Tuesday, January 30, 2018

Samurai Jack-esque d8 Hero Generator

Hero Appearance & Traits
[1] Grizzled, middle age, intimidating.
[2] Unassuming, old, passive but with hidden strength.
[3] Sharp haircut, adolescent, fiery temper.
[4] Ascetic, physical prime, respectful.
[5] Stylish, graying hair, boisterous.
[6] Exotic, distinctly abnormal feature, tricky.
[7] Dark, young adult, brooding.
[8] Ridiculous, indeterminate age, rambunctious.

Hero's Cultural/Martial Tradition
[1] Arthurian Knight
[2] Arabic Sultan-Guard
[3] Native American Brave
[4] Indian Kshatriya
[5] Caribbean Pirate
[6] Norseman Viking
[7] Spanish Duelist
[8] Ghana Warrior-King

Hero's Defense
[1] Energy Barrier/Magic Tattoos
[2] Dodging, leaping, parrying.
[3] Carries a great shield.
[4] Wears massive suit of armor.
[5] Has a trusty steed/vehicle.
[6] Animated animal pelt/skin defends him/her. Animal is relevant to cultural origin.
[7] None- uses sheer size and toughness.
[8] Chains/ropes tied around body, uses to knock away enemy attacks and entangle them.

Hero's Flaw
[1] Untamed Rage
[2] Wants reward/recognition for their mission
[3] Prideful, cannot let insults pass
[4] Trusting & Gullible
[5] Relies too heavily/not enough on technology
[6] Easily Distracted
[7] Intrigued by puzzles or mysteries
[8] Depression or Suicidal thoughts

Hero's Magic Weapon
[1] Walking Staff
[2] 1d4 Throwing Stars/Javelins/Axes/Chakrams
[3] Regular Bow. Has a single white arrow, meant to pierce Aku's heart.
[4] Sword. Design, style, and length adjusted to fit Cultural Origin.
[5] Poleaxe/Pike.
[6] Flail. Chain can extend for longer distance attacks.
[7] Two Claw-Fist Weapons.
[8] Gigantic marble Sledgehammer.

Sunday, January 28, 2018

Weird Monster Generator

Rolled [6], [11], and [1]
Roll each part required by your body plan. If they are in a pack, one of them may be an Elite. Start off each Weird Monster with 2 HD and a 1d4+1 tackle if they have no other attacks.

Body Plan – 1d10
The basic shape of the creature. All body parts of the same type are the same on a creature, unless misshapen which has a different part per roll.
[1] Humanoid (2 legs, 2 arms, 1 head)
[2] Quadruped (4 legs, 1 head)
[3] Tauric (4 legs, 2 arms, 1 head)
[4] Devi (2 legs, 4 arms, 1 head)
[5] Bug (6 legs, 1 large head that deals x2 damage)
[6] Mannequin (4 arms, 1 Surface)
[7] Wheel (4 legs, 1 Surface)
[8] Duo-Biped (2 legs, 2 heads)
[9] Roll again but add a special power.
[10] Misshapen- Roll on subtable

Misshapen Table – 1d8
Roll continuously until you roll an 8.
[1-2] Roll an Arm
[3-4] Roll a Leg
[5-6] Roll a Head
[7] Elongated Torso. Add +1 HD
[8] Roll for a Power, then roll one last time on the Misshapen table. That body part controls/emits the random power. Add +1 HD

Legs Table – 1d12
[1] Hooves. Fast running, 1d4 kick attack.
[2] Paws. Nearly silent, +1 initiative
[3] Insect legs. High jump, +2 more legs.
[4] Stone wheels. Runs you over, slow turning.
[5] Tiny black clouds. If blown away; can't move.
[6] Reptile. +1 AC
[7] Human, w/ boots. Sounds like marching army.
[8] Fabric, stuffed with straw. Weak to fire.
[9] Raptor. Claw deals 1d8 damage.
[10] Snake tail. No legs. Length is x2 number of monster's legs in feet.
[11] Jellyfish Tendrils. Floats. Tendrils deal 1d6 poison damage and save or be stunned 1/round.
[12] Paper. Folded into 'accordion' paper legs. Can extend to make itself taller or shorter. Tall enough to attack flying/floating units. -2 AC

Arms Table – 1d12
[1] Tree bark claws. When broken becomes a single entangling tree root/vine.
[2] Sloth. Huge claws, 1d6 damage and climbing.
[3] Pulleys w/ rope. Likes to strangle.
[4] Crab Claws. 1d6 damage, can crack armor.
[5] Human. Each holds a knife, spear, or shield.
[6] Ay-ay. Long finger can do 1d4 piercing attack
[7] Tiger Claws. 1d8 damage.
[8] Arms end in hammers. 1d6 crushing damage.
[9] Skeletal. They fall off from Turn Undead
[10] Transforming. Usually spikes, but can be made into crushing orbs or regular hands.
[11] Animated Gauntlets. Can do ranged rocket punch moves, but crumble to dust if hit in flight.
[12] Human, backward joints, unnatural color. Can cast one 1st level spell daily with weird gestures.

