93055_RAA_CatacombsofGore_R2 Proof lowres
Legal Disclaimer and Credits
CATACOMBS OF GORE is a product of creative collaboration initiated by Caleb Dickenson and Eldtrich Fog in late 2019, before the onset of the COVID-19 pandemic. Initially conceived as a board game, the project underwent several transformations, exploring potential avenues such as comic books before settling into its current form.
All rights reserved.
Caleb Dickenson & ROTTEN SEWER PRODUCTIONS retains all rights to CATACOMBS OF GORE and its associated intellectual property. Any unauthorized use, reproduction, or distribution of the content within this Role Playing game book is strictly prohibited.
Title Usage
The title CATACOMBS OF GORE is unique to this project and is used exclusively within this context. Any similarities to existing intellectual properties or coincidental resemblances are entirely unintentional.
Disclaimer
While every effort has been made to ensure the originality and uniqueness of CATACOMBS OF GORE, it is possible that certain elements bear resemblances to other works. Any such similarities are coincidental and do not imply any endorsement, affiliation, or association with other intellectual properties.
Acknowledgments
We extend our gratitude to all those who have contributed to the development of CATACOMBS OF GORE, whether through direct involvement or by providing inspiration along the way. Your support and enthusiasm have been invaluable in bringing this project to fruition. Special thanks to DOOMY G from Sauron ( MI) for their help & extensive editing skills. For inquiries regarding the use of CATACOMBS OF GORE or any related matters, please contact Caleb Dickenson at rotten.sewer@gmail.com or @Catacombs_of_Gore on Instagram.
Thank you for your support of ROTTEN SEWER PRODUCTIONS!!!
[Copyright © 2024 Caleb Dickenson. All rights reserved.]
4
Items You'll Need Dice, Paper, Pencil, Calculator You are capable of running this game entirely as theater of mind, but most Players find it easy to use models and some type of dry erase grid system to help streamline the game. There is no wrong way to play this game. The Dice CATACOMBS OF GORE uses a mixture of dice. D refers to dice while the number is a reference to the number of sides on that dice. The main few being D100, D20, D12, D10, D8, D6, and D4. All main interaction rolls will be done using the D10, while the others are used for dealing out Damage. 2) Take the appropriate Base STAT, and add that to the rolled total. 3) Lastly, Apply the final appropriate SKILL that is associated with the roll in question. Add that to the other 2 numbers, and all 3 will create the Players or NPC's Final Roll Value. While Game Masters will either use a set DV (Difficulty Value) or roll 3d10 and use that as their new found DV. Players will: 1) Roll a d10, that is the random element to the game.
What is CATACOMBS OF GORE? A 2 10 Person Fantasy Role Playing Game that is a return to the original feel of Legacy Role Playing Games. The rules are stripped down, and put into the hands of the Players imagination to propel the spirit of adventure and magic. CATACOMBS OF GORE aims to let you make the character of your choosing … “ REMEMBER … ITS ONLY A GAME! ” Game Master: The Game Master has decided to take on the task of creating the end decision of the game and interpreting the rules as best fit. It is their job to understand the basic components of the game; from the rules of the Players, to the interactions of their STATS & SKILLS checks, as well as running the NPC and Enemy creatures they will encounter as the game progresses. It is the role of the GM to help shape and control the game narrative. The Players: It is the Players job to understand their character sheet and properly document the information. Weaving an in depth background story is vital to understanding your character! The main rule for all Players is to have fun and remember, its just a game! The Different Roles of The Players
5
The Character Sheet
The character sheet is broken down into 5 different categories, or zones.
INFORMATION: This includes your Characters Name, Career, Movement, # of Actions, Improvement Points or IP, Health Points or HP, Armor Value, and if you Can Read
STATS & SKILLS Here is where Grit, Agility, Will, Speech, Knowledge and Vitality are located atop of their associated skills.
EQUIPMENT: Here is where the Weapons, Armor and Other different types of items will be “ stored ” or recorded at. You can only have up to 2 weapons, 1 piece of Armor, and 6 miscellaneous pieces of Other equipment including Shields, Rings, Outfits etc. Concepts of weight and encumbrance tend to bog down game-play. Use common sense! A character cannot put a 1000 pound boulder into your bag and carry it around.
SPELL LIST: Here is where you document the known spells your character knows. Take note of how many slots your spell will cost you!
FEATS & CAREER TRAITS: Similar to the Spells list, this is where you will record all the Feat and Traits your character has acquired. It will help to underline or highlight the most important parts of the Feat or Trait descriptions for quick references.
Game Scale The game works on a scale of 1-30, because there is a possibility to roll a score of 30. 1-5: Easy or trivial challenges that can be overcome with minimal effort or risk. 6-10: Simple challenges that require some effort and planning, but are still relatively low-risk. 11-15: Moderate challenges that require a significant investment of time, resources, and/or risk. 16-20: Difficult challenges that require careful planning, strategy, and risk-taking. 21-25: Very difficult challenges that are almost impossible to overcome without significant risk and sacrifice. 26-30: Nearly impossible challenges that require exceptional skill, luck, and sacrifice to overcome.
6
GLOSSARY: List of terms found within this Game.
Advantage: Roll with two d10s, and take the higher of the two rolls.
Armor Value (AV): The numerical value assigned to a Characters armor.
Career: A character's chosen archetypal profession shaping their development and abilities.
Check/Save: Involves rolling dice, typically a combination of STATS, SKILLS, and a 1d10, to determine success or failure against a specified difficulty or challenge.
Difficulty Value (DV): The numerical value assigned to a Task.
Disadvantage: Roll with two d10s, and take the lower of the two rolls.
Modifier: (+) Positive / (-) Negative additions to the Check/ Save Roll.
Sight Value (SV): The numerical value assigned to the Visual nature of a Trap.
Terrain Survival Value (TSV): The numerical value of a collective of terrain features.
