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[[File:The_Sheltered_Hand.png]]
 
[[File:The_Sheltered_Hand.png]]
  
'''Acalan'''
 
 
[[File:Acalan.png]]
 
 
==Player Characters==
 
 
[[The_Sheltered_Hand:_Tereza|'''Tereza Dalca''']] ''played by'' [https://forum.rpg.net/index.php?members/potted-plant.24190/ Potted Plant]
 
 
[[Eglantine Belwyse|'''Eglantine Belwyse''']] ''played by'' [https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
 
 
[[The_Sheltered_Hand:_Character 4|'''Caledon the Outsider''']] ''played by'' [https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]
 
 
[[The_Sheltered_Hand:_Character 6|'''Idris Ofori''']] ''played by'' [https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]
 
 
- retired -
 
 
[[The_Sheltered_Hand:_Mama Nguyen|'''Mama Nguyen''']] ''played by'' [https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]
 
 
'''[[Saxx Avendaar]]''' ''played by'' [https://forum.rpg.net/index.php?members/llayne.162426/ Llanye]
 
 
[[The_Sheltered_Hand:_Character 5|'''Arohata''']] ''played by'' [https://forum.rpg.net/index.php?members/ckirby.35473/ CKirby]
 
  
 
== A Brief History ==
 
== A Brief History ==
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== Character Creation ==
 
== Character Creation ==
  
D&D 5th Edition characters.
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'''Step One''' – Determine Characteristics
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Characters have ''Might'', ''Perception'', ''Agility'', ''Stamina'', ''Presence'' and ''Will''.
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Assign values: 4, 4, 3, 3, 3, 2 as desired.
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'''Step Two''' – Choose [[Anam:Peoples|People]]
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Characters come from one of the following People: Humans, Sinandre, Tarat, Yryc, Havlin, Gnomon, and Halflings
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Your choice of People gives your character Special Attributes, Advantages, or other benefits, which has been provided up thread.
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'''Step Three''' – Choose [[Anam:Cultures|Culture]]
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Characters come from one of ten different cultures.
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Each Culture provides three Abilities at Student (2) from a set list of five, a list of preferred weapons, and a Bonus Background, which covers the general knowledge learned within that Culture (See upthread).
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'''Step Four''' – Choose or create Background.
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Each Background provides two Abilities as Apprentice (3). In a change from upthread, if your Background increases a Cultural Ability, that Ability goes to Apprentice (3) and you can select another Ability at Student (2).
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'''Step Five''' – Choose or create a Profession
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Creating a Profession (I don’t have many created yet, my bad) is simple enough. Choose five Abilities that fit within that Profession. One of those Abilities will be raised to Adept (5), and two others to Journeyman (4).
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This includes Special Abilities such as Magic.
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If one of the Abilities Raised already has a Level from Culture or Background, raise that Ability, then select another Ability (Choosing first from the others available to the Profession) to take the Level of the prior Ability.
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(Example: If selecting Melee Weapons to raise to Adept (5), but the character already has it at Student (2), Melee Weapons is raised to Adept (5) and another Ability is taken at Student (2).
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In addition, every Profession either provides access to a Special Ability or it provides a set Advantage, representing a specific bit of training available only within that Profession. The value of the Advantage can be +1, +2 or +3, based on how specific the conditions of its use are.
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'''Step Six'''
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Spend Advances. Every character has 15 Advances available to spend on increasing Characteristics, Increasing Ability Levels and purchasing Special Attributes.
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Characteristics cost 2 Advances per point, so to increase a Characteristic from 4 to 6 would cost 4 Advances.
  
PHB, Xanathar's and Tasha's are in play.
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Abilities are a little harder, mostly because they’re where all the action is. Increasing an Ability costs the Level you’re gaining in Advances. (To gain Master (6) from Adept (5) costs 6 Advances.)
  
People:
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You can also purchase new Abilities. The cost is the same – gaining Neophyte (1) with an Ability costs 1 Advance.
*Human (You can play as either Standard or Variant)
 
*Sinandre (Wood Elf)
 
*Esinandre (High Elf)
 
*Halfling (½ Elf)
 
*Tarat (Dwarf)
 
*Yryc (½ Orc) - No actual Half-Orcs, the Yryc are an Orcish People, using the ½ Orc rules.
 
