Saturday, July 29, 2023
The Weaponmaster
Friday, July 21, 2023
Shaman of the Land
Some artwork © 2015 Dean Spencer,
used with permission. All rights reserved.
Animism is probably my second favorite magic system in Mythras. I love that the spirits themselves are wholly separate individuals, potentially with their own desires and wants, that they have multiple ways of manifesting their power, and that they can do so much. I like animism enough that I've done at least three podcasts on the topic.
It really helps to think of animism as a contacts system - a way for someone who is social to exercise power. After all, negotiating services from a predator spirit is not really much different than negotiating a contract with an assassin. When you bind them, you've effectively hired them for a job and they are right there. Otherwise, you have them on retainer, available at a call.
For the GM, it is easy to control the powers of an animist in many ways. If they don't have knowledge of the spirit, or never run into it, that spirit can't help them. They can't "learn" the spirit without something in the game world. This lets you discuss with the player what they are looking for, put something into the world at the right time, and have some dramatic tension as they struggle to gain mastery over it.
While Mythic Britain has one take on a druid, I wanted to do another one that would help bridge the gap for AD&D 5e players looking to try Mythras for the first time. This one is not for all of a geopolitical boundary, but based on an environment, similar to the Circle of the Land druid. Instead of just gaining abilities, though, they gain knowledge of the spirits of their area. They also can gain knowledge of a host of other spirits in Mythras such as elementals, guardian spirits, or any ancestor spirits you may wish to include. This gives them a level of flexibility far beyond a set spell list and a few abilities.
None of these is intended to be especially "balanced" with the others. They are just simply sets of powers that are associated with types of spirits. The locations where they can learn about them are fairly limited, which should help it from going too far out of control. You also will note that as part of the spirit abilities I again make use of Chaos Features, as I did with the Seekers of the Great Void. These are pretty handy for putting in more supernatural abilities.
Mythos and History
Since sentient beings walked the land there have been those who have sought to protect the nature and environment around them. Through ritual and careful offering, long standing relationships between the spirits of the land and these shamans have formed and grown.
Nature
Shaman of the Land deeply believe in protecting their chosen domain, warding off those who would harm the environment and dishonor the spirits. In return, those who mean no harm often gain the aid of the shaman in responsibly harvesting the bounties and protection from dangers.
Organization
Most Shaman of the Land form very loose organizations, often no more than a senior shaman and an apprentice or two. Occasionally, shamans from differing areas may meet, but it is uncommon for them to cooperate against more than the gravest threats.
Membership
Standard. Though not strictly required, it is almost unheard of for a Shaman of the Land to not be from the area they protect. Most have a Passion towards the area (though not specifically to protect the land but see the Geas below) and sometimes the friendly locals within the area.
Restrictions
All Shaman of the Land take a Geas to protect one of the common land types - Desert, Forest, Littoral, Mountain, Steppe, Swamp, or Tundra. Any infraction on this Geas will make any friendly spirits neutral until atonement can take place. Atonement normally involves a month of caring and tending of animals and plants in the native region. A second infraction while the spirits are neutral will make them hostile, requiring a full year of penance. Offending this way twice will make the spirits of his chosen land irrevocably hostile.
Skills
Binding (Spirits of their chosen Land), Insight, Locale, Lore (Nature Spirits), Survival, Track, Trance, Willpower
Magic
Shaman of the Land learn Animism, as well as a few folk magic spells. Shaman of the Land learn 1 folk magic spell per 10% of their folk magic skill as part of their initiation as Spirit Worshippers and may learn others by spending 1 week and 3 xp per spell.
Folk Magic - Alarm, Beastcall (any animal native to their region, each animal requires a different spell), Bypass, Heal, Pathway, Pet, Repair, Spiritshield, Witchsight
Shaman of the Land learn knowledge of where to find spirits within their region without limit but are advised that powerful spirits must be courted carefully. Initially, they have a number of friendly spirits allies (Mythras, p 134, “Spirit Negotiation”) equal to 1/20th of their Lore (Nature Spirits). These spirits can be of any intensity, but it is rare (and agreed to by the GM) to give a Spirit Worshipper knowledge of spirits beyond Intensity 1.
