Post by Zyraen on Sept 12, 2019 21:24:45 GMT 8
Character & Gameplay Rules
Note most of following are default game rules. They are just spelt out here for clarity.
Levels & Quests
- Starting Level : 6
- Level up after two Arcs, ie completed Quests, or one Major Arc. Effectively Milestone levelling
- Asking around for multiple Quests and not completing them, roaming around and fighting random creatures, do not generally result in Level Gain
- Attempting a Quest and not following through does not complete it. Attempting a Quest and following through, even if you fail, counts as completion (but typically less rewards). They may also progress or be completed "sideways", eg Players deciding to switch sides
- A Quest can take multiple sessions to complete, or maybe as little as part of one session. It is up to players how they approach it. For reference, even the fastest combat of average difficulty takes at least an hour if both sides fight until one side is completely reduced to 0 HP
- Quests do expire. Factions and NPCs advance their goals. Some are more urgent than others.
- Quests need not be for the "good" guys, and there is no alignment. However, roleplay as per your character and his/her starting interests. Along the way options may come up
Gold
- Starting Gold : 600 gp
- Gold is given out at end of an Arc, typically once or twice per level. Each player gets a certain "base" amount, which is then adjusted by your attendance since the previous Gold award
- the "Base" is determined by varying success or failure during Quests and/or if there is a Reward turn-in. The "Base" is also adjusted as each of your own factions may also provide Stipends (for simplicity/fairness, they're about the same monetarily).
- Stipends maybe cut if you have been dismissed from or otherwise disassociated with your starting faction, but joining a new one may continue it. If you have no starting faction, you have no Stipend but you do not start with less gold.
Setting Skills
Str: Athletics
Con: Endurance
Dex: Acrobatics, Stealth, Thievery
Int: Arcana, Finance, History, Religion
Wis: Heal, Insight, Nature, Perception
Cha: Intimidate, Performance, Persuasion, Streetwise
Notes
- Finance covers haggling and assessment of how valuable items or tasks are
- Nature covers survival and navigation
- Performance covers oratory, musical/dance performance, disguise, deception involving body language
- Persuasion covers verbal cajoling (truth or not) and general diplomacy and tactfulness
- Streetwise covers gathering info from a crowd, blending into a crowd, adopting local mannerisms, assimilating into an organisation without formal status, etc
Magic Items, Rares, Wishlist
- Magical Items are sold for half their listed value in major settlements, ie Sunhigh, Zeychand, Berklin, Shian City; or half of that (ie 25% value) if sold elsewhere.
- Non-magical items have no resale value (factored into arc reward)
- You may buy/upgrade up to L10 Non-Rare Magical Items in Sunhigh and Zeychand
- You may buy/upgrade up to L15 Non-Rare Magical Items in Berklin and Shian City. Specialized Training may only be purchased in Berklin and Shian City, unless story/NPC reasons.
- Rituals follow the same purchase constraints as Magic Items. A Ritual Caster may spend time to upgrade an item, which costs the gold difference in materials. It takes 1 hour to upgrade an item. It takes 8 hours per 5 levels (rounded up) to craft an item, and it must be done in the respective major settlement due to time taken to source the materials.
- You may wishlist the GM for one Rare item of up to L10 for seeding in the campaign. Note that Rare Items may be upgraded just like any other item. If there's duplicate Wishlist items, only one item will be seeded, players can discuss who wishlists something else.
- Wishlist Items are player-bound and cannot be disposed of by the party. If the player leaves campaign, the GM may choose to either have the item vanish into nothingness (typically with the character-turned-NPC) or liquidated at 50% gold value distributed to all remaining players for that arc.
Consumables
The following Consumables are available for purchase in major settlements (as above), and all Garrisons where your characters are welcome. They may also be found sometimes during adventuring.
Each consumable costs 20% the price of an item of its level, and can be resold at 50% value in places where it may be purchased.
