Tuesday, November 23, 2021

Beyond the Veil Draft Classes Pt VI - The Naturalist

 see the previous post in this series

courtesy of pexels


Naturalist

Dearest Teresa,
This land is half again as remarkable as I hinted in my last correspondence. I have discovered a new reptile, with tufts of fur, of all things, around the ears. I have attached a drawing of it and a scale for your own collection. I aim to make way again towards Port City a fortnight after this letter is signed to resupply and find stout companions to sally forth with once more. I miss you dearly, and long to see you with my own eyes in three years time, when this expedition's funding finishes. Truthfully, I find myself loving the New World more by the day. I also, truthfully, find myself wondering when a new name will find itself attached to this land; I have seen and experienced things that suggest to me it is a tragic misnomer.

Your love eternal,
Henrietta Cominero


Aspect: Determination
Stock: Human
Requirements: Determination >3, Sense >1, Can wear any armor, can use 1H melee weapons and rifles
Starting Gear:
  • Old World Rifle (2H, 100yds, Brutal, Firearm 8) with shoulder strap (1T)
  • 10 pre-prepared leaden shot (0X)
  • Powderhorn, full (1X)
  • Well-worn travelling clothes (1ATLF) with belt (0T1S)
  • Morion (1He, AV 1)
  • Breastplate (2T, AV 2)
  • Nearly-full journal (1X)
  • Sidesword (1H) with Sheath (1T1S)
  • Charcoal Pencil (0X)

Class Ability Tract

Level 0: Adventuring Spirit
You sailed halfway around the world for this opportunity, how exciting! You may spend a round and make an Aspect Check after Camping and when not in a city or town in order to force a beneficial random encounter while travelling that will leave you Spirited afterwards. You may choose to learn one thing about a natural phenomena or animal as part of that encounter (how it was formed, any Statuses it has, its relative strength compared to yours, etc). You cannot get lost while in wilderness with a destination you have been to before in mind.

Level 1: Animal Empathy
You've always had a way with animals, the natural ones at least. So long as you do not act with hostility towards an animal, they will not regard you with hostility. You may attempt to calm angered wildlife with an Aspect Check made at -1.

Level 2: Hardy Constitution
Hardened from your world travels, you have a hardier constitution than most. You make Checks against Poison and Disease at +1 and can go an extra day without food or water. While Spirited, you are capable of stomaching even the foulest of foods and render them safe to eat for others.

Level 3:  Run & Gun
You fought in a war, once, back in the Old World. Some of that experience is still ingrained in you. When you take the Aim Action, you can Move in the same turn and retain the bonus from Aiming so long as it is against the same target.

Level 4: Sterner Stuff
You fancy yourself made of sterner stuff than the soft, posh folks of the Old World, and have the skill and luck to prove it, sometimes. If you would gain a negative Status, you may reduce your Baize size by one card to instead not gain that Status, discarding a card from it if necessary. You regain all lost Baize slots as a special Camping Action.

Level 5: Bull Moose
You may shrug off Injured and Critical with Sterner Stuff in addition to its other effects. If you do, enemies must make an opposed Aspect Check against you or become Stunned until the end of your next turn.

Crack-Shot

You have trained extensively with your rifle, old as it may be. With a steady hand, you can accomplish remarkable feats with it.

Hand

Crack Shot

Pair

Your rifle becomes Firearm 7 - [Level] until the next time you reload it.

2 Pairs

Your next Attack with your rifle gains Armor Breaker.

3 of a Kind

Your next Attack with your rifle Blinds anyone facing you that fails a Sense Check until the end of their next turn.

Flush

Your next Attack with your rifle gains Lethal if it does not damage armor.

Wednesday, November 17, 2021

Beyond the Veil Draft Classes Pt V - The Ratcatcher

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Cornwall, Ratcatcher of the third order


Ratcatcher

"You're positive she went through here?" a nobleman snivels at Cornwall,
"I am positive, Sire, the smell is unmistakable." the Ratling shakes his head subtly, annoyed to even be here. Pays well enough at least.
"How can you be sure? It's rained several times since the assassination by that vile woman. The hounds searched for hours immediately after to no avail."
"I am sure that is true sire, but your hounds didn't pick up on this scent."
"Ridiculous, they have the finest noses in the New World."
Cornwall's ears twitched in annoyance and summoned all of the charm he could muster before remounting his dire-pigeon, Pixie. "Yes, quite. I believe that is why you hired a native to the Continent, yes? Your hounds are confounded, so you came to me." He holds a lead ball aloft- a dented bullet, pried from a tree. "The assassin mixed her own powder, and handles raw meat frequently. I have the trail." He points into the woods, almost pitying the Human's inability to sense the myriad of sensations happening all around them... including the lie about the amount he was getting paid for this job. Oh well, even nobility gets lost in the woods from time to time.

