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# What is Chronicles of Fate
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The Chronicles of Fate game is a roleplaying game that focuses on crafting intricate stories through collaboration with other players. One player called the game master (GM), along with a group of other players, who adopt roles as player characters (PCs), explore fantastic locations and interact with a variety of interesting characters.
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# What is a Roleplaying Game
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A roleplaying game is a cooperative story-making game, sometimes called a tabletop game. You usually gather around a table and use paper and dice to play. Most RPGs have one player who serves as the GM, while the other players take the roles of PCs.
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## Role of the Game Master
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The GM's role is to create the game's framework and keep the story moving. The GM describes what the world look like, introduces obstacles of PCs to overcome, and portrays all the nonplayer characters (NPCs) who challenge or interact with the PCs.
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The GM either invents the world and events of the game from scratch or uses the elements of a pre-written adventure called a "module" to set the scene for players each time they play.
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## Role of a Player
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A player's role is to portray their PC well. Imagine seeing the world through the character's eyes and reacting as they would to the situations presented by the GM or other PCs, a player's voice serves as the character's voice.
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Previous Section: [[01 🔵 Introduction|Introduction]]
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# Using this Book
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This book contains the basic information you need to play a Chronicles of Fate tabletop game. It provides instructions for creating PCs, explains how to resolve challenges, and contains tools for playing in fantasy worlds.
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This book does not contain information for running games in specific worlds but tries to provide rules that apply in every world and setting. This means that it doesn't have information regarding magic systems or items, futuristic weapons, or space travel. Rules for these types of mechanics can be found in following books.
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## What's in this book?
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**Chapter 1: Character Creation and Progression** describes how to create a PC and how to progress that PC as you gain experience.
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**Chapter 2: Attribute and Skill Descriptions** provides descriptions for attributes and skills that define a character's strengths and weaknesses.
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**Chapter 3: Character Options** lists options available to describe PCs lineage, heritage, background, qualities, and features.
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**Chapter 4: Equipment** lists equipment available to PCs and explains rules for using it.
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**Chapter 5: Rolling Dice** describes when, why, and how dice are used in the game.
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**Chapter 6: Game Timing and Actions** details how time progresses in the game and what types of things characters can do in the game.
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**Chapter 7: Interacting with the World** defines how characters interact the the creatures and objects of the world.
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**Chapter 8: Life and Death** provides rules for how characters receive and heal damage and what happens when they take more damage than they can sustain.
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**Chapter 9: Other Sources of Harm** describes rules for other ways characters can be harmed besides directly taking damage.
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**Chapter 10: Encounters** lists specific rules for encounters that characters can experience.
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**Chapter 11: Downtime Activities** describes different activities that characters can partake in when not actively adventuring.
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**Chapter 13: Appendices** contains lists and tables for systems and rules described earlier in the book.
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# Next Section
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[[03 🔴 How to Play|How To Play]]
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Previous Section: [[02 🔵 Using this Book|What is this Book?]]
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# How to Play
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## Collaborative Storytelling
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## The Dice
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## Rules to Remember
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# Next Section:
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[[04 🔴 Safety Tools|Safety Tools]]
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Previous Section: [[03 🔴 How to Play|How to Play]]
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# Safety Tools
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## Discussions around Wants
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## Agreements around Lines
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# Next Section
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[[01🟠 Step-by-Step Character Creation|Step-by-Step Character Creation]]
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Previous Section: [[04 🔴 Safety Tools|Safety Tools]]
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# Step-by-Step Character Creation
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## Coming up with a Character Concept
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### Character Archetypes
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#### Artisan (Might need a different name)
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Artisans love to take stuff apart and put it back together again but better, most of the time. They are responsible for inventing new technologies and equipment to help move the party forward even if they aren't always the best at using it themselves.
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#### Barbarian
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Barbarians are known for their savage attacks and ability to sustain large amounts of damage. They are often the first line of offense in battle but aren't particularly savvy when it comes to socializing.
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#### Bard
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Bards are found wherever there are stories to tell or tales to learn. They excel at performing and pretending but are often most known for their ability to remember knowledge.
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#### Fighter
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Fighters are all around combat characters. They focus on being able to use a variety of weapon and armor types and improving their prowess with that equipment.
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#### Manipulator
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Manipulator are often the face of a party. They know who to talk to and when to talk to them. They're typically charismatic and quick witted in social situations but require support in combat situations.
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#### Knight
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Knights are known for their gleaming armor that allows them to stroll through a battlefield without fear of taking damage.
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#### Medic
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Medics are the ones that keep everyone else alive. They are experts at healing wounds and curing diseases. If you plan on taking a lot of damage make sure you bring your medic along to save you once the fighting is done.
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#### Monk
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Monks focus on mastering their body and mind and turning them into razer sharp weapons to deal with any threat.
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#### Ranger
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Sometimes nature is better than society. Rangers excel at navigating through wilderness and surviving harsh environments.
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#### Researcher
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Researchers are the ones that discover long forgotten lore, corporate secrets, and scientific breakthroughs. This archetype includes scientists, priests, and even spies (sometimes).
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#### Rogue
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Rogues are the dastardly individuals that excel at going where they aren't wanted and taking what isn't theirs.
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#### Tactician
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Tacticians know the strengths of their companions, the weaknesses of their targets, and the best way to match those up to guarantee success.
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## Determining Starting Attributes
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Player characters start with every Attribute at 0 and spend Attribute Points to increase them. Players have 28 points to spend on Attributes which will get a character to 2 on every Attribute and 3 on a few of them. The average score for a typical human is 0 for every attribute. There is no minimum starting value for attributes but they can only be increased to a max of 6 during this phase of character creation.
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## Determining Starting Skills
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During character creation the maximum value for any given skill is 6 regardless of any bonuses that would increase a skill past this level. This limit is lifted after character creation.
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## Choosing a Lineage
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## Choosing a Heritage
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## Choosing a Background
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## Selecting Qualities
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# Next Section
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[[02 🔵 Lineage|Lineage]]
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Previous Section: [[01🟠 Step-by-Step Character Creation|Step-by-Step Character Creation]]
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# Lineage
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Lineage represents the blood ties and hereditary traits of the a creature. It's what you're born to, no matter where you were born. Some lineage options are dwarf, elf, human, orc, etc.
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## Lineage Elements
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Your lineage dictates certain traits that your character has due to their ancestry. The following sections are included among the descriptions of each lineage option.
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### Age
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This represents the age when a member of the lineage grows into adulthood, and their expected lifespan. You can choose any starting age for your character, but if you want to a play a very young or very old character, make sure to run it by your GM first.
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### Size
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||||
Most lineages are medium size category but some may be small. Large is not common
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||||
### Speed
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||||
Your speed determines how far you can move when traveling overland and in combat. Most creatures have only a walking speed, but some lineages grant special types of movement such as climbing or swimming speed.
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### Traits
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||||
Each lineage grants hereditary traits that are unique to members of that lineage. These are traits your character is born with, such as a dwarf's ability to see in the dark. This can sometimes grant magical effects but those lineages are not described in this book.
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||||
### Attributes
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||||
Lineages grant bonuses to specific [[01 🟡 Attribute Descriptions|Attributes]]. Typically a lineage will grant +2 to one [[01 🟡 Attribute Descriptions|Attribute]], and +1 to two attributes.
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# Next Section
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[[03 🔵 Heritage|Heritage]]
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Previous Section: [[02 🔵 Lineage|Lineage]]
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# Heritage
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Heritage represents the upbringing and culture of a character. It's what your family, community, or other formative authority figures taught you. It dictates what [[02 🔵 Skill Descriptions#Language Skills|Language]] and [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge]] skills a character starts with and may grant other abilities too.
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Heroic characters sometimes come from unexpected origins. Your character might have been raised among a typical community of their lineage or from a totally different life.
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## Language Skills
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Your heritage includes how many [[02 🔵 Skill Descriptions#Language Skills|languages]] you know. By default all characters know one [[02 🔵 Skill Descriptions#Language Skills|language]] at the Native level and one other [[02 🔵 Skill Descriptions#Language Skills|language]] at the Normal level, but some heritages and backgrounds allow more. Choose from the Standard languages or one typical in your campaign. With the GM's permission, you can instead choose a language from the Esoteric languages or a secret language.
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||||
## Knowledge Skills
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||||
Your heritage also includes [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge]] skills that you have learned as you grew up. Most heritages grant up to 4 [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge]] Skills. These skills may be specified by the Heritage but all heritages offer at least 2 free Knowledge skills for the player to choose.
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# Next Section
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||||
[[04 🔵 Background|Background]]
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Previous Section: [[03 🔵 Heritage|Heritage]]
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# Background
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||||
Backgrounds help to define a character's personal history before becoming an adventurer. When choosing a background, consider how it plays into your character's heritage and class. Did life as a soldier pave the way for you to become a fighter? Did a religious experience pull you away from a community that holds a different faith?
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||||
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||||
Your background may grant [[02 🔵 Skill Descriptions#Skill Specialization|Skill Specializations]], [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge Skills]], and [[02 🔵 Skill Descriptions#Language Skills|Language Skills]]. It also provides a starting set of [[01 🔵 Equipment|Equipment]] and [[06 Qualities|Qualities]].
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||||
## Elements of a Background
|
||||
### Skills
|
||||
Each background grants +2 to two [[02 🔵 Skill Descriptions|skills]] and +1 to two other [[02 🔵 Skill Descriptions|skills]]. Players also get to choose an additional [[02 🔵 Skill Descriptions|skill]] to increase by 2 and another [[02 🔵 Skill Descriptions|skill]] to increase by 1.
|
||||
#### Specialization
|
||||
Backgrounds grant a single Novice [[02 🔵 Skill Descriptions#Skill Specialization|Skill Specialization]]. The skill that this specialization is applied to is set to +5 and can not be increased by other benefits of this Background.
|
||||
### Language Skills
|
||||
Backgrounds can grant one additional [[02 🔵 Skill Descriptions#Language Skills|Language Skill]] on top of the languages learned from a Heritage or increase the level of a language already learned.
|
||||
### Knowledge Skills
|
||||
Each background grants up to 4 [[02 🔵 Skill Descriptions#Knowledge Skills|Knowledge Skills]]. Two of these skills are free for the player to choose.
|
||||
### Contacts
|
||||
Each background grants at least 2 [[04 🔵 Interacting with Creatures#Contacts|Contacts]]. Players may come up with the contacts but they should be approved by the GM. The upper limit of contacts a player can gain during character creation is limited by GM discretion.
|
||||
### Equipment
|
||||
Each background provides a package of starting equipment.
|
||||
### Adventuring Motivation
|
||||
A background contains suggested motivations to help inform your reasons for becoming an adventurer. You can roll to determine it randomly, pick one off the list, or use them as inspiration for creating your own motivation.
|
||||
# Next Section
|
||||
[[05 🔵 Intimacies|Intimacies]]
|
||||
+19
@@ -0,0 +1,19 @@
|
||||
Previous Section: [[04 🔵 Background|Background]]
|
||||
# Intimacies
|
||||
Intimacies represent loves, hatreds, ideals, and goals. They are important in [[02 🔵 Social Encounters|Social Encounters]]. Intimacies come in three levels of intensity, Minor, Major, and Defining. Minor intimacies are notable parts of you character's worldview, but only come into play when the subject of the intimacy is directly relevant to the current situation. Major intimacies hold more influence over your character, coming into play even if the subject is only indirectly or tangentially related to the situation at hand. Defining intimacies play a part in every aspect of a character's life, they are pillars of their worldview.
|
||||
## Bonuses from Intimacy
|
||||
When a roll calls for a bonus or penalty from related intimacies treat minor intimacies as a +/-1, major intimacies as a +/-3 and defining intimacies as a +/-5.
|
||||
## Gaining Intimacies
|
||||
Characters start with whatever intimacies their players feel are appropriate, with a minimum of four Intimacies, of which at least one must be Defining, one must be Major, one must be in some way negative (a thing the character opposes or dislikes), and one must be positive (a thing the character likes or supports).
|
||||
|
||||
Characters may gain new Intimacies in several ways, all subject to GM approval. The key to changing intimacies is that the change must make sense given the roleplaying going on during the scene and in the broader context of the story. Character's can't gain new intimacies if it doesn't match how they've been played.
|
||||
- Intimacies can be created at Minor intensity or strengthened by one level by the social influence of other characters.
|
||||
- Whenever the player feels it is appropriate and the GM agrees, the character may add a new minor intimacy or intensify an existing intimacy by one level.
|
||||
- In extraordinary situations, the character may gain a new intimacy at major or defining intensity based on the events of the story. If a character kills another character's family it's probably acceptable to go straight to a major or defining intimacy of hatred towards them.
|
||||
## Losing Intimacies
|
||||
Losing intimacies is similarly simple and subject to GM discretion.
|
||||
- Intimacies can be degraded by one level or removed entirely (if minor) by the social influence of other characters.
|
||||
- Whenever the player feels it is appropriate, **and the GM agrees**, the character may remove a minor intimacy or degrade an existing major or defining intimacy. Generally this should follow several sessions in which the subject of the intimacy hasn't come up; characters should rarely drop or degrade an intimacy right after it is created even if it is undesirable. Alternately, this might follow several sessions showing the character resolving or working to conquer unwanted intimacies, such as intimacies of fear or hatred.
|
||||
- Whenever the GM judges that a player hasn't reflected the intimacy in their roleplaying for a while, they may declare that it has degraded or disappeared completely. This is mostly to keep characters from accumulating lots of defining intimacies, which should be reflected in the character's actions. Few characters can sustain the kind of intensity needed for more than a small handful of defining intimacies, and the GM's pruning help keeps down the clutter.
|
||||
# Next Section
|
||||
[[06 🟡 Qualities|Qualities]]
|
||||
@@ -0,0 +1,7 @@
|
||||
Previous Section: [[05 🔵 Intimacies|Intimacies]]
|
||||
# Qualities
|
||||
Characters often have innate characteristics or consequences from past experiences that shape the way they are today. These are represented as Qualities, which can be either positive or negative. Qualities are typically only gained during Character Creation but they may be awarded during play by the GM.
|
||||
|
||||
Characters may choose up to 3 qualities during character creation. Some qualities allow for players to increase this maximum number of chosen qualities.
|
||||
# Next Section
|
||||
[[07 🟡 Character Progression|Character Progression]]
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
Previous Section: [[06 🟡 Qualities|Qualities]]
|
||||
# Character Progression
|
||||
## Experience Points
|
||||
Experience points are used to measure character advancement in a mechanical way. Details on gaining experience can be found in the [[08 🔵 Experience Points|Experience Points]] section.
|
||||
## Spending XP
|
||||
Players can spend their XP at any point as long as they are not in the middle of an encounter. Whenever you spend XP make sure to let your GM know so they can keep track of the strengths of the PCs and tailor the game to those strengths.
|
||||
### Buying Attributes
|
||||
[[01 🟡 Attribute Descriptions|Attributes]] cost a number of experience points equal to: (20 + new level) x 2.
|
||||
### Buying Skills
|
||||
[[02 🔵 Skill Descriptions|Skills]] cost a number of experience points equal to: 20 + (new level).
|
||||
#### Skill Specialization
|
||||
The cost of a [[02 🔵 Skill Descriptions#Skill Specialization|Skill Specialization]] depends on the level of the specialization. Check the table below to determine the cost and perquisites of each level of skill specialization.
|
||||
|
||||
| Level | Cost | Prerequisites |
|
||||
| --------- | ---- | -------------------------------------------------------- |
|
||||
| Novice | 20 | Min skill value of +3 |
|
||||
| Adept | 30 | Min skill value of +5 and Skill already has Novice level |
|
||||
| Expert | 50 | Skill already has Adept level |
|
||||
| Master | 80 | Skill already has Expert level |
|
||||
|
||||
### Buying Features and Qualities
|
||||
The cost and prerequisites of both features and qualities can be found in the character options section for the respective improvements.
|
||||
# Next Section
|
||||
[[08 🔵 Experience Points|Experience Points]]
|
||||
+35
@@ -0,0 +1,35 @@
|
||||
Previous Section: [[07 🟡 Character Progression|Character Progression]]
|
||||
# Experience Points
|
||||
Character growth is expressed in experience points, given out at the end of every session or at GM discretion. Players may spend or save these experience points to increase their character's traits or buy new features and qualities.
|
||||
## Gaining Experience
|
||||
### Session Experience
|
||||
At the end of every session the GM should grant all players an equal number of experience points based on the amount of progress they made towards the campaign goal. This amount of experience is recommended to be between 2 and 10 points. All players gain the same amount of Session Experience
|
||||
### Extra Experience
|
||||
Characters can gain 2 points of experience by fulfilling any of the following criteria. Characters can only gain experience from **each** criteria once per session.
|
||||
- Expressing, supporting, or engaging a major or [[05 🔵 Intimacies|defining intimacy]] in such a way that it reveals something about the character, develops the character's personality, or provides a character moment that everyone at the table enjoys.
|
||||
- Being significantly challenged, endangered, or harmed in the course of protecting or upholding a major or [[05 🔵 Intimacies|defining intimacy]].
|
||||
- Bein significantly impeded, endangered, or harmed by a flaw.
|
||||
- Intentionally ceding the 'spotlight' of a scene to another player's character in such a way that it makes that character shine or directly supporting another character in expressing, supporting, or engaging a major or [[05 🔵 Intimacies|defining intimacy]].
|
||||
|
||||
Characters can also gain 2 points of experience by meeting **one** of the following criteria once per session.
|
||||
- Defeating a powerful enemy, defending a vulnerable party member through skill, using combat to directly advance a [[05 🔵 Intimacies|major or defining intimacy]], or using combat to directly protect a[[05 🔵 Intimacies| major or defining intimacy]].
|
||||
- Inspiring others to uphold one of your [[05 🔵 Intimacies|major or defining intimacies]] in a significant way, enduring great hardship in the name of a [[05 🔵 Intimacies|major or defining intimacy]], accomplishing a great deed that furthers a [[05 🔵 Intimacies|major or defining intimacy]]. or creating, defending, or advancing the fortunes of some edifice or institution that expresses or furthers a [[05 🔵 Intimacies|major or defining intimacy]].
|
||||
- Learning lost or similarly valuable knowledge, learning something that helps advance or protect a [[05 🔵 Intimacies|major or defining intimacies]], or solving a significant problem or crisis through application of knowledge or through education.
|
||||
- Removing a major impediment to the character's or party's goals through assassination, blackmail, or other underhanded means, stealing something that directly furthers the character's or party's goals, gaining a significant advantage over a dangerous enemy through infiltration or stealth, upholding or protecting a [[05 🔵 Intimacies|major or defining intimacy]] through "criminal" means.
|
||||
- Bringing two or more parties with a meaningful dispute to accords, gaining a noteworthy dispute to accords, gaining a noteworthy advantage for the character or the party through diplomatic means, successfully navigating and thwarting social or geographical obstacles preventing the character or party from achieving a significant goal, exploring a cultural tradition or legal system in furtherance of a [[05 🔵 Intimacies|major or defining intimacy]], bringing someone's [[05 🔵 Intimacies|intimacy]] closer to aligning with those of the character or the party, or inspiring or taking part in the creation or transformation of a social institution.
|
||||
|
||||
The GM always has final say on whether or not the character met any of the criteria and how much experience they gain at the end of the session.
|
||||
## Training Times
|
||||
While experience points are an abstraction to provide satisfying pacing for advancement and a sense of reward for players, character advancement has to make sense in the context of the story. It doesn't make sense for a character to raise their Dueling skill from a 4 to a 5 if they haven't experienced combat in weeks, even if they have enough experience points to do it.
|
||||
|
||||
The following training times assume characters spend a significant portion of the quoted time working on the trait in question, though they need not do so exclusively -- a character can study to improve Engineering without being chained to a desk all day. Also, many forms of training may potentially benefit multiple traits -- Strength training is also a good reason to raise Athletics. Finally, practical experience also counts as a significant amount of training, however experience requires contemplation and practice to be truly beneficial. Neither training nor experience alone is sufficient for mastery. Treat these training times as a rough guideline rather than absolute quotas. Mentors and similarly skilled trainers should also reduce training times proportionate to their skill at teaching. Likewise, these training times assume the character is balancing training time with getting other things done. A character who retreats from their other duties to pursue nothing but training can raise their traits significantly faster than the times given here.
