BASS System SRD

BASS RPG SYSTEM ESSENTIAL RULES

A Fantasy Game System by ghobo. Copyright © 2021 ghobo Last Updated: 2022/01/11 Special Thanks: mayebee

Goals of the BASS RPG system

Keep the number crunching down. Reward Player Ingenuity for exploring and interacting with the world without being hampered by perception and charisma etc, Create some level of lethality in combat and traps, give non-magical characters more tools to be slightly more on par with the miracles that magical characters can execute, but also create the opportunity for unfair encounters that punish lack of caution for dungeon delvers or in-depth fleshing out of the world on the part of the Dungeon Master.

Checks

An Advantaged Check requires you to roll twice and keep the highest roll. A Disadvantaged Check requires you to roll twice and keep the lowest roll. Regardless of what kind of check is made, 100 is a guaranteed success, and 1 is a fumble.

Opposed Checks (Larger Wins)

1d100 plus your skills against the difficulty level or opposing roll plus opponent’s skills. For opposing checks, larger number always wins. Normally an opposed check will be asked for like this:

Opposed Check - (attacker) d100+Weapon skill VS (victim) d100 + dodge or parry skill

Self Checks (Smaller or Equal Wins)

Roll d100 against your skill level. The smaller number always wins. Normally a self check will be asked for like this:

Self Check – d100 VS Weapon Skill

Character Creation

BASS Stats

BEA – Beauty: How physically beautiful you are, voice etc

ABL – Ability: Coordination with senses, kinesthetics senses, insticts

STR – Strength: Physical health, stamina, constitution

SPI – Spirit: Spiritual energies that allow you manipulate the world magically

HP = 2* STR: HP determines your life. Cannot be negative.

FC = 2* ABL: FC determines your focus. When it is negative, you are hallucinating.

MP = 2* SPI: MP determines your magical power. When it is 0, HP is consumed instead.

SAN = 50: Losing a lot of sanity will result in random effects which can sometimes be positive e.g. discovering a new ability, enemy’s weakness etc. Losing 6 sanity at once results in temporary insanity roll-able from an insanity table.

SPD = 10m: How much distance you can cover in one turn without sprinting. It usually cannot be modified or trained normally.

Character creation – Roll 1d6 for each stat in order. 1 re-roll of ALL stats or ONE stat is permitted.

Intelligence is not a stat because the actions of a player should not be restricted by what his character is capable of knowing or understanding. Instead buffoons may have a low literacy skill which dictate their ability to be understood by the spoken word. As a result, the player of a buffoon might decide to and be able to do something clever which in terms of RP can be rationalized as luck or chance.

Skills

Typical tasks and general skills have a base value of 20 – e.g. tying a knot, basic survival stuff, unless you are a savant. For specific or unique specialization skills like magic, swords, pugilism, literacy, spotting weaknesses etc. they have a base value of 5.

You start off with 7 Important skills. For each of these skills, roll 12d6 and assign the rolled numbers in order. You can re-roll once for all or once for one skill.

You can have literally any skill you can think of as long as it does not involve something ridiculous like Immortality. Knowledge skills involve specific knowledge about lore, monsters, environments, books etc which can help give insight about monster weak points, where to find treasure etc.

Its recommended not to have a persuasion or charisma skill. The player must be in possession of knowledge or work out in terms of RP how to convince someone to do something. The only alternative is bribe them or to use magic to charm them to get a favourable disposition. You may choose some recommendations below.

Fighter Character: Swords, Polearms, Pugilism, Wrestling, Parry, Armour, Throwing

Magic Character: Alchemy, Mind, Enchantment, Force, Faith, Literacy, Medicine, Dodge

Stealthy Character: Archery, Crossbows, Stealth, Medicine, Aim, Dodge, Spot, Acrobatics, Athletics, Swimming, Lockpicking

Knowledge Skills: Dungeons, Geography, Law, Herbalism, History, Religion, Trading, Bestiary, Astronomy, Divination, Gambling, Folklore

Special Traits

You get 1 point to assign a positive special trait. Negative traits will give you another point to Gain a positive trait. Superfluous special points can be exchanged for items, hirelings, pets, special powers etc.

Stat bonus +1/-1 [-1]

Skill bonus +10/-10 [-1]

Hireling/Pet [-1]

Wanted [+1] → Law enforcement is after you…

Bankrupt [+1] → Start with 0 gold

Plagued [+1] → You start with some debilitating illness

Savant [+1] → +50 to 1 skill, 10 set to all others

Old Age [-1] – -1 STR, -1 ABL, get 1d4+1 more skills

Spark Denier [+2] – You cannot use any spark of genius due to a horrible curse…

Hard Hitter [-1] – Your physical attacks do minimum 1 damage even when it fails

Mage [-1] – You can learn one more school of magic (e.g. Pyromancer + Cleric set)

Tactician [-1] – You can learn one more school of battle (e.g. Marauder + Flower set)

Wealthy [-1] → Start with 100 gold

Learner [-1] → You start with 2 more skills

Wealth

Start with 20 GP OR Roll 10d6 for your starting wealth in gold coins. 1 gold coin is worth 10 silver coins. 1 silver coin is worth 100 copper coins.

