SHEPHERDS Of FATE
ALPHA EDITION 1.7
Copyright 2014 P.D.S.
Golden Turtle Games
NOTE: This tabletop RPG is in its alpha stages, and
as such it lacks polish. Some of its
features will probably be unbalanced, nonexistent, or even downright
laughable. Other features, we hope, will
be fun and interesting. This game is a
learning process for both the creators and the players in its current phase,
and we at Golden Turtle Games hope you enjoy playing it (even in its messy
state) as much as we have enjoyed making it.
Please feel free to contact us with your comments, criticism, or
concerns through our blog at shepherdsd12rpg.blogspot.com. We look forward to taking this game and
others into the enjoyment of the gaming community and would love to get your
support and help!
Thanks,
P.D.S
Game editor/creator
Golden Turtle Games.
INTRODUCTION
Shepherds of Fate is a
tabletop RPG that intends to give a smooth gameplay experience from beginning
to end. This game attempts to provide a
flowing narrative evocative of a story or movie, with more
"cinematic" features that tell the players exactly what happens and
when. Canon itself is not a part of this
alpha version of this game just yet, but I look forward to penning it in as
soon as we move on from the core rules. It
is set in the world of Anderyn, an immense and complex world with countless
races, factions, and places, but you may set your game anywhere you wish.
PLAYER CHARACTERS
To begin your game, you and your fellow players must
create a character to represent yourself
in the game. One player must be the Game
Master, or GM, and control the NPCs,
enemies, and world. Below is all the
information you need to make and play a
character in the alpha edition of Shepherds of Fate. As an overview, character creation is taken in several
steps. Here are those steps.
1: Find your stats and race
2: Calculate your HP
3: Determine your skills and abilities by allocating
attribute points (AP)
4: Equip yourself with weapons, items, and magic
STATS AND RACE
Player characters have eight base stats which represent
their physical and mental abilities. Each of these are represented as a single die
between a D2 and a D12 to begin
with. Dice can be added and subtracted
as a character levels up and down, but they
are initially derived by rolling two D6 for each ability. The result, a number between 2 and 12, becomes that stat. A two or three gets a D2, 4 and 5 get a D4, 6
and 7 get a D6, and so on. The eight stats are as follows:
Strength Physical
prowess
Dexterity The
ability to manipulate objects or one's self
Toughness Resilience
and fortitude
Willpower Strength
and influence of the mind
Creativity The
ability to solve problems
Awareness The
ability to comprehend one's surroundings
Faith One's
ability to believe, trust, or intercede for the divine
Charisma A
person's social sense
BASE DICE
A player also gets a Base Die, which is a die that is
added to all of the rolls that they make
as a bonus. A first level character gets
a base die of a D4, and as certain requirements
are met by the character's race or class, it is scaled up according to a chart.
Please note that since leveling is also in its early stages of
development and playtesting
that this element's balance is in question.
Proceed with caution when leveling
into the higher levels.
LEVEL
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1
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5
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10
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15
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20
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25
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30
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35
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40
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DIE
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D4
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D6
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D8
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D10
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D12
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D12+D2
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D12+D4
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D12+D6
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D12+D8
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HIT POINTS (HP)
Hit Points are your character's overall health and
resistance to damage. They are determined by your Toughness (Tg)
score. at first level, your character
gets his Tg score as HP, plus one
extra rolling of their Tg die. For each
level after, you roll your Tg die
and add it to the pre-existing score.
Characters also have Pain Thresholds. This is the amount of damage they can sustain before being incapacitated by
their damage. This total is normally,
their Toughness score minus their Toughness die at 1st level, plus
a rolling of their Toughness die at each
additional level.
NOTE: when you level up, roll your toughness die
twice. You may choose which result goes into HP and which goes into
threshold. This assures that through
terrible luck your character doesn't
end up with a threshold higher than their HP.
For example, if a level 1 character with 17 HP and a
threshold at 6 HP has his HP drop
beneath 6, he must roll his Willpower die against a DC of the amount beneath the threshold the character's HP is, or be
knocked out. If he succeeds, he must
reroll this every round until his HP
is past his threshold again. If he
fails, he will be incapacitated
and will be unable to take actions. He
can still roll to regain consciousness,
however.
If a character loses more than half his remaining HP in
one turn, he must also make Wl
save against the amount of damage dealt to ensure that they are not bleeding
out (if piercing or slashing) or
succumbing to shock (if blunt force). If
he succeeds, the character is stable. If they fail, they will take 1 damage every
in-game minute until medical attention
is given. This is known as passing into shock.
When a player reaches 0 HP, they have passed the Shock
Threshold. They must, as with the Damage Threshold, roll Tg
and Wl against their damage, but this time it is to avoid going into shock/bleeding out. If they succeed, they are stable. If they fail,
they pass into shock.
If any character, unless stated otherwise, has their HP
dip below -10, they are considered
dead. Only a resurrection spell can save them.
RACES
Since in this update games can only start at first level,
there can be no level adjust. Instead, certain races give players
different amounts of starting Attribute Points.
A human, for example, starts out
with 30 AP. An elf, then, starts out
with 26. Also note that "Proficiency" means they get +2 to their
weapon skill when using that particular
type of weapon.
HUMAN
AP 30 One
bonus ability at level 1
DAAVIK
AP 28 One
bonus ability at level 1, +1 to Dx and Wl dice. Considered human.
KHOVAN
AP 26 One
bonus ability at level 1, +2 to Tg dice.
Favored enemy. Considered human.
