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OSR Fantasy RPG
Draft Rules Version no. 3.1
β’ Tests are rolls against attributes or AC.
β’ 20 is always a success or critical.
β’ 1 is always a failure or critical.
β’ Rolling over your attribute is a failure.
β’ Rolling within the difficulty number is a failure.
β’ Rolling over the difficulty but within your attribute is a success.
β’ Higher rolls are better as long as they donβt exceed the attribute.
ββββββββββββββββ¦βββββββββββββββββββββββββββββ¦ββββββββββββββββ¦βββββββββββββββββββββββββββββββββ β TYPE β ROLLED WITH β DIFFICULTY β EFFECT β β βββββββββββββββ¬βββββββββββββββββββββββββββββ¬ββββββββββββββββ¬βββββββββββββββββββββββββββββββββ£ β Attack Roll β STR (melee) or β Monster's AC* β Deal your damage on a β β β β DEX (ranged) β β success, crit damage on a 20. β β β β β β β β Defense Roll β Player AC (Armour modified β Monster's HD β Take damage on a failure, β β β β by high or low DEX) β β crit damage on a 1. β β β β β β β β Saving Throw β Attribute or β Base 4 β Suffer effects, or more severe β β β β Monster Save Value β β effects, on a failure. β ββββββββββββββββ©βββββββββββββββββββββββββββββ©ββββββββββββββββ©βββββββββββββββββββββββββββββββββ
β’ Penalties are always added to the difficulty of a roll.
β’ Bonuses should usually take the form of advantage on the roll.
β’ Bonuses may also be added to the attribute, but this is discouraged.
β’ Advantage means you roll twice and take the best result.
β β¦ Disadvantage means you roll twice and take the worst.
β β¦ Levels of advantage or disadvantage cancel each other out.
β β¦ Advantage on a roll of multiple dice adds one die; drop the worst. Similarly, disadvantage would add one die and remove a die with the best result.
β β¦ Anything that would cause an attribute to exceed 19 grants levels of advantage instead.
β’ Chaser dice are a form of gradated advantage, used for magic weapons, the best magic armour, and anywhere else the DM wants a gradatian of bonuses.
β β¦ A +1 bonus provides a chaser die of 1d12; each additional point reduces the die type one step.
β β¦ A chaser die is rolled along with the d20 roll; if the chaser die rolls either of its highest two digits, the roll is a success regardless of the d20 result.
β β¦ 1s & 20s override chase dice.
β β¦ Chaser dice are written cdX, as other dice are written XdX.
ββββββββββββββ¦ββββββ¦ββββββ¦βββββ¦βββββ¦βββββ β Bonus β +1 β +2 β +3 β +4 β +5 β β βββββββββββββ¬ββββββ¬ββββββ¬βββββ¬βββββ¬βββββ£ β Chaser Die β d12 β d10 β d8 β d6 β d4 β ββββββββββββββ©ββββββ©ββββββ©βββββ©βββββ©βββββ
β β¦ A sword +3 attacks on STR/cd8.
β β¦ A suit of +4 armour with a base AC of 18 defends on AC19/cd8.
β’ For PCs a Saving Throw is a test with the following difficulty:
β β¦ Death or Poison: 2
β β¦ Spells: 6
β β¦ Anything else: 4
β’ Optional Rule: Use the full set of old school saves with difficulties of 2,3,4,5,6.
β’ Using the appropriate attribute:
β β¦ STR: Saves vs unavoidable physical harm.
β β¦ DEX: Saves to dodge physical harm.
β β¦ CON: Saves against poison, disease or death.
β β¦ INT: Saves vs spells, psionics & miscellaneous magic.
β β¦ WIS: Saves against deception & illusion.
β β¦ CHA: Saves against Charm, fear and persuasion.
β’ For NPCs & Monsters the roll is determined by HD:
β β¦ Odds of saving are 4 + 2/3HD or part thereof
β β¦ Roll a d20 on the following table to see if the monster is affected.
β β¦ For Death or Poison, subtract 2 from the roll.
β β¦ For spells, add 2.
ββββββββββ¦βββββ¦ββββββ¦ββββββ¦ββββββ¦ββββββββ¦ββββββββ¦ββββββββ¦ββββββββ¦ββββββ β HD β 0 β 1-3 β 4-6 β 7-9 β 10-12 β 13-15 β 16-18 β 19-21 β 22+ β β βββββββββ¬βββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββββ¬ββββββββ¬ββββββββ¬ββββββββ¬ββββββ£ β EFFECT β 5+ β 7+ β 9+ β 11+ β 13+ β 15+ β 17+ β 19+ β 21+*β ββββββββββ©βββββ©ββββββ©ββββββ©ββββββ©ββββββββ©ββββββββ©ββββββββ©ββββββββ©ββββββ
β’ Rounds: 30 seconds, time for every character to move and act in combat.
β’ Turns: Five minutes, time to search a room, finish a short battle, take a breather, or carefully walk down a hallway.
β’ Hours: Twelve turns.
β’ Downtimes: A few days to a week, time to take care of some business in town between adventures.
ββββββββββββ¦ββββββββββ¦ββββββββ¦ββββββββββ¦ββββββββββββββββββββββββββββββββββ β Distance β Feet β 5'Sq. β Torches β Notes β β βββββββββββ¬ββββββββββ¬ββββββββ¬ββββββββββ¬ββββββββββββββββββββββββββββββββββ£ β Close β 0'-10' β 2 β 1 β Within melee range. β β Near β 10β-30' β 6 β 2 β Normal human movement range. β β Far β 31'-60' β 12 β 3 β In the immediate area. β β Distant β 61'-90' β 18 β 4 β Present but some distance away. β β Extreme β 91'+ β 24 β 5+ β Down the road. β ββββββββββββ©ββββββββββ©ββββββββ©ββββββββββ©ββββββββββββββββββββββββββββββββββ
β’ 'Torches' shows the number of torches the party must have lit to reliably see in a dark environment at the given distance.
β β¦ Lanterns, campfires and light spells count as 2 torches.
β β¦ Being outdoors or in a space with windows at night counts as +1 torch.
β β¦ Clear weather while outdoors at night counts as +1 torch.
When an encounter is indicated and it isn't clear where the parties are or who would see who first, roll 2d6.
The DM may add +1 to the roll for each of the following: 7+ monsters, lead PC has high wis, stupid or noisy monsters
Subtract -1 from the roll for each of the following: 7+ PCs and followers, lookout has exhaustion, smart or wary monsters
Sleeping with no lookout is -4
On a 3-11 the encounter occurs at sight distance - determined by the light level, the dungeon map.
Outdoors, sight distance is based on terrain unless it is night or weather obscures visibility.
ββββββββββββββ¦βββββββββββββββββββ¦βββββββββββββββββ β Visibility β Examples β Distance β β βββββββββββββ¬βββββββββββββββββββ¬βββββββββββββββββ£ β Open β Plains or Road β Extreme(240') β β Uneven β Hills or Woods β Extreme(120') β β Cluttered β Forest or Swamp β Distant(90') β ββββββββββββββ©βββββββββββββββββββ©βββββββββββββββββ ββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β 2d6 Roll β Result β β βββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β 2 β PCs Ambushed, surprised unless they roll 6+ initiative. β β 3-5 β PCs seen first, cannot surprise. β β 6-8 β Normal initiative. β β 9-11 β PCs see monsters first, cannot be surprised. β β 12 β PCs hear the monsters coming, may set ambush. β ββββββββββββ©βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
In a PC ambush, PCs get surprise unless they roll a 1.
β’ Reaction Roll
β β¦ PC may introduce themselves by making a CHA test.
β β¦ Roll 2d6 for reactions; if a CHA test was made add an extra die; if the test was successful take the two highest dice, otherwise take the two lowest. On a crit add a fourth die.
β β βͺ 2: Hostile - They attack. A case of mistaken identity if otherwise friendly?
β β βͺ 3-5: Unfriendly - If they have any reason to dislike the PCs attack is likely, otherwise threats, demands etc.
β β βͺ 6-8: Neutral - Likely to be wary and look at how the PCs can aid or hinder their goals. May demand the PCs withdraw if trespassing.
β β βͺ 9-11: Hospitable - Will give the PCs a break, this could mean anything from threats and demands from an otherwise hostile foe to offers to trade, share a campfire, or team up against a mutual enemy.
β β βͺ 12: Friendly - As well-disposed toward the PCs as possible given the circumstances.
Table with reactions for some typical NPC attitudes:
ββββββββ¦βββββββββββ¦βββββββββ¦ββββββββββ¦βββββββββ β Roll β Predator β Guard β Passing β Bandit β β βββββββ¬βββββββββββ¬βββββββββ¬ββββββββββ¬βββββββββ£ β 2 β Attack β Attack β Attack β Attack β β 3-5 β Attack β Attack β Menace β Demand β β 6-8 β Stalk β Demand β Parlay β Menace β β 9-11 β Flee β Parlay β Trade β Parlay β β 12 β Avoid β Advise β Assist β Trade β ββββββββ©βββββββββββ©βββββββββ©ββββββββββ©βββββββββ
1. Roll Initiative
2. If it's the first round, PCs with surprise take an extra round of actions then reroll initiative, and surprised PCs miss their turn.
3. PCs take turns in initiative order from 8 to 4
4. Monsters move and act.
5. PCs take turns in initiative order from 3 to 1
β’ When the DM calls to roll initiative, each PC rolls a die according to their class:
β β¦ Wizard: 1d4
β β¦ Thief: 1d8
β β¦ Cleric/Fighter: 1d6
β’ If it is the first round of combat:
β β¦ PCs rolling 6+ get surprise, and may take a full round of actions before the monsters and then reroll their initiative, acting on the new number and ignoring surprise.
