Where There's Smoke
Welcome, Dragon Wranglers!
It's my pleasure to present you with Where There's Smoke, at last! I want to take a moment to lay out what I've been working for in this setting and system.
My hope is that you all will find the world of Balaure immersive and reliable. I want you to feel as though you're really traveling to the places on the map, that the world and people can bear the weight of investigation and your theories as players, and that your character is an organic part of it all.
The system, in turn, is designed to support a grounded roleplay experience where things work the way one would intuitively expect them to work in real life, without being too crunchy numbers-wise. This means that it doesn't necessarily allow a lot of wacky stunts, but hopefully this adds to the gravitas of the situation the characters get into, and encourage creative problem-solving and changing the conditions of the test. You'll still find the kind of protagonist-favoring concessions and narrative shortcuts common in fiction or heroic games, but these are largely used as rewards for good roleplaying, such as strengthening connections with other PCs as well as NPCs or achieving important milestones as a character.
As a classless system, I hope to empower you to create, not stereotypes, but people within Balaure. Read on, and let's bring your character to life!
System Rules
Resolution
This system uses opposed rolls rather than a target number to reflect a level of uncertainty of success and to reinforce that the NPCs are people in their own right who have the capacity to stand in a PC's way. When chasing someone, the PC rolls their skill to run against the NPC's skill to run. When trying to lie, the PC rolls their skill to deceive against the NPC's skill to perceive. When trying to hide, the PC rolls their skill to hide against the NPCs' skills to search (or simply against their perception if it's not suspected that they're there). And in many instances, the PC is not entitled to know whether they've succeeded -- whether the NPC believes them or is only pretending to -- whether the NPC has left the room because they didn't find them or because they're going for reinforcements.
Therefore, when a roll is called for, both parties roll, applying relevant stats, skills, and advantages. If more than one skill is relevant, choose the level of the most applicable one and take a +1 (if the auxiliary skill is at level 2 or 3, or +2 if it's at level 4 or 5). The higher of the rolls succeeds.
Initiative
Due to NPC opponents mostly rolling concurrently with the player they are pitted against, there often isn't any reason for an NPC to have a separate roll. The exception may be for enemy archers sniping at players unseen (and such a situation is sure to resolve into an opposed roll sooner or later). Player characters can therefore take their turns in any order they wish. Each PC will have an initiative token which they turn in to the GM when they have an idea of what to do on their turn. (The GM is also free to insert any NPC solo turns as they see fit.) At the end of the round, PCs receive their tokens back, and are again free to act in whatever order they like.
Please note, there are some instances in which a player's turn is triggered outside of their control. If they are attacked, it instantly becomes their turn. Another circumstance is physically being closest to the action, such as if their character is first to enter a room.
Turns
Each turn is comprised of one Action and (optionally) a Quick Action. If desired, the Action may be traded for two Quick Actions.
Movement often is considered an action, but a PC can also traverse a short distance (about ten feet or 2 squares/hexes if using a grid) while engaging an Action, or an immediate distance (5 feet or 1 square/hex) while engaging in a Quick Action. A roll may be required. A roll may also be called on for many of the Actions and Quick Actions.
| Actions | Quick Actions |
|---|---|
| Stike2 Fire (Heavy)2-4 Load (Crossbow)+ Traverse (10 ft) Sprint (20 ft)2 Swim (5 ft)3 Leap (5 ft)1 Climb (5 ft)3 Triage Down Flask |
Fire (Light)1-2 Aim Lunge (5 ft)1 Take Cover Drop/Dive Pass Throw1 Stow/Equip Down Vial |
Plus denotes a very long action action (i.e. also takes up Quick Action).
Attributes
The following are modifiers for your rolls, representing your natural talent in each category. They range from -3 to +3. After character creation, you may buy a point increase in one of your stats one time for a fee of 10 Generic Skill Points.
IntellectPools
The following are not modifiers. Rather, they are a direct representation of the total points you have in either pool, which is drawn from when exerting oneself or when in combat.
ConstitutionAlso referred to as Health. This value ranges from 15 to 35.
| Constitution Pool | Daily Recovery Rate |
|---|---|
| 1-14 | 1 HP |
| 15-24 | 2 HP |
| 25-35 | 3 HP |
This represents strength and endurance. This number ranges from 15 to 25 starting off. Many actions cost a certain amount of stamina points, usually between one or three.
As mentioned further down in the Rolling section, in combat, points are deducted from one of these two pools. Determining which is one's Buffer, which is set at 5 by default. In other words, if one takes 5 points or less in damage, it comes out of stamina, but if one takes over 5 points, your opponent may choose to take it out of your health instead. However, as a PC adds to their Stamina Pool, the Buffer goes up at certain increments.
