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I loved playing Avalon Hill's Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles. | I loved playing Avalon Hill's Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles. | ||
− | == | + | == Daily Actions == |
− | The game of Fae Queen Restored is played in days of action. In | + | The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day. |
− | + | Minor actions include combat and using magic Songs. | |
− | |||
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=== Traversing the Kingdom === | === Traversing the Kingdom === | ||
Line 93: | Line 79: | ||
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them. | When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them. | ||
− | == The | + | === Forage (WIT) === |
+ | |||
+ | To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, "best result" increases the reward by half as much. If the roll is bad, check the location's hazard table to learn what went wrong. | ||
+ | |||
+ | === Recruit (CHA) === | ||
+ | |||
+ | Any denizen might be willing to aid a character. Make a CHA roll to learn whether they'll do so for the price listed under their description. "Best result" means a 10% discount. "Progress" means a 10% markup. "Suffer" means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA. | ||
+ | |||
+ | === Rest === | ||
+ | |||
+ | When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic). | ||
+ | |||
+ | === Search (WIT) === | ||
+ | |||
+ | When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location's treasure table to learn whether any treasure was present to be found. If the roll was "best result," roll twice on the location's treasure table. If the roll is bad, check the location's hazard table to learn what went wrong. | ||
+ | |||
+ | === Trade (CHA) === | ||
+ | |||
+ | Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. "Best result" means a 10% discount; "progress" is inconclusive; "suffer" means a 20% markup; the worst outcome is that you can't buy what you want at any price. | ||
+ | |||
+ | == Dice Mechanics == | ||
+ | |||
+ | There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. | ||
+ | |||
+ | === The Pool Method (melee and missiles) === | ||
+ | |||
+ | Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die identifies a target with a lower armor number than the result and discards one of that target's Hit Dice. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice. | ||
+ | |||
+ | === The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) === | ||
+ | |||
+ | In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Abilities. | ||
+ | |||
+ | The default is to roll 2d6. For every point of Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12). | ||
+ | |||
+ | Some traits allow to re-roll the lower die. This means that you can re-roll doubles. | ||
+ | |||
+ | === Pool and Pair (magic) === | ||
+ | |||
+ | When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability, if applicable). If their roll is less than or equal to the magic number, they suffer the Song's effects. | ||
+ | |||
+ | Discard the lowest die that you rolled until the next Birdsong. | ||
+ | |||
+ | === Reaction Table === | ||
− | + | There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it's called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it's awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. | |
− | + | Modifiers: Most often it's one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). | |
{| | {| | ||
− | ! | + | !width="14%"| Dice result |
− | ! | + | !width="14%"| Consequence |
+ | !width="14%"| 0 HD (STR) | ||
+ | !width="14%"| Trade (CHA) | ||
+ | !width="14%"| Recruit (CHA) | ||
+ | !width="14%"| Forage (WIT) | ||
+ | !width="14%"| Search (WIT) | ||
+ | |- | ||
+ | | 2-3 | ||
+ | | Worst. | ||
+ | | Death. | ||
+ | | Can't buy it or sell it. | ||
+ | | Battle. | ||
+ | | Angry denizen. | ||
+ | | Angry denizen. | ||
|- | |- | ||
− | | | + | | 4-5 |
− | | | + | | Suffer. |
+ | | Need Restoration. | ||
+ | | 20% markup or discount. | ||
+ | | Can't recruit. | ||
+ | | Lose 1 HD | ||
+ | | Lose 1 HD. | ||
