Die-version Fantasy Core-Rulebook

Adventuring

Fishing

Outcomes:

Adjusters:

Two rolls best of 3?

Fishing as an activity is about the struggle of the catch

GM rolls for fish rarity. 2d player rolls to catch. Dv based on rarity of fish

2d8 Roll Fish Rarity
2 Legendary
3 Epic
4-5 Rare
6-7 Uncommon
8-11 Common
12-13 Uncommon
14 Rare
15 Epic
16 Legendary
Note

look at the fabula fishing homebrew for reference

Foraging

foraging can be done for food or alchemical ingredients. And sticks for bows/weapons.

Hunting

Hunting for ingredients/food.

Mining

Mining for smithing materials

Traveling

Travel Rolls

Same as fabulas but possibly small edits

Making Camp

Cost to rest?


Character Anatomy

Level

Attributes

Ability Attributes

Ability Attributes are the main Stats of your character. They are the main static bonuses of your rolls while also affecting other Attributes. Ability Attributes are a score of 1-12, and you have 25 starting points. Alternatively you can take the Standard Array of (5, 5, 7, 8). Points put towards your character can't be lower than 2 or higher than 8 starting out.

Power

Life Attributes

Your Life Attributes are your characters resource pools and are based on your Skill Attributes. Your Health is equal to your base (Power Attribute x 5), your Stamina is equal to your base (Agility Attribute x 5), your Mana is equal to your base (Mind Attribute x 5) and your Spirit is equal to your base (Aura x 5).

Health

Defense Attributes

Defense Attributes are determined by your Skill Attribute scores and determine your ability to defend yourself against different types of attacks. Which Attribute you may use is determined by the type of attack. Your Fortitude is equal to your base Power, your Evasion is equal to your base Agility, your Resolve is equal to your base Mind, and your Psyche is equal to your base Aura. It is possible for Skills and certain Equipment to raise or lower these numbers.

Fortitude
Endure
Evasion
Dodge
Resolve
Rationalize
Psyche
Deflect

Derived Attributes

Derived Attributes are static Attributes for your character that make you better or worse in certain passive areas and are based on your Ability Attributes. Your Carry Capacity is equal to your base Power. Your Initiative Bonus is equal to your base Agility. Your Item Bonds is equal to your base (Mind ÷ 2). Your Connections is equal to your base (Aura ÷ 2).

Carry Capacity

Advancement

Advancement is partly gaining skill points and partly advancing your attribute bonuses. Every 5 levels gain an attribute point to put towards an attribute, max 12. Every level gain a skill point to put towards skills.

Traits

This is a simple way to describe you character and how to have them act in accordance to their wishes.

Identity
Theme
Origin
Group
Flaw
Complication
Goal

Equipped Items

Carry Capacity

Inventory

Initiative Bonus

Bonded Items

Connections

Connections are a representation of your characters feelings and emotions towards certain groups or people and have mechanical benefits. PC's can have connections with other characters, NPC's, Nations, Kingdoms, Organizations or Religions. All connections have an attached word accompanying them.

Connections

Characters who act in accordance with the word that is attached to the connection, gain a (+1) to any rolls made regarding the connection. On the other hand, acting in opposition of the word of that particular connection will result in a (-1) to any corresponding rolls. The GM has the final say whether a particular connection warrants a (+1) or (-1) to any checks.

A single connections can be changed during any rest Scene with the GM's approval. A PC should explain their reasoning for changing their Connection to the group and what led to that choice.

GM Tips

We encourage you to keep a list of all your players Connections with you at the table.

Skills


Skills

Inborn Skills

Alternate Based Lifeform

Choose Stamina, Mana or Spirit. Your chosen Life Attribute becomes your primary attribute, meaning if your chosen attribute ever becomes zero, you die.

Example

Elementals, Golems and Robot-like creatures, Magical Monsters, Faeries, magically created undead, Ghosts, Holy Creatures.

Warning

This skill drastically changes character gameplay and is often best taken at character creation. Discuss with your GM before taking this skill.

Hearty {12}

Increase your Health Attribute by [SL] x 5.

Lithe {12}

Increase your Stamina Attribute by [SL] x 5.

Sharp {12}

Increase your Mana Attribute by [SL] x 5.

Enlightened {12}

Increase your Spirit Attribute by [SL] x 5.

Innate Weapon

Combat Skills

Rage {6}

You can enter a primal state of anger in battle.

Maneuver Skills

Crafting Skills

Alchemist {12}

create potions

Chef {6}

cook food for temp buffs

Enchanter {6}

add magic to items

Fabricator {6}

make mundane items

Smith {6}

make armor and weapons

Magic Skills

Spell Skills

Spell Effects

Magic skills are mana triggered and are about changing/controling the world around oneself

Space Spells

Spatial Storage {6}

Affinity: Space
Duration: Constant
Target: Self
Cost:
Extra storage in a separate dimension. This spell grants you a separate additional Carry Capacity Equal to [SL] x 2 that can be accessed as an action by casting the spell.

Gate {6}

Affinity: Space
Duration: 1 Round
Target: Empty Space
Cost:
Bring two points into one, bending the world between. Create a doorway between two locations. The caster must have visited the location that the gate leads to. or have a waypoint The distance a Gate can reach is equal to [SL] x Travel Days.

Warp
Cluster
Summon
Beacon
Rend

The ultimate Space Affinity Spell. Shatter reality in an area, breaking enemies apart in the process.

Time

Aeon

The ultimate Time Affinity Spell.

Social Skills

Friend {6}

Empowering your words with amity and soul, you can attempt to convince a creature that can understand you that you are friendly and mean them no harm. This will put then in a trance like state allowing

Spiritual Skills

Echoes

Rolls and Checks

Ability Checks

Group Checks

Should be simplier that fabula. The part i dont like about fabulas group checks is the leader, dv for no leader and (+1) portion.

Perhaps everyone roll and take average? Take middle?

The less math the better.

Group Checks

GM sets the DV. If half or more of the group passes the check, the entirety of the group passes.

(The logic being the more skilled members make up for the failings of the less skilled members)

Difficulty Values

Roll Difficulty
8 Easy
11 Normal
14 Difficult
17 Heroic
21 Impossible

Modifiers

Pushing Rolls

Pushing Rolls

If you can justify it through your characters actions, you can “push” a failed Attribute roll. Pushing a roll allows you to roll a second time; however, the stakes are raised. If you fail a second time, the GM gets to inflict a dire consequence upon your character. Before a pushed roll is made, the GM has the option of foreshadowing what might happen if the pushed roll is failed; the player can then decide whether it’s worth the risk to take the second roll or not.

Vision

Spend your vision to get a max roll on any 1 dice

Gm should keep track of their players vision

Combat