Stealth

Wearing ANY piece of heavy armour automatically halves your stealth and dodge. Any exceptions are subject to DM discretion. There are no bonuses for sneak attacks. Sneak attacks just allow you to aim at an important body part easily to severely injure a creature.

A person in stealth is automatically spotted if he is in front of the person in a 10m cone and the cone is not in darkness. Other than that the hider must make a self check against his own Stealth to remain hidden. Failure does not necessarily mean a hider is spotted but means that his presence is known e.g. making a loud noise etc.

Magic and Techniques

A new character can choose to either adopt a school of magic spells OR set of techniques (all contain 4 spells or techniques). Otherwise they may pick and choose 3 magic spells or techniques a la carte from the list of basic schools below.

Adopting a school of magic or battle may improve the disposition of others who practice the same school and might worsen the disposition of those in rival schools.

Magic System

When casting spells of a particular magical domain that you have 0 knowledge about, you can still try it by making a self check against 1/10 of your highest magic skill rounded down if the 1/10 is more than 5.

Magic requires an incantation, catalyst or reagents to cast. The power of the spell depends on your spirit. A catalyst can replace most reagents. In a spell when a reagent is marked with a [!] it means that the reagent cannot be replaced by a catalyst.

A Catalyst has two properties – Difficulty and Charge which is written in a catalyst like this:

Catalyst Name [Charge] (D: Difficulty)

Difficulty dictates the difficulty of the magic is it can cast and charge dictates how many times to can cast it

If the catalyst’s Difficulty is more than the difficulty of the spell, it will always reduce charge by its minimum cost, otherwise the charge taken up will be determined by difficulty divided by 10 rounded up.

e.g.

Explosion: (Alchemy) D:70, MP:2

When a person casts it while possessing alchemy skill of 70, or uses a catalyst with D70, it will always reduce MP or the catalyst by a charge of 2, otherwise for a person with an alchemy skill of 60 MP or charge consumed equals to the difficulty divided by 10 rounded up – 7.

When catalysts have 0 charge, it can still be used to replace reagents, but will absorb the user’s MP instead.

When casting a spell, only check for spell success if its difficulty is more than or equals your respective magic skill. Otherwise it automatically succeeds. Spell success is determined by a self check of the relevant skill (e.g. d100 VS skill, lower or equal wins)

Casting will continue every 6 seconds until all incantations, reagents etc are prepared. More powerful spells take longer to cast. If casting fails, MP will be taken up, and the effects will not manifest. Sometimes if there’s a critical failure, unexpected results may ensue.

Casting can be interrupted by taking HP or FC damage or from the effects of some spells or items. A failed opposed check (Caster) d100+magic skill VS (interrupter) d100+relevant skill (biggest wins) results in casting to fail and waste the MP consumed. If the caster fumbles, it is possible for unexpected results to ensue.

Scrolls allow spontaneous casting of spells, even if its difficulty is more than your skill. As long as you can read the scroll and fulfil the cast time, incantation etc, it will be cast. MP is also consumed. Scrolls do not require reagents or catalysts.

Spells that are projectiles, beams, rays etc. can be dodged.

Duration – Focus means that you can continue to cast the spell as long as you do not stop casting it.

Maximum no. spells that one can prepare is equals to half of their SPI. Of course a way around this is to make scrolls or enchant wands that can also carry magical formulae for casting spells. If one has learnt from a school of magic (indicating rigorous training) this limit does not apply.

e.g. A dude has 4 SPI. He is learned in Pyromancy from which he knows 4 spells. 4/2 = 2 → The dude can still prepare 2 more spells outside of the school he has learned.

Preparation of spells take a short rest (4 hours) during which the character tries to remember the magical formulae involved. If a prepared spell is used throughout the adventure, it can be considered as remembered and won’t be counted into spells prepareable.

MP can only be recovered by 1 every hour or in 5 minutes after drinking alcohol (1 mug = 2 MP), Tea (1 cup = 1MP), magic potions that restore MP or Smoking particular plants (instant)

Minor Magic

It is possible to evoke harmless, lesser versions of the most basic spells of apprentice level to produce very minor effects e.g. create a match light, move a small amount of soil etc. These tiny spells do not cost any MP.

Main Spheres of Magic

Alchemy: Regards the configuration, composition, states, shape and properties of Matter and how to manipulate them. The elements of nature fall under this sphere e.g. Ice, Water, Fire, Lightning etc are all matter in different states. Low Alchemy involves the manipulation of basic, fundamental forms of matter, while High Alchemy involves the manipulation of complex entities such as life itself. Very few people even have an inkling of High Alchemy which is linked to medicine and the secret to immortality itself.

Mind: The sphere which involves manipulating the mind. Low Mind involves narcotics and creating minor apparitions, High Mind involves the concept of the Spirit itself and how it perceives the world, and even how it can be shaped.

Enchantment: The sphere which involves the manipulation of raw magic and how to circuit it in such a way to produce certain effects. Low Enchantment involves inanimate objects, while High Enchantment involves living things.

Force: The sphere which involve the kinetics of how objects move about and produce force. Low Force involves the manifestation of basic kinetic forces. High Force is a mystery to everybody, but according to rumours it can create immense destruction on the scale of erupting volcanoes and even pull down meteors from the sky and cause the clouds to fall to the ground.