|- | |- | ||
− | | 10 | + | | 6-8 |
− | | | + | | Progress. |
+ | | Need 7 Birdsong. | ||
+ | | 10% markup or discount. | ||
+ | | 10% markup. | ||
+ | | Nothing. | ||
+ | | Nothing. | ||
|- | |- | ||
− | | | + | | 9-11 |
− | | | + | | Success. |
+ | | Need 2 Birdsong. | ||
+ | | Fair price. | ||
+ | | Fair price. | ||
+ | | 1 day food. | ||
+ | | One treasure. | ||
|- | |- | ||
− | | 2 | + | | >11 |
− | | | + | | Best. |
+ | | Not scratched. | ||
+ | | 10% discount or markup. | ||
+ | | 10% discount. | ||
+ | | 2 days food. | ||
+ | | Two treasures. | ||
|} | |} | ||
− | + | === Discard vs. Set Aside === | |
+ | |||
+ | The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside. | ||
+ | |||
+ | == Combat == | ||
+ | |||
+ | When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. From highest to lowest die, name a target that has an armor number equal to or lower than the number on the die, and discard one of that target's Hit Dice. When a target has had all of its Hit Dice discarded, it rolls for 0 HD on the Reaction Table (if it is a character) or it is vanquished (if it is not a character). | ||
+ | |||
+ | Similar rules apply to shooting weapons like bows or slings, except that you get only one shot with an arbalest, two shots with a sling, or three shots with a bow, before a charging target is too close to shoot. | ||
− | == | + | === Example === |
− | + | The Knight Errant wields a Tremendous sword, wears Heavy armor, and faces three goblins with light spears and light armor (shields). A fourth goblin with a light bow snipes at the Knight. | |
− | + | The Knight Errant rolls 9, 8, 3. Three goblins roll 6, 5, 4. The fourth goblin rolls 6. Starting from 9, the Knight Errant removes one goblin's 6; at 8, the Knight Errant removes another goblin's 5; at 6, the sniping goblin removes the Knight's 3; at 4, the remaining spear-wielding goblin fails to dent the Knight's armor. | |
− | + | In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. The sniper rolls 5. At 7, the Knight Errant removes the goblin's 4. At 5, the sniper's arrow bounces off the Knight's armor. Before the Knight can close to strike with her sword, the sniper flees. The goblins have been vanquished. | |
− | + | If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table. | |
− | + | === But how many Hit Dice do I have? === | |
− | + | A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on. | |
− | + | === How big are my hit dice? What is my armor number? === | |
− | + | Look at this table: | |
{| | {| | ||
− | ! | + | ! Min STR |
− | ! Hit | + | ! Arms |
− | ! Armor | + | ! Hit dice |
+ | ! Armor number | ||
|- | |- | ||
+ | | any | ||
| Unarmed | | Unarmed | ||
| d4 | | d4 | ||
− | | | + | | 3 |
|- | |- | ||
− | | Light | + | | any |
+ | | Light (or STR +3) | ||
| d6 | | d6 | ||
− | | | + | | 4 |
|- | |- | ||
− | | | + | | any |
+ | | Moderate (or STR +6) | ||
| d8 | | d8 | ||
− | | | + | | 5 |
|- | |- | ||
+ | | 0 | ||
| Heavy | | Heavy | ||
| d10 | | d10 | ||
− | | | + | | 6 |
|- | |- | ||
+ | | +3 | ||
| Tremendous | | Tremendous | ||
| d12 | | d12 | ||
− | | | + | | 7 |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Now look at this table: | Now look at this table: | ||
Line 208: | Line 264: | ||
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow | (3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow | ||
|- | |- | ||
− | | Heavy | + | | Heavy |
− | |||
| 15s | | 15s | ||
| Good | | Good | ||
Line 215: | Line 270: | ||
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest | two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest | ||
|- | |- | ||
− | | Tremendous | + | | Tremendous |
− | |||
| 2£ | | 2£ | ||
| Rich | | Rich | ||
Line 223: | Line 277: | ||
|} | |} | ||
− | If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor | + | If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor number gets one less). |
+ | |||
+ | Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium. | ||
+ | |||
+ | STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice). | ||
+ | |||
+ | === How do I regain discarded Hit Dice? === | ||
+ | |||