Aspect: Charisma
Stock: Ratling
Requirements: Charisma > 1, Determination > 0, can use any melee weapon and bolas
Starting Gear:
  • 2 Bolas (0X, 10yd, can be carried as a belt)
  • Coin Pouch (1T) with 2 Flakes
  • Ratcatcher (2H, Pinning)
  • Opposable Thumbs (forelimbs)
  • Billyclub (1H)

Class Ability Tract

Level 0: Hyperawareness
You automatically pass Checks relates to tracking a particular individual so long as you have a scent to follow and there are no penalties to the Check. Attacks you make from an opponent's flank are made at +1. You know if someone is immediately behind you.

Level 1: Pack Rat
You, being a Ratling, are familiar with the ways of your kith. You have +1 Card on all interactions involving rodents and Ratlings. When determining Spoils for a bounty target, treat their Spoils as one tier higher than normal.

Level 2: Fisher of Men
You may choose to have successful attacks with your Ratcatcher against Human sized or smaller enemies ignore Armor but no longer be lethal. You may move the Pinned target 1 tile in a direction so long as it ends adjacent to you.

Level 3: Rat with Wings
You befriend a dire-pigeon. It is the size of a dachshund and as smart as a pigeon (which is to say surprisingly so.) It eats 1 ration per day and is loyal to you. It serves as a mount and can 6 Size worth of objects (a Ratling counts as 2 Size worth of objects) without being encumbered. It responds to a name of your choosing and can be called to you with a whistle. If it dies, it takes 1 month to find a suitable replacement.

Level 4: Inevitable End
You are notoriously frustrating to engage with in most situations. If a creature you can see passes a Check, you can discard an initiative Card to make them re-attempt it once and take the worst of the two outcomes. Outside of combat, you may attempt a Black Check to do the same.

Level 5: They Always Try to Run
Once ever per target creature, you may make an Aspect Check at -2 Cards. If you succeed, the target willingly turns themselves in as they recognize your name. If you fail, they try and run, but fall prone and unable to move or tale actions until the end of their next turn. As they turned heel, you tossed one of your bolas (or something else) between their feet. 

Keen Senses

Hand

Keen Sense

Two Pairs

You recognize this smell or taste and can identify it with 100% certainty.

3 of a Kind

Until exposed to light as bright as a torch, you see perfectly in darkness, in shades of grey.


Straight

You may ask the GM whether something of your choice that an NPC says aloud in a conversation is the truth or a lie and they will give you a truthful answer.

Flush

You ignore penalties to tracking a target from any source.


Saturday, November 6, 2021

Beyond the Veil Draft Classes Pt IV - Old Stogie

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Original via pngwing, edit via Alone in the Labyrinth.



Old Stogie


Everyone knows that smoking isn't good for you. Bad breath, rotting teeth, all that jazz. What others don't know is that once enough noxious chemicals coagulate in one place, a phenomena that the Natural-Industrialists of the Port City refer to as "frankly quite impressive" takes place. Chronic, long term smokers eventually contract various diseases as a result and die. A few unlucky souls, however, have their lungs turned into a sort of alchemical cauldron. The specific requirements for this are unknown, but those afflicted with this condition become reliant on the symbiotic relationship formed with the smoke-imp that takes up residence there to maintain their biological processes. Especially suitable hosts sometimes even develop supernatural abilities, facilitated by the smoke-imp in their lungs.
-Excerpt from Emeric Carlisle's  "A Complete History of Alchemical Experimentation and the Human Body".

Aspect: Health
Stock: Human
Requirements: Health < 0, cannot wear armor, can use any 1H weapon
Starting Gear:
  • 1 Firesteel (0X)
  • 3 musty cigars (0X)
  • 1 set of ratty clothes (1TALF)
  • Any 1H weapon and a Belt Sheath (1T1S) for it

Class Ability Tract

Level 0: Bad Habit
You have a bad habit of coughing at the worst time, sometimes to your benefit. When taking damage from any source, you may make an Aspect Check. This check may be made once per turn. If you fail it, you spend your next turn bent over coughing but reduce the damage you take by 1 until the end of your next turn. You cannot choose to fail this check. This does not prevent you from drowning or otherwise asphyxiating.

Level 1: Smoker's Lung
What started as smoke rings can now be taken to a new high. Finish your cigar and cough up an acrid cloud of smoke [level * 5] yards in diameter centered on yourself that Blinds everyone inside it, except yourself.

Level 2: Breakfast of Champions
Tobacco for breakfast keeps you thin and sprightly, or at least that's what you tell yourself. You may smoke a cigar in lieu of consuming food or water at a meal. Smoke two and ignore both food and water for that meal.

