MEATY BONES

WIP watch the building, changes, and edits as it's developed

WELCOME

... to Meaty Bones, a tabletop role-playing game of adventure and magic that will take you into the world of Pangorio. A Game Master (GM) and at least one player explore islands, ports, realms, and undersea places with monsters, minions, and ne'er-do-wells.   For this game, you will need one Game Master (GM), at least one player, pencil, paper, or their digital equivalents.. Each should have a complete set of dice that includes:
Four-Sided (D4)
Six-Sided (D6)
Eight-Sided (D8)
Ten-Sided (D10)
Percentile (D%)
Twelve-Sided (D12)
Twenty-Sided (D20)
 
**There may be times you will be asked to roll a D2, do this by rolling 1D6. A1-3 = 1 and a 4-6 = 2.**
**There may be times you will be asked to roll a D3, do this by rolling 1D6. A 1-2 = 1, a 3-4 = 2, and a 5-6 = 3.**
OPTIONAL: USE A DIGITAL DIE ROLLER FOR ALL DICE ROLLS
 

Dice Rolls Matter

Successes and failures are measured by rolling a D20.
Natural Twenty: When the D20 rolls the number 20, this is an Automatic Success that grants the player a Boon.
Natural One: When the D20 rolls the number 1, this is a Complete Failure that has no effect, does no damage, and, in the case of a spell, means that spell cannot be cast again until the next day. However, it grants the player a Bane.
Boon: Use this to allow you or a fellow player to re-roll a D20. You can never have more than 3 Boons. At the end of the gaming session, any remaining Boons disappear
Bane: use this to make a foe re-roll a D20. You can never have more than 3 Banes. At the end of the gaming session, any remaining Banes disappear
Success: On a success, the attack, effect, or spell does its thing. If this involves rolling the dice for damage, the dice become Exploding Dice. This means every die rolled for damage that rolls its highest number, the total is noted, and that die is rolled again.
EX: Hildred successfully cast her spell and rolled her damage of 3D6. She rolls: 4, 2, 6. She notes the total is 12 and re-rolls the 6. It rolls a 6, and she adds it to her total, making it 18, and rolls it again. This time it rolls a 3. She adds it to her total, which is now 21.
Failure: On a failure, the attack happens but without exploding dice and cannot add Stat Rolls to the damage. Non-damaging spells or effects fail to do their thing.

RANKS

  • 0) Nekkid 20: No extra dice added to the D20
  • 1) Novice: Add 1 D4 to the DR roll
  • 2) Adept: Add 1 D8 to the DR roll
  • 3) Master: Add 2 D6 to the DR roll
  • 4) Epic: Add 2 D8 to the DR roll
  • 5) Legendary: Add 2 D10 to the DR roll
 
ORDER OF PLAY
ENCOUNTERS
Interacting with the world and the creatures in it leads to encounters. An encounter is where players meet characters and monsters and experience the environments of the world. These encounters can happen in two ways.   The first is called a Social Encounter, where players interact with citizens and creatures of the world without involving combat. This is a freeform style of encounter with no structured turn order. Actions and even spells can be cast during this time, along with some dice rolls with a heavy focus on story outcomes. This can lead to the second type of encounter, combat.   When the Combat Encounter happens, it changes to a turn-based style of play, meaning every player and every creature/thing involved in the combat takes turns. At the start of the combat encounter, the player characters choose who amongst them will roll initiative for the group while the GM rolls for the enemies. This is a Nekkid 20 roll. Once the GM has noted the order in which all groups involved go, the turns begin.  
PLAYER GROUP TURNS
The players decide in which order they will go amongst themselves. This order can change every round, thus allowing for a greater variety of teamwork and tactics if they wish to do so. If the players cannot decide, it is up to the GM to determine turn order. Player Turn Order
  • 1) Ignore any leftover TP or RP and replace them with a fresh 3 TP and 1 RP.
  • 2) Make any start-of-turn rolls or actions
    • Free actions and RP can be used at anytime
  • 3) Use the TP and carry out any Challenge Rolls initiated by you
  • 4) End turn. The next player takes their turn. Be ready to use the RP during other turns, even during a foe's turn, if the RP is unused.
Once all players have taken their turns, the Player Group Turn is over.  
CHALLENGE ROLLS
A Challenge roll is where the player and a foe each make a Stat Roll before the outcome of an Ability, GM Decision, Spell, or Trick can be determined. The Ability, Spell, or Trick will state which stats are to be rolled.   A GM's Decision to have a Challenge Roll will have the GM explain what Stats are meant to be rolled, and then declare the results after the rolls have been made.  
TRICKS AND REACTIONS
When a player's turn starts, they have 3 Trick Points (TP) and 1 Reaction Point (RP). They use these points to carry out their movements and actions, which are called Tricks and Reactions. When their points are used up, there is nothing more that they can do until the start of their next turn, where they get a fresh set of points.   Trick Points can only be used during your turn.
Reaction Points can be used during anyone's turn, friend or foe.   When their turn is over, any leftover trick points do not roll over to the next turn. They are simply lost, and new ones replace them at the start of that player's next turn.   The Reaction Point can be used at any time to carry out a Reaction, whether it is that character's turn or not. These do not roll over, either, and are replaced at the start of the player's next turn.   A character can combine actions into one roll as long as their combined Trick Points do not exceed the total Trick Points the character has available. Determining the Stat used to carry out this combined action is in the order of aggression. The order goes like this: Damage-dealing attack action, Non-damage-dealing attack, Non-combat action, or Movement.  

