BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Advanced roleplaying rules

This article lists all manners of advanced rulings which new players and DMs may ignore when creating their first adventures. On the other hand, if you need some inspiration to broaden your combat scenarios, supply management or status effects, check the below suggestions.
— The word of the Maker
  Table of Contents:  

Free action

These moves can be used before or after you use your Action. Everyone has access to free actions such as Protect other and Retaliation but may also use other free actions based on their race/tattoo/weapon/background.   Everyone can only use one Free action per turn, but some abilities such as Charge require the combination of Action + Free action to be used. You may also decide to use another free action instead of your standard action.  

Additional Combat Actions

 

Standard (Claw) attack

Attacker rolls 1d20 for each of the two attacks in Claw attack action (each attack may target different enemies) and must overcome the opponent's Defense to hit. Note that this attack may be different if you are wielding a weapon.  

Defensive stance

Your character knows how to angle themselves so as to cover their vulnerable spots. Your character enters Defensive stance (+2 defense and 1 Retaliate).  

Charge

Requires action + free action

Roll Attack:
If it hits - use your Flying, Running or Swimming as damage instead of Combat based on the environment you are in. Add +2 to the damage if you are M sized and +4 if you are L sized.
If it misses - your character gains Exposed until the start of their new turn.  

Protect other

Free action

Choose an ally in the same environment, they get Protected 1 by your character. The first enemy to attack an ally you protect will instead redirect all its actions at your character. Lasts until the start of your turn or until either of you Transfer into a different environment. Additional points of Protected x gain additional redirections.

Redirections are optional for each enemy, and must be declared before that enemy starts rolling the dice. If there are multiple attacks as part of the action, they must all target the one that Protects. If the action must target multiple targets (such as a bomb) the one that Protects the target must be included together with the target.  

Retaliation

Free action

Gain 1 Retaliate. After you are attacked by a damage-dealing action, you may roll one attack against the opponent back. This ability resolves only if your Scratch points are above 0 after the enemy action. The number of retaliates determines how many times you can strike back.   For example: Charhorn has 3 Retaliate and is defending against two Wildcats. The first one is unharmed, and after attacking Charhorn twice, Charhorn decides to retaliate only once. Second Wildcat is wounded and Charhorn retaliates both times against its two attacks, managing to finish it off.  

Re-equip/use

Free action

Changing equipment, drinking a potion, using a lever, or picking up a fallen weapon from the ground generally takes a free action, unless DM states otherwise.

Wait

Free action

Your character moves at the bottom of the initiative. If multiple characters are waiting, the one with the lowest Initiative acts first, the one with the highest acts last.  

Divinity

Divinity represents character's ability to push themselves to their limits, allowing them to perform near-miraculous feats in the heat of a battle. Characters with high Spirit element will have access to use their Divinity actions more often per day. Divinity actions you have access to are based on Race and Background but sometimes can also be learned.
Element Divinity points
1 Spirit 1
2 Spirit 1
3 Spirit 2
4 Spirit 2
5 Spirit 3
Each character can recharge spent Divinity points by resting at dusk.

Environments

Environments may allow your character to fight in a terrain that is advantageous to them. There are three types, Earth - which is fighting on the solid ground, Air - which is fighting in mid-air and Water - which is fighting in the midst of a sufficiently large body of water.   Characters can't use their abilities from one environment to a target in the other unless stated otherwise. Your characters may also decide to Transfer between environments, thus getting additional combat options or to avoid some enemies.   In some cases, Encounters may occur in several Environments of the same kind - such as Earth/forest and Earth/plains. Transferring between them will follow same rules, and generally take an action to do so but consult with your DM if you are unsure.    

Environmental actions

Environmental actions are performed in specific Environments and may also serve as a way to move across the battlefield.

Transfer

  Takeoff/landing
  • Transfer from Earth to Air and vice versa. Action.
  • Dive
  • Transfer from Air to Water. Free action.
  • Surface/swim
  • Transfer from Water to Earth and vice versa. Action.

