Inspired by a recent obsession with MUDs and a lifetime appreciation of JRPGs, here is a Travail Saga!
It is written for Emp Dyn RPG (my recent little 2d6 system), get the rules for that here: https://lizardmandiaries.blogspot.com/2022/03/emp-dyn-rpg.html
Enjoy (I'll probably put out some generators for Travail in the near future)!
Making a Player Character (PC):
- Each PC has Attributes!
- Each PC starts with a pool of 8 to assign to their attributes! A PC can increase an attribute by 1 each time they increase in level.
- The attributes are:
- Body - the PC’s physical faculties.
- Mind - the PC’s mental faculties.
- Faith - the PC’s connection with a higher power. Can be restored through prayer.
- Magic - the PC’s pool of supernatural power. Can only be restored through rest.
- A PC MUST have at least 1 in Body and Mind, but does not need to have Faith/Magic (but not having these will stop them from casting spells).
- At creation a PC must decide their “Archetype” - determining what school/s of powers they will progress in. These schools are: Spells, Skills and Abilities. A PC must pick whether they will receive:
- +8 to one school and + 2 to another per level, or,
- + 4 to one school and + 2 to the two other schools per level.
- A PC gets these pools to allocate to their schools at level 1. A single power within a school can not receive a bonus of more than +2 per level!
- In the list below an F indicates the spell can be cast with Faith, and an M indicates the spell can be cast with magic. F/M means either attribute can be used.
- The PCs current Faith or Magic attribute value is added to the rolled test for casting a spell, but the attributes current value is reduced by 1 each time a spell is cast. Faith can be restored to its maximum value by praying/meditating for an hour with a successful pray/meditate (skill) test. Magic can only be restored to its maximum value by resting for 12 hours.
- The magical powers listed here are not descriptions of exact spells, but suggestions of periodic elements of magic. What can be attempted with a magical power is determined by the PC and the possibility, difficulty and outcome of that attempt is determined by the referee and the spell test.
Bless - F
Curse - F
Cleanse - F
Heal - F
Banish - F
Summon Light - F/M
Calm - F/M
Glamor - F/M
Mesmerize - F/M
Hold in place - F/M
Predict future - F/M
Summon silence - F/M
Summon barrier - F/M
Summon wind - M
Accelerate - M
Shrink - M
Invisibility - M
Intangibility - M
Warp internal organs - M
Reflect - M
Summon water - M
Weaken - M
Summon acid - M
Grow - M
Panic - M
Summon vegetation - M
Warp form of external flesh - M
Summon fire - M
Crumble - M
Telekinesis - M
Harden - M
Soften - M
Summon lightning - M
Summon earth - M
Summon hole - M
Slow - M
Cause terror - M
Cause pain - M
Summon shadows - M
Summon sickness - M
- Note: Test success value = the numerical value that a PC rolls above a test difficulty target or opposing test roll
- Unarmed strike - Hits a target twice with a single test (damage x 2), knocks target unconscious at 0 Body rather than killing, attackers unmodified body value is added to test but roll and bonus halved if the target is heavily armoured.
- Pressure point unarmed strike - incapacite a target for test success value turns. The bonus in this ability can only be as high or equal to the value of Unarmed strike.
- Wrestle - Holds a target in place and unable to move for test success value turns, the wrestler must devote themselves to this task for this time (can’t attempt other actions).
- Dodge - Add Body to roll if not wearing any armour.
- Intimidate - Target won't attack PC for test success value turns.
- Holy smite - A melee attack where the PC’s current Faith value is added to the roll.
- Ranged attack
- Thrown weapon attack - Ranged attack, PCs Mind value added to the roll but the weapon must be recovered after the attack, and there is a chance it may be lost.
- Hide
- Sneak attack - an attack on an unaware target, rolled as 4d6 x 2 (instead of the normal 2d6 for a melee attack).
- Pickpocket
- Hamstring - Target can only hobble slowly for test success value turns.
- Torture
- Blind - PC uses whatever is at their disposal to blind a target test success value turns, or permanently if the tools and success value is deemed high enough by the referee.
- Poison edge - Apply poison to a blade, being effective for test success value turns.
- Throw net - Holds a target in place and unable to move for test success value turns, but the net is lost in the process.
- Melee attack
- Two handed strike - A melee attack using both hands, uses 3d6 instead of 2d6 but always attacks last in a round.
- Charge - An opening melee attack that requires an appropriately length run up, uses 4d6 + Body value (instead of 2d6).
