Since this is a unique gameplay system and it may run into some hiccups or confusion about rules, this is very much tentative. As new situations arise in gameplay I will create rules for them (and give you the chance to re-do things in some cases).
Combat: Combat is turn-based. You declare your actions for a given turn, turn order is calculated on a per-turn basis based on each combatant’s Speed stat, the actions take place in that order, and the next turn begins. If combat is started from a long distance and one side of the fight has ranged capabilities, one to three rounds of ranged combat will begin wherein only ranged attacks can target opposing parties (while the parties move closer).
When one is not using an ability (more on that in a second), you are describing what you are doing in your action. Rather than merely saying “I attack the orc with my longsword” (which you could do), you would also be able describe how you attack them, since how you attack them will have different effects. Maybe you’ll aim for their legs to slow them down, or their head for critical damage. Maybe you’ll go for a pommel strike to try to daze him. If you describe it, I will give it an effect in combat; it might not be a good effect, but careful roleplaying can turn a combat in your favor even without using an ability.
Abilities: Abilities can describe either constant, passive effects that are the result of some noteworthy training your character has OR a unique technique or spell your character can execute as their action for a turn, usually at the cost of focus points (FP). You get three distinct ones to start off with as a level 1 character:
There are several components of an ability:
- Domain: Each ability has a particular stat that is associated with; a mage’s spell requires INT, a cleric’s miracle requires WIL (willpower), a barbarian’s berserk rage requires STR, et cetera. Improving an ability’s domain will improve the ability.
- Type: Abilities can be magical (a spell created and cast by a trained magic-user from their own magic reserves), mundane (a technique developed and used via non-magical methods), supernatural (a spell cast from a source that is not one’s own magic reserves), and racial (an ability inherent to your character’s race). Magical abilities are the most powerful, but always require at least 1 FP to cast; magical abilities must have a domain of INT, WIL, or CHA, with INT being stronger than the other two. Mundane abilities are less powerful, but can cost 0 FP; powerful mundane abilities still cost FP and will be weaker than a magical ability. Supernatural abilities are in between magical and mundane abilities in power, and usually have some sort of cost for their use besides FP (see “Contact with supernatural beings…” in the Magic section of The World). Racial abilities do not need to have any relation to your archetype, but can only be gained on character creation.
- Cost: FP plus any other components for the ability (which do not need to be consumed), if applicable.
- Description: What the ability does and how it is used.
In general: the harder an ability is to use, the more powerful I will allow it to be. You can stat these out yourself if you’d like, but I will likely revise them.
Archetypes: Your character's "archetype" is the equivalent of a class. This is a sentence or a few sentences describing your character's general areas of skill and proficiency; this describes what abilities you can take. You can only take abilities that your character would reasonably be able to have given their skill in a field; if your archetype describes your character as a spell-slinging pyromancy with a background as a researcher, it won't be reasonable for them to learn abilities related to sword fighting unless they have a tutor and spend some time during gameplay fighting with a sword.
Race: Nonhuman races can have different minimum/maximum stat caps than normal (20) and racial abilities (which each take up an ability slot); bear in mind that racial abilities must include a downside if they are particularly powerful.
Stats: Obviously, as a stat-based game, your character has a numerical value for several different attributes describing their physical abilities. The human average for a given stat is 8, the human maximum is 20, and the maximum allowed during character creation is 15. An ability can increase an attribute’s maximum past its cap, but only if it is added to your character during character creation (as this represents significant training over a lifetime that allows them to exceed the normal maximum for their race). The stats are:
- STR: Strength. Increases damage more than any other stat and is used for skill/stat checks involving quick bursts of strength.
- DEX: Dexterity. Increases accuracy and damage, but not to the extent of Strength. Used for skill/stat checks involving precise movements.
- SPD: Speed. Higher speed makes you act sooner in a given turn than slower combatants (with some RNG). Also increases damage of very light weapons (daggers, shortswords, fists, and similar weapons). Used for skill/stat checks involved in physically moving quickly.
