This partial system is aimed at completely new players. Additional rules should be added only as required.
How this works
- I describe the situation, and ask "what do you do?"
- You answer (after clarification you might need)
- I tell you what happens, and start again at 1
That's it. There might also be dice involved, or special abilities to use, weirder rules or strange sub-systems, but that is the game.
Tips for new players
- It's possible to lose in this game, to die. Luckily, making new characters is easy, and we will get you back in as quick as possible.
- It's good to be brave, and do things. It's good to run away, and try again later. It's good to stop and think, and to ask probing questions. Dithering is never the best plan.
- This game can be Hard, but it should never be Confusing. If it's confusing, that's on me. If something doesn't make sense, stop and ask.
Making a character
- Roll 3d20 for your three Special Abilities
- Each Ability also gives you a related item of your choice
- You can drop one Special Ability to increase another, or roll multiple times on the same list
- Take three random items and three supplies
- Play!
Combat
- Cleave - Make an extra attack when you kill an enemy
- Sentinel - If an enemy attacks someone other than you, make a free attack against them
- Riposte - Pick one enemy at the start of the round, if they miss you with an attack, make a free strike
- Cut Down - Before a weak enemy tries to attack you, make a free attack against them
- Slayer - You are thrice as good at exploiting known weak points of foes
- Sneak Attack - If you have a tactical advantage over an enemy, make an extra attack against them
- Chosen Quarry - Pick a particular type of enemy, make an extra attack against them each round
- Knightly - If you charge at an enemy, while on horseback and wielding a long weapon, you deal x3 damage
- Army of One - Spend some time preparing your stance, after that make one attack after anyone attacks you
- Absolute Diligence - You can perfectly hit three attacks. You can recharge one use of this power with a full day of rigorous training
- Malignant Sword Stance - Once you enter this stance, your hands are like swords, and can't be used for any tasks a sword couldn't achieve
- Heavily Armed - One of your arms is a (d4): 1. Blood-fuelled chainsaw, 2. Soul-powered flamethrower, 3. Cannon, 4. Razor grapple-hook launcher
- Parry - Pick one enemy at the start of the round, they can't hit you with melee attacks
- Dodge Roll - If you spend your whole turn dodging, you can't be hit by attacks
- Stalwart - Take minimum damage from frontal attacks
- Rip And Tear - You can fall into a frothing rage whenever you like. While in a rage, you are twice as hard to kill, but can't retreat from combat
- Jade Mountain Stance - Once you take a stance with both feet firmly planted and both hands free, you cannot be moved by force
- Bastion - In your hands, shields are three times as effective
- 'Tis Just A Scratch - If you lose a limb, it doesn't bleed much or send you into shock. In fact, the experience gives you a sudden invigorating surge of energy
- Second Chance - Once ever, cheat death
Tricks and Traits
- Strong as an Ox
- Tough as Nails
- Quick as a Whip
- Wise as an Owl
- Luck of the Devil
- Double Jump
- Trickster - Pick one: trip, disarm, grapple. Once per round, not on your turn, you can do that thing
- Scavenger - When you search through a pile of stuff, you always find extra equipment and loot
- Professional - You have the equipment and knowledge of a (1d6): 1. Locksmith, 2. Alchemist, 3. Chef, 4. Researcher, 5. Mason, 6. Engineer
- Second Story Work - You climb just as well without climbing gear as with it, and can attempt impossible climbs if you have equipment
- Perspective - You can make yourself the most or least noticeable member of any group
- Nose For Trouble - If you take a second to check, you can smell (d4): 1. Danger, 2. Fear and pain, 3. Gold, 4. Magic
- Three-Faced-Liar - Strangers will always believe the first three words you say
- Resonance - You can break glass by singing, and whistle so loud it is physically harmful
- Mimicry - After listening to someone for a few minutes, you can perfectly replicate their voice
- Dramatic Entrance - At any point you can move "off stage". At any point after that, when there is a large group of NPCs, reveal that you were disguised as one of them
- Seventh Sense - If an enemy has a secret power or deadly hidden attack, you'll know it exists, and maybe some details
- Watch the Hands - If you have something in one hand, you can "teleport" it to the other