To Hit/To Roll: The predetermined value of a static STAT & SKILL in relation to a commonly performed action. (i.e. +10 To Hit)
7
Character Creation: 1. Finding Your Basic STATS:
Roll either 1 d10 6 times, or 6d10 ’ s 1 time to find your characters basic STATS. Remove any rolls of 3 or lower & 9+, re-roll those removed.
Then assign 25 points to your Base SKILLS. No one skill can exceed 10 points at this point in time.
The number of points assigned is really up to your Game Master and the type of game you want to play. Low starting points, a heroic struggle to the top. High starting points, you are already a known hero among legends told.
2. Choose Character's Race: Select a race for your character.
Humans: 1 + 1d4 (Applied to Grit, Will, Speech) Height (5-7ft)
Elves: 2 + 1d4 (Applied to Vitality, Will, Speech) Height (4-6ft)
Gnomes: 1 + 1d4 (Applied to Agility, Speech, Knowledge) Height (3-4ft)
Dwarves: 3 + 1d4 (Applied to Grit, Knowledge, Vitality) Height (3-5ft)
Roll one time to find out your characters racial bonus. Record this under Racial Bonus. Apply this Bonus accordingly to Rolls involving the stated Basic Skill as it applies during the game.
3. Roll for Character's HP: Roll (3d6 + Basic Vitality Stat + Racial Bonus) X2. For every increase in the Base Stat of Vitality, add 15 permanent HP.
4. Choose Character's Career: Be sure you have applied your characters racial bonus STATS before this point. Make sure you meet all the requirements needed for that career. If not possible, you might have to start over with your character or choose to begin the adventure without a Career and grind until your stats are compatible. You can change your career at anytime, as long again the requirements are met for the new chosen career. You will lose any Career Traits and Buffs that are associated with the first chosen career. Next to your chosen Career is a percentage. This is the Reading Percentage. You do not automatically know how to read. First, you roll a d100 and d10, and look to see if it ’ s Equal than or Less than your Careers %. Rolling higher than, and its a fail. Meaning you start not knowing how to read but when you go to school it will start from the given percent for that class. New careers will only apply after a passing of time, same as when applying new Levels to your STATS & SKILLS. A character that cannot read but would like to, must attend schooling. All which is covered later in this book.
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• Each career begins with a set number of points already invested into SKILLS. Reflect these SKILLS on your character sheet along the ones you've already chosen.
5. Determining Movement Range:
Add base Agility score + Endurance Skill x2 Remember to include any applicable bonus to Agility.
This total represents the character's movement range.
6. Actions Points Per Turn: Determine the number of Actions Points your character has per turn by taking your Base WILL Stat and dividing it by two (rounded UP). Performing actions will cost X amount of Action Points. These are listed further in the book. 7. Passive SKILLS: Some SKILLS are always checking in the background of your character. Prior experience is reflected in this way known as Passives.
Add the Base STAT + any points invested in the relevant SKILLS related to the called passives.
These are checks your GM can use later on in the game.
As you level up, Your Health, Movement Range, Actions, Passives etc will be increasing. Be sure to always update your Character Sheet to reflect these changes.
8. Buying Starting Equipment Each Player is given 300 Gold coins to outfit their character. The GM can raise or lower this again, depending on the game wanted.
You will record your STATS in the top bar of each section, and below are the corresponding SKILLS associated with it. You can track the current Level of the STAT or SKILL on the right, and beyond that see how much you have invested currently into each area. We can see this Character has a GRIT 5 and Melee 3. This means their Combat roll would be +8 to whatever their d10 roll would be.
5 3
3,387/90,000
14,200/25,000
6
100/150,000 1,575/2500
1
5
1,575/2500
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STATS & SKILLS GRIT - The ability to persevere through difficult situations and maintain toughness. • Melee - Skill with weapons that are used in close quarters combat, such as swords, axes, and maces. Sometimes used to interact with objects. • Intimidation - The ability to inspire fear or respect in others through body language, tone of voice, or threats. AGILITY - The ability to move quickly and gracefully. • Endurance - The ability to withstand physical strain and endure for long periods. Used for lifting/pushing items. • Stealth - The ability to move silently and remain undetected. • Ranged - Skill with weapons that can be used from a distance, such as bows, crossbows, and guns. • Thievery - The skill of Stealth & Sleight of hand, encompassing a character's proficiency in covert actions and light-fingered exploits. • WILL - The ability to resist or overcome mental/emotional challenges. • Concentration - The ability to maintain focus and avoid distractions. • Resist - The ability to withstand or resist mental or emotional influences, such as fear or mind control. • Bravery - The ability to face danger and fear without flinching. SPEECH - The ability to communicate effectively and influence others. • Persuasion - The ability to convince others to believe or act in a certain way. • Deception - The ability to lie convincingly and conceal the truth. • Negotiation - The ability to reach a compromise and settle disputes. KNOWLEDGE - The ability to acquire and apply information. • Arcana Lore - Knowledge of magical phenomena and how to use it. • History - Knowledge of past events and their significance. • Intuition - The ability to read a person or situation at a glance. • Engineering - Knowledge of mechanics, machines, and crafting. • Investigation - The ability to gather and analyze specific details to solve problems. • VITALITY - The ability to heal or sustain life. • First Aid - The ability to provide emergency medical treatment. • Herbalism - Knowledge of plants and their medicinal properties. • Survival - The ability to live off the land and to adapt to changing environments.
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Character Advancement: Improvement Points are earned during gameplay, distinct from starting points. Game Master awards points for performance: defeating enemies, creative problem-solving, completing quests.
Below is the table to follow for investing points into your characters different STATS & SKILLS.
1
500
Easy Quests: Worth between 1000 and 3000 points. These are simple tasks. Normal Quests: Worth between 4000 and 8000 points. These quests have some challenges but nothing too tough. Hard Quests: Worth between 9000 and 15000 points. These quests will test your SKILLS. Each Session, The Game Master should at minimum be giving out 300 XP points to each Player for showing up! How To apply XP: Must be within a walled city, and spend the night inside a building. Either an Inn, home owned by Player or invited to stay with the local Noble. Doesn't matter. Cannot apply new XP to level up while out in the field performing quests and actions. The other alternative is you must spend 3 days camped in the same spot within the woods before the XP will apply, showing a change in STATS & SKILLS.