- Friendly - Nature (areas that they protect), Predator (as predators in their region), Shape-Shifting Spirit (animals in their region)
- Hostile - Bane Spirits, Haunts, Sickness Spirits, Undeath Spirits, Wraiths
- Neutral - all others
Nature spirits have one power per intensity. A shaman may have relationships with multiple spirits, even those who grant similar powers. Some example powers include, and are not limited to:
- Desert - Demesne over Deserts, Endow Chaos Feature (Obfuscating), Endow Burrower, Endow Cold-Blooded, Bless (Survival)
- Forest - Demesne over Forests, Endow Camouflaged, Endow Intimidate, Endow Leaper, Bless (Athletics)
- Littoral - Demesne over Coastal Waters, Endow Blood Sense, Endow Hold Breath, Endow Swimmer, Endow Chaos Feature (Obfuscating)
- Mountain - Demesne over Natural Rock and Stone, Bless (armor points), Endow Adhesion, Endow Earth Sense, Bless (Athletics)
- Steppe - Demesne over Steppes and Grasslands, Bless (Movement Rate), Endow Leaper, Endow Chaos Feature (Droning), Endow Chaos Feature (Roaring)
- Swamp - Demesne over Swamps and Wetlands, Endow Night Sight, Endow Poison Immunity, Endow Swimmer, Endow Chaos Feature (Stench), Endow Chaos Feature (Poisonous, potency equal to Binding skill)
- Tundra - Demesne over Tundra, Endow Immunity (Cold), Endow Camouflage (Tundra), Bless (Hit Points), Endow Chaos Feature (Icy, treat Intensity as the roll for damage die listed for Icy)
Shaman of the Land do not gain Fetches but will utilize fetishes.
Wednesday, July 19, 2023
Sandalwood RPG - Part 5 - Combat Interlude
Sandalwood Combat Interlude
Just before shadowfall Darius is making his way down a Gutterway when he is accosted by a group of 4 thugs, demanding his money. The odds are not good for him but Darius is not in the mood to run, even if he carries the aura of the Doomed.
Darius
Physicality 45%: Brawn 1, Combat Style 1 [Brutal], Athletics 1, Vigour 1Personality 13%: Influence 1
Knowledge 22%: First Aid 1
Innate Traits: Agile, Clever, Coarse, Doomed, Hardy, Muscular
HP8, Action Points 3, Dmg +1d4
Club, Dagger
Thugs
(Physicality 50%, Personality 18%, Knowledge 12%)Physical Threat 1
No Resists
HP 4, Action Points 2
Knife, Club
Round 1
Darius Acts ...
In Sandalwood there is no initiative and Player Characters always act before the GM unless interrupted. None of the thugs have the Interrupt ability, so Darius makes his move.
Darius has 3 Action Points to use. He can use all actions on his turn, or save some to defend himself during the Thugs' Turn.
Darius' 3 Action Points permit him one Major Action (like an attack) and 2 Minor Actions (like a defence) He takes a minor action to draw his club, then a major action to attack.
Working out Darius' chance to succeed ...
Darius' Physicality is 45%, adding +10% for Brawn and +10% for his Combat Style. He decides to use his Clever Trait to add another +10%, spotting a vulnerability in one of the thugs. This makes his adjusted skill chance to 75% so far.
The Thugs have a Physical Threat rating of 1, so Darius takes a -10% penalty to his roll, he has to roll under 65% (75% -10) to succeed.
Resolution ...
He rolls a 62 - a hit on the Thug - and he wins a Gambit from the success. Darius decides to use the "Follow Up" Gambit to make an immediate following attack, but first he rolls for damage.
Rolling Damage ...
Rolled together:
1d6 for the club ...Rolled a 4
1d4 for Darius' damage bonus ...Rolled a 1
1d6 for the location ...Rolled a 6
The weapon damage is 4, and he rolled a 1 for damage bonus - his Brutal Trait allows him to add 1 to the roll as long as it does not exceed the maximum damage bonus possible, which is 4. Since the +1 takes the roll up to 2, he is within the limit. (The Trait Brutal adds one point of damage per point of the Combat Style, which for Darius at the moment is 1)
This makes his damage total 6 (4+2).
