Winds of Fate - A Thieves' Adventure is an epic tale of globe trotting, treasure-seeking adventure for a group of 4 to 6 players, all underachieving thieves or common thugs to some degree or other, who all have to compensate with a major character flaw as well as their comically bad luck. It will be gritty, 18+, and also meant to be a bit comical or snarky in feel. There will be a lot of sailing, pirates, swashbuckling, and all that stuff, flintlock era, minimal magic, low to mid fantasy, so NO ORCS... Characters should be human, no elves, dwarves I'll accommodate. There will be elemental antagonists, as well as the dead, necromancers, demons, lesser demons, witches, beasts, etc.
The story starts off in Guillan, a huge capital and port city. It is the crowned jewel of the Lands of the Nine, and home to the High King of The Lands of the Nines. All the subsidiary kingdoms of the Nines must answer to him as the top authority. Guillan is a grand port city, sure.. but it is dense, and dirty, and extremely corrupted. There is a major divide between the rich and the poor which is very disproportioned, and acts very much like great bellows, only fueling the fires. As a massive port city, it is also a great trading hub, and almost anything from even the furthest bits of the Nine's can be found here, if you have the coin for it.
It's crime syndicates are plenty, and range from petty criminals to vast, and infinitely powerful groups. The Black Hands are at the top of it all, and are all but untouchable.. Pirates and cutthroats, scoundrels. All manners of outfits. The streets are constantly soiled robbers and pickpockets, piracy on the trade routes, rape and murder.. even rumors of slaving and human traffickers from the very bowels of the city. Nothing is off limits to those consumed by greed, and everyone seems to have an angle, or a finger in something. Mind you keep your wits about you, or as best you can..
Your Party, is a small outfit of thieves and petty criminals who operate out of the Faded Lantern Tavern and Inn, which is ran by Lord Vargas. He fences loot but charges a hefty fee. The Black hands have taken most of the jobs in your line of work so things are looking quite scarce for the crew. Some jobs get prospected to smaller groups by the Black hands, but dealing with them was always sketchy at best. The group gets a lead about an archaeological site that has just begun excavation and seems to be ripe for the pickin's, but you'll have to get to it first. The tip off mentioned loads of loot to be plundered and has been rumored not to have been opened for a thousand years. The group decides to go after it, with the color of gold in their eyes. Better to do that than to keep things as they were. There'd be money on the seas as well, if they can keep their heads above the water...
Here is a guide of how to create your characters including Races and Classes, Attributes and everything that is to be listed on their sheets...
Dice rolls to determine success and certain outcomes of situations will be utilized in this campaign. Rolls will be kept up with via a link on each players character sheet. Please make sure to add your dice roller to the bottom of your character sheets outside of hiders.
Guild Dice Generator Here:
https://www.roleplayerguild.com/campaigns
Attack Rolls: 1d20 + Dexterity (or skill if applicable) for weapons, + Strength for unarmed.
NOTE: Skills that are weapon or combat related will stack.
Blocking/Parrying: 1d20 + Shield Rating/Parry Mod, separate from Armor save (requires shield or parry skill)
ARMOR Mod: 1d20 + Armor Rating (saving throw in combat)
AWARENESS Rolls: 1d20 + Awareness (rolled when scanning an environment or searching, etc.)
Injury Mod: -2 for the duration of the injury.
Infection Mod: -1 (added)
Malnutrition Mod: -1 (added)
Dehydration Mod: -2 (added)
Intoxication Mod: -2 for duration of effect.
Flaw Mod: -2 (When in effect)
NOTE: These modifiers also stack, and should be subtracted from any + modifiers before rolling.
Skill Rolls: 1d20 + Skill Mod
Skill Mods will be represented by rolling one D2 per point in skill category. Each success (a roll of 2 on each) will be added as a bonus point to a D20 success roll. If all mod dice are failed rolls then -2 will be added to the D20 roll.
( if no skill points exist for skill player rolls 1d20 without a modifier and must roll a 11 or better for a success. If successful several times the GM may award a character with this skill, adding 1 point, which will accumulate over time through experience in the game. Please make the GM aware of that you are doing a skill that is not in your CS to get credit for this.)
Flintlock Mod: -2
18-20 = Hit, 11-17 = Hit, Poorly Placed Shot, 4-10 = Miss, 3-0 = Catastrophic Failure
* If you roll an 18 the shot is perfectly accurate and executed with finesse. (Head shot, or similar, spectacular execution, etc.). However, if you roll a 0-3 it will result in a catastrophic failure, and the weapon will no longer be usable until it is completely serviced and/or repaired (when possible).
Unfamiliar Weapon: -2
Pickpocketing/looting: 1d20 + Skill Mod
Success, Roll 1d100: X Gold Coins
Failure Roll 0-5: Failed Pick, alerts the mark as well, resulting in confrontation.
This Campaign is intended for advanced, active writers/roleplayers only. (emphasis on advanced)
The Premise
The story starts off in Guillan, a huge capital and port city. It is the crowned jewel of the Lands of the Nine, and home to the High King of The Lands of the Nines. All the subsidiary kingdoms of the Nines must answer to him as the top authority. Guillan is a grand port city, sure.. but it is dense, and dirty, and extremely corrupted. There is a major divide between the rich and the poor which is very disproportioned, and acts very much like great bellows, only fueling the fires. As a massive port city, it is also a great trading hub, and almost anything from even the furthest bits of the Nine's can be found here, if you have the coin for it.
It's crime syndicates are plenty, and range from petty criminals to vast, and infinitely powerful groups. The Black Hands are at the top of it all, and are all but untouchable.. Pirates and cutthroats, scoundrels. All manners of outfits. The streets are constantly soiled robbers and pickpockets, piracy on the trade routes, rape and murder.. even rumors of slaving and human traffickers from the very bowels of the city. Nothing is off limits to those consumed by greed, and everyone seems to have an angle, or a finger in something. Mind you keep your wits about you, or as best you can..
Your Party, is a small outfit of thieves and petty criminals who operate out of the Faded Lantern Tavern and Inn, which is ran by Lord Vargas. He fences loot but charges a hefty fee. The Black hands have taken most of the jobs in your line of work so things are looking quite scarce for the crew. Some jobs get prospected to smaller groups by the Black hands, but dealing with them was always sketchy at best. The group gets a lead about an archaeological site that has just begun excavation and seems to be ripe for the pickin's, but you'll have to get to it first. The tip off mentioned loads of loot to be plundered and has been rumored not to have been opened for a thousand years. The group decides to go after it, with the color of gold in their eyes. Better to do that than to keep things as they were. There'd be money on the seas as well, if they can keep their heads above the water...