Heads Table – 1d12
[1] Turtle. Ambushes from water. +1 AC
[2] Cyclops Goat. Has a special power.
[3] Jaguar. Deals 1d6 damage, +1 to initiative
[4] Shark. Deals 1d8 damage.
[5] Mole. Can detect nearby characters.
[6] Tusked Humanoid. Retainer morale -1
[7] Roll an arm. Has an eye in center of palm and shoots 1d6 eye lasers, no save.
[8] Flaming Pyre. Can breathe fire cone 2d6 damage. Stunned for a round after use.
[9] King with tin crown. Commands 1d4 faceless, cowardly humanoid creatures w/ spears.
[10] Tapestry covers face. Takes -1 damage from all spells. Face underneath defies description.
[11] Big ugly pink pig. Snorts out huge gust of air; blinding dust 1 round and knocks away arrows.
[12] Vampire Bat. Drain-Bite attack deals 1d6 damage and heals it for same amount.

Surfaces Table – 1d8
Flat part of creature w/ magical surface.
[1] Metal Relief. +1 AC
[2] Flowers. Animals won't attack it without a morale check, still have -2 to hit.
[3] Skinless muscles. Deals +2 attack damage.
[4] Copper Skull. Takes ½ damage from fire.
[5] Mechanized Mini-Crossbow. Deals 1d4
[6] Shaggy Hair. Takes ½ damage from cold.
[7] Twisted Human Face. Striking it forces save or take -1d6 points of Wisdom damage.
[8] Bright red jewel- creature gets special power. If crystal broken loses that power.

Random Powers – 1d20
[1] Glowing eye(s). Extinguishes 1 light source.
[2] Scorpion Tail. 1d10 poison damage.
[3] Followed by fog. Gains +2 AC vs ranged.
[4] Red Orb floats above. +1 HD
[5] Ethereal. Takes ½ damage from non-magic weapons.
[6] Spider Thorax. Can shoot Web.
[7] Covered in thick scales. +2 AC
[8] Wrapped in magic sheet. +1 AC and Initiative
[9] Discordant music follows it. -1 to your saves.
[10] Can squash flat and slip under doors.
[11] Can cast a random 1st level spell once daily.
[12] Release octopus ink-cloud when first hit.
[13] Commands 1d6 featureless wolves.
[14] Any weapons it possesses are magic +1. Becomes dust upon its death.
[15] Roll a random damage type. Creature can throw three 1d6 magic bolts of it per day.
[16] Acid Spit/Piss. Deals 1d4 damage, and can destroys armor on a failed save.
[17] At half health grows 2 more Arms of a random type. Attacks ferociously with +1 to hit.
[18] Boiling Blood. Characters take 1 damage on a successful hit with anything shorter then a spear.
[19] Upon death, splits into 3 identical creatures that deal ½ damage and only have 1 HD
[20] Roll on surfaces table. Can project this on a nearby wall, heals 1d4 health per round until the surface on the wall is destroyed.

Wednesday, January 24, 2018

[Class] Castle Men

Castle Men
HD: 1d12
Equipment: Any weapon, cannot wear armor
AC starts at 14 and goes to 16 at level 2 and 18 at level 4. At level 10 they get 20 AC.

Castle men have stone fists and deal 1d6 damage when unarmed. Due to their immense strength, they deal +1 damage with all attacks every 3rd level.

Castle men can also garrison or imprison small creatures, something the size of a kobold, halfling, or young human, inside themselves. They have an internal store of food and water that lasts for a number of days equal to level. When this time is up the creature within can attempt to escape if the castle man is unwilling to let them out. Especially stealthy characters, such as a Rogue with a higher level then the Castle Man, can make a save to try and crawl out when the castle man is asleep.

Castle Men also have a few tiny innate weapons. Miniature catapults and ballista can pelt anyone within throwing distance, dealing 1 damage per round. Tiny thimbles of boiling oil also deal 1 damage to anyone who tries to grapple with or climb on the castle man against his will, and forces a save or be knocked off.

While they do not technically have a gender, the fierce deep rumbling that the castle men use to talk gives them a masculine identity. Castle Men also must reproduce. In order to do this, they must 'claim' an unoccupied fort or castle and be the sole master of that castle for a six year vigil. During this time, the Castle man must stop anyone else from claiming the castle, and keep out intruders, or else their vigil ends and they will fail to reproduce.

While normally alone in their vigil; a few intruders hiding in the castle for the Castle-Man to hunt down or allowing a few travelers to stay for a few days does not end it prematurely. If the vigil is successful then a new adult castle man, fully formed, will exit the gates of the fortress. The newborn Castle Man will have a similar color, texture, and style as the fortress they were spawned from.

Castle-Men do not have families, but have a minor amount of respect and familial affection for their 'Fathers'. They refer to them as the “one who stood vigil over me”.

Monday, January 22, 2018

Dirt Simple Dominions Magic

Ever since making my last post about Dominions I've been thinking about porting a simplistic magic system to tabletop gaming. Truth be told I still think other forms of magic may be more suitable for dungeon crawling, but I like the Path system in this game and how while it is still focused there is still a lot of flexibility here too.

The numbers of course have to be changed from the game of Dominions. In the video game; having 1 in a Path is apprentice or novice, 2 is a proper mage and 3 is being a “master” at it. We need something more granular for tabletop. Plus simply put the spells are far too powerful and large in scale for what a solo adventurer, especially in a “balanced” party should have!

I've also considered making a sort of game and setting focused more on Dominions itself. I could easily see a game where the best Fighters still use magic to increase their power, because the magic paths are essentially the powers of the gods themselves. It might also be fun to combine this magic system into a game with high flying wuxia action- but this post is about the game mechanics themselves and a new magic system.