CHARACTER DETAILS

THE STATS
Your six STATS are everything. Stats advance in potency based on the RANK chart above.   All Stats start at zero. No Stat can be raised higher than Legendary.   No Stat can be lower than Nekkid 20.
Brawn (BRN)
This Stat represents physical strength and muscular power.
Nimble (NIM)
This Stat represents agility and quickness of actions, but not speed.
Hearty (HTY)
This Stat represents durabiliy and immune system toughness.
Reasoning (RSN)
This Stat represents cognitive abilities, academics, and memory.
Focus (FOC)
This Stat represents accuracy, mental focus, and strength of will.
Flair (FLA)
This Stat represents charisma; compelling charm or intimidation.

   
STAMINA POINTS (SP)
Stamina Points, commonly called SP, represent the amount of physical and mental strain a character can take before taking Injuries.   Total SP is based on the highest number on the Life Dice for the player's species, called Kin, chosen at character creation, times their Level.
EX: Tria chose to be a Chirkin (Bat Folk) with a Life Dice: D6. Her Total SP is now 6.   Whenever a character gains a new level after Level One, they add another Life Dice to their Total SP.
EX: Tria made it to level 2! She adds another 6 to her Total SP, which is now 12.   Taking Damage: When a character's total SP is reduced to 0, it stops, never going below 0. If there is more damage left after being reduced to 0, the character takes one Injury.   If a character takes more damage from another attack while at 0 SP, they instead take one Injury.   When a character takes 8 Injuries, they are dead.   Recovering SP: This requires 8 hours of Sleep to completely heal all lost SP. If a character sleeps for at least 4 hours but less than 8, they must roll one Life Dice for each character level. If the roll exceeds their Total SP, any extra is ignored and tossed away.
Life Dice x Character Level = Amount of SP recovered
   
SIZE MATTERS
Hitting a target, whether it be an object or a creature, is as easy or difficult as its size. Hitting a fly is much, much harder than hitting a barn. There are 7 sizes:
  • Mini: these are things whose largest dimension is 6 inches (15 cm) or less, and clouds of minute things like flies and sand. Those attacking Mini creatures use Master Difficulties.
  • Tiny: these are things whose largest dimension is 1 Foot (30 cm) and swarms of Mini things. Those attacking Tiny creatures use Adept Difficulties.
  • Small: these are things whose largest dimension is 3 Feet (91 cm) and swarms of Tiny things. Those attacking Small creatures use Novice Difficulties.
  • Medium: these are things whose largest dimension is 8 Feet (243 cm).
  • Large: these are things whose largest dimension is 15 Feet (4.5 m). Those attacking Large creatures gain 1 Stat Rank.
  • Gigantic: these are things whose largest dimension is 30 Feet (9 m). Those attacking Gigantic creatures gain 2 Stat Ranks.
  • Massive: these are things whose largest dimension is greater than 30 feet (9 m). Those attacking Massive creatures gain 3 Stat Ranks.

 
MOVEMENT
Creatures move in various ways and at a wide range of speeds. This is reflected by a grid on a map during gameplay. Meaty Bones refers to distances as Squares, which are 5 ft/ 1.5 m on each side.   Rather than listing a character's movement in ft/m, then dividing it by 5/ 1.5 to determine how many squares to move on a VTT or table battlemap, speed is also represented as the number of squares they can move.   This is very helpful as a character can more quickly do another action, and then move again as long as they have the Trick Points and movement squares to do so.
EX: Tria has a speed of 6 Squares. Using her three Trick Points, she moves 5 Squares (1 TP), swings her staff at a skeleton (1 TP), then moves one Square back out of reach(1 TP).

 
SLOTS
WHAT ARE SLOTS?
All characters have a total of 20 slots available. Twelve slots hold your Armament and Magic. Eight slots hold your extra Gear and Injuries. Pack animals, carts, wagons, etc, can hold extra Gear, and their capacity is measured in Slots as well. When a character chooses their class, the class determines the arrangement of the slots at Level One.
When a character attains a new level after the first, they can choose to swap One Slot from Armament to Magic or from Magic to Armament.
 
SLOTS BY CLASS
Warrior Armament Slots: 12, Magic Slots: 0, Gear/Injury Slots: 8   Knave Armament Slots: 9, Magic Slots: 3, Gear/Injury Slots: 8
Cleric Armament Slots: 6, Magic Slots: 6, Gear/Injury Slots: 8   Mage Armament Slots: 3, Magic Slots: 9, Gear/Injury Slots: 8
At character Levels 1, 3, 6, and 9, a character can choose to swap a slot between Armament and Magic

 
ARMAMENT SLOTS
These slots hold the gear a character has equipped for immediate use.   This gear includes: Weapons (a missile weapon holds 1 Encounter's worth of its own ammo), Spellstaffs, Wands, Books, Talismans, Trinkets, Armor, Shield, Pouch (can hold 5 potions, flasks, and trinkets), and Quiver (can hold 5 Encounters' worth of ammo).
MAGIC SLOTS
These slots hold the magic a character can use. These slots represent the spells or prayers a character has prepared for the day. These are continuous use slots, which means once trick or reaction points are spent to cast it, the magic remains in the slot, ready to be cast again.   Consumable magics like scrolls or trinkets can be placed in these slots, but once used, the slot becomes empty. These cannot be removed and replaced by spells or prayers, as they are an essential part of these creatures.
 
