Diversion Fantasy Core-Rulebook
Dieversion Fanstasy
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. Max points are 36.
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 based on your Skill Attributes. Your Health is equal to your (Power Attribute x 5), your Stamina is equal to your (Agile Attribute x 5), your Mana is equal to your (Mind Attribute x 5) and your Spirit is equal to your (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 Power, your Evasion is equal to your Agility, your Resolve is equal to your Mind, and your Psyche is equal to your Aura. It is possible for Skills and certain Equipment to raise or lower these numbers.
Fortitude
Endure
Evasion
Dodge
Resolve
Rationalize
Psyche
Deflect
- Carry Capacity
equal to your Power
needed so characters cant carry 500 items
- Initiative Bonus
equal to your Agility
needed so certian Skills or buffs can give bonuses to initiative
- Bonded Items
equal to your (Mind ÷ 2)
needed so PCs cant equip 30 magic items.
- Connections
equal to your (Aura ÷ 2)
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 acordance to their wishes.
Identity
Theme
Orgin
Group
Flaw
Complication
Goal
Carry Capacity
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. A single connections can be changed during any rest scene with the GMs approval. A PC should explain their reasoning for changing their connection to the group and what led to that choice. The GM has the final say whether a particular connection warrants a (+1) or (-1) to any checks.
GM Notes:
We encourage you to keep a list of all your players Connections with you at the table.
Skills
Skills
Inborn Skills
Stamina becomes your primary Life Attribute, meaning if your Stamima ever becomes zero, you die.
Elementals, Golems and Robot-like creatures.
This skill drastically changes character gameplay and is often best taken at character creation. Discuss with your GM before taking this skill.
Mana becomes your primary Life Attribute, meaning if your Mana ever becomes zero, you die.
Magical Monsters, Faeries, magically created udead.
This skill drastically changes character gameplay and is often best taken at character creation. Discuss with your GM before taking this skill.
Spirit becomes your primary life energy, meaning if your spirit ever becomes zero, you die.
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
Affinity: Space
Durration: Instant
Target: Self
Cost:
Extra storage in a seperate demension. This spell grants you a seperate additional Carry Capacity Equal to [SL] x 2 That can be accessed as an action by casting the spell.
Bring two points into one, bending the world between. Create a doorway between two locations.
The ultimate Space Affinity Spell. Shatter reality breaking enemies appart in an area.