ELF
AP 26 Immunity
to sleep, Proficiency in bow, longsword, and Khopesh, +1 to Dx, and Wl dice. Lowlight vision.
ILMARI
AP 26 Immunity
to sleep, proficiency with bladed weapons. +2 to Dx and Aw. Cannot be
suffocated. (Wind elf). Plural Ilmariye
HYLNA
AP 24 Immunity
to sleep, proficiency with Slicing weapons.
+3 to Aw and Ft, -2 to Ch.
Dark-vision. (Night elf). Naturally nocturnal. Plural Hylni
ELMIRI
AP 24 Immunity
to sleep, proficiency with whip and pain weapons. +2 to Dx, Tg, and Cr. Can cast "Fireball" once per
day. (fire elf) Plural Elmiriye
DWARF
AP 24 Stone
Sense, +2 to Cr checks, +2 Tg, Small Size, Favored enemy: goblinoids. Darkvision 30.
HALFLING
AP 26 One
bonus ability at level 1, +2 to Aw and Dx checks. Small size.
SUVUR (HALF ORC)
AP 26 Large
size, +2 to St and Tg checks. -2 to Ch
and In checks. Darkvision 30.
PORTAVETHII (CELESTIAL)
AP 20 Immunity
to poison, +1 resistance against elements.
+2 Ch, Ft, and Aw. -2 Str. Can
cast "Light" 1/day. +1 to listen, Magic user, and Interceder.
ENAVI (FALLEN CELESTIAL)
AP 18 Immunity
to poison, +1 resistance against elements.
+2 St, Tg, Aw. -2 Ch.
Telepathic. Can cast "Fear" 1/day.
CHANGELING
AP 18* Considered
human. Bonus ability at 1st level. Can change at will into any size small
creature decided on at the beginning of the game (Wl) times per day. As a -4
additional AP penalty, it can be a tiny or medium creature.
Skills:
At level 1, a character has access to all the skills in
the game. They have 30 points total to distribute into skills and attributes,
which are covered below. If a person does not put points into a particular skill
at first level, they will not be able to add points
into that skill at subsequent levels unless an ability is bought to allow
it. This forces specialization but allows characters to diversify
by their own standards. At level 1,
however, the maximum amount of points a player can put into any skill is the amount of points they have in the
relevant attribute. Past level 1,
though, they may add as many as
they wish. These points are added to
relevant dice rolls.
Skills have a hierarchy of the amount of points put into
them. They are as follows:
Dabbling (1-2) Novice (3-4) Adequate (5-6) Competent
(7-8)
Skilled (9-10) Talented (11-12) Adept (13-14) Expert (15-16)
Master (17-18) Legendary (19-20)
These are the skills used in this game. They are expandable, however, and if you wish to add a new one, simply ask your GM.
Alchemist (Cr)
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Fisher (Cr)
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Musician (Ch)
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Swimmer (Tg)
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Archer
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Healer (Aw)
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Mortician (Cr)
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Thief (Dx)
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Armor user
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Hunter (Aw)
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Object user (Cr)
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Thrower (St)
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Ambusher (Dx)
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Interceder (Ft)
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Observer (Aw)
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Tracker (Aw)
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Appraiser (Aw)
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Intimidator (Wl)
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Performer (Ch)
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Weapon user
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Crafter (Cr)
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Knowledge
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Researcher (Cr)
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Wrestler (Tg)
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Device User (Ft)
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Liar (Ch)
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Rider
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Diplomat (Ch)
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Linguist
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Shield user
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Dodger (Dx)
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Magic user
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Survivor (Wl)
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Alchemist-- your
character's ability to use alchemy. The
amount of points you spend in Alchemist goes is added to your Cr check in
rolling against difficulties for making potions.
Archer-- your character's
ability to use ranged weapons like bows, spear-throwers, or crossbows. This number is weighed against the minimum
skill rating on certain weapons.
Armor user-- your
character's ability to use armor unimpeded.
It is weighed against the minimum skill rating on armor in order to
avoid taking a -2 penalty while wearing armor.
Ambusher-- You add this
number to your Dx roll while trying to sneak or move silently
Appraiser-- Add this
number to your Awareness checks while determining the value or use of an item.
Crafter-- Your
character's ability to make things. Add
this number to a creativity check to attempt to make an object. You still need
all the tools and materials.
Device User-- This is
your character's ability to use magical devices. Add this to your Faith check to operate magic
objects like wands or traps.
Diplomat-- your ability
to reach agreements or pacify arguments
Dodger-- Add this as a
die roll when trying to dodge an attack.
To dodge an attack, add your full base die amount to a rolling of your
Dx score and the amount of points you have in Dodger as a die.
Fisher-- add this number
while trying to catch fish
Healer-- add this number
to healing checks against the difficulty of a procedure. Also determines which procedures you are able
to do.
Hunter-- your ability to
hunt down food or sport
Interceder-- for divine
spells. Your ability to turn, rebuke, or
control undead
Intimidator-- your
character's ability to intimidate foes.
Add this to Wl check for intimidation.
The person this is directed to must roll a Wl check against it.
Knowledge-- pick your
school of knowledge: streetwise, arcane, local, social, mechanical, etc. Pick as many as you wish to put points
into. This number is added into relevant
skill checks.
Liar-- your character's
ability to lie
Linguist-- For each point
you take in linguist, you know one language aside from common. You may only take this at first level. Languages can be learned through RP.
Magic user-- your
knowledge of exotic spells. It is
weighed against the minimum skill rating on most spells. If you do not have the magic user points
listed, you are unable to cast it.
