Post by Zyraen on Aug 22, 2020 18:18:02 GMT 8
Edit: 03 Sep 2020 - included mention of Rally under Resting, for clarity, and added notes on Rally right under Resting
Character & Gameplay Rules
Note most of following are default game rules. They are just spelled out here for clarity.
Levels & Quests
- Starting Level : 4
- Level up after two Minor Arcs/Quests, or one Major Arc/Quest. Effectively Milestone levelling
- Note that level up to L5 and then to L6 will be faster, to give new players a better feel of the level up process
- 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 one hour if both sides fight until one side is completely reduced to 0 HP
- Quests may expire. NPCs may advance their goals in absence of player action. Some are more urgent than others.
- Backstory is Optional. But if you wish to, note the game starts in Faerun.
- As usual, Virtues & Vices are in play, and may help you regain WP.
Gold
- Starting Gold : 400 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
Setting Skills
Str: Athletics
Con: Endurance
Dex: Acrobatics, Stealth, Thievery
Int: Arcana, History, Religion
Wis: Heal, Insight, Nature, Perception
Cha: Intimidate, Performance, Persuasion, Streetwise
Notes
- 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. They are sold for 25% of their listed value (unlike the usual 50%).
- Non-magical items have no resale value (factored into arc reward)
- You may buy/upgrade up to L10 Non-Rare Magical Items
- Specialized Training may be obtained via finding a mentor and usually doing a quest for them. Please wishlist the GM.
- 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 25% gold value distributed to all remaining players for that arc.
Consumables
The following Consumables are available for purchase from a potion maker. 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 25% of its cost price 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): Lose 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. Feeding a conscious ally is a swift action, but you must be adjacent to it. 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.
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 use Rally to spend your Reserves (left over after combat). 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 use Rally to spend their newly regained Reserves, adding their Pri Trait if they have the Healer role. 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, so make your checks after a Rest. They may also proc every day, even if you do not Rest.
Rally
- This is included here as it occurred to me that Rally does not have a block of its own in any text.
- For ref, Rally is a CM, takes a standard action, allows one to spend a Reserve to regain HP equal to Reserve value, and grants +2 bonus to all defenses until SNT. It does not have the Healing keyword.
- "Forcing a Rally" requires using a standard action on an adjacent unconscious creature and getting a Heal DC 8. On success, the target may use Rally, but does not gain the +2 bonus to all defenses until SNT.
Regaining HP Outside Rest
- for each night you Sleep, under a proper roof and shelter such as a proper inn (costing 10 gp 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
- note Time spent sleeping counts towards Quests expiring and the overall objectives of various parties moving forward
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)
- For details on Willpower, see unboundgames.proboards.com/thread/419/willpower
=======
Available Races
- The usual humanoid races for adventurers - dragonborn, dwarves, elves, halflings, half-elves, half-Orcs, humans, tieflings
- Monstrous races and races that are generally considered evil are not allowed, ie drow, goblins, kobolds, orcs, etc
- You may suggest other races if you wish to.
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, eg general mismatches are things like Nimble for Dwarves, or Ample Reserves/Oversized for Halflings. The GM is always open for discussion, as long as it is not last minute.
Character & Gameplay Rules
Note most of following are default game rules. They are just spelled out here for clarity.
Levels & Quests
- Starting Level : 4
- Level up after two Minor Arcs/Quests, or one Major Arc/Quest. Effectively Milestone levelling
- Note that level up to L5 and then to L6 will be faster, to give new players a better feel of the level up process
- 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 one hour if both sides fight until one side is completely reduced to 0 HP
- Quests may expire. NPCs may advance their goals in absence of player action. Some are more urgent than others.
- Backstory is Optional. But if you wish to, note the game starts in Faerun.
- As usual, Virtues & Vices are in play, and may help you regain WP.
Gold
- Starting Gold : 400 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
Setting Skills
Str: Athletics
Con: Endurance
Dex: Acrobatics, Stealth, Thievery
Int: Arcana, History, Religion
Wis: Heal, Insight, Nature, Perception
Cha: Intimidate, Performance, Persuasion, Streetwise
Notes
- 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. They are sold for 25% of their listed value (unlike the usual 50%).
- Non-magical items have no resale value (factored into arc reward)
- You may buy/upgrade up to L10 Non-Rare Magical Items
- Specialized Training may be obtained via finding a mentor and usually doing a quest for them. Please wishlist the GM.
- 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 25% gold value distributed to all remaining players for that arc.
Consumables
The following Consumables are available for purchase from a potion maker. 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 25% of its cost price 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): Lose 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. Feeding a conscious ally is a swift action, but you must be adjacent to it. 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.
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 use Rally to spend your Reserves (left over after combat). 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 use Rally to spend their newly regained Reserves, adding their Pri Trait if they have the Healer role. 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, so make your checks after a Rest. They may also proc every day, even if you do not Rest.
Rally
- This is included here as it occurred to me that Rally does not have a block of its own in any text.
- For ref, Rally is a CM, takes a standard action, allows one to spend a Reserve to regain HP equal to Reserve value, and grants +2 bonus to all defenses until SNT. It does not have the Healing keyword.
- "Forcing a Rally" requires using a standard action on an adjacent unconscious creature and getting a Heal DC 8. On success, the target may use Rally, but does not gain the +2 bonus to all defenses until SNT.
Regaining HP Outside Rest
- for each night you Sleep, under a proper roof and shelter such as a proper inn (costing 10 gp 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
- note Time spent sleeping counts towards Quests expiring and the overall objectives of various parties moving forward
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)
- For details on Willpower, see unboundgames.proboards.com/thread/419/willpower
=======
Available Races
- The usual humanoid races for adventurers - dragonborn, dwarves, elves, halflings, half-elves, half-Orcs, humans, tieflings
- Monstrous races and races that are generally considered evil are not allowed, ie drow, goblins, kobolds, orcs, etc
- You may suggest other races if you wish to.
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, eg general mismatches are things like Nimble for Dwarves, or Ample Reserves/Oversized for Halflings. The GM is always open for discussion, as long as it is not last minute.
Ample Reserves : You gain +4 HP to your Reserve value. This bonus does not stack with Feats.
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.
Darkvision: You have Darkvision 10.
Nimble: You gain +2 Racial bonus against Opportunity Attacks
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.
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.
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.
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
* - you may use these options to to replace your +1 to Fortitude, Reflex or Will
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.
Darkvision: You have Darkvision 10.
Nimble: You gain +2 Racial bonus against Opportunity Attacks
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.
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.
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.
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
* - you may use these options to to replace your +1 to Fortitude, Reflex or Will