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BIND\footnote{`BIND' stands for `BIND is not D\&D'.} is a zero to hero RPG, with an emphasis on getting an output quickly, and keeping players' decisions in the loop.
Character backstories can be skipped at the start, and thrown in during play, when players know more about the world.
Character creation is random by default, so players have no expectation to understand the entire world before starting play (though you have the option to build a character).
Combat is focussed on giving players real choices, and typically ends quickly as enemies have few hitpoints.
For a starting pack of ideas, the \glsentrylong{gm} has \textit{Adventures in Fenestra} -- a guide to the world, some side quests, and a small bestiary.
\section*{Special Thanks ...}
\subsection*{to the Artists}
Neil McDonnell for the basic photograph which became the Polymorph image,
\paragraph{Boris Pecikozi\'c} for Thenton's Story images, (pages
\pageref{boris:jump},
\pageref{boris:brawl},
\pageref{boris:meet}
),
\paragraph{Brian Garabrant} for the cover images
\paragraph{Roch Hercka} for the myriad wonderful pencil sketches (pages
\pageref{roch:races},
\pageref{roch:dwarf},
\pageref{roch:stances},
\pageref{roch:vitals},
\pageref{roch:xp1},
\pageref{roch:xp2},
\pageref{roch:enchanter},
\pageref{roch:polymorph},
\pageref{roch:runes},
\pageref{roch:light}
).
\subsection*{to the playtesters} Marri Russell, Ross Oliver, Reiss McGee, David Smith, Michael Dyson, Ryan Trotter and Maggie Anderson; also thanks to Ari-Matti Piippo for his insightful comments.
\subsection{and the Youtubers} for keeping me company during lengthy typography sessions -- in particular Lindybeige for his suggestions on RPGs, especially his insistence on running away from things. Also a big thanks to Skallagrim, Xidnaf and Artifexian for keeping me entertained and informed.
\section{What's an RPG?}
It's a little like a soap-opera meets board games.
One person tells a strange kind of story, without any main characters.
Everyone at the table then makes a main character, decides what kind of person they are, and how they might react.
When the person telling the story and the main characters can't say what happens next, they turn to the dice.
Roll high and you win.
Roll low and you lose.
Each characters gets some bonus or penalties to the dice rolls for jumping, thinking, or casting spells, depending on what the character has trained in.
The stories told each night are \emph{emergent}.
Nobody knows exactly what will happen ahead of time.
A lot of the fun for the storyteller is seeing how people change the plot, while the players get to see a world unfold without in front of them, often while struggling to survive.
This book has some serious problems, and that's fine. I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and change things. This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book.
No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and cellotape it to the last page of the core book. Instead, you have the complete source code, and can modify it as you please, creating a cohesive book. If you spot an error, you can correct it. If you want to add a couple of spells, it's no problem. Just download the source code from gitlab.com/bindrpg/, download a Latex editor, and make the changes you want. Once you're happy with your changes, you might even send it off to a printing shop for a cheaply bound book all of your own.
And if you happen to make some useful additions, or even deletions, be sure to add them to another git project, where others can benefit from your genius.
With a little work, we could get real community-based RPG. Something that's always free, something that gets a new edition as and when people want, with just the changes that people want -- a continuously evolving work.
This particular version was last revised on \today.
\chapter{Character Creation}\index{Traits}\index{Character Creation}\label{character_rolls}
\begin{multicols}{2}
Characters are defined by Traits, and the two main types are Attributes and Skills.
Attributes are innate Traits, deeply tied to who the character is.
The Physical Attributes used here are \textit{Strength, Dexterity, and Speed}, and the Mental Attributes are \textit{Intelligence, Wits, and Charisma}.
Typically, \glspl{pc} take actions by rolling two six-sided dice (``$2D6$'') and adding a Trait and Skill to the result. If you roll high enough, you succeed.
\section{Races}\index{Race}
\iftoggle{verbose}{
\includegraphics[width=\textwidth]{images/Roch_Hercka/five_races.jpg}
2-3 & Gnoll & +1 Strength, +1 Speed, -1 Intelligence, -2 Charisma \\
4-5 & Dwarf & +1 Dexterity, -1 Speed \\
6-8 & Human & +1 Strength, -1 Wits \\
9-10 & Elf & +1 Wits, -1 Strength \\
11-12 & Gnome & +1 Intelligence, +1 Dexterity, Strength -2, Speed -1 \\
\end{tcolorbox}
Character creation is random by default -- it helps new players get started quickly. Either print out a character sheet or make some paper notes as we go. We begin by randomly assigning your race. Much of character creation is concerned with interpreting your character as it forms -- what kind of person is this you are making? What do the Attribute Bonuses say about them? You will later be deciding on what kind of Skills and training will compliment the character, but the basics will all be random. Grab a pair of D6's and compare the result to the following chart.
I've just rolled a `7', so I'm playing a human. Being the tallest of the races they get +1 Strength. However, they're also a little slow on the uptake, so they get -1 Wits.
It's been a while since I saw any humans so I'm going to go and look up the race section detailing humans. Whichever race you've landed on, go and have a look at page \pageref{starting_characters}. You will also find suggestions on why someone of that race might be adventuring.