L5 Healing Potion (120gp): Expend a Reserve and gain Reserve Value HP
L5 Resistance Potion (120gp, only Acid, Cold, Fire, Lightning, Poison): Expend a Reserve. You gain Resist 5 to a specific damage type until end of encounter, or until you drink another Resistance Potion. The damage type is chosen when the potion is created.
L7 Invisibility Potion (300gp): You become invisible until ENT or until you attack.
L8 Waterbreathing Potion (400gp): You can breathe underwater for one hour.
L9 Recovery Potion (500gp): Expend a Reserve and either gain Reserve Value HP plus Pri Trait HP, or make a saving throw with a bonus equal to your Pri Trait.
Note: Drinking a potion is a swift action, but so is taking one out. Feeding an unconscious character is a standard action. You can feed an ally who is a player character, even if he is under effects of outside influence, by making a successful Grapple attack and foregoing the Grapple to feed him. Potions do not have the Healing keyword thus do not proc Healer bonuses nor feats.
Mundane Items
You are all seasoned adventurers so assume you have what you need. Enough food, at least two ropes and one grappling hook. You can decide you do not have any item the GM deems you have. You can suggest you have a kit for something you specialise in, especially skill wise.
Expertise vs Enhancement
- Expertise is used.
- 1d6 extra crit dice per 5 levels (round up). You can always opt to use your wpn/impl crit bonus in place of this.
- If your item enhancement (wpn/impl, armor, neck) exceeds Expertise minus Lv/10 (round up), it improves your related Atk/Dmg, AC or FRW.
Willpower
- everyone regains all Willpower (WP) at the end of a major Arc or after a Level Up. If the GM at his discretion permits a Level Up in the middle of an Arc (unlikely), the WP might be regained after the Arc
- as usual, WP will be awarded for RP in accordance to prewritten Virtues & Vices. If WP is maxed/you regain all WP shortly after this is awarded, it becomes Temp WP which must be spent by end of the next session after the one it was awarded
- WP can be used to manifest out of combat applications of your abilities (usually Signature abilities), do check with GM. Manifesting it takes time and energy, so what you might do may vary based on external factors like how much time you have. They either have a specific application (get past an obstacle for eg), or last for a scene. In latter case, if combat breaks out during the scene, you may use that ability as a free action during the first round of combat, even if you are surprised.
- Press On takes 2 WP instead of 1 (as you do not regain 1 WP on resting)
Resting
- Resting takes 5 minutes uninterrupted rest. If posting watch (usually case in dangerous environment), it takes 10 minutes (two watches)
- During a Rest, your character may spend your Reserves (left over after combat), adding your Pri Trait to HP regained. Those with 1/Level abilities on their Items may spend 2WP to recharge that ability.
As usual, Healers may spend left-over Heals.
- After a Rest, everyone regains all Reserves, and all Signature Abilities. If your character is still not at full HP may choose to spend their newly regained Reserves, adding their Pri Trait also. As usual, Healers may spend their newly regained Heals.
- You may not gain the benefits of a Rest again until after your next Encounter
- Certain ongoing effects (such as poisons, diseases) proc after a Rest. Make your checks after a Rest. They also proc every day, even if you do not Rest.
Regaining HP Outside Rest
- for each night you Sleep, under a proper roof and shelter such as a proper inn (costing 1gp per night and only at major settlements), for min of 8 hours and not keeping watch that night, you regain Reserve value HP
- usually only 1-2 characters wish to avail themselves of such lodgings. Two characters may share such a room, but only one of the two gains the benefit of it. Others may choose not to be at the Inn
- certain Factions have lodgings available in certain cities, to the extent of a proper inn. They may choose to open it up to characters of their own Faction, but the rest have to pay unless party have high Rep with that Faction
- note Time spent sleeping counts towards Quests expiring and the overall objectives of various parties moving forward
=======
Racial Bonuses
- note all adventurers and trained personnel (soldiers, constables, thieves etc) have low light vision
- choose +1 Fort, Ref or Will
- choose one from below (that should make sense for your race/training) or ask the GM for further options
Note most of following are default game rules. They are just spelt out here for clarity.
