a Binary Check, by rolling 1d12 and adding the relevant modifiers. 8 or higher is a success, 7 or lower is a failure.
ROLLING SKILLS
Player may have a number of skills, activities in which they are particularly proficient. A character is either Untrained in a skill, Trained in that skill, or a Master of that skill.
Characters rolling for a skill they are Untrained in simply make the relevant stat check and compare to the table.
Characters rolling for a skill they are Trained in cannot outright fail on a Standard Check. On a 6 or lower, they may choose to still succeed, but must take even worse complications than if they had rolled a 7-9 (they can choose to take the failure, though, if the complications seem too steep). Trained characters rolling the Binary Check d12 may add +2 to the stat roll.
Characters rolling for a skill they have Mastered roll like a Trained character during Standard Checks, but also add +1 to the roll. When attempting a Binary Check, they add +3 to the stat roll.
Occasionally a binary yes/no result may be needed, that doesn't allow for complications or extraordinary success. In these cases, make a Binary Check, by rolling 1d12 and adding the relevant modifiers. 8 or higher is a success, 7 or lower is a failure.
ROLLING SKILLS
Player may have a number of skills, activities in which they are particularly proficient. A character is either Untrained in a skill, Trained in that skill, or a Master of that skill.
Characters rolling for a skill they are Untrained in simply make the relevant stat check and compare to the table.
Characters rolling for a skill they are Trained in cannot outright fail on a Standard Check. On a 6 or lower, they may choose to still succeed, but must take even worse complications than if they had rolled a 7-9 (they can choose to take the failure, though, if the complications seem too steep). Trained characters rolling the Binary Check d12 may add +2 to the stat roll.
Characters rolling for a skill they have Mastered roll like a Trained character during Standard Checks, but also add +1 to the roll. When attempting a Binary Check, they add +3 to the stat roll.
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