Level 3: Drag
After a hard day of getting stabbed, shot, clawed and pricked, you need a smoke break. Finish smoking a cigar as a Camp action and remove any single Status from yourself, negative or positive.

Level 4: Devil in the Details
The smoke-imp inside your lungs is a bastard, but a helpful bastard. In exchange for some energy, it will come out and assist you. As an action take 1 damage and cough up your smoke-imp. Once it is coughed up, it remains within 5 yards of you and knows quite a lot about botany and medicine but cannot interact physically with anything. If you take any damage the smoke-imp instead disappears back to your lungs in a burst of smoke.

Level 5: Crippling Addiction
"I have a great idea, my illustrious host." You are now immune to all Poison and Disease. You may spend an action to cough a cloud of smoke onto an adjacent character's face and inflict them with Lungrot. If someone dies while they have Lungrot, the smoke-imp created finds its way into your lungs. The imps from the effects of Lungrot may be used with Devil in the Details and you may house up to three additional smoke-imps. When these smoke-imps absorb damage, they perish.


Lungrot

Take 1 damage immediately. Every hour, make a Health Check versus taking a point of damage. You have a horrible cough and sweat profusely, unable to eat or drink.


Weird Cough

Choose either the Hack or Toke option each hand. You may change your choices each time you level up. Additionally, when you fail a check, you may add up to all cards discarded to your Baize instead of one.


Hand

Hack

Toke


Flush


   Gain AV [Level/2] against an attack.

Make your next check at + or - [Level/2] Cards, your choice.


Full House
You can detect nearby hidden doors or rooms by watching your smoke trails for a round.

Blind an adjacent target for [Level] turns with murky spit.



Four of a Kind

Decrease the result of any Check you can see by [Level] by clouding the senses of the thing making the check with musty smoke.


Extinguish a light source within [Level * 5] yards stealthily.


Straight Flush


Gain immunity to damage from fire for [Level/2] Turns, shrouding yourself in smoke.


Become Invisible for [Level/2] Turns, shrouding yourself in smoke.


Royal Flush

Deal [Level] damage to an adjacent target, spitting coals onto them.

Exhale a strong wind, clearing [Level * 5] yards of space around you of gases or liquids for [Level/2] Turns.


Sunday, October 3, 2021

GLoGtober Day 3: Portals Aren't Real(ly Viable)

 In my game, magic is certainly bountiful and alive, in a bunch of different ways. Some folks will supernatural things into conformity. Others stitch and purl the omnipresent Veil into a shape more fitting. Rarely, one finds themselves to be subject to more eldritch forces. But no-one, as of yet, as figured out a way to maintain a stable portal. "It's too dangerous" some scholars scoff. "I prefer my soul stay in my body, thank you." others posit. There have certainly been attempts at creating portals. Most end in catastrophe, spawning horrible Denizens as they tear across the fabric of reality into the material world. Best as anyone can tell, the closest one can come is teleportation. It is fast, and difficult, and admittedly limited, but it has the benefit of not allowing souls and other entities from Beyond to enter the realm of the living. Certain sects of the Cult of the Weaver claim to have opened them long enough to allow a horse-drawn cart through, and it is true. What they neglect to say, is cart is the only thing to make out the other side the same way it entered. It seems that in these limited experiments, some entity took the souls of those that crossed in the cart as a sort of toll, if the horse can be believed. The Natural-Industrialist faction of Port City claims that such research is ultimately pointless, and they may have a point if the rumors of a lantern-based messaging system can be believed. Allegedly, in the next three years, ships will be able to communicate remotely at distances greater than two nautical miles.

Saturday, October 2, 2021

GLoGtober Day 2: Monsters!

I have decided to hop on the GLoGtober train, and jump feet first into the Monster category for day 2. I rolled my d6 and now I have to figure out something "strange and utterly unique" which fortunately fits really well with Denizens from my homebrew game Beyond the Veil. Now the challenge is coming up with something suitably monstrous. I don't have stats for it currently, but I will probably edit them in later.

Skeleton Knights

While resurrection from the dead is impossible, fragments of souls can be forcibly ripped back across the Veil and bound to bodies. More rarely, souls that feel a particularly strong sense of duty in death don't fully cross over and partially occupy their former body. They have no sense of their former selves, only the overpowering urge to defend a location against any and all intruders. This includes the people they formerly defended. Painless, unstoppable, animated by an intangible force, and utterly ruthless, the only hope to defeat a Skeleton Knight is to utterly destroy what it is protecting. Should a single stone remain in place, a single member of a family line still surviving, the Knight will rise at the next sunset to resume its duties. 