Character Creation
Here is a guide of how to create your characters including Races and Classes, Attributes and everything that is to be listed on their sheets...
Beginning characters will be allotted 15 points to disperse in their attributes list. Additional points will be allotted through character progression. Attributes will also be capped at 3 points per attribute. Attributes are as follows:
VITALITY will also be incorporated. Starting players begin with 10 points of Vitality, which will fluctuate with damage and status effects like being dehydrated or hungover, etc. Vitality may be raised by skill points spending at the cost of 2 points
Each player will get an initial 10 points to disperse in a skillset which is governed by a character class. Players are not limited to these skills, but are the baseline skillsets that they will start out with. Beginning players will have a skill cap of no more than 2 skill points per skill, and will progress over time, expanding these skills and learning new ones. Skills over the level of 3 will cost 2 points as well.
IF you do not see a CLASS or SKILL that you would like to be added or incorporated please run it by me and I will either accept or decline your request.
New skill points will be allotted when plyers begin to progress in level and will depend on their overall success during certain points in the campaign.
See the sample sheet below for example.
The Rogue is a class that are stealthy and dexterous, and are able to disarm traps, pick locks, espionage tactics like eavesdropping or spying on foes, avoid enemy detection and perform backstabs from hiding.
Rogues are usually adept in single-hand melee or ranged combatants, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or with other small one-handed and/or concealable ranged weapons, relying on speed and rapid strikes rather than sheer damage output. Thieves usually work in small groups or guilds. Thieves usually have a stealth ability, allowing them to disappear from sight, often this is combined with attacking an unaware or flanked opponent to inflict high damage. Rogues are also known to use specific gadgets like grappling hooks and climbing gear, concealed or spring-loaded projectile weapons, etc.
Armor: Rogues are usually restricted to the lighter armors that are easier to move in, leather and the like.
Skills:
Stealth
Dual wield
Lock picking
Disarm traps
Scaling/Climbing
Archery
Subterfuge
Gadgets
Lying
The common thief is the bread and butter of the lands of the Nine’s and they are as plenty as shells on the beaches. The common thief, or street thief is often adept in sleight of hand, petty bribery, extortion, and scamming marks. They are usually low level criminals, most only stealing to survive but some are a bit more ambitious, driven blindly by their own greed. Picking pockets and snatch and grabs are the norm for this lot. Relying on the element of surprise and the threat of violence more than strength.
These thieves often work together in small groups and use confusion and distraction to their advantage. Thieves often use simple, single handed melee weapons such as daggers or short bades, bludgeons, or small pistols that seem to be too dangerous to even have on one’s person… definitely enough to make a man nervous. Thieves are best described as opportunists.
Armor: Usually minimal, light armors such as leather or simple garments of chainmail.
Skills:
Pick pocketing
Lock Picking
Sleight of hand
Extortion
Evade
Familiar weapon
Bribery
Bludgeoning
Scamming
Lying
Thugs are thieves that rely on force and violence to get what they want. They are usually big, brawny bastards with terribly abrasive attitudes. This class tends to brawl or fight, rather than rely on surprise or stealth, and usually their larger size prevents them from being good at either. Thugs are adept in hand to hand combat ranging in a wide variety of weapons, and are the basic fighter class for this game. They are not restricted to lighter armors or single-handed weapons and can implement full sized shields as well.
Mercenaries, or thugs, usually work for coin, and will most anything or anyone, if the coin is right… they’ll also turn on you in a heartbeat if it is not.
Armor: All types
Skills:
Intimidation
Extortion
Familiar weapon
Hand to hand
Dual wield
Brawn
Shield blows
2 Handed weapons
Knock-out
Lying
Seducers are criminals who seek out marks in the sex trades. Often prostitutes or pimps themselves, are opportunists who use seduction as a means to disarm a mark, often leaving them in extremely vulnerable situations. They are known to use drugs to incapacitate people enough to rob them to nakedness. Seducers sometimes work in small groups, as do common thieves, one distracting the mark while another does the looting. Those that are prostitutes are rarely without a pimp, or handler, who they have to pay out heavily to for protection, and work. They are also adept in gathering information, as well as getting people to talk.
Seducers use single-handed weapons like daggers and knives as well as small pistols. They also have an array of poisons and drugs that they can craft to aid in their crimes, and sometimes a few elixirs, salves and ointments to help with the healing process. Seducers are often scantily dressed, and usually wear flattering outfits, but may also wear light armors such as leather girdles and corsets, etc.
Armor: Seldom worn, Light leathers
Skills:
Charm
Eavesdropping
Drug (Crafting or Using)
Poison (Crafting or Using)
Lying
Extortion
Small blades
Concealed weapon
Alchemists are a strange lot. They dabble in alchemy and arcane secret knowledges to craft potions, elixirs, and all sorts of useful items. They are often deemed untrustworthy by many because of their dealings with the arcane.They are also great engineers and can craft handy gadgets and tools, using resources either found or acquired. Alchemists are adept in reading and deciphering scrolls and ancient languages. They are experts in mixing and combining ingredients to make things like gunpowder and other volatile substances that make for excellent ranged attacks or setting traps while evading. Some Alchemists are also adept in energy sources, like steam and simple engine technologies, mapping, and astrology.
Alchemists are also healers, and can make potions to significantly raise health and repair damage to wounded players. They are also great foragers and their knowledge of flora and fauna is unmatched by all but rangers. Usually “the brains” of an outfit.
Armor: Seldom wear, no plate or heavy armors.
Skills:
Alchemy
Deciphering/Scribe
Energy Tech
Steam Tech
Explosives
Blueprint/Gadget Crafting
Astrology
Cartography
Gadgets
Pirates, or criminally inclined sailors, are great navigators of the seas and waters, adept in all things nautical. They are also adept in a wide variety of weapons and armor types. They are skilled with gunpowder, cannon, and flintlock weapons. They are also a fighter-style class and rely on violence and brawn to achieve their goals. They often work in medium or large groups and are provided a bonus when doing so. Pirates are dastardly types, real scoundrels who are often blunt and in need of pointers in the hygiene department.
Pirates use fear, and tactics like shock and awe to achieve an edge during combat. Flamboyant, larger than life characters. Pirates are also adept in survival skills, and make useful companions at camp or when stranded on an island. Hardy sailors, resilient by anyone’s standards.
Armor: Limited only from heavier armor like plate, but usually found in leather or lighter armors, and sometimes only pieces.