GEAR AND INJURY SLOTS
There are always 8 of these Slots, a number that cannot change. These slots hold extra gear and also mark how many Injuries a character has taken.
INJURIES
Any injuries taken by the character are marked in these Slots. When the 8th Slot is filled, the character dies. When an Injury occurs and there is no empty slot to make it in, the character must choose which extra item to drop in order to use. This reflects the character being weakened and now unable to carry all their things.   Recovering Injuries: If a character Sleeps uninterrupted for 8 or more hours in one day, they will get to make one roll to erase one Injury.
Roll 1D20 + HRT Rank Dice to reach a DR: 13 to erase one Injury
A character can also pay to be under the care of a healer at a protected place such as an inn or temple. If they do, they will get to make two rolls and have the chance to heal 2 Injuries per day instead of only one.
EXTRA GEAR
When there is no injury in it, the slot can carry gear.   When an injury happens, the character chooses which Gear/Injury Slot to put it in.   If all the slots are filled with gear, the character chooses which item to drop to replace it with an injury.   This represents the character being weakened and now unable to carry as much.   In the case of an item that takes up more than one Slot, if that item is dropped, all the slots it was in are now emptied and ready for injuries.
The Extra Gear Slots Hold
Any item that makes up 8 or fewer slots can be carried as long as the character has enough slots to fit it. Items will be identified by one of three ways:
1) Number: how many slots they fill (EX: 1 Slot)
2) Stack: How many of them can stack up to fill one slot (EX: 5/5)
3) None: These will not take up any slots, and any number of them can be carried. These are things like paper notes, keys, etc (EX: None).
Types of Stacked Items
  • Any number of the same type of coins fills one slot (Copper, Silver, Gold). Any number of gems of various types can be combined into one slot.
  • 5/5 Encounters worth of spare ammo. A missile weapon in an armament slot holds one encounter's worth of ammo within its respective slots. No need to keep count of each piece, only its type.
  • 5/5 Stack of the same Small Items. These are: Potions, Rations, etc
 

Character Kin Folk

Drogu
DRAGONFLY FOLK
Life Dice: D4
Blood Stat: Nimble (Novice)
Age: 14 years to adult, then to about 50 years old
Size: Tiny, 1 foot (30 cm) tall, 2 feet (60 cm) wingspan
Movement: 10 ft (2 Squares), Fly: 60 ft (12 Squares), Swim: 5 ft (1 Square)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapon: Kick: 1D2 Blunt Damage
Natural Ability: Invisibility: The Drogu becomes unseen until they attack or cast a spell. Enemies must roll 76% or higher to see through the invisibility. Can use once per encounter. Cost: 2 TP.
Brahnie
LITTLE FOLK
Life Dice: D6
Blood Stat: Hearty (Novice)
Age: 20 years to adult, then to about 450 years old
Size: Small, 2 feet (60 cm) tall
Movement: 15 ft (3 Squares), Earth Glide: 30 ft (6 Squares), Swim: 10 ft (2 Squares)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Punch: 1D2 Blunt Damage, Kick: 1D3 Blunt Damage
Natural Ability: Quickstep: teleport any place the Brahnie can see within 60 ft (12 Squares). Cost: 3 TP.
Chirkis
BAT FOLK
Life Dice: D6
Blood Stat: Nimble
Age: 14 years to adult, then to about 100 years old
Size: Small, 3 feet (90 cm) tall, 9 feet (270 cm) wingspan)
Movement: 20 ft (4 Squares), Fly: 40 ft (8 Squares), Swim: 10 ft (2 Squares)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Punch: 1D2 Blunt Damage, Wing: 1D2 Blunt Damage, Kick: 1D3 Blunt Damage
Natural Ability: Echo Location out to 120 ft (24 Squares). Cost: 2 TP.
 
Nissling
DRAGON FOLK
Life Dice: D6
Blood Stat: Brawn (Novice)
Age: 14 years to adult, then to about 75 years old
Size: Small, 3 feet (90 cm) tall, 9 feet (270 cm) wingspan
Movement: 20 ft (4 Squares), Fly: 40 ft (8 Squares), Swim: 10 ft (2 Squares)
Vision: Daylight: Cannot see in bright light, Night Time: 30 ft (6 Squares), Total Darkness: unlimited distance. Natural Weapons: Wing: 1D2 Blunt Damage, Bite: 1D3 Pirece Damage, Claw: 1D3 Slash Damage, Kick: 1D3 Blunt Damage
Natural Ability: Dragon Breath: 10 ft (2 Squares) x 10 ft (2 Squares) area in front of the Nissling. Each creature within the area takes damage based on whichever type the Nissling has. (It can be blocked by a shield, etc). Use: roll a 5-6 on a 1D6 at the start of each turn, then costs: 2 TP. Damage Types:
Blue Scales: 1D4 Lightning Damage
Green Scales: 1D4 Acid Damage
Red Scales: 1D4 Fire Damage
Silver Scales: 1D4 Cold Damage
Swenik
COASTAL GNOME
Life Dice: D6
Blood Stat: Hearty (Novice)
Age: 20 years to adult, then to about 150 years old
Size: Small, 3 feet (90 cm) tall
Movement: 20 ft (4 Squares), Climb: 10 ft (2 Squares), Swim: 20 ft (4 Squares)
Visions: Daylight: 60 ft (12 Squares), Night Time: unlimited distance, Total Darkness: 30 ft (6 Squares). Natural Weapons: Punch: 1D2 Blunt Damage, Kick: 1D3 Blunt Damage
Natural Ability: Hold Breath: Cost: 2 TP. Maintain: 1 TP.
Nezik
INLAND GNOME
Life Dice: D6
Blood Stat: Nimble (Novice)
Age: 20 years to adult, then to about 150 years old
Size: Small, 3 feet (90 cm) tall
Movement: 20 ft (4 Squares), Climb: 20ft (4 Squares), Swim: 10 ft (2 Squares)
Vision: Daylight: unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Punch: 1D2 Blunt Damage. Kick: 1D3 Blunt Damage.
Natural Ability: Quick Hit: automatically hit an enemy, dealing Base Weapon Damage only. Use: roll a 5-6 on a 1D6 at the start of each turn, then costs 1 TP.
 