- END: Endurance. Increases health and lets you wear better armor as well as wield very large weapons. Used in skill/stat checks involving long, drawn-out feats of strength.
- WIL: Willpower. Grants extra FP. Affects mental perseverance and your ability to withstand attacks on the mind.
- INT: Intelligence. Abilities using INT as a domain are stronger than any other domain as well as skill checks involving knowledge.
- CHA: Charisma. Affects your ability to ability to persuade or otherwise interact with others, as well as your ability to resist being swayed by others.
- HP: Health. Derived from endurance and level; an average human has 24 HP. Describes how many hits you can take before you become incapacitated. Every level-up past level 1 adds 1d3 max HP and every point of endurance adds 3 HP.
- FP: Focus points. Derived from willpower; an average human has 4 FP. 1 FP is the average cost of a spell, although very powerful spells can cost more. Mundane abilities can cost 0 to 1 FP, rarely more. Every second point of Willpower adds 1 FP below 10 WIL, and every point after that increases it by 1. Every fourth level-up adds 1 FP.
Levels: Roughly every 10 encounters designed for your character level, you gain a level. Every even level gets you a new ability of your design, and every level gets you a stat point to allocate in addition to HP and FP gains as stated above. Resolving encounters in particularly unique ways or roleplaying well will cause you to level faster. Playing as a character that is overly weak in combat and succeeding in battle will also cause greater EXP gains. (I keep a private tally of level progress, since EXP is arbitrary.)
Weapons and Attacking: Weapons have several components:
- Damage dice: Self-explanatory; Wrinkle uses dice notation for damage.
- Stat requirements: Weapons may require a certain amount of STR, DEX, or other stats to wield. Accuracy modifiers are based off of the DEX requirement.
- SPD Modifier: Some weapons are nimbler than others. Attacks or abilities that utilize your weapon alter your speed during turn order calculations by the SPD modifier. (That means drinking a potion as your action would use your base SPD and not your SPD modifier.)
- Scaling: Weapons gain flat damage bonuses depending on their scaling value for a given stat and your rating for that stat (think Dark Souls). Scaling values are described by letters (A, B, C, D, E) which each correspond to a table that describes the damage added per quantity of the related stat. STR has its own table with better damage values, and the other stats share a second table.
- Damage type: Mundane weapons can deal piercing, slashing, or crushing damage. Other damage types exist and are more difficult to resist; they are not set in stone yet.
Mechanically, shields are considered weapons. Some weapons are marked as "Not Offensive", meaning that attacking with them is equivalent to an unarmed strike (1 Bludgeoning, D scaling in STR/DEX/SPD).
When attacking, you specify which weapons you attack with and how you intend to attack with them. If you attack with both weapons, you suffer a -4 AC modifier, combine all SPD penalties from weapons (if applicable), and apply only the lowest SPD bonus from weapons (if applicable). If you attack with only one weapon, you only use the SPD penalty for that weapon plus any SPD penalties from shields.
Weapons that are on your person and are readily accessible (like sheathed swords or a bow/shield slung over your back) are considered "readied". These apply half their speed penalty (i.e. a negative modifier) rounded down. Switching from a held weapon to a readied weapon imposes a -2 AC penalty; drawing a weapon with an unoccupied hand is a free action. Weapons that are in your pack are difficult to remove mid-fight but don't have speed penalties.
Armor and Accuracy: Like in DnD, your character has an armor class (AC) numerical value describing how difficult they are to hit squarely enough to deal damage. When attacking a target, you add your ACC mod and your proficiency bonus to the result of a d20 and must beat your target's AC in order to successfully hit. (A 20 deals a critical hit, which always hits and deals your maximum damage multiplied by 1.5.)
Your accuracy modifier is determined by your DEX and your weapon's DEX requirement. Every two points of DEX above the requirement increases the ACC mod by 1. Some weapons may have increased or decreased ACC modifiers at the minimum required DEX.
Additionally, there are three levels of “resistance” that decrease damage for a given type by a % value: minor resistance (33%), resistance (50%), and major resistance (66%).