*Gnomon (Gnome)
 
*Havlin (Halfing)
 
  
No Tieflings, no Dragonborn.
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Special Attributes cost Advances based on their Scope and Impact. I’ll work with you on the cost of any Special Attributes.
  
Basic Array for Stats with a single free +1.
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'''Step Seven'''
  
All PCs get 1 Feat free at 1st Level. (Variant Humans therefore have two)
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Final Steps.
  
Starting Level is 5th. HPs are Max at 1st level and average for class after that.
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Determine secondary Characteristics:
  
Multi-classing - One class only, after 4th level (so all PCs will have 4 levels of their main class minimum)
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Wound Threshold is 2. Will of 5 or 6; or Stamina of 5 or 6 will add 1 to that (This is cumulative if you wish to spend sufficiently to get both). Add any benefits from People.
  
All PCs get starting funds +35 GP per level (with the assumption that 15 GP per level went to living it up, paying needed dues, etc.)
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Base Weight is 100 kg. Orcs have a Base Weight of 150 kg. Might determines how much your character can carry or lift.
  
All PCs can have 4 Common or 2 Common and 1 Uncommon Magic Item.
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Movement: 8m. Only increases by purchasing an appropriate Special Attribute.
  
Weapons and metal armour are assumed to be Bronze or Brass.
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Bruises: Wound Threshold +2. Most characters will have a value of 4.
  
Every character may have 3 Iron Weapons or 1 Steel Weapon.
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Wounds: Wound Threshold +1. Most characters will have a value of 3.
  
Iron Weapons will have a +1 to Hit '''or''' a +1 to Damage.
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Conditions: All characters start with 3 Condition slots, unless a Special Attribute increases that value.
  
Iron Armour (including Shields) gain a +1 to AC
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Finalize Abilities:
  
Steel Weapons will have a +1 to Hit and Damage.
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In addition to the Abilities provided by Culture, Background and Profession, character have some abilities that can be used at a Default Level, if not purchased higher. This is not a purchased Level, and only applies if the Ability was not purchased otherwise.
  
Steel Armour will have a +1 to AC and increases the allowed Dex Mod by 1 / grants a +1 Max Dex Mod if there wasn't one.
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Athletics has a Default Level of ½ Might
  
Other items which might benefit from Iron or Steel construction will have similar bonuses.
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Acrobatics has a Default Level of ½ Agility
  
Any items found in the three allowed books can be purchased with available gold.
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Awareness has a Default Level of ½ Perception
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Presence provides a Default Level to one of the following Abilities: Deceive, Intimidate, Oratory, Persuasion or Seduction. The Default Level is ½ Presence.
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Gear
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For anything except weapons and armour, the only restriction is that of reasonability – whatever your character is carrying, they should be able to carry, and shouldn’t include more than one minor luxury item (A Fur lined cape, a small, semi-precious stone, etc.)
  
 
== Peoples ==
 
== Peoples ==
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'''The Sinandre''' (Elves)
 
'''The Sinandre''' (Elves)
  
'''The Tarat''' (Dwarves)
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Advantage: Elven Sight +3 on all Tests involving seeing at great distances (more than a mile).
  
'''Yryc''' (Orc)
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Special Attribute: Starlight Vision; Negate up to -3 Circumstance penalty due to lack of light if they are above ground under a clear sky.
  
'''The Havlin''' (Halfing/Hobbit)
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Ageless
  
'''Gnomon''' (Gnome)
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'''The Tarat''' (Dwarves)
  
'''Halflings''' (Half Elf)
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+2 Bruise Track
  
'''Humans'''
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Special Attribute: Low Light Vision; Negate up to -3 Circumstance Penalty if there is any light within 120’.
  
[[Anam:Peoples|Additional Information on the Peoples of the Sheltered Hand]]
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'''Yryc''' (Orc)
  
== Cultures ==
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Special Attribute: Stronger - Increase Base weight by 50 kg.
  
The Sheltered Hand is in the very '''very''' early Iron Age for the most part.
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Special Attribute: As above.
  
