The age of Heroes is over!
If you seek salvation, pull it down into your own hands!
If you seek freedom, carve it out with your own sword!
And if you seek vengeance, then take it!
The age of Heroes is over!
Everything is permitted!
They call it the Zeroth Box. The Heroic Trials. The Divine Prison. The Monster’s Coffin. An artifact made several centuries ago, it acts as a gate to another world, from which monsters are made. Those who succumb to the forces of evil are reborn as the very monsters they fight. Those who surpass these tribulations though ascend to a new form of humanity. Bearing the Mark of Heroes, they gain power beyond imagination, and rule over their own kind as Hero-Kings, their might unquestioned.
But then, one day, the Zeroth Box was destroyed, and legions of monsters poured out. The Mark of Heroes disappeared, as a white-haired man, wreathed in corruption, declared the end of the age.
The Hero-Kings fell, their countries torn asunder by waves of monsters.
The Fragments of the Zeroth Box fell all over the continent, becoming masses of madness that distorted the laws of nature itself, monster nests that churned out more and more beasts.
Despite this, though, humanity persevered. They hid in the shadows, did everything to survive, until eventually, a party of four descended into the first Fragment, purging the evil that laid within. They were named the Descendants of Heroes. They called themselves ‘adventurers’.
Decades passed, and the survivors of the human race built themselves a city. Though much of the world is still infested by monsters, the city-state of Hexxenacht stands tall as a bastion of safety, knowledge, and progress. Outside those grand walls, adventurers, fool-hardy, brave, and quite possibly insane, set up their own shanty-towns, fighting monsters in the savage wilds and searching for the Fragments of the Zeroth Box, slowly gaining more ground.
Seventy-seven winters have gone by after the Shattering, and the Prisoner is waking up once more.
If you seek salvation, pull it down into your own hands!
If you seek freedom, carve it out with your own sword!
And if you seek vengeance, then take it!
The age of Heroes is over!
Everything is permitted!
Grim Odyssey
Fragments of the Zeroth Box
They call it the Zeroth Box. The Heroic Trials. The Divine Prison. The Monster’s Coffin. An artifact made several centuries ago, it acts as a gate to another world, from which monsters are made. Those who succumb to the forces of evil are reborn as the very monsters they fight. Those who surpass these tribulations though ascend to a new form of humanity. Bearing the Mark of Heroes, they gain power beyond imagination, and rule over their own kind as Hero-Kings, their might unquestioned.
But then, one day, the Zeroth Box was destroyed, and legions of monsters poured out. The Mark of Heroes disappeared, as a white-haired man, wreathed in corruption, declared the end of the age.
The Hero-Kings fell, their countries torn asunder by waves of monsters.
The Fragments of the Zeroth Box fell all over the continent, becoming masses of madness that distorted the laws of nature itself, monster nests that churned out more and more beasts.
Despite this, though, humanity persevered. They hid in the shadows, did everything to survive, until eventually, a party of four descended into the first Fragment, purging the evil that laid within. They were named the Descendants of Heroes. They called themselves ‘adventurers’.
Decades passed, and the survivors of the human race built themselves a city. Though much of the world is still infested by monsters, the city-state of Hexxenacht stands tall as a bastion of safety, knowledge, and progress. Outside those grand walls, adventurers, fool-hardy, brave, and quite possibly insane, set up their own shanty-towns, fighting monsters in the savage wilds and searching for the Fragments of the Zeroth Box, slowly gaining more ground.
Seventy-seven winters have gone by after the Shattering, and the Prisoner is waking up once more.
Hexxenacht – The forefront of technology, both scientific and magical, Hexxenacht is the only city of mankind thus far, protected by the Imperials. This is the birth place of alchemy as people know it, and the home to the only surviving collection of books that predates the Shattering. Run by a collection of Guilds, adventurers must pass the trials of the Guild before they are allowed to plunge into the Wilderness.
Magic – Humans are naturally incapable of performing great feats of magic, and only 5% wield enough power to call down elemental fury. Most of the time, magic is used to either enhance pre-existing things, such as reinforcing a blade’s edge or strengthening one’s legs, or healing, which becomes very exhausting after some time, but has great effects.
Alchemy – The inability to perform great feats of magic, though, did not prevent people from using it in other ways. Through alchemical formulas and magical amplification, one can re-create purely magical effects by using a natural base and then enhancing it. This has ended up with the creation of three major weapons: the Cartridge System, the Bomb Arm, and the Firearm.
Fragments of the Zeroth Box – Pieces of the Zeroth Box, these Fragments serve as portals to another dimension. Within this portal is an existence called the ‘Queen’, the shadow of an evil goddess from which countless demons spew out. While the Queen itself is weak, they are often protected by the strongest of their creations: the Guardian, an existence bearing the Mark of Heroes.