Musician-- Your ability
to play or sing music. Specify the
instrument or school. You may take
abilities to expand your repertoire
Mortician-- your ability
to determine cause of death and embalm the dead
Object user-- As magic
device user, but for miscellaneous objects.
You get this number as a die bonus to attacking with improvised weapons.
Observer-- your ability
to see your surroundings. Equivalent to spot or search
Performer-- your ability
to stir up a crowd or evoke emotion
Researcher-- Your ability
to find information through asking or searching libraries.
Rider-- the types of
animals you can ride without taking penalties.
Weighed against a minimum skill
Shield user-- types of
shields you are able to use without penalty.
Minimum skill
Silent Mover-- your
ability to move undetected.
Survivor-- roll this
check when setting up tents, making fires, or felling trees
Swimmer-- an essential
skill. Added to swim checks. If you do
not take this skill, you cannot swim.
Thief-- picking locks and
pockets
Thrower-- added to your
roll against a difficulty for throwing an object.
Tracker-- your ability to
keep a trail or scent. Not the same as
hunter.
Weapon user-- your
ability to use melee weapons. Weighed against a minimum score.
ABILITIES (An ability
costs 3 Attribute Points)
Adept Hider
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You get +1 on checks
pertaining to actively hiding and people trying to find you get -1 on their
awareness check regardless of whether you are trying to hide.
|
Aura of courage
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When encountered by
fear effects, roll Ch. Allies within 20 feet get this total as a
bonus against fear.
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Aura of Command
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You are a born
leader. You cannot suffer penalties
against an intimidation check and people within 20 feet of you get your
charisma die as a bonus against it. (Prerequisite: Aura of Courage)
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Alter self
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Once per day, you may
make minor cosmetic changes to yourself as a disguise or for fun.
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Affinity for Elements
|
You may raise one die
class on one die (e.g., D4 becomes D6) when rolling against elemental attacks
or environmental factors.
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Bard Music
|
You gain 4+Ch magic
points for use in the "Bardic magic" school of magic. This ability stacks. You must at first taking of this ability
choose which instrument your music will be channeled into.
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Berserk
|
You may enter a berserk
rage at any time once per day. You
take a -4 penalty to Aw, Cr, Wl, and Ch while in a rage. You may sacrifice any amount up to your
base die score in defense and add it to your attack roll. You must make a Wl check at a DC equal to
2x the amount of turns you have been raging to get out of the rage. If you have not dealt damage to anyone for
1 minute, you return to normal. This ability stacks.
|
Bull Rush
|
Declare this ability at
the beginning of your turn. If you
have initiative over your foe, and you move at least half your base speed in
a straight line before attacking, you get the amount of five-foot squares you
traveled as an increase to your base die class.
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Cleave
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If you incapacitate a
foe on your turn, you may make an additional attack instead of moving.
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Combat Reflexes
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Once per turn, if your
foe is flat-footed, you may make an extra attack. Both attacks suffer a -2
penalty.
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Dodge
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You may substitute your
Tg die with your Dx die when defending.
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Divine spells
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You gain 4+Ft in magic
points for use in the "Divine" school of magic. This ability stacks. You must choose a deity to worship.
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Deflect arrows
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You may use a melee
weapon or unarmed defense against arrows, but at a -2 penalty.
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Disarm
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If you succeed in
grappling your opponent, you may make a strength check against their strength
check to remove their weapon. It falls
to the ground if you succeed.
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Evade
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If you succeed the Tg
save against a spell which has "Half damage even if you dodge" you
do not have to take half damage.
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Favored enemy
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You get +1 on all rolls
against an enemy you decide upon when you take this ability.
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Fencer
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You may substitute your
Dx die for your St die when rolling attack with light melee weapons.
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Heal magic
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Requires Magic User
skill level 4. You may add your Wl die
(or whatever die is appropriate for your school of magic) in addition to your
Aw die when healing magical effects.
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Improved Initiative
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You may add your base
die when rolling for initiative.
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Improved critical
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You may subtract 1 from
the result when rolling for critical effect.
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Improvisation
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You are good at
improvising. You may eschew one
material component worth under 5 silver.
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Luck
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You may reroll one die
once per day. This ability stacks.
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Lore savvy
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You are good at
identifying myths. A successful
knowledge check against a creature's defense gives you +2 against them while
fighting them this combat phase.
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Leap attack
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You may attempt to jump
toward your opponent. Declare how far you wish to jump. Roll against a DC of
4 per 5-foot square you attempt to jump.
For every five-foot square you leap to reach your opponent, you get +1
to that attack. If you fail, you are
flat-footed.
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Lay on Hands
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You may stabilize
anyone's condition equal to 1/2 your Ft modifier per day. Needs divine magic ability.
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Multishot
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You may fire one
additional arrow on your turn, but both attacks suffer a -2 penalty.
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Obtain Familiar
|
Requires Magic User skill
4. You get a familiar animal (small or
diminutive in size). You can command
this animal telepathically.
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Opportunism
|
You see openings and
take them. If an adjacent opponent
fails their defense roll by 3 or more, you may make an attack against them and
consider them flat-footed.
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Point blank shot
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You may add +1 to
attack and damage when attacking with a bow at close quarters-- under 30 feet
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Power attack
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Take up to your base
die in penalties for rolling to attack and add them as bonuses to damage.
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Reserved Countenance
|
You may turn a D12 in
your ability score into two D6. It
lowers your chance of rolling 12s, but your average roll will be higher
overall.