Knockout ... one Thug down
The location was the thug's head (location roll 6), which has no armour and HP of 4, taking it to -2. The thugs have the "No Resists" trait, so any hit which goes to zero or below is a knockout. Three thugs remain.
Using a Gambit
Darius has another attack since he chose the Follow Up Gambit, this attack uses his last Action Point. He used his "Clever" trait with the previous attack, and since a PC can't use the same Trait consecutively, Darius has to use another trait if he wants to continue to boost his skill.
As it happens Darius has no other Traits he could legitimately use, so he is back to 65% minus 10% for the thug's Physical Threat rating of 1, an adjusted target roll of 55%.
Resolution
Darius rolls a 13 for his attack, another successful hit.
Another Gambit won
Darius is out of Action Points so he can't choose another Follow Up, so he decides on "Defend" as his Gambit - this will buy him one action point which may only be spent to defend against an attack this Round.
Attack Damage ... and Knockout Thug number Two
For the attack he again he rolls 1d6+1d4 plus the location die of 1d6. This time he rolls a 2 for the club, a 3 for damage bonus (increased to 4 due to his Brutal Trait) and a 1 for the location (left leg). This is another total damage of 6, which hits the Thug's unarmoured leg and again is a knockout.
Summing up Darius' Turn
Darius spent a minor action to draw his club, a major action to make the first attack, then the Follow Up Gambit permitted another immediate attack which cost another action point. This has cost him 3 action points in total. Ordinarily this means he would be out of Action Points for this Round, making him vulnerable to attack. Since he chose Defend as his Gambit, he has bought himself an additional action point to make a defence against any one attack which comes later in the Round.
The Thugs Act ...
Now that all PCs have taken their turn (in this case it is just Darius), the NPCs get to act. Darius has knocked out two thugs, leaving two remaining. Despite having their numbers halved, the thugs stay to make their play.
Creatures and NPCs do not make rolls to attack. They are assumed to hit the PC they are attacking, unless the PC successfully resists the attack. If the PC has no Action Points to resist the attack, the results of the Action Table are applied directly to the PC.
The GM rolls 1d6 on the Action table to determine the action of the first thug, rolling a 1d6 location die at the same time:
The GM rolls a 3 and reads the table result - the Thug is effectively attempting a Disarm Gambit against Darius, who will take damage and lose his weapon if he fails his resist roll.
Darius needs to roll his Brawn or Combat Style with a difficulty penalty of the thug's Physical Threat of 1.
He has a better chance using his Combat Style - Darius' Adjusted Roll is 45% for his Physicality skill, +10% for Brawn, +10% for his Combat Style, and now he can use his "Clever" trait, adding +10% which totals 75%. Then he takes -10% penalty for the thug's Physical Threat, a final Adjusted Roll of 65%.
If Darius fails the roll then 1 point of damage will go through his light armour of 2 points to his weapon arm, but he is more concerned about dropping his club.
Resolution...
Darius rolls 42, under the 65% adjusted target number, a success, so he completely resists the effects of the thug's attack, both the damage and the disarming Gambit. Darius also wins a defensive Gambit, he choses Trip to knock the thug prone. Since the thugs have the "No Resists" trait, the Trip automatically succeeds, and the thug slips over prone into the Gutterway.
The Last Attack - Don't Lose your Head...
The last thug makes an attack, the GM rolls again on the table this time with a result of 1. Darius is out of Action Points, so he can't resist the thug's attack - the GM's location roll was a 6, Darius' head.
The GM tells the player Darius' helmet is ripped off to clatter against the Gutterway wall, his head takes damage of 1, taking his head hp from 8 to 7, just a scratch.
Losing his helmet is a worry now, his head exposed and vulnerable.
Summing Up
Two thugs lie knocked out on the ground, a third has been knocked over and is rolling prone in the Gutterway but remains very much active. Darius and the last thug standing are facing off.