Skeleton Knight, Determination +3
Condition: If part of the original object, place, or lineage of protection still exists when the Skeleton Knight is killed, it will rise again at the next sunset, completely unharmed. 
Cause: Protectors dying with an overwhelming sense of duty to protect and serve preventing the spirit from fully traversing beyond the Veil.
Attacks: Longsword (2yd), Shortbow (2H, 40yds)
Armor: Broken Plate-mail (TAL, AV 2)
Active Turn(s): K, J
Abilities:
  • Lack of Vitals - This creature is completely immune to all poisons, diseases and mind-altering abilities and effects.
  • Lifeless Devotion - The Skeleton Knight always knows the absolute direction of the location of the person, place, or thing it was connected to in life.
  • March, Unceasing - If the Skeleton Knight becomes Critical, instead a limb falls off. It may take an action to reattach that limb and become Healthy. It may do this Aspect number of times.
  • Cleave the Veil - Once a day, a Skeleton Knight can make an Aspect check while focusing on a corpse. If it succeeds, a spirit is forced to manifest under its command, puppetting the corpse. The power of this ability melts the flesh, leaving only burnt bones.
  • Denizen - This creature knows nothing of remorse or fear and is obviously supernatural. It will not flee nor surrender and is immune to Scared.
Skeleton Knight Footman, Determination +0
Condition: Destroy the skull, it houses the spirit. Cannot be created from a headless corpse. The corpse must be human.
Cause: Forced into existence through the sheer willpower of a Skeleton Knight, they exist only to serve their master.
Attack: Thrash (1yd, Rapid*)
Armor: As the body used.
Active Turn: 5
Abilities:
  • Lack of Vitals - This creature is completely immune to all poisons, diseases and mind-altering abilities and effects.
  • Denizen - This creature knows nothing of remorse or fear and is obviously supernatural. It will not flee nor surrender and is immune to Scared.

*Rapid: Two attacks per turn with this attack. Gotta remember to add this to the master list!

Credit to ikametreveli on Deviant Art




Monday, September 27, 2021

Beyond the Veil Draft Classes Pt. III - Ratlings and the Accounter

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Ratlings

Image via happymag.tv


The Humans took a long time to realize they were not alone in their own cities. They never had been. From the moment they began hoarding grain, Humanity had rent-free tenants in the storehouses. They were often caught and killed, of course, but the smartest, the fastest and the most well fed among the survivors survived and bred. Those rats' children in turn were culled and the survivors concentrated. Over countless generations, some rats began expressing supermurine abilities. rudimentary speech, opposable thumbs, and the ability to walk on their hindlegs came first. Generations later, these first Ratlings stepped out into the common rooms of inns, farmsteads, and royal halls, announcing themselves as equals. Surprisingly, some took them seriously. Now, hundreds of generations hence, Ratlings are an expected sight in most major cities and not uncommon in rural areas. They take up work where they can, often serving as lens cutters, jewelers, scouts, explorers and many walks of life in between. Not everyone appreciates their presence, but most Humans regard Ratlings as one does a particularly smart dog. The Ratlings are more than happy to allow them this delusion.

Ratling Traits

Inhuman Perspective - You are decidedly inhuman in your manner of thought. Where humans might see refuse, you see sustenance. Where humans find hate or revenge, you recognize a stronger foe and give due respect. You come from mundane rats, hundreds of generations removed, and your behavior is impacted by that. The collective is more important than the individual and you are rarely alone.
Diminutive - You are between 8 inches and 18 inches tall, and bipedal. If your hands are free, you can scurry and climb without penalty. You can fit through gaps as small as 1 inch in diameter so long as you are not wearing armor or packs. All your equipment must be specially made, costing twice as much as a human-size piece of the same equipment. Human sized daggers and knives count as longswords. You may carry up to 1 size of objects in your paws.
Voracious - You have to eat constantly, requiring just as much food as a human. However, you are capable of eating any non-toxic plant matter, including straw, hemp, and cotton. You only need water once every three days.
Short Lived - The most venerable of your kind live to be twelve years old. You reach maturity at six months. As a result, Ratlings are highly specialized. Choose a single Camp action: This is the only one you can take while Camping. You train your Class when leveling up twice as quickly as Humans.
Resilient - You have a 1 card bonus when resisting any form of disease or poison, are immune to damage from falling if your hands are free and you are unarmored, and you may elect to ignore the first instance of damage received on an adventure provided you are free to move.
Ubiquitous - Your kith and kin inhabit every nook and cranny they find, even where humans and other creatures would not dare tread. With a successful Black Check, you can find familiar whiskered faces anywhere not actively hostile to life (volcanoes, underwater).