Adventurers – Some people call them madmen. Other people call them the descendants of heroes. Ultimately, though, they are monster hunters and Fragment destroyers, those who form small groups and slay monsters in skirmishes. They have varied backgrounds, and are a cut above your normal Hexxenacht guard. Making their living by selling monster parts, looting monster nests, or completing missions established by Guilds, only a few adventurers survive until retirement, but, regardless of whether or not they survive to see their grandchildren, they become legends.
The Wilderness – An umbrella term for land that is outside the walls of Hexxenacht, the Wilderness is lawless and outside the jurisdiction of the Guilds. Out there, Adventurers enforce themselves, and the most common law is that ‘Everything is permitted…for a price’. As long as you know the right people, and have enough coin to spend, you can get away with committing any sort of crime. Indeed, as heroic as some adventurers are, there are others who became adventurers to fall into debauchery and freedom.
Spirits – Not all monsters are human-devouring beasts. Though rare, elemental Spirits have been known to make contracts with humans, imbuing them with magical power far beyond a mortal’s capacities. The price that must be paid though, is almost always a steep one, and the few adventurers that have made contracts with such spirits do not speak about the price they paid. Rumor has it that you either feed your own life, or sacrifice those of your friends, but those are just silly rumors.
Gods – More accessible than Spirits, but a hell lot more whimisical, the ‘Gods’ that adventurers pray to also demand sacrifice in exchange for power. Though there are many of these existences, the most well-known is that of Dread God Karn, the Hungering Maw, who grants his demonic might to the Highlanders in exchange for their blood and their violence.
Magic – Humans are naturally incapable of performing great feats of magic, and only 5% wield enough power to call down elemental fury. Most of the time, magic is used to either enhance pre-existing things, such as reinforcing a blade’s edge or strengthening one’s legs, or healing, which becomes very exhausting after some time, but has great effects.
Alchemy – The inability to perform great feats of magic, though, did not prevent people from using it in other ways. Through alchemical formulas and magical amplification, one can re-create purely magical effects by using a natural base and then enhancing it. This has ended up with the creation of three major weapons: the Cartridge System, the Bomb Arm, and the Firearm.
Fragments of the Zeroth Box – Pieces of the Zeroth Box, these Fragments serve as portals to another dimension. Within this portal is an existence called the ‘Queen’, the shadow of an evil goddess from which countless demons spew out. While the Queen itself is weak, they are often protected by the strongest of their creations: the Guardian, an existence bearing the Mark of Heroes.
Adventurers – Some people call them madmen. Other people call them the descendants of heroes. Ultimately, though, they are monster hunters and Fragment destroyers, those who form small groups and slay monsters in skirmishes. They have varied backgrounds, and are a cut above your normal Hexxenacht guard. Making their living by selling monster parts, looting monster nests, or completing missions established by Guilds, only a few adventurers survive until retirement, but, regardless of whether or not they survive to see their grandchildren, they become legends.
The Wilderness – An umbrella term for land that is outside the walls of Hexxenacht, the Wilderness is lawless and outside the jurisdiction of the Guilds. Out there, Adventurers enforce themselves, and the most common law is that ‘Everything is permitted…for a price’. As long as you know the right people, and have enough coin to spend, you can get away with committing any sort of crime. Indeed, as heroic as some adventurers are, there are others who became adventurers to fall into debauchery and freedom.
Spirits – Not all monsters are human-devouring beasts. Though rare, elemental Spirits have been known to make contracts with humans, imbuing them with magical power far beyond a mortal’s capacities. The price that must be paid though, is almost always a steep one, and the few adventurers that have made contracts with such spirits do not speak about the price they paid. Rumor has it that you either feed your own life, or sacrifice those of your friends, but those are just silly rumors.
Gods – More accessible than Spirits, but a hell lot more whimisical, the ‘Gods’ that adventurers pray to also demand sacrifice in exchange for power. Though there are many of these existences, the most well-known is that of Dread God Karn, the Hungering Maw, who grants his demonic might to the Highlanders in exchange for their blood and their violence.
Strength – This encompasses all forms of strength, from lifting to striking to gripping to whatever else you can imagine. High Strength, generally, doesn’t correlate with muscle mass...because anime.
Speed – This encompasses maximum movement speed, as well as agility. Used for your sick reflexive dodging, as well as your ability to chase after a coward running with his tail behind his legs.
Skill – This encompasses dexterity and finesse, the ability to have full control over your body’s movement. Essential to anyone who wants to use weapons and actually hit things with it, because without skill, you’re just a dumb brute.
Perception – This encompasses the six senses. Without perception, you might as well be blind and deaf, with no badass danger sense to bail you out of dangerous situations. An adventurer without any survival instinct is a dead one.