  • Hunter's dive

    Action
    Can only be used while in Air. Transfer from Air to Earth or Water.
    Roll attack:
    If it hits, your Flying deals damage to the target instead of your Combat.
    If it misses, your Flying deals damage to yourself, reduced by your Resistance. This can reduce the damage sustained to 0.   Transfer.

    Stealth

    Action
    Can only be used while in Earth or Water. Roll Stealth against non-allied characters' Instinct in the same environment. If you succeed, you are untargettable until the end of your next turn. You cannot use Charge action for as long as you are Stealthed.    

    Special environments


    Some environments may also carry with them bonuses or penalties, making combat more challenging or easier if your side can use it to its advantage. Some examples are listed below but DM may come up with something unique.  
    • Earth/Forest - Takeoff/landing transfers and other actions done from Earth to Air and vice versa are impossible or have a higher DC to accomplish
    • Air/Storm - Roll Flying check DC15 if you end your turn in the Air environment. Transfer to Earth and take 1d4+1 piercing damage if you fail.
    • Swamp - This environment counts as both Earth and Water but while you are in it, all defenses are lowered by 2. Transferring from Swamp to Earth or to Water or vice versa takes both Action and free action.
    • Earth/Hilltop - Transfers to Earth/Hillside or to Air takes only a free action
    • Earth/Hillside - Transfers to Earth/Hilltop takes both action and free action. Your defense against ranged attacks is increased by 3.
     

    Standoff

    When all the characters in an Encounter are unable or unwilling to transfer to one another's environment to continue fighting, Encounter proceeds into a Standoff.   While in Standoff, the Encounter ends but both parties are still hostile to one another. Once per Encounter abilities (Such as Water dragon's Flash) do not refresh while in Standoff, but both parties may use their other abilities, Characteristics (such as stealth) or out of combat passives.   Standoff ends when one party Transfers to their enemies' environment or when both parties retreat from one another, thus ending the Encounter altogether.  

    Stealth

    Charging headlessly into the fray may not always be the best option. Subtlety and sneakiness may prove to be far more efficient if done correctly. Character that wishes to not be seen can roll for Stealth out of combat. If more characters wish to move subtly together, the resulting roll is averaged between them.   In Combat Stealth calls for contested rolls. Each non-allied character in the same Environment rolls their Instinct against the character attempting to Stealth. The character is hidden and untargettable until the end of their next turn. They cannot use Charge action.   Some Backgrounds, weapons and races may have additional rules and modifiers for being in Stealth.

    Food and Hunger

    Scratch points regenerate at a rate of 7 per ration. The maximum amount of rations one can consume per day is 2, after that, you will not regain any more scratch points. Food may also be obtained by hunting, the difficulty of which will be decided by DM.
    Hearty meal (Regenerates Scratch points of everyone at dusk) - 1 gem per portion
    Provisions (Regenerates Scratch points at dusk, except for Nobles) – 1 gem per 4 portions
    One can also decide to not eat a ration. See below hunger table what happens when you skip too many meals. 1 ration of Hearty meal or 2 rations of Provisions restore one point of hunger.    

    Hunger table

    1 hunger – You get a penalty of -3 initiative in combat. Doesn't apply to Wild ones
    2 hunger – As above + you do not have free actions during combat. Doesn't apply to Wild ones
    3 hunger – As above + Eating food will not regenerate health + all ability checks are made at a disadvantage.
    4 hunger – As above + roll Fate checks, DC 15. If failed, you are overcome with weakness and can’t fly/run/swim quickly or participate in Encounters.
    5+ hunger – As above, but DC increases by 10 for each consecutive skipped meal. If you fail the Fate check the second time, you are fall unconscious and roll a Death saving roll as if your Scratch points are at -5.  

    Exhaustion and resting

    Even the greatest heroes and warriors need to rest, recharge and sleep. For greater comfort during resting, your characters may need Fire to cook their meals or to warm themselves up in cold weather. Sleeping regular hours for two days in a row removes one point of failure from exhaustion.