|
||||
|
||||
| Trait | Training Time |
|
||||
| -------------------- | --------------------------- |
|
||||
| Attribute | 10 + (new level) months |
|
||||
| Skill | 10 + (new level) weeks |
|
||||
| Skill Specialization | (new level modifier) months |
|
||||
| New Quality | Specified by the quality |
|
||||
| New Feature | Specified by the feature |
|
||||
# Next Section
|
||||
[[09 🟡 Features|Features]]
|
||||
@@ -0,0 +1,25 @@
|
||||
Previous Section: [[08 🔵 Experience Points|Experience Points]]
|
||||
# Features
|
||||
## Types of Features
|
||||
### Archetypal Features
|
||||
Archetypal features are features that follow a specific archetype as defined in the [[01🟠 Step-by-Step Character Creation|Step-by-Step Character Creation]] section. These features typically have a progression of five main features and a variety of "supporting" features that are related to the main ones. A list of archetypal features can be found in the [[01 🔴 Archetypal Features|Archetypal Features]] section.
|
||||
### Weapon Features
|
||||
Weapon features may be unlocked as many times as desired unless the weapon or feature says otherwise. Weapon features only apply to a single weapon type. E.g. if you unlock an extra attack for Knives you don't get an extra attack for One Handed Swords. A list of weapon features can be found in the [[01 🟡 Weapon Features|Weapon Features]] section.
|
||||
### Armor Features
|
||||
Armor features give characters additional abilities and benefits to characters when they are using related types of armor. A list of armor features can be found in the [[01 ❌ Armor Features|Armor Features]] section.
|
||||
### Ability Features
|
||||
Ability features grant new ability that characters can use. These features are often active features that a player must choose to use. A list of ability features can be found in the [[01 ❌ Ability Features|Ability Features]] section.
|
||||
### Skill Features
|
||||
Skill features grant additional abilities when characters use the related skill. These are often passive bonuses rather than abilities that can be used actively. A list of skill features can be found in the [[01 ❌ Skill Features|Skill Features]] section.
|
||||
### Tool Features
|
||||
All tools have a tool proficiency feature that is required to use the tools effectively. Anyone can use a hammer but using a hammer to construct furniture requires some expertise. A list of tool features is available in the [[01 ❌ Tool Features|Tool Features]] section.
|
||||
## Feature Properties
|
||||
All features have properties that determine how much they cost, if they have any prerequisites, or if they can be purchased multiple times.
|
||||
### Cost
|
||||
All features have some cost in experience points. The price of repeatable features often increases based on the number of times the feature has already been purchased.
|
||||
### Prerequisites
|
||||
Some features require that a character has met certain requirements before they can be purchased. These requirements can be minimum skill or attribute levels or even other features.
|
||||
### Repeatable
|
||||
Some features can be purchased multiple times. Features with the Repeatable property can be purchased a number of times equal to the number that follows the property. If there is no number the feature has no limit on how many times it can be purchased.
|
||||
# Next Section
|
||||
[[10 ❌ Party Progression|Party Progression]]
|
||||
+4
@@ -0,0 +1,4 @@
|
||||
Previous Section: [[09 🟡 Features|Features]]
|
||||
# Party Progression
|
||||
# Next Section
|
||||
[[01 🟡 Attribute Descriptions]]
|
||||
+87
@@ -0,0 +1,87 @@
|
||||
Previous Section: [[10 ❌ Party Progression]]
|
||||
# Attribute Descriptions
|
||||
## Physical
|
||||
### Body
|
||||
Body represents the general sturdiness and integrity of the individual. Body is used when calculating health.
|
||||
### Stamina
|
||||
Used for enduring extended affects. For example, an Athletics Check may be required to climb a wall but if climbing the wall takes more than one Turn the GM may call for a Stamina Save to make sure the character can hold themselves on the wall. The longer the scenario lasts the higher the DC should be.
|
||||
### Strength
|
||||
Strength is raw muscle power, the ability to lift, carry, and hit with great force. Strength is used to:
|
||||
- Calculate damage with melee weapons.
|
||||
- Determine how much weight can be lifted or carried
|
||||
Use Strength for checks that involve feats of bodily force, such as:
|
||||
- Kicking down a door
|
||||
- Breaking free of bonds
|
||||
- Pulling, pushing, or lifting heavy objects
|
||||
- Climbing a rope or swimming against the current
|
||||
- Resisting an attempt to grab, pull, or push you
|
||||
### Agility
|
||||
Agility represents nimbleness, speed, flexibility, and, coordination. Agility is used to:
|
||||
- Calculate attack rolls
|
||||
- Calculate damage with ranged weapons
|
||||
- Calculate Evasion Value
|
||||
Use Agility for checks that involve precise motion, or swift response time such as:
|
||||
- Maintaining balance while on a moving vehicle
|
||||
- Picking a pocket without being noticed
|
||||
- Picking a lock or disabling a trap
|
||||
- Moving silently or sneaking up on prey
|
||||
- Resisting attempts to grab, pull, or push you
|
||||
- Maneuvering a vehicle without crashing
|
||||
## Mental
|
||||
### Resolve
|
||||
Resolve represents the mental strength and control a character has over their thoughts. It is used to resist mental conditions related to drugs or magical effects and when calculating [[#Health]] and [[#Willpower]].
|
||||
### Reaction
|
||||
Reaction represents how quickly you can react to a new scenario. It is used when determining initiative order, how many actions you can take during a round of combat, and your Evasion Value.
|
||||
### Logic
|
||||
Logic measures your ability to reason, research, analyze information, and determine trajectories. Logic is used to:
|
||||
- Calculate attack rolls with exotic weapons
|
||||
Use Logic for checks that involve gathering information, understanding technology, or making deductions such as:
|
||||
- Conducting research
|
||||
- Using unknown technology
|
||||
- Solving a mystery
|
||||
- Determining enemy resistances and vulnerabilities
|
||||
### Memory
|
||||
Memory is your ability to remember and apply past experience or studied information. Memory is used to:
|
||||
- Craft and repair items
|
||||
Use Memory for checks that involve remembering lore, or past experiences such as:
|
||||
- Recalling information about a craft or trade
|
||||
- Recalling information about arcane arts
|
||||
- Recalling information about the environment
|
||||
## Spiritual
|
||||
### Self
|
||||
I intend for this to be used in various magic systems as a kind of spiritual health/strength
|
||||
### Composure
|
||||
Composure measures a character's ability to stay composed in social encounters and dangerous situations. It is used when trying to hide your intentions from others and maintain focus in dangerous situations.
|
||||
### Awareness
|
||||
Awareness reflects how attuned you are to the world around you and represents perceptiveness and intuition.
|
||||
|
||||
Use Awareness for checks to intuit clues about the environment and people such as:
|
||||
- Picking up on subtle signals happening around you
|
||||
- Determining the intentions of other people
|
||||
- Calming domesticated animals
|
||||
### Presence
|
||||
Presence represents your ability to interact with others and can represent a charming or commanding personality.
|
||||
|
||||
Use Presence for checks to persuade, intimidate, or fit in with other people such as:
|
||||
- Persuading someone to join your cause
|
||||
- Intimidating a guard to let you by
|
||||
- Avoid making blunders in front of powerful characters
|
||||
- Entertain an audience
|
||||
## Derived Attributes
|
||||
### Health
|
||||
Health is the amount of damage a character can receive before going down or dying. Health is calculated with the following equation rounded up.
|
||||
$$
|
||||
Health=(30+Body+Resolve+Self)*3
|
||||
$$
|
||||
This gives a range of health values between 0 and 180.
|
||||
### Willpower
|
||||
Willpower is a measure of mental health and is derived from [[#Resolve]] and [[#Composure]]. Willpower can be used as a resource to gain certain affects. You can decrease your current Willpower by 1 to to heal a single point of [[03 🟡 Damage#Superficial Damage|Superficial Damage]] or it can be used to reroll a single die and you must use the new roll. You regain Willpower up to your max as described in the [[04 🟡 Healing#Regaining Willpower|Regaining Willpower]] section.
|
||||
$$
|
||||
Willpower=Resolve+Composure
|
||||
$$
|
||||
|
||||
If the sum of your Resolve and Composure is less than 1 your Max Willpower is set to 1. This gives a range of Willpower values between 1 and 20.
|
||||
### Evasion Value
|
||||
Evasion Value (EV) is the target that enemies must reach to hit you in combat. EV is equal to 10 + Agility + Reaction.
|
||||
# Next Section
|
||||
[[02 🔵 Skill Descriptions]]
|
||||
+155
@@ -0,0 +1,155 @@
|
||||
Previous Section: [[01 🟡 Attribute Descriptions]]
|
||||
# Skill Descriptions
|
||||
## Skills
|
||||
Skills grant a bonus to the relevant rolls and can range from 0 to +10 naturally but you may get additional bonuses based on [[#Skill Specialization|Specializations]]. Skills have a linked [[01 🟡 Attribute Descriptions|Attribute]] which is the Attribute that is normally used with the Skill. Unless otherwise stated, when a [[04 🔵 Types of Checks#Skill Checks|Skill Check]] is called for use the linked Attribute.
|
||||
## Skill Specialization
|
||||
Skills apply to general situations but characters can gain specializations within these skills for extra bonuses in specific situations. Specializations come in 4 levels, Novice, Adept, Expert, and Master. Each level grants an additional bonus +3, +5, +10, and +15 respectively. There are no limits on what a specialization can be but talk with your GM before choosing a specialization. Examples can be found under each skill.
|
||||
### Equipment Expertise
|
||||
Many sets of tools and exotic weapons require expertise to be used. Equipment expertise is unlocked and progressed the same as specializations except there is no limit to the number of items a character can have expertise with. If an item requires expertise to be used it will describe which skill that expertise is related to.
|
||||
## Knowledge Skills
|
||||
Knowledge skills do not have ranks, because they are not used directly in skill tests. Instead, they are used to provide opportunities to gain knowledge connected to other tests. For example, if a character has Armor Crafting Knowledge and makes a Perception check to look over a Target's armor. The check might give them the chance to learn about armor weaknesses.
|
||||
|
||||
**Examples:**
|
||||
- Local History
|
||||
- Theology
|
||||
- Local Factions
|
||||
- Weapon Crafters
|
||||
- Espionage Techniques
|
||||
- Local Herbs
|
||||
- Hunting Grounds
|
||||
- Aerospace Technology
|
||||
## Language Skills
|
||||
There are lots of languages in the world. Knowing how to speak languages can be the key to picking up information people are trying to hide. Language skills are [[#Knowledge Skills]] with [[#Skill Specialization|Specialization]] levels like so:
|
||||
- English (Novice)
|
||||
- English (Adept)
|
||||
- English (Expert)
|
||||
- English (Master)
|
||||
## List of Skills
|
||||
### Acrobatics
|
||||
Primary Attribute: Agility
|
||||
|
||||
Your Acrobatics skill covers your ability to stay on your feet in a tricky situation, such as running across a sheet of ice, balancing on a tightrope, or staying upright on a rocking ship's deck. The GM might also call for an Acrobatics check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
|
||||
### Animal Handling
|
||||
Primary Attribute: Awareness
|
||||
|
||||
Animal Handling is used to calm a domesticated animal, keep a mount from getting spooked, or intuit and animal's intentions. You also make an Animal Handling check to control your mount when you try something risky.
|
||||
### Arcana
|
||||
Primary Attribute: Memory
|
||||
|
||||
Arcana measures your ability to recall lore about magical matters such as spells, magic items, eldritch symbols, and magical traditions.
|
||||
### Athletics
|
||||
Primary Attribute: Strength
|
||||
|
||||
Your Athletics score covers difficult situations you encounter while climbing, jumping, or swimming. Such as scaling a rain-slicked cliff, avoiding hazards on a climb, jumping unusually far, pulling off a stunt while jumping, swimming treacherous currents, or staying afloat when a creature tries to pull you underwater.
|
||||
### Brawling
|
||||
Primary Attribute: Agility
|
||||
|
||||
Brawling is used when determining if an unarmed attack hits its target.
|
||||
### Crafting
|
||||
Primary Attribute: Memory
|
||||
|
||||
The Crafting skill is used to create and repair items as described in the [[4 🔵 Crafting|Crafting]] section.
|
||||
### Culture
|
||||
Primary Attribute: Presence
|
||||
|
||||
Culture is used to identify and respond to the social conventions in the current environment. For example, eating dinner with a King may require a check using Culture to determine if the character causes a scene.
|
||||
### Deception
|
||||
Primary Attribute: Presence
|
||||
|
||||
Deception determines whether you can convincingly hide the truth, verbally or through actions. Deception ranges from misleading through ambiguity to telling outright lies.
|
||||
### Dueling
|
||||
Primary Attribute: Agility
|
||||
|
||||
Dueling is used when determining if a melee attack hits its target while using a weapon.
|
||||
### Engineering
|
||||
Primary Attribute: Logic
|
||||
|
||||
Engineering measures your ability to make things do what you want them to and what they were designed to do. This skill is used to understand how technology works and to develop your own.
|
||||
### Environment
|
||||
Primary Attribute: Memory
|
||||
|
||||
The Environment skill measures your ability to recall lore about matters such as terrain, plants and animals, weather, and natural cycles. It can also be used in urban environments to determine how much you know about a region of a city or town.
|
||||
### Exotic Weapons
|
||||
Primary Attribute: Logic
|
||||
|
||||
Some weapons are not like any other and require particular training to use them. This skill is for those weapons. You must unlock a Skill Feature to use this skill, and you can only use this skill with weapons for which you have the Skill Feature. This skill functions the same as other combat skills.
|
||||
### History
|
||||
Primary Attribute: Memory
|
||||
|
||||
History measures your ability to recall lore about matters such as legendary people, ancient cultures, past disputes, recent wars, and lost civilizations.
|
||||
### Insight
|
||||
Primary Attribute: Awareness
|
||||
|
||||
Insight determines whether you can discern the true intentions of a creature, such as when searching out a lie or predicting someone's next move. This involves gleaning clues from body language, speech habits, and changes in mannerism. More information is available in the [[03 🔵 Social Actions#Read Intentions|Read Intentions]] section.
|
||||
### Intimidation
|
||||
Primary Attribute: Presence
|
||||
|
||||
An attempt to influence someone through threats, hostility, and physical violence use the Intimidation skill. More information about using this skill can be found in the [[03 🔵 Social Actions#Threaten|Threaten]] section.
|
||||
### Investigation
|
||||
Primary Attribute: Logic
|
||||
|
||||
Your ability to look for clues and make deductions based on those clues is measured by Investigation. You might deduce the location of a hidden object, discern from a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. This skill is also used when searching through a library to find historical information.
|
||||
### Maneuver Vehicle
|
||||
Primary Attribute: Agility
|
||||
|
||||
This skill is used when a character has to maneuver a vehicle. Basic driving does not require a skill check. A check is only needed when failure means that you would lose control of the vehicle. The GM determines when any non-basic driving requires a check such as making a sharp turn at speed on slick ground or avoiding trees while flying through a forest.
|
||||
### Marksmanship
|
||||
Primary Attribute: Agility
|
||||
|
||||
Marksmanship is used when determining if a ranged attack hits its target.
|
||||
### Martial Arts
|
||||
Primary Skill: Agility or Strength
|
||||
|
||||
The Martial Arts skill is used when making attacks, however using this skill requires that the character be trained in Martial Arts by unlocking the relevant Feature.
|
||||
### Medicine
|
||||
Primary Attribute: Memory
|
||||
|
||||
The Medicine skill is used to heal characters. More information about regaining health can be found in the [[04 🟡 Healing|Healing]] section.
|
||||
### Perception
|
||||
Primary Attribute: Awareness
|
||||
|
||||
Perception lets you spot, hear, or otherwise detect the presence of something. For example, you can try to overhear a conversation through a closed door, catch the scent of monsters hiding in the forest, or spot things that are obscured or easy to miss.
|
||||
### Performance
|
||||
Primary Attribute: Presence
|
||||
|
||||
Performance determines how well you might delight an audience with music, dance, acting, storytelling, or other forms of entertainment.
|
||||
### Persuasion
|
||||
Primary Attribute: Presence
|
||||
|
||||
When you attempt to influence someone or a group using the rules described in [[02 🔵 Social Encounters|Social Encounters]] you will use persuasion to determine your success, except for in specific situations described in the Social Encounter rules..
|
||||
### Politics
|
||||
Primary Attribute: Memory
|
||||
|
||||
Politics measures your ability to remember and recognize who you need to work with or put pressure on to achieve your goals as well as knowing who might know about secrets or opportunities to exploit.
|
||||
### Religion
|
||||
Primary Attribute: Memory
|
||||
|
||||
Religion measures your ability to recall lore about matters such as deities, rites and prayers, religious hierarchies, holy symbols, and secret cults.
|
||||
### Science
|
||||
Primary Attribute: Logic
|
||||
|
||||
Science measures your ability to understand and discover scientific principles. It is primarily used during [[5 🔵 Researching|Research]] when trying to discover methods that would allow the development of new technology.
|
||||
### Slight of Hand
|
||||
Primary Attribute: Agility
|
||||
|
||||
Slight of hand is used when you attempt some form of manual trickery, whether that's concealing an object on your person or picking someone else's pocket.
|
||||
### Stealth
|
||||
Primary Attribute: Agility
|
||||
|
||||
Stealth measures your ability to conceal yourself from others.
|
||||
#### Hiding
|
||||
Hiding is a unique way that characters can use the Stealth skill. It's tied to the [[03 🔵 Actions#Hide (I)|Hide]] action in combat encounters. The GM decides when circumstances are appropriate for hiding. When you attempt to hide make an Agility + Stealth check. Until you are discovered or stop hiding, that check result is contested by the Perception score of a character that might discover you.
|
||||
|
||||
You can't attempt to hide from a creature that can sense you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. In combat, most characters stay alert for signs of danger, so if you come out of hiding and approach a character, they typically detect you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a distracted creature, granting you advantage on an attack roll.
|
||||
### Survival
|
||||
Primary Attribute: Awareness
|
||||
|
||||
Survival represents your understanding of both urban and natural environments as well as your ability to sustain yourself and keep your bearings in these environments. This skill is used to hunt, scavenge, find water, traverse treacherous terrain, evade predators, predict changes in weather, and maintain a desired path through difficult environments.
|
||||
#### Tracking
|
||||
Tracking is a unique way that characters can use the Survival skill. It involves detecting and following signs of a character's passage through an area. A PC who wants to track a character declares their intention to do so. Then the GM determines whether tracking is possible, if a check is necessary, and the difficulty of the DV required to track the target.
|
||||
### Tactics
|
||||
Primary Attribute: Logic
|
||||
|
||||
The Tactics skill is used to determine resistances and vulnerabilities of targets primarily in combat. It is often used with the [[03 🔵 Actions#Observe in Detail (I)|Observe in Detail]] action or during [[5 🔵 Researching|Research]] when trying to find a information about how a target behaves in combat.
|
||||
# Next Section
|
||||
[[02 ❌ Armor|02 ❌ Armor]]
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
# Backgrounds
|
||||
[[02 🟠 Adherent]]
|
||||
[[03 🟠 Artist]]
|
||||
[[04 🟠 Criminal]]
|
||||
[[05 🟠 Homesteader]]
|
||||
[[06 🟠 Maker]]
|
||||
[[07 🟠 Outcast]]
|
||||
[[08 🟠 Politician]]
|
||||
[[09 🟠 Rustic]]
|
||||
[[10 🟠 Scholar]]
|
||||
[[11 🟠 Soldier]]
|
||||
@@ -0,0 +1,10 @@
|
||||
# Adherent
|
||||
Before you began adventuring, you committed yourself to a faith, belief, or cause. The exacting tasks required of this commitment -- daily prays, holy rites, or cryptic ceremonies -- instilled in you a sense of duty and purpose.
|
||||
## Skill Bonuses
|
||||
Choose two from Arcana, Culture, Medicine, Religion, or Science to increase by +2.
|
||||
|
||||
Choose two from Animal Handling, History, Performance, Persuasion, or Politics to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Arcana, Culture, Medicine, Religion, or Science to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Artist
|
||||
You doggedly practiced artistic pursuits before taking up the adventuring life. Countless hours of practice, reflection, and expression altered the way you see the world, and demand for your artistic expression grew.
|
||||
|
||||
Perhaps you began as an acrobat honing your body, a dour thespian in search of a patron to admire your dark performances, or a bubbly singer enraptured by the applause of strangers.
|
||||
## Skill Bonuses
|
||||
Choose two from Acrobatics, Crafting, History, Performance, or Religion to increase by +2.
|
||||
|
||||
Choose two from Arcana, Culture, Engineering, Science, or Slight of Hand to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one fromAcrobatics, Crafting, History, Performance, or Religion to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Criminal
|
||||
You were a cutpurse, grifter, thief, or assassin. Surviving in the criminal underworld while plying your nefarious trade taught you patience, resourcefulness, and careful planning.
|
||||
|
||||
Perhaps you were a pickpocket jailed one too many times, a con artist hoping to fleece the rich out of their ill-gotten gains, or an assassin ready to turn over a new leaf after being left for dead.
|
||||
## Skill Bonuses
|
||||
Choose two from Acrobatics, Deception, Politics, Slight of Hand, or Stealth to increase by +2.
|
||||
|
||||
Choose two from Intimidation, Investigation, Perception, Survival, or Tactics to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Acrobatics, Deception, Politics, Slight of Hand, or Stealth to gain a Novice Specialization of your choice.