Spirit – This encompasses the ethereal realm of the arcane. Swordsmen hate it, mages love it. Spirit is what is used to both determine the strength of your magic, as well as how much magic you can cast.
Willpower – This is the ability to push past your limits, the ability to exceed your former self. Willpower is what allows adventurers to return from the brink of death. Willpower is what fuels the final blow to slay a gargantuan beast. Willpower is the source of energy that people draw on when everything else is gone.
Speed – This encompasses maximum movement speed, as well as agility. Used for your sick reflexive dodging, as well as your ability to chase after a coward running with his tail behind his legs.
Skill – This encompasses dexterity and finesse, the ability to have full control over your body’s movement. Essential to anyone who wants to use weapons and actually hit things with it, because without skill, you’re just a dumb brute.
Perception – This encompasses the six senses. Without perception, you might as well be blind and deaf, with no badass danger sense to bail you out of dangerous situations. An adventurer without any survival instinct is a dead one.
Spirit – This encompasses the ethereal realm of the arcane. Swordsmen hate it, mages love it. Spirit is what is used to both determine the strength of your magic, as well as how much magic you can cast.
Willpower – This is the ability to push past your limits, the ability to exceed your former self. Willpower is what allows adventurers to return from the brink of death. Willpower is what fuels the final blow to slay a gargantuan beast. Willpower is the source of energy that people draw on when everything else is gone.
Alchemist
Though associated more with scholars and scientists, Alchemists use the Bomb Arm, a specialized gauntlet worn on their dominant arm. By slotting in arcane vials, they can blast out a variety of area-wide elemental attacks, and then physically strike their targets with the residual effects that linger on their gauntlet.
Class Ability: Bomb Arm
Allows for the usage of the Bomb Arm, as well as the creation of basic alchemical formulas.
Imperial
Knights of the nation of Hexxenacht, Imperials take the fruits of alchemical research and combine it with martial discipline. With the Cartridge System, they can utilize the same alchemical vials, adding elemental effects to their weapon swings, dealing massive amounts of damage. However, constant usage will cause the system to overheat, possibly exploding in a crucial juncture of battle, and the attachment of the Cartridge System makes any sort of weapon unwieldy.
Class Ability: Cartridge System
Allows for the usage and maintenance of the Cartridge System. Also grants martial proficiency with all melee weapons.
Protector
The unfaltering shield, Protectors are men and women tasked with a single duty: to make sure that only they take the hits. Capable of Intercepting enemy attacks, they are the keystone to any party of warriors, ensuring that the less-protected remain unscathed.
Class Ability: Intercept
Can make a Guard Action at any time, taking damage for a hit meant for another person if you manage to run there in time.
Fortress
Living castles, the Fortress seeks not to protect individuals, but instead, to protect areas. With the power of Bastion, they weave protective spells over large areas, manifesting invisible walls to deflect waves of attacks, or nullifying gouts of blizzard breath.
Class Ability: Bastion
Grants the ability to reduce damage by a certain amount scaling off your Spirit.
Landsknecht
Mercenaries who only serve gold, Landsknechts are the flamboyant warriors of the Witschleff Lowlands, vicious and relentless. They strike with a violent flurry, and can chase down even the most agile of monsters. When they fight with two weapons in hand, it’s almost as if a Storm had passed by.
Class Ability: Storm
Allows you to dual-wield one-handed weapons without penalties, as well as being able to attack after Dashing.
Bushido
Remnants of the Far East, Bushido bear the distinction of philosophers and artists, warriors who kill beautifully. With cold steel in hand, they reap the sins of the world with a single stroke. All they need is a moment to establish their Counter Stance.
Class Ability: Counter Stance
If attacked during your Counter Stance, can counter, adding the strength of your opponent's attack into your own attack.
Medic
Gatherers, botanists, and, above all, doctors, Medics use years of training to pinpoint the root cause of ailments and diseases, before going through their herbal pouches and finding a quick remedy. There is no need for the arcane, after all, when all you need to do is administer First Aid properly.
Class Ability: First Aid
Treat ailments with natural remedies found either in your bag or around you. Bonus to harvesting materials.
War Magus
When the vagrants and the bandits are banging on your front door, and all you have is a squadron of injured knights to defend your outpost, the War Magus is an individual that truly shines. With blade in hand and magic on their lips, they are versatile individuals that can both Heal the flesh wounds of their compatriots and fight on the front lines. After all, in war, what you need are men, not magic.
Class Ability: Heal
Magically heal scrubs who get their asses cut.
Dark Hunter
The nightmares of men and monsters alike, Dark Hunters are assassins of the arcane nature, capable of employing the Shadow Arts to slip through fortified defenses and strike at their prey when they least expect it. With their daggers and shortswords, they can turn even the greatest beasts into a crippled mess, waiting to receive a coup de grace.
