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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.
  
== Parts of a Day ==
+
== Daily Actions ==
  
The game of Fae Queen Restored is played in days of action. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. Typically, a character may not repeat the same action all day (the "Enduring" Amazon is an exception).
+
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.
  
The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure that uses all that part of the day or that angers a denizen. A much worse result would be failure that costs that part of the day and that also angers a denizen.
+
Minor actions include combat and using magic Songs.
 
 
Examples:
 
 
 
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.
 
 
 
RECRUIT (CHA) can arrange for hire of companions at a fair price. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.
 
 
 
REST can restore a point of STR (which can be lost in combat).
 
 
 
RETURN and MOVE ALONG are special actions for traversing the Kingdom, discussed below.
 
 
 
SEARCH (WIT) can enable a treasure roll within a location.
 
 
 
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).
 
  
 
=== Traversing the Kingdom ===
 
=== Traversing the Kingdom ===
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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 Core ==
+
=== 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 ===
  
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player's Luck has changed the situation.
+
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. 
  
Roll two dice for Luck.
+
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). 
  
 
{|
 
{|
! Die roll
+
!width="14%"| Dice result
! 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.
 
|-
 
|-
| 6-9
+
| 4-5
| as expected
+
| Suffer.
 +
| Need Restoration.
 +
| 20% markup or discount.
 +
| Can't recruit.
 +
| Lose 1 HD
 +
| Lose 1 HD.
 
|-
 
|-
| 10+
+
| 6-8
| better
+
| Progress.
 +
| Need 7 Birdsong.
 +
| 10% markup or discount.
 +
| 10% markup.
 +
| Nothing.
 +
| Nothing.
 
|-
 
|-
| 4-5
+
| 9-11
| worse
+
| Success.
 +
| Need 2 Birdsong.
 +
| Fair price.
 +
| Fair price.
 +
| 1 day food.
 +
| One treasure.
 
|-
 
|-
| 2-3
+
| >11
| much worse
+
| Best.
 +
| Not scratched.
 +
| 10% discount or markup.
 +
| 10% discount.
 +
| 2 days food.
 +
| Two treasures.
 
|}
 
|}
  
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside. You regain one set-aside Extra die each time that you hear Birdsong (usually right before dawn).
+
=== 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.
  
== Larger than Life ==
+
=== Example ===
  
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.
+
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.
  
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.
+
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.
  
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.
+
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.
  
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).
+
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.
  
Examples of Extra dice:
+
=== But how many Hit Dice do I have? ===
  
* superior weapon
+
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.
* superior armor
 
* psychic power
 
* special training
 
* special knowledge
 
* special relationship
 
  
== Combat Mini-Game ==
+
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.
  
You may prefer distinct rules for combat as compared to other situations. Here they are.
+
=== How big are my hit dice? What is my armor number? ===
  
Everybody has 1 Hit Die and an armor class.
+
Look at this table:
  
 
{|
 
{|
! Weapons / armor
+
! Min STR
! Hit Die (HD)
+
! Arms
! Armor class (AC)
+
! Hit dice
 +
! Armor number
 
|-
 
|-
 +
| any
 
| Unarmed
 
| Unarmed
 
| d4
 
| d4
| 2
+
| 3
 
|-
 
|-
| Light
+
| any
 +
| Light (or STR +3)
 
| d6
 
| d6
| 3
+
| 4
 
|-
 
|-
| Medium
+
| any
 +
| Moderate (or STR +6)
 
| d8
 
| d8
| 4
+
| 5
 
|-
 
|-
 +
| 0
 
| Heavy
 
| Heavy
 
| d10
 
| d10
| 5
+
| 6
 
|-
 
|-
 +
| +3
 
| Tremendous
 
| Tremendous
 
| d12
 
| d12
| 6
+
| 7
 
|}
 
|}
 
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.
 