2
2500
3
10000
4
25000
5
50000
6
90000
7
150000
8
240000
9
370000
10
550000
Killing Creatures or Enemy Combatants with Armor Value Low Tier: Armor Value 1-2: 100 XP Armor Value 3-4: 200 XP Armor Value 5-6: 300 XP Armor Value 7-8: 400 XP Armor Value 9-10: 500 XP Mid Tier: Armor Value 11-12: 600 XP Armor Value 13-16: 800 XP Harder: Armor Value 17-20: 1000 XP Armor Value 21-24: 1500 XP Very Difficult: Armor Value 25-29: 2000 XP Godlike: Armor Value 30+: 2500 XP
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Apprentice (Pre Req: WILL 5+ & KNOWLEDGE 5+) (70% You can Read) • Elemental Attunement: Gain basic knowledge of an element and can imbue its powers into magical workings. (Choose from these Frost/ Flame/Shock/Earth) (Feat) • Alchemy Basics: Mix potions and tinctures to aid in battle. (+2 Herbalism) • Hard Lessons Learned: From years of near fatal mistakes from your Masters lessons, you've gained insight on how to repair the natural form. (+1 Vitality) • Arcane Lessons (Start with 1d6 to your Arcane Lore skill) (Spell Learned) Magic Missile (Basic, General, Concentration) Level 1 When cast, the spell conjures ethereal projectiles of pure magical energy, guided unerringly by the caster's will. -1D6+4 Dmg -60ft range. (Career Trait)
Farmer (Pre Req: GRIT 4+ & VITALITY 4+) (40% You can Read)
• Green Thumb: Possess a natural talent for cultivating crops, making you
adept at growing and tending to plants. (+2 Herbalism) & (+1 Melee)
• Sower's Harvest: Choose a magical crop, this cannot be changed. You
can grow this at double the rate as normal, and can sell this crop
for double the average asking price. (Feat) • Tough as Nails: Develop physical resilience from years of demanding agricultural labor. (+2 Endurance) • Agrarian Charm: Developing your agricultural insight has honed your
ability to engage in casual conversation and connect with just
about anyone. (+2 Negotiation) • Animal Whisperer: Establish a unique bond with animals through
communication, gaining their trust and cooperation. (Career Trait)
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Magical Crops:
Starlight Blossom Properties: Glows softly in moonlight, acts as a natural lantern. Gold Value: 55 Emberroot Properties: Produces fiery fruit with mild heating properties. Gold Value: 45
Enigma Grain Properties: Consuming grants temporary knowledge in an unknown field. (+1 to a Skill or Stat for 24-hour period) (CANNOT EAT MORE THAN ONE piece of Grain within 24 hours or your character will die.) Gold Value: 35 Elysian Vine Properties: Enhances the taste of wines and brews, sought after by alchemists. Gold Value: 60 Mirage Wheat Properties: Causes illusions when scattered, useful for distractions. Gold Value: 50 Celestial Orchid Properties: Blooms with celestial energy, providing a calming aura. Gold Value: 40 Shadow Lotus Properties: Absorbs ambient light, creating zones of darkness. Gold Value: 65
Stormfruit Tree Properties: Fruits generate a protective electrical field. Gold Value: 55 Harmony Blossom Properties: Emits soothing music when in full bloom. Gold Value: 30
Quicksilver Vine Properties: Rapidly grows and can be molded into temporary structures. Gold Value: 70
Mirthful Mushroom Properties: Causes uncontrollable laughter when ingested. Gold Value: 60
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Grave Digger (Pre Req: WILL 4+ & VITALITY 4+) (50% You can Read)
• Grave Sense: Develop a supernatural sense for detecting the presence of
Undead or burial sites. (+2 Investigation)
• Grave Digger's Precision: The repetitive motion of digging has honed your
muscle strength and hand-eye coordination. (+2 Melee)
• Undead Specialist: Learn tactics and techniques to effectively fight and
repel the Undead. (+2 Bravery)
• Death's Knowledge: Possess knowledge about the Undead, burial customs, and
related legends. (Career Trait)
• Necrotic Resistance: Gain resistance (Half Dmg received) against anything
with Necrotic effects. (Feat)
Scout (Pre Req: AGILITY 5+ & WILL 4+) (56% You can Read) • Stealthy Movement: Years of navigating the wild have turned you into a master of silent movement. (Stealth +2) • Survivalist: Living off the land has become second nature to you. You can find sustenance, locate water sources, and construct makeshift shelters with ease. ( Survival +2) • Keen Observer: Your keen eyes pick up details that others might miss. (Investigation +2) • Pathfinder: You excel at finding the most efficient routes through even the most unfamiliar terrains. Gain advantages when navigating new
territories, and fellow travelers benefit from your guidance. Groups
you operate within can move twice as far within one days travel.
(Feat) • Wilderness Instinct: As a seasoned scout, your senses are finely attuned to the subtleties of the wilderness. You gain an innate sense
of impending danger, providing a +1 bonus to your Bravery when facing
natural threats such as predatory creatures or adverse weather
conditions. (Career trait)
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Schooling & Reading/Learning New Spells: Knowing how to read is important for the casting of magic. Most major cities will have a Scholar or Scribe available to teach a character how to read. On average, 1 Month of Class will increase your Base reading ability by 10%. At the end of every month in game, you can roll against your new reading percentage to see if you have learned to read. Passing the d100 roll, will conclude in an early graduation, but no refund of services rendered.
Average Cost to Learn to Read 10% Increase 6,000 Gold (1 Months) 25% Increase 10,000 Gold (2 Months) 60% Increase 19,000 Gold (6 Months) 100% Learned 45,000 Gold (7 Months)
When learning a new spell or attempting to read something, you must roll lower than your reading percentage for a success.