- Eagle Eyed - The longer you spend aiming, the more accurate you get. You have a Lucky Arrow (or similar) that is even more accurate
- Doomed - You take double damage from (1d6): 1. Fire, 2. Falling, 3. Arrows, 4. Bites, 5. Magic, 6. Duels. Nothing else can (permanently) kill you, except for poison
Magic
- Speak with Fire
- Speak with Water
- Speak with Earth
- Speak with Air
- Speak with Dead
- Speak with (d4): 1. Plants, 2. Birds, 3. Beasts, 4. Fish
- Speak with (d6): 1. Stars & Light, 2. Dreams & Darkness, 3. Metal & Lightning, 4. Fungus & Insects, 5. Oddities (anything not on these lists), 6. The Player
- Telekinesis - You have an extra invisible "hand" floating around near you, you control it with your mind
- Mind Reader - When you have direct eye-contact with someone, you can read their surface thoughts. Beware, sometimes they can read you back
- Shapeshift - You can transform into an animal of your choice
- Enchant Object - You can make an inanimate crafted object come to life just by touching it and muttering. One object at a time, and it won't necessarily follow your orders
- Conjure Figment - You can make illusions from your mind, combining aspects of things you have seen in the past into a new image. One illusion at a time
- Shadow Step - While you are in a shadow, you can step to another shadow you can see. 1-in-20 chance of ending up somewhere weird and unexpected
- Bearer - You have a powerful magic item. If you lose it, it'll turn up somewhere unexpected nearby
- Chosen - You are accompanied by an (d4): 1. Invisible angel, 2. Shapeshifting demon, 3. Minor deity (you are its last priest), 4. Bizarre entity
- Voice of God - You can speak an inexorable one word COMMAND, everything listening must obey. You have to speak in a whisper for the rest of the day, if you use it a lot you'll lose your normal voice
- P E R I S H - Cause a mortal creature you can see and name to die horribly, or suffer a Fate Worse Than Death. You can only use this safely once, after that...
- Limited Wish - You can make one Wish, but it can only (d4): 1. Change things about you, 2. Give you stuff, 3. Harm something, 4. Go technically right but horribly wrong
- You're not a human, you are actually a (d4): 1. Really Good Dog, 2. Undead, 3. Automaton, 4. Half-Real Spirit
- Spell Crafter - You are trained in the art of (d4): 1. Henge-Shaping, 2. Poppetry, 3. Truenaming, 4. Ghost Bottling
Spell Crafting
- Henge-Shaping - Constructing a stone monument allows you to animate a golem 1/10th the size. Only one golem at a time
- Poppetry - If you possess a part of something, you can make a poppet. Anything that happens to the poppet also happens to the original (mostly)
- Truenaming - When you spend some time meditating on an object or concept you can see, add the first letter in it's name to your collection. Start with ten letters. Use up letters to spell words and create changes in the universe
- Ghost Bottling - Performing suitable rites for spectres of the departed allows you to put them in bottles. Each bottled ghost can be used for one favour or task per day, resetting at midnight
Adventuring Gear
- 100ft of rope
- Grapnel hook and rope
- Climbing harness and rope
- Alchemist's tape
- Extendable pole, attachment (d4): 1. Mirror, 2. Hook, 3. Extra long, 4. Claw
- Bullseye lantern and oil
- Lockpick set
- Pickaxe
- Axe
- Shovel
- Crowbar
- Hammer, chisel
- Saw, nails, three wooden planks
- Manual of (d10): 1. Blacksmithing, 2. Glassblowing, 3. Carpentry, 4. Masonry, 5. Herbology, 6. Alchemistry, 7. Demonology, 8. Exorcism, 9. Magic Identification, 10. Practical Diplomacy
- Bandoleer of knives
- Halberd
- Crossbow
- Rapier
- Mace-and-chain
- Matchlock pistol
Resource
- Block of iron rations, 30 days
- Sulphur torches, 3, ignite when scraped on stone
- Flask of liquor, 3
- Jar of oil, 3
- Pot of glue, 3
- Bag of ball-bearings, 3
- Bottle of holy water, 3
- Bottle of cursed blood, 3
- Vial of acid, 3
- Grenade, 3
- Bomb
- Energy crystal, 3
- Bandages, 3 rolls
- Herbs, 3 doses (d4): 1. Repel vermin, 2. Relaxing, 3. Energising, 4. Bewildering
- Lead pipes and connectors, 3 of each
- Chain, padlock, key
- Pouch of silver dust
- Spool of copper wire
- Long roll of paper
- Sack of coal
Trinket
- Towel
- Frying pan
- Hourglass
- Weird key
- Stone idol
- Iron skull
- Ticking box
- Gleaming orb
- Fake gem
- Lodestone
- Spyglass
- Umbrella
- Mortar and pestle
- Abacus
- Brass bell
- Deck of cards
- Pouch of chalk
- Wind-up clockwork toy
- Fishing rod
- Mask (d4): 1. Demon, 2. Angel, 3. Dragon, 4. King
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