+ | When you hear Birdsong (right before dawn, or if someone sings for you), you may roll all your discarded Hit Dice. Any that come up even are restored. | ||
+ | |||
+ | If you hear Restoration, you may roll all your discarded Hit Dice. Any that do not come up "1" are restored. | ||
+ | |||
+ | == Magic == | ||
− | + | A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are "research wizards". They only can cast songs that they acquire by purchase, theft, or "discovery". | |
− | + | Songs that should have a duration endure until Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them. | |
− | == | + | === How big are my song dice? === |
− | + | Look at this table: | |
{| | {| | ||
− | ! | + | ! Raiment |
− | ! | + | ! Song dice |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | Skyclad |
− | | | + | | d4 |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | ONE of ring, rod, or robe |
− | | | + | | d6 |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | TWO of ring, rod, and/or robe |
− | | | + | | d8 |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | Ring, rod, and robe |
− | + | | d10 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | + | === Holy Chants === | |
− | |||
− | |||
− | |||
− | == | ||
− | |||
− | |||
− | + | '''Birdsong:''' Enable the target to immediately roll to regain discarded Hit Dice (evens are restored). Cancel all spells with duration.<br /> | |
− | + | '''Exorcism:''' Banish spirits from current location.<br /> | |
− | + | '''Quell:''' All but one of the target's Hit Dice are set aside.<br /> | |
− | |||
− | |||
− | |||
− | '''Birdsong:''' Cancel all spells with duration | ||
− | '''Exorcism:''' Banish | ||
− | '''Quell:''' All | ||
'''Repair''': Restore the target's damaged arms to full Hit Dice.<br /> | '''Repair''': Restore the target's damaged arms to full Hit Dice.<br /> | ||
− | '''Restoration''': | + | '''Restoration''': Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored). |
− | === Bittersweet Ballads | + | === Bittersweet Ballads === |
− | '''Faelight:''' | + | '''Faelight:''' Target is LOST! - strike out target's entire list of locations adjacent to this location, target may not Return from here but must Move Along.<br /> |
− | '''Golden Tongue:''' | + | '''Golden Tongue:''' Target rolls Reaction Rolls as if +5 CHA.<br /> |
− | '''Lightness of Being:''' | + | '''Lightness of Being:''' Target gains the Strider trait.<br /> |
− | '''The Earth Speaks:''' | + | '''The Earth Speaks:''' Target discovers all treasures in current location.<br /> |
− | '''The Tangled Vine:''' | + | '''The Tangled Vine:''' Target may not leave current location. |
− | === Hymns of the Rose | + | === Hymns of the Rose === |
− | '''Bitter Seed:''' | + | '''Bitter Seed:''' Target discards highest Song Die when rolling for magic.<br /> |
− | '''How Sweet the Scent:''' | + | '''How Sweet the Scent:''' Target gains the Peaceable trait.<br /> |
− | '''Leaf Blight:''' | + | '''Leaf Blight:''' Switch target's Hit Dice or Song Dice for one size smaller.<br /> |
− | '''Petals Shake:''' | + | '''Petals Shake:''' Target rolls all available Hit Dice and Song Dice, discard any matches.<br /> |
− | '''The Beautiful Broken Thorns:''' | + | '''The Beautiful Broken Thorns:''' Instead of using the pool-and-pair method, roll target's Hit Dice. Discard any Hit Dice that are less than caster's highest Song Die. |
− | === Nightshade Lullabies | + | === Nightshade Lullabies === |
− | + | '''Fading Twilight:''' Target gains the Elusive trait.<br /> | |
− | '''Fading Twilight:''' | + | '''Fog:''' Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.<br /> |
− | '''Fog:''' | + | '''Gust of Wind:''' Target object is moved as if by a hand of STR +4; or, count Song Dice as Hit Dice for melee.<br /> |
− | '''Gust of Wind:''' | + | '''Sweet Berry of Knowledge:''' Target gains a map of three random locations.<br /> |
− | '''Witch Sight:''' | + | '''Witch Sight:''' Target sees all hidden things. |
− | === Periwinkle Jingles | + | === Periwinkle Jingles === |
− | '''Beast Speech:''' | + | '''Beast Speech:''' The target may converse with any animal. Make Reaction Rolls.<br /> |
− | '''Hidden Star:''' The | + | '''Drowse:''' The target sleeps.<br /> |