 
Optionally, armor or weapons may be damaged (reduced by 1 AC or one size of Hit Die) rather than removing a Hit Die.
 
 
=== How do I recover damaged or lost HD, STR, and Extras? ===
 
 
When you hear Birdsong (right before dawn, or if someone sings for you), you regain all HD, 1 STR, and one of your set-aside Extra dice.
 
 
When you hear Restoration, you regain all HD, all lost STR and all of your set-aside Extra dice.
 
 
When you hear Repair, all damaged weapons and armor are restored to full HD and AC.
 
 
=== Arms and Armor ===
 
  
 
Now look at this table:
 
Now look at this table:
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(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<br />
+
| Heavy
(min STR 3)
 
 
| 15s
 
| 15s
 
| Good
 
| Good
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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<br />
+
| Tremendous
(min STR 5)
 
 
| 2£
 
| 2£
 
| Rich
 
| Rich
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|}
 
|}
  
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 class gets one less).
+
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 &quot;1&quot; are restored.
 +
 
 +
== Magic ==
  
== A Simple Class System ==
+
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &quot;research wizards&quot;. They only can cast songs that they acquire by purchase, theft, or &quot;discovery&quot;.
  
Where we have Hit Dice we can have Classes. A &quot;hard&quot; character has 2 Hit Dice. A &quot;sharp&quot; character's Extras start at d6, not d4. A &quot;smooth&quot; character rolls 3d6 and takes the middle die for one of their Abilities.
+
Songs that should have a duration endure until Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.
  
== As expected? ==
+
=== How big are my song dice? ===
  
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?
+
Look at this table:
  
 
{|
 
{|
!width="20%"| Dice result
+
! Raiment
!width="20%"| 2-3
+
! Song dice
!width="20%"| 4-5
 
!width="20%"| 6-9
 
!width="20%"| 10+
 
 
|-
 
|-
| 0 HD (STR)
+
| Skyclad
| -4 STR
+
| d4
| -2 STR
 
| -1 STR
 
| Stable.
 
 
|-
 
|-
| MORALE (CHA)
+
| ONE of ring, rod, or robe
| Flee.
+
| d6
| Retreat.
 
| Hold.
 
| Bold.
 
 
|-
 
|-
| RECRUIT (CHA)
+
| TWO of ring, rod, and/or robe
| Hostile.
+
| d8
| 20% premium.
 
| Fair price.
 
| 10% discount
 
 
|-
 
|-
| TRADE (CHA)
+
| Ring, rod, and robe
| No deal.
+
| d10
| 10% markup/knockoff.
 
| Fair price.
 
| 10% bargain/premium.
 
|-
 
| FORAGE (WIT)
 
| Angry denizen.
 
| Waste action.
 
| Find food and water.
 
| Food and water<br />
 
and extra action.
 
|-
 
| SEARCH (WIT)
 
| Angry denizen.
 
| Waste action.
 
| Roll on treasure table.
 
| Roll on treasure table<br />
 
and extra action.
 
 
|}
 
|}
  
0 HD results: if STR is less than zero, the character dies.
+
=== Holy Chants ===
 
 
MORALE results: roll for denizens at start of combat and each time one of their allies is knocked down (0 HD). Use the CHA of a character who hired the denizens, or the default CHA of the denizens. Fleeing denizens can be attacked once without risk. Bold denizens gain a d4 Extra to their next attack.
 
 
 
== Magic ==
 
 
 
A character may attempt to sing any magical Song that they have learned. Some songs require a WIT roll, others require CHA or even STR. None of the characters in the Fae Kingdom are &quot;research wizards&quot;. They only can sing songs that they have learned by hearing the songs.
 