Result & Attribute Bonus \\\hline
2 & -3 \\
3 & -2 \\
4-5 & -1 \\
6-8 & 0 \\
9-10 & +1 \\
11 & +2 \\
12 & +3 \\
\end{tcolorbox}
\end{wrapfigure}
Next up, time to roll the Attributes. Roll $2D6$ for each of the Bonuses (or negatives). Continue rolling until all 6 Attributes have a value. Your race will give you modifiers to these results.
If players prefer, they can design their own characters. In this case they select a race and take the racial modifiers as a starting point to spend \glspl{xp}. They can choose to take a single -1 penalty to any Attribute of their choice in return for an additional 5 \gls{xp}.
After rolling the dice, my final results are Strength +1, Speed 0, Dexterity -1, Intelligence 0, Wits -1 and Charisma +1. That doesn't look it speaks of much, but consider what kind of human might be `Charismatic yet clumsy'. Perhaps a noble? It could be a performer, but what kind of performer doesn't have the coordination to play the difficult songs on the banjo? A poet! Imagine a minor noble, perhaps the third son of a townmaster or some such. He's always rushing about then falling over. His poems aren't terribly good (just look at that banal Intelligence score) but he can get better. Meanwhile, he earns his pay, and perhaps attempts to chat up a few ladies, based on his dashing good looks and likeable personality.
He just needs a name now -- something which captures the idea of a slightly silly fop, a knightly poet. `Thenton' should do it. Have you finished yours yet? We'll need it in a bit for practice rolls.
\begin{exampletext}
The skinny man greets Thenton with overbearing enthusiasm as he continues to explained the mission.
\textit{The book was stolen from our library} emphasizing ``our'' to make it obvious that it was as much his library as any other wizard's. \textit{It is very dangerous and we must have it back. It contains a song - a bad one}.
Thenton pulls his face to its own centre for a moment. \textit{You mean, you think the song in the book is awful?}
\textit{No no no. I mean yes}, the wizard replied, as happily as ever.
\textit{The book contains a song, the song contains the magic.
When you play or sing it or whatever it is, things happen.
Bad things}.
\textit{That's a guild secret I'm afraid, but the important thing to know is to never let him sing.}
\textit{Might he do that while we're charging towards him with swords and rope?}, Thenton asks.
\textit{Oh yes}, the wizard grinned wider. \textit{After all, he is a bard. We allowed him into the college to show off his odd abilities - those sorcerer powers from his elven heritage. And he stole our book, from the secret section at the back with all the forbidden books. He must have stolen the key from me. Anyway - we can pay handsomely. Perhaps two hundred gold in total. Do you think your friends would be interested?}
\textit{I'm going to speak with my guys, but two hundred gold for a apprehending a single criminal? Easiest job we've ever had.}
The wizard smiled again.
\end{exampletext}
}{}
\section{Attributes}
These are the basics Traits which characters must use over and over again for every roll.
\subsection{Body Attributes}\index{Body Attributes}\index{Physical Attributes}
These are the Attributes determined wholly by the character's body. Humans and gnolls tend to excel here, where elves and gnomes are smaller, more delicate creatures. Monsters, beasts and stranger creatures are all described with these three Body Attributes.
\subsubsection{Strength}
Strength represents a character's muscles -- their ability to endure, to take damage, lift heavy objects, march for long distances and to wield heavy weapons without penalty.
\subsubsection{Speed}
Speed represents a character's movement, how fast they attack, how often they can attack and how quickly they can run. Since it allows characters to flee dangerous situations, a group can be held back by its slowest member. A low Speed Bonus in a weak person might simply represent small muscles, while a low Speed Bonus in someone with an excellent Strength Bonus might mean the character is particularly fat. Speed might also be used in situations where a character's muscle to weight ratio are important, such as when climbing up a cliff or holding onto a ledge for a prolonged period of time.
\subsubsection{Dexterity}
Dexterity represents someone's hand-eye coordination and natural grace. It's used to dodge, parry, block and also to aim projectile weapons. It is slightly less visible than the other Body Attributes, but can still be seen as people are moving, especially when movement becomes difficult, as when hopping across challenging and changeable terrain.
\subsection{Mind Attributes}
\index{Mind Attributes}Mind Attributes determine the character's personality and how adept they are with thought-based Skills such as Academics. It is also the basis of a lot of magical ability and defences against magical abilities.
\subsubsection{Intelligence}
Intelligent characters understand ideas, remember well and always come prepared. They find their own way home and pick up new languages fluidly. Intelligence also covers artistic endeavours and a multitude of craftsmanship, whether composing songs or forging armour, picturing the finished product ahead of time will take brains.
\subsubsection{Wits}
Where intelligence represents how well a character thinks, Wits just tells you how fast they think. The character's ability to observe, to tell enemy from friend, to spot people hiding in the bushes, to notice an off taste in that poisoned casserole or to just spot the perfect joke for the occasion are all covered under Wits. Wits is also the primary Attribute for resisting magical enchantments. Wits is the only Mind Attribute available to animals.
\subsubsection{Charisma}
Finally, a character's ability to speak with people, make friends, lie convincingly, lead a group or barter for cheaper goods are all covered under Charisma. Charisma also covers characters' luck, and therefore some measure of their ability to avoid being damaged, because the gods seem to love a chancer.