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Riposte
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If you critically
defend against a melee attack (by 6 or better) you may deal one damage to the
attacking opponent.
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Sneak attack
|
You get +1 to damage
and -1 on the critical chart when the opponent is flat-footed.
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Sorcery
|
You gain 4+Wl in magic
points pertaining to the sorcery school of magic.
You may take this any
number of times.
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Skirmish
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If you have moved 10
feet this turn, you get +1 damage and -1 on the critical chart.
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Still mind
|
Roll Wl against a
difficulty proportional to level of distraction. You are now meditating. While meditating you get +6 against fear,
intimidation, and emotional attack.
You may not take actions other than meditating while doing this. You must reroll every turn you meditate.
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Slow fall
|
With a successful Dx
check against the distance of the fall in feet, you can reduce fall damage by
half, rounded up.
|
Telepathy
|
You are naturally a
telepath. You can talk to people with
your mind. This is a highly
stigmatized trait, however, and while talking telepathically you suffer a -2
charisma bonus.
|
Turn Undead
|
Make a Ft check against
the cumulative levels of the undead you wish to turn. This costs one magic point. If you succeed, the undead are turned away
and run randomly in fear for 1D4 rounds.
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Trip
|
If an opponent incurs
an attack of opportunity in your adjacent square, instead of attacking, you
can attempt to trip him and render him prone. (MAKE SKILL)
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Unarmed Strike
|
Your fists are now D6
weapons dealing blunt damage
|
Wild shape
|
You may turn into one
small sized animal once per day.
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Wild sense
|
You are attuned to the
wilderness' wellbeing. You get +1 to
survival, tracking, and wilderness magic.
|
TIER 2 ABILITIES
|
(NEED A PREREQUISITE OF
ONE OR MORE ABILITIES)
|
Great cleave
|
As "Cleave,"
but you may continue attacking as long as you keep incapacitating foes.
Prerequisite: cleave
|
Improved Berserk
|
You may enter a berserker
rage a number of times per day equal to one half your Wl modifier.
Prerequisite: berserk
|
Belted Striker
|
Your unarmed attacks
are now D8 weapons dealing blunt and pain damage. Prerequisite: unarmed strike
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Intercession
|
You may use your Ft die
while attacking as your ability modifier. Prerequisite: divine spellcasting
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Manyshot
|
As cleave, but with
ranged weapons. Prerequisite: multishot
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Hide in Plain Sight
|
You can use a hide
check, even when people are looking at you.
You suffer a -4, but you may attempt to hide even in a crowd.
Prerequisite dodge.
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Greater familiar
|
You may see the world
through the eyes of your familiar. All
checks pertaining to the familiar get a +1. Prerequisite: familiar.
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Familiar transcendence
|
You may become your
familiar. Your body merges into theirs as a "wild shape" spell.
Prerequisite: greater familiar.
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LEVELING UP
Player characters can level up at the discretion of the
DM or by using an XP system. Either way, with each level, a player
character gains a level in their class, gaining any bonuses or abilities relevant to the class level. A player must roll
their Toughness die to add to their
pain threshold and their total HP (they choose which number goes where. It's best if the smaller one goes to
threshold and the bigger one goes to HP)
Each level, a character is given three attribute points
(more or less if certain abilities are
taken). They are distributed as the
player sees fit between skills and abilities and modify each additional score.
COMBAT
To attack, a player will add their relevant ability die,
their base die, and their weapon die
together and roll them simultaneously.
The result is compared to the defender's Armor roll, which is their relevant ability die and their weapon die
added to the highest number on
their base die. If the attacking player beats the defender score, the attack is successful. If not, it fails.
The weapon die is listed beside whatever weapon is
used. If a player makes an unarmed attack, (e.g., fists or feet) it
is always a D4 unless a player has an ability to change this to a larger die.
Generally speaking, melee weapons' ability die is
strength, and ranged weapons' is dexterity. If otherwise, it is noted on the weapon
description.
Magic attacks are made as touch attacks regardless of
distance, meaning a player's Dexterity
and armor bonuses do not apply. The
defending character will roll their base
die and the relevant ability (usually INT or WIL) to attempt to negate or dodge
it.
A magic attack is made by rolling your relevant ability die twice and
adding the result. (Divine spells, for example, use WIS, while Music magic
uses CHA). This is weighed
against the defender's score.
WEAPONS AND TRICKS
Weapons
come in six broad subsets, divided by the type of damage they do. The subsets, tricks, and critical special
damages, are listed below
TYPE
|
TRICK
|
CRITICAL CHANCE
|
Slashing/hacking
|
+1 damage
|
Limb loss/heavy
bleeding
|
Slicing
|
-1 armor save
|
Heavy bleeding (2
bleed)
|
Piercing
|
1 bleed damage
|
Hemorrhage/organ damage
|
Blunt force
|
-1 defense against
|
Broken bone/internal
bleed
|
Crushing
|
-1 Dex for turn
|
Internal
bleeding/hemorrhage
|
Pain*
|
-1 to threshold
|
Daze 1 turn (prone
standing)
|
*Pain
damage's critical chance is 100%, so no need to roll crit chance die.
SHOCK
Shock
is when you reach 0 HP. When you do
this, you must make rolls against your amount of HP below the threshold to
stabilize. Until you do, you take 1
damage every in-game minute (3 rounds).
HEMORRHAGE
When
you are hemorrhaged, you take 2 bleed damage and suffer a -2 on all rolls until
your are stabilized. It is called organ
damage if it is in the torso.