End of Round 1.
https://d100-workshop.blogspot.com/2023/07/sandalwood-this-is-first-part-of-series.html
Sandalwood RPG - Part 2 - Statistic Arrays
https://d100-workshop.blogspot.com/2023/07/statistic-arrays.html
Sandalwood RPG - Part 3 - Derived Statistics
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-3.html
Sandalwood RPG - Part 4 - Specialisms
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-4-specialisms.html
Sandalwood RPG - Part 5 - Combat Interlude
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-5-combat-interlude.html
Tuesday, July 18, 2023
Sandalwood RPG - Part 4 - Specialisms
Specialisms
Sandalwood uses the Core Skills of Physicality, Personality, and Knowledge as the basis for all actions attempted by the player - as detailed in Part 1 - https://d100-workshop.blogspot.com/2023/07/sandalwood-this-is-first-part-of-series.html "The Core Skills".
Specialisms represent the training and experience which improve upon a particular Core Skill. Specialisms define what a character can do, and how well.
Each Core skill grouping subsumes a number of Base specialisms which are learned by every character growing up, largely through practice and experience. Even with a zero rated Base specialism, a character may roll the associated Core skill to use that specialism.
Base Specialisms
Base specialisms are rated from 0-5 and may be increased through Experience Point spends during play. Base specialisms are intrinsic to all characters and do not need to be learned.
Career specialisms
Career specialisms are acquired either during character creation, or learned from a teacher during play. They have a rating from 1-3.
Expert specialisms
Expert specialisms are not additional specialisms, but should be regarded as capstones to a Career specialism, they represent a character attaining the highest level of ability of that Career specialism. The Expert specialism, if acquired, has a rating of 1 and will grant a trait in addition to the skill increase.
Actions not covered by a Base or Career specialism may be attempted using the closest appropriate Core Skill.
Prerequisites and Limits
Characters are assumed to know all Base specialisms in every core skill category at a rating of 0. Base specialisms may be learned up to a rating of 5.
Career specialisms may be learned if the character has the prerequisite Base specialism at a rating of at least 1. Career specialisms may be learned up to a rating of 3.
How Specialisms work
When attempting a Career specialism skill check, the first point of the Base specialism is added to the Career specialism. Rating points of the Base specialism above 1 do not factor into the calculation.
For example, Darius has a Brawn of 3 and a Combat Style (Kurgan Raider) of 1. His Physicality skill is 45%. This means his adjusted skill is 65% (45+10+10), ie. 10% from Brawn, 10% from his Combat Style. Through experience he could increase his Combat Style to a rating of 2 and later to 3. To go further to earn the Expert specialism of "Veteran" requires acquiring higher status in the game.
Increasing Specialisms
Learning a Career specialism to 1 - 2 xp plus 3 months in-game time learning a new career.
Copyright Bilharzia 2023.
https://d100-workshop.blogspot.com/2023/07/sandalwood-this-is-first-part-of-series.html
Sandalwood RPG - Part 2 - Statistic Arrays
https://d100-workshop.blogspot.com/2023/07/statistic-arrays.html
Sandalwood RPG - Part 3 - Derived Statistics
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-3.html
Sandalwood RPG - Part 4 - Specialisms
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-4-specialisms.html
Sandalwood RPG - Part 5 - Combat Interlude
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-5-combat-interlude.html
Sunday, July 16, 2023
Sandalwood RPG - Part 3 - Derived Statistics
Derived Statistics
Hit Points (HP)
For most human PCs, HP is measured per location at half Constitution (Con), rounded up. Each hit location uses this HP value, with damage tracked separately for each location. Most creatures have multiple locations, and an associated location die. For humans this is a d6:
Action Points (AP)
Action Points start at Dexterity (Dex) divided by 6, rounded up. Characters may take actions up to their Action Points per round. Having less than 2 AP makes characters in combat vulnerable.