\iftoggle{verbose}{
\index{Skills}Skills define what a character does with most of their time -- what they are practiced in. They are always paired with an Attribute to give a bonus to rolls. We'll go over how to give your new character Skills under the Experience section\footnote{page \pageref{xp}.}. For now, just jot down a few of the Skills you think your character should have so you can see how they work with the basic actions in the next chapter.}{}
A basic Skill grants a +1 bonus to actions where it is used. This is the level of a very basic worker in that field -- those just finishing an apprenticeship in Crafts would have the basic Skill level. Advanced Skills are those with a +2 bonus, indicating an established member of the field. Vigilance +2 might indicate a very shifty and paranoid person, while Athletics +2 would mean the character is persistently practicing new athletic feats. Finally, experts with a score of +3 are very rare. A +3 bonus to Stealth indicates someone who has rare insights and keen instincts when it comes to going unnoticed, while someone with mastery of the Empathy Skill could talk a beggar into giving their hat away.
\subsection{Specialised Skills*}
Some Skills are `Specialised Skills', meaning that they are a broad category for a number of sub-skills. The Craft Skill covers metallurgy, woodcraft, armour making and many more. Anyone taking such Skills gain two Specialisations per level. Using a Skill without the appropriate Specialisation is often impossible (for instance, one cannot use the Performance Skill to play a harp if one has never learned to play a harp) but at other times can be attempted with a -1 penalty. For example, someone attempting to remember a fact about history who has no Academics Skill is at a -1 penalty to the roll. Someone with Academics who specialises in alchemy and politics but not history could attempt the roll without penalty because they gain +1 for having the Academics Skill and -1 for not having the correct specialisation. Finally, an academic with a specialisation in history could attempt the task with a +1 bonus to the roll for having the Skill with the correct specialisation.
Each level of a Skill one has grants 1 Specialisation. For example, someone with Survival 2 might know how to track and build temporary shelters but would count as having Survival 1 when marching.
Each specialization can be used with any other specialized Skill. If you have a Specialization in swords, bought with the Combat Skill, you can apply that to Crafts. If your Beast Ken Specialization is in griffins, you can also use this to use when tracking them with the Survival Skill.
All specialist Skills are marked with an asterisk.
\subsection{The List}
Most Skills allow people to perform a range of functions depending upon which Attribute it is paired with. A few examples are given with the list below.
The Skills here are examples, so this is not a complete list.
If you want Skills not listed, just run them by the \gls{gm} and discuss what kinds of tasks they cover.
When thinking up a new Skill, try to think about how it would work with each Attribute.
Simple & 7 \\
Difficult & 10 \\
Obscure & 13 \\
Secret & 15 \\
Dangerous & 17 \\
\end{tcolorbox}
\end{wrapfigure}
The Academics Skill covers a love of learning facts, many of which can be useful.
Academics study history, architecture, local politics, literature, and (very commonly) how to study more.
This `study of study', can involve reading, mnemonics, and teaching.
Characters without any levels in Academics are always illiterate, but those \emph{with} some Academics Skill could also be illiterate.
Various shamans practic memorizing long texts and generally consider books to be a dimwit's crutch.
Academics might be mixed with Charisma for storytelling, Wits to pull out just the right information, Intelligence to write well, or even Strength for a loud speech.
\paragraph{Specialisations} include Mathematics, History, Alchemy, Politics, Biology, Law, Literature and Runelore.
This covers all manner of fancy movements, from somersaults and rolling to climbing and circus skills. It might be paired with Dexterity when a character is attempting to roll under then leap over tables or otherwise navigate uneven terrain. For flat-out sprinting, the Speed Attribute is always preferred, while Strength is primary when characters are climbing.
\subsection{Craft*}
The Craft Skill allows players to make and fix things, and occasionally break things.
Designing new equipment requires an Intelligence roll, while making them requires Dexterity.
Strength could even be used to govern making simple things (such as a make-shift shelter) with unyielding materials such as green wood.
Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a Resting Action (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available.
\paragraph{Specialisations} include metallurgy, leather, locks, armour, weapons, fletchery, wood, traps and stonework.
Beast Ken covers training, handling, calming and generally working with animals. It might be paired with Charisma in order to calm down a frightened horse, or with Intelligence in order to guess why a bear is behaving so unusually. Training animals is usually paired with Intelligence, though once the animal is trained, Wits allows a character to effectively give commands.
\paragraph{Specialisations} are the different types of animals: dogs, horses, birds, bears, cats, basilisks and snakes are all possibilities; not all animals can be trained but all of them can be understood.
\subsection{Deceit}
Someone proficient at deception can make others see white as black by sheer confidence. It is often paired with Charisma when creating such lies. At other times, when a quick excuse is needed after a character has been caught with their hand in someone else's pockets, the Wits Attribute can be used to get out of trouble. Complicated lies, having to do with a long series of events or where a character wants to make someone hopelessly confused about the situation, might use one's Intelligence Bonus.
The Deceit Skill does not necessarily have to convey lies -- it is simply something that does not hinge on emphasis without care for truth. The Strength Bonus might also be used to intimidate people, whether the character's intentions are in fact vicious or not.