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
# Homesteader
|
||||
You forged a livelihood in the places between civilizations. The demands of frontier life calloused you, but you understand the wilderness and your place in it.
|
||||
|
||||
Perhaps you were a weather-beaten frontiersman done with the lumber camps, a hermit who wished to quit your seclusion, or a young hunter ready to test your mettle on more dangerous prey.
|
||||
## Skill Bonuses
|
||||
Choose two from Animal Handling, Environment, Maneuver Vehicle, Medicine, or Survival to increase by +2.
|
||||
|
||||
Choose two from Athletics, Crafting, Engineering, Perception, or Stealth to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Animal Handling, Environment, Maneuver Vehicle, Medicine, or Survival to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Maker
|
||||
You pursued a unique, often profitable craft and became an export. Those with an eye for quality might seek you work out among hundreds of other crafters.
|
||||
|
||||
Perhaps you were the disgraced scion of an illustrious family of jewelers, a famous swordsmith ready to test your finest work, or a toy maker who manufactured clockwork monstrosities.
|
||||
## Skill Bonuses
|
||||
Choose two from Crafting, Engineering, Investigation, Persuasion, or Slight of Hand to increase by +2.
|
||||
|
||||
Choose two from Arcana, History, Insight, Performance, or Science to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Crafting, Engineering, Investigation, Persuasion, or Slight of Hand to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Outcast
|
||||
You spent your life surviving on scraps and taking what you could. Living on the streets sometimes left you on the wrong side of the law, but you were instilled with skills to survive, overcome, and prosper.
|
||||
|
||||
Perhaps you were an urchin chased from your stomping grounds, a pickpocket who tried to make ends meet, or a bandit who left the life, wanting to make amends.
|
||||
## Skill Bonuses
|
||||
Choose two from Deception, Insight, Intimidation, Stealth, or Tactics to increase by +2.
|
||||
|
||||
Choose two from Acrobatics, Athletics, Environment, Slight of Hand, or Survival to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Deception, Insight, Intimidation, Stealth, or Tactics to gain a Novice Specialization of your choice.
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
# Politician
|
||||
Lessons of decorum and expectations of duty and honor granted expert understanding of the world and your place within it, as well as the station and manner of others.
|
||||
|
||||
Perhaps you were a dignitary from a far-off land, a master of spies working at the queen's bidding, a constable tasked with capturing fugitives, or a noble stricken with wanderlust.
|
||||
## Skill Bonuses
|
||||
Choose two from Culture, Perception, Performance, Persuasion, or Politics to increase by +2.
|
||||
|
||||
Choose two from Deception, Insight, Intimidation, Investigation, or Maneuver Vehicle to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Culture, Perception, Performance, Persuasion, or Politics to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Rustic
|
||||
You spent most of your life as no one of consequence. Years of hard work gave you an unshakeable resolve, but your past is no mystery and affords you no grand understanding of the world.
|
||||
|
||||
Perhaps you were the blacksmith's child who preferred to wear the armor, a shepherd who watched her flock be stolen by raiders, or an elderly miner who wanted to see the world before the end.
|
||||
## Skill Bonuses
|
||||
Choose two from Animal Handling, Athletics, Environment, Insight, or Survival to increase by +2.
|
||||
|
||||
Choose two from Crafting, Maneuver Vehicle, Medicine, Religion, or Stealth to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Animal Handling, Athletics, Environment, Insight, or Survival to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Scholar
|
||||
You spent years research a branch of study. Time spent in academic pursuits honed your mind, allowing you to view the world through an intellectual lens afforded to few.
|
||||
|
||||
Perhaps you were only recently a student eager to learn outside the classroom, a teacher who retired but wasn't ready to stop hands-on learning, or a discredited researcher expelled but driven to prove your theories right. Regardless, your way has always been lit by your keen mind, and you retain a desire to know more.
|
||||
## Skill Bonuses
|
||||
Choose two from Arcana, Engineering, History, Investigation, or Science to increase by +2.
|
||||
|
||||
Choose two from Culture, Persuasion, Politics, Religion, or Tactics to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Arcana, Engineering, History, Investigation, or Science to gain a Novice Specialization of your choice.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Soldier
|
||||
You spent a significant amount of time risking your life to defend others. You survived through rigorous training, discipline, and sacrificing comforts that most people take for granted.
|
||||
|
||||
Perhaps you were a veteran who washed out, a deserter who ran from the atrocities of war, or a fresh-faced patriot who went looking for new ways to fight your your cause. Whatever course you took, you remain forever changed having borne the weight of duty.
|
||||
## Skill Bonuses
|
||||
Choose two from Athletics, Intimidation, Maneuver Vehicle, Perception, or Tactics to increase by +2.
|
||||
|
||||
Choose two from Acrobatics, Animal Handling, Deception, Environment, or Medicine to increase by +1.
|
||||
|
||||
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
|
||||
### Specialization
|
||||
Choose one from Athletics, Intimidation, Maneuver Vehicle, Perception, or Tactics to gain a Novice Specialization of your choice.
|
||||
+25
@@ -0,0 +1,25 @@
|
||||
# Positive Qualities
|
||||
## 🟡 Ambidextrous
|
||||
No penalty for off-hand weapon use.
|
||||
## 🟡 Aptitude (Skill)
|
||||
Your skill maximum during character creation is increased by one for the selected skill.
|
||||
## 🔴 Blandness
|
||||
Others receive a negative bonus to Memory checks about you.
|
||||
## 🟡 Built Tough (1 to 4)
|
||||
You have additional health equal to 5 times the level of this quality. Each level must be gained independently. You can't skip from 1 to 4.
|
||||
## 🟠 Catlike
|
||||
Gain a bonus to balance, falling, and landing safely.
|
||||
## 🟠 Double Jointed
|
||||
You gain a bonus to checks related to grappling, escaping bonds, flexibility, and fitting into tight spaces.
|
||||
## 🟡 Exceptional (Attribute)
|
||||
Your attribute maximum during character creation is increased by one for the selected attribute. This quality can only be chosen once.
|
||||
## 🟠 First Impression
|
||||
You gain a bonus in social encounters when meeting someone for the first time.
|
||||
## 🟠 Guts
|
||||
You gain a bonus when resisting the Frightened condition.
|
||||
## 🟡 Long Reach
|
||||
When you are using a melee weapon, it's ranged is extended to 10 feet.
|
||||
## 🟠 Photographic Memory
|
||||
You gain a bonus when making Memory checks.
|
||||
## 🟡 Quick Healer
|
||||
Cut the interval for any natural healing check in half.
|
||||
+8
@@ -0,0 +1,8 @@
|
||||
# Archetypal Features
|
||||
Every archetype has 5 main features:
|
||||
- Initiate (20)
|
||||
- Novice (50)
|
||||
- Expert (80)
|
||||
- Master (100)
|
||||
- Legend (150)
|
||||
Each of these features grant abilities and benefits on their own but also are often prerequisites for other features.
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
# Weapon Features
|
||||
Weapon features are unlocked for specific weapon types. Once you have unlocked a feature for a type of weapon any weapon of that type gains that feature. Likewise, unlocking a feature for one type of weapon does not unlock it for all of them. This also applies to the cost of weapon features. Unlocking level 1 damage upgrade for one handed swords does not affect the price or level of upgrades for two handed axes.
|
||||
|
||||
Possible weapon features:
|
||||
- [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
|
||||
- [[03 🔵 Damage Upgrade|Damage Upgrade]]
|
||||
- [[04 🔵 Extra Damage|Extra Damage]]
|
||||
- [[05 🟠 Extended Range|Extended Range]]
|
||||
- [[06 🟡 Extra Attacks|Extra Attacks]]
|
||||
+5
@@ -0,0 +1,5 @@
|
||||
# Weapon Proficiency
|
||||
Before any weapon upgrades can be purchased for a weapon type the character must have a weapon proficiency with that weapon type. Once a character has unlocked weapon proficiency with a specific weapon type they may add their strength to the damage of all attacks made using the weapon type. Also once weapon proficiency has been unlocked damage dice for that weapon type can explode when the max value for a dice is rolled.
|
||||
|
||||
Experience Cost: 10
|
||||
Training Time: 1 month
|
||||
+22
@@ -0,0 +1,22 @@
|
||||
# Damage Upgrade
|
||||
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
|
||||
|
||||
Increase the damage die to the next largest die available. If a weapon has multiple damage dice the dice must be upgraded individually. A die can only be upgraded twice from the base damage of the weapon and only the base damage dice may be upgraded. This means that a d4 can only be upgraded up to a d8 and a d10 can only be upgraded up to a d20.
|
||||
|
||||
If [[04 🔵 Extra Damage|Extra Damage]] upgrades are purchased each of those additional dice must be upgraded individually. Meaning that if you upgrade a sword with a base damage of 1d6 to the max damage of 1d10 and then get the Extra Damage upgrade the new dice starts as a d6 and must be upgraded separately.
|
||||
|
||||
| Initial | Next | Max |
|
||||
| ------- | ---- | --- |
|
||||
| d4 | d6 | d8 |
|
||||
| d6 | d8 | d10 |
|
||||
| d8 | d10 | d12 |
|
||||
| d10 | d12 | d20 |
|
||||
| d12 | d20 | d20 |
|
||||
Experience Cost: (level of upgrade) x 10
|
||||
Training Time: (level of upgrade) months
|
||||
|
||||
| Level | Experience Cost | Training Time (months) |
|
||||
| ----- | --------------- | ---------------------- |
|
||||
| 1 | 10 | 1 |
|
||||
| 2 | 20 | 2 |
|
||||
| 3 | 30 | 3 |
|
||||
+27
@@ -0,0 +1,27 @@
|
||||
# Extra Damage
|
||||
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
|
||||
|
||||
Add a new damage die for a specific weapon type. The new damage die is the base damage die for the weapon regardless of the current die used for the weapon. Each upgrade must be purchased individually meaning that you can't jump from upgrade level 1 to upgrade level 3. You have to purchase each individual level.
|
||||
|
||||
If the base damage of a weapon includes multiple dice an upgrade still only increases the number of dice by 1.
|
||||
|
||||
Experience Cost: (level of upgrade) x 20
|
||||
Training Time: (level of upgrade) months
|
||||
|
||||
Example:
|
||||
Sword has base damage of 1d6
|
||||
|
||||
| Upgrade Number | Experience Cost | Training Time (months) | # of dice |
|
||||
| -------------- | --------------- | ---------------------- | --------- |
|
||||
| 1 | 20 | 1 | 2 |
|
||||
| 2 | 40 | 2 | 3 |
|
||||
| 3 | 60 | 3 | 4 |
|
||||
|
||||
Second example:
|
||||
Better Sword has base damage of 2d6
|
||||
|
||||
| Upgrade Number | Cost | Training Time (months) | # of dice |
|
||||
| -------------- | ---- | ---------------------- | --------- |
|
||||
| 1 | 20 | 1 | 3 |
|
||||
| 2 | 40 | 2 | 4 |
|
||||
| 3 | 60 | 3 | 5 |
|
||||
+6
@@ -0,0 +1,6 @@
|
||||
# Extended Range
|
||||
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
|
||||
|
||||
Can only be unlocked for Ranged Weapons
|
||||
|
||||
If the range of the attack is beyond the ideal range of the weapon the difficulty of the attack decrease by 3 for every level of this upgrade.
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
# Extra Attacks
|
||||
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
|
||||
|
||||
When a character takes the [[03 🔵 Actions#Attack (I)|Attack]] action on their turn they may take an additional number of Attack actions equal to the level of this upgrade without spending additional AP. Any unused extra attacks are lost after the character's turn ends.
|
||||
|
||||
Experience Cost: (level of upgrade) x 40
|
||||
Training Time: (level of upgrade) x 4 months
|
||||
@@ -0,0 +1,14 @@
|
||||
# Equipment
|
||||
This sections covers standard nonmagical equipment and the rules for using it. Equipment is anything you can wear, wield, or carry on your person--primarily armor, weapons, tools, and gear.
|
||||
## Availability
|
||||
All equipment has an availability score which represents how easy it is to find the materials that make up the item. The higher the number, the more scarce, and expensive, the item is. Availabilities typically range from 1 to 15, but circumstances can push them up to 20.
|
||||
|
||||
Availability scores give a general sense to the game master of whether player characters can find a given item, but they also can be used in mechanics. Players may ask a contact to locate an item. Typically contacts can find goods whose Availability is less than their Connection rating. Whether they connect the player characters to the gear is a question of Loyalty and roleplaying.
|
||||
### Rarity
|
||||
Some items have a rarity which is separate from the availability. While availability measures how easy it is to find the materials that make up an item, rarity determines how common the item itself is. This is typically reserved for magic items or items that aren't often produced. The range of rarity is common, uncommon, rare, very rare, and legendary. In addition, artifacts are one-of-a-kind magic items that affect entire campaigns, and are mainly handled by GMs.
|
||||
## Material
|
||||
Equipment is made up of one or more materials. These materials determine the weight of the equipment as well as the resources required to craft the item. Each material is followed by a number which represents how much of that material is used in the item. This number may be a decimal value. This is the only place where decimal or fractional values are valid and shouldn't be rounded to whole numbers. Instead round down to the nearest tenth (0.1).
|
||||
## Material Properties
|
||||
Based on the amount of a material that is used in the creation of an item that item may gain properties related to the materials used. The specifics of how much of a material is needed to gain certain properties is described in the [[08 🟠 Material Properties]] section.
|
||||
## Weight
|
||||
All equipment has some weight that defines how much a character can carry. See the [[05 🟡 Interacting with Items#Lifting and Carrying|Lifting and Carrying]] section for more information on a character's carrying capacity. To determine the weight of an object multiply the amount of material used in the item by the bulk of that material. If an item has multiple materials add the weight of each material together.
|
||||
@@ -0,0 +1,18 @@
|
||||
# Armor
|
||||
Armor is a type of equipment that is typically worn during combat. A list of armor can be found in the [[02 ❌ Armor|Apparel List]]. All armor will have the following properties.
|
||||
## Types of Armor
|
||||
- Heavy
|
||||
- Medium
|
||||
- Light
|
||||
## Fashion Category
|
||||
Depending on the social situation the fashion category of armor can be a positive or a negative. When making [[01 🟡 Attribute Descriptions#Presence|Presence]] based skill checks the fashion category of your armor should be included in the DV.
|
||||
## Armor Value
|
||||
Armor Value (AV) represents the total health of the armor as well as the amount of damage the armor can soak when under attack.
|
||||
## Bulk
|
||||
|
||||
> [!NOTE] Needs Review
|
||||
> Bulk will describe how much the armor weighs a character down but the value should differ for moving versus attacking.
|
||||
|
||||
This values represents how heavy the armor is and the penalty to moving in the armor. This penalty applies to attack rolls as well as Actions that cause the player to move such as Move and Sprint.
|
||||
## EV Modifier
|
||||
Armor does not make you harder to hit. Whether the armor is heavy armor or clothing wearing armor reduces maneuverability. This means that some pieces of armor have a negative modifier to a character's EV while they are wearing the armor.
|
||||
@@ -0,0 +1,39 @@
|
||||
# Weapons
|
||||
Weapons are used to deal damage to creatures and objects. All weapons have the following properties A list of available weapons can be found in the [[04 🟡 Weapon Types|Weapon List]].
|
||||
## Weapon Types
|
||||
### Melee Weapons
|
||||
Melee weapons are used to attack nearby targets within reach. Unless the weapon has the Reach property, melee weapons have a range of 5 feet.
|
||||
### Ranged Weapons
|
||||
Ranged weapons are used to attack targets at a distance.
|
||||
### Simple Weapons
|
||||
Simple weapons require little experience to use effectively.
|
||||
### Martial Weapons
|
||||
Martial weapons require training to use effectively.
|
||||
### Improvised Weapons
|
||||
An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, or a dead body. When in doubt ab out how much damage an object should deal find a weapon in the Weapon List most like the object and use its base damage. Improvised weapons do not benefit form any weapon features that have been unlocked.
|
||||
## Base Damage Dice
|
||||
This is the damage dice that is rolled when the weapon hits assuming it is the first attack and the weapon has not been upgraded.
|
||||
## Damage Type
|
||||
This is the base damage type and any other extra damage types dealt by the weapon.
|
||||
## Capacity
|
||||
_Ranged Only_
|
||||
|
||||
This is the maximum amount of ammo a ranged weapon can hold which indicates how many attacks can be made with the weapon before it needs to be reloaded.
|
||||
## Range
|
||||
All weapons have information regarding their effective range and the roll required to hit from that range. Melee weapons are typically limited to within 10 feet while ranged weapons require a very high roll to hit a target within that range.
|
||||
### Range Categories
|
||||
There are 8 range categories used to determine the DV of hitting a target with a ranged attack. If the target is in the optimal range of a weapon the DV to hit the target is 15. For every category closer to the attacker than the optimal range increase the DV by 3. For every category farther from the attacker than the optimal range increase the DV by 5. A table of Single Shot DVs can be found in Appendix [[04 🟡 Weapon Types#Single Shot DVs Based on Range|D.2 Weapon Types]].
|
||||
- 0 to 5 feet
|
||||
- 6 to 15 feet
|
||||
- 16 to 30 feet
|
||||
- 31 to 60 feet
|
||||
- 61 to 100 feet
|
||||
- 101 to 200 feet
|
||||
- 201 to 400 feet
|
||||
- 401 to 800 feet
|
||||
## Skill
|
||||
This is the skill that is used with the weapon. Unless the GM says otherwise use Agility as the linked Attribute.
|
||||
## Minimum Strength
|
||||
All weapons have a minimum strength required to use the item effectively. If a character does not meet this requirement they have disadvantage on all attacks using this weapon and the damage dealt is halved.
|
||||
## Weapon Properties
|
||||
Weapon properties modify or describe special situations for a weapon. For example, some weapons need to be reloaded or deal non-lethal damage. These types of weapons have properties that describe the modifications. A list of properties can be found in the Appendix [[06 ❌ Weapon Properties]].
|
||||
@@ -0,0 +1,4 @@
|
||||
# Ammo
|
||||
Ammo is used by ranged weapons when dealing damage. To make a ranged attack you must have the relevant ammo to do so and it must be loaded into the ranged weapon. All weapons have a standard ammo. When using standard ammo only deal the weapon damage. Standard ammo deals no additional damage.
|
||||
## Non Standard Ammo
|
||||
Some weapons support non standard ammo such as fire arrows or rubber bullets. As long as the ammo type matches the weapon it can be used to make ranged attacks. Non standard ammo will either deal additional damage or change the damage type of the weapon. For example, rubber bullets change a handgun from dealing ballistic damage to dealing bludgeoning damage but offer no additional damage on top of the weapon's base damage. Fire arrows, on the other hand, deal additional fire damage on top of the weapon's base damage. Treat this damage as additional damage when determining damage absorption (see [[02 🔵 Combat Process#Soak Damage|Soaking Damage]]).