− | '''Pandemonium:''' All | + | '''Hidden Star:''' The target illuminates their location as if they are a star.<br /> |
− | '''Shield:''' | + | '''Pandemonium:''' All in target's location lose the rest of their Daily Actions in a cacophany of laughter and screaming.<br /> |
− | + | '''Shield:''' Target rolls an extra d12 in melee combat or when shot at. Set aside (do not "discard") any dice less than the d12. | |
− | === Violet Tunes | + | === Violet Tunes === |
'''Darkness:''' All lights are extinguished. No lights may be lit.<br /> | '''Darkness:''' All lights are extinguished. No lights may be lit.<br /> | ||
− | '''Eternal Dance:''' | + | '''Eternal Dance:''' Target must immediately Move Along, and cannot Return to current location.<br /> |
− | '''Fiery Ring:''' | + | '''Fiery Ring:''' In current location, all others than caster must make a GRA Reaction Roll as if the caster's Song is a missile attack.<br /> |
− | ''' | + | '''Silence:''' No sound can be heard in the current location.<br /> |
− | '''The Mighty Flower:''' | + | '''The Mighty Flower:''' Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Characters == | == Characters == | ||
Line 360: | Line 371: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
! HD | ! HD | ||
+ | ! SD | ||
! Arms | ! Arms | ||
− | ! | + | ! traits |
|- | |- | ||
| Amazon | | Amazon | ||
+ | | +1 | ||
| +2 | | +2 | ||
− | | | + | | 0 |
− | | | + | | 0 |
+ | | 3 | ||
| 1 | | 1 | ||
− | | M | + | | M |
− | | | + | | Bowmaster; Enduring |
|- | |- | ||
| Barbarian | | Barbarian | ||
− | | + | + | | +4 |
− | | | + | | 0 |
− | | | + | | 0 |
− | | | + | | 0 |
− | | H | + | | 4 |
− | | | + | | 0 |
+ | | H | ||
+ | | Berserker; Tough | ||
|- | |- | ||
| Bittersweet Magus | | Bittersweet Magus | ||
+ | | 0 | ||
| +1 | | +1 | ||
| +2 | | +2 | ||
− | | | + | | 0 |
− | | | + | | 2 |
− | | L | + | | 2 |
− | | | + | | L |
+ | | Cunning; Ballads | ||
|- | |- | ||
| Captain | | Captain | ||
− | |||
| +1 | | +1 | ||
− | | + | + | | +1 |
− | | | + | | 0 |
− | | M | + | | +1 |
− | | | + | | 4 |
+ | | 0 | ||
+ | | M | ||
+ | | Spearmaster; Leadership | ||
|- | |- | ||
| Dwarf | | Dwarf | ||
− | | + | + | | +3 |
+ | | 0 | ||
| +2 | | +2 | ||
+ | | 0 | ||
+ | | 4 | ||
+ | | 0 | ||
+ | | H | ||
+ | | Bones of Stone; Short Legs | ||
+ | |- | ||
+ | | Elf | ||
+ | | 0 | ||
| +2 | | +2 | ||
+ | | +1 | ||
+ | | +1 | ||
+ | | 2 | ||
| 2 | | 2 | ||
− | | | + | | L |
− | | | + | | Elusive; Strider |
|- | |- | ||
− | | | + | | Harper |
+ | | 0 | ||
| +1 | | +1 | ||
− | |||
| +2 | | +2 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| +1 | | +1 | ||
− | | | + | | 2 |
− | | | + | | 2 |
− | | | + | | L |
− | | | + | | Affable; Any Songs |
− | |||
|- | |- | ||
| Knight Errant | | Knight Errant | ||
− | | + | + | | +3 |
+ | | -1 | ||
+ | | -1 | ||
| +2 | | +2 | ||
− | | | + | | 3 |
− | | | + | | 1 |
− | | | + | | T |
− | | | + | | Honored; Chants |
|- | |- | ||
| Knight Renegant | | Knight Renegant | ||
| +2 | | +2 | ||
− | | + | + | | +2 |
− | | | + | | 0 |
− | | | + | | -1 |
− | | | + | | 4 |
− | | | + | | 0 |
+ | | H | ||
+ | | Bowmaster; Fearsome | ||
|- | |- | ||
| Monk | | Monk | ||
− | |||
| +1 | | +1 | ||
− | | +2 | + | | +1 |
+ | | +1 | ||
+ | | +1 | ||
+ | | 2 | ||
| 2 | | 2 | ||
| * | | * | ||
− | | | + | | Disciple of the Hand; Chants |
|- | |- | ||
| Nightshade Magus | | Nightshade Magus | ||
| * | | * | ||
+ | | 0 | ||
| +3 | | +3 | ||
− | | | + | | 0 |
− | | | + | | 0 |
+ | | 4 | ||
| * | | * | ||
− | | Ethereal; | + | | Ethereal; Lullabies |
|- | |- | ||
| Periwinkle Magus | | Periwinkle Magus | ||
+ | | 0 | ||
+ | | +1 | ||
| +1 | | +1 | ||
| +1 | | +1 | ||
− | |||
| 1 | | 1 | ||
− | | | + | | 3 |
− | | | + | | L |
+ | | Lucky; Jingles | ||
|- | |- | ||
| Rose Magus | | Rose Magus | ||
− | | | + | | 0 |
+ | | 0 | ||
| +2 | | +2 | ||
| +1 | | +1 | ||
| 1 | | 1 | ||
− | | L | + | | 3 |
− | | Peaceable; | + | | L |
+ | | Peaceable; Hymns | ||
|- | |- | ||
| Swordsman | | Swordsman | ||
− | | + | + | | +1 |
| +2 | | +2 | ||
− | | | + | | 0 |
− | | | + | | 0 |
− | | L | + | | 4 |
− | | | + | | 0 |
+ | | L | ||