Casting Spells: Spells are cast through Checks & Saves. The Caster will perform a check and those targeted will roll for save. Failed rolls of casting will still expend Magic Slots. Targets who pass the check are not effected, while those who fail are. • Basic Spells: Cast/Save Roll on 14+. Cast the same turn declared. • Ritual Spells: Cast/Save Roll on 17+; take two turns to cast. • Advanced Spells: Cast/Save Roll on 25+; instant casting but require higher Spell Slots and Arcana Lore.
Spell Level
Spell Cost
1 2 2 3 4 4 4 5 6 7
1 2 3 4 5 6 7 8 9 10
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Exceptions to Rules: Specific rules override general ones. Elements like racial traits or magical items may break these rules, with magical sources having the most significant exceptions. Spellcasting Mechanics: 1.You can cast spells equal to your Arcane Lore skill. 2.Without the right number of Spell Slots available, you wont be able to cast a spell. The way to calculate your available Spell Slots your character has by adding WILL + KNOWLEDGE together. 3. You can learn new spells only if you can read. First, you acquire a new spell by either purchasing, stealing, looting or discovering them inside scrolls or old books. Then your character must spend 24 hours uninterrupted to learn the new spell. There is no restriction on mixing and matching your spells within the different Houses of Magic. This starter kit contains just a small sample of spells available in the full game. List of Spells NAME (TYPE OF SPELL, SCHOOL OF MAGIC, TYPE OF SAVE) SPELL LEVEL: Description of the spell and any other needed information. 1.Healing Light (Basic, Celestial , Concentration) Level 3 Emits a radiant light that heals wounds and restores vitality. Restores 2d6 HP to any target. 2.Magic Missile (Basic, General, Concentration): Level 1 When cast, the spell conjures ethereal projectiles of pure magical energy, guided unerringly by the caster's will. 3D6+4 Dmg 3.Lightning Bolt (Ritual, Elemental , Resist): Level 4 Calls down a bolt of lightning from the sky, electrifying targets and causing electrical Dmg while testing their resistance against it. 2D6 Physical Dmg + Lightning Dmg (1d8) Example: WILL 4 + KNOWLEDGE 8 = 12 Spell Slots.
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List of Spells (con ’ t.)
4.Luminaflare (Basic, Celestial , Concentration): Level 1 Conjures a gentle, radiant light that illuminates dark spaces. It is often used for reading, working during nighttime, or providing a soothing ambiance. Caster must succeed on casting check to activate this spell. 5.Euphoric Melody (Basic, General, Concentration):Level 4 Produces a captivating melody that induces a sense of euphoria and relaxation in those who hear it. The affected individuals become more receptive to friendly interactions and are less likely to engage in hostilities. 6.Transmute Matter (Ritual,Transmutation, Concentration):Level 8 The caster alters the structure and composition of matter, enabling them to transform objects or substances into different forms or states. 7. Flame Burst (Basic, Elemental, Bravery): Level 2 Unleashes a burst of intense flames, causing fire Dmg to a target and testing their resistance against it. 1D6 Physical Dmg + Fire Dmg (1d6). 8. Mirror Image (Basic, Illusionary, Bravery): Level 1 Creates illusory duplicates of the caster, confusing enemies and testing their bravery to discern the real target. Causes Attack rolls toward Caster to be disadvantaged. 9. Teleportation (Ritual, Illusionary, Concentration): Level 10 Transports the caster or a targeted object to a different location within eye sight. Requires a successful Concentration check to ensure a precise teleportation. 10. Raise Dead (Basic, Necromancy, Resist): Level 3 Summons the soul of a dead target, commanding them to serve the caster and testing their resistance against necrotic energies. The raised dead cannot go further than 20 ft away from the caster, and cannot lift anything larger than itself. 11. Astral Projection (Ritual, Celestial, Resist): Level 5 Projects the caster's consciousness into the astral plane, allowing them to perceive and interact with ethereal entities or traverse mystical realms. 12. Soul Drain (Basic, Necromancy, Bravery): Level 2 Drains the life force from a target, replenishing the caster's own energy and testing the bravery of the target to withstand the draining effect. Deals 1d6 Necrotic Dmg. Caster gains that amount of HP back each turn until effect goes away.
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Houses of Magic
Elemental Manipulation: A mystical practice that involves harnessing and controlling the fundamental forces of nature; Frost/Flame/Shock/Earth , allowing them to shape and direct these elements to their will. Illusionary Arts: Delve into the delicate psychic realms that reside within all beings, mastering the art of manipulation and control over their targets. By penetrating the fragile psychic barriers, Illusionary Artists harness their power to influence the perceptions, emotions, and actions of those around them. Necromancy: The harnessing of dark, necrotic energies associated with death. Practitioners of necromancy tap into the powers of decay, life force manipulation, and commanding the deceased. Enchantment: Enchanters are skilled in channeling their magical energies into objects, infusing them with specific qualities or abilities. Divination: Focuses on gaining insights, knowledge, and glimpses of the future through supernatural means. It is the art of tapping into hidden truths, foretelling events, and uncovering secrets that are concealed from ordinary perception. Divination magic plays a crucial role in unraveling mysteries, making informed decisions, and navigating the treacherous and unpredictable aspects of the world. Transmutation Magic: Is a powerful and versatile school of magic that focuses on the transformation, manipulation, and alteration of matter, energy, and even reality itself. Transmutation magic allows spell casters to change the properties of objects, creatures, and the environment, often with profound and far-reaching effects.
Celestial Magic: Captivating school of magical arts that draws power from the celestial bodies, primarily stars and moons. This form of magic is revered for its dual nature, encompassing both Light and Shadows.