|
||||
@@ -0,0 +1,14 @@
|
||||
# Materials
|
||||
Every object is made up of some combination of materials. These materials contribute to the strength and weight of an object as well as possibly granting the object properties related to the material. All objects listed in this book and others will include information about the materials they are made of, including their strength--typically as a measure of health, weight, and any properties they get from the materials.
|
||||
|
||||
When players decide to craft objects that don't exist in a book they should discuss what materials would be used and what properties the new objects would have based on these materials.
|
||||
|
||||
A list of typical materials can be found in appendix [[07 🟠 Materials]].
|
||||
## Category
|
||||
Some materials have similar properties and are therefore grouped into categories. Some effects will work on a category of materials rather than individual materials.
|
||||
## Strength
|
||||
The strength of a material is a numerical representation of how strong a material is. This is used to determine the health of the object, or in the case of armor, how much damage the object can absorb.
|
||||
## Bulk
|
||||
The bulk of an object measures how much the object weighs. This value can be thought of as the density of an object because the weight increases as more of the material is used.
|
||||
## Material Properties
|
||||
Material properties are specific properties that are granted when an object is composed of specific materials. This descriptor also describes how much of the material must be included or what amount of the item must be made of the material to gain each property. A list of typical properties can be found in appendix [[08 🟠 Material Properties]].
|
||||
@@ -0,0 +1,13 @@
|
||||
# Tools
|
||||
Tools help characters do complex tasks that they can't complete with skill alone. For example, you use tools to pick locks, forge documents, cook gourmet meals, and forge weapons. For tasks that require tools, you must have a knowledge skill relevant to using the tools.
|
||||
|
||||
Sometimes a tool is a single item, like a musical instrument. Other times a tool encompasses a kit or set of supplies containing multiple items. When using a tool, you must have all of its component items to make a check with it.
|
||||
|
||||
Your background, heritage, lineage, or chosen features can give you knowledge skills related to using specific tools.
|
||||
|
||||
## Tool Descriptions
|
||||
The tools available to PCs are listed in Appendix D.7 [[10 ❌ Tools]]. Entries generally include the following information.
|
||||
- **Associated Abilities**: Like skills, checks made with tools can involve any attribute. However, the attributes and skills most used with each tool are included for easy reference.
|
||||
- **Components**: Each description lists all the individual items that comprise the tool set or kit.
|
||||
- **Special Uses**: Specific uses that require additional explanation are noted individually by name.
|
||||
- **Example Tasks**: A short list presents example tasks and DCs for each tool.
|
||||
@@ -0,0 +1 @@
|
||||
# Clothing
|
||||
@@ -0,0 +1,2 @@
|
||||
# Gear
|
||||
Useful equipment that isn't armor, weapons, tools, or clothing is called Gear. Pieces of gear are included in tool kits and can be found around the world. The GM may decide that you must have a specific piece of gear to attempt an action. Such as needing a Healer's Kit to attempt to heal a companion.
|
||||
@@ -0,0 +1 @@
|
||||
# Trinkets
|
||||
@@ -0,0 +1 @@
|
||||
# Mounts and Vehicles
|
||||
@@ -0,0 +1,2 @@
|
||||
# Services
|
||||
## Food, Drink, and Lodging
|
||||
@@ -0,0 +1,9 @@
|
||||
Previous Section:
|
||||
# Rolling Dice
|
||||
A large part of any table top game is rolling dice. Dice represent uncertainty in the game. Whether that uncertainty come from attempting a difficult task, adversaries working against you, or encountering random creatures out in the wild dice are useful for determining outcomes that are fair.
|
||||
|
||||
When dice rolls are called for they will be in the following form `number of dice + 'd' + number of sides`. For example, if a rule calls for two four sided dice to be rolled at will say 2d4. Often there will also be a modifier added to the dice roll which is indicated with a '+' and the name of the modifier, like Agility or Brawling.
|
||||
## Making Checks
|
||||
Whenever a character makes a roll to determine if thy succeed in a task they are making a Check. A check consists of a d20 roll plus two modifiers. Which modifiers are used are based on the type of check and the goal of the character.
|
||||
# Next Section
|
||||
[[02 🔵 Determining the Modifier]]
|
||||
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[01 🔵 Rolling Dice]]
|
||||
# Determining the Modifier
|
||||
To determine the relevant modifier consult the [[01 🟡 Attribute Descriptions|Attribute Descriptions]] and [[02 🔵 Skill Descriptions|Skill Descriptions]] pages to find the most relevant combination. Skill checks always use one Attribute and one Skill. Saves use one Attribute but add the value twice. This means that there should always be at least two modifiers added to every roll. Some items or features may rant additional benefits but you should never add less than two relevant modifiers.
|
||||
# Next Section
|
||||
[[03 🔵 Determining Success or Failure]]
|
||||
@@ -0,0 +1,20 @@
|
||||
Previous Section: [[02 🔵 Determining the Modifier]]
|
||||
# Determining Success or Failure
|
||||
In most cases you measure your result against a target value, called the Difficulty Value (DV), set by the GM. If your check result is equal to or higher than the DV you succeed. If it's less then the DV you fail.
|
||||
|
||||
## Determining DV
|
||||
Most of the time the rules tell the GM what the DV should be. For example, in combat creatures have an Evasion Value (EV). If a player's roll to hit meets or beats that EV the hit lands. When the rules don't specify the DV, the GM sets an appropriate number. If you're the GM and you aren't sure, think about how hard you want a task to be. Then consult the Typical Difficulty Value Table to assign a number.
|
||||
|
||||
## Typical Difficulty Value Table
|
||||
|
||||
| Difficulty | Chance of Success | DV |
|
||||
| ---------- | --------------------------- | ------------ |
|
||||
| Easy | High chance of success | 5 or less |
|
||||
| Medium | Moderate chance of success | 15 |
|
||||
| Hard | Low chance of success | 25 |
|
||||
| Very Hard | Almost no chance of success | 35 or higher |
|
||||
The highest possible roll is a 55. To reach this value a player needs to roll a 20 on the dice and the character needs to have the max value in the relevant Attribute (+10), the max level in the relevant Skill (+10) and, legendary skill proficiency in that skill (+15).
|
||||
|
||||
Since this highest roll uses skill proficiencies the highest possible Save is slightly lower with a value of 40 since Attributes don't have proficiencies.
|
||||
# Next Section
|
||||
[[04 🔵 Types of Checks]]
|
||||
@@ -0,0 +1,30 @@
|
||||
Previous Section: [[03 🔵 Determining Success or Failure]]
|
||||
# Types of Checks
|
||||
## Attack Rolls
|
||||
Attack rolls are made when a character is attempting to deal damage to a creature or object. Rules for Attack Rolls can be found in the [[02 🔵 Combat Process|Combat Process]] section.
|
||||
## Skill Checks
|
||||
Skill Checks are made when a Character is attempting to complete a non trivial task. When the GM calls for a Skill Check they will specify which [[02 🔵 Skill Descriptions|Skill]] to use and they may specify an [[01 🟡 Attribute Descriptions|Attribute]]. If they do not specify which Attribute to use use the linked Attribute found in the [[02 🔵 Skill Descriptions|Skill Description]]. If the player thinks a different Attribute or Skill may apply they can suggest the change to the GM but it ultimately comes down to GM discretion.
|
||||
### Simple Checks
|
||||
Simple checks have a set static DV that the player is trying to reach. Success is determined by meeting or rolling above the DV.
|
||||
### Opposed Checks
|
||||
Opposed checks occur when your efforts are directly opposed by another character. In an opposed check there is no DV, rather you compare the results of the Skill Checks of all involved characters. The character with the highest roll after modifiers have been added succeeds and the other participants fail. In the result of a tie the situation remains the same. For example, if two characters are trying to be the first to pick a ring off the ground and their rolls tie neither participant picks the ring up. If trying to keep a door closed the opponents tie the door remains closed.
|
||||
### Passive Checks
|
||||
Passive checks don't involve any dice rolls. They are used to represent an average when a character tries to do something repeatedly. Or the GM can use passive checks to secretly determine if a character succeeds at something the player doesn't know to try to do, like spotting a hidden adversary.
|
||||
|
||||
The result of a passive check is 10 + all modifier that normally apply to the check. If a character has advantage add 5 to the result. If they have disadvantage subtract 5.
|
||||
### Working Together
|
||||
Sometimes two or more creatures work together. In this case, the creature with the highest Skill is designated the lead for the effort. That creature can make a check with advantage, reflecting the help others give. Providing help in combat requires a specific action, you can read more about that in the [[03 🔵 Actions|03 🔵 Actions]] section.
|
||||
|
||||
A creature can only provide help if they have the capacity to do the task. For example, if a task requires the use of tools a creature that does not have proficiency with those tools can not help. Moreover, creatures can only provide help when their assistance would be productive. For example, threading a needle is not made easier with more people.
|
||||
### Group Checks
|
||||
When several creatures try to accomplish something as a group, the GM might ask for a Group Check. In this case, characters who are skilled at a task help cover for those you aren't.
|
||||
|
||||
To make a group check, each member of the group makes the skill check separately. If at least half the members succeed (round up), the whole group succeeds. Otherwise, the whole group fails. Group checks don't come up often, and they're most useful when all characters succeed or fail as a group.
|
||||
## Saves
|
||||
Saves are checks made to resist or avoid threats from spells, traps, poisons, diseases, or similar hazards. The GM normally asks you to make a save because your character is at risk of harm.
|
||||
|
||||
To make a save, roll a d20 and add the appropriate Attribute score as specified by the GM. When adding an Attribute to a save you add the attribute twice. For example, an Agility Save is 1d20 + Agility + Agility.
|
||||
|
||||
The DV for a save is determined by the effect that calls for it. The consequences for success or failure are described after an affect's DV. A successful save means that you suffer no harm, or partial harm, from an effect.
|
||||
# Next Section
|
||||
[[05 🔵 Advantage and Disadvantage]]
|
||||
@@ -0,0 +1,12 @@
|
||||
Previous Section: [[04 🔵 Types of Checks]]
|
||||
# Advantage and Disadvantage
|
||||
Sometimes special circumstances allow you to roll a check with Advantage or force you to roll a check with Disadvantage.
|
||||
- Rolling with Advantage means that you roll two d20s, then use the higher of the two numbers to calculate your result.
|
||||
- Rolling with Disadvantage mean you roll two d20s, then use the lower of the two numbers to calculate the result.
|
||||
If two or more favorable situations grant advantage, you still roll only one additional d20, and the same is true for disadvantage.
|
||||
|
||||
If circumstances cause a roll to have both advantage and disadvantage, they cancel each other out, and you roll only one d20. This works no matter how many circumstances grant advantage or impose disadvantage. If they conflict at all, you have neither advantage or disadvantage.
|
||||
|
||||
When you have advantage or disadvantage and a rule allows you to reroll the d20, you can reroll only one of the dice. You choose which one but you can only choose one.
|
||||
# Next Section
|
||||
[[01 🔵 Game Timing]]
|
||||
@@ -0,0 +1,19 @@
|
||||
Previous Section: [[05 🔵 Advantage and Disadvantage]]
|
||||
# Game Timing
|
||||
There are five general measurements used to describe the division of time within the game.
|
||||
## Campaign
|
||||
A campaign is a complete game focusing on a continuous series of characters or events.
|
||||
## Story
|
||||
A story is a discrete portion of a narrative that often takes several session to play out. Stories generally have an overall goal or framework, such as "Overthrow the king."
|
||||
## Session
|
||||
A session is a single evening of gaming, generally encompassing several encounters.
|
||||
## Encounter
|
||||
Encounters are moments in the game that are especially challenging, intense, and time-sensitive. Most game sessions include at least one encounter, and two to five is standard. Encounters can be Exploration, Social, or Combat.
|
||||
|
||||
All three types of encounters are likely to use the rule systems covered here. Challenges or rules specific to each type of encounter are discussed in their individual sections.
|
||||
## Round
|
||||
A unit of time used to measure combat encounters. A round normally lasts about 6 seconds in combat situations. The point during a round when you are up in initiative is called your turn.
|
||||
## Downtime
|
||||
Existing outside the normal game timing there is downtime. This is time between encounters or sessions that pass without roleplaying, which is narrated in an abstract fashion.
|
||||
# Next Section
|
||||
[[02 🔵 Initiative]]
|
||||
@@ -0,0 +1,15 @@
|
||||
Previous Section: [[01 🔵 Game Timing]]
|
||||
# Initiative
|
||||
Encounters are often action-packed with many participants clamoring to accomplish their goals. Because all encounters are time-sensitive, most make use of a system called initiative to organize these moments of chaos into a cycle of rounds and turns. Different types of encounters can modify how initiative works, but the core mechanic stays the same.
|
||||
## Rounds and Turns
|
||||
A Round represents about 6 seconds un the game world. During a round, each participant takes a Turn. The order participants take their turns is decided by the Initiative Order. Once everyone takes a turn the encounter continues to the next round.
|
||||
### Action Points
|
||||
At the beginning of each participant's turn they get an allotment of Action Points (AP) to use during the round. The basic allotment is 2 AP per round. Characters get additional AP equal to their [[01 🟡 Attribute Descriptions#Reaction|Reaction]] score as long as that score is above 0. Characters can not have more AP then the max specified by 2 + Reaction. At the start of a characters turn their AP gets reset to this max value. Information on using AP can be found in the [[03 🔵 Actions|Actions]] section.
|
||||
## Determining Initiative
|
||||
Initiative determines the order of turns during an encounter. When the GM calls for initiative (typically when an encounter starts), every participant makes a [[01 🟡 Attribute Descriptions#Reaction|Reaction]] check (d20 + Reaction + Reaction) to determine their place in the initiative order. If a large group of identical creatures is involved in the encounter the GM makes one roll for the whole group, so each group member acts at the same time.
|
||||
|
||||
Once all participants have rolled the GM ranks all participants in order from the highest Reaction check to the lowest. This is called Initiative Order, and the GM follows it to determine when each participant acts during each round. Initiative remains the same from round to round.
|
||||
|
||||
If there is a tie, the GM decides the order between NPCs and players decide the order between their characters. If the tie is between an NPC and PC the GM decides the order. Optionally the GM can have each tied creature roll a d20 with no modifiers to break the tie with the highest roll going first.
|
||||
# Next Section
|
||||
[[03 🔵 Actions]]
|
||||
@@ -0,0 +1,136 @@
|
||||
Previous Section: [[02 🔵 Initiative]]
|
||||
# Actions
|
||||
When you take actions on your turn you can take any of the actions presented here or gained from features. Each action has a cost in [[02 🔵 Initiative#Action Points|AP]]. If you don't have enough AP to meet that cost you can not take the action on this turn. You can however start an action as long as you have at least 1 AP remaining and then continue the action on your next turn. If you take another action after starting but not finishing a previous action all spent points are lost and the started action does not get completed.
|
||||
|
||||
Some actions may be taken at anytime and are denoted with an (A) other actions can only be taken during a character's initiative turn denoted with an (I).
|
||||
|
||||
## List of Actions
|
||||
### Assist (A)
|
||||
Cost: 2 AP
|
||||
|
||||
You can become a helper on a [[04 🔵 Types of Checks#Working Together|Teamwork Check]] to help an ally on a [[04 🔵 Types of Checks|Check]].
|
||||
### Attack (I)
|
||||
Cost: 2 AP
|
||||
|
||||
You may perform one of a variety of attacks. See Combat for more information.
|
||||
### Autofire (I)
|
||||
Cost: 1 AP
|
||||
|
||||
If you don't have 10 ammo remaining in your weapon you can not take the Autofire action. When you take the Autofire action you must make an attack action with a ranged weapon on the same turn and spend 10 ammo from your weapon. To determine if your attack hits treat the optimal range of the weapon as one category closer to the attacker. If your attack hits roll the base damage of the weapon and then multiply it by the amount you beat the DV, up to a maximum denoted by the weapon's Autofire property (3 for SMGs, 4 for Automatic Rifles). This is the amount of damage dealt.
|
||||
### Avoid Incoming (A)
|
||||
Cot: 1 AP
|
||||
|
||||
When you use this action you make a Reaction + Athletics check to avoid an incoming AoE attack. The result of the check determines how far you can move. If you choose to move more than 10 feet you dive to the ground at the end of the action and gain the Prone condition. You can not take this action if you have already taken a Move, Sprint, or Avoid Incoming action this round.
|
||||
### Block (A)
|
||||
Cost: 1 AP
|
||||
|
||||
You can make an [[04 🔵 Types of Checks#Attack Rolls|Attack Roll]] that is targeting you into an [[04 🔵 Types of Checks#Opposed Checks|Opposed Check]] that you defend with an Agility + [[02 🔵 Skill Descriptions#Dueling|Dueling]] check. This can only be done when the incoming attack is a Melee Attack and must happen on the same turn as the Action is taken.
|
||||
### Call a Shot (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You take a -5 penalty to your Attack Roll in order to aim for a specific part of a target. This must be combined with an Attack action on the same turn. Choose one of the following effects if your attack hits.
|
||||
|
||||
| Name | Effect |
|
||||
| --------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| Disarm | Roll damage as normal. The target of your attack must make a Agility or Strength save with a DV equal to your damage roll. If the target fails they drop any items they are currently holding. Regardless of the outcome of the save your attack deals half of the damage rolled. |
|
||||
| Increase Damage | You add +5 to the result of your damage roll. |
|
||||
| Wound | Roll damage as normal. Your target receives a wound regardless of the damage rolled based on the normal wound rules. Regardless of the wound dealt your attack deals half of the damage rolled. |
|
||||
### Dodge (A)
|
||||
Cost: 1 AP
|
||||
|
||||
You make an Attack roll that is targeting you into an Opposed Check that you defend with Agility + Acrobatics. This can be done to a Melee or Ranged attack and must happen on the same turn as the Action is taken.
|
||||
### Drop Prone (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You drop yourself to the ground and gain the Prone condition.
|
||||
### Full Defense (A)
|
||||
Cost: 2 AP
|
||||
|
||||
You may add your Agility to your EV an additional time. This effect lasts until the start of your next turn.
|
||||
### Grapple (I)
|
||||
Cost: 2 AP
|
||||
|
||||
A character can attempt to grab on to a target by making an Opposed Check of Athletics + Strength against the target's Athletics + Strength or Acrobatics + Agility. If the target fails they gain the Grappled condition until they are freed. On the target's turn they can reattempt the Opposed Grapple Check. A different character can make an Opposed Athletics + Strength check to free the grappled creature.
|
||||
### Hide (I)
|
||||
Cost: 2 AP
|
||||
|
||||
A character can attempt to hide following the rules detailed in the [[02 🔵 Skill Descriptions#Stealth|Stealth]] section.
|
||||
### Hit the Dirt (A)
|
||||
Cost: 1 AP
|
||||
|
||||
You can quickly drop the the ground to give an attacker a -3 to their Ranged attack roll and gain the Prone condition.
|
||||
### Intercept (A)
|
||||
Cost: 1 AP
|
||||
|
||||
If an opponent comes within range while you are wielding a melee weapon you may make an Attack action. Taking the attack action costs AP as normal. This can not be used while wielding a ranged weapon.
|
||||
### Jump (I)
|
||||
Cost: 2 AP
|
||||
|
||||
You can jump according to the rules described in the [[02 🔵 Tracking Time#Jumping|Jumping]] section.
|
||||
### Maneuver Mount/Vehicle (I)
|
||||
Cost: 2 AP
|
||||
|
||||
You can maneuver a mount or vehicle that you are currently controlling.
|
||||
### Move (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You may move a number of feet equal to your move speed. This action can be split up within your turn. If you have multiple types of movement speed you can only move a total distance equal to the largest movement speed. You can not take this action if you have already taken a Move, Sprint, or Avoid Incoming action this round.
|
||||
### Observe in Detail (I)
|
||||
Cost: 2 AP
|
||||
|
||||
This action is intended for determining details that may be obscured due to the pace and rigors of combat. It is assumed that everyone engaged in a combat is aware of the presence of everyone else, barring the use of Stealth or obscuring magic, but not necessarily details of their gear or equipment, and in some particularly hectic or rushed circumstances, the identity of individuals. In the midst of a hectic gunfight/brawl in the dark, the winner of the brawl, who is now sprinting toward your character, may not be identifiable without an Observe in Detail action.
