RULES

Homebrew Ruleset

Characters

Each player makes their own character. You must set a magic, strength, wisdom, speed, charisma, and HP stat. You also have to pick your characters race, class, four abilities, and their age

View the respective articles for more info and options

Abilitys

You get 4 abilities. You may pick 3, the other comes with your class. These basically are things you can use before and after you roll, which can add various bonuses and disadvantadges. Each non-terrain ability will use 1 skill point. You can gain skill points by resting. By default, you have 10 skill points. After resting, your skill points will be reset to 10. Role and Active abilities wear off by the next roll.

Terrain Abilitys

Aquatic: Your character gains webbed feet and hands, and gills. Use before any activities involving water. Adds +2 to all stats. Characters with this trait have no limit to time spent underwater.

Avian: Your character gains wings of some kind to fly with. Use before any activities involving flight. Adds +2 to all stats. Characters with this trait do not require planes, helicopters, or balloons to fly.

Inactive Abilitys

These are always active, however they only apply during certain situations

Trickster: Gains +2 to all stats with activities involving trickery, bribing, or pranks

Herbalist: Can heal with plants. Heals depend on the plant: Flowers +2, Leaves +1, Moss +2, Ferns +1, (unusual) Grass +1, Normal grass 0

Frugal: Pays 25% less in any actions with a cost

Artist: Gains +2 in all stats in any abilitys involving the arts

Perfectionist: Gains +2 in all stats except for speed and health, -2 speed, no effect on health. This applies in all actions

Catlike: Gains +1 wisdom, speed, and strength.

Active Abilitys

Strong: Gains +2 strength

Smart: Gains +2 wisdom

Fast: Gains +2 speed

Hardy: Gains +2 Health

Magical: Gains +2 Magic

Lucky: Gains +1 in a stat of your choice or an extra roll, determined by flipping a coin. Heads: Stat Tails: Roll

Calculated: Gains +1 wisdom and +1 magic

Role Abilities

Cry. Using Cry will get an adult to come help you, letting you roll a second time and pick. Used after roll. Roles: Infant, toddler

Ask for help. Using Ask for help will give you three extra points in a catagory of your choosing. Used before roll. Roles: Child

Cite Sources. Using cite sources will add one to all stats. Used before roll. Role: Student

Work Hard. Using work hard you get +1 to all stats. Role: Adventurer, Traveler

Magical Incantation. Using Magical Incantation you get +2 in all stats. Used before roll. Role: Mage

Royal Airs. Using royal airs, the goal amounts are each 2 points lower. Used before roll. Role: Royal

Polish. Using polish, you gain 2 strength. Used before role. Role: Blacksmith

Heal. Using heal, you can restore 7 health. Used whenever. Role: Medic

Precise Aim. Add 4 all to archery rolls. Used before roll. Role: Archer

Charge! +2 to strength and speed. Used before roll. Role: Swordsperson, Athlete

Test theory. Gain an additional roll. Used after roll. Role: Scientist

Photoshoot. Gain an additional roll with +1 to charisma. Used after roll. Role: Model

Provide knowledge. Bost another players stats by two for each stat. Used before another players roll. Role: Sage

Call on cats. +2 strength. Used before roll. Role: Cat person

Tell stories. +2 to charisma and wisdom, +1 to magic. Used before roll. Role: Elder

Age

Your must pick your characters age. Under 6 is very young, over 75 is old. Between 6 and 18 is young. I advise making your character between 6 and 75. Young, very young, and old characters each have their own role options. If your character is very young or is old you get half of the normal point pool.

Stats

What each stat does

Your magic stat changes the strength of each action you perform using magic

Your strength stat changes the strength of any phyiscal actions you do

Your wisdom stat affects your ability to problem solve, guess paths, discover mysteries, etc.

Your charism stat affects the success of any social interactions

Your HP stat affects how much damage you can take

Your speed stat affects who goes first- whoever has higher speed goes first

How do you set your stats

You pick each stat from a total point pool depending on your characters age. The stats cannot be negative. Your points pool is 10 for very young and old characterss and 20 for everyone else. You can add more points as you level. You get to distribute the points among the stats. Then, apply race and class effects.

What are the different races

For a detailed physical description check out their respective articles. Here is a quick summary and how they affect your characters
Homo Velox (swift):

You get a bonus of two to your speed or charisma stat

Physical Appearence: Darker hair, skin, and eyes, brown, gold or black eyes are common, generally quite nimble, thinner but stronger legs

Homo Fidelis (loyal)

You get a bonus of plus two to strength or HP, your pick

Physical Appearence: Lighter colored hair, skin and eyes, blue, green, and light gray eyes are common, generally have more muscle and fat then others, taller

Homo Amicus (kind)

You get a bonus of two to wisdom and magic, but minus one to strength

Physical Appearence: Roots of hair natural colored, tips nautral or fantasy, skin natural colored, eyes natural or fantasy, pointed ears, strong magical powers, smaller than Fidelis and larger then Velox, more average height, elfish,

Pick whichever one you want!

What are the different classes?

Each will also add affects to your stats. They each come with an ability. you will get 4 total abilities, you get to pick three and you get your fourth based on class

For very young characters (0-6)

Infant(0-2):-2 to all stats.