Class Ability: Shadow Arts
Add your Spirit to your Stealth rolls and your Vital Strike rolls. Bypass difficult terrain and physical obstacles.
Highlander
Warriors who pledged their soul to the Dread God Karn, Highlanders fight in the frontlines with polearms, ranging from large scythes to wicked spears. Through Blood Offerings, they sate the hunger of their god and their weapons in exchange for deadly strikes that tear asunder their foes. Many Highlanders live a short life, but there are always those who seek the power of the divine.
Class Ability: Blood Offering
Sacrifice HP to increase damage by the same amount. Restore a small amount of HP if you land the killing blow.
Gunner
Loud and powerful, Gunners are at the forefront of technology, bearing Firearms powerful enough to pierce the hide of the toughest monsters. Though it is costly to manufacture and maintain, as well as the fact that bullets themselves are difficult to come across, the sheer devastation one can wrought with a well-placed bullet makes Gunners an existence akin to true mages, though when it comes to range and accuracy, they are rather lacking.
Class Ability: Firearms Usage
Allow for the usage of firearms, weapons that ignore armor.
Sniper
More traditional, Snipers use bows and arrows. Versed in the ways of the wild, they use a variety of poisons and their knowledge of beasts to Inflict Ailments, weakening a monster from a distance so that their allies will have that much easier of a fight. Against armored foes, however, the Sniper will have much difficulty, as arrows can only pierce so deeply.
Class Ability: Inflict Ailments
Has knowledge of natural poisons that can be extract from flora and fauna. These poisons can then be applied to arrows to create a variety of effects.
Though associated more with scholars and scientists, Alchemists use the Bomb Arm, a specialized gauntlet worn on their dominant arm. By slotting in arcane vials, they can blast out a variety of area-wide elemental attacks, and then physically strike their targets with the residual effects that linger on their gauntlet.
Class Ability: Bomb Arm
Allows for the usage of the Bomb Arm, as well as the creation of basic alchemical formulas.
Imperial
Knights of the nation of Hexxenacht, Imperials take the fruits of alchemical research and combine it with martial discipline. With the Cartridge System, they can utilize the same alchemical vials, adding elemental effects to their weapon swings, dealing massive amounts of damage. However, constant usage will cause the system to overheat, possibly exploding in a crucial juncture of battle, and the attachment of the Cartridge System makes any sort of weapon unwieldy.
Class Ability: Cartridge System
Allows for the usage and maintenance of the Cartridge System. Also grants martial proficiency with all melee weapons.
Protector
The unfaltering shield, Protectors are men and women tasked with a single duty: to make sure that only they take the hits. Capable of Intercepting enemy attacks, they are the keystone to any party of warriors, ensuring that the less-protected remain unscathed.
Class Ability: Intercept
Can make a Guard Action at any time, taking damage for a hit meant for another person if you manage to run there in time.
Fortress
Living castles, the Fortress seeks not to protect individuals, but instead, to protect areas. With the power of Bastion, they weave protective spells over large areas, manifesting invisible walls to deflect waves of attacks, or nullifying gouts of blizzard breath.
Class Ability: Bastion
Grants the ability to reduce damage by a certain amount scaling off your Spirit.
Landsknecht
Mercenaries who only serve gold, Landsknechts are the flamboyant warriors of the Witschleff Lowlands, vicious and relentless. They strike with a violent flurry, and can chase down even the most agile of monsters. When they fight with two weapons in hand, it’s almost as if a Storm had passed by.
Class Ability: Storm
Allows you to dual-wield one-handed weapons without penalties, as well as being able to attack after Dashing.
Bushido
Remnants of the Far East, Bushido bear the distinction of philosophers and artists, warriors who kill beautifully. With cold steel in hand, they reap the sins of the world with a single stroke. All they need is a moment to establish their Counter Stance.
Class Ability: Counter Stance
If attacked during your Counter Stance, can counter, adding the strength of your opponent's attack into your own attack.
Medic
Gatherers, botanists, and, above all, doctors, Medics use years of training to pinpoint the root cause of ailments and diseases, before going through their herbal pouches and finding a quick remedy. There is no need for the arcane, after all, when all you need to do is administer First Aid properly.
Class Ability: First Aid
Treat ailments with natural remedies found either in your bag or around you. Bonus to harvesting materials.
War Magus
When the vagrants and the bandits are banging on your front door, and all you have is a squadron of injured knights to defend your outpost, the War Magus is an individual that truly shines. With blade in hand and magic on their lips, they are versatile individuals that can both Heal the flesh wounds of their compatriots and fight on the front lines. After all, in war, what you need are men, not magic.
Class Ability: Heal
Magically heal scrubs who get their asses cut.