+ | | Swordmaster; Cunning | ||
|- | |- | ||
| Violet Magus | | Violet Magus | ||
− | | | + | | 0 |
+ | | 0 | ||
| +3 | | +3 | ||
| +1 | | +1 | ||
| 1 | | 1 | ||
− | | L | + | | 3 |
− | | | + | | L |
+ | | Aura of Power; Tunes | ||
|- | |- | ||
| Woodfolk | | Woodfolk | ||
Line 490: | Line 533: | ||
| +1 | | +1 | ||
| +1 | | +1 | ||
+ | | +1 | ||
+ | | 3 | ||
| 1 | | 1 | ||
− | | L | + | | L |
− | | | + | | Beast friend; Tracker |
|} | |} | ||
− | |||
− | |||
=== Amazon === | === Amazon === | ||
Line 502: | Line 545: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 508: | Line 552: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]] |
− | |||
− | |||
| +1 | | +1 | ||
+ | | +2 | ||
+ | | 0 | ||
+ | | 0 | ||
| 3 | | 3 | ||
| 1 | | 1 | ||
− | | M | + | | M |
|} | |} | ||
Line 526: | Line 571: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 532: | Line 578: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]] |
| +4 | | +4 | ||
+ | | 0 | ||
| 0 | | 0 | ||
| 0 | | 0 | ||
| 4 | | 4 | ||
| 0 | | 0 | ||
− | | H | + | | H |
|} | |} | ||
− | Berserker: You may enter a battle rage that allows you to re-roll any number of your Hit Dice | + | Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage. |
Tough: You may take an extra Rest each day. You may choose this trait multiple times. | Tough: You may take an extra Rest each day. You may choose this trait multiple times. | ||
Line 550: | Line 597: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 556: | Line 604: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]] |
| 0 | | 0 | ||
+ | | +1 | ||
| +2 | | +2 | ||
| 0 | | 0 | ||
| 2 | | 2 | ||
| 2 | | 2 | ||
− | | L | + | | L |
|} | |} | ||
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT. | Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT. | ||
− | Ballads: You may use any Bittersweet Ballad that you've learned | + | Ballads: You may use any Bittersweet Ballad that you've learned. |
=== Captain === | === Captain === | ||
Line 574: | Line 623: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 580: | Line 630: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]] |
+ | | +1 | ||
| +1 | | +1 | ||
| 0 | | 0 | ||
Line 586: | Line 637: | ||
| 4 | | 4 | ||
| 0 | | 0 | ||
− | | M | + | | M |
|} | |} | ||
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons. | Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons. | ||
− | Leadership: You may have +1 more | + | Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1. |
=== Dwarf === | === Dwarf === | ||
Line 598: | Line 649: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 604: | Line 656: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]] |
| +3 | | +3 | ||
+ | | 0 | ||
| +2 | | +2 | ||
| 0 | | 0 | ||
| 4 | | 4 | ||
| 0 | | 0 | ||
− | | H | + | | H |
|} | |} | ||
− | + | Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest. | |
Short Legs: When attacked in melee combat, or when shot at, set aside (do not "discard") each of your opponents' highest rolled Hit Die. You may Return or Move Along only once per day. | Short Legs: When attacked in melee combat, or when shot at, set aside (do not "discard") each of your opponents' highest rolled Hit Die. You may Return or Move Along only once per day. | ||
Line 622: | Line 675: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 628: | Line 682: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]] |
| 0 | | 0 | ||
+ | | +2 | ||
| +1 | | +1 | ||
| +1 | | +1 | ||
| 2 | | 2 | ||
| 2 | | 2 | ||
− | | L | + | | L |
|} | |} | ||
Line 646: | Line 701: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 652: | Line 708: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]] |
| 0 | | 0 | ||
+ | | +1 | ||
| +2 | | +2 | ||
| +1 | | +1 | ||
| 2 | | 2 | ||
| 2 | | 2 | ||
− | | | + | | L |
|} | |} | ||
Affable: Treat each result on a Reaction Roll as one level better (e.g., a "3" would be "abashed"). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor. | Affable: Treat each result on a Reaction Roll as one level better (e.g., a "3" would be "abashed"). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor. | ||
− | Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type | + | Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type. |
=== Knight Errant === | === Knight Errant === | ||
Line 670: | Line 727: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
+ | ! WIT | ||
! CHA | ! CHA | ||
! HD | ! HD | ||
Line 675: | Line 734: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]] |
| +3 | | +3 | ||
+ | | -1 | ||
+ | | -1 | ||
| +2 | | +2 | ||
| 3 | | 3 | ||
| 1 | | 1 | ||
− | | | + | | T |
|} | |} | ||
− | Chants: You may use any Holy Chant that you have learned | + | Chants: You may use any Holy Chant that you have learned. |
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result. | Honored: You may re-roll doubles on a Reaction roll. Keep the higher result. | ||
Line 692: | Line 753: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 698: | Line 760: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]] |
+ | | +2 | ||
| +2 | | +2 | ||
| 0 | | 0 | ||
Line 704: | Line 767: | ||
| 4 | | 4 | ||
| 0 | | 0 | ||
− | | | + | | H |
|} | |} | ||
Line 716: | Line 779: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 722: | Line 786: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]] |
+ | | +1 | ||
| +1 | | +1 | ||
| +1 | | +1 | ||
Line 731: | Line 796: | ||
|} | |} | ||
− | Chants: You may use any Holy Chant that you have learned | + | Chants: You may use any Holy Chant that you have learned. |
− | Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice | + | Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice. |
=== Nightshade Magus === | === Nightshade Magus === | ||
Line 740: | Line 805: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 746: | Line 812: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]] |
| * | | * | ||
+ | | 0 | ||
| +3 | | +3 | ||
| 0 | | 0 | ||
Line 755: | Line 822: | ||
|} | |} | ||
− | Ethereal: You may interact with the world only through Songs. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table. | + | Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table. |
− | Lullabies: You may use any Nightshade Lullaby that you have learned | + | Lullabies: You may use any Nightshade Lullaby that you have learned. |
=== Periwinkle Magus === | === Periwinkle Magus === | ||
Line 764: | Line 831: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 770: | Line 838: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]] |
| 0 | | 0 | ||
+ | | +1 | ||
| +1 | | +1 | ||
| +1 | | +1 | ||
| 1 | | 1 | ||
| 3 | | 3 | ||
− | | | + | | L |
|} | |} | ||
Lucky: You gain +1 (one die larger) to all Saves. | Lucky: You gain +1 (one die larger) to all Saves. | ||
− | Jingles: You may use any Periwinkle Jingle that you have learned | + | Jingles: You may use any Periwinkle Jingle that you have learned. |
=== Rose Magus === | === Rose Magus === | ||
Line 788: | Line 857: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 794: | Line 864: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]] |
+ | | 0 | ||
| 0 | | 0 | ||
| +2 | | +2 | ||
Line 800: | Line 871: | ||
| 1 | | 1 | ||
| 3 | | 3 | ||
− | | L | + | | L |
|} | |} | ||
Peaceable: Denizens let you pass by default. | Peaceable: Denizens let you pass by default. | ||
− | Hymns: You may use any Hymn of the Rose that you have learned | + | Hymns: You may use any Hymn of the Rose that you have learned. |
=== Swordsman === | === Swordsman === | ||
Line 812: | Line 883: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 818: | Line 890: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]] |
| +1 | | +1 | ||
+ | | +2 | ||
| 0 | | 0 | ||
| 0 | | 0 | ||
| 4 | | 4 | ||
| 0 | | 0 | ||
− | | L | + | | L |
|} | |} | ||
Line 836: | Line 909: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 842: | Line 916: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]] |
+ | | 0 | ||
| 0 | | 0 | ||
| +3 | | +3 | ||
Line 848: | Line 923: | ||
| 1 | | 1 | ||
| 3 | | 3 | ||
− | | L | + | | L |
|} | |} | ||
Aura of Power: Do not discard the lowest die when rolling Song Dice. | Aura of Power: Do not discard the lowest die when rolling Song Dice. | ||
− | Tunes: You may use any Violet Tune that you have learned | + | Tunes: You may use any Violet Tune that you have learned. |