Mimikyn
MIMIC FOLK
Life Dice: D8
Blood Stat: Hearty (Novice)
Age: 24 years to adult, then to... age unknown
Size: Small, 2 feet (60 cm) tall & wide x 3 feet (90 cm) long
Movement: 10 ft (3 Squares), Tongue Vault: 30 ft (6 Squares), Swim: 10 ft (2 Squares)
Vision: Daylight: 60 ft (12 Squares), Night Time: 60 ft (12 Squares), Total Darkness: 60 ft (12 Squares). Natural Weapons: Bite: 1D12 Pierce Damage, Sticky Tongue Lash: reach 15 ft (3 Squares) 1D4 Blunt Damage and Grab Foe (Brawn Challenge). A grabbed target can be pulled towards the Mimikyn 5 ft (1 Square) each turn as a free action.
Natural Ability: Shapechange: at will, can only change into an object of reasonable size. If this object is magical, they cannot duplicate the magic unless it is something they have digested for one week for each magical effect/spell/power. If the object is taken out before the digestion time is complete, the digestion time is undone and must be started all over again.
Vaulker
PEAK DWARF
Life Dice: D8
Blood Stat: Hearty (Novice)
Age: 20 years to adult, then to about 250 years old
Size:: Medium, 4 feet (120 cm) tall
Movement: 25 ft (5 Squares), Climb: 15 ft (3 Squares), Swim: 15 ft (3 Squares)
Vision: Daylight: 60 ft (12 Squares), Night Time: unlimited distance, Total Darkness: 30 ft (6 Squares). Natural Weapons: Punch: 1D3 Blunt Damage, Kick: 1D4 Blunt Damage.
Natural Ability: Ignore Toxins: gets +1 Rank on Challenge rolls vs Poison, Potion, Disease, & Liquor.
Ruendar
ROCK DWARF
Life Dice: D8
Blood Stat: Brawn (Novice)
Age: 20 years to adult, then to about 250 years old
Size: Medium, 4 feet (120 cm) tall
Movement: 25 ft (5 Squares), Climb: 15 ft (3 Squares), Swim: 15 ft (3 Squares)
Vision: Daylight: cannot see, Night Time: 60 ft (12 Squares), Total Darkness: unlimited distance. Natural Weapons: Punch: 1D3 Blunt Damage, Kick: 1D4 Blunt Damage.
Natural Ability: Brute: doubles in size. Brawn: +1 Rank, Movement: 35 ft (7 Squares), Climb: 20 ft (4 Squares), Swim: 20 ft (4 Squares), Punch: 1D6 Blunt Damage, Kick: 1D8 Blunt Damage. After First Use of the Day: roll a 5-6 on a 1D6 at the start of each encounter. Lasts for the entire encounter.
 
Bexi
HUMAN FOLK
Life Dice: D8
Blood Stat: Pick 1 at Novice: Brawn, Nimble, or Hearty
Age: 18years to adult, then to about 100 years old
Size: Medium, 6 feet (180 cm) tall
Movement: 30 ft (6 Squares), Climb: 15 ft (3 Squares), Swim: 15 ft (3 Squares)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Punch: 1D3 Blunt Damage, Kick: 1D4 Blunt Damage
Natural Ability: Lucky Break: re-roll one D20roll. After First Use of the Day: roll a 5-6 on a 1D6 at the start of each encounter.
Aloivian
TAINTED ELF
Life Dice: D8
Blood Stat: Nimble (Novice)
Age: 24 years to adult, then to about 1000 years old
Size: Medium, 6 feet (180 cm) tall
Movement: 30 ft (6 Squares), Climb: 15 ft (3 Squares), Swim: 15 ft (3 Squares)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Punch: 1D3 Blunt Damage, Kick: 1D4 Blunt Damage
Natural Ability: Fast Step: Movement distances doubled. If they start a movement on a solid surface and end that movement on a solid surface, they can move across open spaces like water or air. Cost: 2 TP, Maintain: 1 TP.
Hylunvian
TRUE ELF
Life Dice: D8
Blood Stat: Hearty (Novice)
Age: 24 years to adult, then to about 1000 years old
Size: Medium, 6 feet (180 cm)
Movement: 30 ft (6 Squares), Climb: 15ft (3 Squares), Swim: 15 ft (3 Squares)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Punch: 1D3 Blunt Damage, Kick: 1D4 Blunt Damage
Natural Ability: Tree Step: Self only. Step into one tree and out another of the same type within 1 mile (1.6 km). Cost: 2 TP.
 