Armour and Weapons are mostly of Bronze, with some Iron here and there.
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'''The Havlin''' (Halfing/Hobbit)
  
Two nations know how to make Steel, and do, but neither sells the secret, and costs for Steel weapons are astronomical.
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Tough - +1 Bruise Track
  
[[Anam:Cultures|Cultural Information]]
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Advantage: Halfing Arm; +2 on any attack with a small (< 1 lb) thrown object.
  
== Backgrounds ==
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1 Extra Advance
  
Backgrounds from any of the three allowed books can be used.
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'''Gnomon''' (Gnome)
  
If you want a custom background, speak to me.
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Advantage: Move with Nature; +2 on Stealth Tests when outside.
  
== Professions ==
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Special Attribute: Low Light Vision: As above
  
AKA Classes. Only classes and class options found in the three main books are allowed.
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2 Extra Advances
  
Each Culture has preferred and scorned classes. Each also provides a Bonus Skill. As with all such skill gains, if your PCs class or background would give them the same skill, you may choose another.
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'''Halflings''' (Half Elf)
  
'''Acalani''' - The Acalani prefer Bards, Paladins and Wizards. They scorn Barbarians, Rogues and Warlocks.
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Advantage: Elven Sight: As above.
*Bonus Skill: Persuasion
 
  
'''Trakken''' - The Trakken prefer Druids, Rangers and Fighters. They scorn Clerics, Rogues and Wizards.
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Advantage: Charismatic: +1 with all Social Tests.
*Bonus Skill: Survival
 
  
'''Caslaht''' - The Caslaht prefer Fighters, Paladins and Bards. They scorn Barbarians, Rogues and Sorcerers.
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2 Extra Advances
*Bonus Skill: Nature
 
  
'''Delisse''' - The Delisse prefer Druids, Clerics and Rangers. They scorn Fighters, Rogues and Warlocks.
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'''Humans'''
*Bonus Skill: Nature
 
  
'''Sartana''' - The Sartana prefer Barbarians, Clerics and Monks. They scorn Druids, Rangers and Sorcerers.
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+1 Condition
*Bonus Skill: Religion
 
  
'''Kal Tora''' - The Kal Tora prefer Clerics, Paladins and Sorcerers. They scorn Barbarians, Rogues and Wizards.
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3 Extra Advances
*Bonus Skill: Athletics
 
  
'''Faram''' - The Faram prefer Bards, Sorcerers and Wizards. They scorn Barbarians, Fighters and Rogues.
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[[Anam:Peoples|Additional Information on the Peoples of the Sheltered Hand]]
*Bonus Skill: Investigation
 
  
'''Anlat''' - The Anlat prefer Barbarians, Druids and Rangers. They scorn Monks, Rogues and Warlocks.
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== Cultures ==
*Bonus Skill: Survival
 
  
'''Sinandre''' - The Sinandre prefer Druids, Rangers and Sorcerers. They scorn Paladins, Monks and Wizards.
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The Sheltered Hand is in the very '''very''' early Iron Age for the most part.
*Bonus Skill: Athletics
 
  
'''Esinandre''' - The Esinandre live amongst Humans and take the culture in which they live.
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Armour and Weapons are mostly of Bronze, with some Iron here and there.
  
'''Tarat''' - The Tarat prefer Clerics, Fighters, and Paladins. They scorn Barbarians, Rogues and Wizards.
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Two nations know how to make Steel, and do, but neither sells the secret, and costs for Steel weapons are astronomical.
*Bonus Skill: Perception
 
  
'''Yryc''' - The Yryc take the Culture in which they live. They can be found amongst all save only the Tarat.
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[[Anam:Cultures|Cultural Information]]
 
 
'''Havlin''' - The Havlin take the Culture in which they live. They can be found amongst all Peoples.
 
 
 
'''Gnomon''' - The Gnomon can be found amongst the Tarat, the Sartana, or the Kal Tora, and take that culture.
 