Skills:
Sailing
Navigation
Flintlocks
Dual Wield
Large Guns (cannon operation)
Swordplay
Toughness (Resilience)
Shock and Awe
Climbing/Scaling
Cartography
Deception
(The rest will be in a hider labeled as your characters name.)
Basic Info:
Gender: Female
Age: 29
Race: Human, Rovanni
Origin: Avondyllac, Alburmoch
Relgion(s): Leathe, Ka'a Alissi
Attire: Leathers, light leather armor
Demeanor: Cold, stand offish, cynical
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 2
Dexterity: 2 Willpower: 1
Charisma: 2 Luck: 1
Lockpicking- 2
Stealth- 2
Scaling- 2
Pickpocket- 2
Stealthy Blow- 1
Sailing- 1
Awareness, Intelligence, Strength, Wit, Dexterity, Willpower, Charisma, Luck
VITALITY will also be incorporated. Starting players begin with 10 points of Vitality, which will fluctuate with damage and status effects like being dehydrated or hungover, etc. Vitality may be raised by skill points spending at the cost of 2 points
Each player will get an initial 10 points to disperse in a skillset which is governed by a character class. Players are not limited to these skills, but are the baseline skillsets that they will start out with. Beginning players will have a skill cap of no more than 2 skill points per skill, and will progress over time, expanding these skills and learning new ones. Skills over the level of 3 will cost 2 points as well.
IF you do not see a CLASS or SKILL that you would like to be added or incorporated please run it by me and I will either accept or decline your request.
New skill points will be allotted when plyers begin to progress in level and will depend on their overall success during certain points in the campaign.
See the sample sheet below for example.
Rogues
The Rogue is a class that are stealthy and dexterous, and are able to disarm traps, pick locks, espionage tactics like eavesdropping or spying on foes, avoid enemy detection and perform backstabs from hiding.
Rogues are usually adept in single-hand melee or ranged combatants, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or with other small one-handed and/or concealable ranged weapons, relying on speed and rapid strikes rather than sheer damage output. Thieves usually work in small groups or guilds. Thieves usually have a stealth ability, allowing them to disappear from sight, often this is combined with attacking an unaware or flanked opponent to inflict high damage. Rogues are also known to use specific gadgets like grappling hooks and climbing gear, concealed or spring-loaded projectile weapons, etc.
Armor: Rogues are usually restricted to the lighter armors that are easier to move in, leather and the like.
Skills:
Stealth
Dual wield
Lock picking
Disarm traps
Scaling/Climbing
Archery
Subterfuge
Gadgets
Lying
Common Thieves
The common thief is the bread and butter of the lands of the Nine’s and they are as plenty as shells on the beaches. The common thief, or street thief is often adept in sleight of hand, petty bribery, extortion, and scamming marks. They are usually low level criminals, most only stealing to survive but some are a bit more ambitious, driven blindly by their own greed. Picking pockets and snatch and grabs are the norm for this lot. Relying on the element of surprise and the threat of violence more than strength.
These thieves often work together in small groups and use confusion and distraction to their advantage. Thieves often use simple, single handed melee weapons such as daggers or short bades, bludgeons, or small pistols that seem to be too dangerous to even have on one’s person… definitely enough to make a man nervous. Thieves are best described as opportunists.
Armor: Usually minimal, light armors such as leather or simple garments of chainmail.
Skills:
Pick pocketing
Lock Picking
Sleight of hand
Extortion
Evade
Familiar weapon
Bribery
Bludgeoning
Scamming
Lying
Mercenaries/Thugs
Thugs are thieves that rely on force and violence to get what they want. They are usually big, brawny bastards with terribly abrasive attitudes. This class tends to brawl or fight, rather than rely on surprise or stealth, and usually their larger size prevents them from being good at either. Thugs are adept in hand to hand combat ranging in a wide variety of weapons, and are the basic fighter class for this game. They are not restricted to lighter armors or single-handed weapons and can implement full sized shields as well.
Mercenaries, or thugs, usually work for coin, and will most anything or anyone, if the coin is right… they’ll also turn on you in a heartbeat if it is not.
Armor: All types
Skills:
Intimidation
Extortion
Familiar weapon
Hand to hand
Dual wield
Brawn
Shield blows
2 Handed weapons
Knock-out
Lying
The Seducer:
Seducers are criminals who seek out marks in the sex trades. Often prostitutes or pimps themselves, are opportunists who use seduction as a means to disarm a mark, often leaving them in extremely vulnerable situations. They are known to use drugs to incapacitate people enough to rob them to nakedness. Seducers sometimes work in small groups, as do common thieves, one distracting the mark while another does the looting. Those that are prostitutes are rarely without a pimp, or handler, who they have to pay out heavily to for protection, and work. They are also adept in gathering information, as well as getting people to talk.
Seducers use single-handed weapons like daggers and knives as well as small pistols. They also have an array of poisons and drugs that they can craft to aid in their crimes, and sometimes a few elixirs, salves and ointments to help with the healing process. Seducers are often scantily dressed, and usually wear flattering outfits, but may also wear light armors such as leather girdles and corsets, etc.
Armor: Seldom worn, Light leathers
Skills:
Charm
Eavesdropping
Drug (Crafting or Using)
Poison (Crafting or Using)
Lying
Extortion
Small blades
Concealed weapon
The Alchemist:
Alchemists are a strange lot. They dabble in alchemy and arcane secret knowledges to craft potions, elixirs, and all sorts of useful items. They are often deemed untrustworthy by many because of their dealings with the arcane.They are also great engineers and can craft handy gadgets and tools, using resources either found or acquired. Alchemists are adept in reading and deciphering scrolls and ancient languages. They are experts in mixing and combining ingredients to make things like gunpowder and other volatile substances that make for excellent ranged attacks or setting traps while evading. Some Alchemists are also adept in energy sources, like steam and simple engine technologies, mapping, and astrology.
Alchemists are also healers, and can make potions to significantly raise health and repair damage to wounded players. They are also great foragers and their knowledge of flora and fauna is unmatched by all but rangers. Usually “the brains” of an outfit.
Armor: Seldom wear, no plate or heavy armors.
Skills:
Alchemy
Deciphering/Scribe
Energy Tech
Steam Tech
Explosives
Blueprint/Gadget Crafting
Astrology
Cartography
Gadgets
Pirate/Sailors:
Pirates, or criminally inclined sailors, are great navigators of the seas and waters, adept in all things nautical. They are also adept in a wide variety of weapons and armor types. They are skilled with gunpowder, cannon, and flintlock weapons. They are also a fighter-style class and rely on violence and brawn to achieve their goals. They often work in medium or large groups and are provided a bonus when doing so. Pirates are dastardly types, real scoundrels who are often blunt and in need of pointers in the hygiene department.