\subsection{Empathy}
The art of understanding people is practiced by kind souls as well as malicious. When paired with Charisma it forms a means of getting people to want things -- or stop wanting them; most often this takes the form of asking someone for help. It is used when characters want a price lowered, or are hoping to get someone to keep the bar open. If, however, the persuasive arguments are not concerned with making someone feel for the character but with the cold hard facts, the Intelligence Attribute is preferred. This might be used to convince someone not to go to war with a neighbouring nation or show how farming more land is not in their own best interest.
Commonly, Empathy is used to spot lies when paired with Wits. Humans are famously bad at this, resulting in wildfires of bogus rumours around human communities, while it can be very difficult to lie to elves.
\subsection{Medicine*}
Medicine is a primitive but effective art, regrettably full of nonsense and superstition, but mandatory when it comes to keeping someone with a serious wound alive.
The Wits Attribute will allow someone to quickly patch up a bleeding wound, cutting or reducing the number of Fatigue points the bleeding character would otherwise have received.
\footnote{Fatigue is covered later, on page \pageref{fatigue}.}
Intelligence is used for creating poisons, or healing the effects of a bad meal.
\paragraph{Specialisations} include bleeding, poisons, narcotics, bones, fatigue and burns.
This skill covers every type of instrument, poetry and evocative storytelling. While academics might tell detailed stories which serve to persuade people of things, they are not nearly so entertaining as the dramatic stories told by a true performer. Performance covers dramatic acting, though Deceit still covers any real-world performances.
This will often be paired with Charisma when a performer wants to give off an entertaining performance. More technical pieces might require Dexterity instead. Performers wanting to create new poems, songs or the like add their Intelligence Attribute instead.
\paragraph{Specialisations} include the flute, mandolin, singing, poetry and acting.
Larceny is generally mixed with Dexterity for everything for picking pockets to juggling.
It might also be used with Wits to spot rich pocket to pick, or with Charisma to dazzle someone with a magic trick.
Characters attempting to spot slight of hand will use Wits + Vigilance.
This Skill can be paired with a variety of Attributes.
Remaining quiet while sneaking through an area could call for a Dexterity and Sneak check while figuring out where in the shadows to best hide could use Intelligence.
Intelligence might also be used to create a convincing disguise.
Fitting into a noble soir\'{e}e without an invite and only semi-decent attire could use Charisma.
In almost all cases, opponents resist with Wits + Vigilance to spot the character or spot the ruse.
This covers all manner of skills useful for surviving the outdoors, from building things to forced marching. Endurance based tasks such as long marches or surviving a night on a mountain are covered by Strength. Building a fire in the rain might use Dexterity and tracking should always use Wits. Someone attempting to cover their tracks might resist such rolls with their Dexterity or Intelligence and Stealth added to the \gls{tn} to resist the attempt at tracking.
\paragraph{Specialisations} include marching, fire building, temporary shelters, traps, tracking and foraging.
Tactics allows people to plan concise victories.
The utility quickly fades when battles become drawn-out and unpredictable, but the initial benefits from going into battle with a good plan are great.
It can be used to understand why people are employing apparently odd battle-tactics, or uses Charisma to impress people concerning one's military ability.
When going into combat, someone who has time to prepare for a battle by running through instructions with receptive troops gains a bonus to their Initiative equal to their Tactics Skill. This bonus only ever counts for the first \gls{round}.
\paragraph{Specialisations} include massive creatures (5+ Strength), leading many troops (more than 12), leading small forces (between 6 and 12), lone fighting, forests, towns, plains, tunnels.
This is the flip side of a number of Skill related to hiding one's doings or presence.
It is practiced by guards or the eternally paranoid.
It is most often rolled with Wits in order to spot people sneaking about, perhaps fingering a purse or sneaking up behind a potential victim to stab them in the back.
One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength + Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert.
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\end{multicols}
\section{Classes}
\begin{multicols}{2}
If you're used to a more class-based system, or just want some suggestions getting started, you can use the following starting defaults.
An alchemist is just someone with spells, and a rogue is just someone with skills.
Once the game starts, you can continue with the same concept, or morph the character into something else.
\subsection{Alchemist}\index{Alchemist}
Alchemists start with Academics 1, Invocation 2, Illusion 1 and MP 2.
If their Intelligence or Wits is below 0 then raise it by one level.
If not, buy a single 1st level Skill.
Their equipment is a notebook and writing equipment, camping equipment and a quarterstaff.
They worship C\'{a}l\"{e}.\footnote{See page \pageref{gods_codes} for more on character belief systems.}
\subsection{Bard}\index{Bard}
Bards begin with Performance 2, Academics 1, Empathy 1, Deceit 1, Larceny 1, Vigilance 1 and the first level of the Fate sphere.
Their starting equipment includes partial leather armour, a dagger, an instrument, a longsword, lantern, camping equipment, notebook and writing equipment, and 50' of silk rope.
They worship Alass\"{e}.
After time spent adventuring, many bards learn Song Magic in order to aid their party.
\subsection{Priest of V\'{e}r\"{e}}
Priests of the god of honour begin with Fate 2, Academics 1, Medicine 1 and MP 4.
Their equipment is a quarterstaff, medical equipment, partial chainmail shirt and camping equipment.
After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, while others focus on prayer in order to work miracles.
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\subsection{Rogue}\index{Rogue}
Rogues begin with Combat 1, 10 \gls{fp}, Stealth 2, Larceny 1 and the Knack: Perfect Sneak Attack.