General Magic : General magic is a cornerstone of everyday life within the empire, providing solutions to common problems, enhancing well-being, and fostering unity among its people. General magic serves as a unifying force within the Human Empire, promoting well-being, communication, and unity among its citizens. These spells are carefully regulated and taught to ensure that they remain beneficial and free from evil influences.
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Herbalism Table
Mimic's Tongue : Grants the ability to cast Speak with Animals for 1 hour. Forest (Dense) 60 Gold Siren's Song Seaweed: Grants the ability to breathe underwater for 1 hour. Ocean 65 Gold Banshee's Wail: Grants immunity to Horror effects for 1 hour. Tropical 70 Gold Lichbane Leaf: Grants resistance to necrotic Dmg for 1 hour. Swamps 60 Gold Faerie Dust: Grants advantage on Speech-based skill checks for 1 hour. Forest (Light) 55 Gold Elixir of Life: Restores 2d10 hp and removes diseases or poisons. Mountains 100 Gold
Dragon's Breath Fern: Grants resistance to fire Dmg for 1 hour.
Caverns 50 Gold
Frostbloom Flower: Grants resistance to cold Dmg for 1 hour. Snowy Mountains 60 Gold Starlight Blossom: Grants darkvision for 1 hour. Forest (Light) 40 Gold Moonstone Moss: Grants advantage on Stealth checks for 1 hour. Swamps 45 Gold Dreamer's Root: Regains all spent hitpoints during a short rest. Forest (Dense) 55 Gold Wyrmwood Bark: Grants advantage on saving throws against poison for 1 hour. Scrub/Brush 50 Gold Thunderleaf Grants resistance to lightning Dmg for 1 hour. Desert 55 Gold
0-4 No Useful Herbs Found
5-14 Basic Potion
15-29 Enhanced Potion (Double the effect).
30+ Superior Healing Potion (Triple the effect)
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Simplified Checks and Saves All checks use 1d10 + Base Stat + Skill value. 1.Resist (Magical or Intimidation): (Will + 1d10 + Resist) vs Spells Type or NPC Intimidation Difficulty Value. 2.Bravery Aka Horror Check (Against Monsters): Players/NPCs will have Bravery while Monsters will have Horror Values. This check will only be performed once an encounter, unless otherwise stated or an action calls for another Horror Check. Assume when any target is within 20 ft of source of Horror, thats time to perform the check. (Will + 1d10 + Bravery) vs Horror Value (Located in STAT BLOCK) 3.Concentration (Traps or Magical Casting): (Will + 1d10 + Concentration) vs Difficulty Value 4.Survival (Harsh Environments): Either contesting against a sudden rainstorm, or a gust of wind from the mountains sent by the gods themselves. Or surviving the stickiness of the swamps to the heat of a desert, you need to be able to Survive. (Vitality + 1d10 + Survival) vs Terrain Survival Value 5.Intuition Check vs Investigation: When to Use? Intuition: Knowledge + Intuition+ 1d10 vs DV. Being able to spot the glimmer of a magical apparition before it materializes, or realize there might be an ambush up around the corner. Or knowing when the Merchant is selling you fake goods. Investigation: Knowledge + Investigation + 1d10 vs DV. Rummaging through a warlocks stack of books to find a specific spell or tracking down a monster through the woods.
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Not Sure Where a Check would Fit? When an action doesn't fit a specific skill, roll against the Base Stat that best suits the check. Roll 1d10 equal or lower than the relevant Base Stat. Rolling a 10 or 0 depending on the dice will still count as a Critical for that roll.
Traps:
1. Identifying the Trap: The game master will compare the designated lead character of the party's passive Investigation skill level to the traps Sight Value (0-30)
Some traps are big and obvious, while others are made to be very hidden and disguised. The larger the number, the smaller and harder to see the trap is in reality.
2. Learning about the Trap: If the Players have either found the trap themselves, or ran into by accident without setting it off; They may try to disarm it.
They can first learn more about its construction if they have a higher engineering skill than the traps creation.
Player's Engineering vs Trap's Engineering.
Higher Engineering gives the Player an advantage (double roll, take the higher) during their Concentration Check.
3. Disarming Traps:
Player must roll 16+ Concentration, Less than that will activate the trap.
Example Trap:
Save: Agility STAT + Endurance SKILL +1d10 vs 15 DV
Name: Pitfall
Sight Value: 12
Engineering: 16
DMG: 4d6+4 on Failed Save
Description: A loose tile in a Dungeon Floor gives way, revealing Spikes Below!
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Movement System The rules for movement outside of combat are limited to create a more fun and enjoyable experience. Use common sense when allowing Players to move and do what they would like freely unless the dictation of rules is necessary for the Enjoyment of the Game or Story. The use of hex maps should help the Players and GM follow more accurately where the party is located at within the world. Assume every hex is 5 miles. Change as needed for the game style desired. Cross Country Movements Normal March: Walking across unhindered terrain, a party will go for 10 hours. Take the average movement speed of the party. (Add each of the party members speed together, then divide by # of party members) Then look at the March table to see how many Hexes your party may travel in a day. Forced March: Allowing the party to move 2X the normal distance, but will end each day with a survival check. The Difficulty Value of this Survival Check is found by equating the Terrain Survival Value based on where your party is located. Horses can go 3 hexes a day on Open Road. 2 Hexes a day on Dense Terrain. 1 Within Desert or Swamp
March Table
Forced March (Hexes):
Normal March (Hexes):
Average Movement Speed:
5s
2
10 or less
10
4
11-20
16
8
21-30
18
12
31-40
25
15
41-50
35
20
51 or more
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Each type of terrain has a Terrain Survival Value. Some terrains can be applied together.
I.e. Snowy Mountains, or Hilly Desert zones.