|
||||
### Pick Up/Put Down Object (I)
|
||||
Cost: 2 AP
|
||||
|
||||
A character may pick up an object within reach or put down one that they were holding. This action means care is taken to put the object down or pick it up. If the picked-up object is a weapon, this counts as readying the weapon.
|
||||
### Push (I)
|
||||
Cost: 2 AP
|
||||
|
||||
You can make an opposed Strength + Athletics check to attempt to push a creature up to a distance equal to twice your Strength.
|
||||
|
||||
### Quickdraw (I)
|
||||
Cost: 1 AP
|
||||
|
||||
A character my quick draw a weapon with the Quickdraw property. The character may immediately attack with the weapon. Attacking in this manor costs AP as normal.
|
||||
### Ready Weapon (I)
|
||||
Cost: 2 AP
|
||||
|
||||
A character may ready a weapon by using this action. This includes drawing and readying a firearm; pulling a melee weapon from a sheath or pocket; taking out and readying a grenade or throwing knife; or any other kind of weapon preparation. Almost all weapons require this action before they are ready for use, though many times it occurs before combat even starts.
|
||||
### Reload Weapon (I)
|
||||
Cost: 2 AP
|
||||
|
||||
Some ranged weapons require a Reload Action after the weapon has run out of ammo. If a weapon is out of ammo it can not be fired until it is reloaded.
|
||||
### Sprint (I)
|
||||
Cost: 2 AP
|
||||
|
||||
A character may move at a sprint with this Action. This increases the character's movement speed by the result of an Agility + Athletics check. You can not take this action if you have already taken a Move, Sprint, or Avoid Incoming action this round.
|
||||
### Stand Up (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You can use this action to get back to your feet and remove the Prone condition.
|
||||
### Take Aim (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You gain a +2 to your next ranged attack roll. This action can only be used once per turn but if the bonus is not used it carries over to the next round and can be stacked. If you take a turn without taking the Take Aim or a Ranged Attack any bonuses are lost.
|
||||
### Take Cover (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You use something in your area to provide protection but must operate from the constraints created by the cover. You gain the In Cover condition.
|
||||
### Trip (I)
|
||||
Cost: 1 AP
|
||||
|
||||
You may only take this action while wielding a melee weapon and it must be combined with an Attack action. If the attack hits reduce the base damage by 3 and the Target rolls an Agility + Athletics check with a DV equal to your attack roll. If the target fails the gain the Prone condition.
|
||||
### Use Complicated Device (I)
|
||||
Cost: N/A
|
||||
|
||||
Some devices are more complicated and require more focus to use. The exact cost is up to the GM. This action may be extended over multiple rounds but the Action must be completed before any other Action can be taken by the character.
|
||||
### Use Simple Device (I)
|
||||
Cost: 1 AP
|
||||
|
||||
Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or flipping a lever.
|
||||
### Use Skill (I)
|
||||
Cost: 2 AP
|
||||
|
||||
You may use an appropriate skill to accomplish a task.
|
||||
# Next Section
|
||||
[[02 🔵 Tracking Time]]
|
||||
@@ -0,0 +1,13 @@
|
||||
Previous Section: [[03 🔵 Actions]]
|
||||
# Tracking Time
|
||||
During the majority of gameplay, time passes much as it does in our world. Actions and events are measured in minutes, hours, days, and years. Gameplay during encounters is often measured more closely in rounds and turns as described in the [[02 🔵 Initiative|Initiative]] section.
|
||||
## Minutes
|
||||
In tense environments like a dungeon full of patrolling enemies, a GM is likely to track PC progress in a scale of minutes. It might take a minute to creep down a hallway, another minute to check for traps on a door, and 10 minutes to search a room beyond the door. Minutes are also used in some dangerous situations, like measuring how long a character can hold their breath before suffocating.
|
||||
## Hours
|
||||
In less time sensitive situations like touring a city or exploring a forest, a scale of hours is more appropriate. Hours also factor into how often characters need to rest and how much time passes during a short rest versus a long rest. Hours also play into how much a character can accomplish during downtime activities.
|
||||
## Quarter Days
|
||||
For short journeys, days can be split into quarters. This works best when characters are traveling though uncertain regions where danger is around any corner. Details for journeys at this time scale are further explained in the [[02 🟡 Journeys|Journeys]] section.
|
||||
## Days
|
||||
For long journeys, a scale of days works best. For example, a journey could take multiple days that are (mostly) uneventful. A GM might roll on a random encounter table once per day to see if anything noticeable happens during the journey. If it does, the timescale might change to hours, minutes, or even rounds.
|
||||
# Next Section
|
||||
[[03 🔵 Movement]]
|
||||
@@ -0,0 +1,62 @@
|
||||
Previous Section: [[02 🔵 Tracking Time]]
|
||||
# Movement
|
||||
The GM can summarize movement without calculating exact distances or travel times but sometimes it's important to know more precisely how long it takes to get somewhere. Rules for this depend on a few factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
|
||||
## Speed
|
||||
Every creature has one or more ways to move through the world, called Speed. Speed is the distance a creature can cover with a [[03 🔵 Actions#Move (I)|Move]] action. On a character sheet or in character statistics, speed is always listed with a number measured in feet.
|
||||
|
||||
All creatures have a base walking speed. Creatures that have no ground-based movement have a base walking speed of 0. In addition to a base walking speed creatures may have one or more of the following movement speeds.
|
||||
### Burrowing
|
||||
Creatures with a burrowing speed can move through sand, soil, mud, or ice. A creature can't burrow through solid rock or anything of similar hardness unless it has a special trait for that.
|
||||
### Climbing
|
||||
Creatures with a climbing speed can move with ease on vertical surfaces. Unlike most creatures, a creature with a climbing speed doesn't need to spend extra movement when climbing using their climbing speed.
|
||||
### Flying
|
||||
A creature with a flying speed can use all or part of its movement to fly through the air. Most creatures with a flying speed must stay in continual motion to remain airborne, but some can hover. If a creature can hover, it is noted in parentheses after its flying speed.
|
||||
### Swimming
|
||||
Creatures with a swimming speed can move with ease in water or similar liquids. Unlike most creatures, a creature with a swimming speed doesn't need to spend extra movement when swimming using their swimming speed. In addition, creatures with a swimming speed don't make melee weapon attacks at disadvantage while underwater.
|
||||
## Special Movement Rules
|
||||
Characters often find themselves traversing dangerous environments or navigating perilous situations that require special kinds of movement. Characters might have to climb, crawl, swim, or jump to get where they need to go. In such circumstances, the following special movement rules apply.
|
||||
### Climbing
|
||||
While climbing, you move at half speed. If you climb in difficult terrain, each foot of movement costs 2 extra feet. At the GM's option, climbing a slippery vertical surface or one with few handholds might require one or more Strength + Athletics checks. Failing such a check might cause a creature to fall.
|
||||
### Crawling
|
||||
While crawling, you move at half speed. If you crawl in difficult terrain, each foot of movement costs 2 extra feet.
|
||||
### Jumping
|
||||
Several factors determine how far and how high a creature can jump.
|
||||
#### Long Jump
|
||||
When you make a long jump, you can cover a number of feet equal to Strength + Athletics. If you move at least 10 feet on foot immediately before the jump, you can cover an additional number of feet equal to half you walking speed. Either way, each foot you clean on the jump costs 1 foot of movement.
|
||||
|
||||
This rule assumes the height of your jump doesn't matter, such as a jump across a stream or chasm. At the GM's discretion, you must succeed on a DV 10 Strength + Athletics check to clear a low obstacle (no taller than a quarter of the jump's distance).
|
||||
|
||||
When you attempt to land in difficult terrain, you must succeed on a DV 10 Agility + Acrobatics check to land on your feet. Otherwise, you land prone.
|
||||
#### High Jump
|
||||
When you make a high jump, you leap into the air a number of feet equal to 3 + Strength if you move at least 10 feet on foot directly before jumping. When you make a standing high jump, you can jump half of that distance. Either way, each foot you clear on the jump costs 1 foot of movement. At the GM's discretion, you might be able to make a Strength + Athletics check to jump higher than you normally can.
|
||||
### Swimming
|
||||
While swimming, you move at half speed. At the GM's discretion, gaining distance in rough water might also require a successful Strength + Athletics check. Failing such a check might cause a creature to start drowning ([[06 🔵 Suffocating|Suffocating]]). Certain weapons are also more difficult to use while swimming.
|
||||
## Difficult Terrain
|
||||
Characters often travel on rough ground. Such areas are considered difficult terrain. You move at half speed in difficult terrain. Moving 1 foot in difficult terrain costs 2 feet of speed. If two or more sources of difficult terrain occur in the same space, you still move at only at only half speed.
|
||||
## Forced Movement
|
||||
Some effects or consequences move you against your will. Forced movement never provokes [[03 🔵 Actions#Intercept (A)|Intercept]] attacks from hostile creatures.
|
||||
### Falling
|
||||
Falling is a common hazard for characters. At the end of a fall, a creature lands prone and takes 1d10 bludgeoning damage for every 10 feet it fell (to a maximum of 20d10) unless it has a feature or trait that allows it to avoid taking damage from the fall. When a creature starts falling they immediately fall 30 feet. If the character has not hit the ground they may take a turn and then fall an additional 30 feet at the end of their turn. This continues until the creature hits the ground.
|
||||
|
||||
If a falling creature is knocked prone, has its flying speed reduced to 0, or otherwise loses the ability to move, immediately starts falling, unless it has the ability to hover or is held aloft by other means.
|
||||
### Pulling and Pushing
|
||||
Some affects such as the [[03 🔵 Actions#Push (I)|Push]] action can pull or push you away from a source. A creature that has grappled you might also drag you with it during its move.
|
||||
## Traveling
|
||||
Traveling is a method of movement used when creatures journey across great distances for long periods of time. When traveling, use travel pace rules to abstract this kind of movement.
|
||||
### Travel Pace
|
||||
While traveling, the party collectively decides if they move at a fast, normal, or slow pace. Consult the Travel Pace Table to find how far a group can move in a period of time for their pace, and whether the traveling at the pace has any benefits or penalties. Note that the Travel Pace Table assumes a party is moving through normal terrain. If a party is moving through difficult terrain, the distance they can travel is halved.
|
||||
#### Mounts and Vehicles
|
||||
For short time spans (up to 1 hour), many animals move much faster than Humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 10 to 12 miles, characters can cover larger distances at this pace, but this is rare except in densely populated areas.
|
||||
|
||||
Characters in animal pulled ground vehicles choose a pace on the table as normal. Characters in other vehicles are limited to the speed of the vehicle, and don't suffer penalties for a fast pace or gain benefits from a slow pace.
|
||||
|
||||
Mounts and vehicles can not travel at a fast pace while traveling through difficult terrain. Difficult terrain does still impose a movement speed penalty while using a mount or vehicle.
|
||||
#### Travel Pace Table
|
||||
|
||||
| Pace | Distance per minute | Distance per hour | Distance per quarter day | Effect |
|
||||
| ------ | ------------------- | ----------------- | ------------------------ | ------------------------------ |
|
||||
| Fast | 525 feet | 6 miles | 36 miles | -5 penalty to Perception score |
|
||||
| Normal | 350 feet | 4 miles | 24 miles | N/A |
|
||||
| Slow | 175 feet | 2 miles | 12 miles | Can use stealth |
|
||||
# Next Section
|
||||
[[04 🔵 Interacting with Creatures]]
|
||||
+48
@@ -0,0 +1,48 @@
|
||||
Previous Section: [[03 🔵 Movement]]
|
||||
# Interacting with Creatures
|
||||
While exploring, characters inevitably meet all manner of people and monsters. Creature is a broad term used to describe every living or sentient being in the game. All social interactions follow the same basic structure and are primarily accomplished through roleplaying. However, attempting to make a creature behave in a certain way usually involves rolling dice. Complex or tense social interactions present themselves as [[02 🔵 Social Encounters|Social Encounters]] and use the rules presented therein. These rules are not a substitute for roleplay but should be used as a crutch for determining the outcomes of complex social interactions.
|
||||
## Roleplaying
|
||||
Roleplaying is the main way that players interact with the game world -- through their characters. Most players are tasked with roleplaying only their own character, while the GM plays all the other creatures that appear.
|
||||
|
||||
Roleplaying is very similar to a basic form of acting, requiring a player to imagine how their character might think and feel as they experience the sights, sounds, and events described by the GM or other players at the table. Then, the player describes how their character responds or literally speaks the words their character would say in that circumstance.
|
||||
|
||||
Roleplaying a character doesn't mean you can't talk to the other real people at your table as your real self. In fact, "staying in character" the entire game can be harmful to navigating the overarching game experience. The key to great roleplaying is to identify and communicate the moments in the game where speaking or thinking "in character" is the best way to engage with the story.
|
||||
|
||||
> [!NOTE] Player Advice
|
||||
> While you roleplay only your character, the GM has many more characters--sometimes several at once. Always remember to be kind to your GM as they bring the world to life.
|
||||
> Here are a few concrete wayus to show that kindness:
|
||||
> - If you notice a conversation between a PC and NPC isn't going anywhere, the GM has started repeating answers or information, or an interaction has a player (not a character) frustrated consider stepping "out of character" to ask directly if there is anything left to gain through conversation or if a different approach can move the story along.
|
||||
> - Meeting new characters has a place in the game, but there are moments where stopping the action to talk to random creatures brings things to a halt. Stay aware of how much time you spend talking to NPCs versus the amount of time other PCs do. Adjust as needed.
|
||||
> - No matter how brilliantly you roleplay or how well you roll the dice, some creatuyres won't ever act or respond the way you want them to. If you made a good effort and aren't getting the response you want,. stop trying, let someone else have a turn, and let the game move along.
|
||||
|
||||
## Contacts
|
||||
Contacts are a special type of NPC that character's know and who serve as sources of goods, information, and services. They are not omniscient. They have a particular area of specialty, but they can usually reach out to others in their network. Contacts can be acquired during character creation, and they can also be awarded in the course of gameplay if the GM thinks the players have earned it.
|
||||
|
||||
Contacts have a set of regular character stats as well as two special stats: Connection and Loyalty. Both ratings range from 1 to 10
|
||||
### Connection
|
||||
Connection measures the contact's network and their capabilities of pulling information from the people they know. Someone who is new in town and just getting to know people would have a 1; a popular merchant might have a 4 or so; a mayor or city leader might have a 5 or 6; leaders of small countries would have a 7 or 8; leaders of large nations could have up to a 9 or 10. Contacts use their connection rating to find out how much information they might know about certain subject. The GM rolls a Connection + Connection check and compares the result to the Connection Results table.
|
||||
|
||||
Typically players will not know the exact value of a contact's connection but they may be aware of roughly how connected they are.
|
||||
#### Connection Results Table
|
||||
|
||||
| Roll | Result |
|
||||
| ---- | --------------------------------------------------------------------------------------- |
|
||||
| 5 | Basic, broadly available background information |
|
||||
| 10 | Information from previous study or loose professional knowledge |
|
||||
| 15 | More esoteric knowledge, some whispers of gossip |
|
||||
| 20 | Deep academic familiarity, strong professional knowledge, behind-the-scenes familiarity |
|
||||
| 25 | High level information, knowledge of secrets and hidden information |
|
||||
| 30 | Almost encyclopedic knowledge, including some deep secrets |
|
||||
| 35 | Rare knowledge only available to a select few |
|
||||
| 40 | Deep secrets others actively try to hide |
|
||||
|
||||
### Loyalty
|
||||
Loyalty is used to determine how much the contact is willing to share with the player character. The general loyalty check is Presence + Loyalty. The result is the level of knowledge from the Connection Results table that the contact is willing to share for free. Levels above this can be learned through actions described in the [[02 🔵 Social Encounters|Social Encounters]] section. Contacts can only share what they know--just because the character rolled well on their loyalty check and the contact is willing to share information does not mean they suddenly know something they would not have known before.
|
||||
#### Increasing Loyalty
|
||||
While players do not typically know the exact value of a contacts loyalty they can increase the contacts loyalty by exploiting intimacies similar to an [[03 🔵 Social Actions#Instill|Instill]] action. The GM determines which level of intimacy is required to be exploited and sets the difficulty of the influence roll. If the player successfully beats the roll they increase the loyalty of the target.
|
||||
|
||||
Loyalty may also be increased during the [[3 🟡 Carousing|Carousing]] downtime activity, through roleplay, or over the course of a game as determined by the GM.
|
||||
## Making New Contacts
|
||||
New contacts are made during the course of the game through roleplay or the [[3 🟡 Carousing|Carousing]] downtime activity. Unless otherwise stated, when you make a new contact they start with a loyalty of 1.
|
||||
# Next Section
|
||||
[[05 🟡 Interacting with Items]]
|
||||
+30
@@ -0,0 +1,30 @@
|
||||
Previous Section: [[04 🔵 Interacting with Creatures]]
|
||||
# Interacting with Items
|
||||
A character's interaction with items in an environment is often simple to resolve in the game. The player tells the GM that their character is doing something, such as moving a lever, and the GM describes what happens. Sometimes interacting with an object isn't trivial and the GM may call for a skill check to perform the desired action.
|
||||
|
||||
Characters can also damage objects. Objects are immune to poison and psychic damage, but otherwise they can be affected by attacks. The GM determines the object's EV and Health and might decide that certain objects have resistance or immunity to certain kinds of attacks (it's hard to cut a rope with a club, for example). Objects always fail Strength and Agility saves, and they are immune to effects that require other saves. When an object drops to 0 Health, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DV for any such check.
|
||||
## Types of Items
|
||||
### Items
|
||||
Items is the highest level category. It includes almost everything that isn't a creature or natural terrain. Items include equipment, objects, structures, and vehicles, and it's a catchall for things that don't fit neatly into another category.
|
||||
### Equipment
|
||||
The equipment category includes all items that can be carried or wielded by characters. Most weapons, armor, gear, and tools fall into this category. Typically equipment doesn't have EV or health and it can't be broken or damaged like other kinds of items.
|
||||
### Objects
|
||||
The objects category includes all items that can't be carried or wielded or items. Objects generally have an EV and health. Typically, objects can be broken. In many cases it makes more sense to treat huge or gargantuan objects as structures.
|
||||
### Structures
|
||||
The structure category contains items that are massive in scale or composed of many smaller objects. For example a single wall might be an object, but an entire castle would be a structure. Like objects, most structures can be broken. However, due to their scale, they often posses unique rules around breaking.
|
||||
### Vehicles
|
||||
The vehicle category includes items that are similar in size to structures and composed of many smaller objects. Vehicles specifically have their own vehicle stat block. Vehicles work differently from other items and are governed by their own rules.
|
||||
## Lifting and Carrying
|
||||
Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
|
||||
### Carrying Capacity
|
||||
Your carrying capacity is equal to (10 + your strength score) * 15. This is the maximum weight, in pounds, that you can carry. If a character attempts to carry more weight than their carrying capacity their speed is reduced to 0. For every minute spent carrying more than your carrying capacity you must make an Exhaustion check.
|
||||
|
||||
If you carry weight in excess of one third of your carrying capacity, you are encumbered, which means your speed drops by 10 feet.
|
||||
|
||||
If you carry weight in excess of two thirds of your carrying capacity, up to your maximum carrying capacity, you are heavily encumbered. This means your speed drops by 20 feet and you have disadvantage on skill checks, attack rolls, and saves using Physical attributes.
|
||||
### Push, Drag, or Lift
|
||||
You can push, drag, or lift a weight in pounds equal to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity your speed drops to 5 feet.
|
||||
### Size and Strength
|
||||
Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, and lift. For a Tiny creature, halve these weights.
|
||||
# Next Section
|
||||
[[06 🔵 Senses]]
|
||||
@@ -0,0 +1,35 @@
|
||||
Previous Section: [[05 🟡 Interacting with Items]]
|
||||
# Senses
|
||||
Fundamental tasks -- noticing danger, finding hidden objects, and hitting an enemy -- relay heavily on a character's ability to perceive the world around them.
|
||||
## Vision and Obscured Areas
|
||||
Creatures primarily perceive the world by sight. This is called vision. Creatures usually have secondary senses of hearing, smell, and touch that also allow them to interact with the environment, but vision is considered the "standard" primary sense.