Your base Speed modifies your AC in some armors; every 3 points of speed above 8 grants 1 AC, and every 3 points of speed below 8 subtracts 1 AC. Base AC is 8 (tentatively). Each armor also has a modifier that can reduce this bonus; the bonus can't be dropped below 0, but a very fast character in plate armor might only get 1 or 2 AC from their speed.
Death: Your character becomes incapacitated when their HP hits 0 and cannot move or take any actions (besides wheeze some dying words, if you'd like). Immediately when downed by an attack and at the end of every following turn you roll a death saving throw; on a 2 to a 10, you gain a death counter, and on an 11 to a 19, you gain a life counter. When you roll a 1, you gain two death counters, and when you roll a 20, you revive at 1 HP. When you gain 3 life counters, you "stabilize" and remain incapacitated but are still unable to act; you do not lose your death counters. When you gain three death counters, you die.
An ally that is nearby can spend two turns to perform first aid and stabilize you. You will not make any death checks while this is happening unless your healer is interrupted.
Proper medical treatment or powerful healing magic can remove death counters. You are likely to find people in towns who will do this for a price.
Powerful priests of certain gods or necromancers can revive a dead body. Don't expect it to be cheap. You'll need to bring the body with you, and it can be difficult to perfectly revive a mangled body, so try to keep it intact.
Skill Checks: As this is die-based, every task that has a reasonable chance of failure and a reasonable consequence for failure will require you to roll to see how successfully you can complete that task. All skill checks are based on the roll of 1d20 plus modifiers from your proficiencies and stats. The degree of failure also matters in the outcome; failing by a single point may still be beneficial or at least not harmful even if you didn't do what you intended to do (e.g. failing to kick down a door may still damage it enough to make the next attempt easier). Rolling a 20 will result in a "critical success" that adds an extra +4 to the roll and will make failure always non-harmful regardless of how far you were from succeeding. There is no direct penalty from rolling a 1 aside from the bad modifier.
Proficiency: Naturally, characters will have been trained in different things and may be better at some tasks than their stats would suggest. A thief is going to be better at lockpicking than a longbowman, even if they have the same DEX stat. Unlike in DnD, there are not concrete categories of proficiency for most things aside from equipment (unless you have your character start off
There are five levels of proficiency, of which four will be relevant: unskilled (+0), novice (+2), adept (+4), and master (+6). The fifth level of proficiency, foreign (-10), is used for things your character is so unfamiliar with that they have no idea where to begin.
Proficiency grants its bonus to die rolls and, in the case of weapon proficiencies, grants its bonus to accuracy rolls (but not damage). Proficiency with magical catalysts (staves, wands, casting bare-handed, etc.) grant additional accuracy to spells with a miss or failure chance. Proficiency with armor grants a bonus to AC.
Novice proficiency can be gained simply from your backstory and your archetype; if your character has had a reasonable amount of experience at a given task or your archetype states that they are skilled in that task, then you automatically gain novice proficiency in that task. There is no limit to the number of proficiencies gained this way so long as it is reasonable. The exception to this rule is weapon proficiency, which must be granted by an ability except in the case of very simple weapons (clubs, daggers, bare-handed casting, etc.) following the same rules as acquiring higher proficiencies. Novice proficiency can also be gained if you practice the skill over the course of several character levels; you will gain it for free on a character level. Additionally, all characters are assumed to have novice proficiency in unarmed combat.
Adept and Master must be gained through abilities. If you have used a given proficiency enough (over the course of several character levels), you may spend an ability to upgrade one or more Novice proficiencies to Adept (they must be related to each other). If you gain only one proficiency this way, you may attach other minor bonuses to the ability. Adept proficiency can be gained without training using one of the three starting ability slots. Gaining Master proficiency goes through the same process as Adept (using an Adept proficiency frequently and using an ability to increase it) except it cannot be gained on character creation.
If you want to be certain that your character has a particular novice proficiency, state so in your background.