β β¦ PCs rolling 1 are surprised and cannot act this round.
β β¦ Ignore these rules for either side if they are ineligible for surprise - if the PCs saw the monsters coming they cannot be surprised, if the PCs listened at a door and were heard they cannot surprise the monsters on the far side.
β β¦ A successful ambush means the ambushed side are surprised unless they roll a 6+.
β β¦ Some monsters have bonuses to surprise, and may surprise PCs on 1-3 or even 1-4.
β’ The DM calls out the numbers from 8 down to 1.
β’ When the DM calls your number you may either act or set your die to a lower number to delay.
β’ PCs on the same number may choose the order they act in.
β’ Before calling out β3β, the DM takes action for all of the monsters.
β β¦ Optionally, enemy rogues may go before 4, and enemy wizards before 2; or some enemies may roll their own initiative dice; or slow monsters such as Zombies simply act on 1.
β’ Each character may make a move as well as an action (such as an attack or casting a spell.)
β’ Moving changes your distance from a target character, object or location by one step β from near to close or far, for example.
β’ A character may use their action for the round to take a second move.
β’ Moving toward or away from a target will affect your distance from other targets - if you're close to someone you are generally close to everyone close to them as well.
β’ In the event of a chase, the winner is the unencumbered party; or the party who spent both their move and their action on the chase. If both are unencumbered and running flat out, make a DEX test.
β’ Reactions: If you are not encumbered you may perform any of these outside of your initiative.
β β¦ Evade: If a foe moves closer to you, you may spend your move or action to move away.
β β¦ Stick: If a foe moves away from you, you may spend your move or action to follow. Their movement away does not grant you an opening for a reaction attack if you do this.
β β¦ Block: If a foe moves close to a target near you, you may spend your move or action to obstruct them, leaving them close to you and near their intended target.
β’ Stand Your Ground: By default combat is a general melee, meaning you may attack everyone at close range and they may attack you in a round, if you have sufficient attacks and reaction attacks.
β’ If you are outnumbered and want to limit who can hit you, you may stand your ground. The effectiveness of this varies depending on where you stand:
β β¦ In the open: 6 foes may attack you.
β β¦ Against a wall, or back to back with an ally: 3 foes may attack you.
β β¦ In a doorway, or a hallway with allies or walls on both sides: 1 foe may attack you.
β β¦ An additional foe with a long weapon such as a spear may attack over the shoulders of each foe in any case. All of these rules also apply to your foes.
β’ Normally every close character may attack every other close character. The following moves allow you to deal with fewer enemies at a time, at the cost of restricting your movement:
β β¦ Stand Your Ground: Don't move this round. No more than 6 characters can attack (or be attacked by) you in melee this round.
β β¦ Back to the Wall: Move to stand against a solid surface. Only 3 characters can attack (or be attacked by) you in melee this round.
β β¦ Hold the Line: Stand in a door, window, alcove or hallway. Only one character can attack (or be attacked by) you in melee this round from each side per 5' width of the aperture.
β’ A melee attack is a STR Test vs the monster's AC.
β’ If successful roll your damage and deduct from monster's HP.
β’ On a 20 roll damage twice and apply both rolls.
β’ PCs roll to defend against monster attacks.
β’ A defence roll is an AC Test vs the monster's HD.
β’ On a 1 the monster rolls damage twice.
β’ A ranged attack is a DEX Test vs the monster's AC.
β’ Distance beyond the weapon's range provides disadvantage.
β’ Cover provides disadvantage.
β’ Firing into melee: Standard attacks can be fired into melee, reaction attacks cannot.
β¦ On a miss, the DM selects an ally of the shooter or bystander. If the attack roll exceeded that target's AC, they are hit instead. If they have monster AC, subtract 8 from the die roll.
β’ At the end of the round roll the ammunition usage die.
β¦ If more than one shot was fired in a round, roll with disadvantage.
β’ Blast: Affects the target and everyone within a certain radius of them.
β’ Cone: Affects up to two targets within the coneβs length of one another, and everyone close to the second target.
β’ Line: Affects one target and anyone close to them. If you move to line it up immediately before casting, affects two targets within the line's length of each other and anyone close to them.
β’ PC vs PC tests are opposed β both roll and the highest successful roll succeeds, comparing attributes to break ties.
β’ Monsters make defense rolls vs other monsters on 10+AC.
Every character has a certain number of reactions each round, which they can spend to react to or interrupt other characters' turns in specific ways. The DM can also call for spending of reactions to do tricky or special moves. Fighter techniques require the spending of reactions.
βββββββββββββββββββββββββββββββββββ¦βββββββββββββββββ¦ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β Action β Reactions β Effect β β ββββββββββββββββββββββββββββββββββ¬βββββββββββββββββ¬ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β Moves Close β Evade β If you haven't moved yet, spend 1-2 moves to move away. β β β Spear Counter β Attack with a Long weapon. β β Moves Away β Stick β If you haven't moved yet, spend 1-2 moves to stay close. β β Moves Close to Ally β Block β If you haven't moved yet, spend 1-2 moves to get β β β β close to the approaching enemy and Stick if necessary, β β β β preventing them from completing their move toward their target. β β Attacks Close Ally β Counter β Make an attack. β β β Shield Block β Make a STR test vs HD (or roll the attack again against HD) to β β β β block an attack. The reaction is only spent if the attack is blocked. β β Attacks β Dagger Counter β Make an attack, including against someone who attacked you. β β β Shield Block β Make a STR test vs HD (or roll the attack again against HD) to β β β β block an attack. The reaction is only spent if the attack is blocked. β β Ranged Attack in Melee β Counter β Make an attack. β β Casts Spell, Quaffs Potion, β Counter β Make an attack. β β Readies Item etc. β β β β Ends Move Out of Cover Or Melee β Ranged Counter β Make a ranged attack. β βββββββββββββββββββββββββββββββββββ©βββββββββββββββββ©ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
A character cannot be attacked twice in reaction to the same action. If there is doubt over who gets to take a reaction, the highest initiative goes first, breaking ties randomly.
Characters with class levels have reactions according to their class.
Other characters don't track reactions but have a chance to react based on their HD:
ββββββββββββββββ¦ββββββ¦ββββββ¦ββββββ¦ββββββ¦ββββββββ¦ββββββ β Hit Dice β 0-1 β 2-3 β 4-6 β 7-9 β 10-13 β 14+ β β βββββββββββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββββ¬ββββββ£ β React Chance β 1/6 β 2/6 β 3/6 β 4/6 β 5/6 β 6/6 β ββββββββββββββββ©ββββββ©ββββββ©ββββββ©ββββββ©ββββββββ©ββββββ
The DM rolls once for each opening using the best available roll of monsters who could react. A large group may roll with advantage. The DM may choose which monster reacts on a successful roll, though a good rule of thumb may be that the lower the roll the lower the HD of the reacting monster, or that the monster which seems the fastest or most skilled reacts.
β’ When a character takes their action they provide an opening.
β’ Certain things such as quaffing a potion or readying a new weapon do not take an action, but provide further openings as their cost.
β’ Any character with reactions available may take advantage of that opening to strike at them.
β¦ You cannot take advantage of an opening on a target who attacked you this round.
β β¦ UNLESS you are weilding a dagger.
β β¦ Or the target has more than one opening.
β¦ Only one character may attempt to exploit an opening, once, with a single attack.
β¦ If the exploiting character is using a ranged weapon, the target must not be in melee or cover.
β’ Movement does not provide openings unless-
β β¦ The moving character moves close to an enemy with a long weapon like a spear, and only to that enemy.
β β¦ The moving character leaves cover or melee in sight of an enemy with a ranged weapon, and only to that enemy.
β’ Monsters & Ranged weapons deal the damage listed in their description.
β’ Melee attacks by players deal damage by weapon, usually d4 or d6 before modifiers.
β β¦ Step the die up for the following:
β β βͺ High STR (16+)
β β βͺ Being a Fighter
β β βͺ 2 Handed Weapon
β β¦ And down for the following:
β β βͺ Low STR (6-)
β β βͺ Improvised weapon
β’ Possible damage dice are: 1d2/1d3/1d4/1d6/1d8/1d10/1d12
β’ Ongoing Damage: Some weapons such as burning oil deal ongoing damage. This is a usage die; the die deals damage equal to the roll on the victim's action, and if a 1-2 is rolled, steps down one step.
β β¦ An action which would logically resolve the damage (washing away acid, dropping and rolling to put out fire) provides advantage on the roll, roll twice and take the lowest.
β’ A character is considered bloodied if they are at half HP or less.
β’ Monsters & NPCs have a morale rating from 2-12, usually around 7.
β β¦ 6 represents green or unsteady troops, 8 veterans, 9 elites.
β’ PCs never check morale.
β’ Monsters test morale due to events up to twice per combat.
β’ When this occurs is up to the DM but some suggestions are:
β β¦ First blood.
β β¦ First death on their side.
β β¦ First character bloodied on their side.
β β¦ Half of their force defeated.
β β¦ Witnessing an ally die by critical hit or grisly magic.
β’ Larger groups will be more tolerant of casualties. A lone monster will generally test on first blood and when bloodied; a pair of monsters may test when one is bloodied, and then when one is slain. A large military unit might only test on the first death and at half strength.