Dirt Simple Dominions (Magic)
There are 8 magic paths. There are the four elemental paths; Fire, Air, Water, and Earth- and the four Sorcerous paths; Astral, Death, Nature, and Blood.

Every level, your magic user may gain 1 point in any path of their choosing, including first level.

Casting Rules
Every time you cast a spell, roll your class HD for spell drain. Each level of a path you have ABOVE its minimum casting requirement reduce this drain by -1. For example if you have 4 Air and cast a 2 Air spell, you reduce your drain roll by -2.

Each point of spell drain makes you roll -1 whenever you roll a d20. Attack rolls, Saving Throws, as well as Stealth and Skill rolls are reduced due to fatigue. If you make one of these rolls and the total result is negative, you must save or become unconscious. Excessive spell drain can cause level drain; reducing make HP.

You may ignore the first few points of drain, equal to your TOTAL skill in all Paths + Wisdom modifier. Your negative to d20 modifiers do not start until after you have gone past this allotment.

You recover drain at 1 point per exploration turn.

There are 3 kinds of spells; Charms/Cantrips, which do not require a drain roll but have very weak effects, regular Spells, and Rituals.

Magic Gems
To cast magic ritual spells, you require magical reagents, often in the form of gems. Gems are usually found in sites of power in nature, or generated by magicians who draw them from the elements of nature. To summon any kind of permanent entity or craft magic items, gems are required. Some powerful battlefield spells, such as huge lightning storms or summoning elementals will always require at least one gem to cast.

You can also expend a gem when spellcasting to;
[1] Boost your power in a Path by +1 for one spell
[2] Reduce spell drain by -1d6
[3] Increase the range or area of effect by +50%
[4] Targets get -1 on their saving throws
[5] Cast a spell effect that you have not researched (spontaneous magic)
[6] Create an additional minor or long lasting effect to the spell
You can expend a maximum amount of gems per combat equal to your caster level.

All magic gems come in the form of bright, shining gems. The exception to this is Astral and Blood magic. Astral gems are called Pearls and function the same way, but Blood magic uses sacrificial virgins instead. You must deal 1d6 points of damage to a sacrificial virgin for each 'gem'.

This is how Dominions does it, but you can also have each piece of magic being more unique and special. Magical “gems” for the Path of Fire may actually be found in the form of embers, burnt offerings, charcoal, obsidian, etc. I'd imagine gems are more of a “compression” of magic similar to Tass from Ars Magica, but travelling magicians don't care and will gladly carry around bat ears and broken harp strings for the juice within. Blood magic is more specific, but I would extend what can be sacrificed to a few extra beings like rare pure white animals.

The Paths
Each magical Path has primary powers they control, as well as less common secondary powers.

Primary: Fire and Heat
Secondary: Light, Deserts, Attack, Explosions

Primary: Wind and Lightning.
Secondary: Illusions, Weather, Flight, Quickness

Primary: Water and Ice
Secondary: Floods, Swamps, Water Breathing

Primary: Stone and Metal
Secondary: Sand, Earthquake, Armor

Primary: Starlight and Minds
Secondary: Fate, Time, Metamagic, Wishes

Primary: Undead and Decay
Secondary: Diseases, Aging, Darkness

Primary: Plants and Animals
Secondary: Poison, Emotions, Healing, Senses

Primary: Blood and Devils
Secondary: Purification, Extraterrestrial Horrors

Each spell of a magic Path in its “pure” form typically conjures, defends again, manipulates, grants resistance to or empowers its elements. Secondary elements are more common for its rituals and the special abilities of its summons.

Magic can also be done through cross-paths; which can combine the Paths into all new forms with flexible results. For example; Fire and Water could be combined in a spell for steam related effects, or to create searing acid. Combining Astral and another Path can allow for curses relating to the second Path used in the spell, and so on.

Variant Rules
Instead of choosing your paths per level, split up magic into two classes; The Elementalist/Wizard and the Sorcerer. These classes get 2 free spell drain soak per even level and increase their power level in all their paths +1 every odd level. At 3rd level they are 2 in each path they have, at 5th they are 3 in each path, etc. They can never learn new paths.

If you have “Dominion” over a land, you get a few free gems worth of points you can invoke at any time you wish by calling upon your arcane connection. This power from the lands comes from lands matching their Path similar to Magic the Gathering. ie; Deserts can be invoked for Fire gems, Swamps for Water, Starlit ponds for Arcane, Secret elvish glade for Nature, etc.

If you are casting spells in an area with a powerful enemy dominion or are under the effects of some kind of anti-magic curse; roll 1d6 on the table of what you can do by spending gems when spellcasting, and reverse the effect (such as -1d6 drain becoming +1d6 drain).

Magic Paths grant additional stats. If you're basing the game system off of Dominions itself, which has exploding dice and ~10 in all stats for basic units but that easily can go past 20 or 30, you get stat points for every 1-2 points in each Path. If you're basing it off D&D it might be better to make it 3 or even 4 points per Path to get a stat point bonus.