Accounter

"On four counts of erroneous existence, I hereby condemn the affixed to nullification and forced mundanity. The affixed stands accused of possessing  the following aberrant traits:
1. Willful disregard of the sanctity of death.
2. Forcible egress through physical barriers.
3. Over-loud shouting resulting in loss of sanity.
4. Inability to have notice of mundane interdiction affixed without extreme effort due to incorporeality."
-The condemnation of the specter of Hill Manor by Accounter Jules Vermin.

Aspect: Sense
Stock: Human or Ratling
Requirements: Sense >2, Determination >2
Starting Gear:
  • Sheaf of paper
  • Charcoal Pencil
  • Rubber Stamp and Ink Pad
  • Box of Nails
  • Small Hammer

Class Ability Tract

Level 0: Audit
You were born with a seventh whisker, no pupils, or another physical manifestation of power. This marks you as different than your kin, be they Human or Ratling. You can sense the presence of the Veil without any effort, enabling you to detect the location of supernatural forces or Denizens within a number of feet equal to ten times your level, minimum 10 feet. Decide how this sense manifests to your character, such as a pressure, strange wind, or other phenomena. 

Level 1: Reject Unreality
By focusing your mind upon a supernatural presence or Denizen as an action, you can dampen a number of random effects or abilities equal to your level by passing an Aspect Check. Doing so disables those abilities until you stop using an action each round to focus on them.

Level 2: Suppress Aberration
You may write out a list of claims, stamping the notice and nailing the paper to a supernatural force or Denizen to attempt to make it mundane. Writing out a list in combat takes one turn per claim. Make a Red/Black check with +1 Card for every valid claim listed on the document, up to 5 Cards  (ex. "Willful ignorance of physical barriers" or "Unreasonable toxin expulsion"). If the Denizen is capable of resisting, you must succeed on an Attack with your hammer in order to take this action. If you are successful, you affix the notice to the target and any supernatural effects it is capable of are suppressed, rendering it mundane until the notice is removed with an Aspect Check from a different entity. You may retry this check on subsequent turns if it fails.

Level 3: Unravel Gossamer
Pierces in the Veil no longer affect you unless you allow them to do so, or the source is outside of your Audit range.

Level 4: Proof of Contradiction
You can write a blistering thesis against unreality and post your admonishment for all to see. You may spend one week to write a single page of thesis, and an additional week for each page thereafter. When posted in a public space, each page negates supernatural effects within a radius of ten feet per page of thesis until removed by a mundane creature. You may prepare theses in advance, and 5 theses are a size 1X object.

Level 5: Banish
By focusing your mind upon a Denizen as an action, you can make a Red/Black check. If you succeed, the Denizen is banished beyond the Veil. If you fail, you ignore all of its abilities, permanently, allowing you to damage it as if it were mundane.

Censorship

If a card in your Baize matches the suit or value of a card drawn on a check for a supernatural effect or Denizen ability, you may spend it to nullify that card.

Bonus Table! 

Rubber Rejection Stamps

DISMISSED W/O APPEAL

VOID

NO

INDECENT CONTENT


CLAIM DENIED


IGNORE THIS ENTITY

 

Saturday, September 18, 2021

1D12 Items You Found In That Abandoned Fort

There are lots of reasons for forts to become ruins. Perhaps they were abandoned after a war, or overrun by brigands. Why exactly it happened might not matter, but adventurers definitely like exploring them. Whether for loot, a land claim, or because someone or something else is there that disagrees with their sensibilities. Here are some system agnostic items (but still aimed in the flavor direction of Beyond the Veil) you can include if you are so inclined.


1D12 Items in a Fort or Ruin


1. Captain's Mace - This flange mace is masterfully made (+1) and also functions as a parchment carrier. The handle can be opened to store a map or a handful of letters. The pommel doubles as a wax seal. It comes with a worn brass belt ring. It probably has something stored in it.

2. Weatherproof Fuse - Caught in a light drizzle and unable to use their rifle, a musketeer's effectiveness is reduced significantly. Someone apparently figured out a fix to this vexing issue. This fuse can be affixed to a matchlock rifle, pistol, or used on its own. Once lit, it functions for 2 hours per foot, regardless of wind or rain. It is extinguished if completely smothered or submerged. The coil is 2d2 feet long and has a leather carry pouch stamped with "Property of N. Daviess."

3. Watchman's Horn - A short, carved, ivory horn with holes drilled into it in much the same manner as an ocarina. The mouthpiece is made of copper. It can be heard clearly up to a mile away over an open field. Someone has carved symbols next to the holes with distinct meaning. Fingerings perhaps?

4. Liar's Dice - These dice always roll slightly higher than normal when the owner tells an obvious lie when the roll is tossed. Add 1 to the final result of a check if a lie is told while using them. The dice are not obviously enchanted.