β’ Each time they they test morale, apply a cumulative -1 to their morale for the next test.
β’ If a PC spends an action and succeeds at a CHA test vs their HD to intimidate them, they must make a test immediately.
β β¦ This increases the total maximum tests per combat to 3.
β’ To test morale, roll 2d6. If the result is higher than their morale, they are broken.
β β¦ Broken enemies will immediately flee or attempt to surrender if they are bloodied.
β β βͺ Healthy enemies in a group of 5 or more will surrender/flee if half their allies are defeated.
β’ Below 0 HP further damage is taken from CON instead.
β’ A PC who loses CON must make a CON test at the new value to keep fighting; if they fail they can only move until their health is positive again.
β’ A PC with zero CON is dead or close to death.
β’ An NPC with 0hp falls unconscious.
β’ When an NPC is bandaged, healed, or abandoned for 1hr, roll a d6 on the following table. Subtract one from the roll if they were magically healed, add one if they were abandoned.
β’ When a PC is bandaged, healed or abandoned, compare the amount of CON lost to the following table. If they are healed, apply the healing to their CON before consulting the table. (This is the only time Cure spells can heal CON) If they were abandoned, deduct 2 CON before consulting the table.
ββββββββ¦ββββββββββββ¦ββββββββββ¦ββββββββββββββββββββββββββββββββββββββ β Roll β CON Lost β Result β Effect β β βββββββ¬ββββββββββββ¬ββββββββββ¬ββββββββββββββββββββββββββββββββββββββ£ β 1 β 3 or less β Stunned β Gain a level of exhaustion. β β β β β β β β 2 β 4-5 β Wound β Type of exhaustion inflicting +2 β β β β β β difficulty to checks until removed. β β β β β β β β 3 β 6-7 β Injury β As above but can only be removed β β β β β β with d6 weeks of rest. β β β β β β β β 4 β 8-9 β Illness β Festering wound or opportunistic β β β β β β infection. β β β β β β β β 5 β 10+ β Maimed β Life-changing injury such as loss β β β β β β of limb or eye. β β β β β β β β 6 β All β Doomed β Dead or dying. β ββββββββ©ββββββββββββ©ββββββββββ©ββββββββββββββββββββββββββββββββββββββ
β’ Magic weapons may have special abilities and a damage bonus from +1 to +5.
β’ Magical weapons roll an additional chaser die when attacking and automatically hit if the die rolls either of its highest two digits.
β’ Splendid weapons are nonmagical but of exceptional materials and craftsmanship. They automatically hit on a roll of 19, and have the potential to become magical.
ββββββββββββββ¦ββββββ¦ββββββ¦βββββ¦βββββ¦βββββ β Bonus β +1 β +2 β +3 β +4 β +5 β β βββββββββββββ¬ββββββ¬ββββββ¬βββββ¬βββββ¬βββββ£ β Chaser Die β d12 β d10 β d8 β d6 β d4 β ββββββββββββββ©ββββββ©ββββββ©βββββ©βββββ©βββββ
β’ If you are a Wizard, you may memorise spells on a long rest by studying a spellbook.
β β¦ You memorise one spell from the book per level, in the order in which they are inscribed in the book.
β β¦ At high levels Wizards can memorise spells from multiple books at once.
β’ You may cast a memorised spell as an action.
β β¦ The spell is then forgotten until you memorise it again.
β β¦ If you take damage from a reaction attack made in response to you casting a spell, you fail to cast and the spell remains memorised.
β β¦ You must have a free hand to cast an arcane spell. Staff-like weapons count as leaving a hand free as long as you do not attack with them in the same round as casting. Shields do not count as a free hand.
β’ Cantrips may be cast at will.
ββββββββββββββββββββββββββββ β The Elementary Enchanter β β βββββββββββββββββββββββββββ£ β β 1. Charm Person(1) β β β 2. Sleep(1) β β β 3. Invisibility(3) β ββββββββββββββββββββββββββββ
β β’ If you are a Cleric of level 2 or higher, you may memorise spells after a long rest by praying.
β β β¦ Each prayer provides a particular set of spells.
β β β¦ Certain spells in the set may only be cast while in a state of purity.
β β’ You may cast a memorised spell as an action.
β β β¦ The spell is then forgotten until you pray to memorise it again.
β β β¦ If you take damage from a reaction attack made in response to you casting a spell, you fail to cast and the spell remains memorised.
β β β¦ You do not require a free hand to cast divine spells.
β β β¦ Any spell may be forgotten at any time and replaced with an affinity (for most clerics, Cure) spell of the same level.
Sample Prayer. A fourth level cleric of Mitra reciting this would gain Protection From Evil, Remove Fear, and Bless. They would also have Light and Augury memorised, but would need to maintain a state of purity to cast them. Other prayers to Mitra would provide different lists of spells.
ββββββββββββββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββ¦ββββββββββββββββββββββββββββββββββββββ β Spells β Verse β Affinity (Healing) β β βββββββββββββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββ¬ββββββββββββββββββββββββββββββββββββββ£ β (one per level in order) β Oh holy Mitra, β (replace spell on the left at will) β β β P. Light(2) β illuminate all of the paths we must walk β Cure Light Wounds (Poison) β β β 2. Protection From Evil(2) β and protect us from the darkness β Cure Light Wounds (Poison) β β β 3. Remove Fear(2) β let us be without fear β Cure Light Wounds (Poison) β β β P. Augury(4) β for we walk with your guidance β Cure Minor (Paralysis) β β β 4. Bless(4) β and with your blessing β Cure Minor (Paralysis) β β β 5. Silence 10' Radius(4) β grant us peace in our hearts β Cure Minor (Paralysis) β β β P. Predict Weather(6) β whatever storms may come β Cure Moderate (Disease) β β β 6. Striking(6) β and cast down our enemies β Cure Moderate (Disease) β β β 7. Meld Into Stone(6) β while our faith endures, like mountains β Cure Moderate (Disease) β β β P. Lower Water(8) β let your rains come down β Cure Serious (Deafness/Blindness) β β β 8. Create Food & Water(8) β and make the fields fertile β Cure Serious (Deafness/Blindness) β β β 9. Tongues(8) β bring harmony among neighbours β Cure Serious (Deafness/Blindness) β β β P. True Seeing(10) β and guide us away from falsehood β Cure Critical (Curse) β β β 10.Commune(10) β speak your wisdom to your faithful β Cure Critical (Curse) β β β 11.Quest(10) β and let all follow your word β Cure Critical (Curse) β β β β for you are the Protectress, β β β β β goddess of wisdom and mercy, β β β β β truth and purity β β β β β β until the sleeper awakes β β β β β Amen. β β ββββββββββββββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββββ©ββββββββββββββββββββββββββββββββββββββ
β’ Spell levels are equal to the lowest character level normally required to cast them.
β’ Cleric spells are always of even levels.
β’ Wizard spells are always of odd levels.
β’ Converting from other OSR games: To find the level of a Cleric spell, double it. To find the level of a Wizard spell, double it and subtract one.
β’ So Cure Light Wounds, level 1, becomes level 2, and Fireball, level 3, becomes level 5.
β’ Thief Skills: Certain challenging tasks related to dungeoneering are difficulty 7 by default, thieves can perform them with a reduction in difficulty based on their level.
β β¦ Base difficulty 7, -1 for every odd level of Thief.
β β¦ Picking Pockets
β β βͺ +1 difficulty for every level of the target over 5.
β β βͺ If you fail on an even number you get caught.
β β¦ Picking Locks
β β βͺ If you fail you may give up or push to retry.
β β βͺ If you push there is a consequence - monsters beyond the door are alerted, a tool breaks, you trigger a trap or leave evidence behind. If the result is odd, the consequence may be dangerous (monsters or traps); if even, merely frustrating (evidence, broken tools.)
β β¦ Climbing Sheer Walls
β β βͺ Only required for very smooth surfaces such as fortress walls.
β β β β’ Use a normal DEX test for climbing trees or mountains.
β β β β’ Thief difficulty reduction counts for these as well, however.
β β βͺ Roll once every 100' or part thereof.
β β βͺ A failure means you fall at the halfway point taking 1d6 damage per 10 feet fallen.
β β βͺ You may make another test to catch hold of something while falling down a climbable surface, taking half damage and arresting the fall halfway.
β β βͺ Climbing non-sheer surfaces has no difficulty and thus no discount, but otherwise functions in the same way.
β β¦ Hiding in Shadows & Moving Silently
β β βͺ Simply announce that you're doing it.
β β βͺ When someone would attack or otherwise respond to your presence, make the test.
β β βͺ Test no more than once per round.
β β βͺ If you fail you grant the detecting character an opening for a reaction attack if within range.
β β βͺ If you pass you get an opening on them.
β β βͺ If you incapacitate an opponent in a single round before they can counter attack, you will not necessarily be noticed by other opponents.
β β¦ Detecting & Disarming Trapped Chests
β β βͺ Disarm treasure traps by the same process as lockpicking.
β β βͺ Room traps must be solved like puzzles.
β β βͺ Note: Traps normally trigger on 2 in 6.
β β¦ Identifying Treasures & Magical Items
β β βͺ Make a hidden INT test.
β β β β’ On a 1 the PC has dangerous misapprehensions about the item.
β β β β’ On a 20 the PC is personally familiar with the item somehow and knows almost everything about it.
β β β β’ For a cursed item treat the result as one level worse - failure becomes a 1, success becomes failure.
β β β β’ For every full 3 points of a successful roll, you know one of the following:
β β β β β¦ What it's worth.