If you lose all points in your stamina pool, you pass out. Stamina recovery rate is one to three days, depending on how much of your stamina pool was depleted. In the heat of battle, if an ally takes over, you can regain some of your energy. Regain a quarter of your stamina pool for the first turn you sit out, and an eighth the second time you sit out.
| Stamina Score | Buffer |
|---|---|
| 15-24 | 5 |
| 25-34 | 6 |
| 35-44 | 7 |
| 45-54 | 8 |
| 55-64 | 9 |
| 65-75 | 10 |
Both in cases of Stamina and Health, recovery time is halved in the care of trusted NPCs with whom the party has a warm relationship.
Skills
As a reward for completing quests, pursuing personal goals, engaging in training or learning, or advancing a character's storyline, players are granted either General Experience Points, Classed Experience Points, or a combination of both. Classed Experience Points will be given out more frequently, to directly reflect what the PCs engage in during the session, but working together as a party to complete storylines or completing personal story arcs will more likely bring General XP.
Skill levels range from -1 to +5. Purchasing advancement requires either variety of XP and has a cool-down timer of one intervening game session before another advancement in the same skill. However, advancements in one skill can grant free advancement in related skills. Before the first use of a bonus skill, it is considered inactive and requires usage at least once (or one rounds, if it is a combat skill being used for the first time in combat) to activate.
| Level Normal | Level Inverted | Level Balanced | Cost |
|---|---|---|---|
| -1 | -5 | -3 | - |
| 0 | -4 | -2 | 1 XP |
| 1 | -3 | -1 | 2 XP |
| 2 | -2 | 0 | 4 XP |
| 3 | -1 | 1 | 6 XP |
| 4 | 0 | 2 | 8 XP |
| 5 | 1 | 3 | 10 XP |
Companion skills are skills that are not typically used as standalone skills, but in conjunction with another skill to achieve equilibrium in the face of a possible disadvantage. Therefore they have different ranges than normal skills. Some are inverted and run from -5 to +1; some are balanced, straddling 0 right down the middle, and run from -3 to +3.
Weapons are not "balanced" against one another. How useful a weapon is in any given situation is dependent on many factors, but no special effort has been made to enable a roguish knife-fighter to stand up against an armored combatant armed with a polearm. Choose weapons thoughtfully.
Melee Skills
| Dory/Geirr Lv 2 Bonuses Lv 3 Bonuses |
Dory Fletero Lv 2 Bonuses Lv 3 Bonuses |
Iotso Lv 2 Bonuses Lv 3 Bonuses |
Lanster Lv 2 Bonuses Lv 3 Bonuses |
| Pronn-caill /Tashamud Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Clave-caill Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Aintgob-caill Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Tuagord-caill Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Messer-caill Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Draenbert-caill Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Aintgob Lv 2 Bonuses Lv 3 Bonuses |
Garagara Lv 3 Bonuses |
| Yaqtaena Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Yaqwil Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Yaqharb Lv 2 Bonuses Lv 3 Bonuses |
Tashsayf Lv 2 Bonuses Lv 3 Bonuses |
| Clavemawr Lv 2 Bonuses Lv 3 Bonuses |
Clave Lv 2 Bonuses Lv 3 Bonuses |
Spatherus Lv 2 Bonuses Lv 3 Bonuses |
Messer Lv 2 Bonuses Lv 3 Bonuses |
| Staff Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Dueling Cane(s) Lv 2 Bonuses Lv 3 Bonuses |
Desviar(s) Lv 2 Bonuses Lv 3 Bonuses |
Clavefyn Lv 3 Bonuses |
| Cudgel Lv 2 Bonuses Lv 3 Bonuses |
Sledgehammer Lv 2 Bonuses Lv 3 Bonuses |
Targe Lv 2 Bonuses Lv 3 Bonuses |
Ecketarge Lv 2 Bonuses Lv 3 Bonuses |
| Tharian Lv 2 Bonuses |
Aspis Lv 2 Bonuses |
Beukelaar Lv 2 Bonuses |
Turson Lv 2 Bonuses |
| Striking |
Grappling |
A couple features to note as you choose weapons to specialize in: Caillarms may be specialized weapons and unwieldly, but they offer a great number of bonus skills as well as skills at the first level. Certain other specialized weapons, like the clavefyn, only offer bonus skills at the third level.