Faith: The sphere which nobody can comprehend on a fundamental level, but apparently it can work due to the intervention of Gods. Low Faith involves tiny miracles like placebo healing, exorcism and blessings, High Faith involve massive miracles like manifesting gold or even resurrecting the dead.

On the next page are some starter magic sets that can be adopted for your character.

Apprentice (Some useful spells)

Magic Light: (Mind) Creates a bright light which illuminates 10m radius area. Can be moved magically, imbued in weapons etc.

Cast time – 6s, Duration – 1 hour, Range – 40m, D: 10, MP: 1

Requires – Gesture, Dead firefly, Type – Projectile

Magic Dart: (Force) Fires a single tiny bolt of magic that does 1d2. It is possible to manifest up to 3 darts in 2 turns before firing which will cost double the MP.

Cast time – 2s, Duration – 6s, Range – 30m, D:15, MP: 1

Requires – Gesture, Insect mandible, stinger etc, Type – Projectile

Unhinging: (Force) Unlocks a lock up to D40. Lock will relock after duration if its magically locked.

Cast time – 12s, Duration – 12s, Range – 10m, D:20, MP: 2

Requires – Gesture, copper key, Type – Enchantment

Sleep: (Mind) Makes a group of creatures in a 10m radius fall asleep.

Cast time – 12s, Duration – none, Range – 20m, D:40, MP: 3

Requires – Gesture, chamomile flower, Type – Area of Effect

Illusionist (Spells to fool the mind)

Magic Light: (Mind) Creates a bright light which illuminates 10m radius area. Can be moved magically, imbued in weapons etc.

Cast time – 6s, Duration – 1 hour, Range – 40m, D: 10, MP: 1

Requires – Gesture, Dead firefly, Type – Projectile

Illusory Blade: (Mind) Manifests a weapon with a painful looking edge that can make one believe that they’re being viciously torn apart by it.

Cast time – Instant, Duration – 30s, Range – Touch, D:25, MP: 1

Requires – Gesture, Miniature of the weapon to be projected, Type – Illusion

Charm Person: (Mind) Coaxes a person to be influenced like a best friend. Target’s d100+SPI is tested against caster’s d100+SPI+BEA.

Cast time – Instant, Duration – Variable, Range – 5m, D:30, MP: 2

Requires – Incantation, Eye contact, Scorpion Grass, Type – Enchantment

Sleep: (Mind) Makes a group of creatures in a 10m radius fall asleep.

Cast time – 12s, Duration – none, Range – 20m, D:40, MP: 3

Requires – Gesture, chamomile flower, Type – Area of Effect

Elementalist (Spells that use every single element)

Ice Bolt: (Alchemy) Hurls a spiky ball of ice at an opponent dealing 2d4 ice damage. The ice is cold enough to freeze any water it comes into contact with until it duration is over.

Cast time – Instant, Duration – 12s, Range – 20m, D:30, MP: 2

Requires – Gesture, Water, Type – Projectile

Bestow Fire: (Alchemy) Wreathes a weapon in alchemical flames that do additional 1d4 fire damage. The fire can cause burns that do 1 fire damage every turn until it is put out.

Cast time – 6s, Duration – 30s, Range – 20m, D: 35, MP: 1

Requires – Gesture, Incantation, Black Powder, Type – Enchantment

Condense Water: (Alchemy) Create 5×5×5m cube of water droplets that is able to douse fire, and also form an ankle deep pool of water in a 5m radius when its duration is over.

Cast time – 6s, Duration – 12s, Range – 30m, D: 40, MP: 2

Requires – Gesture, Mimosa, Type – Area of Effect

Spark Touch: (Alchemy) Create tiny sparks enough to slightly shock someone from your fingertips, dealing 1d2 lightning damage. The lightning is able to affect areas that can conduct electricity and can start small fires as large as a match when there is fuel.

Cast time – Instant, Duration – Focus, Range – Touch, D:30, MP: 1

Requires – Gesture, Amber, Piece of Wool, Type – Touch

Pyromancer (Spells for one who commands fire)

Combustion: (Alchemy) Spontaneously combust the air before you dealing 2d4 fire damage. This fire can cause combustible materials to burn dealing 2 fire damage every turn until it is put out.

Cast time – Instant, Duration – Instant, Range – 5m, D:40, MP: 2

Requires – Gesture, Lump of Coal, Type – Area of Effect

Fire Bolt: (Alchemy) Hurl a mote of flame dealing 2d4 fire damage. This fire can cause combustible materials to burn dealing 1 fire damage every turn until it is put out.

Cast time – Instant, Duration – 12s, Range – 20m, D: 35, MP: 2

Requires – Gesture, Lump of Blubber, Type - Projectile

Perspiration: (Alchemy) Engender rapid perspiration which makes the entire body wet. This puts out fire immediately.

Cast time – Instant, Duration – 12s, Range – 20m, D: 40, MP: 1

Requires – Gesture, Salt, Type - Enchantment

Flaming Palm: (Alchemy) Manifest flames on your palm that can do extra 1d4 fire damage. This fire can cause combustible materials to burn dealing 1 fire damage every turn until it is put out.