β β β β β¦ Who might want it.
β β β β β¦ What it does.
β β β β β¦ How to use it.
β β β β β¦ A detailed history.
β β β β’ If you fail due to rolling under the difficulty, you only know #3. or #4. (your choice.)
β β β β’ If you fail due to rolling over your INT, you only know #1. or #2. (your choice.)
β’ Use these rules as a model for determining what the PCs already know about a subject.
β β’ Make an INT test against the following difficulty.
β β β¦ 4 - Second language commonly spoken in PC's homeland.
β β β¦ 6 - Language of neighbouring lands or cultures.
β β β¦ 8 - Foreign language.
β β β¦ 10 - Obscure language.
β β’ On a 20 you have excellent grasp of the language; gain an appropriate Background.
β β’ On a 1 you misunderstand the language in dangerous or offensive ways.
β β’ If you fail you have not studied the language.
β β’ If you succeed, you have some knowledge of the language.
β β β¦ Roll again, this time with no difficulty.
β β β¦ If you fail, you have a rudimentary grasp of the language and can only communicate in simple words.
β β β¦ If you succeed, you speak the language fluently.
β β’ Whatever the result, record it on your character sheet; you will not have to roll for that language again.
β’ Make an INT test against the following difficulty.
β β¦ 4-commonly encountered in the PC's home environs (wolf, goblin)
β β¦ 8-rare or foreign to that area (efreet, black pudding)
β β¦ 12-unknown to the PC's home or should not exist (eldritch horror, spaceman, weird demon)
β’ If you fail due to the difficulty you simply don't know anything much about the monster, or have never heard of it.
β’ If you fail due to rolling over your INT you've heard rumours and folklore about it, which may or may not be reliable.
β’ If you succeed you have concrete knowledge about the creature, including its resistances, weaknesses, special attacks, intelligence level and diet.
β’ On a 1, you are dangerously misinformed.
β’ On a 20, you have detailed knowledge of its life cycle, culture (if any), habits and so on. Write this on your sheet as a Background.
β’ Items are recorded on A8 cards which show at least the name of the item, any usage dice, and its weight.
β’ Weight is recorded in 'items'. Most items are 1, large weapons are 2, heavy armour may be 3, up to 50 jewelry and gems are 0, up to 250 coins are 0, smaller items may be 1/2 or 1/5.
β’ A PC has five stacks of items:
β β¦ Hands, which can normally hold up to 2 items.
β β¦ Body, for worn items. It has no capacity of its own but rather counts toward the limit for Carried items.
β β¦ Carried, which if the PC has a backpack or sack can carry items equal to their CON score.
β β¦ Trinkets, which can hold up to one item per container (sack or pack) item Carried by the PC.
β β¦ Burden, which can hold items equal to their STR score, but halves their speed (2 turns to move in the dungeon), and means they can't use reactions. They can drop their gear before a fight by taking disadvantage on initiative.
An example equipment card:
βββββββββββββββββββββββββββ β Bundle of Torches 1 β β β β Light source, ud8 β β β β β βββββββββββββββββββββββββββ
Small items could be recorded on a single card, thus:
ββββββββββββββ β Coin Pouch β β 50gp 1/5 β β Coin Pouch β β 50gp 1/5 β β Coin Pouch β β 50gp 1/5 β β Coin Pouch β β 50sp 1/5 β β Coin Pouch β β 50sp 1/5 β ββββββββββββββ
β’ Certain events may cause the PCs to gain a level of Exhaustion.
β β¦ Encumbered characters gain 2 levels.
β’ Each level is represented by a card, and functions like a carried object of escalating βsizeβ β 1, 2, 3, 4 etc., and count toward encumbrance.
β β¦ e.g. a character with 2 levels of exhaustion counts as carrying 3 extra items.
β’ For standard exhaustion, resting for 2 turns and rolling water usage removes a level, starting with the smallest; resting overnight removes all levels.
β β¦ Regain 1hp for each level removed.
β β¦ Heal your HD in damage once per day when eating during a rest.
β’ Long-term ailments can take the form of exhaustion:
β β¦ Wound: +2 to difficulties, removed by overnight rest.
β β¦ Injury: +2 to difficulties, removed after d6 weeks.
β β¦ Illness or infection: Variable effects by stage. Regular CON tests to see if the disease progresses, removed when cured or resolved.
β’ Privation: Special types of exhaustion, in order of βsizeβ:
β β¦ 1: Hunger β if you didnβt eat in the last 24hrs.
β β¦ 2: Fatigue β if you didnβt sleep in the last 24hrs.
β β¦ 3: Thirst β one for every full day without water.
β β¦ 4: Starvation β one for every full week without food.
β’ These types of exhaustion can only be removed by resolving the need associated with them.
β’ They also reduce your maximum CON by their total size, and can kill.
β’ The DM may devise new types of privation to cover environmental effects such as desert heat or arctic cold.
β’ Define party order. PCs are either in the front, middle, or rear. Those who don't specify are in the middle. If there's no front, the middle encounters hazards first.
β’ One of the PCs is in the front is the leader, who decides which route the party takes through the dungeon, and how they proceed.
β’ Each turn the PCs can move 60' down a hallway or large room, or move from one room to another, or search an area of roughly 10x10ft per PC, or discuss their next move for 5 minutes, or complete a combat of 10 rounds or less.
β’ PCs can proceed with caution (each move takes 2 turns, +1 to trap and encounter rolls) or haste (make 2 moves per turn, -1 to trap and encounter rolls).
β’ Every 2 turns of exploration, roll on the Event table:
ββββββββ¦βββββββββββββββββ¦ββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β Roll β Result β Icon β Effect β β βββββββ¬βββββββββββββββββ¬ββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β 1. β Encounter β Face β Roll on an encounter table and make an encounter roll. β β 2. β Spoor β Paw β Roll on the encounter table. A sign of this creature is found. β β 3. β Light β Lantern β Roll usage on nonmagical light sources. β β 4. β Exhaustion β Sleepy β The party needs a rest. All members gain an exhaustion. β β 5. β Event or Timer β Window β Nothing happens unless the dungeon calls for it. β β 6. β Magic Expires β Wand β Normal duration spells expire. β ββββββββ©βββββββββββββββββ©ββββββββββ©βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
When a sign of a creature is found or heard, the next roll of 1-2 indicates that encounter. If the PCs paid attention to the sign, the DM might provide them with a +1 to the encounter roll.
When spells expire spells of 3xNormal duration become 2xNormal, etc. Alternatively you can assign a chance of them expiring equal to 1 in X, where X is the multiple of normal duration the spell has - so a 2xNormal spell has a 50% chance to expire.
β’ When a PC might trigger a trap, roll a d6.
β β¦ On a 1-2, they trigger the trap.
β β¦ On a 5-6, if they are a thief, they notice the trap.
β’ To listen at a door roll a d6.
β β¦ On a 6, the listener hears what's going on in the room beyond.
β β¦ Reduce this number by 1 for each of the following criteria the listener meets:
β β βͺ Is a thief.
β β βͺ Is an elf or other race with good hearing.
β β βͺ Has an appropriate background.
β β¦ On a 1, something on the other side hears the listener.
β β βͺ Thieves can avoid this result with a successful roll to move silently.
For miscellaneous hoards of treasure found in the dungeon, use the following table:
βββββββββ¦βββββββββββββββ¦ββββββββββββββββββββββ¦ββββββββββββββββ¦ββββββββββββββββ¦ββββββββββ β Level β Silver β Gold β Gems β Jewelry β Magic β β ββββββββ¬βββββββββββββββ¬ββββββββββββββββββββββ¬ββββββββββββββββ¬ββββββββββββββββ¬ββββββββββ£ β 1 β 1d12 pouches β 3 in 6 1d6x10 coins β 1 in 20 1d6 β 1 in 20 1d6 β 1 in 20 β β 2β3 β 2d12 pouches β 3 in 6 1d12 pouches β 2 in 20 1d6 β 2 in 20 1d6 β 1 in 20 β β 4β5 β 4d6 bags β 3 in 6 4d6 pouches β 4 in 20 1d6 β 4 in 20 1d6 β 2 in 20 β β 6β7 β 8d6 bags β 3 in 6 2d6 bags β 6 in 20 1d6 β 6 in 20 1d6 β 3 in 20 β β 8β9 β 2d6x10 bags β 3 in 6 4d6 bags β 8 in 20 1d12 β 8 in 20 1d12 β 4 in 20 β β 10β12 β 2d6x10 bags β 3 in 6 2d6x4 bags β 10 in 20 1d12 β 10 in 20 1d12 β 5 in 20 β β 13+ β 4d6x10 bags β 3 in 6 2d6x10 bags β 10 in 20 1d12 β 10 in 20 1d12 β 6 in 20 β βββββββββ©βββββββββββββββ©ββββββββββββββββββββββ©ββββββββββββββββ©ββββββββββββββββ©ββββββββββ
A pouch contains 50 coins and takes up 1/5 space.
A bag contains 250 coins and takes up 1.