Ranged Skills
| Dirbow Lv 1 Bonuses Lv 2 Bonuses |
Horned Bow Lv 1 Bonuses Lv 2 Bonuses |
Kortbow Lv 1 Bonuses Lv 2 Bonuses |
Iarnbow Lv 3 Bonuses Lv 4 Bonuses |
| Schlinge Lv 1 Bonuses Lv 2 Bonuses |
Craignauel Lv 2 Bonuses |
Noose Lv 2 Bonuses Lv 3 Bonuses Lv 4 Bonuses |
Net Lv 2 Bonuses Lv 3 Bonuses Lv 4 Bonuses |
| Bullwhip Lv 2 Bonuses Lv 4 Bonuses |
Troelbeil Lv 3 Bonuses Lv 4 Bonuses |
War Dart Lv 3 Bonuses Lv 4 Bonuses |
Pipa Lv 3 Bonuses |
Noncombat Prowess Skills
| Sprint Running Lv 2 Bonuses Lv 3 Bonuses |
Endurance Running Lv 2 Bonuses Lv 3 Bonuses |
Freerunning Lv 2 Bonuses Lv 3 Bonuses |
Stalking Lv 2 Bonuses Lv 3 Bonuses |
| Sprint Swimming Lv 2 Bonuses Lv 3 Bonuses |
Endurance Swimming Lv 2 Bonuses Lv 3 Bonuses |
Diving Lv 2 Bonuses Lv 3 Bonuses |
Throwing Lv 2 Bonuses Lv 3 Bonuses |
| Acrobatics Lv 2 Bonuses Lv 3 Bonuses |
Tumbling Lv 2 Bonuses Lv 3 Bonuses |
Contortion Lv 2 Bonuses Lv 3 Bonuses |
Jugglery Lv 2 Bonuses Lv 3 Bonuses |
| Rockclimbing Lv 2 Bonuses Lv 3 Bonuses |
Caveclimbing Lv 2 Bonuses Lv 3 Bonuses |
Iceclimbing Lv 2 Bonuses Lv 3 Bonuses |
Sport (specify) Lv 2 Bonuses Lv 3 Bonuses |
| Jumping Lv 2 Bonuses Lv 3 Bonuses |
Racing Lv 2 Bonuses Lv 3 Bonuses |
Leaping Lv 2 Bonuses Lv 3 Bonuses |
Dance (specify) Lv 2 Bonuses Lv 3 Bonuses |
| Sailing Lv 2 Bonuses Lv 3 Bonuses |
Driving Lv 2 Bonuses Lv 3 Bonuses |
| Stitchery Lv 2 Bonuses Lv 3 Bonuses |
Embroidery Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Weaving Lv 2 Bonuses Lv 3 Bonuses |
Knitting Lv 2 Bonuses Lv 3 Bonuses |
| Pottery Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Glassblowing Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Carpentry Lv 2 Bonuses Lv 3 Bonuses |
Masonry Lv 2 Bonuses Lv 3 Bonuses |
| Knots Lv 2 Bonuses Lv 3 Bonuses |
Leather Lv 2 Bonuses Lv 3 Bonuses |
Carving Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Sculpture Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Blacksmithery Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Brownsmithery Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Whitesmithery Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Artifice Lv 2 Bonuses Lv 3 Bonuses |
| Aurumsmith Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Sterlingsmithery Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Surgery Lv 2 Bonuses Lv 3 Bonuses |
Butchery Lv 2 Bonuses Lv 3 Bonuses |
| Sketch Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Painting Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Calligraphy Lv 2 Bonuses Lv 3 Bonuses |
Hairdressing Lv 2 Bonuses Lv 3 Bonuses |
| Illusion Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Instrument (specify) Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Charm Lv 2 Bonuses Lv 3 Bonuses |
Intimidation Lv 2 Bonuses Lv 3 Bonuses |
Elucidation Lv 2 Bonuses Lv 3 Bonuses |
Inspiration Lv 2 Bonuses Lv 3 Bonuses |
| Appeal Lv 2 Bonuses Lv 3 Bonuses |
Encouragement Lv 2 Bonuses Lv 3 Bonuses |
Adulation Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Wit Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Inconspicuousness Lv 2 Bonuses Lv 3 Bonuses |
Disguise Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Imitation Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Theatrics Lv 2 Bonuses Lv 3 Bonuses |
| Nursing Lv 2 Bonuses Lv 3 Bonuses |
Treatment Lv 2 Bonuses Lv 3 Bonuses |
Husbandry * Lv 2 Bonuses Lv 3 Bonuses |
Cultivation Lv 2 Bonuses Lv 3 Bonuses |
| Psychology Lv 2 Bonuses Lv 3 Bonuses |
Ethology Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Poetry Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Prose Lv 2 Bonuses Lv 3 Bonuses |
| Song Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Geography Lv 2 Bonuses Lv 3 Bonuses |
Geology Lv 2 Bonuses Lv 3 Bonuses |
Meteorology Lv 2 Bonuses Lv 3 Bonuses |
Astronomy Lv 2 Bonuses Lv 3 Bonuses |
| Mathematics Lv 2 Bonuses Lv 3 Bonuses |
Economics Lv 2 Bonuses Lv 3 Bonuses |
Alchemy Lv 2 Bonuses Lv 3 Bonuses |
Engineering Lv 2 Bonuses Lv 3 Bonuses |
| Technology Lv 2 Bonuses Lv 3 Bonuses |
Fashion Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Taxonomy Lv 2 Bonuses Lv 3 Bonuses |
Botany Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Law * Lv 2 Bonuses Lv 3 Bonuses |
Study Lv 2 Bonuses Lv 3 Bonuses |
Language * Lv 2 Bonuses Lv 3 Bonuses |
Navigation Lv 2 Bonuses Lv 3 Bonuses |
| Politics Lv 2 Bonuses Lv 3 Bonuses |
Art Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Lore * Lv 2 Bonuses Lv 3 Bonuses |
Architecture Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Repast Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Pastry Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
Potion Lv 2 Bonuses Lv 3 Bonuses |
Diagnosis Lv 2 Bonuses Lv 3 Bonuses |
| Tactics Lv 1 Bonuses Lv 2 Bonuses Lv 3 Bonuses |
| Riding Lv 1 Bonuses Lv 2 Bonuses |
Aesthetics Lv 1 Bonuses Lv 2 Bonuses |
Euphony Lv 1 Bonuses Lv 2 Bonuses |
Palate Lv 1 Bonuses Lv 2 Bonuses |
| Deception Lv 1 Bonuses Lv 2 Bonuses |
Encumbrance
There are six hip-carry slots. From the belt one can secure pouches, weapons, quivers, vials, small scroll cases. Although a satchel is technically shoulder-carry, it takes up two hip-carry slots because the satchel will sit on one hip.