Sandalwood - RPG Part 1 - Core Skills
https://d100-workshop.blogspot.com/2023/07/sandalwood-this-is-first-part-of-series.html
Sandalwood RPG - Part 2 - Statistic Arrays
https://d100-workshop.blogspot.com/2023/07/statistic-arrays.html
Sandalwood RPG - Part 3 - Derived Statistics
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-3.html
Sandalwood RPG - Part 4 - Specialisms
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-4-specialisms.html
Sandalwood RPG - Part 5 - Combat Interlude
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-5-combat-interlude.html
Saturday, July 15, 2023
The Jarlsworn
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. |
The Jarlsworn is a relatively simple Brotherhood based on the social structures around Viking Era Scandinavia. It doesn't require a lot of design explanation, but I will make some comments.
Mythos and History
Nature
Organization
Membership
Restrictions
Skills
Gifts
Thursday, July 13, 2023
The Path of Summoning
The Path of Summoning came about after looking over the AD&D 5e wizards and thinking they were pretty bland. While they had a few small tricks of their own, they were just that - tricks. Nothing very defining as a class in my opinion. So I wanted to do something that could take some of the concepts there and extend them out a bit.
With the summoner, it follows a progression. They start with the ability to sense things across distances (Mark), then move to summoning those things on this plane (Banish, Summon), then to moving entities between planes and across planes (Evoke, Teleport), then finally gain the ability to open long term portals between planes.
What you will find with most of my Sorcery schools is that they are fairly focused in theme. There are few, if any, spells that everyone gets. That's by design. I like my sorcery schools to be dedicated to pursuing a particular avenue of magic, like you might see in a modern day academic or scholar. This has the added benefits of allowing a great deal of distinction between them as well as giving a character clear paths that they can pursue.
The summoner gets even more distinct, as it has several gifts that hold it distinct from other sorcerers. Like the Four-Fold Battle Wizard they gain extra abilities with their spells they cast with their school's Invocation. Putting in this sort of bonus and restriction will prevent unexpected interactions and disagreements at the table. Their Gifts (Familiar, Possessor, and Ritualist) really set the tone for a sorcerer who oozes summoning.
These also give the summoner an incredible amount of flexibility. Summoning a chest of armor or a box of potions could be handy to any adventurer, but being able to summon a box of products to sell at a market would avoid any bandits on the road. Marked items can be targeted (likely with another sorcery school) with all sorts of nastiness.
No summoner would be complete without the ability to Banish, and this school teaches it before they teach their students how to Evoke other planar entities, fortunately. It is worth noting that the Evoke given here is substantially altered from the core rulebook Evoke, allowing a certain number of services to be performed without any containment. This grants them great power, as demons, elementals, and other sundry extraplanar beings tend to be quite strong.
Mythos and History
Since the first sorcerer witnessed a shaman reach through the Barrier between worlds, they have tried to duplicate the animist’s power. Beginning with inaccurate views of what space was, they practiced moving objects around the world before reaching into the great beyond. Eventually, demons took notice and offered them knowledge and power for whatever ends they pursued.
Nature
Summoners are hard to pin down into one motivation or goal. Some seek power from demons, some from angelic beings. Some merely from nature spirits, and some from eldritch horrors from beyond. All, with sufficient experience, learn of the twisted multidimensional nature of space, how to reach through it, and how to pull out whatever is on the other side.
Organization
Many of this cult are scattered in small cells, often only a Master and an Apprentice together pursuing power by reaching across the worlds. Occasionally though, a group gathers with a common goal - often to exploit some extraplanar being of immeasurable power.
There are no lay members of this cult.
Membership
Standard.
Restrictions
None, though many summoners have very strong passions that drive them to seek the help of extraplanar entities.
Skills
Insight, Invocation (Path of Summoning), Lore (Extraplanar Beings), Shaping, Willpower
Magic
Apprentices are taught the Folk Magic spells Beastcall (one animal type), Dishevel, Glue, Grease (Mythic Constantinople, p78), Perfume, Protection (manifesting as a shimmering layer over the conjurer), Repair, and Shove. Apprentices also learn the sorcery spells Mark which, when cast with Invocation (Path of Summoning), has a duration measured in days rather than turns and may be visible or invisible. In addition, they learn Summon which, when cast with Invocation (Path of Summoning), may be used to summon a container (of SIZ up to the spell’s intensity in cubic meters) containing inanimate objects.
