Where There's Smoke

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . there's dragons!

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 Alkara 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, rather than allowing a lot of wacky stunts, but hopefully this adds to the gravitas of the game.

Read on, and let's bring your character to life!

~ Bean


System Rules


Resolution
1d12 + stat + skill level

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
A turn allows a player an action and a movement over a short distance (unless prohibited), or a movement over a long distance.

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.
 
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.

Intellect
  • defined as technical, theoretical, and academic intelligence
  • includes memorization and recall, quick comprehension, deductive and inductive reasoning
  • Charisma
  • defined as social & emotional intelligence
  • includes reading people, controlling others' perceptions of events and individuals, influencing people to act in certain ways
  • Prowess
  • defined as gross motor skills, or dexterity involving the whole body
  • includes speed, precision, and power
  • ex: combat, dancing, gymnastics
  • Finesse
  • defined as fine motor skills, or dexterity involving primarily the hands
  • includes delicacy, sensitivity, and precision in manipulating objects and steadiness of hand
  • ex: smithing, lockpicking, surgery, embroidery, playing musical instruments

  •  
    Pools
    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.
      Constitution
    Also referred to as Health. This value ranges from 15 to 35.

    As you incure injury you will be less effective at fighting, triggering injury rules. Once you deplete your Health Pool by half, you take a (-1) debuff to all rolls. If the pool drops to a quarter of its full strength, you take a (-2) debuff to your rolls. The rate at which one recovers lost points is dependent on how low one's pool dropped in the first place. While it takes you longer to crawl back from death's door, as you heal, you begin to recover faster,
    Constitution Pool
    Daily Recovery Rate
    1-14
    1 HP
    15-24
    2 HP
    25-35
    3 HP
      Stamina
    This represents strength and endurance. This number ranges from 15 to 25 starting off. Each engagement costs 2 Stamina Points.

    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.

    Prowess Skills

    Important Reminder!

    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 Weapon 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

    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 Weapon 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
     

    Finesse Skills

    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


     

    Charisma Skills

    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
     

    Intellect Skills

    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
     
    Companion Skills
    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 satchel takes up two hip carry slots but offers 3 sizeable slots* for gear.
  • A pack takes up one of the back carry slots but offers 4 sizeable slots for gear.
  • A small set of saddlebags, such as might be equipped on a steed, could hold between them the same amount as one rucksack (2 slots each, total of 4 slots).
  • Large saddlebags, such as might be equipped on a pack animal, hold two rucksacks’ worth of gear (4 slots each, total of 8 slots).
  • Other options would be along the lines of a trunk carried on a cart or carriage.
  • *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.
    Prowess Challenge:
    Combat

    Charisma Challenge:
    Influence

    Intellect Challenge:
    Research

    Finesse Challenge:
    Craft


    Combat

    For quick and easy reference, the following is a summation of the Combat rules.

    Basic Combat Roll:
    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.

    Plate: 1d10 (Resist.: 5 min)
    Mail: 1d12 (Resist.: 6 min)
    Padded: 1d8 (Resist.: 4 min)
    Kurbul: 1d6 (Resist.: 3 min)

    - 1 for EACH Missing Element

    Weapons
    Damage Types: These determine how useful the weapon is against various kinds of armor.
    Piercing
    Slashing
    Bludgeoning
    Cleaving*
    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.
    Grappling
    Disarming
    Precise
    Anti-Calvary
    Free Offhand
    Offhand Offensive
    Offhand Defensive

    Statblocks

    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.

    Glossary:

    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 . . .

    For quick and easy reference, the following is a summation of the process of Influencing someone.
    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.

    2. Make your case using the NPC's Passion if you were able to guess or deduce correctly.
    2a. Optional. Roleplay making your point. If you do this, your minimum roll is 5 + your Charisma Score.
    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
    Disposition
    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
    Patience
    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.

    Susceptibility
    Each 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 & Provocation
    Each 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.

    4. Roll 1d12 + Intellect + Skill Level in Study and/or the applicable Skill.
    4. If your skill level is lower than you'd like, commission an expert to roll the skill check in your place.

    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

    Research Task Levels
    Simple
    Standard
    Difficult
    Inconceivable
    -3 to 8
    1 to 12
    5 to 16
    9 to 20
    No Misinformation Possible
    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!
    Receive the answer to your question.
    Misinformation Possible
    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



     
    Animal Companions
    The PC rolls a 1d12. Based on the result, their companion gains a trait.  
    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.

     


    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.


    Character Creation Checklist

    Psst!
    All stats are set to 0. You have four free points to add anywhere you’d like. Beyond that, you may, during character creation, subtract as many points as you like from one stat to add to another.
    Click here for your Constitution Score!
    Click here for your Stamina Score!
    Reference the second table under Pools.
    You have 75 points to spend. Reference the full list under Skills, and take note of free bonus skills under your chosen purchases.
    Talk to your GM! Based on your profession up to the start of your adventuring career, you will have a fund of savings. (A good place to get an idea of what you'd have on your own is Wages and Professions. Feel free to check it out.) If you have friends in high places, you may have a letter of credit. And if you've specified NPCs in your background that are fond of you, they might even have a small gift to send you off with.
    Talk to your GM about what kit you reasonably already had in your possession. Reference your carrying options under Encumbrance. Some may conflict with others, so use your common sense. All price lists can be found under Money.
    Reference the Weapons subheading under Challenges>Prowess Challenges>Combat and take down the reach class and damage type of your weapons, as well as any other properties.
    If you own armor, reference the Armor subheading under Challenges>Prowess Challenges>Combat and mark down the associated roll and, if applicable, debuffs.
    If you have a vehicle, an animal companion or mount, certain items with statblocks, or even letters in your possession, you can quickly access these things through hyperlinks that the GM can add to your character page. Your family members should be accessible to you through your family tree. Friends and acquaintances should also be accessible. You should also have permissions to view locations your character has visited and animals they've seen. Check all your links to make sure they work.


    Need a new character sheet? Help yourself to as many as you like!

    PDF
       
    My thanks to . . .
  • Annie Stein, who created the checklist spoiler CSS
  • User51, who created the spoiler accordion CSS
  • Stormbril, who created the vertical scroll CSS

  • Comments

    Please Login in order to comment!