Dark Hunter
The nightmares of men and monsters alike, Dark Hunters are assassins of the arcane nature, capable of employing the Shadow Arts to slip through fortified defenses and strike at their prey when they least expect it. With their daggers and shortswords, they can turn even the greatest beasts into a crippled mess, waiting to receive a coup de grace.
Class Ability: Shadow Arts
Add your Spirit to your Stealth rolls and your Vital Strike rolls. Bypass difficult terrain and physical obstacles.
Highlander
Warriors who pledged their soul to the Dread God Karn, Highlanders fight in the frontlines with polearms, ranging from large scythes to wicked spears. Through Blood Offerings, they sate the hunger of their god and their weapons in exchange for deadly strikes that tear asunder their foes. Many Highlanders live a short life, but there are always those who seek the power of the divine.
Class Ability: Blood Offering
Sacrifice HP to increase damage by the same amount. Restore a small amount of HP if you land the killing blow.
Gunner
Loud and powerful, Gunners are at the forefront of technology, bearing Firearms powerful enough to pierce the hide of the toughest monsters. Though it is costly to manufacture and maintain, as well as the fact that bullets themselves are difficult to come across, the sheer devastation one can wrought with a well-placed bullet makes Gunners an existence akin to true mages, though when it comes to range and accuracy, they are rather lacking.
Class Ability: Firearms Usage
Allow for the usage of firearms, weapons that ignore armor.
Sniper
More traditional, Snipers use bows and arrows. Versed in the ways of the wild, they use a variety of poisons and their knowledge of beasts to Inflict Ailments, weakening a monster from a distance so that their allies will have that much easier of a fight. Against armored foes, however, the Sniper will have much difficulty, as arrows can only pierce so deeply.
Class Ability: Inflict Ailments
Has knowledge of natural poisons that can be extract from flora and fauna. These poisons can then be applied to arrows to create a variety of effects.
Character Quote: Anything they'll actually say. Think of shit like 'I'll break that illusion!' or 'Believe in the me that believes in you!'
Character Image: Gonna laugh if someone uses a Touhou here.
Name: Unless you are a Bushido, there's no reason for you to have a Japanese name. So yeah, Fantasy-esque name, pl0x.
Gender: There's only two answers.
Biometrics: Height, Weight, and anything else that can't be seen in your picture.
Goals: Why did your character become an adventurer? What are they pursuing?
Ideals: What are their beliefs? What do they strive to become?
Bonds: What NPCs do they know? What places are they attached to?
Personality: Five adjectives that describe who they are.
Quirks: Anything odd that they do? Love cats? Whistles constantly?
Class: Pick one from the list, or make up your own.
Class Ability: Comes with the class in the list, or make up your own.
Personal Abilities: Three abilities that complement your Class and that your character will have cultivated. So nothing like a Medic having the ability to summon meteors, or a pacifist having a certain-kill move. Feel free to get creative within those boundaries.
Personal Skills: Four things that your character is exceptionally proficient at, but is otherwise mundane.
Theme Song: Because it's always a thing, obviously.
Character Image: Gonna laugh if someone uses a Touhou here.
Name: Unless you are a Bushido, there's no reason for you to have a Japanese name. So yeah, Fantasy-esque name, pl0x.
Gender: There's only two answers.
Biometrics: Height, Weight, and anything else that can't be seen in your picture.
Goals: Why did your character become an adventurer? What are they pursuing?
Ideals: What are their beliefs? What do they strive to become?
Bonds: What NPCs do they know? What places are they attached to?
Personality: Five adjectives that describe who they are.
Quirks: Anything odd that they do? Love cats? Whistles constantly?
Class: Pick one from the list, or make up your own.
Class Ability: Comes with the class in the list, or make up your own.
Personal Abilities: Three abilities that complement your Class and that your character will have cultivated. So nothing like a Medic having the ability to summon meteors, or a pacifist having a certain-kill move. Feel free to get creative within those boundaries.
Personal Skills: Four things that your character is exceptionally proficient at, but is otherwise mundane.
Theme Song: Because it's always a thing, obviously.
Everything will be centered on the d20 and the d6.
For checks, you roll a d20 and then add any applicable modifiers.
For damage, healing, and other stuff, you roll a certain amount of d6s and then add any applicable modifiers.
Modifiers are calculated by taking your score and dividing by 3, always rounding down.
At the start, you will have 65 stat points to distribute amongst your six stats. You are only allowed to invest a maximum of 15 stat points into them, meaning that the highest starting modifier you get is a +5. The exception is your Spirit stat, which can be raised up to 30, for a modifier of +10.
You can make up four skills (think Stealth, Foraging, Arcane Knowledge) that your character will be proficient in. Skill proficiency means that you can roll a d20 twice, and select the higher result. If you choose skill proficiency in a combat ability (such as Dodging or Attacking), though, you increase your applicable modifier by 50% when using that particular skill. As an example, a +5 modifier will become a +7 modifier.