βββββββββ¦ββββββββββββββββββββ βββββββββ¦βββββββββββββββββββββββββ β 1d20 β Value of Gems β β 1d20 β Value of Jewelry β β ββββββββ¬ββββββββββββββββββββ£ β ββββββββ¬βββββββββββββββββββββββββ£ β 1-2 β 10 gold pieces. β β 1-4 β 3d6x100 gold pieces. β β 3-5 β 50 gold pieces. β β 5-16 β 1d6x1000 gold pieces. β β 6-15 β 100 gold pieces. β β 17-20 β 1d10x1000 gold pieces. β β 16-18 β 500 gold pieces. β βββββββββ©βββββββββββββββββββββββββ β 19-20 β 1000 gold pieces. β βββββββββ©ββββββββββββββββββββ
//these belong in an optional document
Gems can be sold at their base price, or a skilled jeweler or PC with suitable equipment and knowledge can further acertain their worth using the following tables:
ββββββββ¦βββββββββββββ¦ββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββ β Roll β Gemstone β Color β Magical Properties β β βββββββ¬βββββββββββββ¬ββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββ£ β 1 β Agate β Multicolored β Restful and safe sleep β β 2 β Jasper β Reddish-brown β Protection from venom β β 3 β Hematite β Gray β Aids fighters, heals wounds β β 4 β Quartz β Clear β Aids fighters, heals wounds β β 5 β Turquoise β Turquoise β Aids horses in all ways β β 6 β Moonstone β Translucent white β Causes lycanthropy β β 7 β Amethyst β Purple β Prevents drunkenness or drugging β β 8 β Garnet β Red β Benefits wisdom β β 9 β Citrine β Yellow β Secrecy - homeopathy - jaundice β β 10 β Topaz β Golden β Wards off evil spells β β 11 β Roll on 50 β Green β Wards off enchantments β β 12 β Roll on 50 β Light blue β Wards off foes β ββββββββ©βββββββββββββ©ββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββ
ββββββββ¦ββββββββββββββ¦βββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β Roll β Gemstone β Color β Magical Properties β β βββββββ¬ββββββββββββββ¬βββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β 1 β Amethyst β Purple β Prevents drunkenness or drugging β β 2 β Citrine β Yellow β Secrecy - homeopathy - jaundice β β 3 β Garnet β Red β Benefits wisdom β β 4 β Aquamarine β Light blue β Wards off foes β β 5 β Peridot β Green β Wards off enchantments β β 6 β Topaz β Golden β Wards off evil spells β β 7 β Emerald β Green β Venus - reproduction - sight - resurrection β β 8 β Pearl β White β Calms weather, protection from spiders β β 9 β Sapphire β Blue β Aids understanding of problems, boosts magical abilities β β 10 β Spinel β Various colors β Wards off spells, evil spirits, and poisons β β 11 β Roll on 100 β Color-changing β Good omens β β 12 β Roll on 100 β Red β Gives good luck β ββββββββ©ββββββββββββββ©βββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ββββββββ¦βββββββββββββββ¦βββββββββββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β Roll β Gemstone β Color β Magical Properties β β βββββββ¬βββββββββββββββ¬βββββββββββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β 1 β Coral β Pink or red β Calms weather, safety in river crossing, cures madness β β 2 β Jade β Green β Skill at music and musical instruments β β 3 β Malachite β Green with dark bands β Protection from falling β β 4 β Lapis Lazuli β Deep blue with gold flecks β Raises morale, courage β β 5 β Onyx β Black β Causes discord amongst enemies β β 6 β Opal β Multicolored β Luck travelling, protection from fire β β 7 β Emerald β Green β Venus - reproduction - sight - resurrection β β 8 β Pearl β White β Calms weather, protection from spiders β β 9 β Sapphire β Blue β Aids understanding of problems, boosts magical abilities β β 10 β Spinel β Various colors β Wards off spells, evil spirits, and poisons β β 11 β Roll on 500 β Color-changing β Good omens β β 12 β Roll on 500 β Red β Gives good luck β ββββββββ©βββββββββββββββ©βββββββββββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ββββββββ¦ββββββββββββββ¦ββββββββββββββββββββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β Roll β Gemstone β Color β Magical Properties β β βββββββ¬ββββββββββββββ¬ββββββββββββββββββββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β 1 β Emerald β Green β Venus - reproduction - sight - resurrection β β 2 β Pearl β White β Calms weather, protection from spiders β β 3 β Sapphire β Blue β Aids understanding of problems, boosts magical abilities β β 4 β Spinel β Various colors β Wards off spells, evil spirits, and poisons β β 5 β Alexandrite β Color-changing β Good omens β β 6 β Ruby β Red β Gives good luck β β 7 β Black Opal β Black with fiery play-of-color β Transformation, protection from plague β β 8 β Diamond β Colorless β Invulnerability vs. undead β β 9 β Red Beryl β Red β Energy, passion, strength β β 10 β Musgravite β Dark gray to black β Adds to wile and cunning β β 11 β Roll on 1k β β β β 12 β Roll on 1k β β β ββββββββ©ββββββββββββββ©ββββββββββββββββββββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ββββββββ¦βββββββββββββββββββββ¦ββββββββββββββββββββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββ β Roll β Gemstone β Color β Magical Properties β β βββββββ¬βββββββββββββββββββββ¬ββββββββββββββββββββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββ£ β 1 β Tanzanite β Blue-violet β The Sun - luck β β 2 β Morganite β Pink β The Moon - enigmatic β β 3 β Zircon β Colorless or light blue β The Earth - darkness - negation β β 4 β Spessartine Garnet β Orange β Hemorrhaging control - heat β β 5 β Tourmaline β Various colors β The Heavens - truth - spirituality β β 6 β Iolite β Violet β Protection from possession β β 7 β Black Opal β Black with fiery play-of-color β Transformation, protection from plague β β 8 β Diamond β Colorless β Invulnerability vs. undead β β 9 β Red Beryl β Red β Energy, passion, strength β β 10 β Musgravite β Dark gray to black β Adds to wile and cunning β β 11 β Roll on 5k Table β β β β 12 β Roll on 5k Table β β β ββββββββ©βββββββββββββββββββββ©ββββββββββββββββββββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββ
ββββββββ¦ββββββββββββββ¦ββββββββββββββββββββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββ β Roll β Gemstone β Color β Magical Properties β β βββββββ¬ββββββββββββββ¬ββββββββββββββββββββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββ£ β 1 β Diamond β Colorless β Invulnerability vs. undead β β 2 β Red Beryl β Red β Energy, passion, strength β β 3 β Musgravite β Dark gray to black β Adds to wile and cunning β β 4 β Jadeite β Various colors β Skill at music and musical instruments β β 5 β Blue Garnet β Blue-green changing to purplish-red β Protection from magic β β 6 β Roll on 10k β β β ββββββββ©ββββββββββββββ©ββββββββββββββββββββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββ
ββββββββ¦βββββββββββββββββββ β Roll β Gemstone β β βββββββ¬βββββββββββββββββββ£ β 1 β Coloured Diamond β β 2 β Huge Sapphire β β 3 β Huge Emerald β β 4 β Huge Ruby β β 5 β Huge Diamond β β 6 β Raise Value β ββββββββ©βββββββββββββββββββ
Stones at this level and above are likely to have unique histories and magical properties.
If you roll a 6, increase the gem's value to the next step and roll again: 25K, 50K, 100K, 500K, 1M.
//work on this
Travellers can move up to 10 five-mile hexes in a day.
If anyone in the party is encumbered or has an ox-cart each hex counts double.
Horses are unencumbered up to 30 items and encumbered up to 60, and can carry twice that on a cart.
Ox carts carry twice that much again, so 240 items per ox.
Each time a new hex is entered, roll 1d6 (or 2d6 if unencumbered on horseback). If you roll equal to or under the number of hexes travelled today, roll an event die:
ββββββββ¦βββββββββββββββββ¦ββββββββββ¦βββββββββββββββββββββββββββββββββββββββββ β Roll β Result β Symbol β Effect β β βββββββ¬βββββββββββββββββ¬ββββββββββ¬βββββββββββββββββββββββββββββββββββββββββ£ β 1 β Encounter β Face β Roll on an encounter table. β β 2 β Hazard β Paw β Roll on the hazard table. β β 3 β Supplies β Lantern β Roll usage on all food/water. β β 4 β Exhaustion β Sleepy β Gain an exhaustion. β β 5 β Weather Effect β Window β Weather changes and effect is applied. β β 6 β Lost Bearings β Wand β Move randomly for rest of day. β ββββββββ©βββββββββββββββββ©ββββββββββ©βββββββββββββββββββββββββββββββββββββββββ
Optionally supply spoilage may be rolled only for food in wet areas and for water in dry areas.
//this needs work
ββββββββββ¦βββββββββββββββββββββββββββ¦βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β Result β Hazard β Notes β β βββββββββ¬βββββββββββββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ£ β 1 β Traps & Pitfalls β May be natural or set by monsters. Triggered β β . β . β on 1-2 on D6, WIS save 4 or take 1d4 CON damage. β β 2 β Disease β Each character on 1-2 on D6 must CON save 2 or fall ill. β β 3 β Poisonous Flora or Fauna β Highest INT 4 roll to identify, otherwise each character who β β . β . β rolls 1-2 on D6 must CON save 2 or be poisoned. β β 4 β Difficult Terrain β Current hex counts double. β β 5 β Obstruction β Must stop and make camp. β β 6 β Perilous Path β Triggered on 1-2 on D6, DEX save 4 or fall for D3D6 damage. β β . β . β Rope gives 2 adjacent characters a chance to make a STR save β β . β . β 4 when someone fails, but if they both fail they also go over. β ββββββββββ©βββββββββββββββββββββββββββ©βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// work on this
Blistering Sun Consume additional water and save vs sunstroke if not dressed for it.