  
The expected result of singing a song is NOTHING. A better result is that the song is effective. A worse result is that an angry faery appears. A much worse result is that an angry faery appears and immediately attacks the character.
+
'''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 />
Some characters have a specific type of song as an Extra.
+
'''Quell:''' All but one of the target's Hit Dice are set aside.<br />
 
 
=== Holy Chants (CHA) ===
 
 
 
'''Birdsong:''' Cancel all spells with duration. All who hear the song regain 1 STR and one set-aside Extra.<br />
 
'''Exorcism:''' Banish faeries from current location.<br />
 
'''Quell:''' All who hear are reduced to 0 HD, but do not lose STR.<br />
 
 
'''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''': All who hear regain full STR and all set-aside Extras.
+
'''Restoration''': Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).
  
=== Bittersweet Ballads (WIT) ===
+
=== Bittersweet Ballads ===
  
'''Faelight:''' All who hear the song are LOST! - strike out their entire lists of locations adjacent to this location, they may not Return from here but must Move Along.<br />
+
'''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:''' One who hears the song gains CHA +6.<br />
+
'''Golden Tongue:''' Target rolls Reaction Rolls as if +5 CHA.<br />
'''Lightness of Being:''' One who hears the song gains the Strider trait.<br />
+
'''Lightness of Being:''' Target gains the Strider trait.<br />
'''The Earth Speaks:''' Singer discovers all treasures in current location.<br />
+
'''The Earth Speaks:''' Target discovers all treasures in current location.<br />
'''The Tangled Vine:''' One who hears the song may not leave current location.
+
'''The Tangled Vine:''' Target may not leave current location.
  
=== Hymns of the Rose (STR) ===
+
=== Hymns of the Rose ===
  
'''Bitter Seed:''' Those who hear the song lose all their Extras.<br />
+
'''Bitter Seed:''' Target discards highest Song Die when rolling for magic.<br />
'''How Sweet the Scent:''' The singer gains the Peaceable trait.<br />
+
'''How Sweet the Scent:''' Target gains the Peaceable trait.<br />
'''Leaf Blight:''' One who hears the song loses 1 STR.<br />
+
'''Leaf Blight:''' Switch target's Hit Dice or Song Dice for one size smaller.<br />
'''Petals Shake:''' One who hears the song rolls all Hit Dice, sets aside any odd dice.<br />
+
'''Petals Shake:''' Target rolls all available Hit Dice and Song Dice, discard any matches.<br />
'''The Beautiful Broken Thorns:''' Apply the singer's roll for the song as Hit Dice against all who hear the song.
+
'''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 (WIT) ===
+
=== Nightshade Lullabies ===
  
'''Drowse:''' All who hear the song sleep.<br />
+
'''Fading Twilight:''' Target gains the Elusive trait.<br />
'''Fading Twilight:''' The singer gains the Elusive trait.<br />
+
'''Fog:''' Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.<br />
'''Fog:''' All who hear the song cannot Search, Forage, Trade, Recruit, Move Along, or Return.<br />
+
'''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:''' An object is moved as if by a hand of STR +4; or, singer rolls one Medium Hit Die (d8).<br />
+
'''Sweet Berry of Knowledge:''' Target gains a map of three random locations.<br />
'''Witch Sight:''' Singer sees all hidden things.
+
'''Witch Sight:''' Target sees all hidden things.
  
=== Periwinkle Jingles (CHA) ===
+
=== Periwinkle Jingles ===
  
'''Beast Speech:''' Those who hear the song may converse with any animal. Make Reaction Rolls.<br />
+
'''Beast Speech:''' The target may converse with any animal. Make Reaction Rolls.<br />
'''Hidden Star:''' The singer illuminates their location as if they are a star.<br />
+
'''Drowse:''' The target sleeps.<br />
'''Pandemonium:''' All who hear the song lose the rest of their Daily Actions in a cacophany of laughter and screaming.<br />
+
'''Hidden Star:''' The target illuminates their location as if they are a star.<br />
'''Shield:''' The singer gains an armor number of 8.<br />
+
'''Pandemonium:''' All in target's location lose the rest of their Daily Actions in a cacophany of laughter and screaming.<br />
'''Sweet Berry of Knowledge:''' Target gains a map of three random locations.
+
'''Shield:''' Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &quot;discard&quot;) any dice less than the d12.
  