This makes it so that it is very hard for you to fumble with skills that you are proficient in, because you’re a pro at that shit. Combat, however, is full of happy little accidents.
The range for fumbles, though, is from rolling 1 to 3 on a d20. Some rolls have large consequences when it comes to fumbling. Others, not so much.
There are four ranges in combat: Engage, Close, Mid, and Long.
Engage is when you lock blades with your opponent, allowing for melee combat with any weapon.
Close means that you can poke at them with polearms, can use firearms in their optimal range, as well as use small-scale alchemical formulae.
Mid is where arrows and alchemical formulae come to play.
Long is only the dominion of arrows.
Everyone has one Movement per turn, which allows them to go from one range to the other. Going from Mid to Long, though, requires two Movements.
You can expend your attack during your turn to make two Movements. This is called a Dash.
If you are Engaged, you must expend your Movement and make a Speed check. Your opponent can then choose to either make an Attack roll in order to hit you while you run, or a Chase roll in order to stay Engaged.
There are a variety of actions you can perform during your turn, but you can only perform one of them.
Abilities – You use one of your Abilities, provided you have the resources for them.
Attack – You attack with the weapon in your hands. Feel free to flavour it as you like. If you have two weapons, the second attack will have an accuracy penalty.
Vital Strike – You increase the chance of a Disabling Blow, in exchange for taking penalties on your Attack roll.
Guard – You adopt a defensive position, increasing your Weapon defense by your Strength mod. This effect disappears if a Protector uses their Intercept ability.
Protect – You stand in front of your ally, and take all their hits for them. Can only be used if within Engage range of them. You cannot dodge. If multiple people are Protecting a single person, damage is split evenly between them.
Ready – You prepare to act, waiting for a cue.
Note that you cannot perform skills in combat. Generally, those are things that cannot be done, because of the time it takes to set something like that up.
Combat itself works like this:
You make an Attack roll (d20 + Skill mod). Your target makes a Dodge roll (d20 + Speed mod) or a Parry roll (d20 + Parry mod/2). You cannot parry projectiles or AOE attacks.
If they dodge successfully, they receive a -2 to their Dodge roll against someone else’s attack, thus emulating the pressure put on someone who has to evade multiple blows.
If they parry successfully, they reduce weapon damage by 1d6 + Skill mod.
Damage is calculated by d6 + attack mod + Strength/Spirit mod.
Defense is a static amount, calculated by the equipment you have.
There are 4 different defenses that your equipment will give you: weapon, fire, crushing, and internal.
Weapon defense dampens the effect of most physical attacks.
Fire defense protects you against fire.
Crushing defense protects you from bludgeoning blows from large objects, such as hammers and boulders, as well as giant blocks of ice.
Internal defense protects you from electrical damage, as well as poisons and other nasty internal shit.
Generally, though, internal defense is hard to get out of your equipment.
The damage you inflict, then, is equal to your damage reduced by their defenses, and then any vulnerabilities or resistances are applied.
Vital Strikes are special attacks. Your attack roll is reduced by a certain value, ranging from 5 to 10.
If you manage to land a hit, your strike finds a chink in their defenses and you reduce weapon defense by 5 for your damage calculation.
AOE attacks can only affect a certain range in a certain shape. It is up to my discretion who you actually hit, but feel free to describe who you’re trying to catch in the AOE.
A Critical Strike happens when you roll a 20. A special beneficial effect will occur as a result of that Strike, such as disarming the opponent, permanently shredding part of their armor, or something else.
There are three different types of wounds: Superficial, Debilitating, and Crippling.
Superficial wounds are wounds that you can shrug off. They are inflicted when you take 1 to 9 damage from a blow. Imagine a flesh wound. It hurts, but you can fight on.
Debilitating wounds are wounds that make you incapable of using a certain bodily function. They are inflicted when you take 10 to 19 damage. Imagine a crossbow bolt buried in your leg. You aren’t going to walk that off.
Crippling wounds are wounds that overload your senses so much that all you can do is crumble and scream. They are inflicted when you take 20 or more damage. Imagine a dismembered limb, a dagger in your back. You are incapable of doing much of anything until you are either healed, or make a successful Willpower check to get your shit together again.
Then again, if you receive a crippling wound, you’re probably fucked.
Every time you lose a quarter of your total HP, all checks receive a -2 reduction, even if you are healed. Healing does not restore your lost blood after all. This is a culminating effect, meaning that the more quarters of your HP is lost, the greater that reduction becomes. This only disappears after you take a short break.
This reduction counts as an ailment. With a Medic on the team, First Aid can be perform to remove some of the reductions without the need for a short break.