5. An Incomplete Ledger - Mostly boring bureaucratic and logistical scribblings. The last page is incomplete and smeared with ink. After investigating it more closely (an easy but mind-numbing task), it is discovered that there is a hidden storeroom in the complex with a level-appropriate amount of cold, hard coin, expensive liquor, and a non-magical but heirloom quality sword of the now deceased commander.

6. A Trusty Cloak - This cloak is made of canvas and lined with soft hare fur. Lead is sewn into the hem and as such it does not flap in even strong winds. It weighs three times as much as a normal cloak made of the same materials (minus the lead).

7. Rope Retractor - An ingenious makeshift device that when affixed to a rope, the user can turn a crank to tightly coil any type of cordage up to 100 feet long and up to the thickness of ship's rope. This process takes 1 minute, after which the rope coil can be removed from the device.

8. Ration Crate - Open, but suspiciously untouched. Six rations wrapped in tattered cloth. Each ration is hard as a brick, smells strongly of vinegar and salt, and seemingly inedible. Not even maggots dare touch them. If soaked in water for a half-day, they become technically chewable and each one can sustain an adult human for three days, or someone smaller for six. No one will enjoy it and a difficult test of one's willpower is required to force it down their gullet.

9. The Log of a Former Adventurer - Not only is there a complete map of all the unlocked or accessible rooms of this ruin, but the location of another ruin notated as "Hells below, never seen something like that before! Danger!" next to a poorly drawn basilisk. There is also the amply provisioned skeleton of a long-dead adventurer, killed via an unfortunate accident.

10. Unlabeled Alchemicals - A milkcrate of 1d8+1 crystal and wooden flasks, all the labels long since worn away. Use your favorite potion or poison generation method to populate the crate. One of the potions is always broken. Its flask has a weathered note tied to the remnants of the neck that reads "Caution: Do not ingest! Contains drowning mildew!"

11. Unusual Bedroll - Originally mistaken as a rather thick coin purse, this lightweight bedroll folds down to fit in the palm of your hand, or fit in your pocket. Folding the bedroll takes 10 minutes and unfolding takes 1 minute. It is made of a material you are unfamiliar with and smells faintly of dry blood and ozone.

12. Onyx Monocle  - Ornately decorated with bronze fixtures, there is a necklace locked in this box. It is a silver chain attached to a paper-thin red onyx intaglio. When held up to the left eye, one can see magical energies through the onyx sheet.

Wednesday, September 15, 2021

Beyond the Bestiary: Dryads

The Protector from the short film "The Birch" (2017)



The Sower wept tears and flooded the world when her lover, dearest Weaver, departed. She tore her hair in agony, casting the first seeds upon the soil. They sprouted soon after, alive but lacking will. Some seeds, however, landed near tears in the fabric of the Veil. Imbued with their mother's sadness and melancholy and the creative will of the Weaver, these trees spawned the first of the world's thinking beings: Treants. The Sower, overcome with joy that her love could still be found in this world, wept once more over her first children. These tears were drank by the Treants, who bore fruit from their bodies. These fruit fell when ripe and from the pit climbed a small, gentle being. The first Dryad in each forest felt horribly alone, and so took to caring for their parent. After another season, the Sower cried once more and nurtured her children and grandchildren. The Treant bore fruit in the same manner and the Dryad was lonely no longer.


Generally peaceful beings, Dryads are caretakers of many of the older natural areas of the world and can be found in any climate. They are vaguely humanoid in shape and often have 6 limbs, but sometimes have more or fewer. They have a typically feminine appearance. They do not trust humans, and will only rarely show themselves to one and only after much reassuring of their good intentions. All Dryads in an area are clones of each other, and share a single mind. Dryads from other areas are called "Sister" should they somehow meet. They do not mind the harvesting of their homes so long as nothing is taken in excess or is wasted. Attempting to fell or otherwise harm the oldest tree in a forest, the sleeping body of their progenitor Treant, will be met with lethal force.


Stat Block


Dryad ❤+1

Armor: Barky Skin (all, AV1)

Attack: Lash (1H, Binding*). Bound targets take 1 damage every round they are bound by this attack if the Dryad chooses to attack again.

Turn: 5

Spoils: Dryad Heartwood (1X), Dryad Sap (1X, must be stored in a container)

Abilities:

Living Wood - If a Dryad is killed, it may instead lose a limb and become Critical. Then, it may move up to its speed in a direction unimpeded. The lost limbs grow back after 1 year. It can only do this for as many limbs it has (Usually 6).

Earthmother's Children - Dryads have complete control over the growth and well being of any plant they are in contact with and may manipulate such plant life as they desire over the course of an hour. Dryads may enter a plant at least their size as part of movement and become completely undetectable unless they attack.