If they have a Body Attribute at -1, raise it by one level.
If not, purchase one level of the Deceit Skill.
Their starting equipment is a dagger, Complete leather armour, a longsword, 50' of rope and lockpicking tools.
If they have the Deceit Skill, they begin play with a throwing dagger.
They follow the Code of Acquisition.
\subsection{Warrior}\index{Warrior}
Warriors begin play with Combat 2, \gls{fp} 10 and the Knack: Adrenaline Surge.
If the character has a single Body Attribute below 0 then buy it up a level; otherwise purchase the Tactics Skill at 1st level.
Their starting equipment is partial chainmail, a longsword and a bucklar shield.
If they start play with the Tactics Skill they also get camping equipment.
They follow the goddess Ohta.
\subsubsection{Paladin}\index{Paladin}
After progressing, particularly pious fighters can gain a level or two in Fate, allowing them to ask for Divine Guidance, curse enemies, or even gain additional Fate Points before going into battle.
\subsubsection{Ranger}\index{Ranger}
Fighters with an affinity for the wilderness may pick up nature-related abilities, such as talking with animals, or even summoning mists.
Whether this comes through prayer or inborn abilities which develop over time, a little magic on the side of a character can make for a formidable fighter.
\begin{multicols}{2}
\begin{wrapfigure}{R}{.2\textwidth}
{\bf \glsentrytext{tn}} & {\bf Task} \\\hline
2 & Automatic \\
4 & Trivial \\
6 & Easy \\
8 & Serious \\
10 & Challenging \\
12 & Heroic \\
14 & Extreme \\
16 & Epic \\
18 & Legendary \\
20 & Impossible \\
\end{rollchart}
\end{wrapfigure}
\index{Simple Actions}A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action. The more difficult the action, the higher the \gls{tn}. Players add their character's Attribute and Skill to the roll. Attributes and Skills usually go as high as +3, so a +6 bonus is possible. Very poor characters may be rolling with penalties if Attributes are sufficiently low. All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise. Don't ask -- just roll!
\begin{exampletext}
When they arrived at the town of Arano they could already see the mountain their bard was supposedly wandering over in the distance. It was peaceful, but Arano was in complete disarray. People were nipping back and forth with cartloads of breads and smoked meats while others were rushing past with no discernable purpose.
Thenton needed information on whether or not that bard had travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing. He had no desire to wait until things calmed down of their own accord - he would need to leave today.
Thenton's player uses his Intelligence Bonus (0) and Empathy Skill (+1).
The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7.
Thenton's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6.
The roll is a failure.
No information about the bard is forthcoming, but the \gls{gm} still has some response to describe from the villagers.
After stopping several people they frantically explained that hobgoblins had attacked the last village before the South mountains - Casarenna.
The strange man-devouring monsters had been pushed back but the village would still be in need of military aid.
Apparently the mountains were full of hobgoblins, waiting to come down and eat everything.
Thenton suddenly regretted his views on that two hundred gold coin reward. He was almost certain his companions would turn back, but his dwarvish companion, Hugi, surprised him.
\emph{Laddie, listen. Them dwarves in that there mountain hae a pact wi' a village o' yonder side o' the mountains. They telt them that if ever there was worry, they'd protect them. As a result the village hae always gi'en em aw're best meats fer cheap. An wan o' them just happens tae be ma cousin. A'm afraid Ah'm honour bound tae gang over the mountain and warn the village on the other side o' the coming storm, e`en if every last guid dwarf dwellin' thar be deed.}
Thenton thought for a moment. If Hugi was at all upset by all the other dwarves in the mountain being killed by hobgoblins, his cousin presumably included, he didn't show it.
Still, it was important to warn anyone who didn't know.
An unexpected hobgoblin attack could spread like wildfire before being put down, at least if people are not prepared.
Arneson nodded too.
The three were in agreement.
They would go across the mountains, capture their bard in the South Kingdom and then warn those people about the hobgoblins in the mountains.
But first Thenton would still have to get the villagers to tell him about the bard, and where he went.\end{exampletext}
\subsection{Resting Actions}\index{Resting Actions}\label{restingactions}
The basic system assumes that actions are taken while the player is being hurried. When taking one's time is possible, things become much easier. Exactly how much time is required is up to the \gls{gm}, but it can easily be several nights. Sneaking into a house is a challenge, but much easier when one can take one's time, looking at it night after night to see if there is any breach in security. Getting the latest gossip from a new village in a night is a normal action, but staying for a week and drinking every night with a different local is a Resting Action.
When taking a Resting Action, one die is presumed to have rolled a 6 and the player simply rolls the other die to obtain a result.
\begin{exampletext}
Thenton's player decides to retry his questions as a Resting Action. He already rolled the dice, so he cannot change the result by rerolling; the dice have decided that the village is far too frantic to help with random questions about long-forgotten strangers. Thenton's player instead takes the die that landed on a 1 and changes it to a 6. His total is now 8 and he has passed the test. This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall.
After speaking with several villagers he found a single boy who remembered. \emph{These men came for him. They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep. After that he headed over to Caserenna. He must be trying to go over the mountain where the dwarves live. He had a funny accent and I think he came from the South, over those mountains}. Thenton suspected that the spell in the bard's book was some kind of sleeping spell. If he wasn't simply a very boring singer then the trio would have to strike fast if they found him, before he could send them all to sleep.