There are two back-carry slots. Items include a quiver, a shield, weapons, a rucksack, and a long scroll tube.
There are two to four front-carry slots. An adventurer might wear a bandolier, a leather harness, or items on the inside of their garments.
Small items may also be carried in specialized holsters in their boots, armbands, or other creative places on their person.
Quivers hold twelve to twenty-four arrows. Each person may have no more than 200 coins on their person. Please take into consideration how and how much water, food, light and heat sources, shelter, and personal items to carry.
Carrying Means*A "sizeable slot" could hold, for example, one outfit, or a bundle of books, or a day's comfortable food ration (or two days' modest food ration). Of course it could also hold several smaller items, but those are more likely to be found on a belt or bandolier, which are more easily accessible.
Challenges
"Challenges" are extended, mechanically-supported scenarios that are triggered when a character or the party attempts a certain task. Some systems refer to these as "encounters." In the majority of RPG systems, the only seriously supported scenario is combat, but this system aims to make a specialized scenario for each of the four attributes, so that no matter which one of the four skill categories a player chooses to focus on, they will have a process they can rely on for solving problems and moving the plot forward.
The prowess-based challenge, Combat, empowers players a way to physically confront aggression or use it to gain an objective. It references players' skill levels in different weapons, their access to armor, and their use of other advantages.
Prowess Challenge:
Combat
Charisma Challenge:
Influence
Intellect Challenge:
Research
Finesse Challenge:
Craft
The charisma-based challenge, Influence, equips players a way to affect an NPC's opinions and allegiances in order to gain information and/or resources, or to leverage their support in whatever conflict the players find themselves. This challenge primarily references a player's skill level in the seven Influence skills, as well as being able to learn about the NPC they are trying to influence.
The intellect-based challenge, Research, opens up the opportunity for players to gain insight into the questions that interest them. These answers can give them leads to pursue or get them past hurdles that they've been hung up on. This challenge uses historical artifacts and other records.
The finesse-based challenge, Craft, enables players to turn the raw materials around them into money, useful tools, or unique accessories. The resources that result from their crafting endeavors may bring them renown, or even more resources if they use their inventions to begin a business.
Combat
For quick and easy reference, the following is a summation of the Combat rules.
When performing a ranged attack, no damage is taken if the roll is failed.
1d12 + Prowess + Skill Level (Unarmed or Weapon) + Reach Advantage (if applicable)
When in combat, the numerical difference between a PC's roll and their opponent's roll serves as the cost to the loser in Stamina or Health (Stamina by default if the difference is equal to or less than their Buffer).
Alternative Roll to Avoid Attack:
Dodge only - no damage dealt on success.
1d12 + Prowess + Skill Level in Agility Skill
Armor Roll:
Applicable only if a hit is received. Ignore damage types to which the armor is Immune.
Mail: 1d12 (Resist.: 6 min)
Padded: 1d8 (Resist.: 4 min)
Kurbul: 1d6 (Resist.: 3 min)
Weapons
Damage Types: These determine how useful the weapon is against various kinds of armor.
Slashing
Bludgeoning
Strangulating
Venom*
Reach Classes: In open areas, the difference in reach between two opponents serves as a buff to the opponent with better reach. Except when used in formation, in confined areas the difference converts to a debuff to the longer weapon. See Reach Class Examples.
Properties: Weapons may also have other properties and uses besides inflicting damage attached to them. Some of the below enable the fighter to change the conditions of the test, while others grant bonuses when the weapon is used in the context for which it was designed. Properties such as Disarm, Knockdown, Maneuver, and Agile can be used by other weapons, but only on a rolled 12.