    1 Exhaustion – Roll Fate DC 10
    2 Exhaustion – Roll Fate DC 16
    3 Exhaustion – Roll Fate DC 22
    4 Exhaustion – Automatic fail.
     
    1 Failure – All your attacks are rolled at disadvantage
    2 Failures – All ability checks are rolled at disadvantage
    3 Failures – You cannot fly/run or participate in battles.
    4 Failures – You fall unconscious.
       

    Fame

    Fame comes and goes as Characters accomplish certain tasks within the world that increase their recognizability and notoriety. Fame does not necessarily have to come from doing something for the betterment of dragonkind or gryphonkind, it can also be infamy for publicly committing a crime or doing something that will make your character harder to hide in the crowd (such as wearing a lot of jewelry and vanity items).   In some aspects, it is both desirable and undesirable, depending on the circumstances and the PCs objectives. For a spying mission, garnering Fame would be akin to moving the ticking clock closer towards the alarm. For a bunch of nobodies who want to become heroes, it is a measure of their success and could provide them with additional bonuses in terms of cheaper items or special tattoos from NPCs who would otherwise not be willing to talk to them.
    This chart roughly explains how Fame translates into recognizability.
     
    0 Fame = Commoner
    1 Fame = Extraordinary
    2 Fame = Recognizable
    3 Fame = Well known
    4 Fame = Locally important
    5 Fame = Celebrity (Noble worthy)
    6 Fame = Famous
    7 Fame = Historically noteworthy
    8 Fame = Historically important (Major event influencing)
    9 Fame = World-wide famous
    10 Fame = Legendary (Revered as godlike entity)
     

    Crafting

    Each time a character with high enough Craftiness and/or Purveyor background attempts to create a Vanity item, Weapon, Helmet or Armor, roll a 1d20 Craftiness check against the below Quality table. If you roll low enough for Shoddy item, that item will have a penalty determined by another roll on the below Artifice table.   On the other hand, If you roll high enough for Exceptional, you get a bonus to your item based on the Artifice table instead. Note that if you use higher-quality materials, DM may allow you to roll multiple Quality checks. Using low-quality materials may instead increase the difficulty of the Quality check table. Generally speaking, making a spear out of rarer and more quality materials may not only increase its statistics but also grant several Artifice checks on top of it.  

    Quality check:

    Roll 1d20 Craftiness check against the below table to determine the quality of your item. Please note that his table displays an "average" difficulty and may be subjected to adjustments based on DMs judgement. Generally speaking, some materials will be more difficult to work with, while others may be easier. Several quality checks are performed on items made of high-quality materials and as such may yield several increases or decreases of Characteristics. For each 25 gems worth of material spent on said item, Purveyor makes one Quality check. For example: Item costing 85 gems would have 3 quality checks  
    • 1-10 shoddy - Roll Artifice check, Decrease that Characteristic by 1 when this item is worn
    • 11-19 standard
    • 20+ exceptional - Roll Artifice check, Increase that Characteristic by 1 when this item is worn
     

    Artifice check

    Roll 1d20. Use below table to determine which Characteristic your item will be improved or decreased when worn.
    • 1 Flying
    • 2 Running
    • 3 Persuasion
    • 4 Instinct
    • 5 Memory
    • 6 Strength
    • 7 Wisdom
    • 8 Combat
    • 9 Craftiness
    • 10 Swimming
    • 11 Deception
    • 12 Stealth
    • 13 Resistance
    • 14 Intimidation
    • 15 Fate
    • 16 Attack of choice +1
    • 17 Defense of choice +1
    • 18 Scratch Damage +1
    • 19 Player choice attribute
    • 20 Player choice attribute + roll again

    Remove these ads. Join the Worldbuilders Guild


    Comments

    Please Login in order to comment!
    Jun 2, 2020 12:33

    Hey, just wandering: warforger table 2-6 looks like it decreases the elements. Is this the case?

    Jun 22, 2020 10:04

    Yes, rolls 1-6 are curses which gives the item a sizable downside, this balances out the big boosts that the other rolls offer

    Jun 22, 2020 16:48

    Ok, that's fair