\subsection{Teamwork}\label{teamwork}\index{Teamwork}\index{Group actions}
Some tasks lend themselves to working with others. Others can be difficult or impossible to do with companions. Some tasks, such as fleeing or sneaking, do not benefit at all from having a load of friends right behind you.
When acting as a group provides no benefit, one player rolls the dice and the same result counts for everyone. If that player rolls a 9, then everyone's score is 9 and they add their own bonuses and penalties.
If, on the other hand, working together can benefit a situation, one character takes the lead, and up to three other characters can add up to half their bonus (rounded down). Two companions with a +3 bonus would add a total of a +2 bonus.
\iftoggle{verbose}{
Thenton wants to know what exactly that spell-song the boy was talking about means. He has the Academics Skill and never wrote down any specialisations so he asks the \gls{gm} if he can take a specialisation in whatever it is he needs in order to know about that bard and what he was up to. The \gls{gm} tells him to write down `Music' -- it's a fitting specialisation since he already plays the flute.
Thenton then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1.
The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus.
He has Intelligence +1 and the Academics Skill at first level.
He wants to use his specialisation in History, and the \gls{gm} allows it.
Hugi is helping the action so he can add half his score of +3 (rounded down) for an additional +1 bonus.
Arneson has no knowledge of academic matters and an Intelligence Attribute at -1 so he's better off staying quiet.
Adding the bonuses together, the roll is at +2.
The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters.
The roll fails and the troop will have to go into the situation blind.
Thenton recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic. He searched his mind for where such a song might come from and what else it might be capable of. He wondered if the bard had really come from the South and what he might want with that book. The entire thing was an impenetrable enigma.
\end{exampletext}
}{}
\subsection{Resisted Actions}\index{Resisted Actions}
When \glspl{pc} come into disagreements with \glspl{npc}, the \glspl{pc} pick up the dice, and roll. The \gls{npc}'s Traits add to the \gls{tn}.
For example, if a player attempts to compete pick someone's pocket, the \gls{npc} never rolls Wits + Vigilance. Instead, if an \gls{npc} has a Wits + Vigilance total of +4, the \gls{tn} for the roll is $7 + 4 = 11$. The player then rolls against that \gls{tn}.
Arneson, Thenton and Hugi left that day, and as the sun was setting they saw Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind. The smell of roasted meat was coming from every house.
Unknown to the characters, the hobgoblins returned to attack the village again some hours ago, slaughtered everyone and began to roast them.
Hobgoblins tend to act quickly.
The smell of roasted meat is coming from human flesh roasting over each fire in the village, while little troves of hobgoblins each sit around one hearth, hungrily gnawing on undercooked dinners.
The \gls{gm} wants to know if the characters will notice the village is full of hobgoblins before hollering a greeting.
They might manage to luck into stealthing through the environment, or might be caught unawares.
She decides the appropriate roll is Wits + Stealth, and that the character with the lowest score should complete the task, since if any one of them give away their position it will spell bad news for each of them.
The \gls{gm} thinks about the difficulty.
On the one hand, it is dark (which makes hiding easier) and there are some signs of battle in the village, such as blood on the grass.
On the other hand, the darkness stops the characters seeing the signs of battle.
She decides that the various factors cancel each other out and keeps the base \gls{tn} of 7.
She adds the hobgoblins' score to this - the highest score counts since any of of the hobgoblins might spot the characters, but all the hobgoblins have the same score.
They have Wits -1 and no Vigilance Skill; the hobgoblins' score is added to the \gls{tn} for a final \gls{tn} of 6.
Meanwhile, Thenton still has a Wits + Vigilance total of -1.
Thenton shouted out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth, saying
``Nay, laddie! Can ye no smell wha's cookin'? Can ye no see the blood on the grass? This place is deed. Them buggers musta returned, and they're cooking the humans. We best be quiet''.
Movement from the nearby cottages soon showed them it was too late. A full village of the enemy were here, and they were starting to react and shout warnings and orders to each other.
Most actions are either a success or a failure, but sometimes the \gls{gm} will request to know a roll's Margin -- i.e. just how well the character has succeeded at the task. The Margin is the number of points over the \gls{tn} a roll has gathered. If the \gls{tn} is 9 and a player scores 11 then the Margin is 2.
The \gls{gm} might use a Margin for some variable, for example a bard attempting to charm a crowd into giving him money might gain $2D6$ copper pieces plus the Margin, so if the Margin is 3 then he would get $2D6+3$ copper pieces.
Margins might also be used to gain bonuses on later rolls.
Someone attempting to impress a noble court might roll Charisma with the Tactics Skill; the bigger the Margin the more troops they will be trusted with.
While previously the players rolled to hide against their opponent's ability to spot them, this time they roll to see if they spot a hidden opponent. The character with the highest score is Arneson, with Wits 0 and Vigilance +1. The \gls{gm} decides that the hobgoblin should use his Speed Bonus of +1, and his Stealth Skill adds +1 again. The hobgoblins' score of +2 adds to the basic \gls{tn} of 7, producing a final \gls{tn} of 9. Arneson's player rolls $2D6$ to produce a final score of `12' - the roll is a success and the margin is 3. Since the margin is quite good, the \gls{gm} decides that the troop leave the area before they are engaged and gain a +3 bonus to running away.
