Die-version Fantasy Core-Rulebook
Adventuring
Fishing
Outcomes:
- catch fish
- loose fish
Adjusters:
- skill levels in fishing
- dificulty/rarity of fish
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
- Fish rarity table
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 |
- ingrident effect tablea
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 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
- Strength, poison/injury resistance, endurance, resist passing out, health and recovery.
Agility - movement, dexterity of hands, speed, reflexes, evasion, stealth, contortion.
Mind - memory retention, recalling events, scope of knowledge, education, understanding the arcane.
Aura - sociability, perception, noticing others emotions/actions, mental Endurance, persuasion, prayer, handling animals.
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
- measure of your life
- No health you die
- pain and blood
Stamina - Used to make special attacks and movements
- No stamina cant move or swing weapon
- legs and body give out/ pass out
Mana - Used to cast spells, create magic items, potions, rituals.
- No mana cant cast spells or mana abilities
- pounding headache, hallucinate/ hear things
Spirit - used for spirit powers
- no spirit cant speak, move, respond, perceive, torpor
- body with destroyed soul, empty husk
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 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
- Determines how much you can carry. How many item slots you have besides the items you have equipped.
Initiative Bonus - The bonus you add to your initiative roll in combat. This can also be influenced by
Bonded Items - needed so PCs cant equip 30 magic items.
Connections - needed to better empower aura builds and limit non. Exe. Dumb orc build cant be bonded to many people
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.
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.
We encourage you to keep a list of all your players Connections with you at the table.
Skills
Skills
Inborn Skills
Choose Stamina, Mana or Spirit. Your chosen Life Attribute becomes your primary attribute, meaning if your chosen attribute ever becomes zero, you die.
Elementals, Golems and Robot-like creatures, Magical Monsters, Faeries, magically created undead, Ghosts, Holy Creatures.
This skill drastically changes character gameplay and is often best taken at character creation. Discuss with your GM before taking this skill.
Increase your Health Attribute by [SL] x 5.
Increase your Stamina Attribute by [SL] x 5.
Increase your Mana Attribute by [SL] x 5.
Increase your Spirit Attribute by [SL] x 5.
Combat Skills
You can enter a primal state of anger in battle.
Maneuver Skills
Crafting Skills
create potions
cook food for temp buffs
add magic to items
make mundane items
make armor and weapons
Magic Skills
Spell Skills
Spell Effects
- hurt
- recover
- cleanse
- afflict
- buff
- change
- reveal
- restrain/delay
- transport
Magic skills are mana triggered and are about changing/controling the world around oneself
Space Spells
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.
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.
The ultimate Space Affinity Spell. Shatter reality in an area, breaking enemies apart in the process.
Time
The ultimate Time Affinity Spell.
Social Skills
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
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.
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
- Intoxicated
- Dark
- Obscured Vision
- Tired
- Hungry
- Thirsty
- Cold
- Hot
- Sick
- Very Sick
- Extremely Sick
- Deathly Sick
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