Pirates use fear, and tactics like shock and awe to achieve an edge during combat. Flamboyant, larger than life characters. Pirates are also adept in survival skills, and make useful companions at camp or when stranded on an island. Hardy sailors, resilient by anyone’s standards.
Armor: Limited only from heavier armor like plate, but usually found in leather or lighter armors, and sometimes only pieces.
Skills:
Sailing
Navigation
Flintlocks
Dual Wield
Large Guns (cannon operation)
Swordplay
Toughness (Resilience)
Shock and Awe
Climbing/Scaling
Cartography
Deception
Most of the realm is inhabited by humans, but there are a few other races that are rare. Races will also have a few attribute or skill points that are exclusive to that race, and they will not count as the alloted points given above, and will be added on top of them instead allowing for extra points in certain areas.
The Zherpa are a race of humans that reside in the deserts of the realm. These individuals have olive skin and dark hair and eyes. Though they have attractive traits, they are quite a rough and rugged people who wander the deserts and inhabit it's oases. These people are hard bargainers and stern traders, but often have exquisite goods. They are known for their finely crafted blades and metalwork, such as cookware and other hardwares.
These nomads live a harsh life in the deserts and have to endure devastating sandstorms. The deserts of the realm are small but formidable areas, not many could survive or eek out an existence here. None save for the Zherpa.
They are quite witty and quick to take advantage where they can. Known to be rather unsavory and sometimes less than trustworthy. One would be wise to keep their wits about them around these hardened nomads.
Type: Nomads
Motivation: Money
Influence: Strong
Reputation: Hard willed, Cut-throats
Age: Ancient
Leadership: Tribal Leaders
Size: Medium
Stability: Nomadic, but strong
Enemies: Many
Allies: Some
Enemies Include: Merchants and local authorities
Allies Include: some merchant groups and proprietors
Resources: limited, but high in quality. Metalwork, spices, other items such as rare woods, and gemstones.
Resources Include: Substantial funds or wealth
Other: maintains ties with many prominent individuals, very secretive.
Bribes: will most always be accepted
Competence: often exceptional
Noticeable Traits: Olive skin and dark features.
Can be Found: Desert areas
Identifiable By: Specific weapons and tattoos. Finely crafted blades.
Common Traits: Greedy, underhanded
Classes: Merchants, Raiders, Assassins
Knowledge of Group: Extensive in both mathematics and astrology
Bretonians closely represent European ethnicities in our own world. They can be found in every region of the realm. Bretonians are one of the densest populations as well. Bretonians have pale skin tones or tan, and are best suited for northern climates, they seem to fair okay in tropics as well, aside from the occasional sunburn and bucket-loads of sweat. They come in all shapes and sizes and have a variety of features, and they can have almost any coloring of hair. Bretonians are an old race and they have intermingled with nearly every race outside of the Sumek, and their traits may be mixed by several ethnic factors. They are average strength, average sized humans, who are just about average in every way. Bretonians are great sailors, and are said to be among the first to do so. Bretornians originated in the Northern Regions of the Lands of the Nine's.
Type: Humans
Motivation: Glory, Money, Prosperity
Influence: Very strong
Reputation: Varied
Age: Very old
Leadership: Kingdoms, Ruling leaders, Elders, Chieftons
Size: Average
Stability: Very stable
Enemies: Minimal
Allies: Many
Enemies Include: several guilds of fighters, a large number of Zherpa tribes, some Ir'dak tribes, some Jinzho factions. Usually at odds with the Zherpa, conflicts over trade routes and ambushes have left a lasting bad taste in the Bretonian's mouths.
Allies Include: Most Kingdoms, as they make up a significant portion of the populations in each.
Resources: Many
Resources Include: Full spectrum of natural resources, meats, metalwork, woodwork, wealth
Other: Retainers
The Affrik People resemble the African people in our own world. Dark skin tones and dark hair are the most noticeable traits. The Affrik people are resilient race, from the desert and grasslands of Khar Ahara and the savannahs of Bakaar. These tribal people are a fair and just lot, often highly skilled warriors and hunters. The Affrik are known to be excellent trackers and skilled archers. They prefer hot, arid climates and their settlements can be found on nearly any geological location. They are governed by tribal council, and grievances are dealt with publicly, in front of the entire settlement. The Affric take many wives and bear many children. They often war with other Affrik settlements, and have been at war with the Zherpa to the north for centuries. Their tribes are also numerous, like the Tork, and feud with themselves over tribal lands.
Motivation: Freedom, Posterity
Influence: Somewhat strong, especially in the western lands.
Reputation: well overall
Age: old
Leadership: Group elder, or council
Size: Small to medium populations in dense settlements
Stability: stable
Enemies: few
Allies: few
Enemies Include: Zherpa, other Affric tribes, mostly over lands.
Allies Include: most regions are indifferent to the Affrik, and offer trade willingly
Resources Include: Local natural resources, wild game. Trinkets made from natural resources, simple pottery.
The Rovanni people come from the region of Bavoria, a rugged mountainous land with cold harsh winters. The Rovanni are a gypsy-like culture who have spread throughout the entire realm. They are quite perceptive and are best described as opportunists. They sure have an eye for the quick coin. They are known to be mysterious, misleading, and quite convincing. The Rovanni have beautiful features and are usually quite attractive. They make excellent seducers and scammers. Many of the far dispersed Rovanni take to work in brothels and in taverns or inns, and they are great performers, knowing many songs and enticing dances, meant to lure and trance unsuspecting marks. They have been known to clear a mans pockets just by brushing up against them for only an instant.
A proud and defiant people, the Rovanni are known to be wild, freedom seeking race, who cannot stand to be bridled. They prefer it their way or no way, and all be damned who try to batten them down. They are quick to uproot and relocate on a whim, which suits them well as they are often in trouble with the local authorities. The Rovanni usually travel in small groups, made up of several families, who settle down in temporary camps just outside of major cities and towns.
Motivation: Freedom, Money
Influence: Somewhat weak
Reputation: Poor, Dishonest
Age: Somewhat old
Leadership: Group Leader
Size: Small to medium populations
Stability: Unstable
Enemies: many
Allies: few
Enemies Include: Local Authorities
Allies Include: A few contacts and merchants who fence their goods
Resources: Very Low
Resources Include: Stolen goods, Local natural resources, wild game.
Other: Some are rumored to be clairvoyant, or able to see into peoples futures. Some say they dabble in witchraft and earth magics.