Gheni
FELINE FOLK
Life Dice: D8
Blood Stat: Nimble (Novice)
Age: 18 years to adult, then to about 350 years old
Size: Medium, 6 feet (180 cm) tall
Movement: 30 ft (6 Squares, Climb: 30 ft (6 Squares), Swim: 10 ft (2 Squares)
Vision: Daylight: 60 ft (12 Squares), Night Time: unlimited distance, Total Darkness: 30 ft (6 Squares). Natural Weapons: Claws: 1D4 Slash Damage, Kick: 1D4 Blunt Damage
Natural Ability: Cat Landing: take 1/2 of any Fall Damage
Thalasian
SEA FOLK
Life Dice: D8
Blood Stat: Brawn (Novice)
Age: 18 years to adult, then to about 500 years old
Size: Medium, 5 feet (150 cm) tall
Movement: 25 ft (5 Squares), Climb: 10 ft (2 Squares), Swim: 25 ft (5 Squares)
Vision: Daylight: 60 ft (12 Squares), Night Time: unlimited distance, Total Darkness: 30 ft (6 Squares). Natural Weapons: Punch: 1D3 Blunt Damage, Kick: 1D4 Blunt Damage
Natural Ability: Sea Form: at will, changes their legs into a Fish Tail: 1D6 Blunt Damage, increases their Swim: 50 ft (10 Squares), and they can Breathe Water.
Numis
REPTILE FOLK
Life Dice: D8
Blood Stat: Heart (Novice)
Age: 14 years to adult, then to about 90 years old
Size: Medium, 6 feet (180 cm)
Movement: 35 ft (7 Squares), Climb: 20 ft (4 Squares), Swim: 20 ft (4 Squares)
Vision: Daylight: 60 ft (12 Squares), Night Time: unlimited distance, Total Darkness: 30 ft (6 Squares). Natural Weapons: Claws: 1D4 Slash Damage, Kick: 1D4 Blunt Damage
Natural Ability: Hold Breath: Cost: 2 TP. Maintain: 1 TP.
 
Bremaur
BOVINE FOLK
Life Dice: D10
Blood Stat: Brawn (Novice)
Age: 14 years to adult, then to about 75 years old
Size: Medium, 7 ft (210 cm) tall
Movement: 40 ft (8 Squares), Climb: 10 ft (2 Squares), Swim: 15 ft (3 Squares)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Squares), Total Darkness: cannot see. Natural Weapons: Horns: 1D4 Pierce Damagfe. Punch: 1D3 Blunt Damage. Hoof: 1D6 Blunt Damage
Natural Ability: Immune to Magic: immune to all magical effects, bad and good. Can be affected by Celestial Magic and alchemy.
 

Character Legacy

Thorn Cliffs
Drogu Settlement - Mapped
Boogilund
Brahnie Realm Captial - Mapped
  The Brahnie enjoy learning about new people, attending parties, and reveling in drama. Intrigues and gossip, especially when its revealed at a party, creating drama, is their most beloved entertainment.   Some known values:
  • Knowing people requires talking to them
  • There is always someone new to party with
  • My thirst for drama exceeds your ability to avoid it
  Naming traditions:
The Brahnie have personal names reflecting pleasing sounds and drama. Their family names tend to represent the place where their family was first conceived.
Canotops
Chirkis Realm Capital - Mapped
  Chirkis love to trade rare commodities, leading them to travel all over, often in secret. This has led to a Claims Office where a Chirkis will register a specific location as their exclusive harvesting, mining, or trading post property. Claim jumping, acquiring commodities from a claim property without the owner's consent, is a serious crime.   Some known values:
  • Opportunity and wherewithall build a fortune.
  • Watch your claim or watch me take it.
  • Never allow doubt to stop an acquisition.
  Naming traditions:
Family names are clan names blended with that of a trading company or a Claim.   EX: Aridor of the Eastpack Millers, Delka of the Haggler's Bay Sandstones.
Briney-Viney
Nissling Settlement - Mapped
  Nisslings pride themselves in their ability to hoard pocket jingles and shiny rocks (coins and gems). Hunting and trapmaking are also matters of pride. Their immediate family is the whole tribe, and all who hatched that spring are siblings, no matter who their parents were.   Some known values:
  • Tribe is family, family is tribe
  • Fast claws and shushed wings catch fat purses
  • Tricksy traps trips troubles
  Naming traditions:
Nisslings prefer strong-sounding names, often with an "ss" sound within them. Their names sound snappy and do not denote gender.   EX: Ghorss, Goss, Kharss, Ssorg, Ssnak
Triamon
Swenik Realm Capital - Mapped
  Swenik are creative tinkerers with a love for intrigue. They tend to keep secrets and consider suspicion to be wise. Uncovering secrets is a revered skill.   Some known values:
  • Everyone is guilty of something.
  • If you want to keep your secrets, hide them better.
  • My words are truth, even when I lie.
  Naming Traditions:
Sweniks tend to go by their family names, preferring to use their personal names with friends and family. If family members are together in public, they then use their personal names.
Nezikahr
Nezik Realm Captial
  The Nezik cherish honesty almost to a fault. They often come across as very blunt or rude. They have criminals called scandal mongers (In the scandal mafia, the "godfather" is Bardigan) who reveal truths and fabricate rumors. Rumor Wardens do their best to apprehend them.   Some known values:
  • A lie is a story told in bad faith.
  • Be what others expect you to be to protect your truths.
  • Lies are weapons, truths are shields.
  Naming traditions: Neziks have very melodious personal names with at least two syllables. The family name is not based on the father or mother but on whichever parent controls the family business. When both parents have businesses, their offspring will take both combined with a hyphen.
Sunkhole Cavern
Mimikyn Settlement
Axen Peak
Vaulker Holt
Harkenhammer
Ruendan Delve
Shattertide
Thalasian Realm Capital
Argentis
Aloivian Colony
  Aloivians are a spiritual and dauntless people whose faith in Boki, the goddess of magic and secrets, provides them with hope and courage. A sign of their faith is an invisible open eye tattoo upon their eyelids, which they can reveal at will.   Some known values:
  • I help others who can keep secrets
  • Survival matters most
  • You cannot explain magic to those who lack it
  Naming Traditions
On their 24th birthday, a Bardigan will go into a temple where they will spend the day and night alone, inspecting their faith in Boki. This often includes studying the night sky. Whatever piques their interest the most during this time will become their adult name. Returning home the next morning, they will store away their childhood name and take on their new adult name before their family name. (Purpose)   EX: Daro stared at the slash carved across a rune he could not identify. No matter where else he looked, listened, or wandered, he could not shake his focus away from the marred rune, so he took it as his name: Marrune Silverhart.
Evershine Citadel
Hylunvian Citadel