Adepts quickly learn to Banish demons, spirits, and other extraplanar entities. Their Banish (cast with the school’s own Invocation skill) may be used to return Summoned items if cast at a greater Magnitude than the Summon spell.
Mages are granted the privilege of learning two important spells: Teleport at the cost of 5xp and Evoke at a cost of 10xp per kind of entity (fire elementals, earth elementals, ifrit, Mi-go, etc.). The Evoked entity will willingly perform one task asked of it per magic point given to it, and each request requires a proactive action by the caster and may, as a whole, take no longer than the duration of the spell. The sorcerer must have cast Evoke with their Invocation (Path of Summoning) skill.
Archmagi learn Teleportation Circle (Portal). Their Teleportation Circle, when cast with the school’s Invocation skill, Combined with Evoke, and 10 shaping points are applied to the Range component, does not summon a creature, but instead opens a portal to the plane native to that creature.
Gifts
Adepts gain a Familiar, a natural animal with Average SIZ not exceeding the character’s POW. It also gains an INT score. The conjurer and familiar can understand each other’s speech, and the familiar understands the native tongue of the conjurer.
Mages learn mastery over objects with the Possessor ability. The mage may perform a day-long ritual on a single non-living, inanimate object. This object is treated as if it had been Enchanted with the Mark spell, without impacting the conjurer’s magic points or regeneration of them. The conjurer allocates Shaping points as desired and can have as many items Marked with Possessor as one third his POW score.
Archmagi learn to become Ritualists. The archmagi may increase their base casting time to cast his spells from turns to days. They may then use the Further Extending Duration Table for Duration (Mythras, p162). These spells may not be Combined with spells from other schools of sorcery.
Sunday, July 9, 2023
Sandalwood RPG - Part 2 - Statistic Arrays
Statistic Arrays
A Player Character's Statistics in the Sandalwood RPG are chosen from an array which determines the Core Skills, Innate Traits, and Derived Attributes. Below is a table of a set of sample arrays.
Custom Arrays
Innate Traits
Sandalwood - RPG Part 1 - Core Skills
https://d100-workshop.blogspot.com/2023/07/sandalwood-this-is-first-part-of-series.html
Sandalwood RPG - Part 2 - Statistic Arrays
https://d100-workshop.blogspot.com/2023/07/statistic-arrays.html
Sandalwood RPG - Part 3 - Derived Statistics
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-3.html
Sandalwood RPG - Part 4 - Specialisms
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-4-specialisms.html
Sandalwood RPG - Part 5 - Combat Interlude
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-5-combat-interlude.html
Friday, July 7, 2023
Sandalwood - RPG Part 1 - Core Skills
Sandalwood RPG
Introduction
This is the first part of a series of posts on Sandalwood, a "far-future Sword & Sorcery d100 roleplaying game" I am writing and publishing. When the core system is finished and collated, I will publish under a Creative Commons licence, these blog posts are Copyright Bilharzia 2023.
Most existing d100 rpgs fall into two camps. Either they provide a lot of interesting detail and choices but are too complex and convoluted, or the system is streamlined for fast play but lacks interesting mechanics beyond the principle of d100 skills resolution.
Sandalwood is an attempt to radically simplify a d100 skills-based RPG while still presenting engaging game mechanics for a GM and players.
When I started this I had some ideas for the game and some design objectives.
1. Fast and clear character creation guided by meaningful descriptive choices.
After making a few character choices, a Sandalwood player decides where to put 6 points into specialisms.
2. Simple mathematics.
Calculations, when the game is in play, use simple addition and subtraction. Specialisms, modifiers and difficulties use multiples of 10 to increase or decrease an adjusted skill during a game.
3. Three core skills - Physicality, Personality and Knowledge.
These core skills may be augmented by Specialisms. This design gives characters a clear focus, reduces skill clutter, provides a way of grouping skills, and makes it easy to improvise skill checks when necessary.
4. Innate traits based on character statistics give PCs extra definition and give statistics more of an ongoing role in the life of a PC outside of derived attributes.
5. Creatures and NPCs are ready-to-run with no preparation time. Sandalwood comes with typical creatures ready to be used as they are detailed in the creature entry. Creatures have pre-programmed tactics which can be determined randomly or chosen by the GM during a dramatic encounter.