Dwarves are a humanoid race that is much shorter and stockier than humans. The average height of a dwarf is about half that of the average human. Dwarves reside in the Northern regions and in mountainous regions. Most dwarves prefer to live underground, in vast subterranean Halls and fortresses. Dwarves are extremely resilient, and are quite strong despite their size. They are mechanically inclined, and have knowledge in engineering and simple machines that utilize gears and cogs, combustion and steam power. They make exceptional contraptions with a high level of polish and precision. They are some of the finest crafters in all the realm. They are wealthy in rare gems as well as gold. Dwarves are somewhat reclusive to their race, and dont welcome outsiders in all that often. They are stand-offish, blunt, and most would describe them as grumpy.
Not all dwarves live underground however, some have taken to human cities and villages, and be be found in the most peculiar places, running shops, and bazaar stalls, and the like. They make decent cooks and some even find work in taverns and inns, and often find themselves as the butt of a joke.
Motivation: Money, Prosperity, Safety
Influence: Small
Reputation: Good standings
Age: Well-established
Leadership: King/Ruler
Size: Medium
Stability: Very stable
Enemies: Rare
Allies: Many
Enemies Include: outsiders, most of whom look to steal their resources from the mountains.
Allies Include: Most human groups
Resources: Plentiful
Resources Include: Gems, Ore, gold and other metals. Stone, Granite, Marble, Slate. Rubies, Emeralds, Factory goods and tech goods such as gears and cogs, simple gadgets and machines.
The tribes of the Tork are plentiful, too many to name. They are found in the great plains of the Marth and Tork regions of the realm. The Tork are extremely resilient, hardy survivors, who can live off the land with great ease. They are masters of the horse, and put great emphasis on these animals. They are perhaps a Tork's most prized possession. Most would call these people savages, lesser than the more civilized peoples of the realm, but one would surely be surprised, as they are quite diplomatic and favor democratic viewpoints within their own cells.
Some Tribes are nomadic, and follow the migration patterns of the herds they hunt, while others are more stationary, and find dwellings in low meadows and riverbanks, and have taken to agriculture. The Tork are a fit people, extremely healthy and rugged, and able to withstand the elements. Their weapons are often crude, or made of stone or bone, and they have a boon when it comes to archery and stringed weapons or weapons such as spears. The Tork generally tend to stay away from other races and cultures, but others are more open in such dealings.
Motivation: Posterity, Safety, Nature
Influence: Small
Reputation: Indifferent, Savages
Age: Well-established
Leadership: Group Councils, Elders, Chiefs
Size: Large
Stability: Mostly stable
Enemies: Several
Allies: Few
Enemies Include: Warring tribes, some outsiders
Allies Include: Some Tribes, a few outsider merchants, and traders
Resources: almost unlimited
Resources Include: Most all natural resources, a wide variety of meats and agricultural foods. Leather goods, simple pottery
The Sumek are a fish-like humanoid species that reside in the low tropical regions of the realm. They can be found in the waters of tropical coastlines and inlets, coves, sounds and bays. Some have even been rumored to live deep down wide rivers and murky swamps as well. The Sumek are few in number, and their settlements are sparsely populated. Interactions with humans often do not end well for the Sumek, for they are highly discriminated against. They are seen as less than equals to their human counterparts and are shunned constantly. They only trade with humans on rare occasions and mostly stick to themselves. Timid and skittish creatures when outside of the water. They can breathe on land as well for rather lengthy times, but it doesn't take more than a day before their skin begins to dry out, so being away from water is a moderate to severe danger for them.
However, the Sumek are known for their honesty, and love for their families and their own. The Sumek are nonviolent, reclusive creatures who most often just want to be left alone.
Shaping Force: Nature, Family
Population: Almost entirely reclusive to Humans
Political Structure: Oligarchy
Strong Influence: Stability
Popular Issue: Harassments
Stability: rapidly disintegrating
Personal Freedoms: very few liberties. They all work and provide for the common goal.
Scandals: infrequent, but commonly targeted
Foreign Relations: No outside relations, other than sparse trading with humans
Main Export: food crops (Seaweed, roe, fish, shellfish) shells, pearls, and other trinkets found in the depths.
Main Import: leather goods, ropes, nets
Main Resource: food - fish/meat
Trade: some trading, unequal terms
Strength: Low populous
Wealth: no personal wealth, other than small trinkets. Money has no value to them.
Main Climate: tropical Low lands, and some rivers and swamps.
Ocean: not far from the coastline. The ocean depths hold real dangers for these fish-like humanoids.
Frequent Trouble: loss of lands, waters, hunting groiunds. Human harassments and interference.
Highly Values: creativity, honesty, modesty
Known For: fishing
Popular Entertainment: storytelling, trading trinkets
Respected Profession: Group elders
Discrimination: extreme fear of Humans
Major Taboo: consorting with humans
Strength: average, agile, fit
Focus: Nature and family, procreation
Viewed: as nasty, vile creatures who are filthy and spread disease, extreme prejudice
Focus: sacredness of family
Worship: solemn daily prayers in private to passed relatives and kin.
Associated Artform: carving shells and wood trinkets
Prevalence: uncommon, sparse settlements
Life Expectancy: 130-160 years
Playable Race, +1 Intelligence, +1 Willpower
The Jin-Zho are an Asianic-like race that has origins in the lands that are now known as Lymms, which is the easternmost province in the Lands of the Nine's. These people are exceptional artisans and craftsmen. They make fine goods such as jewelry, pottery, and fine blades hand crafted by master sword makers. These swords are some of the finest blades to have ever been forged. The Jin-Zho are an ancient culture, and have a vast knowledge on a multitude of things like astronomy, medicine, and mathematics.
They are fair traders, but like to heckle. Some would say that the heckling is the most important and most enjoyed portion of a deal for the Jin-Zho, and they seem to enjoy it more than most. They are quite dexterous, and extremely articulate and agile. The Jin-Zho live healthy lifestyles and eat well, and their diets consist of healthy, fresh foods.
Motivation: Wealth, Honor, Prosperity
Influence: Vast
Reputation: Respected
Age: Ancient
Leadership: Elders
Size: Large
Stability: Highly stable
Enemies: Few
Allies: Kingdom of the Lands of the Nine's
Enemies Include: Zherpa From the Lands of Mavia,
Allies Include: Many Traders and merchants, from all over the realm, Kingdom of the Lands of the Nine's.
Resources: Very many
Resources Include: Most all natural resources, Jade, porcelains, pottery, golden jewelry, steel. Foods include very little ox or cow, a lot of fish and fowl, rice, vegetables. Wealth.