Anti-Shield
Anti-Calvary
Agile
Crowd Control
Disarm
Deathblow
Duel Advantage
Ensnare
Maneuver
Nonlethal
Free Offhand
Offhand Weapon
Quick-Learn
Slow-Draw
Specialty
Vulnerability
Melee Weapons
meleeweapon
- Aintgob
- Aintgob-caill
- Aspis
- Beukelaar
- Clave
- Clave
- Clave-caill
- Clavefyn
- Clavemawr
- Cudgel
- Cudgel
- Desviars
- Dory
- Dory Fletero
- Draenbert-caill
- Dueling Cane(s)
- Ecketarge
- Garagara
- Geirr
- Iotso
- Lanster
- Messer-caill
- Pronn-caill
- Sledgehammer
- Spatherus
- Spatherus
- Spatherus, Nikean
- Spatherus, Nikean
- Staff
- Targe
- Tashsayf
- Tharian
- Tuagord-caill
- Turson
- Yaqharb
- Yaqtaena
- Yaqwil
Armor
If one of the parties has armor and receives a hit, they have the option to either roll for how much damage the armor absorbed or declare that they are letting their armor absorb all of it. The benefit of the latter option is that it saves Stamina, but please note that it will result in armor being damaged at a faster rate.
Each type of armor has an associated die, representing its effectiveness as a whole suit in perfect condition. Each type may also be Resistant or Immune to certain types of damage, but only as a full set.If armor is damaged, the die is progressively downgraded until it is repaired.
Armor types can often be stacked. Use the better of the armor's "stats" in the corresponding area.
Immunity: the armor ignores damage from this category
Resistance: the armor has a minimum defensive capability against this type of damage
Futility: the armor is completely useless against this type of damage
Disengaging
When in melee range, you can't simply turn your back on your opponent. That's a good way to get a knife in it. Similarly, while you are free to perform a fighting retreat, you cannot simply disengage at will when locked in combat. Your opponent must be, so to speak, on the back foot, giving you an opening to make a break for it.
In order to disengage safely from a fight, you must have either earned a Silver Opportunity by rolling a natural 12 or have succeeded in your last roll against your opponent.
Multiple Opponents in Combat
Fighting multiple opponents is not impossible, but dangerous. A player rolls only once, and each opponent gets a roll. The player's roll must cover the damage (or potential damage) of all their assailants.
If their roll does not exceed the combined total of their opponents' rolls, they take the difference as damage, of course, minus any applicable armor rolls. If they do manage to do exceed the total of their opponents rolls, they may specify how their damage is divvied up between their opponents.
If a player is facing this situation, high martial skills and armor may even out the playing ground, if the opponents are unskilled and/or unarmored. This writer suggests looking for ways to narratively excuse taking on only one at a time.
Influence
There is no reason to bring complicated mechanics into many different social situations, such as casual conversations or interrogations, and there is no need to bring roleplay into many other social situations, such as haggling over 5 coppers' worth of difference with a vendor. A simple negotiation roll, such as is found at the bottom of Price Lists, is an abbreviated form of the social encounter and will serve for such low-impact situations.
More complex and narratively impactful social encounters involve several factors and the party's collective efforts to bring someone over to their way of seeing things. This is why this system features an Influence Encounter. By no means is this intended to substitute roleplay with a roll, but it establishes a structure that the PCs can reliably navigate, lends relevance to charisma-based skills and characters, and supports an aspect of the game that deserves more attention than it usually gets. An explanation of the four mechanics (Disposition, Patience, Susceptibility, and Pressure Points) is upcoming in this section, but first . . .
Notes:
- Any PC with a Charisma Score of at least two can instantly read an NPC's Disposition and Patience Level.
- If the NPC is already at the appropriate level for whatever you want to ask, there is no need for a roll. Simply make your request.
1. Optional. Roleplay or Insight Roll to gain knowledge of the NPC.
2b. Roll one of the Influence skills against the NPC.
3. On a success the NPC's Disposition graduates to the next state.
4. Repeat as many times as you like, until the NPC runs out of Patience.
The Role of Roleplay
With all this math going on, what room is left over for roleplay? The answer is, before and during.
Before is the time for gathering intell, trying to pick up hints about the person you're dealing with. An Insight Roll may substitute for the potentially time-consuming task of feeling a target out; a successful roll will yield one of three results:
| Success by . . . | Result |
|---|---|
| 1-4 | The GM tells you the NPC's Provocation. |
| 5-7 | The GM tells you the NPC's Susceptibility. |
| 8+ | The GM tells you the NPC's Passion. |
Once the party (or the PC) decides to start the negotiation, roleplay (in third or in first person) grants a minimum roll of 5 plus the PC's Charisma Score.