|
||||
|
||||
Darkness and other effects that obscure vision can prove significant hindrance. Areas of darkness or other effects that interfere with vision are labels as either lightly or heavily obscured.
|
||||
### Lightly Obscured
|
||||
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
|
||||
### Heavily Obscured
|
||||
In a heavily obscured area, such as darkness, opaque fog, or dense foliage, a creature effectively suffers from the Blinded condition when trying to see something in that area. A blinded creature can't see and automatically fails any skill check that requires sight. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
|
||||
### Light Levels
|
||||
The presence or absence of light in an environment is the common factor in determining whether an area is lightly or heavily obscured. The amount of light in a given area is measured by the following categories.
|
||||
#### Sunlight
|
||||
Sunlight lets most creatures see normally. It also has special effects on certain creatures with the Sunlight Sensitivity trait or similar features.
|
||||
#### Bright Light
|
||||
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other light sources within a short radius.
|
||||
#### Dim Light
|
||||
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light and surrounding darkness. The soft light of twilight and dawn also count as dim light. A full moon might also provide dim light.
|
||||
#### Darkness
|
||||
Darkness creates a heavily obscured area. Characters face darkness outdoors at night or within the confines of an unlit building or dungeon.
|
||||
#### Magical Darkness
|
||||
Magical darkness creates a heavily obscured area like darkness, but also obscures the vision of creatures who can see in darkness due to darkvision or similar abilities.
|
||||
### Special Senses
|
||||
In addition to basic vision, creatures can have one or more of the following additional senses.
|
||||
#### Darkvision
|
||||
A creature with darkvision can see in darkness. Within darkvision range, the creature can see in dim light as if it were bright light and can see in darkness as if it were dim light. A creature can't discern color in darkness, only shades of gray.
|
||||
#### Keensense
|
||||
A creature with keensense can perceive its surroundings using a sense other than vision. Creatures without eyes typically have this sense, as do creatures with echolocation or an extraordinary sense of smell. If a creature has no other form of sensing, it has a parenthetical note to this effect, indicating that the radius of its keensense defines the maximum range of its ability to perceive the world.
|
||||
#### Tremorsense
|
||||
A creature with tremorsense can detect and pinpoint the source of vibrations when it and the source are in contact with the same ground or substance. Tremorsense typically can't detect flying or incorporeal creatures.
|
||||
#### Truesight
|
||||
A creature with truesight can see in dim light, darkness, and magical darkness as if it were bright light. It also sees creatures and objects with the invisible condition, it automatically detects visual illusions and succeeds on saves against them, and it perceives the true form of a creature with the Shapechanger tag or a creature that is transformed by magic. Furthermore, the creature can see into the Cognitive realm within truesight range.
|
||||
# Next Section
|
||||
[[02 🔵 Health and Wounds]]
|
||||
@@ -0,0 +1,42 @@
|
||||
Previous Section: [[06 🔵 Senses]]
|
||||
# Health and Wounds
|
||||
## Health
|
||||
A character's max health is determined using the formula in the [[01 🟡 Attribute Descriptions#Health|Health]] section. A character determines how healthy they are based on health thresholds which are equal to their current health as a percentage of their max health.
|
||||
### Health Thresholds
|
||||
The health thresholds are 75%, 50%, and 25% of the character's max health rounded up. When a character drops below 75% health they have a -1 to all rolls. When they drop below 50% the penalty increases to -3. When below 25% the penalty is -5.
|
||||
## Wounds
|
||||
Whenever a damage dice rolls its maximum value a wound is dealt to the target. The severity of the wound is based on the Health Threshold that a character is in after the damage is applied. Healing wounds requires a Medicine check and time requirement as specified by the wound. When a character receives a wound consult the correct table of wounds and either select a relevant wound or roll a dice to determine which wound is received.
|
||||
|
||||
| Health Threshod | Type of Wound |
|
||||
| --------------- | ------------- |
|
||||
| 75% - 51% | Minor Wound |
|
||||
| 50% - 25% | Major Wound |
|
||||
| >25% | Fatal Wound |
|
||||
### Minor Wounds
|
||||
Minor wounds are wounds that have a detrimental effect on the character but are unlikely to have any long term affects and many characters will know how to heal or stabilize these wounds. Examples of minor wounds are broken fingers or toes, dislocated shoulders, etc. For a list of minor wounds check the [[02 ❌ Minor Wounds|Minor Wounds List]].
|
||||
### Major Wounds
|
||||
Major wounds have a detrimental effect now and may lead to long term or permanent damage if not treated soon. In order to treat major wounds a character would need to have at least some knowledge of medicine but many characters would be able to stabilize a major wound. Examples of major wounds are large cuts to appendages, torn muscles, concussions, etc. For a list of major wounds check the [[03 ❌ Major Wounds|Major Wounds List]].
|
||||
|
||||
Deal 1d4 of damage at the end of the character’s turn until the wound is stabilized
|
||||
### Fatal Wounds
|
||||
Fatal wounds will lead to the death of a character of not treated soon and will always have long term detrimental affects. To fully treat a fatal wound a character would need an in depth understanding of medicine and only characters with some knowledge of medicine could stabilize a fatal wound. For a list of fatal wounds check the [[04 ❌ Fatal Wounds|Fatal Wounds List]].
|
||||
|
||||
Deal 1d6 of damage at the end of the character’s turn until the wound is stabilized
|
||||
## Immunity Resistance and Vulnerability
|
||||
Some creatures might not take as much damage or may receive more damage from specific types of attacks. These traits are called immunities, resistances, and vulnerabilities.
|
||||
### Immunity
|
||||
When a creature has immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity apples to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; just don't apply the effect.
|
||||
|
||||
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit, the attack hits but is treated as a normal attack rather than a critical one.
|
||||
### Resistance
|
||||
If a creature has resistance to a type of damage, each time it takes that type of damage, it is reduced by the listed amount (to a minimum of 0). Resistance can specify combinations of damage types or traits. A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.
|
||||
|
||||
If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.
|
||||
|
||||
It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely.
|
||||
### Vulnerability
|
||||
If you have a weakness to a certain type of damage or damage form a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have vulnerability 5 to fire, you take 2d6 + 5 fire damage.
|
||||
|
||||
If you have more than one weakness that would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a creature is vulnerable to both a type of damage and the material a weapon is made of.
|
||||
# Next Section
|
||||
[[03 🟡 Damage]]
|
||||
@@ -0,0 +1,49 @@
|
||||
Previous Section: [[02 🔵 Health and Wounds]]
|
||||
# Damage
|
||||
Damage comes in two flavors Aggravated and Superficial. When a character's total received damage is equal to or greater than their max health they go Down. If they remain down for one full round of combat (6 seconds in game time) the character dies. If a character has Aggravated Damage greater than or equal to their max health they die with no chance of being picked up. Characters can not have more damage then they have max health. If an attack would result in a character sustaining more damage then they're max health apply any aggravated damage, then superficial, and any damage left over is discarded.
|
||||
## Superficial Damage
|
||||
Superficial damage is dealt whenever a damage roll includes a 1 or the largest damage dice is a d6 or smaller.
|
||||
### Nonlethal Attacks
|
||||
You can make a nonlethal attack in an effort to [[10 🔵 Incapacitated|Incapacitate]] someone instead of killing them. Weapons with the nonlethal trait do this automatically. You take a -2 penalty to attack rolls when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait.
|
||||
## Aggravated Damage
|
||||
Aggravated damage is dealt whenever the largest dice is a d8 or larger and there isn't a 1 on any of the dice.
|
||||
## Damage Types
|
||||
Different weapons and attacks may deal different types of damage. Certain features and armor may provide resistance, vulnerability, or other affects to specific damage types.
|
||||
### Physical Damage
|
||||
Damage dealt by weapons and many physical hazards is collectively called physical damage. The main types of physical damage are ballistic, bludgeoning, piercing, and slashing.
|
||||
#### Ballistic
|
||||
Ballistic damage is dealt by most firearms.
|
||||
#### Bludgeoning
|
||||
Bludgeoning damage is dealt by weapons and hazards that deal blunt-force trauma.
|
||||
#### Piercing
|
||||
Piercing damage is dealt from stabs and punctures.
|
||||
#### Slashing
|
||||
Swords, axes, and claws deal slashing damage.
|
||||
#### Bleed
|
||||
A special type of physical damage is bleed damage. This is persistent damage that represents loss of blood and is dealt by the [[03 Bleeding|03 Bleeding]] status.
|
||||
### Energy Damage
|
||||
Many magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electric, fire, and sonic.
|
||||
#### Acid
|
||||
Acid damage can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials.
|
||||
#### Cold
|
||||
Cold damage freezes material by way of contact with chilling gases and ice.
|
||||
#### Electric
|
||||
Electric damage comes form the discharge of powerful lightning and sparks.
|
||||
#### Fire
|
||||
Fire damage burns through heat and combustion.
|
||||
#### Sonic
|
||||
Sonic damage assaults matter with high-frequency vibration and sound waves.
|
||||
#### Force
|
||||
Powerful and pure magical energy can manifest itself as force damage. Few things can resist this type of damage.
|
||||
### Mental Damage
|
||||
Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals mental damage. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage.
|
||||
### Poison Damage
|
||||
Venoms, toxins, and the like can deal poison damage, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming form monster attacks, toxins and drugs can also deal poison damage as described in [[04 🔵 Toxins and Drugs]].
|
||||
### Spiritual Damage
|
||||
Some weapons and creatures can deal damage directly to the soul of a creature. Damage of this type is called spiritual damage and is extremely rare.
|
||||
### Precision Damage
|
||||
Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you precision damage, you increase the base damage of the attack, using the same damage type.
|
||||
|
||||
Some creatures are immune to precision damage, regardless of damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would still take the original base damage of the attack.
|
||||
# Next Section
|
||||
[[04 🟡 Healing]]
|
||||
@@ -0,0 +1,50 @@
|
||||
Previous Section: [[03 🟡 Damage]]
|
||||
# Healing
|
||||
## Healing Superficial Damage
|
||||
Superficial damage can be healed with rest. While resting for a full 8 hours a character can roll a dice to determine how much health they can heal. The size of the dice is determined by the character's Body Attribute as seen in the table below. The player can roll a number of dice equal to half their Stamina score rounded up. You can always roll a minimum of 1 die.
|
||||
|
||||
| Body Range | Dice |
|
||||
| ---------- | ---- |
|
||||
| -10 to -7 | d4 |
|
||||
| -6 to -3 | d6 |
|
||||
| -2 to +2 | d8 |
|
||||
| +3 to +6 | 10 |
|
||||
| +7 to +10 | d12 |
|
||||
## Healing Aggravated Damage
|
||||
Aggravated Damage requires medical care and a Medicine check to heal. To heal damage for different health thresholds requires different Medicine DVs as seen in the table below:
|
||||
|
||||
| Health Threshold | Medicine DC |
|
||||
| ---------------- | ----------- |
|
||||
| Above 75% | 10 |
|
||||
| 75% to 50% | 15 |
|
||||
| 50% to 25% | 22 |
|
||||
| Below 25% | 30 |
|
||||
|
||||
If the Medicine Check is successful the character can convert a number of Aggravated damage to Superficial damage by rolling dice according to the rules for healing superficial damage.
|
||||
## Healing Wounds
|
||||
|
||||
> [!WARNING] Healing Time
|
||||
> The current way of determining how long a wound takes to heal doesn't make sense.
|
||||
>
|
||||
> The goal is for the base healing time in days to be equal to the healing dc. Every point that you get over the dc you subtract from the total healing time. So a major wound has a DC of 20. If you roll a 25 you rolled 5 above the dc so you subtract that 5 from the healing time to get 15 days.
|
||||
|
||||
Healing wounds requires medical care and a Medicine check to heal. The DV for different wounds can be found in the table below. After making a Medicine check subtract the DV from the total rolled to determine the number of days before the wound is healed. For example, a Medicine check of 25 for a major wound means that the wound will be healed in 15 days.
|
||||
|
||||
| Health Threshold | Medicine DC |
|
||||
| ---------------- | ----------- |
|
||||
| Minor Wound | 10 |
|
||||
| Major Wound | 20 |
|
||||
| Fatal Wound | 30 |
|
||||
In the case of a failed Medicine check the check can be retried once per day. If left untreated only Minor wounds will heal naturally. Minor wounds will heal naturally in 10 days.
|
||||
## Regaining Willpower
|
||||
Willpower can be regained during Comfortable Long Rests. While resting a player can roll a die to determine how much willpower they regain. The size of the die is determined by the character's Self attribute as seen in the table below. The player can roll a number of dice equal to 1/4 of the character's Composure score rounded up. You can always roll a minimum of 1 die.
|
||||
|
||||
| Self Range | Dice |
|
||||
| ---------- | ---- |
|
||||
| -10 to -7 | d4 |
|
||||
| -6 to -3 | d6 |
|
||||
| -2 to +2 | d8 |
|
||||
| +3 to +6 | 10 |
|
||||
| +7 to +10 | d12 |
|
||||
# Next Section
|
||||
[[05 🔵 Resting]]
|
||||
@@ -0,0 +1,15 @@
|
||||
Previous Section: [[04 🟡 Healing]]
|
||||
# Resting
|
||||
Resting is necessary for characters to recover and relax. If a character does not take any rest for a full day they must make three exhaustion checks. If a character only took short rests for a full day they must make two exhaustion checks.
|
||||
## Long Rests
|
||||
Long rests are when characters take at least 8 hours of down time and at least 6 of those hours are spent sleeping
|
||||
### Comfort
|
||||
Long rests can be comfortable or uncomfortable. Uncomfortable longs rests are typically experienced while sleeping outside or in uncomfortable environments. For a rest to be comfortable is must be inside and in an environment where the characters feel safe. Characters can heal during any kind of long rest but there are consequences for not resting comfortably.
|
||||
|
||||
After completing a comfortable rests characters with any levels of Exhaustion may decrease their Exhaustion by one.
|
||||
|
||||
After completing an uncomfortable rest characters must make a single Exhaustion check.
|
||||
## Short Rests
|
||||
Short rests are when characters take at least 4 hours of down time and two of those hours must be spent relaxing.
|
||||
# Next Section
|
||||
[[06 🔵 Death]]
|
||||
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[05 🔵 Resting]]
|
||||
# Death
|
||||
Death is a real threat for characters. When a character dies they are dead, nothing, short of timely divine intervention, can bring them back. Characters die when they accumulate Aggravated damage equal to or greater than their max health or they receive damage equal to their max health in a single attack.
|
||||
# Next Section
|
||||
[[02 🔵 Conditions]]
|
||||
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[06 🔵 Death]]
|
||||
# Conditions
|
||||
Conditions are effects that characters experience. These effects do not directly cause damage and are often created by the environment or other characters. A list of conditions can be found in [[01 A Conditions|Appendix A: Conditions]]. Pay special attention to exhaustion--that condition can outright kill a PC and is often inflicted by environmental hazards and other forms of harm covered in this chapter.
|
||||
# Next Section
|
||||
[[03 🔵 Statuses]]
|
||||
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[02 🔵 Conditions]]
|
||||
# Statuses
|
||||
Statuses are similar to Conditions with the difference being that statuses deal direct damage to a character experiencing them. There is a status for every damage type and these statuses have a level that ranges from 1 to 10. At the end of a character's turn they roll a number of d6s equal to the level of the status and receive that amount of damage of the matching damage type. A list of statuses can be found in [[02 B Statuses|Appendix B: Statuses]].
|
||||
# Next Section
|
||||
[[04 🔵 Toxins and Drugs]]
|
||||
@@ -0,0 +1,33 @@
|
||||
Previous Section: [[03 🔵 Statuses]]
|
||||
# Toxins and Drugs
|
||||
Toxins and drugs come in a wide variety of forms; the former are usually weaponized; the latter, mostly recreational or enhancing. A list of toxins and drugs can be found in appendix [[13 ❌ Toxins]].
|
||||
## Toxins
|
||||
Toxins is a catchall term for many substances. If you're going to use it as a weapon, rather than a boost or recreational high, it falls in this category.
|
||||
## Drugs
|
||||
Drugs are toxins that you take on purpose, and they vary from beer to high intensity performance and mood enhancers. They can have enormous effects on a character's mood and personality. If a character gets high on street drugs, it shouldn't be glossed over.
|
||||
## Attributes
|
||||
Both drugs and toxins have similar attributes to identify how to use the substance in game.
|
||||
### Vector
|
||||
Vector refers to how the toxin is delivered to the target.
|
||||
|
||||
**Contact** toxins can be solid, liquid, or gaseous. They attack the victim through the skin. These toxins, if in liquid form, can be coated on a weapon. In this case, they can be applied with a successful attack.
|
||||
|
||||
**Ingested** toxins must be eaten by the victim. They can be solids or liquids. Since they must be eaten, the generally take longer to have an effect.
|
||||
|
||||
**Inhalation** toxins are applied as a gas, and they must be breathed in by the target.
|
||||
|
||||
**Injection** toxins must get into the target's bloodstream, whether through a dart, hypodermic needle, or a cut. These can also be used to coat an edged weapon, but they only affect a target with a successful attack that causes physical damage.
|
||||
### Speed
|
||||
Speed determines how quickly the victim suffers the toxin's effects. These effects are always applied at the end of a combat round. **Immediate** means the effect is applied at the end of the same combat round in which the victim is exposed. A speed of 1 combat round means the effect is applied at the end of the next combat round, and so on.
|
||||
### Duration
|
||||
Duration is the length of time the substance stays effective in the bloodstream.
|
||||
### Power
|
||||
Power tells how powerful the toxin is. A toxin resistance check of Body + Stamina is used to resist the toxin. The DV of this check is equal to the power of the toxin. If a toxin is resisted, the imposed statuses do not apply unless noted in the toxin description. If toxin is resisted fully and the toxin deals damage no damage is dealt, however if the toxin is not resisted the full damage is dealt.
|
||||
### Effect
|
||||
Effect tells what happens to a victim exposed to the toxin. Many toxins simply cause damage; in this case, the effect defines the type of damage. Damage from toxins is treated just like any other injury. Some toxins cause other effects, such as imposing particular conditions or statuses. These statuses are listed as part of the substance's description. Unless otherwise noted, all effects occur unless the toxin is resisted.
|
||||
### Concentration
|
||||
Sometimes a character gets hit with a lot of toxin. If exposed to more than a single dose at a given time, increase the Power of the toxin by +1 per additional dose. Likewise, if an individual is left in contact for an extended period, the effects can be increased. If the victim is still being exposed after 10 combat rounds, perform another toxin resistance check. For each subsequent toxin resistance check after the first, increase the power of the toxin by +1, cumulatively.
|
||||
## Antidotes
|
||||
If they're to do any good, antidotes must be taken before a toxin's effect kicks in. An antidote taken afterward will not diminish the damage caused by the toxin but may reduce the Duration and the toxin's other effects. Note that some toxins simply have no effective antidote.
|
||||
# Next Section
|
||||
[[05 🔵 Starvation and Dehydration]]
|
||||
+19
@@ -0,0 +1,19 @@
|
||||
Previous Section: [[04 🔵 Toxins and Drugs]]
|
||||
# Starvation and Dehydration
|
||||
Characters who don't eat or drink suffer the effects of [[06 🔵 Exhaustion|exhaustion]]. Exhaustion caused by a lack of food or water can't be removed until the character eats and drinks the full required amount.
|
||||
## Food
|
||||
A typical character needs to eat one pound of food per day. You can make food last longer by eating half rations. Eating half rations in a day counts as half a day without food.
|
||||
|
||||
A character can go without food for a number of days equal to 3 + Stamina (minimum 1). Beyond that, a character automatically suffers one level of exhaustion at the end of each day they haven't eaten.
|
||||
|
||||
One normal day of eating resets the count of days without food to zero.
|
||||
## Water
|
||||
A character needs one gallon of water per day or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DV 15 Stamina save or suffer one level of exhaustion at the end of the day. A character who drinks even less water automatically suffers one level of exhaustion at the end of the day.
|
||||
|
||||
If the character already has one level of exhaustion, the character suffers two levels each day with little or no water.