The Kong-Zhu are also an Asianic race like the Jin-Zho, that are a seafaring culture from the spice islands, though they also originated in what is now known as Lymms. The Kong-Zhu are a warlike people, many of which turn to piracy on the open waters, and prefer to inhabit island regions. The Kong-Zhu terrorize the waters around the Spice Islands in the Mavian Sea, and the coasts and shorelines of the South Sea, and some have even been rumored to have been spotted in the North Sea as well. These pirates prey on small merchant ships that are unlucky enough to cross paths with them. Cutthroats and scoundrels all.
The Kong-Zhu are extremely resourceful and have a tactical mind. They have been at war with the Jin-Zho and the Lands of the Nine's for centuries, and the High King has even issued a hefty ransom for any Kong-Zhu who are caught committing acts of piracy. They often have strongholds on hard to reach coves and islands that are treacherous to get to by water, protected by sand bars and coral reefs.
Motivation: Greed, Power
Influence: Moderate
Reputation: Scoundrels
Age: ancient
Leadership: Small groups, usually led by one individual, or a small group of leaders.
Size: Small to medium
Stability: Unstable, Volatile
Enemies: Many
Allies: None
Enemies Include: Nearly everyone.
Allies Include: a few small pockets of the Zherpa, whom they trade their stolen goods with in Yhemer.
Resources: Limited
Resources Include: Small amounts of natural resources, like wood, stone, and tropical food sources.
The Zherpa
Playable Race, +1 Bartering, +1 Willpower
The Zherpa are a race of humans that reside in the deserts of the realm. These individuals have olive skin and dark hair and eyes. Though they have attractive traits, they are quite a rough and rugged people who wander the deserts and inhabit it's oases. These people are hard bargainers and stern traders, but often have exquisite goods. They are known for their finely crafted blades and metalwork, such as cookware and other hardwares.
These nomads live a harsh life in the deserts and have to endure devastating sandstorms. The deserts of the realm are small but formidable areas, not many could survive or eek out an existence here. None save for the Zherpa.
They are quite witty and quick to take advantage where they can. Known to be rather unsavory and sometimes less than trustworthy. One would be wise to keep their wits about them around these hardened nomads.
Type: Nomads
Motivation: Money
Influence: Strong
Reputation: Hard willed, Cut-throats
Age: Ancient
Leadership: Tribal Leaders
Size: Medium
Stability: Nomadic, but strong
Enemies: Many
Allies: Some
Enemies Include: Merchants and local authorities
Allies Include: some merchant groups and proprietors
Resources: limited, but high in quality. Metalwork, spices, other items such as rare woods, and gemstones.
Resources Include: Substantial funds or wealth
Other: maintains ties with many prominent individuals, very secretive.
Bribes: will most always be accepted
Competence: often exceptional
Noticeable Traits: Olive skin and dark features.
Can be Found: Desert areas
Identifiable By: Specific weapons and tattoos. Finely crafted blades.
Common Traits: Greedy, underhanded
Classes: Merchants, Raiders, Assassins
Knowledge of Group: Extensive in both mathematics and astrology
Bretonians
Playable Race, +1 Sailing, +1 Awareness
Bretonians closely represent European ethnicities in our own world. They can be found in every region of the realm. Bretonians are one of the densest populations as well. Bretonians have pale skin tones or tan, and are best suited for northern climates, they seem to fair okay in tropics as well, aside from the occasional sunburn and bucket-loads of sweat. They come in all shapes and sizes and have a variety of features, and they can have almost any coloring of hair. Bretonians are an old race and they have intermingled with nearly every race outside of the Sumek, and their traits may be mixed by several ethnic factors. They are average strength, average sized humans, who are just about average in every way. Bretonians are great sailors, and are said to be among the first to do so. Bretornians originated in the Northern Regions of the Lands of the Nine's.
Type: Humans
Motivation: Glory, Money, Prosperity
Influence: Very strong
Reputation: Varied
Age: Very old
Leadership: Kingdoms, Ruling leaders, Elders, Chieftons
Size: Average
Stability: Very stable
Enemies: Minimal
Allies: Many
Enemies Include: several guilds of fighters, a large number of Zherpa tribes, some Ir'dak tribes, some Jinzho factions. Usually at odds with the Zherpa, conflicts over trade routes and ambushes have left a lasting bad taste in the Bretonian's mouths.
Allies Include: Most Kingdoms, as they make up a significant portion of the populations in each.
Resources: Many
Resources Include: Full spectrum of natural resources, meats, metalwork, woodwork, wealth
Other: Retainers
The Affrik
Playable Race, +1 Strength, +1 Willpower, +1 tracking
The Affrik People resemble the African people in our own world. Dark skin tones and dark hair are the most noticeable traits. The Affrik people are resilient race, from the desert and grasslands of Khar Ahara and the savannahs of Bakaar. These tribal people are a fair and just lot, often highly skilled warriors and hunters. The Affrik are known to be excellent trackers and skilled archers. They prefer hot, arid climates and their settlements can be found on nearly any geological location. They are governed by tribal council, and grievances are dealt with publicly, in front of the entire settlement. The Affric take many wives and bear many children. They often war with other Affrik settlements, and have been at war with the Zherpa to the north for centuries. Their tribes are also numerous, like the Tork, and feud with themselves over tribal lands.
Motivation: Freedom, Posterity
Influence: Somewhat strong, especially in the western lands.
Reputation: well overall
Age: old
Leadership: Group elder, or council
Size: Small to medium populations in dense settlements
Stability: stable
Enemies: few
Allies: few
Enemies Include: Zherpa, other Affric tribes, mostly over lands.
Allies Include: most regions are indifferent to the Affrik, and offer trade willingly
Resources Include: Local natural resources, wild game. Trinkets made from natural resources, simple pottery.
The Ravonni
Playable Race, +1 Luck, +1 Charisma, +1 Pickpocketing
The Rovanni people come from the region of Bavoria, a rugged mountainous land with cold harsh winters. The Rovanni are a gypsy-like culture who have spread throughout the entire realm. They are quite perceptive and are best described as opportunists. They sure have an eye for the quick coin. They are known to be mysterious, misleading, and quite convincing. The Rovanni have beautiful features and are usually quite attractive. They make excellent seducers and scammers. Many of the far dispersed Rovanni take to work in brothels and in taverns or inns, and they are great performers, knowing many songs and enticing dances, meant to lure and trance unsuspecting marks. They have been known to clear a mans pockets just by brushing up against them for only an instant.