6. Gambits are used in many sub-systems to add dynamism and depth to skill interactions without too much rules overhead. Combat, crafting, and social encounters all use gambits in similar ways.
7. Combat minimises null-results, with combat clashes producing a result of some kind as often as possible. Combat is influenced as much by comic book and pulp stories as it is by realistic combat.
8. Magic is straightforward for players to understand and use, but powerful and sometimes unpredictable. Instead of using a pool of diminishing magic points, the Stress attribute increases as magical abilities are used. When casting higher intensity, more powerful magic, Stress increases faster.
Statistics & Core Skills
Sandalwood uses an array of six statistics with a range of 3-18 for humans:
Strength (Str)
Constitution (Con)
Dexterity (Dex)
Intelligence (Int)
Power (Pow)
Charisma (Cha).
These statistics provide the values for the Core Skills which encompass any action a character may take, and include all abilities a character may have. Specialisms improve the relevant core skill.
The Core Mechanic
Sandalwood characters and creatures use the three core skills of Physicality, Personality and Knowledge. Each core skill is derived from adding three statistic scores. Specialisms and other modifiers are added to derive an adjusted skill. This adjusted skill is rolled against on a d100.
Core Skill + Specialism +/- Modifier +/- Difficulty = Adjusted Skill
To succeed in a skill test, roll under the adjusted skill.
Specialisms, Modifiers and Difficulties are all counted in tens, so to work out the adjusted skill, the player or GM is counting in multiples of 10 up or down from the core skill.
Example: Darius (Str 15 Con 15 Dex 15) has a Physicality of 45% and has Brawn 2 as a specialism. When attempting a Brawn check his adjusted skill is 65% assuming no modifiers or additional difficulty.
Each point in the Brawn specialism provides +10%, totalling +20% for Darius.
The Core Skills
Physicality (Str + Con + Dex) %
This is the base skill for all physical abilities. Any action drawing from strength, dexterity or constitution uses this skill. Very important for martial characters.
Personality (Cha + Cha + Pow) %
This skill is used for social interactions between people, and sometimes in magical interactions and tests. The primary skill for social characters, leader-types and some magicians.
Knowledge (Int + Pow) %
The domain of scholars and magicians, although any character benefits from Knowledge specialisms. Using Knowledge is inherently more demanding and has more reliance on learned specialisms, hence only two statistics are used for the Core Skill.
- Copyright Bilharzia 2023
Sandalwood - RPG Part 1 - Core Skills
https://d100-workshop.blogspot.com/2023/07/sandalwood-this-is-first-part-of-series.html
Sandalwood RPG - Part 2 - Statistic Arrays
https://d100-workshop.blogspot.com/2023/07/statistic-arrays.html
Sandalwood RPG - Part 3 - Derived Statistics
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-3.html
Sandalwood RPG - Part 4 - Specialisms
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-4-specialisms.html
Sandalwood RPG - Part 5 - Combat Interlude
https://d100-workshop.blogspot.com/2023/07/sandalwood-rpg-part-5-combat-interlude.html
Thursday, July 6, 2023
Mountain Temple Monks
Art by www.athelu.com |
Monks are one of my top two favorite archetypes in RPGs. It's a pretty tight contest between wizards and monks for me, and as I've written up several wizard cults, I figured it was time to bring in a monk order to the fold.