Path Stat Bonuses:
Fire +1 Attack (to-hit) and/or +1 Fire Resistance
Air +1 Ranged Attack and/or +1 Lightning Resistance
Water +1 Defense (AC) and/or +1 Cold Resistance
Earth +1 Protection (Damage Reduction) and/or Encumbrance (Carry Weight?)
Astral +1 Magic Resistance (Saves vs Magic +1)
Death +1 Saves vs Death and/or +1 to total HD of Undead you can control
Nature +1 Reaction Checks with animals, +10 Years of natural lifespan, +1 Poison Resistance
Blood +1 damage and/or +1 to total HD of Demons you can control

Lizard Priests banishing undead horsemen
Very special form of magic only belonging to priests. They have less flexibility then the other paths but do not cause drain, instead paths are empowered by the Dominion and favor of your God which grants you the power freely. The exact effects of the bless and the nature of the banishing and smiting depends on the nature of the God.
Weak Holy: Bless sacred things, banish undead/demons
Medium Holy: Inspire followers of the God, Return damage back to Heathens
Strong Holy: Banish many undead/demons, Smite Heathens

Saturday, January 20, 2018

8 Sketched Magic Items

[1] Candied Blood-Drop Blade
Sharp magical dagger that deals 1d4 damage when used as a weapon. After a successful hit, the dagger creates a single large drop of blood from the victim which hardens into a candy-sphere that can be sucked and act as a ration. Attacks that deal 1 damage don't create a drop big enough to be used as a ration, 2-3 damage creates 1 ration, and a roll of 4 creates an extra thick candy drop that counts as 2 rations that can be sucked on and saved for later.

This blade can create rations from self inflicted wounds, but diseases a creature has will be transferred to those who eat its blood candy. Creatures with regular red blood have cherry flavored candy, giant bugs with green blood make apple flavored candy when sliced, and so on.

[2] Wyrmwood Wand
This wand has the power to twist objects. By waving it and spending a single combat round you can; twist up the wings of a flying creature to ground it, twist up the legs or arms of humanoid creatures, twist a guard's head backwards so he can't see you, twist up the branches of a tree to make a bridge or twist a stone column to make it easy to climb. All things that twist groan and feel some pain from it if they are alive, but it deals no damage and comes undone in 1d6 turns for living creatures and 2d6 for nonliving materials. It does not cut off bloodflow or restrict breathing for living things.

The wand has 3 charges that refresh each dawn and dusk.

[3] Sweeping Axe
This axe is designed to sweep through smaller groups of enemies and is enormously powerful in the hands of a strong warrior. Acts as a normal 1d8 Great Axe but if you take a full round to charge up a swing, your next swing hits all enemies in front of you in a 15 foot cone and knocks enemies smaller then you to the side. Requires both hands to use.

Deals full damage to swarm, even to swarms of very small creatures like spiders or snakes. This weapon was originally used as a one handed axe by a giant to cut the straw roofs off of huts he suspected villagers were hiding in, so he could stick in a hand to gobble them up.

[4] Zeebo's Incredible Leggings
These leggings grant +1 AC and the stripes on these leggings grant them an almost illusion effect while moving. Attacks aimed at the legs; such as bolas, arrows, entangling vines or grappling monsters get confused and unable to correctly target the legs. These leggings also make the wearer's kick attacks count as magic; letting them kick ghosts but dealing only regular unarmed damage.

The leggings were created from a ceremonial design by a culture that used them for mesmerizing dances and feats of agility. The design was later stolen and armored to be used as equipment for warriors, but it's patterns can still only be created by masterful fabric dyers of these people.

[5] Helm of the Arachnid
This helm grants +1 to your Dexterity modifier in addition to regular AC bonuses from Armor. It also grants improved vision in the darkness, letting you see twice as far in low light as normal, but does not help you in absolute darkness.

The longer you wear the helmet, the harder it becomes to remove it and the more spider-like you become. Eventually you will grow multiple eyes, have an irrational fear of sunlight, and desire to trap creatures in your webs of traps. If you cannot spin webs, since most creatures can't, you'll resort to using regular traps and ropes instead. At this stage the helmet cannot be removed without killing you but the metallic spider limbs on the helmet can be used as improvised weapons +1 to hit against adjacent foes, and can be used to climb and hold up your body weight for a maximum of 1 turn per day, since you're too heavy to carry around all the time.

[6] Glinting-Charm Crossbow
This crossbow deals 1d8 damage and can once per day stifle all wind to line up a shot. Ignore all penalties for shooting in a storm and ignore mages with shields of air that protect them from arrow fire. Gain +2 to hit for this one shot.

The glinting-charms of this crossbow are constantly dangling and lightly chiming. Only when its ability is activated do the charms stay silent to line up a perfect shot.

[7] Perilous Puzzlebox
Instead of casting a spell, a spellcaster can give up a spell slot to conjure creature(s) inside the box with HD total equal to the spell level spent. The creatures can fit in the box regardless of size but once the box is opened or thrown, the creatures explode out of it and use a single attack, ability, or spell on all nearby targets. Then, the creatures disappear and the box must be charged again to be used.

Multiple turns of charging the box with spells can be done to fill the puzzlebox with more and more deadly creatures. But each round you hold the box it has a 1 in 6 chance of springing open prematurely, which means the creatures exit at your location and will attack you and whoever is nearby instead.

[8] Duelists Crystallabra
This matching cauldron + bracer set grants +1 AC. If you defeat an enemy made of magical energy or light, you can draw that enemy into the armor set. By facing a foe directly while the set is charged it casts out blinding light with each of your attacks giving them -2 AC and -2 to hit when they attack you. This only works against enemy's in front of you while turned towards them, and has no effect on flanking enemies or ranged enemies. The Crystallabra armor can also be used to create soft, multicolored light at any time while in darkness at the caster's will.

Once absorbed, the spiritual essence of the absorbed creature can create light for you both in combat and in dungeons for 1 day per HD of the absorbed creature.