Cast time – Instant, Duration – Focus, Range – Touch, D:20, MP: 1

Requires – Gesture, Oil, Type - Touch

Spellsword (Spells for a fighter)

Force Edge: (Force) Makes the damaging part of the weapon manifest sharpness, dealing additional 1d4 damage.

Cast time – 6s, Duration – 30s, Range – Touch, D:20, MP: 1

Requires – Sharp Fragments of Iron, Gesture across length of weapon, Type – Enchantment

Lesser Ward: (Force) Deflects projectiles and incoming attacks by creating a small forcefield in front of the caster of the spell. Is able to take 2d4 damage before dispersing.

Cast time – Instant, Duration – Focus, Range – Touch, D:25, MP: 1

Requires – Seashell, Gesture, Type – Field

Sure Footing: (Force) Maintains your stance even if the terrain changes drastically up to a 60 degree slope. Also gives you an advantage against grapple take-downs, force pushes etc.

Cast time – Instant, Duration – Focus, Range – Self, D:30, MP: 1

Requires – Gesture with feet, Plant Roots, Type – Enchantment

Possess Weapon: (Force) Draw any metallic weapon not wielded in a 15m radius towards you quickly.

Cast time – Instant, Duration – Focus, Range – 20m, D:45, MP: 2

Requires – Lodestone shard, Gesture of open palm towards target item, Type – Ray

Enchanter

Lesser Enchant Item: (Enchant) Enchant an item permanently with a minor blessing or curse, requires DM approval.

Cast time – 3d4 hours, Duration – Variable, Range – Touch, D:50, MP: Variable

Requires – Enchantment ritual tools, Type – Enchantment

Lesser Trapping: (Enchant) Trap a piece of furniture with a minor hex that is cast on anyone who touches it. It should can contain a spell from another sphere of magic.

Cast time – 1 min, Duration – Variable, Range – Touch, D:45, MP: Variable

Requires – Gesture, Incantation, Reagent, Type – Enchantment

Cursed Briar: (Enchant) Ensare a creature with cursed brairs that bite into flesh, dealing 1d4 pierce damage whenever it takes an action or is struck by a weapon. Briars also do damage to the attacker if their flesh comes into contact with it. The ensnared creature can still move about but only after passing a strength check with a difficulty of 40.

Cast time – 6s, Duration – Focus, Range – 20m, D:40, MP: 2

Requires – Gesture, Incantation, Thorny Stems, Type - Enchantment

Lesser Crystallize Magic: (Enchant) Create a small field which condenses a small amount of pure magic from an incoming spell or magic source into crystalline powder which can then be condensed into actual crystals containing magic power. This crystallization field can only convert 1d4 magical damage into magic powder before dispersing.

Cast time – Instant, Duration – Focus, Range – 10m, D:30, MP: 1

Requires – Gesture, Void Sand, Type – Ward.

Cleric (Spells that use power bestowed from divinity)

Manifest Bezoar: (Faith) Call on the divines to manifest a bezoar in one of the organs of a corpse (doesn’t work if the corpse doesn’t have fresh organs). The bezoar is capable of performing as an antidote to most common poisons when ingested or introduced into blood.

Cast time – 1 min, Duration – Focus, Range – Touch, D:40, MP:2

Requires – Gesture, Incantation, Holy Symbol, Type – Alchemy

Inspire Vigor: (Faith) Use the holy scripture to inspire a person who can understand your language, bestowing 1d4 temporary HP.

Cast time – 12s, Duration – 5 min, Range – Audible range, D:30, MP: 1

Requires – Gesture, Incantation, Holy Symbol, Type – Enchantment

Lesser Shroud: (Faith) Evoke a divine aura in a 10m radius which deflects all projectiles and harmful attacks.

Cast time – 12s, Duration – 24s, Range – 10m radius, D:45, MP: 2

Requires – Gesture, Incantation, Holy Symbol, Type – Ward

Hallow Weapon: (Faith) Bless a weapon with a divine aura allowing it to destroy infidels who fight against the name of the God you praise, dealing an extra 2d4 damage to creatures that your God labels as infidels or demons to be slain.

Cast time – 6s, Duration – 30s, Range – 20m, D:55, MP: 2

Requires – Gesture, Bottle of insects [!], Incantation, Holy Symbol, Blessed Oil[!], Type – Ray

Entomancer (Insect User)

Entoclone: (Mind) Substitute yourself when you are struck with a cloud of insects and reappear up to 20m away. Damage you receive is from the strike is reduced by 1/4 its original value. The insects that appear in your place will be able to take one action immediately.

Cast time - instant, Range - 20m, D: 50, MP: 2

Requires - Gesture, , Type - Varies

Lesser Swarm: (Mind) Unleash a small swarm of insects in your inventory in the direction you gesture. You can maintain control of them by continuing to consume MP, or leave them to their devices until you retrieve them.

Cast time - Instant, Duration - Focus, D: Insect Type, MP: Insect Type Requires - Gesture, Bottle of insects [!],

Lesser Aroma: (Alchemy) Invoke a small cloud of aroma of a 10m radius based on the item you hold in your hand. Cast time - 12s, Range - 20m, D: 50, MP: 2 Requires - Gesture, Incantation, Aroma reagent [!], Type - Area of Effect

Lesser Spidersilk: (Alchemy) Unleash threads of spider silk from your hand that is slightly stronger than rope and can latch onto rough surfaces. This thread can reach up to 15m, and can immobilize small creatures and grapple medium creatures should they fail a STR self check.