Mechanics
This describes the NPC's attitude toward the PCs. Succeeding in a roll moves a character from one Disposition to another.
| Hostile | Unfavorable | Indifferent | Favorable | Allied |
|---|---|---|---|---|
| working against the PC/party | unwilling to help the party in any way | unwilling to inconvenience themselves, except in ways of common courtesy or decency | willing to do small, convenient favors or share information | working with the PC/party |
Each NPC has a Patience Level of 1-3. This number represents how many rolls the PCs may make to effect them before the NPC excuses themselves from the conversation or, being unable to do so, shuts down. (An alternate, more forgiving method, is to have the NPC's Patience level represent how many failed rolls the encounter can tolerate before coming to a close, similar to a skill challenge.) Speaking a NPC's native language automatically bumps their Patience up by one.
SusceptibilityEach NPC is especially susceptible to one of the following Skills:
- Charm
- Intimidation
- Elucidation
- Encouragement
- Adulation
- Appeal
- Inspiration
Mechanically, this is represented by the PC doubling the modifier for their skill level, if they guessed or deduced correctly.
Deception:Because deception by itself is not much of a force for Influence, common sense tells us that it must be used alongside one of the Influence skills above. However, if an NPC senses a PC's insincerity, it will lower the chances of the PC's success. Add your skill level in Deception (which is only negative values, or, at its most maxed-out, zero) to the roll.
Pressure Points: Passion & ProvocationEach PC has a few key subjects that they feel strongly about and that, if you touch on, will sway them strongly one way or another. When a PC makes their case using a Passion, the NPC is moved two Disposition States positively. (A roll is not necessary for this.) If a PC accidentally stumbles into a Provocation, the NPC is moved two Disposition States negatively. (This supercedes the minimum roll accorded to a PC by roleplay.)
Research
What does your character do when they find a book in-game? Likely read it. What do you, as a player, do? Of course it's unfeasible to create an entire book for the player to read, just as their character does. If you are poring over this book in search of specific information, you can simply ask the GM what it says about the topic you're interested in. But what if the book doesn't provide a direct answer? What if you want to know where an infamous highwayman stashed the riches he accumulated from a long career of highway robbery, while the book you're reading only goes over his exploits? Can you use it to research the topic you are interested in?
The Intellect Challenge, Research, is designed to allow PCs to get answers from the GM by interacting with in-world artifacts and texts that could never totally be reproduced. Notice, it specifically rewards players answers, not information. This entails the GM telling the PC what insight or conclusion their character came to (not dissimilar to when a GM tells a PC that a room "appears to be empty"). This is because, arguably, the PC already has the information in the form of the materials they are using to research. Lest it need be said, of course this does not preclude players from theorizing and drawing their own conclusions, but if players are not interested in roleplaying this out, or if they're ready to roll the dice for it, a brilliant insight may be in store for them.
Research can be used to generate a theory about dragon behavior. It can be used to investigate a criminal mastermind's plan. It can be used to locate a highwayman's stash. Tell the GM what your PC's question is, what materials they are working from, and then roll for them. The GM will tell you the conclusion they drew or the insight they gained.
For quick and easy reference, the following is a summation of the Research process.
1. Establish the question.
2. Compile and submit a list of your materials.
3. Complication. Translate texts that are in a different language. Alternatively, commission a translator to do it.
5. Complication. You need to trigger an Epiphany in order to get your insight, or come to a conclusion. Talk to a fellow PC and try to guess which keyword the GM gave them. Failing that, you will periodically be given the chance to roll to trigger an Epiphany.
Compiling Materials
What books did you dig up in the dusty library to assist you in your inquiry? What artifact did you borrow from a wealthy, anonymous collector to study? What painting are you poring over? What statements did you take down in your notes from eyewitnesses for later perusal? Any of these could be defined as the materials you use in your Research.
No in-world artifact or text has absolute, intrinsic value. Its value is determined by how directly it is connected to the topic in question. For example, a stack of local newspapers might be only of tangential relevance to our highwayman's stash spot, but since an intelligent character could draw useful insights from it, it would not be useless.
A PC attempting to Research a topic compiles a list of materials they have at their disposal to peruse. They may add as many or as few items to the list as they like. The more useful references they find, the more complete a picture they can paint in their minds, and the more angles they can see the situation from. Remember, though, that including material that has no connection to the information you want will make it harder to sift out useful answers. Simply give that list to the GM so they can determine how reliable your PC's conclusion is likely to be.