Friday, January 19, 2018

Magic Item Recycling

Recycling magic items sets an interesting problem. If you consider a more mystical or folklore-esque magic system, recycling magic items doesn't usually make too much sense. Items lose power if destroyed, or can't be destroyed to make new items. Things are enchanted just because, melting down a magic cup into a magic sword doesn't have any purpose, as its the cup that's magical. If the magic is based on inhabiting spirits, it also doesn't work very well since the spirits would usually be freed if the item was broken down or 'recycled'. But if the magic in the setting is more based on an energy or enchantment based model, then it works to argue that the magical energy or enchantments can be reused in new physical forms.

In order to do this, we're going to use the Ars Magica magic system. There are 10 Forms representing the most primal aspects of reality; Fire, Water, Earth, Air, Plants, Animals, Images, Minds, Bodies (of intelligent beings) and Prime (magic itself or metamagic element).

First, take the items being destroyed or used for recycling and consider the primary aspect of the enchantment; this is its vis charge that we can use to convert into an elemental point. For example, a +1 magic sword or an “unbreakable shield” are both made of metal, and are magically just “better” then other things of the same material. We could consider both of these as a Earth (Terram). If it's a fire sword, then it counts as Fire (Ignem).

The total number of enchantment points will influence how powerful and of what element the new enchanted item has and it's strength. If the total is a tie between elements; just pick whichever makes the most sense or try to combine them. Another idea is to make elements with mostly one element but some of another have the item theme'd after the smaller element. So if you create a magic shield with mostly Earth element but have some Air element in it; you could make the shield somewhat transparent, made of glass, or maybe release a puff of gas or a minor thunderclap when struck.

The physical form of the new object being created determines what “Technique” the “Form” of the object will take place using the Ars Magica as a baseline. The techniques in Ars Magica are Creo, Intellego, Muto, Perdo, and Rego- which we shall call Create, Perceive, Change, Destroy, and Control.

Create: Tools, Healing tools, Containers, Lanterns, some ranged weapons
Perceive: Candles, Scrolls, Spectacles, Sight-Stones, Spyglasses, Maps
Change: Cups, Sheets, Wands, Disguises, Cloaks, Lotions/Potions
Destroy: Weapons, Torture Devices, Poison
Control: Armor, Scepters, Staffs, Tiaras, Rings

Using this ruleset, several magic metal items or earth crystals would grant an item a Terram charge, and if the item being made was a Shield, we could see a result of Rego + Terram. This means the item has the powers to control earth; which fits well with a sheild. Upon being created, a powerful mage might be able to “bend” the enchantment to a specific result under this umbrella. Rego + Terram could mean the shield helps to turn away metal objects, bashing into metal armor of enemies could damage them/make them not function as well, or the shield could be thrown as a weapon or even rid like a flying disc. All of which fits under our Technique + Form. The power of this enchantment would be equal to the charges used to make it; if it was +3 it could act as a +3 improvised flying weapon, or deflect 3 sword blows per combat, or be ridden as fast as a 3 legged horse, etc.

This is a hypothetical ruleset, maybe it helps you figure out what to do when recycling magic items if you can't figure out what it should do on your own.

Wednesday, January 17, 2018

i raid dungeons for treasure

 i raid dungeons for treasure
an OSR inspired 'kill puppies for satan' hack

to create a character, write 'i raid dungeons for treasure' across the top of your character sheet. then write their name, race, and class. then write a big number in the corner for their level, start at 1

you pick a race from this list and get a bonus for it. remember that you each come from a different culture and probably hate each others guts but you have to work together on your gay little quest.

big strong dudes get +2 health points. you're a big ugly ogre, gangly half giant human, huge fluffy dog man, or something like that. if you're a female you are thick with big boobs and if you're male you have a huge cock. i don't know why that's important but i'm sure you'll find a way to make it work.

little shifty dudes get the power to go first in combat. you're probably a hobbit but hobbit is copyrighted so you're a halfling, or a goblin, maybe a cockroach person or maybe even a distressingly attractive rat lady. you're usually underestimated by people who are better then you

weird magical dudes get the ability to use one of their 1 cost resource class abilities once per game session. cannot be combined with more resource for higher level effects, only 1 cost effects. you're an elf, gnome, half demon creature with a rainbow fedora and only one wing or some shit. snowflakes like you are probably oppressed in this world but you don't mind because you like the attention

standard average dudes get to reroll any stat they choose at character creation. you're almost certainly a human but half breeds and furry people are also ok as long as you aren't too big or small or magical. you think you're very mature but in reality you're just kind of boring.

warriors are good at fighting and are heroic
rogues are sneaky, greedy, and lucky
mystics are freaks with magic powers
every class has 3 stats and a resource. don't worry about resources will get to those later. all stats range from 1-5. roll a d4 for each stat to generate it. if you roll a 4 congrats but you have to subtract -1 from any stat. if you roll a 1 in a stat tough shit but you get +1 point in any stat.

if you are a warrior your stats are might, toughness, and courage. your resource is hone.

might is used to hit things with melee weapons. toughness is your defense stat to withstand attacks in combat. courage is your saving throw and used to rally your hirelings.

if you are a rogue your stats are cunning, speed, and guile. your resource is luck.

cunning is used to attack from stealth, slip knives through gaps in armor and hit with ranged weapons. speed is used to avoid hits in combat and traps. guile is your saving throw and used to charm travelers, encourage friends, and charm nobility.