The thatched roof on the nearby cottage rustled and Arneson instinctively drew his companions back. They turned and ran before their adversary could make his leap down to meet them with his axe. They ran as swiftly as they could into the safety of the darkness surrounding Casarenna but the hobgoblins stampeded fast behind them, running as swiftly as they could with guttural cries and war songs which Thenton could only guess translated to something about dinner.
\includegraphics[width=\linewidth]{images/Boris_Pecikozic/nura_jump.jpg}
\end{wrapfigure}
A scurrying of agile, hungry feet filled the little muddy rows between houses. The trio looked about for an escape route. Unknown to them, one of the hobgoblins was meant to be keeping a lookout from the roof of the cottage on the edge of town. He observed them for a brief moment and then jumped off, axe in hand, ready to make up for all the meals he had missed while pretending to keep guard.
It was twenty long minutes of running before they were confident they were safe. Hugi and Thenton tenderly tried to regain their own breath while Arneson went to gather wood for a temporary shelter. Despite their distance from the village, they were kept awake by the wind bringing faint yet deep and reverberating songs from the village over to them all through the night.
You might think of the dice as representing random chance in the environment. Just how irritated is that person you're trying to question, and how creative is that craftsman feeling today? Dice are never re-rolled for different results on the same action because once the dice have told you what the situation is, the situation stays put.
Characters attempting to change a Standard Action into a Resting action do not reroll but rather keep the same roll and turn one die up to show a 6, because while spending more time on a task can be very useful, sometimes the environment simply tells you `no'. Such a do-over still suggests initial failure; it just means that the character is trying over and over again until a better result is obtained.
As the characters practice what they do, they gain \gls{xp}. Each part of the character can be improved by spending \gls{xp}. Buying basic stats is cheap while higher level stats quickly become extremely expensive.
\subsection{Gaining \gls{xp}}\index{\gls{xp}}
Players receive \gls{xp} from the \gls{gm} for killing monsters, pious endeavours or fulfilling one's personal goals. Larger and more dangerous monsters garner more \gls{xp}, as do grander missions.
\iftoggle{verbose}{Each character also has a belief structure -- either a god's creed or a personal code of ethics which can grant additional \gls{xp}.\footnote{See page \pageref{gods_codes} for details.} Characters generally accept missions depending upon how well they can fulfil these personal goals.
The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent. Each Trait should increase by no more than a single level during the course of an adventure -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time. It is also recommended that Specialisation Skills only be bought during \gls{downtime}.
}
\subsection{Experience Points \& the Discount}
\iftoggle{verbose}{
Standing alone against a towering ogre is a nightmare, but three warriors standing against three ogres can be much easier.
A battle against thirty goblins can really take its toll, but three different battles against ten goblins can be child's play.
To represent this, we have \textit{the \gls{xp} Discount} -- a price you pay for every member of the party.
For every member of the party, that many points are deducted from one monster's \gls{xp} value (to a minimum of 0).
If the party has two members, the first two monsters have 2 \gls{xp} deducted from their total value.
If the party has five members, the first five monsters have 5 \gls{xp} deducted from their total.
If a single warrior defeats a dragon worth 22 \gls{xp}, then the warrior receives 21 \gls{xp}, because 1 \gls{xp} is removed from the total.
If he fights 10 ghouls worth 2 \gls{xp} each, then he receives 1 for the first, and 2 for the rest, for a total of 19 \gls{xp}.
However, if five characters are fighting the 10 ghouls together, they each deduct 5 \gls{xp} from a single monster.
The first five ghouls are worth nothing, because each net ($2 - 5 = $) 0 \gls{xp}.
Only the last 5 ghouls count, bringing 10 \gls{xp} in total. Dividing this among 5 players, each receives 2 \gls{xp} at the end.
If players need to discount multiple adversaries, they are counted from highest to lowest \gls{xp} value.
Each additional level of a Trait has a steeply progressive cost. The costs represent buying the next level; the first level of a school of magic costs 15 and the second costs 20 -- buying up to the second level costs 35 \gls{xp} in total. Knacks work similarly, where the first Knack costs only 5 \gls{xp}, but the second Knack a Player purchases costs 10, and so on, with each additional Knack costing an additional 5 \gls{xp}.
\begin{wrapfigure}{l}{.6\linewidth}
\includegraphics[width=\linewidth]{images/Roch_Hercka/xp-1.jpg}
}{}
Attributes have a standard maximum of +3 and minimum of -3. This is adjusted by race, so for instance elves have a +1 bonus to Wits but -1 to Strength, so their maximum Strength score would be 2 and the minimum -4, while the maximum Wits is +4 and the minimum -2.
Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so taking a character from -4 Strength to 0 would cost 20 \gls{xp}.