Arid Everyone must consume an additional water ration.
Misty Navigator makes INT test or lose bearings.
Rainstorm Risk of water spoiling rations.
Snowy or Sleet Hexes count double.
Thunderstorm As rainstorm plus small chance of massive damage if out in the open.
Gale or Hurricane Chance of damage.
Blizzard As snowy but also lose bearings.
______ / \ ______/ Fierce \______ / \ Sun / \ ______/ Muggy \______/ Arid \______ / \ / \ / \ / Misty \______/ Sunny \______/ Breezy \ \ / \ / \ / \______/ Partly \______/ Windy \______/ / \ Cloudy / \ / Rain \ / Rainy \______/ Cloudy \______/ Storm \ \ / \ / \ / \______/ Frosty \______/ Gale \______/ / \ / \ / \ / Snowy \______/ Hail \______/ Sleet \ \ / \ / \ / \______/Blizzard\______/ Thunder\______/ \ / \ Storm / \______/ Hurri- \______/ \ cane / __1___ \______/ 6-7/ \8-9 / 11-15 \ 16-20 Toward the predominant type of weather. \ / 2-3\______/4-5 10
EXPERIENCE & LEVELING UP
β’ Experiences are brief descriptive sentences such as "Entered the Catacombs of the Fleischguild."
β’ Gain one for each of the following:
β β¦ Fighting against an important or particularly challenging foe.
β β¦ Rolling a saving throw which could lead to death.
β β¦ Every time you receive your share of the treasure after returning from an adventure site, and beat your previous record.
β β¦ Each quest completed on behalf of an NPC.
β β¦ New dungeon, level or major map region entered.
β’ Add, remove or change these criteria as appropriate for your campaign.
β β¦ Each time you raise a relationship to Friends(3)
β β¦ Whenever the party agrees to a contract.
//more alternatives
β’ To level up:
β β¦ Find a mentor of higher level to train with,
β β¦ Check off experiences equal to 2+ the level you are moving up to (i.e. 4 to reach 2nd level), and
β β¦ Take an appropriate downtime action, such as:
β β βͺ Developing your relationship with your mentor.
β β βͺ Martial training for combat classes.
β β βͺ Spell research for spellcasters.
β β βͺ Communing with the divine for clerics.
β β βͺ Gathering information on something related to your class.
β β βͺ Building up a class-related Institution such as a temple or mercenary camp.
β’ You gain:
β β¦ Advantage on any roll pertaining to the downtime action taken.
β β¦ 1 level.
β β¦ 1 HD roll of HP.
β β¦ Level-dependent class abilities.
β β¦ A 1d20 roll against each of your Requisites.
β β¦ If you roll higher than the current value, gain +1 to the attribute.
β β¦ Two more d20 rolls against attributes of your choice.
β’ No attribute may advance more than 1 point each time you level up.
β’ From level 9, you no longer need a mentor.
β’ When you reach level 12, you have mastered your class; select an Advanced Class from level 13 onward.
β’ Roll 3d6 for each attribute, in order.
β’ Swap 2 values if you wish.
β’ High attributes are those of 16 or higher
β’ Low attributes are 6 or lower
β’ The attributes are:
β β¦ STR: Active strength, the ability to move forcefully.
β β βͺ Used for melee attacks and athletic feats.
β β βͺ Saves vs unavoidable physical harm.
β β βͺ Affects damage & carrying capacity.
β β¦ DEX: Agility, speed and precision.
β β βͺ Used for ranged attacks and acrobatic feats.
β β βͺ Saves to dodge physical harm.
β β βͺ Affects AC.
β β¦ CON: Endurance, health, and persistent strength.
β β βͺ Used for injury once HP is exhausted.
β β βͺ Saves against poison, disease or death.
β β βͺ Determines carrying capacity.
β β¦ INT: Reasoning ability and accumulated knowledge.
β β βͺ Used for lore and language tests, magical effect tests.
β β βͺ Saves vs spells, psionics & miscellaneous magic.
β β¦ WIS: Insight and perception.
β β βͺ Used for perception checks & some faith related tests.
β β βͺ Saves against deception & illusion.
β β βͺ Affects surprise.
β β¦ CHA: Personal magnetism, confidence, force of will.
β β βͺ Used for social actions and leadership.
β β βͺ Saves against Charm, fear and persuasion.
β β βͺ Affects reactions & ally morale.
β’ PCs start with one background.
β’ A background provides advantage (or potentially, disadvantage) on certain tests, subject to approval by the DM.
β’ Generally backgrounds should either:
β β¦ Provide broad advantage on one aspect of a single attribute, e.g.
β β βͺ Eagle-Eyed: Advantage on WIS tests for visual perception.
β β¦ Provide narrow advantage using any attribute, e.g.
β β βͺ Son of wine merchants: Advantage when identifying wines, talking about wine, lifting barrels, haggling over wine and so on.
β β¦ Change the rules in some small way, e.g.
β β βͺ Phalanx Fighting: When wielding a spear and shield, advantage when making free attacks on anyone attacking a close ally.
β’ As well as being obtained at character creation, Backgrounds can be developed during play as a downtime action. Many backgrounds will take multiple actions to learn, at the DM's discretion.
β’ Some backgrounds may be potentially very broad, such as a Thief with the background Raised by a Gang of Thieves. Such a background would imply advantage on thief skills in general. There are several ways to deal with this.
β β¦ The background provides no benefit to thief skills - the character's advantages there are already covered by class. However, it provides benefits to interacting with the criminal underworld - reaction tests dealing with other thieves, recognising thief marks on walls, knowing who is who among the region's criminal fraternity, knowing where to fence stolen property, and so on.
β β¦ The background does provide advantage on most thief skills, but at a corresponding cost - the PC is obviously shady and incapable of interacting in polite society. Even in a new city the guards will have their eye on the PC, reaction rolls will be penalised, the affluent will shun them etc. Constant, dramatic benefit should come with constant, dramatic drawbacks.
Classes
β’ Choose from the following or ask the DM if you want something weird.
β’ Choose a secondary requisite; an ability you wish to focus on improving in addition to the one associated with your class.
Hit Die: 1d10 Initiative Die: 1d6
Prime Requisite: STR Second Requisite: DEX, CON or CHA
β’ Combatant: You gain a reaction attack every even level.
β’ Heavy Hitter: Increase the damage die of your weapon by one step.
β’ Techniques: Pick one from any of these pairs to start and every third level. You may only have one technique from each pair.
β β¦ Brutality
β β βͺ Scourge - When a foe within reach is bloodied, gain an opening on them.
β β βͺ Cleave - When you incapacitate a foe with a melee attack, gain an opening on another foe in range.
β β¦ Retaliation
β β βͺ Riposte - Gain an opening against anyone who misses you in melee.
β β βͺ Vengeance - Gain an opening against anyone who hits you in melee.
β β¦ Maneuvers
β β βͺ Charge - Gain one opening when you move next to a new opponent.
β β βͺ Stand - If you don't move this round, gain an opening against anyone who moves close to you.
β β¦ Rebuttal
β β βͺ Parry - Spend a reaction attack to reroll a defence test.
β β βͺ Frenzy - Make a reaction attack instead of a defence test against your attacker. You take damage automatically.
β β¦ Ranged Weapon Techniques (Fighters may take more than one from this category.)
β β βͺ Suppression - Spend a reaction attack and an arrow. NPC targets in your line of fire must roll within their morale on 2d6 to fire on you, or take any other action that would give you an opening.
β β βͺ Return Fire - Gain an opening against anyone making a ranged attack against you, even from cover.
β β βͺ Snipe - When attacking spend all of your remaining reaction attacks. Roll d20 for each one. If any of the dice come up 20, you score a critical hit.
β β βͺ Rapid Fire - Gain an opening against every target in sight and out of cover or melee. Any unused reaction attacks remaining after you have taken these openings are lost.
β β βͺ Pointblank Shot - Spend a reaction to make your attacks in melee with a ranged weapon this round not give your target an opening.
β β βͺ Thread the Needle - Spend a reaction. Your next attack may fire into melee with no risk of hitting any other target.
Hit Die: 1d6 Initiative Die: 1d8
Prime Requisite: DEX Second Requisite: WIS, STR or CHA
β’ Exploit: Bonus attacks are made with the best of STR or DEX, and deal double damage + 1/odd level in Thief.
β’ Backstab: Make a reaction attack against an unaware, helpless or surprised foe, using best of STR or DEX, deals triple damage + Thief level, on a miss still deals damage equal to Thief level.
β’ Read Scrolls: May attempt to use a scroll by making an INT test against the spell's level.
β’ Read Languages: May reroll any failed attempt to know a language. If successful, they only know the written form.
β’ Thief Skills: Thieves have a discount to the difficulty of certain inherently difficult tasks, such as picking locks or climbing sheer walls. See Skills in the rulebook.
β β¦ Base difficulty 7, -1 for every odd level of Thief.
β β β¦ Picking Pockets
β β β¦ Picking Locks
β β β¦ Climbing Sheer Walls
β β β¦ Hiding in Shadows
β β β¦ Moving Silently
β β β¦ Detecting and Disarming Treasure Traps
β β β¦ Identifying Treasures & Magical Items
β’ Automatically detect traps on a 5-6 on the roll to see if the trap is triggered.
β’ Bonus to rolls to listen at doors.
Hit Die: 1d8 Initiative Die: 1d6
Prime Requisite: WIS Second Requisite: STR, CON or CHA
β’ Divine Magic: Gain a spell slot of your level each even level. Each odd level, gain a spell slot of the level before.