Mythos and History
Nature
Organization
Membership
Restrictions
Skills
Magic and Gifts
- Student - Invoke Arrowcut, Invoke Featherlight, Enhance Movement Rate
- Disciple - Invoke Formidable Natural Weapons, Invoke Immunity (Disease and Poison), Invoke Indomitable, Enhance Healing. Disciples may learn the Chi Push trait
- Master - Invoke Astral Projection, Invoke Aura of Tranquility. Masters may learn Dim Mak trait
- Sage - Access to the Gifts of Abstinence Food, Abstinence Water, and Eternal Life
But What About All Those Cool Weapons
Weapon | DMG | SIZ | Reach | Combat Effects | Traits | ENC | AP/HP |
Three Piece Staff | 1d6+1 | M | M | Stun Location, Bash | Entrapping, Flexible, Double Ended, Defensive | 3 | 4/8 |
Deer Horn knives | 1d4 | S | S | Bleed | Entrapping | - | 6/10 |
Hook Sword | 1d6 | M | S | Bleed, Impale | Entrapping | 1 | 6/8 |
Chain Whip | 1d6 | M | L | Entangle | Flexible | 1 | 8/6 |
Rope Dart or Meteor Hammer | 1d6 | M | VL | Entangle, Impale (rope dart only),Stun Location (meteor hammer only) | Entrapping, Flexible, Offensive, Barbed (Rope Dart Only), Double Ended (Meteor Hammer Only) | 1 | 2/8 |
Dao | 1d6+2 | M | M | Bleed | - | 1 | 6/10 |
Jian | 1d8 | M | M | Bleed, Impale | - | 2 | 6/10 |
Guai | 1d6 | M | S | - | Defensive | 1 | 4/4 |
Taijishan | 1d4+1 | M | S | Bleed, Stun Location | Ranged Parry, Passive Blocks 2 Locations | 1 | 2/4 |
Wind and Fire Wheels | 1d6 | M | S | Bleed | Defensive | 1 | 6/8 |
Chain Whip
One handed melee weapon
Treat as a Chain (Mythras, p63), with a Reach of L and damage of 1d6 due to heavier links
Dao
Treat as falchion
Deer Horn Knives
One handed melee weapon
Treat as a main gauche. Often used in pairs
Guai
Treat as a Club with the Defensive trait
Hook Sword (fu tao)
One handed melee weapon
Treat as a shortsword, but replace Impale with Entrapping
If using a pair of hook swords, you can attach the two swords together and extend the reach from S to L. The weapons lose the Impale effect and Entrapping trait.
Jian
Treat as a broadsword
Meteor Hammer
Two handed melee weapon
Damage: 1d6
Size: M
Reach: VL
Combat Effects: Entangle, Stun Location
ENC: 1
AP/HP: 2/8
Traits: Entrapping, Flexible, Offensive, Double Ended
This weapon is easily constructed, requiring only a minute and simple materials. Constructed this way, it is subject to the Weapon Malfunction Special Effect on a fumble.
This weapon can be easily converted into a garrotte with a single action. Its damage becomes 1d2, its reach becomes T, and it loses its Flexible and Double Ended properties.
This weapon can shift its reach anywhere from VL to S for 1 AP.
Rope Dart
Two handed melee weapon
Damage: 1d6
Size: M
Reach: VL
Combat Effects: Entangle, Impale (rope dart only)
ENC: 1
AP/HP: 2/8
Traits: Entrapping, Flexible, Offensive, Barbed
This weapon is easily constructed, requiring only a minute and simple materials. Constructed this way, it is subject to the Weapon Malfunction Special Effect on a fumble.
This weapon can be easily converted into a garrotte with a single action. Its damage becomes 1d2, its reach becomes T, and it loses its Flexible and Barbed properties.
This weapon can shift its reach anywhere from VL to S for 1 AP.
Taijishan (war fan, or iron fan)
One handed melee weapon
Treat as a buckler with an AP of 4 and HP of 5. Many taijishan are collapsible and easily concealed (Very Easy conceal roll to hide on your person). Most are very difficult to distinguish from a common fan (Formidable perception at a distance, Standard on close manual inspection), and thus are taken where larger weapons are not allowed.
Three Piece Rod
Two handed Weapon
Size: M
Reach: M
Combat Effects: Stun Location, Bash
ENC: 3
AP/HP: 4/8
Traits: Entrapping, Flexible, Double Ended, Defensive
Wind and Fire Wheels (feng luo hu)
Damage: 1d6Size: MReach: SCombat Effects: BleedENC: 1AP/HP: 6/8Traits: Defensive
Chain Whip |
Dao |
Deer Horn Knives |
Guai |
Hook Sword |
Jian |
Meteor Hammer |
Rope Dart |
Taijishan |
Three Piece Rod |
Wind and Fire Wheels |
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