Cast time - instant, Range - 15m, D: 40, MP: 2 Requires - Gesture, Preserved Spider, Type - Ray

Typical Entomancy Insects (Apprentice)

Breadgnat: HP: 1, MP Use: 1, Dodge: 75, SPD: 10m A very small flying insect that flies in swarms and graze foes by scraping against them. Attracted to the scent of baked bread, and eats shavings of bread rapidly. Scrapes against foes for 1 damage per turn (Every 1 bottle).

Evening Cicada: HP: 2, MP Use: 1, Dodge: 65, SPD: 10m A small flying insect that flies in swarms produces annoying sounds that hinders by one level the recovery of FC per turn to all creatures adjacent to it. Also capable of gnawing at foes for 1 damage per turn (Every 1 bottle).

Frostworm: HP: 3, MP Use: 2, Dodge: 55, SPD: 5m An armored caterpillar the size of a human hand. It can wrap around foes to deal 1d2 frost damage per turn (Every 3 caterpillars), and can reduce the wrapped target’s movement by 5m. It moves slowly, and is therefore often thrown at opponents and collected afterward. It is said to become a chrysalis after some time.

Swamp Moth: HP:4, MP: 2, Dodge: 60, SPD: 15m A small moth the size of a pinky finger that flies in swarms feeds on fabric and disperses powder that makes people lose focus. Flocks towards flame. Deals 2 damage to fabrics per turn (Every 1 bottle).

Magic items

Most magic items have charge (around 20) which means they cannot manifest magic when they run out of charge. Number of charges present can sometimes be discerned from examining the item, but not always. You will have to figure out how to recharge them yourself unless you possess knowledge of these matters.

Someone with Enchanting (50) will know that dipping magic items in alcohol will recover a small amount of magical charge to an item. Of course there are many other ways that remain undiscovered to this day…

Regarding Healing Magic

This RPG system aims to make healing much less accessible and therefore make encounters more dangerous and lethal. Healing magic and potions that instantly heal wounds are extremely rare and the work of miracles and most “healing” magic originating from Faith based magic are actually placebo effects that make you feel better psychologically.

Technique System

Pretty much spells for warriors who eschew the magic altogether but use focus and strength to create slightly magical effects. Of course, a talented person can both use techniques and magic.

This uses the same system for magic but uses up FC instead of MP, and mainly determined by ABL which allows for less brawny fighters to also deal more damage.

1 FC is recovered every turn. FC recover can be faster by smoking tobacco (2 FC per turn) and taking some kind of potions (Coffee lol). Drinking Alcohol stops FC recovery and excessive amounts can even make it negative.

Below are some beginner Tech sets that can be adopted by a new character.

School of Falkner - Apprentice

A school of swordsmanship that has taught generations of the Harrier Knights

Forbids: Flails, Pikes

Kingfisher’s Dive – D:30 FC: 2

A thrust that brings you close to the enemy up to 15m away. Does an extra 1d4 damage.

Thrashing Claws – D:45 FC: 1

A low angle attack that scatters dust on the ground and distracts opponents who rely on sight in a 10m radius. Does extra 1d4 focus damage.

Flourish of Wings – D:50 FC: 2

A wide double slash. Strikes opponents twice in a 180 degree semicircle adjacent to where the attack is facing.

One Footed Backslash – D:55, FC:1

Slash an enemy who is attacking you head on while retreating 5m away.

The Flower of Battle – Apprentice

A school of fighting that focuses on taking out other humans. Popular with Mercenaries.

Iron Gate – D:30 FC:1

Allows one to take down a humanoid opponent who is standing after grappling immediately with an advantage. Does extra 1d4 bludgeoning on a successful take down (target becomes prone). Focus is taken up as long as this stance is assumed.

Boar’s Tusk – D:35 FC:1

Assume a powerful stance that is able to deflect thrown weapons (advantage to parry) and also produce a long thrust towards an enemy 5m away that does extra 1d4 damage. Focus is taken up as long as this stance is assumed.

Pommel Strike – D:40 FC: 1

When an opponent successfully parries you, you can quickly follow up with a pommel strike to the opponent’s chin, dealing 1d4 damage. This strike can still be parried however.

Strike of the Lady – D:45 FC: 2

Make a devastating overhead slash that breaks through most guards. When an opponent tries to parry you, he does so at a disadvantage. Does extra 2d4 damage.

Lilium Victoriae - Apprentice

Requires: Spear, Pike or Lance

A school of fighting with the spear said to be created by the legendary band of war maidens in a bygone era - all that is left of their legacy is this art, and their insignia of the blooming lily.

Scattering Petals - D:20 FC: 1
Present a false stance with the point of your spear aiming the target, but swing it in a circular arc to strike the opponent’s head with the side of your spear. The opponent has a disadvantage to his dodge check when deciding to dodge or parry this attack.

Stance of the Reed - D: 40 FC: 2
Take the Stance of the Reed with the back of your spear faced up towards a humanoid target. When the enemy attacks, parry his blow with the center of your spear and use this as an axle to take down the target of the same size as you by the neck. Does 1d4 damage on a successful takedown.