CRITICALS
If,
when you roll your attack, you beat the opponent's defense by 6 or more, you
have hit critically. You roll your
damage die twice and then the DM rolls the critical die. Depending on the weapon you are using and
your abilities, different things can happen.
The DM will roll a D12 to determine the extent of the injuries
sustained.
CRIT
CHANCE CHART
1-3
|
4-7
|
8-12
|
|
Full injury sustained
|
1/2 duration and
penalty (limb loss considered deep cut)
|
No added effect
|
Tricks:
If you roll a 6 while attacking (and in some cases,
rolling for skills), rather than your die
exploding as it would when rolling damage, you get a trick point. These tricks represent
luck or skill on the battlefield and are chosen from a list determined by what weapon you are using. Tricks usually entail minor combat bonuses
like knockback or extra
damage. Some, however, are quite major,
like extra attacks or instant death. These can only be gotten with high level
abilities or spells.
When a player gets a trick while attacking, they may
choose one of their available tricks to
use. They declare which trick they use,
and its effects are used immediately.
INITIATIVE
Initiative is determined by rolling a D12 plus your Dx
die. Whoever wins initiative with the highest result goes first
during combat or action phases, and so on.
The improved initiative feat
allows a player to add 3 to their initiative roll.
MAGIC
Note: even though the
magic system is fleshed out, spells have not been created. In general, spells from other RPGs have
seemed to fit well for the time being with modification at the discretion of
the individual. Feel free to make up and
post spells with the permission of the GM.
In this RPG, magic stands
for a complex set of actions or abilities activated either by divine influence
or tapping into planes of pure magic. In
this universe, magic manifests itself in countless ways, but to a spellcaster,
magic is accessed through concentration.
Though the concentration is different for each spellcaster class, the
gist of it is that by finding the spell in one's self and using the right
method of activation, a person can have access to any spell. The question that remains is whether that
person can handle channeling so much energy.
In order to become a
magic-user, a character must take the ability "Magic Adept" which
gives them access to magic, as well as 2 magic points plus one roll of the die
pertaining to their relevant school of magic.
Divine magic: faith
Sorcery: willpower
Bardic magic: charisma
Nature magic: awareness
In order to get more
magic points, and thus access to more spells, you simply take the ability again
and add the points together. Your
knowledge and mastery of certain spells is determined by your "magic
user" skill, which is against the minimum skill required to cast certain
spells. If you have enough of the magic
user skill, you can cast a spell of any level if it fits into your magic
points.
Magic Points:
Any spell costs its level
in magic points; for example, a level 4 spell costs 4 magic points. Any magic adept character class (and some
character races) have a chart that shows the amount of magic points they
acquire at each level. A wizard, for
example, at level 1, starts out with 4 magic points. If a character has a D12 in their chosen
magic school's ability modifier (like Aw for wizard, Ch for bard) they gain one
extra magic point to use. This counts
also for characters not in magic classes-- however, their point can only be
used to cast one level 0 or 1 spell per day of their chosen school.
Magic in this RPG works in a way that allows a caster to
use any spells they have the points to cast.
A character that is a caster level 2, for example, would have the
ability to cast any spells he would know including level 2 spells until his
magic points ran out. Even then,
however, his magic abilities are not exhausted.
If a player does not have enough magic points to cast a
spell, they may use TG points instead.
This simulates a magician straining so hard that he nearly kills himself
in the process. When a player reaches 0
magic points, for each magic point they need, they take 2 temporary TG damage,
curable only by 8 hours of rest. A player can only do this once-- if he has
already taken TG damage that day from casting, he may not do it again. If that player loses more than half his TG
points in this manner, he must make a WL save equal to 2x the spell level to
avoid passing out. If a player's TG reaches 0 in this manner, that player is
considered dead. This mechanic is known
as a TG buffer.
Any magic adept character can also attempt to cast a
spell they know that is above their caster level. A level 1 character, for
example, can choose to cast a level 4 spell, but in order to do so, several
prerequisites must be made.
First, the character must have magic points left over. A
character without magic points can barely cast spells of their own level, much
less higher ones. This simulates the
need for rest before the spell is cast.
Second, the spell is considered a full-round action if it
is an instant or standard action spell.
If it is longer than that, double the casting time of the chosen
spell. Any interruptions must be met
with a constitution save.
Once the spell is cast, the character must make a Tg save
equal to the spell's level multiplied by 2 minus their caster level. (a level 5
sorcerer casting a level 8 spell would have to beat 16-5, or 11). If they beat
the save, the spell is successful, but the excess in spell level (in the level
5 sorcerer's case, 3) is taken as temporary Tg damage. If they roll especially
well, the number they beat the DC by, instead of going into Tg damage, is taken
out as magic point drain. They must make a Wl save equal to the spell's level
minus their own to avoid passing out.
If the player fails the save, the spell fails, and they
take the excess in spell level in temporary Tg damage. They pass out and must make rolls to avoid
dying as if they had gone into shock.
This phenomenon is known as bleeding, and it is very dangerous.
A note to DMs: this magic system was designed to be as
versatile as possible, but there are inherent imbalances a DM must be aware
of. Firstly, try not to give
spellcasters knowledge of too many spells above their own level. In play-testing, so-called "sorcerer
suicide" became a common and cheap way for a player to get things done by
bending the rules. Secondly, if players
overuse their Tg buffer, feel free to scare them with high damage enemies.