A proud and defiant people, the Rovanni are known to be wild, freedom seeking race, who cannot stand to be bridled. They prefer it their way or no way, and all be damned who try to batten them down. They are quick to uproot and relocate on a whim, which suits them well as they are often in trouble with the local authorities. The Rovanni usually travel in small groups, made up of several families, who settle down in temporary camps just outside of major cities and towns.
Motivation: Freedom, Money
Influence: Somewhat weak
Reputation: Poor, Dishonest
Age: Somewhat old
Leadership: Group Leader
Size: Small to medium populations
Stability: Unstable
Enemies: many
Allies: few
Enemies Include: Local Authorities
Allies Include: A few contacts and merchants who fence their goods
Resources: Very Low
Resources Include: Stolen goods, Local natural resources, wild game.
Other: Some are rumored to be clairvoyant, or able to see into peoples futures. Some say they dabble in witchraft and earth magics.
Dwarves
Playable Race, +1 Strength, +2 Crafting
Dwarves are a humanoid race that is much shorter and stockier than humans. The average height of a dwarf is about half that of the average human. Dwarves reside in the Northern regions and in mountainous regions. Most dwarves prefer to live underground, in vast subterranean Halls and fortresses. Dwarves are extremely resilient, and are quite strong despite their size. They are mechanically inclined, and have knowledge in engineering and simple machines that utilize gears and cogs, combustion and steam power. They make exceptional contraptions with a high level of polish and precision. They are some of the finest crafters in all the realm. They are wealthy in rare gems as well as gold. Dwarves are somewhat reclusive to their race, and dont welcome outsiders in all that often. They are stand-offish, blunt, and most would describe them as grumpy.
Not all dwarves live underground however, some have taken to human cities and villages, and be be found in the most peculiar places, running shops, and bazaar stalls, and the like. They make decent cooks and some even find work in taverns and inns, and often find themselves as the butt of a joke.
Motivation: Money, Prosperity, Safety
Influence: Small
Reputation: Good standings
Age: Well-established
Leadership: King/Ruler
Size: Medium
Stability: Very stable
Enemies: Rare
Allies: Many
Enemies Include: outsiders, most of whom look to steal their resources from the mountains.
Allies Include: Most human groups
Resources: Plentiful
Resources Include: Gems, Ore, gold and other metals. Stone, Granite, Marble, Slate. Rubies, Emeralds, Factory goods and tech goods such as gears and cogs, simple gadgets and machines.
The Tork Tribes
Playable Race, +1 willpower, +1 Horseback Riding, +1 Archery
The tribes of the Tork are plentiful, too many to name. They are found in the great plains of the Marth and Tork regions of the realm. The Tork are extremely resilient, hardy survivors, who can live off the land with great ease. They are masters of the horse, and put great emphasis on these animals. They are perhaps a Tork's most prized possession. Most would call these people savages, lesser than the more civilized peoples of the realm, but one would surely be surprised, as they are quite diplomatic and favor democratic viewpoints within their own cells.
Some Tribes are nomadic, and follow the migration patterns of the herds they hunt, while others are more stationary, and find dwellings in low meadows and riverbanks, and have taken to agriculture. The Tork are a fit people, extremely healthy and rugged, and able to withstand the elements. Their weapons are often crude, or made of stone or bone, and they have a boon when it comes to archery and stringed weapons or weapons such as spears. The Tork generally tend to stay away from other races and cultures, but others are more open in such dealings.
Motivation: Posterity, Safety, Nature
Influence: Small
Reputation: Indifferent, Savages
Age: Well-established
Leadership: Group Councils, Elders, Chiefs
Size: Large
Stability: Mostly stable
Enemies: Several
Allies: Few
Enemies Include: Warring tribes, some outsiders
Allies Include: Some Tribes, a few outsider merchants, and traders
Resources: almost unlimited
Resources Include: Most all natural resources, a wide variety of meats and agricultural foods. Leather goods, simple pottery
The Sumek
Non-Playable Race
The Sumek are a fish-like humanoid species that reside in the low tropical regions of the realm. They can be found in the waters of tropical coastlines and inlets, coves, sounds and bays. Some have even been rumored to live deep down wide rivers and murky swamps as well. The Sumek are few in number, and their settlements are sparsely populated. Interactions with humans often do not end well for the Sumek, for they are highly discriminated against. They are seen as less than equals to their human counterparts and are shunned constantly. They only trade with humans on rare occasions and mostly stick to themselves. Timid and skittish creatures when outside of the water. They can breathe on land as well for rather lengthy times, but it doesn't take more than a day before their skin begins to dry out, so being away from water is a moderate to severe danger for them.
However, the Sumek are known for their honesty, and love for their families and their own. The Sumek are nonviolent, reclusive creatures who most often just want to be left alone.
Shaping Force: Nature, Family
Population: Almost entirely reclusive to Humans
Political Structure: Oligarchy
Strong Influence: Stability
Popular Issue: Harassments
Stability: rapidly disintegrating
Personal Freedoms: very few liberties. They all work and provide for the common goal.
Scandals: infrequent, but commonly targeted
Foreign Relations: No outside relations, other than sparse trading with humans
Main Export: food crops (Seaweed, roe, fish, shellfish) shells, pearls, and other trinkets found in the depths.
Main Import: leather goods, ropes, nets
Main Resource: food - fish/meat
Trade: some trading, unequal terms
Strength: Low populous
Wealth: no personal wealth, other than small trinkets. Money has no value to them.
Ecology
Main Climate: tropical Low lands, and some rivers and swamps.
Ocean: not far from the coastline. The ocean depths hold real dangers for these fish-like humanoids.
Frequent Trouble: loss of lands, waters, hunting groiunds. Human harassments and interference.
Highly Values: creativity, honesty, modesty
Known For: fishing
Popular Entertainment: storytelling, trading trinkets
Respected Profession: Group elders
Discrimination: extreme fear of Humans
Major Taboo: consorting with humans
Strength: average, agile, fit
Focus: Nature and family, procreation
Viewed: as nasty, vile creatures who are filthy and spread disease, extreme prejudice
Focus: sacredness of family
Worship: solemn daily prayers in private to passed relatives and kin.
Associated Artform: carving shells and wood trinkets
Prevalence: uncommon, sparse settlements
Life Expectancy: 130-160 years
Jin-Zho
Playable Race, +1 Intelligence, +1 Willpower
The Jin-Zho are an Asianic-like race that has origins in the lands that are now known as Lymms, which is the easternmost province in the Lands of the Nine's. These people are exceptional artisans and craftsmen. They make fine goods such as jewelry, pottery, and fine blades hand crafted by master sword makers. These swords are some of the finest blades to have ever been forged. The Jin-Zho are an ancient culture, and have a vast knowledge on a multitude of things like astronomy, medicine, and mathematics.