Levels & Quests
- Starting Level : 6
- Level up after two Arcs, ie completed Quests, or one Major Arc. Effectively Milestone levelling
- Asking around for multiple Quests and not completing them, roaming around and fighting random creatures, do not generally result in Level Gain
- Attempting a Quest and not following through does not complete it. Attempting a Quest and following through, even if you fail, counts as completion (but typically less rewards). They may also progress or be completed "sideways", eg Players deciding to switch sides
- A Quest can take multiple sessions to complete, or maybe as little as part of one session. It is up to players how they approach it. For reference, even the fastest combat of average difficulty takes at least an hour if both sides fight until one side is completely reduced to 0 HP
- Quests do expire. Factions and NPCs advance their goals. Some are more urgent than others.
- Quests need not be for the "good" guys, and there is no alignment. However, roleplay as per your character and his/her starting interests. Along the way options may come up
Gold
- Starting Gold : 600 gp
- Gold is given out at end of an Arc, typically once or twice per level. Each player gets a certain "base" amount, which is then adjusted by your attendance since the previous Gold award
- the "Base" is determined by varying success or failure during Quests and/or if there is a Reward turn-in. The "Base" is also adjusted as each of your own factions may also provide Stipends (for simplicity/fairness, they're about the same monetarily).
- Stipends maybe cut if you have been dismissed from or otherwise disassociated with your starting faction, but joining a new one may continue it. If you have no starting faction, you have no Stipend but you do not start with less gold.
Setting Skills
Str: Athletics
Con: Endurance
Dex: Acrobatics, Stealth, Thievery
Int: Arcana, Finance, History, Religion
Wis: Heal, Insight, Nature, Perception
Cha: Intimidate, Performance, Persuasion, Streetwise
Notes
- Finance covers haggling and assessment of how valuable items or tasks are
- Nature covers survival and navigation
- Performance covers oratory, musical/dance performance, disguise, deception involving body language
- Persuasion covers verbal cajoling (truth or not) and general diplomacy and tactfulness
- Streetwise covers gathering info from a crowd, blending into a crowd, adopting local mannerisms, assimilating into an organisation without formal status, etc
Magic Items, Rares, Wishlist
- Magical Items are sold for half their listed value in major settlements, ie Sunhigh, Zeychand, Berklin, Shian City; or half of that (ie 25% value) if sold elsewhere.
- Non-magical items have no resale value (factored into arc reward)
- You may buy/upgrade up to L10 Non-Rare Magical Items in Sunhigh and Zeychand
- You may buy/upgrade up to L15 Non-Rare Magical Items in Berklin and Shian City. Specialized Training may only be purchased in Berklin and Shian City, unless story/NPC reasons.
- Rituals follow the same purchase constraints as Magic Items. A Ritual Caster may spend time to upgrade an item, which costs the gold difference in materials. It takes 1 hour to upgrade an item. It takes 8 hours per 5 levels (rounded up) to craft an item, and it must be done in the respective major settlement due to time taken to source the materials.
- You may wishlist the GM for one Rare item of up to L10 for seeding in the campaign. Note that Rare Items may be upgraded just like any other item. If there's duplicate Wishlist items, only one item will be seeded, players can discuss who wishlists something else.
- Wishlist Items are player-bound and cannot be disposed of by the party. If the player leaves campaign, the GM may choose to either have the item vanish into nothingness (typically with the character-turned-NPC) or liquidated at 50% gold value distributed to all remaining players for that arc.
Consumables
The following Consumables are available for purchase in major settlements (as above), and all Garrisons where your characters are welcome. They may also be found sometimes during adventuring.
Each consumable costs 20% the price of an item of its level, and can be resold at 50% value in places where it may be purchased.