Survival Check:
Highest Survival Skill within Party + 1d10 VS Terrain Survival Value + 1d10
Terrain Survival Value Plains: 5
Scrub/Brush: 6 Forest(Light: 6 Forest (Dense): 8 Desert: 10 Hills(light): 5 Hills (Dense) :9 Mountains: 9
Failure of the Survival Roll, roll 1d6 than review the table below
1. Nothing
2 Encounter (Roll on Encounter Table)
3 Lost (Party lost in wilds for 1d4 days)
Swamps: 10 Tropical: 7
4 Harsh Weather (1d10 HP Lost across party)
5 Nothing
Ocean: 9 Coast: 4
6 Encounter (Roll on Encounter Table)
Snow(light): 10 Snow(Dense): 14
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Encounter Table
Plains :
1. Bandit Ambush: A group of bandits, led by a cunning bandit leader, lies in wait to ambush unsuspecting travelers. 2. Goblin Ambush: A group of Goblins launches a surprise attack from the tall grass, led by a crafty Goblin leader. 3. Lost Caravan: A lost caravan of Dwarves seeks directions or assistance from the party, while being pursued by Goblin foot troopers. 4. Human Outlaws: A band of outlaws, consisting of Humans and led by a charismatic leader, plans to ambush the party and steal their supplies. 5. Human Patrol: A Human patrol scouts the plains, seeking intruders to capture or eliminate. Scrub/Brush : 1. Goblin Raiders: A group of Goblins ambushes the party, seeking loot and prisoners, led by a vicious Goblin leader. 2. Lost Expedition: An expedition of Humans, lost in the desert, seeks aid from the party, while being pursued by Human foot troopers. 3. Mercenary Ambush: A group of mercenaries, hired by unknown benefactors, attempts to ambush the party and steal their belongings. Forest (Light): 1. Elven Warlock: An elven warlock on patrol seeks to protect their forest home from intruders. 2. Goblin Ambush: A group of Goblins launches a surprise attack from the underbrush, seeking to capture slaves for their leader. 3. Human Poachers: A group of Human poachers seeks to capture rare creatures from the forest, threatening both wildlife and travelers. 4. Goblin Sentry Post: A Goblin sentry post watches over the forest, alerting nearby Goblin patrols to intruders. 5. Ancient Ruins: The party stumbles upon ancient ruins hidden within the forest, potentially holding secrets or dangers. 6. Enchanted Glade: The party finds a serene glade where magical energies flow, offering rest and rejuvenation.
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Encounter Table CONT.
Forest (Dense): 1. Goblin Nest: The party stumbles upon a hidden Goblin nest deep in the forest, filled with traps and defended by 1d100 Goblin Soldiers & Archers. 2. Ogre Roaming: A solitary Ogre wanders the forest, seeking to cause havoc and mayhem, accompanied by Goblin archers. 3. Human Outlaws: A band of outlaws, consisting of Humans and led by a charismatic leader, plans to ambush the party and steal their supplies. 4. Goblin Scouts: A group of Goblin scouts moves stealthily through the dense forest, gathering intelligence and ambushing intruders. 5. Goblin Trap: The party triggers a Human trap hidden in the undergrowth, attracting nearby Goblin to attack. 6. TreeFolk Guardian: The party encounters a Treefolk protector of the forest, who tests their intentions and offers guidance or challenges. Desert: 1. Goblin Raiders: A group of Goblins ambushes the party, seeking to capture prisoners for ransom or sacrifice. 2. Lost Expedition: An expedition of Humans, lost in the desert, seeks aid from the party, while being harassed by Goblin foot troopers. 3. Mercenary Ambush: A group of mercenaries, hired by unknown benefactors, attempts to ambush the party and steal their belongings. 4. Human Scavengers: A group of Humans scavenges through the desert, looking for anything of value and attacking intruders. Mountains: 1. Ogre Roaming: A solo Ogre wanders the mountains, seeking to cause havoc and mayhem. 2. Goblin War Party: A war party of Goblins, led by a cunning Goblin leader, seeks to plunder and conquer the mountains. 3. Dwarven Expedition: A group of Dwarfs, on a mission to explore the mountains, seeks aid from the party, while being menaced by Goblin foot troopers. 4. Ogre War Party Roaming: A group of Ogres wanders the mountains, seeking to cause havoc and mayhem. 5. Human Outlaw Camp: A band of outlaws, consisting of Humans and led by a charismatic leader, hiding up within the mountains plans to ambush the party and steal their supplies. 6. Goblin Sentry Post: A Goblin sentry post watches over the mountains, alerting nearby Goblin patrols to intruders. Roll 1d20 for # of Goblins.
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Each player has a set number of Actions they can perform in a turn. Each action has a point value. You cannot spend more than your # of Actions a turn.
• Attack: Perform a melee or ranged attack against an enemy. (Cost: 1 Action Point)
• Ambush: Able to lay in wait for a target. Double Dmg Dealt. Difficulty Value to be spotted is based off Passive Stealth of those declaring the Ambush. (Cost: 2 Action Points)
• Cast a Spell: Use magical abilities to cast a spell and affect the battlefield. (Cost: 1 Action Point)
• Move: Change your position on the battlefield by moving a certain distance. (Cost: 1 Action Point)
• Sprint: Move double your move distance, but cannot attack until your next turn. (Cost: 2 Action Points)
• Defend: Focus on defensive maneuvers to increase your resistance to attacks. +1d4 To Armor Value until you next turn (Cost: 1 Action Point) • Use an Item, Career Trait or Feat Utilize an item from your inventory, such as a health potion or a utility tool. (Cost: 1 Action Point) • Evade: Defender will roll (1d10 + Agility + Endurance) creating a target value. The attackers Grapple/Shove Roll will have to be higher than the Defenders Evade Roll to cancel out the evasion. If Defender wins, they are moved 5ft away from attacker in any direction they choose. (Cost: 1 Action Point)
• Shove: Attempt to push an opponent, either to move them or knock them prone. (Cost: 1 Action Point)
• Grapple: Engage in a physical struggle to restrain or immobilize an opponent. (Cost: 2 Action Point)
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• Break From Grapple: Once grappled, the target needs to roll Agility + Endurance + 1d10 until they break the DV set by the initial Grapplers Grit+Melee SKILLS combined, or the grappler is killed/unconscious/shoved etc. On a successful roll, the initiating grappler gets tossed 5ft back.(Cost 2 Action Points)
• Ready an Action: Prepare to perform a specific in response to a trigger or condition. (Cost: 1 Action Point)
• Search: Investigate your surroundings or search for hidden objects or traps. (Cost: 1 Action Point)
• Perform a Skill Check: Use your SKILLS to perform a specific action or task, such as thievery or persuasion. (Cost: 1 Action Point) Conditions Knocked Down (Until choosing to stand, disadvantage to combat rolls. Anyone within close range attacking gains advantage)
Restrained (Movement becomes zero. All rolls done by restrained become disadvantaged, attacks toward Restrained have advantage.)