Hylunvians prefer to stay within Evershine and rarely bother themselves with matters outside. They deplore unnecessary violence and prefer to follow peaceful yet natural ways.   EX: hunting, whether it's for food, resources, or outlaws, is nature and has nothing to do with peace.
Those who leave Evershine are often seen as highly motivated procurors who are sure of themselves.   Some known values:
  • Do not mistake my peace for weakness
  • Life requires purpose
  • Peace is not passive
  Naming Traditions:
On their 24th birthday, a Hylunvian will go deep into their home range and spend the day and night alone, contemplating nature. Whatever aspect of nature, flora or fauna, that piques their interest the most during this time will become their adult name. Returning home the next morning, they will bury their childhood name and add their new adult name before their family name.   EX: Kloa enjoyed the sound of the breeze quivering the leaves of the aspens during her birthday and took it as her name: Aspensong Briardell
Dryrum
Gheni-Sourrey Colony
Blackbrine
Gheni-Timukua Colony
Boa Enclave
Gheni-Uzachee Colony
Swampshoal Point
Miribex Colony
Tin Quarry
Black Peaks Colony
Moontide
Greenreefs Colony
Sunfall
Dawnset Colony
Storm Harbor
Spinerock Colony
City of Brass
Emerald Isles Colony
Marble Port
Star Isles Colony
Shredmire
Numis Realm Capital
  Numis are an aggressive people with powerful acquisitioning conventions. Their traditional rituals and personal honor direct their intensity and energy towards what, to them, are constructive ends.   Some known values:
  • I always repay what I owe.
  • No challenge unanswered
  • Question my tongue, question my honor
  Naming Traditions:
Numis' personal names tend to be harsh-sounding. This personal name is then hyphenated before the place where they were hatched. This tends to be the literal location of their nest more often than their settlement.   EX: His name was Krem-Darkpool.
Stormnotch
Bremaur Colony (Bremaur name Hornhold-On-The-Sea).
  The Bremaur fearlessly embrace life and death. An honorable death is preferable to a shameful or cowardly life. Despite this deep warrior attitude, they are surprisingly accomplished scholars, something they do their best to hide from outsiders.
 

Character Classes

Devoted
  • Level 1) Prayer Casting: Focus-based casting from a Prayer Book
  • Level 2) Favored Weapon: Choose one Weapon or Natural Weapon. This choice cannot be changed. Add your Stat Rank to the damage whenever you use this weapon.
  • Level 3) Gain one Rank Point
  • Level 4) Faith Sense: Can detect the presence of Holy (Angels and Devils), Fell (Demons, Necromancers, and Undead), Consecrated Objects/Places, and Desecrated Objects/Places within 60 ft (12 squares). Cost: 2 TP. Maintain: 1 TP
  • Level 5) Faithful Weapon: When using your Favored Weapon, add your Life Dice (Holy Damage) to the damage roll. If the target is Fell, add +1 Life Dice to the roll. (Stacks with the Stat Rank)
  • Level 6) Gain one Rank Point
  • Level 7) Touch of Faith: Touch a living creature to heal one injury slot, then roll your Life Dice x Your Level and add that to their stamina. Cannot exceed their Total Stamina. Cost: 3 TP
  • Level 8) Disrupt The Fell: Choose a Fell target within 60 ft (12 squares) and roll a Spell Attack that deals your Life Dice times your character level of Holy Damage. Cost: 2 TP.
    EX: Hildred (a Human) is Level 8 and successfully casts Disrupt the Fell at a Skeleton Lord. She rolls 8D8 Holy Damage.
  • Level 9) Gain one Rank Point
  • Level 10) Shielded by Faith: self and chosen targets within 30 ft (5 squares) gain gently glowing aura with ABS: 5 (stacks with other armor) and 1 Injury. When it absorbs 1 Injury, Shielded By Faith ends for that target. Cost: 3 TP. Maintain: 1 TP
 