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\begin{xpbox}{A}
Attribute Level & Cost \\\hline
Buy off negative & 5 \\
+\arabic{bon} & \arabic{xp} \addtocounter{xp}{\value{bon}}\addtocounter{bon}{1} \\
+2 & 20 \\
+3 & 30 \\
+4 & 50 \\
\end{xpbox}
\begin{xpbox}{A}
Fatepoint Base & Cost \\\hline
10 & 10 \\
15 & 15 \\
20 & 25 \\
25 & 45 \\
30 & 85 \\
\end{xpbox}
Mana Base & Cost \\\hline
2 & 5 \\
4 & 10 \\
6 & 20 \\
8 & 40 \\
1st & 10 \\
2nd & 15 \\
3rd & 25 \\
4th & 45 \\
5th & 85
\end{multicols}
\begin{multicols}{2}
+1 & 10 \\
+2 & 20 \\
+3 & 40 \\
\begin{wrapfigure}{r}{.6\linewidth}
\includegraphics[width=\linewidth]{images/Roch_Hercka/xp-2.jpg}
Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
\iftoggle{verbose}{
Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits. Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top. It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'. You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
My own character, Thenton, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. I think I'm going to make him a `knightly poet'.}{}
\subsubsection{Starting \gls{xp}}
Characters begin play with an amount of \gls{xp} stipulated by the \gls{gm} depending upon the level of their campaign. The suggested starting \gls{xp} is 50, with up to 150 \gls{xp} for more advanced campaigns.\iftoggle{verbose}{ With that in mind, it's time for me to spend some of that 50 \gls{xp} on Thenton, the knightly poet.
For a start, he'll need the Performance Skill, and he gets two specialisations with it because it's a specialised Skill. `Poetry' is a good start, and perhaps the flute after that, because why not? That costs 5 \gls{xp} so I have 45 left. He should have some basic Combat ability, so I'm going to give him +1 in the Combat Skill -- that'll cost 10, and why not put him at +2 for another 20 \gls{xp}? That leaves only 15 \gls{xp} to go. Since he's a fighter he needs the Dexterity penalty removed. Removing the penalty costs only 5 \gls{xp}, so with 10 left I'm going to buy a level of Empathy to make him a socialite. Deceit would also be good, but I think a knightly poet would be too naive for that. Finally, a member of the nobility, even a minor noble, should have some basic Academics knowledge, so his last Trait will be the first level of the Academics Skill.}{}
\section{Gold \& Goods}\label{goods}\index{Equipment}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
Dog & & 2 sp \\
Donkey & & 2 sp \\
Horse & & 5 gp \\
War Horse & & 8 gp \\\hline
\end{tcolorbox}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
\textbf{Armour} & \textbf{Weight} & \textbf{Cost} \\\hline \index{Armour!Cost}
Padded, partial & 1 & 2 sp \\
Leather, partial & 0 & 3 sp \\
Leather, full & 1 & 5 sp \\
Chain, partial & 1 & 10 sp \\
Chain, full & 2 & 15 sp \\
Plate, partial & 2 & 10 gp \\
Plate, complete & 3 & 30 gp \\\hline
\end{tcolorbox}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
Cottage & & 50 gp \\
Keep & & 1,000 gp \\
Small Castle & & 4,000 gp \\
Large Castle & & 10,000 gp \\\hline
\end{tcolorbox}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
\textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline
\end{tcolorbox}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
\textbf{Professional Tools} & \textbf{Weight} & \textbf{Cost} \\\hline
Grappling hook & -2 & 1 sp \\
Iron rations & -2 & 10 cp \\
Lantern & -2 & 3 sp \\
Lock pick set & & 10 sp \\
Metallurgy set & 6 & 40 sp \\
Rope, 50' & -1 & 50 cp \\
Rope, silk, 50' & -4 & 3 sp \\\hline
\end{tcolorbox}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
\end{tcolorbox}
\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
\textbf{Weapons} & \textbf{Weight} & \textbf{Cost} \\\hline
Large weapon & -2 & {5 sp} \\
Small weapons & -1 & 50 cp \\
Shield & varies & {2 sp} \\
\end{tcolorbox}
\subsection{Money}\index{Money}
An open ended list of equipment is provided to give a basic idea of costs. The basic coinage covered here is human coinage, but each culture will use their own currency and exchange rates. A hundred \Gls{cp} is worth 1 \gls{sp}. 10 \gls{sp} is worth 1 \gls{gp}.
An average villager will make little spare money -- perhaps 10 \gls{sp} in a year if they bother to save. Sellswords can expect to make upwards to 10 gold per year if they are hired by a villagemaster. The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \gls{sp} in a month.
\subsection{Weight \& Encumbrance}\index{Weight}\index{Encumbrance}
We measure weight in broad terms. Characters have a \textit{weight rating} equal to their \gls{hp}, so elves tend to have 5, while humans tend to have a weight rating of 7. Items work similarly, with weight ratings between -4 (for very light items) and +11 (for wardrobes, carts, and boulders).
If an item's weight rating is equal or below your character's Strength, you can lift it easily. However, if the items has a greater weight rating than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus. Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your Fatigue each Scene.
Characters can carry items with a maximum weight rating of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater. Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled.
\iftoggle{verbose}{
\includegraphics[width=\linewidth]{images/Roch_Hercka/dwarf_encumbrance.jpg}
\label{roch:dwarf}
}{}
Money can buy you more than things. In fact, for the right money in a large city, characters can buy a full entourage. Villages, however, will not admit of the same opportunities.
The costs below show the starting price for a few services, plus additional fees for the details. For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 950sp.
Illegal Murder & 10sp \\\hline