β’ Healing Focus: If the cleric is in a state of purity, they may memorize twice as many spells, but the additional spells must be Cure spells.
β’ Rituals: Clerics have access to various rituals required to gain spells and achieve other ends β see Deities.
β’ Turn Undead: Once per combat roll 2d6 to attempt to turn any undead present.
β β¦ Undead of lower level are always affected regardless of roll.
β β βͺ If they are three levels lower affected undead are destroyed.
β β¦ 7+ affects undead of equal level.
β β βͺ Every 2 points higher on the roll allows you to affect undead of one level higher
β β β β’ 9=Lvl+1, 11=Lvl+2.
β β¦ 2d6HD of affected undead are turned and must flee from you.
β β βͺ No fewer than 1 affected target is turned.
β β βͺ Turn the lowest HD undead first.
β’ Combatant: Gain another reaction attack on every even level.
Hit Die: 1d4 Initiative Die: 1d4
Prime Requisite: INT Second Requisite: WIS, DEX or CHA
β’ Arcane Magic: May cast spells from scrolls or memorise them from a spellbook. A wizard may memorize one spell per level they possess from a spellbook in order from lowest level to highest.
β’ Cantrips: Wizards learn one minor magic trick of their choice per level, which can be cast at any time.
β’ Advanced Studies: A wizard may memorize one spell from a second spellbook for every level over 6, and from a third from every level over 9.
β’ Magical Research: See downtimes.
β’ Armour: Wizards wearing armour or a shield must fail an AC test to successfully cast a spell.
β’ Learned & Wise: -1 difficulty to Monster Lore checks per odd level.
β’ Spellbook: Begins play with a beginnerβs spellbook, a cheap tome of elementary magics:
Evoker's Primer: Magic Missile, Shield, Web
Majordomo's Magicks: Hold Portal, Unseen Servant, Knock
The Elementary Enchanter: Charm, Sleep, Invisibility
Diviner's Digest: Detect Magic, Read Languages, Locate Object
Luminous Ledger: Detect Magic, Light, Continual Light
Anthology of Abjuration: Protection from Evil, Detect Evil, Wizard Lock
Trickster's Tractates: Unseen Servant, Ventriloquism, ESP
Introduction to Illusions: Detect Magic, Ventriloquism, Phantasmal Force
The default god of PC clerics is a martial god of light, life, protection, healing and so on, whose followers venture into danger to bring light to dark places.
Clerics of other gods may have different abilities.
Turn Undead: Gods of darkness or death may allow their followers to command instead of destroy turned undead. Other gods may allow their power to be channeled to produce other such powerful but narrowly-applicable effects.
Combatant: Less martial orders may provide more scholarly or subtle benefits.
Focus: Another area of magic may be focused on, such as Blessing Focus (Protection From Evil, Bless, Striking, PFE 10β Radius), Purity Focus (Purify Food & Water, Cure Disease, Remove Curse, Neutralize Poison) or Divinatory Focus. [select spells]
Spells: The spells marked with a cross in the spell list are deity-specific - replace them with ones appropriate to the deity. The rest are universal to all clerics.
In addition to these traits every god including the default has 2 unique spells of levels 6, 8 & 10, for a total of 6.
For each god the DM should note:
β’ What will anger the god? Which things will cause the cleric to lose their good standing? What will the god look favorably on them for opposing?
β’ What makes one impure in the eyes of the god? This may be sin, though not of the serious sort; or it may simply be the consequences of living in an impure world, or even literal physical dirt.
β’ What ritual must a follower perform to become pure again? Ritual ablutions, minor sacrifices, fasting, prayer, acts of humility and so on.
β’ What offerings does the god appreciate? Alms to the poor, the erection of fabulous temples, burnt offerings, elaborate feasts.
β’ How does one commune with the god? What ritual must a priest perform to gain their spells? Prayer, meditation, dance, imbibing drugs or ritual foods.
β’ Does the god have aspects? Each aspect functions as a different god but worshippers may switch between them with an appropriate ritual of devotion.
β’ What community rites can the priests of the god perform? Weddings, funerals, baptisms? Coming of age rituals? Blessing newly forged weapons?
β’ Does the god accept any oaths? Each oath taken by a PC binds them to consequences should they break it and provides abilities as long as they keep it.
//revisit starting packages, make cards for them
β’ PCs begin with 3d6x10 gold or equivalent value of equipment.
β’ Here are some equipment sets to save time. The titles mean nothing, they're just a theme for the items, not the character.
β’ Everyone: Backpack, Rations, Water or Wineskin.
β β¦ Man-at-Arms: Chainmail, Halberd, Shortbow, Arrows, Torches, Iron Spikes, Rope, 14gp/4d6gp.
β β¦ Knight Errant: Plate Armour, Shield, Sword, Torches, Helm. 7/2d6gp
β β¦ Witch Hunter: Leather, Cudgel, Holy Symbol. Holy Water, Stakes & Mallet, Wolfsbane or Garlic, Oil, Lantern, 2gp/1d4gp
β β¦ Holy Warrior: Plate, shield, cudgel, holy symbol.
β β¦ Burglar: Shortsword, Shield, Leather, Thieves Tools, Grappling Hook, Rope, Crowbar, Iron Spikes, Lantern, Oil.
β β¦ Assassin: Light Crossbow, 2 Daggers, Leather, Thieves Tools, Quarrels, Lantern, Oil.
β β¦ Scholar: Silver dagger, lantern, oil, tinderbox, staff. 70gp/2d6x10gp
β β¦ Noble: Longbow, Sword, Dagger, Silver Mirror, Quiver of Arrows, 20gp/2d20gp.
βββββββββββββββββββββββββββββ¦βββββββ¦βββββββββ¦ββββββ¦ββββββββββββββββββββββββββββββββββββ β Item β Cost β Weight β DMG β Special Rules β β ββββββββββββββββββββββββββββ¬βββββββ¬βββββββββ¬ββββββ¬ββββββββββββββββββββββββββββββββββββ£ β Unarmed β - β - β 1d3 β Clumsy; gives opening when β β β β β β β β β attacking armed opponent. β β Dagger/Handaxe β 3 β Β½ β 1d4 β Can be thrown. Short. β β β β β β β β β Shortsword/Mace β 5 β 1 β 1d6 β β β β β β β β β β Longsword/Warhammer β 7 β 1 β 1d6 β Versatile β β β β β β β β β Flail/Ball & Chain β 7 β 1 β 1d6 β Versatile, Clumsy, disadvantage β β β β β β β β β on rolls to block it with shield. β β Greatsword/Battleaxe/Maul β 15 β 2 β 1d8 β 2-handed, does not grant openings β β β β β β β β β to adjacent enemies on attack. β β Spear/Light Polearm β 4 β 1 β 1d4 β Long, may be thrown or used β β β β β β β β β two-handed. β β Halberd/Heavy Polearm β 10 β 2 β 1d8 β Long, 2 handed. β β β β β β β β β β β β Pike/Lance β 5 β 2 β 1d8 β Long, 2 handed, may only attack β β β β β β β β β when charged or charging. β βββββββββββββββββββββββββββββ©βββββββ©βββββββββ©ββββββ©ββββββββββββββββββββββββββββββββββββ
β’ Rules
β β¦ Versatile: May be used 2-handed; doing so increases the damage die by 1 step.
β β¦ Two Handed: Must be used 2-handed, does not increase damage die.
β β¦ Clumsy: Disadvantage on reaction attacks.
β β¦ Thrown: Can be thrown as a ranged weapon.
β β¦ Long: May attack over shoulders. Gain an opening on an opponent with a shorter weapon when either of your moves *close* to the other.
β β¦ Short: May exploit openings created by attacks on the wielder.
ββββββββββββββββββ¦βββββββ¦βββββββββ¦βββββββ¦ββββββββββ¦βββββββββββββββββββββββ β Item β Cost β Weight β DMG β Range β Optional Rules β β βββββββββββββββββ¬βββββββ¬βββββββββ¬βββββββ¬ββββββββββ¬βββββββββββββββββββββββ£ β Short Bow β 25 β 1 β 1d6 β Far β Requires both hands. β β Long Bow β 40 β 1 β 1d8 β Distant β Requires both hands. β β Light Crossbow β 25 β 1 β 1d6 β Far β Reload after firing. β β Heavy Crossbow β 35 β 2 β 1d10 β Far β Requires both hands, β β β β β β β β Reload after firing. β ββββββββββββββββββ©βββββββ©βββββββββ©βββββββ©ββββββββββ©βββββββββββββββββββββββ
For each range increment beyond the listed range, add +2 to the enemy's AC.
Reloading is a free action but provides an opening for reaction attacks.
β’ Base AC for PCs is 9, modified by 2 for high or low DEX; for NPCs it is 1.
β’ Armour improves your base AC, and is modified by DEX.
β β¦ If your base AC is 11 or more, you must roll and fail an AC test to cast spells.
β β¦ If your base AC is 13 or more, you do not get the thief discount to skill difficulties.
β’ Armour commonly comes in suits of leather, plate and chain.
β β¦ Armour can be broken down into pieces, each weighing 1/2 of an item, worth 10gp, and providing +1 base AC.
β β¦ You can assemble a suit of armour from these pieces.
β β¦ Each piece of armour is either Light (Gambeson/Leather) Medium (Chain/Scale) or Heavy (Plate).
β β¦ You can't benefit from more than 2 pieces of each kind, though you can use medium as light and heavy as medium - so a suit of platemail could be 2 of each, 4 medium and 2 heavy, or 6 heavy.