Knave
  • Level 1) Choose one (This choice cannot be changed)
    Herald 1: Choose one:
    • Inspire: Allies within 30 ft (6 squares) gain +1 Rank to Attack and Challenge Rolls. Cost: 2 TP. Maintain: 1 TP.
    • Heraldric Knowledge: gather information, rumors, and secrets within the local settlement/ neighborhood/ city district. Cost: 2 TP. Maintain: 1 TP
    Rogue 1: Skulking (choose one): Cost: 2 TP.
    • Surprise Attack: sneak up behind foe and add 2 more dice to your weapon's Base Die
      EX: your Knife has Base Die 1D4 but with Surprise Attack it now has 3D4
    • Skullduggery: Pick open 1 Lock or Disable 1 Trap
  • Level 2)
    • Primary Weapon 1: Choose one Weapon or Natural Weapon. (This choice cannot be changed.)
      Add your Stat Rank Roll to the damage whenever you use this weapon.
    • Detect Trouble: read tracks, signs, patterns, and currents to find the location(s) of hidden foes, traps, or openings. Cost: 3 TP.
  • Level 3) Gain one Rank Point
  • Level 4) Bullseye: You're so intent on your foe, you add your Life Dice to your Primary Weapon's Base Die. Cost: 2 TP. Maintain: 1 TP
  • Level 5) Herald 2 ( Prerequisite Herald 1): Choose one (This choice cannot be changed)
    • Hedge Mage Flair-based Nature Casting from an Almanac
    • Wizard Flair-based Spell Casting from a Spell Book
    Rogue 2 (Prerequisite Rogue 1): Evasion: gain +1 Rank when making a Challenge Roll. Cost: 1 RP
  • Level 6) Gain one Rank Point
  • Level 7) Primary Weapon 2: Choose another Weapon or Natural Weapon.
  • Level 8)
    • Herald 3 (Prerequisite Herald 2): Cheap Shot: Choose a creature within 60 ft (12 squares) and make a Flair Roll. Subtract the total from the target's Attack or Challenge Roll. Cost: 1 RP.
    • Rogue 3 (Prerequisite Rogue 2): Greater Skulking (choose one): Cost: 2 TP.
      • Surprise Attack: sneak up behind foe and add 4 more dice to your weapon's Base Die EX: your Knife has Base Die 1D4 but with Surprise Attack it now has 5D4
      • Skullduggery: Pick open 2 Locks and/or Disable 2 Traps
  • Level 9) Gain one Rank Point
  • Level 10) Greater Bullseye: You're so intent on your foe, you add 3 times your Life Dice to your Primary Weapon's Base Die. Cost: 2 TP. Maintain: 1 TP.
    EX: Rohan, a human, uses Greater Bullseye and adds 3D8 to his Primary Weapon's damage roll.
 
Mage
  • Level 1) Choose one (This choice cannot be changed)
    Element Mage 1 Choose Element (This choice cannot be changed: Air, Earth, Fire, Water). Reason-based Spell Casting from Scroll-Taught. Familiar.
    Hedge Mage 1: Flair-based Nature Casting from an Almanac. Companion.
    Wizard 1: Reason-based Spell Casting from a Spell Book. Golem.
  • Level 2) Ward: you conjure mystical armor onto yourself only. Cost: 2 TP. Maintain: 1 TP.
    • Element Mage: Ward Absorbs your Reason Rank worth of Stamina damage and one Injury. If it absorbs an injury, it will end.
    • Hedge Mage: Ward Absorbs your Flair Rank's worth of Stamina damage and one Injury. If it absorbs an injury, it will end.
    • Wizard: Ward Absorbs your Reason Rank worth of Stamina damage and one Injury. If it absorbs an injury, it will end.
  • Level 3) Gain one Rank Point
  • Level 4) Element Mage 2 (Prerequisite Element Mage 1): Elemental Touch: Cost: 1TP
    • Air (add Lightning 1D4 to one of your Damage Rolls)
    • Earth (add Acid 1D4 to one of your Damage Rolls)
    • Fire (add Fire 1D4 to one of your Damage Rolls)
    • Water (add Steam 1D4 Fire or Frost 1D4 Cold to one of your Damage Rolls. This choice can be changed each use.)
    Hedge Mage 2 (Prerequisite: Hedge Mage 1): Beast Shape: Choose three to know: 1 small-sized, 1 medium-sized, and 1 large-sized. Pick one of your known shapes to take. Cost: 2 TP. Maintain: 1 TP.
    Wizard 2 (Prerequisite Wizard 1): Once per day, can restore one of your spells that has become unusable from the Natural One penalty.
  • Level 5) Spell Blast: Cost: 3 TP. 1 target up to 120 ft (24 squares) away. This spell can continue to be used despite rolling a Natural One
    • Element Mage: deals 1d10 Air(Lightning), Earth (Acid), Fire, Water (Frost = Cold or Steam = Fire) damage
    • Hedge Mage: deals 1D10 Thorn (Pierce) Damage
    • Wizard: deals 1D10 Arcane Damage
  • Level 6) Gain one Rank Point
  • Level 7)
    Element Mage 3 (Prerequisite Element Mage 2): Elemental Echo: Cast a duplicate of yourself made entirely of your element within 15 ft (3 squares) of you. This echo has armor ABS: 7, Stam: 14, and has the very same Attribute Ranks as you. It has the same Movement as you. If it takes an Injury or its Stam reaches 0, it is destroyed. It has 3 TP, 1 RP each turn. It has Element Mage 2 and Spell Blast. Cost: 3 TP. Maintain: 1 TP
    Hedge Mage 3 (Prerequisite Hedge Mage 2): Adjust Gravity: Choose to increase or decrease gravity for one target within 30 ft (6 squares). Cost: 2 TP. Maintain: 1 TP
    • Increase Gravity: The target has all Movement reduced by -10 ft (- 2 squares) and loses -1 Rank on all Brawn-based attacks and rolls, including Damage Rolls.
    • Decrease Gravity: The target has all Movement increased by +10 ft (+2 squares) and gains +1 Rank on all Brawn-based attacks and rolls, including Damage Rolls
    Wizard 3 (Prerequisite Wizard 2): Time Slip: Cause one target within 30 ft (6 squares) to re-roll an Attack or Challenge. Cost: 1 RP
  • Level 8) Cloak In Magic: Choose Invisibility or Disguise. Cost: 3 TP. Maintain: 1 TP.
    • Invisibility: causes you and up to 8 allies to turn invisible. For each, the effect lasts until it ends or that ally Attacks.
    • Disguise: causes you and up to 8 allies to look, smell, and sound as any player kin or specific individuals known. Armament will appear as clothing or costumes of choice. This will not grant the ability to know the chosen kin's language. For each, this effect will last until it ends or that ally draws a disguised item or removes a piece of disguised armament.
  • Level 9) Gain one Rank Point
  • Level 10)
    Elemental Mage 4 (Prerequisite Blood Mage 3): Elemental Avatar: Transfer your presence into the Elemental echo, using it as your body while your actual body is blind and deaf. Cost: 3 TP. Maintain: 1 TP.
    Hedge Mage 4 (Prerequisite Hedge Mage 3): Violent Gravity: Cast on a target within 60 ft (12 squares). Cost: 1 RP.
    • Cast on Ally: Suddenly increase the gravity of a weapon attack. Add +2D10 to their weapon damage roll.
    • Cast on Foe: Suddenly increase the gravity of a falling foe. Add +4D10 to their fall damage. If they are merely falling prone, they take 4D10 fall damage.
    Wizard 4 (Prerequisite Wizard 3): Stop Time: Cause one target within 30 ft (6 squares) to be unable to move until the start of your next turn. Challenge Roll. Cost: 3 TP.
 