L5 Healing Potion (120gp): Expend a Reserve and gain Reserve Value HP
L5 Resistance Potion (120gp, only Acid, Cold, Fire, Lightning, Poison): Expend a Reserve. You gain Resist 5 to a specific damage type until end of encounter, or until you drink another Resistance Potion. The damage type is chosen when the potion is created.
L7 Invisibility Potion (300gp): You become invisible until ENT or until you attack.
L8 Waterbreathing Potion (400gp): You can breathe underwater for one hour.
L9 Recovery Potion (500gp): Expend a Reserve and either gain Reserve Value HP plus Pri Trait HP, or make a saving throw with a bonus equal to your Pri Trait.
Note: Drinking a potion is a swift action, but so is taking one out. Feeding an unconscious character is a standard action. You can feed an ally who is a player character, even if he is under effects of outside influence, by making a successful Grapple attack and foregoing the Grapple to feed him. Potions do not have the Healing keyword thus do not proc Healer bonuses nor feats.
Mundane Items
You are all seasoned adventurers so assume you have what you need. Enough food, at least two ropes and one grappling hook. You can decide you do not have any item the GM deems you have. You can suggest you have a kit for something you specialise in, especially skill wise.
Expertise vs Enhancement
- Expertise is used.
- 1d6 extra crit dice per 5 levels (round up). You can always opt to use your wpn/impl crit bonus in place of this.
- If your item enhancement (wpn/impl, armor, neck) exceeds Expertise minus Lv/10 (round up), it improves your related Atk/Dmg, AC or FRW.
Willpower
- everyone regains all Willpower (WP) at the end of a major Arc or after a Level Up. If the GM at his discretion permits a Level Up in the middle of an Arc (unlikely), the WP might be regained after the Arc
- as usual, WP will be awarded for RP in accordance to prewritten Virtues & Vices. If WP is maxed/you regain all WP shortly after this is awarded, it becomes Temp WP which must be spent by end of the next session after the one it was awarded
- WP can be used to manifest out of combat applications of your abilities (usually Signature abilities), do check with GM. Manifesting it takes time and energy, so what you might do may vary based on external factors like how much time you have. They either have a specific application (get past an obstacle for eg), or last for a scene. In latter case, if combat breaks out during the scene, you may use that ability as a free action during the first round of combat, even if you are surprised.
- Press On takes 2 WP instead of 1 (as you do not regain 1 WP on resting)
Resting
- Resting takes 5 minutes uninterrupted rest. If posting watch (usually case in dangerous environment), it takes 10 minutes (two watches)
- During a Rest, your character may spend your Reserves (left over after combat), adding your Pri Trait to HP regained. Those with 1/Level abilities on their Items may spend 2WP to recharge that ability.
As usual, Healers may spend left-over Heals.
- After a Rest, everyone regains all Reserves, and all Signature Abilities. If your character is still not at full HP may choose to spend their newly regained Reserves, adding their Pri Trait also. As usual, Healers may spend their newly regained Heals.
- You may not gain the benefits of a Rest again until after your next Encounter
- Certain ongoing effects (such as poisons, diseases) proc after a Rest. Make your checks after a Rest. They also proc every day, even if you do not Rest.
Regaining HP Outside Rest
- for each night you Sleep, under a proper roof and shelter such as a proper inn (costing 1gp per night and only at major settlements), for min of 8 hours and not keeping watch that night, you regain Reserve value HP
- usually only 1-2 characters wish to avail themselves of such lodgings. Two characters may share such a room, but only one of the two gains the benefit of it. Others may choose not to be at the Inn
- certain Factions have lodgings available in certain cities, to the extent of a proper inn. They may choose to open it up to characters of their own Faction, but the rest have to pay unless party have high Rep with that Faction
- note Time spent sleeping counts towards Quests expiring and the overall objectives of various parties moving forward
=======
Racial Bonuses
- note all adventurers and trained personnel (soldiers, constables, thieves etc) have low light vision
- choose +1 Fort, Ref or Will
- choose one from below (that should make sense for your race/training) or ask the GM for further options
Ample Reserves : You gain +4 HP to your Reserve value. This bonus does not stack with Feats.