INJURY
Critical
injury is determined with a D12. If an
attack hits and critically wounds a player or NPC, the DM will roll a die
determining where the attack landed, and, as such, which part of the body is
affected. If a person calls the target
of their shot as a specific body part, they suffer a -2 penalty if it is a limb
and a -4 penalty if it is a vital area such as head, neck, or heart. For example, a player character who intends
to stab the enemy in their center of mass (their back) would incur a -2
penalty. If the attack criticals, they
would not need to roll the initial die.
Vital area hits with called shots automatically critical and called
shots get +1 damage as a rule if they hit.
1 offhand foot
|
2 dominant foot
|
3 offhand
|
4 dominant hand
|
5 upper leg (offhand
side)
|
6 upper leg (dominant
side)
|
7 Upper arm (offhand)
|
8 upper arm (dominant)
|
9 lower body
|
10 upper body
|
11 neck
|
12 head
|
This
determines the part of the body, and thus, the actions, which are impaired for
the critically injured character. Where
it mentions above the "Critical chance" for each weapon type, it
talks about the type of injury it does as extra damage for a critical hit. Below is a table of the injury type, along
with a few other statistics.
LINGERING INJURIES
Injury Type
|
Duration (days)
|
Penalty
|
Infection chance
|
Bruise
|
3
|
-1 pain tolerance
|
1
|
Burn
|
14
|
-2 pain tolerance
|
2
|
Broken bone
|
21
|
-4 using limb
|
3
|
Deep cut
|
7
|
-3 using limb
|
4
|
Internal bleeding
|
14
|
-1 CON per hour until
stable.
|
5
|
Limb loss*
|
Permanent, heals after
a month
|
Loss of limb, bozo
|
6
|
*Please
note that limb loss only occurs when the full critical injury is
sustained. Otherwise, it is treated as a
deep cut.
INFECTION
Note
the infection column on the right. When critically injured, you must roll a D12
every 24 hours to assess your condition.
Without magical healing, all injuries will go their full duration, and
each day you must roll against getting infected. The number on the right column shows the
number you must beat to avoid infection.
There are things, though, that reduce, or even eschew the risk of
infection: medicine.
First
of all, infection is a progressive toughness penalty of -1 every 24 hours until
you reach 0 and die. For every time you fail that check, the DC goes up by one.
It is difficult, but not impossible, to get rid of, but it needs advanced level
healers or magic. To avoid this, use
medicine.
MEDICINE
Applying
medicine is a surefire way to make your wounds less bothersome. A wound that has been tended has a lower
chance of infection, as well as a -1 to all its numerical effects. The following is a table of the medical
devices and procedures, costs, and effects, as well as contaminants that raise
the chance of infection. In order to use
medicine, you must have at least a rating of "dabbling" in the
healing skill.
Treatment
|
Cost
|
Effect on chance
|
Salve
|
1 gold (10 uses)
|
-1
|
Bandage
|
1 copper (or
improvised)
|
-1
|
Rinse and disinfect
w/alcohol
|
Price of grain alcohol
and water
|
-2
|
Suturing (cut)
|
2 silver
|
-1
|
Splint (broken bone)
|
5 silver
|
-1
|
Crutches
|
5 silver per
|
just mobility
|
Antibiotic (internal)
|
5 gold
|
-4
|
Dirt
|
+1
|
|
Mud
|
+2
|
|
Flies
|
+1
|
|
Feces or imbedded piece
of wounding implement
|
+4
|
ADVANCED PROCEDURES
These
are procedures used to treat infections or deep wounds. The DC of doing these is on a chart in the
far column. Any of these procedures have
a chance of infection of 1 unless otherwise noted.
Procedure
|
Material components
|
Skill needed/difficulty
|
Stabilize (resets HP to
1, stops bleeding)
|
Salve, bandage, or
suture
No infection.
|
4/10
|
Resuscitate (Makes
patient regain consciousness)
|
None (Smelling salts
reduces DC by 2) No infection.
|
4/8
|
Amputate (gets rid of
infection in limb or mangled limb)
|
Blade, tourniquet,
bandage, suture, painkiller.
|
8/14
|
Excise (removes imbedded objects)
|
Blade, bandage, suture.
|
4/10
|
Heal Sickness (Stops
progression of a sickness and reduces its duration by half)
|
Herbs, salves
|
6/8
|
Cavity Surgery (removes
deep diseases like cancer entirely)
|
Blade, bandage, suture,
painkiller
|
8/14
|
Dentistry (Fixes
abscesses and broken teeth)
|
Blade, pliers
|
6/10
|
Set bone (Decreases
duration of broken bone by half)
|
Splint, gauze
|
4/8
|
Heal magic (Removes
auras)
|
Magic skill over 6
|
6/8
|
ARMOR
Armor
does not keep things from hitting you, so it is not added into Armor
class. Armor keeps the things that hit
you from hurting you. In this game,
armor is a damage reduction method. You
may wear armor over clothes, or instead of clothes, it does not matter. Each type of armor gives you a die to roll as
damage reduction for when you are hit.
If someone hits you for 7 damage, and you have D8 armor, you roll the
die. If, for example, you roll a 6, all
but one of that damage is blocked. If
you roll an 8, all of it is blocked. A
die result of 1 always results in full damage.
A
shield is used actively, which means that if you have a shield you block with
it actively while defending. It gives no
damage reduction. Armor with this ability has (active) written beside it.