|
||||
## When to track food and water
|
||||
In certain campaigns or games, tracking how much food and water the PCs are carrying can feel like a hassle. In those situations, as along as your GM approves, it is fine to assume you have enough rations and water to avoid starvation or dehydration. However, resource management plays a critical role in making exploration heavy campaigns and adventures feel dangerous and meaningful. Tracking food and water also allows survivalist characters like rangers to really shine.
|
||||
|
||||
So before handwaving resource management, make sure your group discusses if a campaign, adventure, or story arc could actually benefit from using these rules.
|
||||
# Next Section
|
||||
[[06 🔵 Suffocating]]
|
||||
@@ -0,0 +1,13 @@
|
||||
Previous Section: [[05 🔵 Starvation and Dehydration]]
|
||||
# Suffocating
|
||||
Most creatures, particularly most PCs, need to breathe air to survive. When a creature can't breathe, such as while submersed in water, it must hold its breath.
|
||||
|
||||
A creature can hold its breath for a number of minutes equal to its Stamina (minimum of 30 seconds).
|
||||
|
||||
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Stamina (minimum of 1 round). If it is still out of air at the start of its next turn, it drops to 0 health. The creature can't regain health or be stabilized until it can breathe again.
|
||||
## Holding your breath and inhaled effects
|
||||
In most cases, holding your breath is ineffective against inhaled poisons, harmful gasses, and similar effects because such hazards are caustic. They still affect the nasal membranes, ducts, and repository systems of creature that need air to survive. However, such effects don't work against creatures that don't need to breathe because they don't rely on a respiratory system for survival.
|
||||
|
||||
Unless an inhaled effect specifically states otherwise, assume it always affects breathing creatures and doesn't affect creatures that don't need to breathe.
|
||||
# Next Section
|
||||
[[07 🟡 Diseases]]
|
||||
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[06 🔵 Suffocating]]
|
||||
# Diseases
|
||||
Diseases are physical afflictions that can be contracted from hazards and some characters. A disease typically ravages its victims over multiple days, causing more damage the longer it is left untreated.
|
||||
# Next Section
|
||||
[[02 🔵 Combat Process]]
|
||||
+31
@@ -0,0 +1,31 @@
|
||||
Previous Section: [[07 🟡 Diseases]]
|
||||
# Combat Process
|
||||
## Determine Initiative
|
||||
At the start of Combat all participants roll Initiative to determine turn order as specified in the [[02 🔵 Initiative|Initiative]] section.
|
||||
## Decide which Actions to take
|
||||
During combat characters take actions using AP. Information about actions and AP can be found in the [[03 🔵 Actions|Actions]] section.
|
||||
## Attacking
|
||||
### Roll to Hit
|
||||
To determine if an attack hits roll a d20 and add Agility and the relevant skill which will most likely by [[02 🔵 Skill Descriptions#Dueling|Dueling]] or [[02 🔵 Skill Descriptions#Marksmanship|Marksmanship]]. Then subtract any penalties from terrain, weapon bonuses, or Actions taken by other creatures. The result is compared against the EV of the target. If the result is equal to or greater than the EV of the target the attack hits. If the result is lower than the EV the attack misses.
|
||||
|
||||
When you roll a d20 during an attack roll and the result on the die is a 20 you have scored a critical hit. When you roll a critical hit you automatically hit your target and treat all of your damage dice as if they rolled the maximum value. If your dice can explode they do so.
|
||||
#### Ranged Attacks
|
||||
All ranged weapon types have a table of DV targets based on the range to the target. When making a ranged attack compare the attack roll to the value on this table to determine if the attack hits instead of the target's EV.
|
||||
### Roll for Damage
|
||||
Once a hit has landed the player rolls for damage based on the weapon they are using and any relevant upgrades. If any dice roll the maximum value and the player has proficiency with the weapon that dice explodes and can be rolled again. Rolling a max on a dice also means that the target may receive a wound.
|
||||
#### Determine Base Damage
|
||||
Base damage is indicated by the weapon type and any dice upgrades that have been unlocked for the weapon as well as the relevant Skill. If the character has proficiency with the weapon they also add their Strength to the base damage.
|
||||
#### Additional Damage
|
||||
Additional damage is indicated in the description of the weapon. This damage is not used when determining if the damage gets through the targets armor but may have other effects based on the damage type and the materials of the targets armor. Additional damage dice can also explode following the same rules as base damage dice but they can not be upgraded.
|
||||
#### Improvised Weapons
|
||||
Improvised weapons are items that were not intended to be used as a weapon but can be if needed. When making attacks with these weapons the character has disadvantage on their [[04 🔵 Types of Checks#Attack Rolls|Attack Roll]]. The damage dealt by this weapon is the same as the most similar existing weapon possible. Any upgrades to that weapon type do not apply to the improvised weapon.
|
||||
#### Unarmed Attacks
|
||||
Unarmed attacks are attacks when the player does not have a weapon. When determining if the attack hit use Agility + Brawling. These attacks deal damage equal to the character's Brawling skill.
|
||||
### Soak Damage
|
||||
Before damage is dealt to the target it has to get through the target's armor. Armor has an Armor Value (AV) which gets subtracted from the base damage of the attack. If the base damage is more than the AV the target receives damage equal to the difference. If the AV is larger than the base damage none of the base damage gets through the armor.
|
||||
### Apply Damage
|
||||
If base damage gets through to the target, the target's AV decreases by one. If any maximum values were rolled the target will receive a wound. Targets can only receive one wound per attack. All damage that gets through the target's armor is dealt to their health as superficial or aggravated damage.
|
||||
|
||||
If a weapon deals additional damage that damage gets resolved separately from the base damage according to the properties of the armor materials and the damage type.
|
||||
# Next Section
|
||||
[[03 🔵 Barriers and Cover]]
|
||||
+14
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|
||||
Previous Section: [[02 🔵 Combat Process]]
|
||||
# Barriers and Cover
|
||||
## The Golden Rules of Cover
|
||||
To be in cover you must be fully behind something that could stop an attack.
|
||||
If they have line of sight on you, you aren't in cover.
|
||||
There is no "partial" cover. It can either stop an attack or it can't.
|
||||
## Cover Health
|
||||
Cover health is determined by the material and its thickness as defined in the [[05 🟡 Materials|Materials]] section. Cover absorbs all of the damage that is dealt to it until the cover has no health remaining. Some materials can only be damaged by specific damage types or types of attacks. For example, steel cannot be damaged by unarmed attacks.
|
||||
## Shields
|
||||
Equipping a shield requires a [[03 🔵 Actions#Ready Weapon (I)|Ready Weapon]] action. While wielding a shield in one or two hands those hands can not be used to do anything else. A shield is a movable source of cover, and while you wield a shield with health remaining you can use the shield to take the [[03 🔵 Actions#Take Cover (I)|Take Cover]] action.
|
||||
### Human Shields
|
||||
If you are already the attacker in a grapple, you can use the grappled creature to take the [[03 🔵 Actions#Take Cover (I)|Take Cover]] action if you are not already wielding a shield. Since human shields tend to move you can't use them to block an attack made using the [[03 🔵 Actions#Call a Shot (I)|Call a Shot]] action. A human shield takes damage normally as defined in the [[02 🔵 Combat Process|Combat Process]] section. A human shield that dies while you are using them as a shield automatically becomes a shield with health equal to their Body score.
|
||||
# Next Section
|
||||
[[04 🔵 Large Scale Conflicts]]
|
||||
+19
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|
||||
Previous Section: [[03 🔵 Barriers and Cover]]
|
||||
# Large Scale Conflicts
|
||||
Sometimes the characters aren't directly involved with combat but are instead organizing and leading large groups of people.
|
||||
## Troops
|
||||
When characters are organizing soldiers but not directly fighting use these rules for Troop combat. Troops are defined as a group with Talent, Discipline, and Morale stats. Each of these directly correlates to Physical, Mental, and Spiritual attributes.
|
||||
### Size
|
||||
The size of a Troop should normally be represented by a number of squares on a battle map. Small troops take up 2-4 squares while giant troops can take up to 81 squares. Unlike single creatures troops can rearrange their shape meaning that they don't have to be a perfect square, they can form a line to cover more ground, or bunch up to make movement more difficult for enemies.
|
||||
### Movement
|
||||
Troops can move distance equal to their Talent + Morale stats. Troops should move as a whole and individual squares should not separate from the rest of the troop. When rearranging the shape of the troop individual squares move at the same speed as the whole troop but must remain connected after their movement.
|
||||
#### Moving through Troops
|
||||
The movement cost of moving through a troop is equal to the stationary troop's Talent + Morale per square moved.
|
||||
### Combat
|
||||
Troops either deal exclusively melee or exclusively ranged damage.
|
||||
#### Melee Troops
|
||||
When opposing troops collide they do attack each other. Both sides roll a number of d10s equal to the number of squares that they occupy that are next to an enemy and then add the troop's Talent + Discipline + Morale to each roll. The difference in the total value of all of the rolls is dealt as damage to the side that rolled lower. This damage can be spread across all three stats as desired by the player controlling the troop.
|
||||
#### Ranged Troops
|
||||
When ranged troops attack other troops they can roll a number of d10s equal to the total size of the group rather than being limited by the squares that are touching enemies. However, any ranged troops that are next to enemy melee troops can't attack.
|
||||
# Next Section
|
||||
[[02 🔵 Social Encounters|02 🔵 Social Encounters]]
|
||||
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|
||||
Previous Section: [[04 🔵 Large Scale Conflicts]]
|
||||
# Social Encounters
|
||||
The core of social encounters is the Influence roll. The modifier for an influence roll is always Presence and a relevant skill. An additional bonus or detriment can be received based on the apparel score of the involved characters. These additional modifiers typically range from -3 to +3 and depend on the apparel of the characters and the target. This bonus is determined by the GM.
|
||||
|
||||
Social encounters revolve around intimacies. In terms of gameplay you're either going to be influencing someone's outlook or using intimacies to persuade someone to do what you want. A character's intimacies dictate what they believe and care about. Without exploiting an intimacy persuasion isn't possible. No matter how charismatic you might be, a stranger won't give over their life to your cause just because you say so; there has to be a reason to make them take such a course of action. You need to play on an intimacy to be able to talk people into doing the things you want them to do. The stronger an intimacy is the more you can convince people to do in its name. While PCs can influence NPCs, they may also be on the receiving end of social encounters using the same rules.
|
||||
## Order of Actions
|
||||
Social actions don't usually have special timing, there are no "Social turns." When a player's character tries to convince someone of something, they'll probably be the only person rolling dice, everything else is roleplay between the characters. When multiple characters attempt social actions in the same encounter, who rolls when can be decided by the natural flow of conversation or by procedure (in a court for example). If two characters are both trying to present different arguments to a single individual, then that individual's player decides who to listen to first. If it's still not clear who acts in which order, then the character with the highest Presence goes first, with the GM breaking any ties.
|
||||
|
||||
## Rolling Dice
|
||||
When making checks in social encounters there are two typical target values these are the target's passive Resolve (10 + Resolve + Resolve) or their passive Composure (10 + Composure + Composure). Typically resolve is used as the target for instill, inspire, persuade, bargain, and threaten actions and Composure is used as the target for read intentions actions.
|
||||
## Intimacies
|
||||
Intimacies represent a character's relationships, beliefs, ideals, and goals. A character's intimacies help determine what types of influence will affect them.
|
||||
### Intensity
|
||||
The strength of an intimacy is defined by its intensity -- Minor, Major, or Defining. When a character is targeted by an influence roll that opposes one ore more of their intimacies, add a bonus to their resolve based on the intensity of the most applicable intimacy. On the other hand, if one or more of a character's intimacies supports an influence roll applied against them, then they suffer a corresponding penalty to Resolve based on the most applicable intimacy. If more than one intimacy supports or opposes a social action, only the most relevant intimacy modifies the target's Resolve.
|
||||
|
||||
The effects of the different intensities are listed below.
|
||||
- **Minor** intimacies are notable relationships or beliefs that have some influence over a character's actions without being an integral part of who they are. Characters will usually let their minor intimacies dictate their behavior on situations where it is directly relevant, as long as it does not act against a stronger intimacy or their own self-interest.
|
||||
- **Major** intimacies are relationships that influence the way characters act in many areas of life. Major intimacies influence the behavior of characters even in situations where they are only tangentially or indirectly relevant, and might lead to a character to act against their own self-interest as long as they do not face severe harm or life-altering inconveniences because of it.
|
||||
- **Defining** intimacies represent the most important things in a character's life, the relationships or beliefs that they place above all others and refuse to compromise. Defining intimacies influence the greater part of a character's behavior in all field of life. If there's something for which a character is willing to lay down their life, then it is best represented by this level of intensity.
|
||||
- # Next Section
|
||||
- [[03 🔵 Social Actions|03 🔵 Social Actions]]
|
||||
+44
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|
||||
Previous Section: [[02 🔵 Social Encounters|02 🔵 Social Encounters]]
|
||||
# Social Actions
|
||||
The following is a list of social encounter actions, what they can accomplish, and what conditions must be met to retry them after they fail.
|
||||
## Instill
|
||||
The instill action is used to change the feelings and beliefs of others. When a player takes an instill action, they declare what they want to make the target feel or believe. The GM may apply penalties to the roll if this belief is particularly implausible or hard to accept, up to a maximum penalty of -20 for truly unbelievable claims. On a successful roll, the target forms an intimacy towards that belief.
|
||||
|
||||
There are limits to what someone will believe when they already have strong opinions to the contrary. The character may need to lessen the existing intimacies before instilling new ones. While the instill action can always be used to create new minor intimacies, altering existing intimacies is more difficult:
|
||||
- Strengthening a minor intimacy or weakening a major intimacy can only be done if the target has a different minor or better intimacy that supports the attempted influence.
|
||||
- Raising a major intimacy or weakening a defining intimacy is only possible if the target has a different major or better intimacy that supports the attempted influence.
|
||||
- Strengthening an existing intimacy requires that the evidence raised or argument made in favor of the strengthening be more compelling than whatever cause the intimacy to arrive at its current intensity.
|
||||
## Persuade
|
||||
The persuade action allows you to convince other characters to perform an action or task that you give to them. The extent of the action you can compel with persuade depends on the intimacies of your target.
|
||||
|
||||
Without an intimacy to support your influence roll, you can only convince others to take relatively trivial and risk free actions.
|
||||
### Inconvenient Tasks
|
||||
Characters who have an appropriate minor intimacy can be convinced to perform tasks that pose some mild danger or hinderance to them, as long as it is not severe enough to seriously disrupt their life or livelihood -- the prospect of a severe injury, an angry superior, or heavy financial loss is still more than they will allow. With this level of intimacy, you can persuade people to do things that take longer than an encounter to complete, if the amount of time needed is not so long as to disrupt the target's life.
|
||||
### Serious Tasks
|
||||
Characters who have an appropriate major intimacy can be convinced to perform even tasks that carry the risk of extreme harm or impediment. At this level, a farmer could be convinced to join your personal militia despite the risk of dying on the battlefield, while an apothecary might provide you with poisons even though he faces imprisonment or corporal punishment for doing so. However, they will still balk if the risk of death or ruin is almost certain. Tasks that take extended amounts of time are possible at this level, even if they require a long term commitment such as joining an organization.
|
||||
### Life Changing Tasks
|
||||
Characters who have a defining intimacy can be made to do almost anything. At this level, you could convince a devoted follower to hold off an enemy long enough to buy time for your escape, or make a wealthy noble donate the batter portion of their fortune to your personal cult. Only in cases where death or utter ruin are absolutely, unavoidably certain will they balk, and even then the GM might decide they're willing to do it despite all odds.
|
||||
## Bargain
|
||||
Bargaining is similar to the persuade action, but doesn't depend on your target's intimacies. Instead you must offer a bribe, gift, or favor that the character you're convincing believes is worth the difficulty or the task you're asking them to perform. The GM should take into account the intimacies, wealth, and social status of the target deciding what they will consider sufficient payment.
|
||||
## Threaten
|
||||
When all else fails, pain an intimidation are brutally effective motivators. Threaten works like a bargain: you can convince people to do things without having to appeal to their intimacies, only rather than offering something they want you present them with something they don't -- usually the threat of bodily harm, although social blackmail, economic ruin, and general intimidation will also do the job. It can also be used as an instill action which gives the target an intimacy of fear towards you, or intensifies such an intimacy they already have. For a threaten action to be effective, the target must be more afraid of the conseque3ncers of refusing you then they are of whatever you want them to do. If the target has any awe, or fear, based intimacies you're aware of, that's usually a good place to start.
|
||||
|
||||
Blackmail and bullying won't make you many friends. Using the threaten action on someone almost always causes them to form an immediate negative intimacy towards you, with a context chosen by the target's player, regardless of whether the attempt succeeds or fails. It can also weaken any existing positive intimacies the target might have.
|
||||
## Inspire
|
||||
The inspire action is used to incite emotions and strong passions in the hearts of others, usually with the Performance skill, which those others then act on. When a player takes an inspire action, they choose which emotion they are attempting to inspire. On a successful inspire roll, the target is impassioned according to the emotion evoked -- but the target's player chooses what form that passion takes.
|
||||
|
||||
An impassioned character might form a new passion, or act upon an existing intimacy that aligns with the emotion evoked. A character doesn't have to drop everything they're doing to act upon an inspire action, but they must be genuinely resolved to action.
|
||||
|
||||
Inspiration doesn't automatically create or strengthen intimacies, but it's often appropriate for it to do so as characters act upon their inflamed passions. An inflamed passion may be treated as a major intimacy for the purposes of modifying passive Resolve and enabling persuade actions, for as long as the character is acting on it.
|
||||
|
||||
The inspiring character doesn't automatically know what passions he has inspired in their audience; they must use read intentions to find out. Because a character does not, and cannot, tailor the outcome of an inspire action to a specific target, inspire actions aren't subject to penalty for group influence.
|
||||
## Read Intentions
|
||||
The read intentions action allows a character to discern what another character wants to achieve in an encounter or interaction. Reading someone's intentions is not an influence roll, instead it is a Awareness + Insight roll against the target's passive Composure. On a success, the GM should give a brief description of what the character wants out of some interaction.
|
||||
|
||||
Alternatively, this action can be used in order to determine what intimacies a character has. Before rolling for the action, the player should generally describe what kind of intimacy they want to discern. On a success, the GM chooses and reveals one of the target's intimacies that fit the criteria. If there is no intimacy that does, the GM should let the player know this.
|
||||
|
||||
The read intentions action is not a form of magic. The character using it is analyzing the target's words and behavior to get a better feel for their motives and intimacies, and the GM should use common sense in deciding how much information can be gleaned from a character's behavior and appearance.
|
||||
|
||||
Finally, a character who is unaware they are being observed suffers a -3 penalty to their passive Composure.
|
||||
# Next Section
|
||||
[[04 🔵 Resisting Influence Rolls|04 🔵 Resisting Influence Rolls]]
|
||||
+28
@@ -0,0 +1,28 @@
|
||||
Previous Section: [[03 🔵 Social Actions|03 🔵 Social Actions]]
|
||||
# Resisting Influence Rolls
|
||||
The base DV for an influence roll is always the passive Resolve of the character targeted by the roll. On a failed roll, the character is unimpressed or unmoved by whatever argument or offer was made. On a successful roll, the target is persuaded or moved by your words.
|
||||
## Spending Willpower
|
||||
Even if a character's Resolve is overcome, they may still have an opportunity to deny the influence. If the influence is trying to change how they feel, such as by creating, destroying, or changing their intimacies, they may spend a point of willpower to:
|
||||
- Stop a new intimacy from being created. Although the character is moved, they just can't afford to invest themselves in a new person or cause.
|
||||
- Stop a major or defining intimacy from being weakened. Even though the influence was convincing, the character just has too much invested in the intimacy to give up now, even if they want to.
|
||||
- Reject a successful inspire action. The character uses their force of will to deny their swelling passions.
|
||||
## Decision Points
|
||||
Refusing successful influence to make the character do something is trickier. When a character fails to resist such influence with their Resolve, they enter into a special state called a Decision Point.
|
||||
|
||||
In the Decision Point, the player must choose an intimacy and explain how it justifies resisting that specific influence. The intimacy they choose must be of equal or greater intensity than the intimacy which supported the influence roll, and it can't be the one that strengthened their Resolve against the roll in the first place -- the influence already overcame that particular source of reluctance when it beat their Resolve.