if you are a mystic your stats are potency, resolve, and intelligence. your resource is magic.

potency is used to hit enemies with magical attacks such as wands of fireballs, thrown potions, or mystic chanting to dispel ghosts and demons. resolve creates magic shields n' shit to protect you from attacks. intelligence is your saving throw and used to control minions and debate star gods.

once you generated your stats figure your hit points. each class has its own starting amount; warriors have 10, rogues 8, mystics 6.

your saving throw stat is used only for combat special moves. for hazards or challenges outside of combat any stat may be used. for example a warrior may roll toughness to resist a disease, or a rogue may speed up to avoid falling rocks. your mystic doesn't get to roll shit when they inhale poisonous spores though, unless they try to think of a cure after using intelligence. see how this works now?

you can also use these abilities for out of combat skill checks or similar; like might to break down an old door or potency to light a candle. these rolls have a target number of 7.

each character class gets a 'resource' that can be used to activate special abilities. each resource point must be gained from doing things relevant to that class in play.

whenever you accomplish something really important if the GM thinks so. like slaying a dragon or finding the secret temple, you can get a free resource point or two.

every time you spend a 4 cost resource ability, put a tally mark on your sheet. every time you spend a 5 cost resource mark two tallies. every time you get 5 tally marks erase them and go up a level.

you get experience point for spending the treasure you've stolen. starts at 100 for 1 experience and doubles every time you get a level.

experience points cannot be used during play like normal resources but are instead used for long term effects only. can be combined with left over normal resource.

warriors- you get a hone point whenever you recover an ancient weapon, take a blow that would kill lesser men, or win a fight against a strong foe

costs 1 hone
-roll a d8 instead of a d6 when you roll your might, toughness, or courage
-deal 2 damage to one target next to you instantly, free action. you scratch them or something idk
-only usable after you kill something. lick their blood off your sword and heal 1 hp. badass
-move around the battlefield. maybe do a backflip over someone, shield surf across the ground, charge through the enemies with your body, etc
-grapple someone or chokeslam them, stun any enemy for 1 round but they get a save
-break an enemy's shield or disarm their weapon
-when you have downtime; sharpen your weapon. now it deals +1 damage when you hit with might- lasts until it gets damaged or really dirty

costs 2 hone
-reroll any might, toughness or courage roll until you get at least a 4
-do a battlecry. cowardly enemies must make a saving throw or run away in fear
-usable first round of combat only; charge into battle and roll a d12 for your might
-after you roll toughness vs an enemy attack; deal 1 damage per point of toughness over their attack. you did a sick counter parry move.
-taunt all nearby enemies into attacking you this round, must be done at start of round
-sing your friends an inspiring warrior song; they may now use your courage instead of their saving throw if they want next time they need it
-downtime; repair broken armor/weapon

costs 3 hone
-count any might, toughness, or courage roll as though you rolled a 9
-scream to your dead father's ghost for strength or accuse the bad guy of his sins- your weapon glows and you throw it dealing 1d12 damage, no save
-give up your attack this round but count your toughness as though it were 10 for all incoming attacks. works great with the taunt skill.
-berserk rage! you get +1 might and each time you kill a monster you get to attack again. keeps going until you fail to kill something.
-you can perfectly predict what a monster or army will do in the next few combat round
-perform a clearly supernatural feat of strength- wrestle an ogre or break through a stone wall

costs 4 hone
-name your weapon, it now counts as magic and deal +1 damage permanently. only works once per weapon. Doesn't work on armor or shields.
-use this when you would take a fatal blow; instead you survive with 1 HP
-challenge any intelligent creature to a duel by single combat and they must accept it. if you try to cheat though then they'll cheat too.
-create a magic banner that grants +1 morale to you and your troops
-do some unnatural feat of fortitude; like holding your breath all day, fall off a cliff and live,survive in a blizzard with no clothes, etc.
-improve your max health by +1

costs 5 hone
-you gain the ability to either craft or find a powerful artifact weapon or piece of armor
-improve any of your basic stats by +1
-perform an incredible feat of physicality. dive to the bottom of the ocean, jump to the top of a castle spire with a huge running leap, run for four days straight to warn your friends about an invasion.
-you gain a powerful animal companion, such as a lion, bear, great boar, dire wolf, etc. their stats are 5 savagery (attack), 5 vigor (defense) and 3 wits (saving throw/social). wits is used to make it do something an animal wouldn't normally know how to do, like open a door or fighting people without mauling them to death
-invent a new fighting technique.

rogues- you get luck points whenever you mess with something obviously dangerous and nothing happens, disarm deadly traps, as well as when you steal known treasure like the hope diamond but the fantasy version so the dragon diamond

costs 1 luck
-roll a d8 instead of a d6 when you roll your cunning, speed, or guile
-jump onto the back of a bigger creature or fighter; these count as cunning attacks and they can't hit you until you are knocked off
-crush up bugs, leaves, and berries nearby to make a mild poison. lets other party members use your cunning in place of attack if they want to. 3 uses.
-usable when you fall off a cliff; roll speed and reduce fall damage by that much.
-if you have at least 1 minute to hide you can hide somewhere and don't need a roll to avoid being seen. only works in places with something to hide in or behind.
-pull a hidden dagger or arrow out of a secret pocket; you always had this extra one right?