Armor type / minimum
skill
|
Save Die
|
Price
|
Maximum dexterity
|
Special ability (if
any)
|
Leather (2)
|
D2
|
2 gold
|
D12
|
|
Chain mail (3)
|
D2
|
10 gold
|
D10
|
+1 against slashing
|
Scale mail (4)
|
D3
|
15 gold
|
D8
|
|
Half plate (6)
|
D4
|
50 gold
|
D6
|
+1 against piercing
|
Full plate (8)
|
D6
|
200 gold
|
D4
|
|
Buckler (4)
|
D4 (active)
|
5 gold
|
D10
|
+1 to defense roll
|
Shield (4)
|
D6 (active)
|
10 gold
|
D8
|
+1 to defense roll
|
Heavy shield (6)
|
D8 (active)
|
15 gold
|
D6
|
+1 to defense roll
|
Magic ward (10)
|
D10 (active)
|
300 gold
|
D12
|
WEAPONS
NOTE: Make any weapon a heavy weapon by upping its
die class by 1, adding 5 gold to the price, and adding 2 points to the minimum
skill. Minimum skill is the lowest a
character's weapon skill can be for them to use it without a -2 penalty.
WEAPON
|
DAMAGE
|
PRICE
|
TYPE
|
COMMENTS
|
MINIMUM SKILL
|
Dagger
|
1D2
|
1 gold
|
Slicing
|
All players start out
with one.
|
1
|
Shortsword
|
1D4
|
1 gold
|
Slashing
|
3
|
|
Hand-and-a-half
|
1D6
|
5 gold
|
Slashing
|
7
|
|
Longsword
|
1D6
|
7 gold
|
Slicing
|
7
|
|
Greatsword
|
1D8
|
10 gold
|
Slashing
|
Two-handed
|
9
|
Tomahawk
|
1D4
|
3 gold
|
Hacking
|
3
|
|
Throwing ax
|
1D6
|
5 gold
|
Hacking
|
Ranged 30 feet
|
5
|
Great axe
|
1D8
|
10 gold
|
Hacking
|
Two-handed
|
9
|
Shortbow
|
1D6
|
10 gold
|
Piercing
|
Ranged 50 feet
|
5
|
Longbow
|
1D8
|
15 gold
|
Piercing
|
Ranged 100 feet
|
7
|
Crossbow
|
1D6
|
25 gold
|
Piercing
|
Ranged 100 feet
|
3
|
Whip
|
1D2
|
7 gold
|
Pain
|
Reach 10 feet, crit
chance high
|
9
|
War hammer
|
1D6
|
5 gold
|
Blunt
|
3
|
|
Mace
|
1D6
|
7 gold
|
Blunt
|
+1 crit chance
|
5
|
Flail
|
1D8
|
10 gold
|
Crushing
|
7
|
|
Cat Flail
|
1D10
|
25 gold
|
Crushing, pain
|
Whip-flail hybrid. Cat
o' nine tails with blades and spiked ball ends.
|
12
|
Polearm
|
1D8
|
15 gold
|
Hacking, slashing
|
Stand-in for all pole
axes, guisarmes, etc.
|
9
|
Spear
|
1D6
|
7 gold
|
Piercing
|
+1 crit chance
|
4
|
Bo/Jo staff
|
1D4
|
3 gold
|
Blunt
|
Two-handed.
Double-ended. Free second attack if first hits.
|
3
|
ENCHANTMENTS AND UPGRADES FOR WEAPONS
NAME
|
COST
|
ABILITY
|
COMMENT
|
Keen
|
100
|
+1 chance for critical
damage
|
|
Razor
|
100
|
+1 damage on
slicing/slashing weapons
|
|
Impervious
|
150
|
Cannot be targeted by
"Sunder" spells
|
|
Serration
|
150
|
+1 bleed damage, +1
infection chance
|
It is more expensive
because it physically changes the blade.
|
Holy
|
300
|
Automatic crit on
undead of equal or lower level
|
|
Unholy
|
300
|
Automatic crit on
lawful good of = or > level
|
|
Blessed
|
300 (500)*
|
1/day turn undead, cost
to make holy water is halved
|
Can't be used by evil
*for 500, makes water holy 1/day.
|
Besmirched
|
300
|
1/day command undead
|
Can't be used by good.
|
Shadow
|
400
|
Can be concealed
anywhere w/o skill check
|
|
Bright
|
200
(400)*
|
Gives off 20 foot
luminance when triggered by favored enemy.
|
*For 400, 50 foot can
be triggered on command.
|
Dim
|
200
(400)*
|
Gives off 20 foot
shadow to conceal user from favored enemy.
|
*For 400, 50 foot can
conceal on command.
|
Champion
|
400
|
When wielding, you have
"Aura of Command" and "Courage" auras around you.
|
|
Malefactor
|
400
|
When wielding, you have
"Aura of Fear" and "Intimidate" auras around you.
|
|
Sunder
|
300
|
If this weapon hits
another weapon, treat it as if it was targeted by a "sunder" spell.
|
Only for blunt weapons
|
Mighty
|
200
|
When attacking, you may
use your full strength die rather than rolling it.
|
Only on melee weapons
|
True
|
100
|
You do not have to take
wind or obstacles into account when shooting this bow.
|
|
Thunder
|
100
|
+1 damage on
blunt/crushing weapons
|
|
Sadistic
|
100
|
+1 on pain/piercing weapons
|
|
Chop
|
100
|
+1 on hacking weapons
|
|
Zephyrus
|
200
|
Arrows may fly 1.5
times their range
|
|
Deep
|
300
|
Arrows pierce up to the
fletching. +2 damage and -4 to remove from wound.
|
|
Amputate
|
150
|
Arrows are now hacking
weapons. Critical hit removes limb or head as per crit chart.