They are fair traders, but like to heckle. Some would say that the heckling is the most important and most enjoyed portion of a deal for the Jin-Zho, and they seem to enjoy it more than most. They are quite dexterous, and extremely articulate and agile. The Jin-Zho live healthy lifestyles and eat well, and their diets consist of healthy, fresh foods.
Motivation: Wealth, Honor, Prosperity
Influence: Vast
Reputation: Respected
Age: Ancient
Leadership: Elders
Size: Large
Stability: Highly stable
Enemies: Few
Allies: Kingdom of the Lands of the Nine's
Enemies Include: Zherpa From the Lands of Mavia,
Allies Include: Many Traders and merchants, from all over the realm, Kingdom of the Lands of the Nine's.
Resources: Very many
Resources Include: Most all natural resources, Jade, porcelains, pottery, golden jewelry, steel. Foods include very little ox or cow, a lot of fish and fowl, rice, vegetables. Wealth.
The Kong-Zhu
Playable Race, +1 Sailing, +1 Intimidation
The Kong-Zhu are also an Asianic race like the Jin-Zho, that are a seafaring culture from the spice islands, though they also originated in what is now known as Lymms. The Kong-Zhu are a warlike people, many of which turn to piracy on the open waters, and prefer to inhabit island regions. The Kong-Zhu terrorize the waters around the Spice Islands in the Mavian Sea, and the coasts and shorelines of the South Sea, and some have even been rumored to have been spotted in the North Sea as well. These pirates prey on small merchant ships that are unlucky enough to cross paths with them. Cutthroats and scoundrels all.
The Kong-Zhu are extremely resourceful and have a tactical mind. They have been at war with the Jin-Zho and the Lands of the Nine's for centuries, and the High King has even issued a hefty ransom for any Kong-Zhu who are caught committing acts of piracy. They often have strongholds on hard to reach coves and islands that are treacherous to get to by water, protected by sand bars and coral reefs.
Motivation: Greed, Power
Influence: Moderate
Reputation: Scoundrels
Age: ancient
Leadership: Small groups, usually led by one individual, or a small group of leaders.
Size: Small to medium
Stability: Unstable, Volatile
Enemies: Many
Allies: None
Enemies Include: Nearly everyone.
Allies Include: a few small pockets of the Zherpa, whom they trade their stolen goods with in Yhemer.
Resources: Limited
Resources Include: Small amounts of natural resources, like wood, stone, and tropical food sources.
NAME HERE
Level: 1
Class: Rogue/Sailor (novice)
Currency: 1G, 27 bits
Ammunition: 3 shot
Armor: +2, Leathers
Vitality: 9
Status: Hungover (-1)
Level: 1
Class: Rogue/Sailor (novice)
Currency: 1G, 27 bits
Ammunition: 3 shot
Armor: +2, Leathers
Vitality: 9
Status: Hungover (-1)
(The rest will be in a hider labeled as your characters name.)
Basic Info:
Gender: Female
Age: 29
Race: Human, Rovanni
Origin: Avondyllac, Alburmoch
Relgion(s): Leathe, Ka'a Alissi
Attire: Leathers, light leather armor
Demeanor: Cold, stand offish, cynical
ATTRIBUTES: (15 points)
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 2
Dexterity: 2 Willpower: 1
Charisma: 2 Luck: 1
SKILLSETS: (10 points)
Lockpicking- 2
Stealth- 2
Scaling- 2
Pickpocket- 2
Stealthy Blow- 1
Sailing- 1
FLAWS: Your major character flaw
BACKGROUND: Your background story
PERSONAL EFFECTS: your gear, keep it minimal (end hider)
DICE LINK TO GUILD DICE GEN: (outside of hider)
BACKGROUND: Your background story
PERSONAL EFFECTS: your gear, keep it minimal (end hider)
DICE LINK TO GUILD DICE GEN: (outside of hider)
Dice and Success Rolls
Dice rolls to determine success and certain outcomes of situations will be utilized in this campaign. Rolls will be kept up with via a link on each players character sheet. Please make sure to add your dice roller to the bottom of your character sheets outside of hiders.
Guild Dice Generator Here:
https://www.roleplayerguild.com/campaigns
Rolls & Modifiers
Dices Rules:
18-20 = Flawless Success, 11-17 = Moderate Success, 4-10 = Questionable Success, 0-3 = Failure
Attack Rolls: 1d20 + Dexterity (or skill if applicable) for weapons, + Strength for unarmed.
NOTE: Skills that are weapon or combat related will stack.
Blocking/Parrying: 1d20 + Shield Rating/Parry Mod, separate from Armor save (requires shield or parry skill)
ARMOR Mod: 1d20 + Armor Rating (saving throw in combat)
AWARENESS Rolls: 1d20 + Awareness (rolled when scanning an environment or searching, etc.)
Injury Mod: -2 for the duration of the injury.
Infection Mod: -1 (added)
Malnutrition Mod: -1 (added)
Dehydration Mod: -2 (added)
Intoxication Mod: -2 for duration of effect.
Flaw Mod: -2 (When in effect)
NOTE: These modifiers also stack, and should be subtracted from any + modifiers before rolling.
Skill Rolls: 1d20 + Skill Mod
Skill Mods will be represented by rolling one D2 per point in skill category. Each success (a roll of 2 on each) will be added as a bonus point to a D20 success roll. If all mod dice are failed rolls then -2 will be added to the D20 roll.
( if no skill points exist for skill player rolls 1d20 without a modifier and must roll a 11 or better for a success. If successful several times the GM may award a character with this skill, adding 1 point, which will accumulate over time through experience in the game. Please make the GM aware of that you are doing a skill that is not in your CS to get credit for this.)
Flintlock Mod: -2
18-20 = Hit, 11-17 = Hit, Poorly Placed Shot, 4-10 = Miss, 3-0 = Catastrophic Failure
* If you roll an 18 the shot is perfectly accurate and executed with finesse. (Head shot, or similar, spectacular execution, etc.). However, if you roll a 0-3 it will result in a catastrophic failure, and the weapon will no longer be usable until it is completely serviced and/or repaired (when possible).
Unfamiliar Weapon: -2
Pickpocketing/looting: 1d20 + Skill Mod
Success, Roll 1d100: X Gold Coins
Failure Roll 0-5: Failed Pick, alerts the mark as well, resulting in confrontation.
Initiative rolls will be done in posting process by individual players and are as follows:
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.