=== Violet Tunes (STR) ===
+
=== 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:''' One who hears the song must immediately Move Along, and cannot Return to current location.<br />
+
'''Eternal Dance:''' Target must immediately Move Along, and cannot Return to current location.<br />
'''Fiery Ring:''' All who hear the song must make a Reaction Roll in the 0 HD column.<br />
+
'''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 />
'''Ringing Silence:''' Those who have heard the song can hear no other sound.<br />
+
'''Silence:''' No sound can be heard in the current location.<br />
'''The Mighty Flower:''' The singer may breach one barrier.
+
'''The Mighty Flower:''' Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.
 
 
== Potions ==
 
 
 
Potions are bottles of water or other liquid to which certain songs have been sung. When a potion is applied to a creature or object, it takes effect until Birdsong is heard by the recipient.
 
 
 
A character or denizen who can make potions can sing one of the following special songs, or can duplicate the effects of any other song that they know.
 
 
 
=== Drinking Songs ===
 
 
 
'''Bane:''' A melee weapon or missile to which the potion is applied will strike as a Tremendous weapon regardless of size.<br />
 
'''Might:''' A creature to whom the potion is applied will gain STR +6.<br />
 
'''Perspicacity:''' A creature to whom the potion is applied will gain WIT +6.<br />
 
'''Stalwart:''' Armor to which the potion is applied will gain armor number 6.<br />
 
'''Stealth:''' A creature to whom the potion is applied gains the Elusive trait.
 
  
 
== Characters ==
 
== Characters ==
Line 360: Line 371:
 
! Character
 
! Character
 
! STR
 
! STR
 +
! GRA
 
! WIT
 
! WIT
 
! CHA
 
! CHA
 
! HD
 
! HD
 +
! SD
 
! Arms
 
! Arms
! Extras
+
! traits
 
|-
 
|-
 
| Amazon
 
| Amazon
 +
| +1
 
| +2
 
| +2
| +2
+
| 0
| +1
+
| 0
 +
| 3
 
| 1
 
| 1
| M bow, L sword, M armor
+
| M
| d6 Bowmaster; d6 Enduring
+
| Bowmaster; Enduring
 
|-
 
|-
 
| Barbarian
 
| Barbarian
| +6
+
| +4
| +1
+
| 0
| +1
+
| 0
| 2
+
| 0
| H axe, L armor
+
| 4
| d4 Berserker; d4 Tough
+
| 0
 +
| H
 +
| Berserker; Tough
 
|-
 
|-
 
| Bittersweet Magus
 
| Bittersweet Magus
 +
| 0
 
| +1
 
| +1
 
| +2
 
| +2
| +1
+
| 0
| 1
+
| 2
| L staff, no armor
+
| 2
| d6 Cunning; d6 Ballads
+
| L
 +
| Cunning; Ballads
 
|-
 
|-
 
| Captain
 
| Captain
| +3
 
 
| +1
 
| +1
| +3
+
| +1
| 2
+
| 0
| M spear, M armor
+
| +1
| d4 Spearmaster; d4 Leadership
+
| 4
 +
| 0
 +
| M
 +
| Spearmaster; Leadership
 
|-
 
|-
 
| Dwarf
 
| Dwarf
| +5
+
| +3
 +
| 0
 
| +2
 
| +2
 +
| 0
 +
| 4
 +
| 0
 +
| H
 +
| Bones of Stone; Short Legs
 +
|-
 +
| Elf
 +
| 0
 