|
Only for heavy crossbow
and heavy composite bow
|
Inferno
|
350
|
This weapon also deals
1 burn and 1 pain damage. Crits as burning in addition as well. It cauterizes
wounds, so blood loss ceases.
|
Only bladed weapons
|
Blizzard
|
350
|
This weapon also deals
1 frost and 1 pain damage. Crits as frostbite as per environmental hazard
chart.
|
Only bladed weapons
|
Necrosis
|
500
|
As a trick, this weapon
deals a critical wound with no extra damage and a +6 chance of infection
|
|
Lightning
|
500
|
As a trick, this weapon
deals an extra 1D6 in lightning damage, stuns.
|
|
Return
|
200
|
Missed arrows
automatically return to your quiver
|
|
Smite (RARE!)
|
1200
|
Critical hits against
opposite alignment (evil/good or lawful/chaotic) reduces their HP by half and
gives critical wound as per wound chart.
|
|
Spider's venom
|
700
|
As a trick, this weapon
deals a special poison damage: "Liquefy." The wound is
automatically considered critical and heal attempts have a -6. You take 1 toughness damage every hour
until stabilized.
|
|
Holy Exploding Arrows,
Batman
|
350
|
If you get a trick
using these arrows, they will explode, dealing an extra D6 damage in a 10
foot radius.
|
Wielder needs at least
a 4 in magic skills.
|
ITEMS
Please note that at the
moment, the items list has been taken from the D20 Standard Reference Document
at d20srd.org and slightly shortened.
Since this game is in its alpha phase, these features are not set in
stone and are subject to change.
However, in playtesting these have served adequately.
Backpack (empty)
|
2 gp
|
2 lb.1
|
Barrel (empty)
|
2 gp
|
30 lb.
|
Basket (empty)
|
4 sp
|
1 lb.
|
Bedroll
|
1 sp
|
5 lb.1
|
Blanket, winter
|
5 sp
|
3 lb.1
|
Block and tackle
|
5 gp
|
5 lb.
|
Bottle, wine, glass
|
2 gp
|
—
|
Bucket (empty)
|
5 sp
|
2 lb.
|
Caltrops
|
1 gp
|
2 lb.
|
Candle
|
1 cp
|
—
|
Canvas (sq. yd.)
|
1 sp
|
1 lb.
|
Case, map or scroll
|
1 gp
|
½ lb.
|
Chain (10 ft.)
|
30 gp
|
2 lb.
|
Chalk, 1 piece
|
1 cp
|
—
|
Chest (empty)
|
2 gp
|
25 lb.
|
Crowbar
|
2 gp
|
5 lb.
|
Firewood (per day)
|
1 cp
|
20 lb.
|
Fishhook
|
1 sp
|
—
|
Fishing net, 25 sq. ft.
|
4 gp
|
5 lb.
|
Flask (empty)
|
3 cp
|
1½ lb.
|
Flint
and steel
|
1 gp
|
—
|
Grappling hook
|
1 gp
|
4 lb.
|
Hammer
|
5 sp
|
2 lb.
|
Ink (1 oz. vial)
|
8 gp
|
—
|
Inkpen
|
1 sp
|
—
|
Jug, clay
|
3 cp
|
9 lb.
|
Ladder, 10-foot
|
5 cp
|
20 lb.
|
Lamp, common
|
1 sp
|
1 lb.
|
Lock (very simple)
|
20 gp
|
1 lb.
|
Lock (average)
|
40 gp
|
1 lb.
|
Lock (good)
|
80 gp
|
1 lb.
|
Lock (amazing)
|
150 gp
|
1 lb.
|
Manacles
|
15 gp
|
2 lb.
|
Manacles, masterwork
|
50 gp
|
2 lb.
|
Mirror, small steel
|
10 gp
|
½ lb.
|
Mug/Tankard, clay
|
2 cp
|
1 lb.
|
Oil (1-pint flask)
|
1 sp
|
1 lb.
|
Paper (sheet)
|
4 sp
|
—
|
Parchment (sheet)
|
2 sp
|
—
|
Pick, miner’s
|
3 gp
|
10 lb.
|
Pitcher, clay
|
2 cp
|
5 lb.
|
Piton
|
1 sp
|
½ lb.
|
Pole, 10-foot
|
2 sp
|
8 lb.
|
Pot, iron
|
5 sp
|
10 lb.
|
Pouch, belt (empty)
|
1 gp
|
½ lb.1
|
Rations, trail (per day)
|
5 sp
|
1 lb.1
|
Rope, hempen (50 ft.)
|
1 gp
|
10 lb.
|
Rope, silk (50 ft.)
|
10 gp
|
5 lb.
|
Sack (empty)
|
1 sp
|
½ lb.1
|
Sealing wax
|
1 gp
|
1 lb.
|
Sewing needle
|
5 sp
|
—
|
Signal whistle
|
8 sp
|
—
|
Signet ring
|
5 gp
|
—
|
Soap (per lb.)
|
5 sp
|
1 lb.
|
Spade or shovel
|
2 gp
|
8 lb.
|
Spyglass
|
1,000 gp
|
1 lb.
|
Tent
|
10 gp
|
20 lb.1
|
Torch
|
1 cp
|
1 lb.
|
Vial, ink or potion
|
1 gp
|
1/10 lb.
|
Waterskin
|
1 gp
|
4 lb.1
|
Whetstone
|
2 cp
|
1 lb
|
All features, unless otherwise stated, are intellectual property of Golden Turtle Games.
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