Warrior
  • Level 1) Choose One (This choice cannot be changed)
    Fury 1: Increase Base Die by one size
    EX: Hatchet Base Weapon Damage is 1D4 now increased to 1D6 Cost: 1 TP Maintain: 1 TP
    Tactical 1: Use Shield or Weapon (not Natural Weapon) to block incoming Stamina Damage. Cost: 1 RP.
    Roll percentile dice.
    • Shield: 1-25 shield is broken, 26-00 no damage to shield.
    • Weapon: 1-50 weapon is broken, 51-00 no damage to weapon.
  • Level 2) Primary Weapon 1: Choose one Weapon or Natural Weapon. (This choice cannot be changed.) Add your Stat Rank to all damage with the chosen weapon.
  • Level 3) Gain one Rank Point
  • Level 4)
    Fury 2 (Prerequisite: Fury 1): Incoming stamina damage reduced by 1/2. Cost: 1 TP Maintain: 1 TP
    Tactical 2 (Prerequisite: Tactical 1) Aimed Attack: add one die to the weapon's Base Die. An 18-20 on the D20 during the Attack Roll counts as a Natural 20. Cost: 2 TP
  • Level 5) Primary Weapon 2: Choose one Weapon or Natural Weapon. (This choice cannot be changed.) Add your Stat Rank to all damage with the chosen weapon.
  • Level 6) Gain one Rank Point
  • Level 7) Greater Weaponry: add one die to the Base Die of all Primary Weapons.
    EX: Hatchet Base Weapon Damage is 1d4 now increased to 2D4
  • Level 8) Fury 3 (Prerequisite Fury 2) Battle Mad: if an attack kills a foe, you can attack another foe within range of the current weapon with no TP cost.
    Tactical 3 (Prerequisite: Tactical 2) Master Parry: can re-roll a failed Challenge Roll. Cost: 1 RP
  • Level 9) Gain one Rank Point
  • Level 10) Primary Weapon 3: Choose one Weapon or Natural Weapon. (This choice cannot be changed.) Add your Stat Rank to all damage with the chosen weapon.
 

Magic

 

Gear



Comments

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Nov 12, 2023 20:54 by Melissa

I have really enjoyed watching you create this TTRPG system on stream! Thanks for hosting such a positive and creative community over on Twitch! I love your Nekkid Dice and the humor you infuse into your rules. It's been insightful to hear your decision-making process for things such as how initiative rolls and critical fumbles will be handled. I want to take a look at your Ship-to-Ship combat system. It sounds like your last tabletop session was a blast!  

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Nov 13, 2023 02:24 by K.S. Bishoff

Thanx!

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Nov 22, 2023 22:16 by Makenzie Turney

This rules system is simple, yet thought out. The only question I am left with is: Can you gain Slots over the course of gameplay? You did really well with this. I love the stats in particular :)

⚝moonflower⚝
Nov 23, 2023 19:18 by K.S. Bishoff

The total slots allowed are 20 .... however, this needs to be playtested to see how well that works.

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Aug 21, 2024 00:23 by Dr Emily Vair-Turnbull

The rules seem pretty solid so far. Just a quick question:   'The player can spend a Boon to get a more favorable outcome from one incident by saying "Bane". '   Is this meant to be 'boon'?

Emy x
Explore Etrea | March of 31 Tales
Aug 21, 2024 00:27 by K.S. Bishoff

Ooops! thanx for catching that! I swear edits just tip toe in in on me lol

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