| +2
 
| +2
 +
| +1
 +
| +1
 +
| 2
 
| 2
 
| 2
| H axe, M armor
+
| L
| d4 Potions; d4 Short Legs
+
| Elusive; Strider
 
|-
 
|-
| Elf
+
| Harper
 +
| 0
 
| +1
 
| +1
| +3
 
 
| +2
 
| +2
| 1
 
| L sword, L bow, no armor
 
| d4 Elusive; d4 Strider
 
|-
 
| Harper
 
 
| +1
 
| +1
| +6
+
| 2
| +4
+
| 2
| 1
+
| L
| unarmed
+
| Affable; Any Songs
| d4 Affable; d4 Any Songs
 
 
|-
 
|-
 
| Knight Errant
 
| Knight Errant
| +4
+
| +3
 +
| -1
 +
| -1
 
| +2
 
| +2
| +5
+
| 3
| 2
+
| 1
| H sword, H armor
+
| T
| d4 Honored; d4 Chants
+
| Honored; Chants
 
|-
 
|-
 
| Knight Renegant
 
| Knight Renegant
 
| +2
 
| +2
| +3
+
| +2
| +1
+
| 0
| 1
+
| -1
| M sword, H arbalest, M armor
+
| 4
| d6 Bowmaster; d6 Fearsome
+
| 0
 +
| H
 +
| Bowmaster; Fearsome
 
|-
 
|-
 
| Monk
 
| Monk
| +3
 
 
| +1
 
| +1
| +2
+
| +1
 +
| +1
 +
| +1
 +
| 2
 
| 2
 
| 2
 
| *
 
| *
| d4 Disciple of the Hand; d4 Chants
+
| Disciple of the Hand; Chants
 
|-
 
|-
 
| Nightshade Magus
 
| Nightshade Magus
 
| *
 
| *
 +
| 0
 
| +3
 
| +3
| +2
+
| 0
| 1
+
| 0
 +
| 4
 
| *
 
| *
| Ethereal; d6 Lullabies
+
| Ethereal; Lullabies
 
|-
 
|-
 
| Periwinkle Magus
 
| Periwinkle Magus
 +
| 0
 +
| +1
 
| +1
 
| +1
 
| +1
 
| +1
| +4
 
 
| 1
 
| 1
| unarmed
+
| 3
| d6 Lucky; d6 Jingles
+
| L
 +
| Lucky; Jingles
 
|-
 
|-
 
| Rose Magus
 
| Rose Magus
| +3
+
| 0
 +
| 0
 
| +2
 
| +2
 
| +1
 
| +1
 
| 1
 
| 1
| L staff, no armor
+
| 3
| Peaceable; d6 Hymns
+
| L
 +
| Peaceable; Hymns
 
|-
 
|-
 
| Swordsman
 
| Swordsman
| +3
+
| +1
 
| +2
 
| +2
| +2
+
| 0
| 1
+
| 0
| L sword, L armor
+
| 4
| d6 Swordmaster; d6 Cunning
+
| 0
 +
| L
 +
| Swordmaster; Cunning
 
|-
 
|-
 
| Violet Magus
 
| Violet Magus
| +2
+
| 0
 +
| 0
 
| +3
 
| +3
 
| +1
 
| +1
 
| 1
 
| 1
| L staff, L armor
+
| 3
| d6 Aura of Power; d6 Tunes
+
| L
 +
| Aura of Power; Tunes
 
|-
 
|-
 
| Woodfolk
 
| Woodfolk
Line 490: Line 533:
 
| +1
 
| +1
 
| +1
 
| +1
 +
| +1
 +
| 3
 
| 1
 
| 1
| L bow, L sword, no armor
+
| L
| d6 Beast friend; d6 Tracker
+
| Beast friend; Tracker
 
|}
 
|}
 
Players' characters are special. Each archetype has a distinct array of Abilities and Extras.
 
