Diversion Fantasy Core-Rulebook

Dieversion Fanstasy

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. Max points are 36.

Power

Life Attributes

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

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 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

needed so characters cant carry 500 items

needed so certian Skills or buffs can give bonuses to initiative

needed so PCs cant equip 30 magic items.

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

Energy Based Lifeform

Stamina becomes your primary Life Attribute, meaning if your Stamima ever becomes zero, you die.

Example

Elementals, Golems and Robot-like creatures.

Warning

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

Magic Based Lifeform

Mana becomes your primary Life Attribute, meaning if your Mana ever becomes zero, you die.

Example

Magical Monsters, Faeries, magically created udead.

Warning

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

Soul Based Lifeform

Spirit becomes your primary life energy, meaning if your spirit ever becomes zero, you die.

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

Spatial Storage {6}

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.

Gate {6}

Bring two points into one, bending the world between. Create a doorway between two locations.

Rend

The ultimate Space Affinity Spell. Shatter reality breaking enemies appart in an area.

Social Skills

Spiritual Skills