  
 
== The Creed ==
 
== The Creed ==
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[[Anam:The_Anathema|The Anathema]]
 
[[Anam:The_Anathema|The Anathema]]
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== Essential Rules ==
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[[Anam:Abilities_in_The_Sheltered_Hand|Abilities List]]
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When reading the following rules - aside from the Resolution Rules - bear in mind that the primary function of the Anam system is to be a toolkit for GMs, from which they can create their own systems, wrapping everything around that Resolution system. The Sheltered Hand uses the 'Default' method by and large, which is why these rules are included, but they are fairly dense.
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[[Anam:Resolution_Rules:Resolution_Rules|Resolution Rules]]
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[[Anam:Attributes_and_Abilities|Attributes & Abilities]]
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[[Anam:Special_Abilities|Special Abilities]]
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[[Anam:Conflict|Combat Rules]]
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'''Conflict in a Nutshell:'''
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This applies to all forms of conflict – Physical, Mental and Social.
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'''Time'''
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Physical Conflict takes place in turns that cover roughly 6 seconds. Any other conflict occurring at the same time as Physical Conflict takes place in the same time frame.
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Mental Conflict, when occurring by itself, takes place in turns of 1 second.
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Social Conflict, especially when debating or arguing for effect, has turns that can be as much as 5 minutes.
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'''Actions'''
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''Free Actions'' – These take very little time and are not Tested. Activating a Power (Special Attribute), drawing a weapon from a well-fitted sheathe, snapping off a one-liner, etc.
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''Movement'' In a given physical conflict round, each character may make a single Move action up to their Move.
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''Perform a Task'' Any Tested action is involved here. Picking locks, attacking with a weapon (or with words), or performing an active defense. If the action could require a Test, it counts – and each character can perform only one Task per Combat Turn.
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''Attack'' involves a Task against a TD of the defender’s Passive Defense (Acrobatics for Physical conflict, other Abilities as appropriate for Mental / Social conflict.
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''Active Defense'' involves taking a Test of the character’s defense ability specifically in an attempt to get a better defense than is available passively.
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Manipulation: Attempt to manipulate the conflict by taking advantage of terrain, taunting the opposition, flanking or the like. This is a catchall option. Success provides a special Circumstance modifier (Special in that it stacks with existing Circumstances) with a limited lifespan.
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''Range''
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Range is fairly abstract –
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Close range is for true ‘in your face’ combat.
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Melee range is within 3-6’ generally (some weapons will have stats that extend that).
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Short range is for Thrown weapons (not more than about 60’)
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Medium range is the ‘average’ range for mechanical ranged weapons such as bows and the like.
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Long range is the longest practical range for mechanical ranged weapons.
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Extreme range is the farthest that a mechanical ranged weapon can be fired – such shots are always effectively blind.
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''Damage''
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All characters have two damage tracks: Bruises and Wounds, as well as a number of Injury boxes.
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An attack is successful if its Effect Level equals the defense Level. At that base success, the damage is 1 Wound.
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For every Level that the attack’s Effect level exceeds the defense Level, that damage increases by 1.
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Some weapons and other options may increase the damage done as well.
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The total number of wounds is compared to the character’s Wound Threshold. If the total damage is less than the Wound Threshold, the character takes a Bruise.
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If the character’s Bruise track gets filled, any new bruises roll up to become Wounds.
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If the total is higher than their Wound Threshold, the character must mark one Wound for each point above that value.
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Soft Armour adds to the wearer’s Wound Threshold, but any damage exceeding its protective value reduces that value by 1. (So Leather, with a Protective Value (PV) of 2, loses 1 if an attack does 3 damage). This can be repaired with a little downtime.
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Hard Armour has a Hardness Value (HV) which reduces the Wounds a successful attack will do, and can even reduce the damage below 0 – meaning that the armour prevented even a Bruise. Hard armour is tiring to wear and makes some actions more difficult.
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The higher the Armour’s HV, the more restrictive it can be for those actions.
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If the player doesn’t want to take Wounds, especially when receiving multiple wounds, they can instead take an Injury, which will soak up 3 Wounds.
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An Injury is a Condition, such as a sprained wrist, a broken leg or the like. Each Injury inflicts a Circumstance Modifier of -2 for any actions which would be impacted by that Injury.
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The Bruise track clears at the end of that conflict scene.
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The Wound track clears after a full scene (at least two to three hours) of rest.
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Injuries must be treated, either with Scholarship (Medicine) or by magic.

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