Paralyzed (Target becomes Unconscious and fails all Grit & Agility Checks. All attacks toward Paralyzed have advantage.)
Poisoned (Poisoned target sustains assigned Dmg until resolved.)
Engaged (Movement becomes zero. Those engaged can still attack and perform checks. Condition ends when initiator is killed, knocked down, unconscious or paralyzed.
Horrified (After failing a Horror/Bravery check, the target becomes Paralyzed for 1d4 turns)
Unconscious (Target becomes Unconscious and fails all Checks. All attacks toward Unconscious have advantage)
Blind (-5 to Rolls for two turns)
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Types of Damages Physical Damage: Caused by direct physical force like punches, kicks, or sword strikes. Affects the body or physical defenses. Fire Damage: Caused by intense heat or flames, burning and potentially setting targets on fire. Roll an additional 1d6 Dmg. Lightning Damage: Occurs when electrical energy discharges onto a target, causing burns and disruptions. Roll an additional 1d8 Dmg. Frost Damage: Inflicted by extreme cold or ice-based attacks, potentially freezing or slowing the target. Roll an additional 2d4 Dmg. Poison Damage: Inflicted by toxic substances or venom, causing harm over time. Roll 2d8 Dmg every turn. Only will cease from a Magic Spell or Potion. Necrotic Damage: Associated with death, decay, and negative energy. Drains life force and vitality. Roll an additional 1d8 Dmg per turn until resolved by Magic Spell or Potion. There are Immunities & Vulnerabilities associated with certain NPCS and Monsters. These will be stated within the Stat Blocks. Immunities will take no Dmg from this type. While Vulnerabilities will cause double their Dmg.
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Health 1. Natural Recovery: Characters regain health daily equal to their Vitality STAT. 2. First Aid: Roll a d10 + Vitality + First Aid skill for health restoration. Refer to HP & Stabilization Table. During combat turns, the character performing the Stabilization will roll with Disadvantage unless otherwise stated 3. Healing Items: Potions instantly add specified HP to the character. 4. Resting: Short Rest restores 50% of HP and 1d6 Magic Slots used. Round Up. Long Rest restores full HP and resets Magic Slots. 5. Magical Healing: Spells that restore health a specified amount. 6. Feats/Abilities: Some grant healing benefits upon specific actions. Temporary HP: Sometimes an effect or potion or spell will grant more HP than your body can hold. Until you Rest in any capacity, the Temporary HP will stay apart of you. Death and Dying: When HP falls below zero, characters are unconscious. Unconscious for # of turns equal to WILL+ Racial Bonus After those turns, without stabilization, the character perishes. HP & Stabilization (The act of changing state from Unconscious to Knocked Down) The character seeking to help stabilize the
Unconscious character rolls (Vitality +1d10 + First Aid):
9+:
Stabilized +1d6 HP.
15+: 20+:
Stabilized, +1d8+4 Health.
Stabilized, Back to Feet, +2d10 Health. Stabilized, Back to Feet, +3d12 Health
27+:
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Rules of Engagement
Melee Combat
(Grit + 1d10 + Melee)
Each round in Real Life is 6 seconds in the World of the Game.
OR
Jump : ½ of your Move Distance.
(Agility +1d10 + Ranged)
Interacting with the World
vs
Locked Doors :
Targets ARMOR VALUE
Attack: Grit + Melee + 1d10 vs Armor Value of Door
-The goal is to roll equal or higher than the Targets Armor Value or AV. With a successful hit, A roll that surpasses the AV, You will roll Damages. -The armor will stop the numerical value of Damage equal to the Armors Value. Damage thats over double the ARMOR VALUE can degrade the AV by 1.
Push/Break: Agility + Endurance +1d10 vs DV
Chests :
• Attack: Grit + Melee + 1d10 vs Armor Value of Chest • Lockpick: Agility + Thievery + 1d10 vs DV • Push/Break: Agility + Endurance +1d10 vs DV
Critical Success!!
Rolls of a 0 (zero) on a d10 is actually a 10. And will be considered a Critical Success. Double your Damage or Ability Roll!
Misc Items :
Knowledge + Engineering + 1d10 vs DV
Initiative: All parties involved in a situation will roll 1d10 and add their Racial Bonus to their roll. This is their order of Initiative.
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Combat Modifiers: Height Advantage: +2 to attack rolls when attacking from higher ground. Flanking: +2 to attack rolls against a target that is being engaged by an ally. Fearless Inspiration: +1d6 to attack rolls, saving throws, or ability checks for 1 turn when passing a successful Bravery/Horror Check.
Back Stab: +5 to attack rolls when attacking an unsuspecting enemy.
Cover Penalty: -2 to attack rolls when shooting at a target in partial or full cover.
Wounded: -1 to attack rolls and ability checks whenever under 50% HP.
Distracted: -2 to attack rolls when in a crowded or chaotic environment.
Spell Disruption: -3 to attack rolls for spellcasting when under duress or taking damage. Hampered Movement: -2 to attack rolls when moving through difficult terrain.