Roll Results
| Simple | Standard | Difficult | Inconceivable |
|---|---|---|---|
| -3 to 8 | 1 to 12 | 5 to 16 | 9 to 20 |
| Result | Ranges | Reward |
|---|---|---|
| The Answer Eludes You. | Gain 1-4 Classed Skill Points. (Amount dependent on if you used an expert or did the work yourself, and the difficulty of the task.) | |
| It's On the Tip of Your Tongue. | Guess keywords or roll at a later time to trigger Epiphany and receive the answer. | |
| A Stroke of Brilliance Reveals the Answer! | /td] | Receive the answer to your question. |
| Result | Ranges | Reward |
|---|---|---|
| The Answer Eludes You. | Gain 1-4 Classed Skill Points. (Amount dependent on if you used an expert or did the work yourself, and on the difficulty of the task.) | |
| It's On the Tip of Your Tongue. | Guess keywords or roll at a later time to trigger Epiphany and receive the answer. | |
| Careful Not to Jump to Conclusions! | Receive an incorrect answer to your question. | |
| A Stroke of Brilliance Reveals the Answer! | Receive the answer to your question. |
The Epiphany
Sometimes you just can't put your finger on the answer, even though you can feel it there, just beyond your grasp. In such cases, sometimes talking to a friend can nudge your thoughts in the right direction, helping the pieces fall into place. Or sometimes you have to let it lie for a while, only for a chance encounter to inspire you to connect the dots.
Craft
As much as you adventurers love a good shopping spree (what else, pray, is the point of going to town at all?), what you prize in the remote wilderness is self-sufficiency. The more enterprising among you are interested in saving a coin or two, or even making coin to supplement your rootless lifestyle. The world around you is full of resources -- you need only be capable enough to reach out and seize them -- and then transform them!
The Finesse Challenge, Craft, are at hand for your character to produce works of art, ammunition, and even potions and meals. Unlike Combat, Influence, and Research, the processes in Craft may take days, weeks, or longer. Any given project will involve engaging with the following:
- A minimum mod (Skill Level + Attribute) of 0
- Requisite Materials to be sourced, through forage or salvage, purchase, or reward
- Progress Points, representing the time cost
- Guidance, whether in the form of a mentor's instruction, a drawn-out template, or a written recipe
- Required Workspace (occasionally)
Once they have the suitable materials and guidance, players can begin investing diegetic time into the probject. Players can, through Research, distill guidance for themselves, and they can speed up the process of accumulating Progress Points through increasing their skill level in the given Finesse skill, or by seeking out a suitable workspace (see Support tab).
Highly skilled and/or talented craftsmen will be able to produce creations of higher quality, but they can also produce items of lesser quality much faster with bonus Progress Points, which apply every 15 Points they put in. At certain levels, creating an item which grants a buff becomes possible on a lucky dice roll. Buffs only apply to personal items or to items gifted to party members. If such items are gifted outside the party, the buff applies to attempts to Influence the recipient. If they are sold, the buff applies to the negotiation roll in determining the price the buyer is willing to pay.
| Mod | Max Quality | Min Quality | Buff | Mid/Max Bonus PP | Base Price Adjustment |
|---|---|---|---|---|---|
| 0 | Abominable | - | -1/-2a | - | - 50% |
| +1 | Coarse | (pile of scrap) | -1b | - | - 25% |
| +2 | Coarse | (breaks on first use) | - | 1/2 | - 25% |
| +3 | Serviceable | Abominable | - | 1/3 | none |
| +4 | Serviceable | Abominable | - | 2/4 | none |
| +5 | Fine | Coarse | +1c | 2/5 | + 25% |
| +6 | Fine | Coarse | +1c | 3/6 | + 25 |
| +7 | Exceptional | Serviceable | +1/+2d | 3/7 | + 50% |
| +8 | Exceptional | Serviceable | +1/+2/+3e | 4/8 | + 50% |
bon a result of 1 on a d20
con a result of 20 on a d20
d+1 on a result of 18 or 19 on a d20; +2 on a result of 20
e+1 on a result of 15-17 on a d20; +2 on a result of 18 or 19; +3 on a result of 20
Forage & Salvage
Many creatures and plants have valuable resources within, but these resources will very likely degrade over time -- or in a very short amount of time -- if they are not quickly harvested and preserved correctly.
Maintenance & Repair
Armor and weapons are prone to damage over time, and when not maintained, repairs can be costly.
Consumables
Side Effects
Duration
Support
Domains
Organizations
No man is an island, and although being beholden to a hierarchy may be inconvenient or even put one in tricky situations at times, player characters can draw on an organization's support when they are in need. Increasingly so as they move up through the ranks of the organization and gain prestige.