- Flurry attack - PC attacks d6 + level times in a round but only rolls 1d6 (instead of 2d6) for each attack.
- Parry - The PC defends against attacks using their blade, adding the blades normal melee attack bonus to the roll. A PC cannot attack and parry in the same turn.
- Riposte - The turn after a successful parry test the PC can attack a parried target, also adding their weapons melee attack bonus and the parry test success value and multiplying the total by 2.
- Feint - Any other being attacking the target of a feint adds the test success value amount to their roll for that turn.
- Concussive blow - a melee attack with a blunt weapon, does double damage to heavily armored targets.
- Slice - a melee attack with a blade, does double damage to unarmoured targets
- Wild strike - a randomized melee attack, the PC rolls a d6 : 1- 2) a miss, 4 - 5) roll 4d6 instead of 2d6 for a wild strike attack 6) roll 4d6 instead of 2d6 for a wild strike attack but assume 2 of the dice are rolled as automatic 6s
- Dual wield strike - Attack twice in a turn, distributing the skill bonus over both attacks
- Enrage self - Add test success value amount to any melee attacks for test success value amount turns, but target attacked is determined at random.
- Enrage other - target only attackers enrager for test success value turns.
- Shield block - defense with a shield, adding the shield's Body bonus to the test.
- Protected retreat - PC retreats from combat while defending. move back slowly as defending
- Armour self - Test success value amount added to Body defense tests for PC level x 2 turns.
- Find weakness - Test success value added to attack rolls against the target for for PC level x 2 turns.
- Open wound - A melee attack with a blade rolled with 1d6 instead of 2d6 but half of any damage value is automatically applied to the target for d6 rounds after the attack.
- Disarm - Target drops weapon on success
- Shred armour - Target’s Body bonus granted by armour reduced by success value.
- Predict opponent - PC deduces the action the target will take in the next round, if PC is in combat with the target test success value can by added to a test against or defending against the target.
- Exhaust opponent - targets Body value is reduced by half for test success value turns.
- Topple opponent - The target falls to the ground, prone.
- Bite - Add half of Body value to roll, 1 Body value restored for each separate opponent bitten
- Meditate/pray
- Negotiate
- Law Knowledge
- Theoretical and academic research
- Forensic investigation
- Rumour milling
- Judge intentions
- Monster knowledge
- Historical knowledge
- Disguise, costuming and performance
- Artistic creation
- Navigation
- Weather prediction
- Sailing
- Beast riding
- Wilderness survival
- Mountaineering and climbing
- Hunting and fishing
- Herblore
- Alchemy
- Poison brewing
- Move stealthily
- Lock picking and escape artistry
- Tracking
- Surgery and barbering
- First aid and medicine
- Economics and merchantry
- Valuation
- Prospecting
- Farming and woodchopping
- Cooking and meal preparation
- Smelting
- Mining
- Weapon crafting and repair
- Armour crafting and repair
- Building and masonry
- Skinning and butchery
- Tanning and textiles
- Sewing and tailoring
- Contraptioning and engineering
- Level times a session/day a PC can choose a dice roll to be an automatic 6 and explode (except for XP aplomb bonus rolls)!
- When a PC levels they receive their chosen archetype bonus to their chosen schools and +1 to an attribute of their choice.
- Level 2 requires a PC to gain 10 XP - this requirement is doubled each level ad infinitum (20, 40, 80, 160, 320, 640, 1280, 2560, etc).
- PCs gain xp by:
- Killing things: XP = Total of all attribute/spell/ability/skill bonuses and value of entity slain.
- Successful tests outside of combat: XP = Test difficulty target (Note: PC’s do not gain XP for successful tests if their bonus for the tested attribute/spell/ability/skill is equal to or greater than the test difficulty target).
- Completing quests: XP = Total of all attribute/spell/ability/skill bonuses and value of entity assisted.
- Earning currency = 1 coin = 1 XP.
- Aplomb Bonus: If the referee deems that the PC gained some XP through particularly stylish, in character, or otherwise impressive or entertaining means, that XP is multiplied by a roll of 2d6 roll by the PC. Limit Break rules apply (meaning rolled 6’s “explode”, the 6 added to the rolled total and the d6 re-rolled).
- Items and equipment: A PC can only carry/wear a number of items equal to double their body attribute.
- Equipment Bonuses: Can not be greater than half the base attribute/spell/ability/skill value. A PC can wear/wield equipment that grants a greater bonus than this but the bonus will be capped until they increase their base attribute/spell/ability/skill value.
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