costs 2 luck
-reroll any cunning, speed, or guile roll until you get at least a 4
-usable if you kill a poisonous or venomous creature; extract 3 uses of venom/poison which retains its strength.
-bypass any lock without a roll silently within 10 minutes (+1 luck cost) within 10 seconds
-when attacked by a volley of projectiles; roll speed and avoid that many arrows or darts.
-fire an arrow at super long range; normal attack damage if it hits

costs 3 luck
-count any cunning, speed, or guile roll as though you rolled a 9
-using local plants and items create a moderate poison. deals 1d6 damage every 10 minutes until a save is made or the person dies.
-usable when you are trapped in a random pit, cell, or room somewhere. you'll find a secret passage or hidden key or switch to get out.
-prepare a hidden weapon up your sleeve and when it is used get +2 cunning for the attack
-rap your knuckles on the floor and automatically know where all the traps are in the nearby area
-put up your cloak and slip away; even in the middle of a fight you go into stealth mode and your next attack is a cunning/surprise attack.
-roll up a piece of paper and stick it in someone's pocket, on a bird, etc. that message will always reach your target within 1d6 days.

costs 4 luck
-you manage to get a map of either a place to rob or a treasure map to a forgotten place or treasure
-sweat talk an intelligent monster into joining your side or offer them a cut. roll guile + leverage and if you beat they join you. if they don't you get points refunded for this ability.
-count a failed saving throw as a success instead
-downtime; create a disguise that makes you look like someone else. can be a different race or w/e.
-downtime; stitch a secret pocket or compartment in one item of yours. permanently can store a small item, weapon, or poison vial in there that nobody else can find or steal.

costs 5 luck
-when all else fails you turn invisible. lasts up to one hour or until you attack someone.
-improve any of your basic stats or HP by +1
-gain an expensive and rare clockwork gadget like a pair of synchronized stop watches, a grappling hook with autowinch, or hidden wrist crossbow
-recruit a spy network of kids, beggars and prostitutes in a nearby city. they'll give you information on everything that happens there
-death poison. custom crafted poison for any specific creature; kills within seconds.
-invent a new rogue ability

mystics- you get magic points whenever you witness natural magic, uncover ancient or forbidden knowledge, and when you exorcise or befriend a powerful spirit.

costs 1 magic
-roll a d8 instead of a d6 when you roll your potency, resolve, or intelligence.
-fire an elemental blast of cold, flame, or shock; +1 potency vs things weak to that element.
-levitate for one minute or less. able to move as fast as walking speed but in any direction.
-usable when you come across strange runes; you know what language it is and of what era, though you don't necessarily know how to read it.
-grant a party member a magic shield. they can use your resolve instead of their own defense stat if they want for one attack.
-use magic to replicate the effects of a mundane tool like a shovel, lantern, chisel, etc. 1 hour
-permanently change a minor detail about a mundane item. such as dye color, shape, etc.

costs 2 magic
-reroll any potency, resolve, or intelligence roll until you get at least a 4
-area of effect spell deals 1d4 damage to all enemies in room-sized area, they get a save
-disappear to get out of danger and reappear once its safe or when you choose. you reappear at the same spot (+1 point cost) back with your friends.
-cancel any ongoing spell or magic effect cast by another mystic. magic cost is equal to the original spell +1
-roll resolve and get a protection aura that protects you from environmental hazards like smoke, water, spores, etc. lasts turns equal to resolve roll. can also be cast on other people.
-enchant an object so the next time it is touched, worn or used it gives a vision to the person who used it. the vision can be anything your character has experienced before or a 'snapshot' taken when this spell is cast

costs 3 magic
-count any potency, resolve, or intelligence roll as though you rolled a 9
-curse someone; like make them hideous, change them into an animal or make them lose one of their senses or go insane. only works on people you 'defeat' in some way, not just random people you see. lasts a number of days equal to potency roll.
-identify any magic item you can see. you can feel its aura and know what sort of magic effects it has
-draw, pace, or mark a circle or other line and stop all creatures of one type you choose from entering roll resolve and lasts that many hours if you leave or days if you stay in the circle
-rapidly reverse or accelerate time on a single object or plant. make ancient machines work again, ancient oaks crumble to weeds. some things are built to last, or never worked to begin with tho
-turn yourself into a common animal. lasts as long as you want, but you can't talk or cast spells.

costs 4 magic
-craft a magic wand that fires bolts of energy, letting you attack at range using your potency. requires several gems and rare woods to create. it holds 7 bolts that recharge every dawn and dusk. can also spend 1 magic point to recharge
-usable when presented with a puzzle or riddle; your character gets 3 hints to the solution
-trap a defeated or friendly spirit into a physical object like an urn, puzzle box, book, weapon, etc.
-create a permanent golem, zombie, elemental, etc. roll your intelligence to determine its stat total, HP equal to stat total. it's not very smart or ambitious but obeys your commands and can guard stuff.
-control the weather. roll intelligence and it lasts that many hours; can make it rain, sunny, create a hurricane, up to you

costs 5 magic
-regenerate a lost limb, eye, or other body part or cure a moderate disease. can do this to others
-create a permanent portal within one doorway, circle of standing stones, etc. that allows travel between two realms of reality or far away places. you must have visited both these places first, but this magic cost counts for both entrances
-create a talisman or ring of great personal power to you. can be used once a day to cast a single 1 cost magic effect for free but it also contains your life force. if stolen from you you'll weaken and die within 7 days. if destroyed you lose -1d4 max HP
-find a young boy or girl with the rare gift of magic to be your apprentice.
-improve any base stat or HP by +1
-invent a new spell

invention rules-
each class allows you to invent a new power for 5 resource cost. this lets you basically create another resource cost ability of your own design. however these abilities must be in line with your class, and the point cost is up to the DM. too powerful abilities may be veto'd or edited.