Trusted NPCs
Animal Companions
An animal companion's usefulness will be limited in comparison to a human ally. To reflect this, animal companions get one usefull trait. To determine this, the PC rolls a 1d12. Based on the result, their companion gains a trait. In times of dire need, a PC can also roll a 1d20, and on a twenty, their companion will be able to use one of the other traits on the list to help their master.
| Roll Result | Trait | Description |
|---|---|---|
| 12 | Tracker | The animal finds specific people, locations, or items based on sight or smell. |
| 11 | Comrade | The animal leaps into battle alongside you or to defend you. |
| 10 | Charmer | The animal draws people and makes people more likely to help you. |
| 9 | Thief | On command, the animal pickpockets things from other people. |
| 8 | Sentry | The animal alerts if its owners belongings are disturbed, as well as if someone is sneaking up. |
| 7 | Empath | The animal reacts negatively to people with bad motives toward the PCs and positively toward those who have their best interests at heart. |
| 6 | Gift-Giver | The animal brings you game or interesting articles. |
| 5 | Decoy | The animal acts as a distraction while evading capture. |
| 4 | Guide | The animal instinctively leads you down the safest path down alleys or through the wilderness. |
| 3 | Courier | The animal delivers items between you individuals. |
| 2 | A**hole | The animal is an a**hole to you and everybody else. |
| 1 | Dufus | The animal can perform one simple, useless trick. |
Treat your relationship with your companion as a typical skill you level up from -1 to +5, using the same skilll point costs as other skills. This is the roll modifier you add when attempting to call on your pet to use a Trait outside of its innate Trait.
Legendary Items
By now you players know that in this system weapons don't have stats, a la maxims like "guns (or in this case, swords) don't kill people; people kill people." Well, get this: Weapons can have stats, or at least, buffs!
Not all weapons -- this is still me you're dealing with here. There's no need to break reality completely. But I also believe in rewarding players for engaging with the lore, and other exceptions to the Rule of Real are made to reward players for engaging with their party members later in the Special Actions category. Thus unlockable buffs will be available to users of legendary items.
Special Actions
Many games invest a lot in letting you make your character a badass, and by the end, maybe they really can be. But that's not what this game is about. While the PCs are certainly the protagonists of this story, they are ultimately mere mortals. What makes them special, what helps them shine, what elevates them to the heights of greatness, is when they're part of a team. The team is more than the sum of its parts! Keeping with this philosophy, I'd like to introduce Special Actions.
Each Special Action that you have access to can be used once every game session, by any player on the team. Tokens for available Actions will sit on the table, and a player hands one to the GM when they want to use one.
Special Actions are free in one sense -- they're free to use on your turn (or even not on your turn), but you'll have to earn access to them by drawing close to your fellow PCs.
Unlock by . . .
. . . clicking here!
This one's on the house.
Catch!
When within a short distance, a player throws a teammate a helpful item from their inventory or from the surrounding battlefield, such as a weapon or health potion.
. . . sharing your backstory!
(2+ players)
Don't Give Up!
A player calls out something to motivate, encourage, or reenergize a teammate, which restores a certain amount of their Stamina.
2 PCs . . . 5 pts
3 PCs . . . 10 pts
4 PCs . . . 15 pts
. . . offering or asking
for help!
(5 times)
Pick on Someone Your Own Size!
A player draws attention away from their vulnerable teammate by taunting the enemy and encouraging the enemy to attack them instead.
. . . assisting on a teammate's
personal quest!
(1+)
Help Is on the Way!
A character evades or aces a number of obstacles equal to the number of quest assists in order to reach a teammate in distress.
. . . taking damage on
behalf of a teammate!
(3 times)
Got Your Back!
When within a short distance, a PC with at least 2 levels in a martial skill blocks incoming damage for a teammate. Must be declared immediately when teammate's turn is concluded.
Many games invest a lot in letting you make your character a badass, and by the end, maybe they really can be. But that's not what this game is about. While the PCs are certainly the protagonists of this story, they are ultimately mere mortals. What makes them special, what helps them shine, what elevates them to the heights of greatness, is when they're part of a team. The team is more than the sum of its parts! Keeping with this philosophy, I'd like to introduce Special Actions.
Each Special Action that you have access to can be used once every game session, by any player on the team. Tokens for available Actions will sit on the table, and a player hands one to the GM when they want to use one.
Special Actions are free in one sense -- they're free to use on your turn (or even not on your turn), but you'll have to earn access to them by drawing close to your fellow PCs.
Unlock by . . .
. . . clicking here!
This one's on the house.

Catch!
When within a short distance, a player throws a teammate a helpful item from their inventory or from the surrounding battlefield, such as a weapon or health potion.
. . . sharing your backstory!
(2+ players)

A player calls out something to motivate, encourage, or reenergize a teammate, which restores a certain amount of their Stamina.
2 PCs . . . 5 pts
3 PCs . . . 10 pts
4 PCs . . . 15 pts
. . . offering or asking
for help!
(5 times)

Pick on Someone Your Own Size!
A player draws attention away from their vulnerable teammate by taunting the enemy and encouraging the enemy to attack them instead.
. . . assisting on a teammate's
personal quest!
(1+)

Help Is on the Way!
A character evades or aces a number of obstacles equal to the number of quest assists in order to reach a teammate in distress.
. . . taking damage on
behalf of a teammate!
(3 times)

When within a short distance, a PC with at least 2 levels in a martial skill blocks incoming damage for a teammate. Must be declared immediately when teammate's turn is concluded.


Add & Reallocate Attribute Points