=== Woodfolk === | === Woodfolk === | ||
Line 860: | Line 935: | ||
! Character | ! Character | ||
! STR | ! STR | ||
+ | ! GRA | ||
! WIT | ! WIT | ||
! CHA | ! CHA | ||
Line 866: | Line 942: | ||
! Arms | ! Arms | ||
|- | |- | ||
− | | [[File:/home/alan | + | | [[File:/home/alan/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]] |
+ | | +1 | ||
| +1 | | +1 | ||
| +1 | | +1 | ||
Line 872: | Line 949: | ||
| 3 | | 3 | ||
| 1 | | 1 | ||
− | | L | + | | L |
|} | |} | ||
Line 878: | Line 955: | ||
Tracker: You can Return along the path of any character who has visited your current location. This trait "defeats" the BLISS prohibition on Returning. | Tracker: You can Return along the path of any character who has visited your current location. This trait "defeats" the BLISS prohibition on Returning. | ||
+ | |||
+ | === Larger than Life === | ||
+ | |||
+ | Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. | ||
+ | |||
+ | Players' characters are special. Each archetype has a distinct array of Abilities and traits. | ||
+ | |||
+ | === How do I "level up"? === | ||
+ | |||
+ | You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below. | ||
+ | |||
+ | === Other traits === | ||
+ | |||
+ | Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles. | ||
+ | |||
+ | Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category. | ||
+ | |||
+ | (Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons. | ||
== Economy == | == Economy == | ||
Line 883: | Line 978: | ||
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £. | Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £. | ||
− | 1 pound (£) === 20 | + | 1 pound (£) === 20 shillings |
− | 1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 | + | 1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 pence |
− | 1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 | + | 1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 farthings |
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny. | This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny. | ||
Line 896: | Line 991: | ||
A simple lifestyle can be obtained with 6p per month. | A simple lifestyle can be obtained with 6p per month. | ||
− | |||
− | |||
{| | {| | ||
Line 908: | Line 1,001: | ||
| 3p | | 3p | ||
| 0 | | 0 | ||
− | | Unskilled laborer, conscripts | + | | Unskilled laborer, conscripts |
|- | |- | ||
| Simple | | Simple | ||
| 6p | | 6p | ||
| 1 | | 1 | ||
− | | Skilled labor, light infantry, archers | + | | Skilled labor, light infantry, archers |
|- | |- | ||
| Decent | | Decent | ||
| 1s | | 1s | ||
| 2 | | 2 | ||
− | | Specialists, heavy infantry, crossbowmen, cavalry | + | | Specialists, heavy infantry, crossbowmen, cavalry |
|- | |- | ||
| Good | | Good | ||
| 2s | | 2s | ||
| 3 | | 3 | ||
− | | Knights, guild leaders | + | | Knights, guild leaders |
|- | |- | ||
| Rich | | Rich | ||
| 5s | | 5s | ||
| 4 | | 4 | ||
− | | Aristocrats, rich merchants | + | | Aristocrats, rich merchants |
|- | |- | ||
| Wealthy | | Wealthy | ||
Line 953: | Line 1,046: | ||
|- | |- | ||
| Human (or smaller) | | Human (or smaller) | ||
− | | | + | | 2p |
| 14/wk | | 14/wk | ||
|- | |- | ||
| Horse (or other large) | | Horse (or other large) | ||
− | | | + | | 6p |
| 42/wk | | 42/wk | ||
|- | |- | ||
| Larger than horse | | Larger than horse | ||
− | | | + | | 11p |
| 98/wk | | 98/wk | ||
|} | |} | ||
− | The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and | + | The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost. |
− | Feeding an Ogre would cost | + | Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). |
− | A mule or pack horse can carry 300 pounds in packs as a | + | A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts. |
=== Mounts === | === Mounts === | ||
Line 985: | Line 1,078: | ||
|- | |- | ||
| Pack | | Pack | ||
− | | | + | | 500 |
| 5s | | 5s | ||
| 1s | | 1s | ||
Line 1,422: | Line 1,515: | ||
| 2 | | 2 | ||
| H (d10) | | H (d10) | ||
− | | | + | | Fearsome / Tunes |
|- | |- | ||
| Dwarves | | Dwarves | ||
Line 1,508: | Line 1,601: | ||
| Beast friend, Tracker | | Beast friend, Tracker | ||
|} | |} | ||
− | |||
− |