Ailments themselves are static, with the rolls made against them a d20 + Strength mod. The number you’re rolling against is dependent on the quality of the ailment that’s being passed onto you. After you are inflicted by an ailment, you carry that until you have taken the necessary antidotes. Poisons are not something you can sleep off.
There are three resources to keep track of in combat.
HP – Your health points. Determines how healthy you are. Can be recovered through rest and magical healing.
TP – Used for physical skills. Regenerates quickly, but has a static value of 10. If you reach zero, this maximum value is reduced by 2, due to physical fatigue, and is not removed until you have a good night’s sleep.
MP – Used for arcane skills. Can be recovered through rest. Has a minimum value of 10.
Your Willpower is a resource that is shared between HP, TP, and MP, allowing you to consume it after those other bars are exhausted. Through this, you can continue to fight, teetering on the brink of exhaustion and death. Willpower can only be recovered with a vacation, where you can fully rest and enjoy yourself.
Note that Willpower overrides the effects of a Crippling wound and ailments.
The brink of death is your swan song, your final chance to look the monster in the eye and DO something. When even your Willpower is gone, you can make a Willpower roll, to see if your character dies like a dog or dies like a legend. With a success, you immediately are allowed to act, with maximum resources.
Most importantly, though, you are allowed to ignore the Rule of Rolls and go full ham with the Rule of Cool…though whether or not you kill the monster that killed you depends on how nice I’m feeling.
List of Formulas
Modifier = Stat/3, rounding down.
HP = 10 + Strength stat*2
TP = 10
TP Regen per Round = 1 + Skill Modifier/5, rounding down.
MP = 10 + Spirit Stat
Willpower = 5 + Willpower Stat
For checks, you roll a d20 and then add any applicable modifiers.
For damage, healing, and other stuff, you roll a certain amount of d6s and then add any applicable modifiers.
Modifiers are calculated by taking your score and dividing by 3, always rounding down.
At the start, you will have 65 stat points to distribute amongst your six stats. You are only allowed to invest a maximum of 15 stat points into them, meaning that the highest starting modifier you get is a +5. The exception is your Spirit stat, which can be raised up to 30, for a modifier of +10.
You can make up four skills (think Stealth, Foraging, Arcane Knowledge) that your character will be proficient in. Skill proficiency means that you can roll a d20 twice, and select the higher result. If you choose skill proficiency in a combat ability (such as Dodging or Attacking), though, you increase your applicable modifier by 50% when using that particular skill. As an example, a +5 modifier will become a +7 modifier.
This makes it so that it is very hard for you to fumble with skills that you are proficient in, because you’re a pro at that shit. Combat, however, is full of happy little accidents.
The range for fumbles, though, is from rolling 1 to 3 on a d20. Some rolls have large consequences when it comes to fumbling. Others, not so much.
There are four ranges in combat: Engage, Close, Mid, and Long.
Engage is when you lock blades with your opponent, allowing for melee combat with any weapon.
Close means that you can poke at them with polearms, can use firearms in their optimal range, as well as use small-scale alchemical formulae.
Mid is where arrows and alchemical formulae come to play.
Long is only the dominion of arrows.
Everyone has one Movement per turn, which allows them to go from one range to the other. Going from Mid to Long, though, requires two Movements.
You can expend your attack during your turn to make two Movements. This is called a Dash.
If you are Engaged, you must expend your Movement and make a Speed check. Your opponent can then choose to either make an Attack roll in order to hit you while you run, or a Chase roll in order to stay Engaged.
There are a variety of actions you can perform during your turn, but you can only perform one of them.
Abilities – You use one of your Abilities, provided you have the resources for them.
Attack – You attack with the weapon in your hands. Feel free to flavour it as you like. If you have two weapons, the second attack will have an accuracy penalty.
Vital Strike – You increase the chance of a Disabling Blow, in exchange for taking penalties on your Attack roll.
Guard – You adopt a defensive position, increasing your Weapon defense by your Strength mod. This effect disappears if a Protector uses their Intercept ability.
Protect – You stand in front of your ally, and take all their hits for them. Can only be used if within Engage range of them. You cannot dodge. If multiple people are Protecting a single person, damage is split evenly between them.
Ready – You prepare to act, waiting for a cue.
Note that you cannot perform skills in combat. Generally, those are things that cannot be done, because of the time it takes to set something like that up.
Combat itself works like this:
You make an Attack roll (d20 + Skill mod). Your target makes a Dodge roll (d20 + Speed mod) or a Parry roll (d20 + Parry mod/2). You cannot parry projectiles or AOE attacks.
If they dodge successfully, they receive a -2 to their Dodge roll against someone else’s attack, thus emulating the pressure put on someone who has to evade multiple blows.
If they parry successfully, they reduce weapon damage by 1d6 + Skill mod.