β’ Forms of plate armour with AC beyond 15 are possible, but only available as very expensive, complete, fitted suits. Piecemeal armour cannot provide such protection.
β’ The enchantment of magical armour is on a particular piece, which may be combined with other magical or nonmagical items into a suit.
β β¦ Only the highest magical bonus of all armour worn applies, though multiple other effects may combine at the DMβs discretion.
βββββββββββ¦βββββ¦βββββββ¦βββββββββ β Armour β AC β Cost β Weight β β ββββββββββ¬βββββ¬βββββββ¬βββββββββ£ β Leather β 11 β 20 β 1 β β Chain β 13 β 40 β 2 β β Plate β 15 β 60 β 3 β β Helm β * β 10 β 1 β β Shield β * β 10 β 1 β βββββββββββ©βββββ©βββββββ©βββββββββ
β’ A helm Provides:
β β¦ Disadvantage on CHA & perception tests (including listening at doors and the chance of triggering traps.)
β β¦ CON save vs death to turn a crit into a normal hit.
β’ Shields do not provide AC bonuses.
β’ A PC equipped with a shield may roll STR + any magical bonus from the shield vs HD when they or a close ally are attacked from the front.
β β¦ If they succeed they may then expend a reaction to block the incoming attack, if they have one to spend.
β β¦ If the roll fails, it may be rerolled but success on the second roll will leave the shield sundered and unusable.
β’ An NPC with a shield must first roll a reaction, then they may force their attacker to reroll the attack, vs the NPCs HD instead of AC, and take the worse result.
βββββββββββββββββ¦βββββββββ¦ββββββββββββββββββββββββββββββββββββββββββββ β Item β Weight β Notes β β ββββββββββββββββ¬βββββββββ¬ββββββββββββββββββββββββββββββββββββββββββββ£ β Coins β 0 β Don't count as an item until you have 50. β β Pouch of Coin β β β Contains 50 coins of any type. β β Bag of Coin β 1 β Contains 250 coins of any type. β β Gems β 0 β Don't count as an item until you have 50. β β Jewelry β 0 β Don't count as an item until you have 50. β βββββββββββββββββ©βββββββββ©ββββββββββββββββββββββββββββββββββββββββββββ
Β
βββββββββββββββββββββ¦βββββββ¦ββββββ¦ββββββββββββββββββββββββββββββββββββββ β Item β Cost β Wgt β Notes β β ββββββββββββββββββββ¬βββββββ¬ββββββ¬ββββββββββββββββββββββββββββββββββββββ£ β Quiver of Arrows β 5 β 1 β ud12 β β Case of Quarrels β 5 β 1 β ud12 β β Silver Arrow/Bolt β 5 β 0 β One shot. β β 50' Rope β 1 β 1 β Advantage and ignore any β β β β β β difficulty on climbing β β β β β β checks if secured. β β 10' Pole β 1 β 2 β Too big for most containers. β β Iron Spikes β 1 β 1 β ud10, spend one for advantage β β β β β on a climbing check, or to β β β β β β fix a door open or closed. β β Water/Wineskin β 1 β 1 β ud8, necessary for rest. β β Iron Rations β 15 β 1 β ud8, no spoilage; if an event β β β β β β calls for spoilage rolls, β β β β β β only degrades on a 1. β β Rations β 5 β 1 β ud8, make an extra roll each β β β β β β downtime/week on the road for β β β β β β spoilage. β β Torches β 1 β 1 β ud6; can be used in melee for β β β β β β 1d6 fire damage. β β Lantern β 10 β 1 β Uses oil, can be shuttered. β β Flask of Oil β 2 β 1 β ud8; can be lit and thrown; β β β β β β improvised weapon with ud6 β β β β β β ongoing damage on a hit. β β Tinderbox β 3 β Β½ β To light lanterns or torches. β β Stakes & Mallet β 3 β 1 β Secure a rope or stake a vampire. β β Steel Mirror β 5 β 1 β β β Silver Mirror β 15 β 1 β β β Silver Dagger β 20 β Β½ β β β Wolvesbane/Garlic β 5 β 0 β β β Holy Water β 25 β 1 β Thrown weapon vs undead, ud8 β β β β β β ongoing damage applied immediately. β β Thieves Tools β 25 β 1 β Necessary for disarming traps β β β β β β or picking locks. β β Holy Symbol β 25 β 0 β Necessary for turning undead. β β Grappling Hook β 25 β 1 β β β Crowbar β 10 β 1 β β β Backpack β 5 β 0 β Allows items to be carried. β β Sack β 1 β 0 β Carries items, requires hand but β β β β β can be dropped without penalty. β βββββββββββββββββββββ©βββββββ©ββββββ©ββββββββββββββββββββββββββββββββββββββ
// how to streamline retainers and elegantly have them level up into full characters if needed?
// Max of 1/2 Charisma (rounded up, minus one?)
Generic followers:
Followers without a full profile have 10 in all attributes and 1d6 HP. When they gain their first level add d6 and subtract d6 from every attribute to give them 'starting' values.
Every time their leader levels up retainers gain XP equal to the experiences marked; they may use these to level up as PCs.
Retainers act on their leader's initiative. The leader's initiative die is reduced to the lowest of the followers, unless the leader is a fighter.
Specific followers:
Followers without a full character sheet should have two attributes: Their Style and Not Their Style.
The first attribute represents how good they are at their role. A highly intelligent sage might have a 15 in Her Style.
The second attribute represents how well-rounded they are. A multitalented butler might have a 12 in Not His Style.
When they need to roll any test decide whethere it's part of their core competence or something they would rarely be called on to do. The sage would have to roll Not Her Style to attack someone in combat. The butler could roll His Style to introduce the PC at a fancy ball.
For unit vs unit combat roll up to 5d20 on the following table. Count each roll as representing 1/5th of the unit's attacks.
Every successful attack removes a soldier from the opposing unit.
//consider initiative, movement, attacks from or upon PCs/monsters, troop maintenance costs, morale
ββββββββββββββ¦ββββββ¦ββββββ¦ββββββ¦ββββββ β ac/dmg β d4 β d6 β d8 β d10 β β βββββββββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ£ β unarmoured β 15+ β 13+ β 11+ β 9+ β β leather β 16+ β 14+ β 12+ β 10+ β β chain β 17+ β 15+ β 13+ β 12+ β β plate β 18+ β 16+ β 15+ β 14+ β ββββββββββββββ©ββββββ©ββββββ©ββββββ©ββββββ
At the beginning of each week
PCs in town or some kind of home base must pay an upkeep cost to receive a downtime action, which they may spend on a downtime from the list below.
PCs on the road do not have to pay upkeep, but can only spend their actions on a limited range of options such as developing relationships via campfire chats.
The action must be spent within the week it was earned, they cannot be saved up.
Obtain Lodgings
better lodgings often extract an upkeep cost even while on the road - servants still have to be paid
one evocative sentence
-costs
-risks
-opportunities
-benefits
//Possibly want to go back to discrete downtimes rather than spending days, but just have them doled out when the calendar reaches a certain point, like every monday.
//Have them doled out at different rates based on activity - solid week adventuring = none; travelling with some adventuring = 1; staying in a safe place = 2?
//Consider the system of rolling complications, clocks and so on - what are my aims here? How do they differ from BL's?
// yes to all this - also DT actions roll as attribute tests; you only fail if you roll under difficulty, if you roll over your stat you get a complication. You can reduce your stat somehow to remove difficulty.
PCs gain one downtime each week, whenever they are outside a dungeon.
Downtimes while travelling in the wilderness can be spent on such things as campfire chats, but time spent in a settlement is required for most actions.
Pick an NPC or faction to forge ties with.
Test: CHA
Difficulty: based on current disposition?
Cost: 1 DT
developing a relationship also defines it?
0. Strangers
1. Acquaintances
2. Associates
3. Friends
4. Intimates
Develop a Holding - Establish or build up some sort of institution, such as a guild, shop, library or temple. - Big, maybe split up?
Find a Buyer - For an obscure piece of treasure. - days
Investigation & Research - Gather information from books and other records. Days or weeks - more time more results until deadlocked
Intelligence Gathering - Gather information from people. As above
Spying - Infiltrate a faction. - weeks but ongoing, probably send retainer?
Spell Research - Invent a new spell. Months, flexible, spell usable as soon as inks used
Brewing Potions - Create potions from ingredients. - see gygax also for spells, explore map
Scribing Scrolls - Create spell scrolls from rare materials. Days or weeks, see gygax
Seek/Train Retainers - Look for extra muscle to hire, or allow them to level up once you've been adventuring with them a time. Days
Comission/Craft Splendid Items - Making special items with magical potential. Weeks or months to do, days to commission
Carousing - Spend wealth partying. Days
General & Martial Training - Learn new backgrounds. Weeks - estimate value of 1 background - spend xp on them?
Spiritual Exercise - Similar to general training but more esoteric.
Obtain Lodgings - Find a new place to live. Days
...
//Group activities where everyone can roll are a problem - is there an elegant way to combine rolls?
//maybe naturally collaborative activities like lifting a heavy slab just need X successes
//dm rolls dX under the number of PCs to determine things like "did someone notice ..."
//or DM rolls d6 to see how many players get to make the test - if it's 4+ success is automatic
//Documents to do -
//Character sheets/prayer sheets/spellbooks/item cards/DM's screen with essential tables - effect roll, death effects, exploration table, encounter procedure, wilderness, traps etc.