Combat Readiness: You gain +2 bonus to Initiative.
Saving Throws
Note these are against SE effects
a) +5 Save against Charm
b) +5 Save against Fear
c) +5 Save against Illusion
d) +5 Save against Poison
e) +2 Save when making Stabilise Saves
f) +2 Save when saving against Ongoing Damage
g) +2 Save against effects that Daze, Stun or Dominate
h) +2 Save against effects that Immobilise, Restrain, or Slow
i) +1 to All Saving Throws
Situational Checks : You gain one of following
a) +5 to Athletics Checks to Climb or Jump
b) +5 to Performance Checks to appear as (a different Race of same size as you)
c) +2 to all Escape Checks (ie Acrobatics and Athletics)
d) You are always treated as having a Running Start when Jumping.
Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
Resistance : Choose from Acid, Lightning, Fire, Cold, Psychic, Radiant, Necrotic, Poison. You gain Resist 5 to that type of damage. This increases by 5 at Levels 11, 21. You cannot choose a Resistance of the same type as your Vulnerability.
Oversized : You can use Weapons that are one Dice-size larger. For avoidance of doubt, your Fist (as with Unarmed Combatant) counts as a weapon, but improvised weapons are not affected.
Surefooted Shift : You ignore Difficult Terrain when Shifting.
Terrainwalk : You ignore Difficult Terrain that is due to
a) Forestwalk : forest, trees, underbrush, natural growth
b) Icewalk : ice, snow, tundra, slippery surfaces
c) Earthwalk : rubble, uneven stone, ruins, earth
d) Swampwalk : bog, mud, shallow water, wading
Darkvision: You have Darkvision 10.
Nimble: You gain +2 Racial bonus against Opportunity Attacks
Bloody Resilience : You gain 5 THP when Bloodied. This increases by 5 at Levels 11,21,31.
Combat Readiness: You gain +2 bonus to Initiative.
Saving Throws
Note these are against SE effects
a) +5 Save against Charm
b) +5 Save against Fear
c) +5 Save against Illusion
d) +5 Save against Poison
e) +2 Save when making Stabilise Saves
f) +2 Save when saving against Ongoing Damage
g) +2 Save against effects that Daze, Stun or Dominate
h) +2 Save against effects that Immobilise, Restrain, or Slow
i) +1 to All Saving Throws
Situational Checks : You gain one of following
a) +5 to Athletics Checks to Climb or Jump
b) +5 to Performance Checks to appear as (a different Race of same size as you)
c) +2 to all Escape Checks (ie Acrobatics and Athletics)
d) You are always treated as having a Running Start when Jumping.
Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
Resistance : Choose from Acid, Lightning, Fire, Cold, Psychic, Radiant, Necrotic, Poison. You gain Resist 5 to that type of damage. This increases by 5 at Levels 11, 21. You cannot choose a Resistance of the same type as your Vulnerability.
Oversized : You can use Weapons that are one Dice-size larger. For avoidance of doubt, your Fist (as with Unarmed Combatant) counts as a weapon, but improvised weapons are not affected.
Surefooted Shift : You ignore Difficult Terrain when Shifting.
Terrainwalk : You ignore Difficult Terrain that is due to
a) Forestwalk : forest, trees, underbrush, natural growth
b) Icewalk : ice, snow, tundra, slippery surfaces
c) Earthwalk : rubble, uneven stone, ruins, earth
d) Swampwalk : bog, mud, shallow water, wading
Darkvision: You have Darkvision 10.
Nimble: You gain +2 Racial bonus against Opportunity Attacks
Bloody Resilience : You gain 5 THP when Bloodied. This increases by 5 at Levels 11,21,31.