You may follow up with an attack with an advantage to aim any part of the opponent’s body from above the waist.

Steel Beak - D: 50 FC: 3
Focus your strength in delivering 2 swift thrusts with your spear. The second thrust has an advantage in hitting if both thrusts aim at the same part of the target’s body.

Toads-tongue - D: 60 FC: 1
Assume a low stance that allows you to strike with a thrust up to 10m away. Up to 2 targets that come within a 10m cone of you can be struck by your reaction should they move or make an action.

School of the Grand Lobster - Apprentice

Requires: Poleaxe, Polehammer, or Glaive

The famous school of fighting invented by a great general of ancient times who donned the legendary Blue Lobster Armor.

Pommel Jab - D:20 FC: 0
Deliver a swift jab with the pommel of your polearm. If it is not dodged or deflected by armor, the target takes 1 FC damage. If the pommel is spiked, deal half of the damage of the weapon. Can be used as a reaction to a parry.

Calf-tear - D: 25 FC: 1
When parried by a weapon that forces the point of your polearm down, use your reaction to pull backwards, using the hook of your pole-arm to tear the calf of a humanoid opponent which may reduce SPD by half. Deals half the damage of your weapon.

Abandon Arms - D:40: FC: 1
When parried by a weapon that forces you into a bind, use your reaction abandon your weapon and draw a small thrusting weapon to use to stab the target with. The stab has an advantage to hit.

Dodgeswing - D: 50 FC: 2
Assume stance with a wide legged posture, hefting your weapon on your shoulder. When the opponent attacks, use footwork to step out to dodge (advantage to dodge) and then return quickly with a heavy swing. The attack as an advantage to hit if the oppoenent made a heavy attack. Deals extra +1d6 damage.

Methods of the Huntsman – Apprentice

A school of fighting designed for archers.

Forbids: Heavy weapons

Arched Barrage – D:45 FC:3

Fire three arrows that can curve around one obstacle to hit one target. Curving can be omitted to save 1 FC.

Arrow Dirk – D:30 FC: 1

Assume a stance that allows you to use an arrow as a close combat weapon that can deal extra 2 damage on top of the arrow’s damage. Focus use is only one off until the stance is released.

Strident Hunt – D:50 FC: 2

Concentrate your entire senses and assume a low stance that allows you to move while firing arrows. Focus is taken up as long as this stance is assumed.

Somersault Kick – D:30 FC: 1

Kick an opponent for 1d4 damage before you while executing a somersault that propels you back by 15m.

Way of the Marauders – Apprentice

Forbids: Spears and heavy two handed weapons

An unorthodox school of skirmishing for those who use both the hand crossbow and sword.

Snappy Reload – D:30 FC:1

Focus your mind on reloading your crossbow religiously, allowing you to load a bolt on the same turn as you fire it. Also allows you to attack with your weapon and fire your crossbow on the same turn. Consumes focus as long as it is active.

Point Blank Savagery – D:40 FC: 2

Strike 2 times with your blade and top it off with a shot from your crossbow. Crossbow fire fails if crossbow is not loaded.

Continuous Barrage – D: 45 FC: 3

Rapidly reload your crossbow and fire it 2 times, and top it off by throwing your weapon at the target. Saves 1 FC when Snappy Reload is active.

Forceful Barrel – D: 35 FC: 1

Strike with your blade and body slam the target in the same fluid motion. The body slam does 1d4 damage and pushes the opponent up to 10m away if depending on a d100+STR opposing check.

Gladiators’ Pugilism - Apprentice

Forbids: All non-knuckle weapons

A way of fighting developed by pub goers

Shoulder Strike - D: 20 FC: 2 Charge straight at an enemy up to 10m away and strike them with your shoulder, knocking them up to 5d3 meters away. Should the attack miss, the user will continue his charge up to 5d3 meters before being able to stop. Deals extra +1d4 blunt damage.

Headbutt - D:40 FC: 2 Strike an adjacent foe with a vicious headbutt. Advantage to hit if you are grappled by the opponent and the opponent’s head is adjacent to you. Deals extra +1d6 blunt damage. And does 1/4 of the dealt damage to the user.

Circle Kick - D: 50 FC: 3 Wind up with a swift revolution and deliver a roundhouse kick to an adjacent target. Deals extra +2d3 blunt damage, and knocks the receiver up to 5d2 meters away on a failed self STR check.

Uppercut - D: 60 FC: 4 Deliver a deadly uppercut to an adjacent target’s chin. Deals extra +2d2 blunt damage, and can cause an opponent to lose balance and fall prone on a failed self SPI check.

Dirty Fighting – Apprentice

Forbids: Long or heavy weapons and armor

A way of street fighting favoured by crooks with no honour.

False Yield – D:50 FC: 2

When someone tells you to drop your weapon, you do drop it, except you catch it with the other hand and rush to stab the fellow’s face twice. Closes you into the foe up to 10m away, and does extra 1d4 damage per strike, and strikes with an advantage unless the foe is expecting it or is in a defensive stance.

Double Groin Kick – D:35 FC: 1

Make a somersault which strikes at the opponent’s groin twice with your kick. Opponent can resist being knocked down and stunned for 2 turns if he succeeds a d100+SPI VS your d100+STR. Does knockdown and stun does not work if opponent’s groin is heavily armoured (e.g. codpiece) or if the foe is female.