Optional Combat Table (Roll 1 d20 Post Combat for Gore)
1. Severed the leg, blood sprays out and it falls off. 2. Deep gash across the abdomen, guts spill out. 3. Pierced lung, gurgling last breath filled with spittles of blood and lung. 4. Severed hands off, death from uncontrollable blood loss. 5. Maimed face, disfigured beyond recognition. 6. Shattered jaw. 7. Broken spine, paralysis from the waist down. 8. Ruptured spleen, risk of hemorrhage. 9. Amputated limb 10. Severed artery, rapid blood loss. 11. Crushed hand, fingers mangled and useless. 12. Punctured skull, risk of brain damage or death. 13. Severed Achilles tendon, unable to walk properly. 14. Impaled through the abdomen, internal organs punctured. 15. Severed jugular vein, rapid blood loss and imminent death. 16. Impaled through the chest, vital organs damaged. 17. Severed spinal cord, complete paralysis below the neck. 18. Shattered ribcage, risk of punctured lungs and heart. 19. Impaled through the throat, unable to breathe or speak. 20. Decapitated head, instant death.
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Gameplay Implications:
Gold: The Universal Currency Whether in the bustling markets of the Human cities, the shadowy enclaves of the elves, the deep caverns of the Dwarves, or the dark caves of the Goblins, to even the Role Players themselves... gold serves as the primary medium of exchange. Historical Importance: The origins of gold's value can be traced back to ancient legends. Some say it is the tears of the gods, while others believe it to be the remains of fallen stars. Whatever its mythical origins, gold has always been intertwined with power, magic, and prosperity. Utility for All Races: Every race finds a unique use for gold: • Humans: Craftsmen and jewelers use gold in their finest creations, symbolizing wealth and prestige. Kingdoms press coins for a standard currency. • Elves: Gold is woven into magical artifacts and aids in their intricate spellwork. • Dwarves: Besides their infatuation with its luster, Dwarves use gold in constructing resilient architectures and powerful weaponry. ... and many more. Each race, from the smallest Halfling to the mightiest Giant, finds value in gold for their purposes. Why Gold? •
Singular Currency System: Players need not juggle multiple forms of money, making trading, bargaining, and purchasing streamlined and efficient.
Below is a table of average Gold Value of loot dropped by enemies based on their Armor Value.
Low Tier:
Armor Value 1-2: 100 x 1d4 gp
Armor Value 3-4: 200 x 1d6 gp
Armor Value 5-6: 400 x 1d6 gp
Armor Value 7-8: 1,000 + (100 x 1d6) gp
Armor Value 9-10: 500 x 1d6 gp
Mid Tier:
Armor Value 11-12: 1,000 x 1d6 gp
Armor Value 13-16: 3,000 x 1d6 gp
Harder:
Armor Value 17-20: 5,000 x 2d6 gp
Armor Value 21-24: 9,000 x 2d6 gp
Very Difficult:
Armor Value 25-29: 11,000 x 2d6 gp
Godlike:
Armor Value 30+: 22,000 x 3d6 gp
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Treasure Table
Low
Mid
High
1. Magical Potion (100g)
1. Magical Ring (1d6 x 1000g)
1. Small trinket (30 gold)
2. Healing Potion (20 gold)
2. Bag of Coins (1d10 x20)
2. Large Hoard of Coins (2d10 x100g)
3. Scroll of Low Spell (1-3)
3. Scroll Mid Level Spell (Lvl 4-6)
3. High Value Item (Roll Table)
4. Simple Weapon
4. Martial Weapon
4. High Level Scroll (Lvl 7-10) 5. 1d6 Healing Potions
5. Pouch of Coins (1d6 x 20)
5. Rare Herb
6. Gold Simple jewelry (1d6x20)
6. Magical Jewelry
6. Magical Weapon
7. Trash (no value) 7. Greater Healing Potion
7. Precious Gem (1d8 x 200g)
8. Common Gemstone (1d6 x 10)
8. 1d6 Magical Keys (Can open any door, one use per key)
8. Uncommon Gem (200g)
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Mind Over Matter Base Stat Requirement: Will 8+ Basic Skill Requirement: Resist 5+ IP Cost: 40,000 Having been taught by the ancient masters, your mental fortitude has been strengthened to that of the strongest Divine Armors. (Spells targeting you will be rolled with Disadvantage.) Blade Dance Base Stat Requirement: Agility 6+ Basic Skill Requirement: Melee 4+ IP Cost: 50,000 Master the art of elegant and agile swordplay, allowing you to perform intricate combat maneuvers and chain together swift attacks. ( +5 to Combat Rolls while using any weapon labeled SHORT BLADE Only.) Heroic Roar Base Stat Requirement: Grit 5+ Basic Skill Requirement: Bravery 7+ IP Cost: 20,500 Unleash a powerful roar that intimidates nearby enemies and improves allies' morale, granting them +1d6 BRAVERY for the next 3 turns.
LIST OF FEATS
Arcana Shield Base Stat Requirement: Grit 4+ Basic Skill Requirement: Arcana Lore 2+ IP Cost: 20,000 Conjure an ethereal magical shield, stopping an incoming attack. Once activated, for that turn anyone within 5 ft of the User will have protection.(1 charge per Long Rest Period) Base Stat Requirement: Grit 7+ Basic Skill Requirement: Melee 7+ IP Cost: 35,000 Having mastered the art of precision, you now strike MELEE with permanent Advantage unless other conditions apply. Eagle Eye Base Stat Requirement: Agility 9+ Basic Skill Requirement: Ranged 8+ IP Cost: 10,500 Extensive training at an Archer ’ s Guild has sharpen your focus and accuracy with RANGED weapons. Shooting beyond your weapons range doesn ’ t cause Disadvantage. Battle Medic Base Stat Requirement: Vitality 5+ Basic Skill Requirement: First Aid 4+ Cost: 14,500 In the treacherous Catacombs, where horrors lurk in every shadow, your experience amidst bloody encounters grants you the skill to heal wounds swiftly in the heat of combat. Roll your healing with Advantage. Precision Sword Strike Master
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