combat rules-
in combat everybody uses contested rolls to see what happens. attack stats (might, cunning, potency) are rolled against the defense stats (toughness, speed, resolve); if the attack stat is bigger then the defense stat it deals damage equal to the difference between the two. remember that you only use stats if the action matches it; so mystics don't get to add potency to firing a crossbow at someone, but a rogue might if doing it from a hidden sniper tower.

your social/saving throw stat (courage, guile, intelligence) is used when enemy monsters use special attacks or tactics against you, and to rally your hirelings or minions. minions and hirelings will need to be rallied if they fight scary high level shit, or marching in formation, stuff like that.
one handed weapons and thrown weapons add +1 to your attack stat.. two handed weapons do +2 damage, which only warriors can use obvs. shields block 2 points of damage per combat round from any attacks that slip through your normal defense.

armor is more complicated. armor lets you improve the size of your defense dice to a d8 or d10 if you have advantage over enemy's weapon. so chainmail is strong against swords but weak vs bodkin arrows and crushing attacks. padding is good vs hammers but weak vs slashing. wooden weapons will always have disadvantage to metal armor and so on.

social rules-
when you talk to people in town or try to get in the princess's pants you need social skills. everyone can do it but it's related to your stats again; warriors are all about boasting and inciting angry mobs against monsters or corrupt nobles. rogues lie to people and make them think you're something other then a dirty cutpurse. mystics convince people with logic and win debates because they're so smart.

to win socially you have to roll your social stat with a d6 and get over the number of people you're trying to convince to take you seriously. this doesn't actually mean you can control anyone's mind, just that people won't just write you off and will take your words at face value. if they're from a higher social class or part of the authority in this land you have to roll +2 more.

when you are in town or a city you can spend 1 resource point to recruit someone with no big abilities or fighting skills, like a courier, cook, stableboy and so on. for 2 resource points you can recruit a retainer of your class instead. warriors get a squire, rogues get a pickpocket, mystics get a scribe and so on. pets also follow this formula.

exorcism rules-
this is more for the mystics. in order to fight intangible spirits or evil entities you must chant sacred words to damage it while it tries to attack, possess, and haunt people.
each round the spirit gets to attack anyone's basic stats. if it finds someone with a weak stat (2 or less) it will likely attack them over and over in that category until they leave or are 'drained'. spirits attack by rolling 2 dice vs the target stat, the person only gets to roll a d6 to defend themselves if they know a spirit is trying to hurt them. weak spirits like ghosts get 2d6, stronger spirits like minor demons get 2d8, nature spirits and magical shit get 2d10 and gods get 2d12 in spirit form.

'attacks' done by spirits are like feelings of dread and hallucinations of weakness tied in with the stat. if a magic user has low intelligence and is being attacked, it may remember fake or real memories of being mocked in school for being a slower learner, or a warrior with low might sees a vision of him being trapped under thin ice, unable to escape.

each time it does this the person loses -1 HP and the spirit gains a resource for each health point drained. spirits have nasty hidden powers by using the resource points they get from draining your health. don't fuck with them

additionally each person who helps the exorcist by smashing evil idols, praying together, waving incense, etc. adds +1 to the most potent mystic.

shopping rules-
whenever you're in a town, big army camp, or anywhere where you have could find a lot of goods and services you can buy stuff.

basic supplies and services like torches, arrows, food, non-magical transportation, horses, slaves and so on can be bought and found by anyone

for specific stuff you have to use social rolls, once again based on class. warriors can find armor and weapons, the best warhorses and steroid potions. rogues find the black market with all its illegal stuff and ruthless people. mystics of course can find rare and illusive tomes, little fairies in cages, and magical talking cats up for sale.

when you look for specific stuff like the above roll your social stat and that is how many of whatever you are looking for is available in broad terms.

special combat rules-
armies of 20-50 men or more are special in that they don't act like normal fights with all those combatants. every round these armies do 1d10 damage to individuals standing up to them regardless of defense rolls and have health equal to the average soldier in the army. individual attacks cannot hurt them unless you use a AoE attack, bomb, huge warrior cleave or something similar.

if the army reaches 0 hp it doesn't die, it is just broken morale and is now a loose group of individuals. only a leader making a social roll can try to rally some of the soldiers.

buying stuff and prices-
any basic good can be bought for 1 coin. this includes stuff like a night at the tavern, a torch, an arrow and so on. to know the cost of your order you just multiply by how many you're buying.

basic tools and equipment like rope, lantern oil, blankets, clothes, bags and so on cost 1d6 if buying individually or 2 per object if you're buying in bulk of at least 20 total things.

specific stuff you're buying based on your class and social rolls have costs based on the usefulness of the object and what you yourself could make or find it for in resource cost. roll 1d6 per resource cost you would take to make that yourself and multiply by 100 to find the price of the item in coins.

property like houses, castles, forts and so on can only be bought if you do quests for its current owner or you build it yourself by clearing the land out and keeping it free from monsters. the cost for this is huge, but if you are getting close to having the resources and status for it roll 1d100x10. this is the discount you'll get on the cost for doing a quest to the seller or related to the construction area.

finishing up-
this game is inspired by "i kill puppies for satan" and is a very loose ruleset. only play if you have a really good DM k?