Skill: Cry. Using Cry will get an adult to come help you, letting you roll a second time and pick. Used after roll.

Toddler (2-4): -1 to all stats except charisma

Skill: Cry. Using Cry will get an adult, who allows you to roll twice and pick between them. Used after roll

Child(4-6): -1 to HP, Wisdom, and Strength

Skill: Ask for help. Using Ask for help will give you three extra points in a catagory of your choosing. Used before roll.

For young characters (6-18)

Student: +2 to Wisdom, +1 to magic, -1 to Strength

Ability: Cite Sources. Using cite sources will add one to all stats. Used before roll.

Apprentice: Pick a class to apprentice. Then you get half of its stat changes, rounded up

Ability: Same as class you have apprenticed.

Adventurer: +2 to speed, +1 to charisma, -1 to magic and strength

Ability: Work Hard. Using work hard you get +1 to all stats.

For adult character (18-75)

Royal: +2 to charisma, +1 to wisdom, -1 to speed

Ability: Royal Airs. Using royal airs, the goal amounts are each 2 points lower. Used before roll

Mage: +3 to magic, +1 to wisdom, -1 to strength

Ability: Magical Incantation. Using Magical Incantation you get +2 in all stats. Used before roll

Blacksmith: +2 to strength, -1 to charisma

Ability: Polish. Using polish, you gain 2 strength. Used before roll

Medic: +3 to HP

Ability: Heal. Using heal, you can restore 7 health. Used whenever

Archer: +1 to speed, wisdom, and strength

Ability: Precise Aim. Add 4 all to archery rolls. Used before roll.

Swordsperson: +3 to strength

Ability: Charge! +2 to strength and speed. Used before roll.

Athlete: +2 to speed and strength. -2 to wisdom

Ability: Charge! +2 to strength and speed. Used before roll.

Scientist: +4 to wisdom, -2 to strength

Ability: Test theory. Gain an additional roll. Used after roll.

Model: +4 to charisma, -2 to HP

Ability: Photoshoot. Gain an additional roll with +1 to charisma. Used after roll.

Traveler: +1 to all

Ability: Work Hard. Using work hard you get +1 to all stats. Used before roll.

For old characters (75+)

Sage: -2 to speed, HP, and strength. +2 to Wisdom and Magic

Ability: provide knowledge. Bost another players stats by two for each stat. Used before another players roll

Cat Person: -2 to HP and strength. -1 to speed. -2 to charisma. +1 to magic

Ability: Call on cats. +2 strength. Used before roll

Elder: -2 to speed, HP, and strength. +1 to wisdom

Ability: Tell stories. +2 to charisma and wisdom, +1 to magic

The actual game

NOTE: THIS IS FROM THE QUICKSTART GUIDE. THIS WILL BE ALTERED SOON

Whoever runs your game will explain the plot and story of your campaign. They will tell you were you are. They may give you decision options, or they may let you come up with them. Either way, with each action you take, there will be different oppurtunitys depending on your score.

You will first decide whether or not to use an ability usable before you roll, or if one will be used. Then, roll a d20 dice to decide how successful you were. Then add on your stats, and any area/decision modifiers (ex: You ate a bad mushroom, now you get -5 to your roll, or ability modifiers) and if you have a modifier where you can roll twice, roll a second time and pick the highest roll. If you do not have a second roll, you can use an ability that is meant to be used after you roll. The gamemaster will tell you whether or not you were successful, based on whether or not you reached the target number, which the gamemaster can choose whether or not to tell to you, and if so, how much. Generally speaking, the higher the number is, the better.

gamemaster will explain what the outcome is, then describe the scenerio, then give you another decision. Play continues until you decide to quit.

Combat, whoever has the highest speed stat goes first. You will roll a d20 and add on your relevant stats and modifiers. Depending on how your roll compares to their strength stat, you either fail or succeed in the attack. If you succced, you subtract their strength stat from your total roll and then you have dealt that damage to them, and then subtract that from their current health. The next one to go is whoever has the next highest speed stat. The gamemaster rolls for NPC's.

If you reach 0 health at any time, you are out until the rest of the party reaches a resting point, such as a camp or a hospital, or a healer heals you. Your HP stat is the maximum amount of health you can have, their health is how much they have left.

Resting will restore your skill points and health.

Along the way, you will meet NPC's. These NPC's may talk to you, fight with you, and more. If the NPC sells something, you can pick to barter them, buy it at list price, or leave. You start with 100 Gulina, the currency in this world. You can get more by doing tasks for NPC's and exchanging items. If you barter, you must roll a d20, then add your charisma stat and any modifiers. If your roll is higher then their charisma plus the difference between what you are asking to pay compared to what they want you to pay, the barter is successful and you get the item. Then, you lose the amount of Gulina you payed for it. If you failed bartering, you cannot barter again. If you want to bribe a guard, they will ask for a price and it continues as if the NPC was selling something.

You can also ask NPC's for info. Then you roll a d20, and if it reaches a set amount, they give you the info. If not, they dont. During the game, you or the gamemaster can check the rules, and the articles. The gamemaster may descirbe the world and your options however they would like. When ending the game, I suggest stopping at a resting point and writing down where you were.