Snappy Toss – D: 40 FC: 1

Hurl up to 4 small bladed throwing weapons or pebbles at once to one target’s head. The opponent can dodge or knock away with a d100+parry or dodge roll against your d100+aim

Cloak and Dagger – D:45 FC: 2

When in combat and activating this stance, you can waltz past opponents with one weapon out, and deal damage with your weapon, essentially allowing you to close in and step out of the foe’s range in a quick sprint. Takes up FC as long as it is active.

Starting Items

As long as you’re not broke you can bring along with you an explorer’s pack which contains: Backpack, bedroll, mess kit, tinderbox, 3 torches, 3 days of rations, waterskin, a stick of charcoal, a roll of papyrus for writing stuff on, and a spool of 10m long rope

You can also request for other stuff as long as you can afford it from the starting item list below:

Primitive Ranged Weapon (1d2 damage, 10m, 0.2GP)

Small Ranged Weapon (1d4 damage, 20m, 15GP)

Medium Ranged Weapon (1d6 damage, 180m, 30GP)

Heavy Ranged Weapon (2d4 damage, 240m, 40GP)

Arrows/Bolts [20] (1GP)

Small 1H Melee Weapon (1d2 damage, 4GP)

Medium 1H Melee Weapon (1d4 damage, 8GP)

Large 2H Melee Weapon (1d6 damage, 10GP)

Higher quality weapons add 1 extra damage e.g. 1d2+1. These weapons cost triple the regular price.

Low quality weapons deduct 1 damage. These weapons cost half the price.

Small Shield (+10 parry, 4GP)

Medium Shield (+20 parry, 8GP)

Large Shield (+35 parry, 10GP)

Padded / Leather Armour (5 armour, 2GP per part) [Light Armour]

Chain / Scale Armour (10 armour, 4GP per part) [Medium Armour]

Plate Armour / Lorica Segmentata (20 armour, 10 GP per part) [Heavy Armour]

Total cost of armour can be calculated in terms of parts covered

e.g. chain shirt – covers torso, left arm, right arm – 2GP x 3 = 6 GP

e.g. rerebracers – covers left arm, right arm - 10GP x 2 = 20 GP

Low quality damaged armour reduce armour value by half and cost half the price.

Lesser Catalyst [5] (D: 20, 4GP)

Standard Catalyst [20] (D:40, 10GP)

Catalysts can be in the form of amulets, holy symbols, bracelets, wands and staves. Staves will be treated as a wooden Large 2H Melee weapon and will add to 10GP to the cost of the catalyst.

Miscellaneous tools (0.5 GP) (A bottle of oil, small hammer, caltrops etc.)

Backgrounds

Come up with a reason why your character has joined the adventure. If the character returns alive with and fulfils the reason, the adventure will be considered a success.

Regardless of success or failure, if the character has went through enough ordeals, he may choose to improve all his skills. Roll 1d100 against your current skill level (self check). On a fail, (if its more than your skill level) you may increase it by 1d6.

Spark of Genius

When in a life threatening or critical situation, you can use up a spark of genius to specify or discuss a way of getting out of it without rolling. Each adventure bestows you ONE spark of genius unless you are horribly cursed or have relinquished it for some purpose…

After the spark of genius is made, the skill related to the spark of genius can grow by 1d6 if it FAILS a self check of the skill in question.

Combat

Rounds

Each round last 6 seconds, during which the turns of all creatures take place.

During each round, each creature can make 1 action and 1 reaction.

Actions include: assuming a Stance, Using an item, Grappling, Sprinting etc

Reactions include: Parrying, Dodging, Countering, Triggering a trap etc

Each action takes around 6 seconds to be synchronized with → Speak 10 words

Out of combat every turn can take 1 minute → Speak 100 words

Sprinting which uses up an action requires athletics. You can sprint up to half your athletics skill. Any more you will have to make an athletics self check 1d100 + athletics. On a fail, you will still cover the distance but lose balance and fall prone and take 1 damage.

1. Initative

Ambushers always start first regardless of initiative

Roll initiative → 1d100+ABL

Largest numbers start first. Same numbers resolved by one with larger ABL starting first.

Same ABL in resolution will be determined by coin flip, heads = 0, tails = 1.

2. Hitting a creature

Hitting is guaranteed except in the case where it is difficult to do so (e.g. shooting at an enemy beyond the range of one’s bow etc) for which DM will dictate a number above which 1d100+weapon skill must be.

If the opponent decides to dodge or parry he can use 1 FC to initiate a reactive dodge or parry which demands an opposed check: (attacker) d100+Weapon skill against (victim) dodge or parry skill + d100. Bigger wins.

3. Testing Armour and doing damage

The same hit roll is then tested against an armour roll (1d100+weapon skill+weapon bonuses VS 1d100+Armour+Armour Skill) The bigger number wins. Even when no armour is worn armour roll is made since armour skill involves learning how to take blows to minimize harm.

If the attack roll is lower than the parry or dodge skill of the target when either reactions are initiated, it is an automatic parry or dodge (no roll needed).

If the attack roll is lower than the armour skill of the target, target shrugs off attack automatically.