Damage is calculated by d6 + attack mod + Strength/Spirit mod.
Defense is a static amount, calculated by the equipment you have.
There are 4 different defenses that your equipment will give you: weapon, fire, crushing, and internal.
Weapon defense dampens the effect of most physical attacks.
Fire defense protects you against fire.
Crushing defense protects you from bludgeoning blows from large objects, such as hammers and boulders, as well as giant blocks of ice.
Internal defense protects you from electrical damage, as well as poisons and other nasty internal shit.
Generally, though, internal defense is hard to get out of your equipment.
The damage you inflict, then, is equal to your damage reduced by their defenses, and then any vulnerabilities or resistances are applied.
Vital Strikes are special attacks. Your attack roll is reduced by a certain value, ranging from 5 to 10.
If you manage to land a hit, your strike finds a chink in their defenses and you reduce weapon defense by 5 for your damage calculation.
AOE attacks can only affect a certain range in a certain shape. It is up to my discretion who you actually hit, but feel free to describe who you’re trying to catch in the AOE.
A Critical Strike happens when you roll a 20. A special beneficial effect will occur as a result of that Strike, such as disarming the opponent, permanently shredding part of their armor, or something else.
There are three different types of wounds: Superficial, Debilitating, and Crippling.
Superficial wounds are wounds that you can shrug off. They are inflicted when you take 1 to 9 damage from a blow. Imagine a flesh wound. It hurts, but you can fight on.
Debilitating wounds are wounds that make you incapable of using a certain bodily function. They are inflicted when you take 10 to 19 damage. Imagine a crossbow bolt buried in your leg. You aren’t going to walk that off.
Crippling wounds are wounds that overload your senses so much that all you can do is crumble and scream. They are inflicted when you take 20 or more damage. Imagine a dismembered limb, a dagger in your back. You are incapable of doing much of anything until you are either healed, or make a successful Willpower check to get your shit together again.
Then again, if you receive a crippling wound, you’re probably fucked.
Every time you lose a quarter of your total HP, all checks receive a -2 reduction, even if you are healed. Healing does not restore your lost blood after all. This is a culminating effect, meaning that the more quarters of your HP is lost, the greater that reduction becomes. This only disappears after you take a short break.
This reduction counts as an ailment. With a Medic on the team, First Aid can be perform to remove some of the reductions without the need for a short break.
Ailments themselves are static, with the rolls made against them a d20 + Strength mod. The number you’re rolling against is dependent on the quality of the ailment that’s being passed onto you. After you are inflicted by an ailment, you carry that until you have taken the necessary antidotes. Poisons are not something you can sleep off.
There are three resources to keep track of in combat.
HP – Your health points. Determines how healthy you are. Can be recovered through rest and magical healing.
TP – Used for physical skills. Regenerates quickly, but has a static value of 10. If you reach zero, this maximum value is reduced by 2, due to physical fatigue, and is not removed until you have a good night’s sleep.
MP – Used for arcane skills. Can be recovered through rest. Has a minimum value of 10.
Your Willpower is a resource that is shared between HP, TP, and MP, allowing you to consume it after those other bars are exhausted. Through this, you can continue to fight, teetering on the brink of exhaustion and death. Willpower can only be recovered with a vacation, where you can fully rest and enjoy yourself.
Note that Willpower overrides the effects of a Crippling wound and ailments.
The brink of death is your swan song, your final chance to look the monster in the eye and DO something. When even your Willpower is gone, you can make a Willpower roll, to see if your character dies like a dog or dies like a legend. With a success, you immediately are allowed to act, with maximum resources.
Most importantly, though, you are allowed to ignore the Rule of Rolls and go full ham with the Rule of Cool…though whether or not you kill the monster that killed you depends on how nice I’m feeling.
List of Formulas
Modifier = Stat/3, rounding down.
HP = 10 + Strength stat*2
TP = 10
TP Regen per Round = 1 + Skill Modifier/5, rounding down.
MP = 10 + Spirit Stat
Willpower = 5 + Willpower Stat
Rules and Expectations
Three paragraph posts at a minimum. Anything below that is an execution.
No OOC bitchery, especially pertaining to death and despair.
Note that I reserve the right to kick people.
Do your own rolls, but note that combat is the only thing that will require intensive dice rolling.
Remember that we are ultimately still roleplaying, not rollplaying.
Try to develop interesting characters, yeah, and leave the mechanics to me.
Have fun~!
And now, a little primer.
Your characters are absolute newbies to the Wilderness. As a matter of fact, you aren't even full-fledged adventurers yet. You may have had a history of combat before, but not of hunting down monsters or diving into Fragments. The RP will begin with your characters being tossed together haphazardly during the final examination of the Guild's trials, in which you sorry lot will have to figure out how to work together to kill a mysterious monster.