The Spoils


Dryad Heartwood: If consumed, painfully transfigure a barky skin over the course of a week. At the end, make a hard Health save (-3) vs Death. If survived, gain Armor 1 on all body parts and take double damage from fire. You can subsist on sunlight and water. If planted, plant life within 1 mile grows supernaturally well.


Dryad Sap: a powerful alchemical reagent as well as an outstanding natural adhesive. When used to join two pieces of plant matter or wood, they grow into each other as if they were never separated There is enough to cover 2 square feet. Lethal if consumed as Poison.


Thursday, August 26, 2021

Dungeons and Dragons has a Human Problem

Credit to Vesko81


Dungeons and Dragons Fifth Edition has an absolute plethora of player options in the form of classes, subclasses and "races". With the recent publication of "Tasha's Cauldron of Everything", that selection grows even more so with optional rules to change the starting stat bonuses, proficiencies, languages and many other things. It is a creative hotbed for new characters! At least, I would like to say that. 

The class and subclass selection are wide and varied, and for the most part have something that distinguishes them and offers a unique place for that class in the world. Their existence says something about the world of the game. The same cannot be said for nearly all of the character "races" provided.

The issue is, there are only three of them.

Humans, Lizardfolk, and the Kenku.

I have seen and heard arguments that Warforged should be added to this list, but I am honestly om the fence regarding that. I'm inclined to agree but haven't collected my thoughts on them enough to decide for sure.

The reason I keep airquoting "race" here is that I think "species" is a better term, so I will be using that from here forward. The term species has a stronger delineation between the choices. Put another way, there is no meaningful distinction between Humans, Elves, Dwarves, Genasi, Triton, Kalashtar and many others in the printed books. Yes, they have their various lore and innate abilities, different lifespans, but Dungeons and Dragons more or less stops there. Elves and dwarves in particular are so far detached from their fae cousins that once their expanded lifespans are accounted for, they boil down to Nature Humans and Mountain Humans. 

Contrast this with the Lizardfolk. They are described in such a way that makes it clear they lack any sort of human way of thinking. Empathy is alien to them, and a Lizardfolk only carry names given to them by members of other species for convinience. Consuming the dead is not an act of barabarity or cruelty, it is pragmatic and acts to ensure their own survival, which is ultimately their biggest goal. They do not adventure out of a sense of friendship towards party members, but the day to day survival of itself. Religious texts hold no importance aside from their utility as portable kindling, but they may decide to not deface a text since doing so means that several armed and armored individuals would try to kill them over it. There would be no hesitation in using the ashes of a disentegrated party member as camouflage should situation demand it. They are adaptive predators, ultimate utilitarians and sociopaths by human standards.

Kenku are a cursed species that had their creativity and flight stolen or removed from them, potentially forever. They possess no ability to form original thoughts or take creative actions, and as such became masters of mimicry. From the moment of their birth they begin memorizing everything around them. Not doing so would result in a certain death. Some people have trouble have issues coming to terms with this outside the game, suggesting that the Kenku removes all agency from the player because a Kenku PC is unable to adapt to situations. Perhaps if the Kenku is a fresh hatchling this would be true, but by the time they are of adventuring age, they have soent years observing others, learning skills, collecting phrases and slowly building a means to communicate. While unable to concieve of novel solutions and poorly reacting to novel sitautions, something they excel at is rote memorization. If situation X is happening, react in Y way. If X and W are happening, act Z way. Kenku are living computers, unable to act in a way they have not programmed themselves to react. 

Dungeons and Dragons has a problem with humans, and it is the fact so many of the character species choices could just be replaced by them.

Sunday, August 15, 2021

Beyond the Veil Draft Pt. VI - Downtime and Camping

Downtime and Camping

Even the most well prepared group needs time to recuperate, sell plunder, train, and tend to their bodies, souls and equipment. Camping is a time-honored tradition, watches and all. Downtime takes place in settlements and cities, costing currency and serving to pass time more quickly in the relative safety they offer. This is true even in games where the bulk of adventure is urban; there should be places suitable to "camping" during such adventures, such as abandoned buildings or a cheap inn.

Most of the same activities can be taken up during Downtime or Camping, though there are some differences. Feel free to add to or edit these lists to suit the game as it unfolds.

Camping

The Camping Phase takes place when outside of civilized lands such as abandoned buildings, rocky overhangs, roadside inns or forest clearings. It is a dangerous affair, and a light in the darkness attracts attention both positive and negative. It also, thankfully, tends to scare off all manner of beasts. While camping, adventurers can take one of several actions from the following list, or from their Class, if relevant. Characters each take turns while camping, and a turn lasts 4 hours. No action may be taken twice by a single character while Camping unless otherwise noted.