If hit fails against armour, it is deflected without hurting (modifiable by some traits or abilities) otherwise, calculate damage: Weapon die + mods + STR unless otherwise specified by the weapon or damaging ability.

Armour System

Armour is split into 5 parts: Head, Left Arm, Right Arm, Torso, Legs. Each part can be covered with layers of armour.

To add a bit more complexity to combat, body parts and even weapons, armor and objects can be aimed using the Aim skill (Self check against Aim, lowest wins). If not aimed, the body part struck will be determined by number rolled by the hit roll.

1-9: Head or Neck.

10-29: Arms and Shoulder. D2 to see left (1) or right (2).

30-49: Legs. D2 to see left (1) or right (2).

50>: Torso.

Hit can be made more difficult if attack aims for a specific body part which can be non essential parts like e.g. eyes (+15), ear (+10) etc, or essential parts like heart (+20), lungs (+15) etc determined by DM. Of course aiming will not have difficulty added if the target is immobile, incapacitated etc allowing you to make a coup de grace.

Armor can be damaged using special techniques or special weapons (e.g. hammers, war picks). Damage to armour will deduct the amount specified by the weapon, and might be mitigated by special properties of some armour.

Severe Wounds

For all parts other than the torso, if the damage done is more than or equals to half of the character’s current HP, the part is severed if the weapon is a slashing weapon.

For all parts, if the damage done is more than or equals to half of the character’s current HP, the part is fractured if the weapon is a bludgeoning weapon.

Some armours are more suited to protect from a type or types of damage. In which case the part protected by the armour will not be affected by severe wounds.

Unconsciousness and Death

When a creature reaches less than or equals to 0 HP it is rendered unconscious from pain etc. The creature can be awoken from stimulants and being disturbed by making a self check against the creature’s focus if its HP is not 0.

If the creature is struck on an important organ (brain, heart, lungs etc) that is not protected from severe wounds by armor, the creature dies instantly.

Other damage done to non-essential parts of the body will not do any damage to HP. This includes doing more damage than max HP to a non-essential part of the body.

Taking Cover

Depending on the obstacle in front of you, it is possible that it is harder for you to be hit by a projectile or ray. The additional difficulty will be given by the DM.

Exploration

There are two kinds of exploration – Corridor exploration and Room exploration

Corridor exploration involves the party keeping an eye on the corridor geometry, e.g. Ceiling, Left Wall, Right Wall, Ground, Straight ahead, Behind or any other specific feature that surrounds each dungeon unit. Only one person can pay attention to one feature visually unless some magic or weird stuff is going on. Marching order is thus quite important in this respect.

For each dungeon unit cell (5x5m) it takes 1 minute to walk through without paying attention to the surroundings. How much attention you pay to the surroundings can be specified by the amount of time you are willing to invest – e.g. 1 min, 2 min, 3 min. Of course, investing more time means you will notice more details and might discover something important like traps or hidden treasures, but might also be a complete waste of time.

The same system can be used for room exploration, but can be simplified by just specifying how long you want to search the place.

Time is of essence, and spending too much time might result in encountering patrols, other things happening, and time limits being reached for certain goals or stuff going on in the dungeon.

Resting and Recovery

A short rest takes 1 hour and restores 1 MP, and restores all focus. A maximum of 1 HP is recovered per day during a short rest if there are bandages, poultices etc. only if HP is below half.

A long rest takes 8 hours and restores all MP and focus, and restores 1 HP.

Resting for a week restores all HP unless you are severely injured, which might take months.

Step by Step Example Character Creation

1. Assign and calculate stats by rolling 1d6 for each stat in order:

BEA: 2, ABL: 1, STR: 3, SPI: 4, HP: 2*3 = 6, MP: 2*4 = 8, FC: 2*1 = 2, SAN: 50, SPD: 10m

2. Choose 7 skills:

Swords, Wrestling, Parry, Force, Literacy, Religion, Aim, Dance

3. Assign 12d6 for each of them:

Swords (47), Wrestling (42), Parry (45), Force (54), Religion (42), Aim (31), Dance (20)

4. Choose a special trait:

Skill Bonus (+10 Swords)

6. Choose a magic and/or technique set:

Spellsword (Force Edge, Lesser Ward, Sure Footing, Possess Weapon)

7. Determine Wealth and Buy Starting Items:

10d6 = 20GP

Longsword (8GP), Padded Armor (4*2GP = 8GP), Lesser Catalyst (4GP) = 20GP spent

8. Write everything in the character sheet and identify a goal. Example Sheet:

Name:Urist
Goal: Save a person from their plight
BEA 2, ABL 1, STR 3, SPI 4
HP 6, MP 8, FC 2, SAN 50, SPD 10m, Spark 1
Swords (47+10 = 57), Wrestling (42), Parry (45), Force (54), Religion (42), Aim (31), Dance (20)
Religion: Order of Uth (VS. Spiders, Evil Men, LV. Good Men, Sheep)
Special Trait: Skill Bonus (+10 Swords)


Wealth: 0 GP
Longsword (1d6, 8GP)
Padded Armour (5 armour, TLRL, 8GP)
Lesser Catalyst [5] (D 20, 4GP)
Spellsword (Force Edge, Lesser Ward, Sure Footing, Possess Weapon)

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