  
 
=== Amazon ===
 
=== Amazon ===
Line 502: Line 545:
 
! Character
 
! Character
 
! STR
 
! STR
 +
! GRA
 
! WIT
 
! WIT
 
! CHA
 
! CHA
Line 508: Line 552:
 
! Arms
 
! Arms
 
|-
 
|-
| [[File:/home/alan/Documents/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]
+
| [[File:/home/alan/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]
| +1
 
| +1
 
 
| +1
 
| +1
 +
| +2
 +
| 0
 +
| 0
 
| 3
 
| 3
 
| 1
 
| 1
| M bow, L sword, M armor
+
| M
 
|}
 
|}
  
Line 526: Line 571:
 
! Character
 
! Character
 
! STR
 
! STR
 +
! GRA
 
! WIT
 
! WIT
 
! CHA
 
! CHA
Line 532: Line 578:
 
! Arms
 
! Arms
 
|-
 
|-
| [[File:/home/alan/Documents/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]
+
| [[File:/home/alan/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]
 
| +4
 
| +4
 +
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 4
 
| 4
 
| 0
 
| 0
| H axe, L armor
+
| H
 
|}
 
|}
  
Berserker: You may enter a battle rage that allows you to re-roll any number of your Hit Dice (keep the higher result). You must set aside your lowest Hit Die after each re-roll. You regain set aside Hit Dice when you end the rage.
+
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/Documents/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]]
+
| [[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 staff, no armor
+
| 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. You begin play knowing one Ballad.
+
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/Documents/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]]
+
| [[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 spear, M armor
+
| 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 hireling than normal. When rolling Morale, take the next better result.
+
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/Documents/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]
+
| [[File:/home/alan/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]
 
| +3
 
| +3
 +
| 0
 
| +2
 
| +2
 
| 0
 
| 0
 
| 4
 
| 4
 
| 0
 
| 0
| H axe, M armor
+
| H
 
|}
 
|}
  
Potions: You may make a potion of any song that you have learned. You begin play knowing one Drinking Song.
+
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 &quot;discard&quot;) 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 &quot;discard&quot;) 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/Documents/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]
+
| [[File:/home/alan/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]
 
| 0
 
| 0
 +
| +2
 
| +1
 
| +1
 
| +1
 
| +1
 
| 2
 
| 2
 
| 2
 
| 2
| L sword, L bow, no armor
+
| L
 
|}
 
|}
  
Line 646: Line 701:
 
! Character
 
! Character
 
! STR
 
! STR
 +
! GRA
 
! WIT
 
! WIT
 
! CHA
 
! CHA
Line 652: Line 708:
 
! Arms
 
! Arms
 
|-
 
|-
| [[File:/home/alan/Documents/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]
+
| [[File:/home/alan/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]
 
| 0
 
| 0
 +
| +1
 
| +2
 
| +2
 
| +1
 
| +1
 
| 2
 
| 2
 
| 2
 
| 2
| unarmed
+
| L
 
|}
 
|}
  
 
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &quot;3&quot; would be &quot;abashed&quot;). 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 &quot;3&quot; would be &quot;abashed&quot;). 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. You begin play knowing one song.
+
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/Documents/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]
+
| [[File:/home/alan/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]
 
| +3
 
| +3
 +
| -1
 +
| -1
 
| +2
 
| +2
 
| 3
 
| 3
 
| 1
 
| 1
| H sword, H armor
+
| T
 
|}
 
|}
  
Chants: You may use any Holy Chant that you have learned. You begin play knowing Birdsong.
+
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/Documents/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]]
+
| [[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
| M sword, H arbalest, M armor
+
| H
 
|}
 
|}
  
Line 716: Line 779:
 
! Character
 
! Character
 
! STR
 
! STR
 +
! GRA
 
! WIT
 
! WIT
 
! CHA
 
! CHA
Line 722: Line 786:
 