|
||||
|
||||
If those requirements are met, and if the GM accepts the player's argument for why one of their intimacies would make them reject the influence, then the character may spend one willpower point to resist the influence roll. Otherwise, resistance is impossible.
|
||||
## Lengthy Debates
|
||||
Sometimes after a character has spent willpower in a decision point in order to reject influence, the initiate will return with a new or stronger argument. When this happens, the initiate is engaging the reset rules for social actions. If the same issue is being argued as a result, the target may not use an intimacy which boosted their resolve against the initial roll. After all, that logic was not enough to stop them from being forced in the decision point in the first place. To boost their resolve against the initiate's second attempt, they must find another intimacy to raise their resolve -- or use the one that allowed them to reject influence in the decision point. Remember that according to the rules of decision points, the intimacy a character uses to raise their resolve cannot be invoked in the decision point. This rule continues to apply throughout the story -- as long as the initiate can find new angles with which to demonstrate the rightness of her persuasion, they can cause their target to use up all of their valid excuses over the course of a story. When a character has no valid intimacies with which to enter a decision point, beating their resolve will finally convince them to agree with the initiate's arguments.
|
||||
## Unacceptable Influence
|
||||
There are limits on what can be achieved with social influence. No amount of charisma is sufficient to talk someone into suicide, or convince a die-hard patriot to betray their cause. If a request is so antithetical to the nature and personality of its target that it cannot possible succeed, it is said to be unacceptable influence. A character targeted by unacceptable influence may reject it outright without spending willpower, even if their resolve would not normally be high enough to defend against it. A player can still choose to have their character follow the course of action but forward by unacceptable influence, but only because they think it makes sense -- the character cannot be coerced into doing it.
|
||||
|
||||
Unacceptable influence includes:
|
||||
- Any instill action to strengthen or weaken an intimacy which doesn't exploit an appropriately strong intimacy to do so.
|
||||
- Any persuasion attempt which doesn't exploit an intimacy strong enough to support the proposed task.
|
||||
- Any bargain attempt which fails to offer a properly enticing incentive or threaten action which is insufficiently threatening.
|
||||
- Any influence that would cause a character to kill themselves, or to do something that they know would result in their certain death.
|
||||
- Any influence that would cause a character to completely abandon or end one of their defining intimacies is unacceptable.
|
||||
- Any seduction attempt that violates a character's sexual orientation (as defined by the player, or by the GM in the case of NPCs) is unacceptable.
|
||||
# Next Section
|
||||
[[05 🔵 Social Complications|05 🔵 Social Complications]]
|
||||
+19
@@ -0,0 +1,19 @@
|
||||
Previous Section: [[04 🔵 Resisting Influence Rolls|04 🔵 Resisting Influence Rolls]]
|
||||
# Social Complications
|
||||
A number of considerations may arise when winning friends and influencing people.
|
||||
## One Target vs Multiple Targets
|
||||
Much of the time, an influence roll only affects one character. Sometimes, however, a character may wish to make a single influence roll against multiple characters. The can choose to target only a select group, or to apply influence roll against anyone who hears them. However, people find it easier to ignore arguments that are not directly addressed to them. Whenever an influence roll targets more than one character, it suffers a -5 penalty.
|
||||
|
||||
Because the different targets of an influence roll can have varying passive Resolve scores, the success or failure of the action is determined separately for each target.
|
||||
## Written Social Actions
|
||||
The written word can be used to persuade or manipulate others just as easily as speech. Characters who wish to convey influence through a letter, pamphlet, book, or other written work do so as a written social action. The time taken to create a writing missive varies based on the form and length of the work. The GM decides how long it takes, with a minimum time of five minutes in most cases. Likewise, the time needed to read the missive is decided by the GM based on length.
|
||||
|
||||
The skill used when rolling for a written social action is always Culture. When a character reads the message, compare the result of the roll to the target's passive Resolve to determine if it succeeds, as with normal influence rolls. Written social actions can be written to apply either against a single intended reader or against anyone who reads them, with the usual effects for targeting multiple characters.
|
||||
## Gestures and Body Language
|
||||
When a character attempts to communicate through gestures, appearance, and body language alone, the target of such silent influence adds a +2 to their passive Resolve. This is normally only useful for attempts at intimidation or seduction, but players are free to be creative and think up other applications. Many things are impossible to communicate silently. No amount of handwaving or quirked eyebrows can explain the intricacies of court politics.
|
||||
## Overturning Influence
|
||||
Character's are generally loathe to abandon a course of action once they've set themselves upon it, and so overturning existing social influence with additional social influence is difficult. First, a character who has already been persuaded to do something receives a +5 bonus to their passive Resolve against any influence that would cause them to abandon or disregard that persuasion. This bonus stacks with the intimacy bonus from a relevant intimacy. Second, a petitioner who wishes to overturn existing persuasive influence must spend a point of willpower before making their argument and roll.
|
||||
|
||||
If the contradictory persuasion succeeds, the targeted character may use a decision point to resist by citing a conflicting intimacy, without spend a point of willpower to initiate the decision point because it's easier to stand by a hard fought decision than to abandon it and reverse yourself. Conversely, if a character wants to abandon their present course and accept a new influence, the character must spend a point of willpower and cite the intimacy which was used to change their mind.
|
||||
# Next Section
|
||||
[[06 🔵 Retrying Social Actions|06 🔵 Retrying Social Actions]]
|
||||
+17
@@ -0,0 +1,17 @@
|
||||
Previous Section: [[05 🔵 Social Complications|05 🔵 Social Complications]]
|
||||
# Retrying Social Actions
|
||||
When a character fails a social action they cannot simply repeat their old arguments and expect a different result. Instead, they must change the situation in a way that allows them to try again. Below are retry conditions for each of the social actions. Once this condition has been met, the character may attempt to retry. The GM should use common sense in adjudicating retry conditions.
|
||||
## Instill
|
||||
If you fail an instill action, you must present your target with substantially greater evidence for whatever you are trying to convince them of before you can retry.
|
||||
## Persuade
|
||||
There are two ways to retry a failed persuade action. One is by making a different argument, playing on a different intimacy of equal or greater strength than your previous one. The other is to wait until the intimacy that supported your influence roll has been strengthened to a higher level of intensity.
|
||||
## Bargain
|
||||
You can only retry a failed bargain roll by making a new offering that's substantially greater than your previous one.
|
||||
## Threaten
|
||||
You can only retry a failed threaten roll if you significantly escalate the threat used to coerce your target.
|
||||
## Inspire
|
||||
You must wait until an encounter has ended to retry the inspire action.
|
||||
## Read Intentions
|
||||
Once a read intentions action has failed, it can't be retried on the same target for the rest of the encounter.
|
||||
# Next Section
|
||||
[[06 🔵 Retrying Social Actions|06 🔵 Retrying Social Actions]]
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
Previous Section: [[06 🔵 Retrying Social Actions|06 🔵 Retrying Social Actions]]
|
||||
# Social Actions in Combat
|
||||
All of the social actions described previously work normally during combat, within the dictates of common sense. You can certainly shout out an offer to triple a mercenaries pay if they'll switch sides but you likely can't engage in complex contractual negotiations over a single turn.
|
||||
|
||||
All social actions have an AP cost of 2 and can only be taken during your initiative turn.
|
||||
|
||||
Most social actions are resisted with normal with one special case being a little different. Pleading for mercy can convince enemies to accept your surrender rather than killing you. This might be a persuade action or even a bargain. On a successful roll, you r enemy will allow you to surrender, taking you captive, or letting you retreat rather than killing you. In most cases, this doesn't require an intimacy to exploit, letting a defeated stranger run away is no great hardship. Some cases may require exploiting an intimacy if the target has some reason to want you dead rather than captured or defeated.
|
||||
# Next Section
|
||||
[[02 🟡 Journeys]]
|
||||
+55
@@ -0,0 +1,55 @@
|
||||
Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
|
||||
# Journeys
|
||||
When characters are moving from one destination to another they are undertaking a Journey. During Journeys the day is divided into four quarter days used to measure time:
|
||||
- Morning
|
||||
- Daytime
|
||||
- Evening
|
||||
- Night
|
||||
At the start of every quarter day, each character must choose one activity to do during that quarter. Characters can only perform one activity at a time, unless otherwise specified. Most activities can be performed by several characters, but for a few activities, a single character must be chosen. The possible activities are detailed below.
|
||||
## Activities
|
||||
### Hike
|
||||
If all characters in the Party decide to Hike they travel at the speed described in the [[03 🔵 Movement|Traveling]] portion of the Movement rules. Short breaks are included in the specified time, but if you stop for mare than a few minutes along the way, you might not be able to travel the entire distance.
|
||||
#### Forced March
|
||||
Characters can Hike for two of the Quarter Days of the day without problem. If they decide to Hike more than two Quarter Days they will make an Exhaustion check for each additional Quarter Day that they Hike before taking a rest.
|
||||
|
||||
Mounts can also perform a Forced March. Instead of an Exhaustion check make an Animal Handling check (DV 18) and add the mount's Strength to the result of your roll. If you fail the roll the animal goes lame. A lame animal can travel but can not carry any extra weight. To heal the animal make a DV 25 Animal Handling check and determine the recovery time as you would using normal [[04 🟡 Healing|Healing]] rules. If the healing roll fails there are no options other than to put the animal down.
|
||||
### Lead the Way
|
||||
Every time you Hike you must appoint one person to Lead the Way. A character can Lead the Way and Hike at the same time, but they cannot also Keep Watch.
|
||||
|
||||
Every 12 miles that the party travels the character leading the way needs to make a Survival check to make sure they are travelling in the correct direction. The DV of the check and consequence of failure are both determined by the GM.
|
||||
#### Darkness
|
||||
Travel is dangerous in the dark. Getting lost or choosing the wrong path is an ever-present risk. A Survival check made to Lead the Way in the dark has a -5 penalty unless the character making the check has the ability to see in the dark.
|
||||
|
||||
Typically Evening and Nighttime quarters are dark but this may change depending on the world or seasons in a given world.
|
||||
### Keep Watch
|
||||
It is useful to have a character Keep Watch during every Quarter Day. The character that is Keeping Watch can Hike at the same time but they can not Lead the Way. It is not necessary to have a character Keep Watch, but without one there is no chance to spot threats before they are upon the party.
|
||||
### Forage
|
||||
If the party is running low on provisions, they can choose to spend a Quarter Day looking for edible plants and drinkable water. You cannot Hike while foraging. Several characters can Forage at the same time.
|
||||
|
||||
You must choose whether you are looking for food or water. Then make a survival roll, certain types of terrain or weather can add modifiers to the roll.
|
||||
|
||||
When looking for food, success means that you find enough roots, vegetables, or berries for the party to eat for one day. Any food obtained through foraging spoils after two days if it is not consumed.
|
||||
|
||||
When looking for water, success means that you find enough drinkable water for everyone in the party to fill their water skins.
|
||||
### Hunt
|
||||
Another way to find food during a journey is to Hunt. You cannot Hike at the same time as you Hunt, but several people can hunt at the same time.
|
||||
|
||||
You need some form of ranged weapon or a hunting trap to be able to Hunt. Make a Survival (Tracking) check to find your prey. To kill your prey you must succeed a Marksmanship check, if using a ranged weapon, or a Survival check, if using a trap. The [[Animals]] table specifies the difficulty of the check as well as the loot that the animal would provide including units of [[Raw Meat]].
|
||||
### Fish
|
||||
If you are near a river, lake, or ocean you can Fish. If you are on foot, you cannot Hike while Fishing, but you can Fish from a moving boat. Several people can Fish at the same time.
|
||||
|
||||
To Fish you need Fishing Gear. Make a Survival check and add any modifiers from your fishing gear.
|
||||
|
||||
Success means that you catch enough fish for the party to eat for one day. Any excess fish spoil after one day.
|
||||
### Make Camp
|
||||
When the day is over it's time to Make Camp. Finding a good location for a camp, making a fire, and preparing where to Rest takes a whole Quarter Day. Only one person rolls to Make Camp, but others can help them.
|
||||
|
||||
Make a Survival check to determine the success of Making Camp. If the check is successful you find a sheltered place to spend the night, where you can Rest. If the check fails you still find a place to setup camp but the GM will determine a consequence that the party can experience anytime while they are in camp.
|
||||
### Rest
|
||||
You need to Rest at least one Quarter Day per day to avoid becoming [[06 🔵 Exhaustion|Exhausted]]. The Rest activity uses rules described in the [[05 🔵 Resting|Resting]] section.
|
||||
#### Bare Ground
|
||||
It is possible to Sleep in the wilderness without Making Camp. You save the time it takes to Make Camp, but everyone in the group must make a Survival check to find a good spot to Sleep. Failure means the individual doesn't Sleep at all. Since you don't have a fire to keep the cold away, you may also suffer the effects of the [[03 🔵 Statuses|Freezing]] status.
|
||||
### Explore
|
||||
When you stop to Explore your journey is interrupted. Exploring can take anything from a Quarter Day to days or even weeks.
|
||||
# Next Section
|
||||
[[04 🟡 Dungeons]]
|
||||
+5
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
|
||||
# Wilderness Survival
|
||||
Whether moving between settlements, seeking a long-lost dungeon, or hunting monsters. PCs contend with the dangers of the wilderness. Though trekking involves combat and social encounters, exploration encounters are the primary component of wilderness survival. Wild environments are full of hazards and involve rules of the dangers covered in Chapter 9: Other Forms of Harm. More information about wilderness survival is often included in world books since the environmental dangers are best tailored to se the environments that appear in the world.
|
||||
# Next Section
|
||||
[[04 🟡 Dungeons]]
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
Previous Section: [[02 🟡 Journeys]]
|
||||
# Dungeons
|
||||
Crawling through dangerous dungeons is a good way to gain experience, acquire powerful items, and uncover secrets about the game's world. Classic fantasy dungeons are often underground complexes populated with monsters, treasures, traps, and puzzles. However, a dungeon can by any self-contained area with sections to explore like a castle, natural cave system, corporate building, or ancient ruins.
|
||||
|
||||
While dungeons contain social and combat encounters, they are excellent vehicles for exploration encounters. Dungeons also make use of the dangers discussed in the [[05 🟡 Hazards|Hazards]] and [[06 🔵 Traps|Traps]] sections.
|
||||
# Next Section
|
||||
[[05 🟡 Hazards]]
|
||||
+37
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|
||||
Previous Section: [[04 🟡 Dungeons]]
|
||||
# Hazards
|
||||
Hazards are natural obstacles for the players to interact with. The most pervasive hazards are weather events which can scale from mild to extreme. Interacting with hazards leads to characters receiving statuses and conditions relevant to the hazard. For instance running from a forest fire may cause burning or the falling ash could cause exhaustion. Characters should always be given a chance to roll to avoid these statuses and conditions but the difficulty of the roll will vary based on the hazard. Trying to walk to the mouth of a volcano expelling ash will require high difficulty exhaustion checks where as walking through a small snow storm would require a pretty easy check to avoid freezing.
|
||||
## Extreme Cold
|
||||
Exposure to temperature below 0 degrees Fahrenheit threatens creatures not adapted to the cold. The hazard is generally continual.
|
||||
### Trigger
|
||||
This hazard begins when a creature is exposed to extreme cold for at least 1 hour. A creature avoids exposure if it is resistant or immune to cold damage, if it has natural adaptations to cold climates, or it is wearing clothing that provides resistance to cold climates.
|
||||
### Effects
|
||||
After the first hour, an exposed creature must make an [[06 🔵 Exhaustion|Exhaustion]] check. The creature must repeat this check at the end of each hour of continued exposure. Creatures vulnerable to cold damage, wearing clothing not suited for winter conditions, wearing armor with cold vulnerability properties, or are wet.
|
||||
### Resolution
|
||||
This hazard ends once a creature leaves the affected area, environmental conditions significantly change, or they avoid exposure for one hour.
|
||||
## Extreme Heat
|
||||
Exposure to temperatures above 100 degrees Fahrenheit threatens creatures not adapted to the heat. The hazard is generally continuous.
|
||||
### Trigger
|
||||
This hazard begins when a creature is exposed to extreme heat for at least 1 hour. A creature avoids exposure if it is resistant or immune to fire damage, if it has natural adaptation to hot climates, or if it has access to twice its daily amount of required drinking water.
|
||||
### Effects
|
||||
After the first hour, an exposed creature must make an Exhaustion check. The creature must repeat this check at the end of each hour of continued exposure. Creatures have disadvantage on these checks if they are vulnerable to fire damage, wearing metal armor, or wearing clothing not designed for hot environments.
|
||||
### Resolution
|
||||
This hazard ends once a creature leaves the affected area, environmental conditions significantly change, or they avoid exposure for one hour.
|
||||
## Gale Winds
|
||||
Heavy gusting winds can appear with little warning, battering the weak and impairing many activities. Gale winds disperse fog, extinguish open flames, and make movement difficult for small and flying creatures. As a weather hazard, it usually only lasts a few minutes, though in canyons or mountain regions, it can be continual.
|
||||
### Trigger
|
||||
This hazard begins when a creature enters an area affected by gale winds.
|
||||
### Effects
|
||||
Gale winds impose disadvantage on ranged attacks and checks that rely on hearing. Small and Tiny creatures must succeed on a DV 12 Strength save or fall prone at the start of each of their turns while in the area. A flying creature must land at the end of each turn spent in the area or make a DV 12 Strength save. On a failure, the creature falls to the ground instantly and takes falling damage.
|
||||
### Resolution
|
||||
An affected creature must find shelter or leave the area.
|
||||
## Torrential Precipitation
|
||||
Precipitation such as heavy rain or snowfall causes a variety of problems. It can last from minutes to days.
|
||||
### Trigger
|
||||
This hazard begins when a creature enters an area affected by torrential precipitation.
|
||||
### Effects
|
||||
Everything within the area is considered lightly obscured. A creature that starts its turn within torrential precipitation has disadvantage on Perception checks. All ranged attacks are made with disadvantage. If the torrential precipitation is heavy rain, it extinguishes open flame. If it is heavy snowfall, the ground is difficult terrain.
|
||||
### Resolution
|
||||
An affected creature must find shelter or leave the area.
|
||||
# Next Section
|
||||
[[06 🔵 Traps]]
|
||||
+17
@@ -0,0 +1,17 @@
|
||||
Previous Section: [[05 🟡 Hazards]]
|
||||
# Traps
|
||||
Traps can be almost anywhere. One wrong stop in an ancient tomb might trigger a series of scything blades. The seemingly innocuous vines that hang over a cave entrance might choke anyone who pushes through them. A net hidden among trees might drop on unwary travelers. Detecting and disarming traps are your best defense against these troubles.
|
||||
## Trap Types
|
||||
A trap can be either mechanical or magical. This book leaves discussion of magical traps to specific world books but will cover generalities.
|
||||
### Mechanical Traps
|
||||
Mechanical traps include things that depend on a mechanism to operate, such as pits, arrow traps, falling blocks, water filled rooms, and whirling blades.
|
||||
### Magic Traps
|
||||
Magic traps consist of magical devices that activate effects.
|
||||
### Complex Traps
|
||||
Complex traps continue to execute on rounds after activation instead of triggering once and being done. Complex traps can start initiative and act independently in initiative order. Until triggered a complex trap can be detected and disabled like a standard trap.
|
||||
## Detecting Traps
|
||||
Every trap has a specific way it can be detected, but a trap usually requires a character to make an Intuition + Perception or Logic + Investigation check against the trap's DV. Some basic traps can be automatically spotted with a high enough passive Perception score, but the deadliest traps often are hidden too wall for passive detection. The party's travel pace can also reduce your ability to spot passively hidden dangers.
|
||||
## Disarm Traps
|
||||
If a character detects a trap before triggering it, they might be able to disarm it. Every trap has a specific way it can be disarmed, or avoided, but typically disarming a trap requires a character to succeed on an Agility + Thievery check, though sometimes Technology or Engineering can be used, against the trap's DV. Complex traps might first require a successful Logic + Investigation check to deduce how the trap operates.
|
||||
# Next Section
|
||||
[[1 🔵 Downtime]]
|
||||
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Reference in New Issue
Block a user