! Arms
 
! Arms
 
|-
 
|-
| [[File:/home/alan/Documents/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]]
+
| [[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. You begin play knowing one Chant.
+
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 and have armor number 5.
+
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/Documents/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]]
+
| [[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. You begin play knowing one Lullaby.
+
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/Documents/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]]
+
| [[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
| unarmed
+
| 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. You begin play knowing one Jingle.
+
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/Documents/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]]
+
| [[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 staff, no armor
+
| 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. You begin play knowing one Hymn.
+
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/Documents/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]
+
| [[File:/home/alan/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]
 
| +1
 
| +1
 +
| +2
 
| 0
 
| 0
 
| 0
 
| 0
 
| 4
 
| 4
 
| 0
 
| 0
| L sword, L armor
+
| L
 
|}
 
|}
  
Line 836: Line 909:
 
! Character
 
! Character
 
! STR
 
! STR
 +
! GRA
 
! WIT
 
! WIT
 
! CHA
 
! CHA
Line 842: Line 916:
 
! Arms
 
! Arms
 
|-
 
|-
| [[File:/home/alan/Documents/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]]
+
| [[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 staff, L armor
+
| 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. You begin play knowing one Tune.
+
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/Documents/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]]
+
| [[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 sword, L bow, no armor
+
| L
 
|}
 
|}
  
Line 878: Line 955:
  
 
Tracker: You can Return along the path of any character who has visited your current location. This trait &quot;defeats&quot; the BLISS prohibition on Returning.
 
Tracker: You can Return along the path of any character who has visited your current location. This trait &quot;defeats&quot; 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 &quot;level up&quot;? ===
 +
 +
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 (s)hillings 
+
1 pound (£) === 20 shillings 
  
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence 
+
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 (f)arthings
+
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.
 
The cost/mo for lifestyle is how much it costs to hire one of the example people.
 
  
 
{|
 
{|
Line 908: Line 1,001:
 
| 3p
 
| 3p
 
| 0
 
| 0
| Unskilled laborer, conscripts; Ruffians, Goblins
+
| Unskilled laborer, conscripts
 
|-
 
|-
 
| Simple
 
| Simple
 
| 6p
 
| 6p
 
| 1
 
| 1
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk
+
| Skilled labor, light infantry, archers
 
|-
 
|-
 
| Decent
 
| Decent
 
| 1s
 
| 1s
 
| 2
 
| 2
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors
+
| Specialists, heavy infantry, crossbowmen, cavalry
 
|-
 
|-
 
| Good
 
| Good
 
| 2s
 
| 2s
 
| 3
 
| 3
| Knights, guild leaders; Trolls
+
| Knights, guild leaders
 
|-
 
|-
 
| Rich
 
| Rich
 
| 5s
 
| 5s
 
| 4
 
| 4
| Aristocrats, rich merchants; Giants
+
| Aristocrats, rich merchants
 
|-
 
|-
 
| Wealthy
 
| Wealthy
Line 953: Line 1,046:
 
|-
 
|-
 
| Human (or smaller)
 
| Human (or smaller)
| 2f
+
| 2p
 
| 14/wk
 
| 14/wk
 
|-
 
|-
 
| Horse (or other large)
 
| Horse (or other large)
| 6f
+
| 6p
 
| 42/wk
 
| 42/wk
 
|-
 
|-
 
| Larger than horse
 
| Larger than horse
| 11f
+
| 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 2f per week. Beings that must eat only meat are x2 the cost.
+
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 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.
+
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 safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.
+
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
| 300
+
| 500
 
| 5s
 
| 5s
 
| 1s
 
| 1s
Line 1,422: Line 1,515:
 
| 2
 
| 2
 
| H (d10)
 
| H (d10)
| Breath Attack* / Tunes
+
| Fearsome / Tunes
 
|-
 
|-
 
| Dwarves
 
| Dwarves
Line 1,508: Line 1,601:
 
| Beast friend, Tracker
 
| Beast friend, Tracker
 
|}
 
|}
 
'''Dragon's Breath Attack''': Once per combat, as Fiery Ring.
 

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