  • Watch: What is Camping without someone keeping watch for approaching dangers? Watches dissuade most minor nuisances from approaching a travelling group... Usually. If your group is approached, anyone on Watch will notice signs that something is about to happen.
  • Repair: If a party member's Armor is only damaged, a character can spend time repairing a single piece of armor by tamping out dents, patching holes, et cetera and sacrificing an object made of similar material to the damaged armor. You do not have to repair your own Armor and this action may be taken multiple times.
  • Scout: The wilderness is dangerous, dungeons and ruins more so. You may take this action to gather information about a location nearby or the immediate area with a successful Aspect Check. Failure results in whatever inhabitants knowing they are being spied upon and react accordingly, if there are any in the area.
  • Cook: Soak the rations to remove the excess salt and make it palatable, or prepare fresh food if it is available from a hunting trip. If no character takes this action, you go the day without food. This action provides for the entire party so long as there is enough food. If there is not, choose which character goes without tonight.
  • Recovery: Your character may expend a Medical Supplies to reduce the severity of an injury by one step upon success. You may take this turn more than once per Camping Phase so long as the party has Medical Supplies.
  • Relaxation: The journey has been long and harrowing, your spirit is nearly broken. Indulge in a vice, send up a prayer or just write in a journal. Expend an appropriate resource for your Relaxation and become Spirited. If you are already Charmed or Scared, remove those conditions instead.


Downtime

In contract to Camping, the Downtime Phase happens in cities. While safer than the lands outside their walls, cities provide their own unique varieties of complication and danger. In addition to most of the options from Camping being available, there are a few unique options as well. Characters each take turns during Downtime, and a turn lasts 1 day. Don't forget to mark down cost-of-living expenses as well for each day in civilization.

  • Repair: Damaged and broken equipment can be taken to a craftsperson of the appropriate type and fixed for 1 Flake per point of Armor lost. Each point Repaired takes one day. Characters may take another action while having an item Repaired but there are only so many craftspeople in any given city and can only each work on one project at a time unless they have apprentices.
  • Recovery: Whether through medicines or mysticism, healers and doctors make good coin tending to the injured and infirm. Reduce Injured to Healthy for the cost of a Medical Supplies (1X) and one day of time. Reduce Critical to Injured for three-times the cost of Medical Supplies (1X) and one week of time. Characters may not take other actions while recovering from Critical status.
  • Shop: Spend the day looking for a particular object or item, though a given city won't necessarily have what you are looking for, aside from common or mundane items. Make an Aspect Check to determine your character's luck in finding anything peculiar you wish to spend their plunder on. 
  • Training: Spend one week and the appropriate amount of Currency to increase your character's level. Your character may take one year and spend 1 Plate to earn level 0 in a Class they have not taken, meet the qualification for, and can find an instructor to teach them. This may only be done once and the second class cannot advance past level 2.
  • Obligation: By Oath, by court order, or simply by circumstance, your character has some sort of obligation they have to fulfill. If this action is not taken by a character with an obligation during a downtime, they will suffer consequences as justified by the particular Obligation. This action may take a variable amount of time and is suitable for handing out quest hooks.
  • Gather Information: Everyone always has some sort of job they need done, and this is how your character finds out what those jobs are. Useful information is hard to come by, and the person doing the snooping must make an Aspect Check. Success means that a particularly lucrative opportunity has presented itself (such as a recently unearthed ruin) while failure indicates that the information gained may not be all that reliable (such as a recently unearthed ruin actually being occupied by Bandits). Every 10 Flakes spent when taking this action gives your character +1 Card.
  • Treatment: Unlike wounds, Sickness and Poison are more difficult to treat, and often far more debilitating. An appropriate Antidote (0X) must be secured for poisons, and treating a Sickness can be as simple as a few days bed rest or as complicated as needing specific reagents to create a tonic or balm for treatment. Viper Antidote is not suitable to treat a spider bite, so keep that in mind when running this downtime. May be suitable for quest hooks to save a fellow adventurer.

Next Up

Wow. It has been a while since the last one. I have moved in the time between posts, and things are finally settled down enough to where I feel comfortable taking the time to write. I think next for me will be writing a one (does it still count if it is front and back?) page dungeon for use in an introductory session. I have also been reading some interesting books and might share my thoughts on those.

Friday, June 4, 2021

Beyond the Veil Draft Pt. V - Adversaries, Denizens, Encounters and Spoils

see the previous post in this series
see the next post in this series

Adversaries, Denizens, Encounters, and Spoils

A fair fight is a fight you are willing to lose. The Adversaries that an adventuring party encounters would very much like to stay alive, and live in places full of dangerous terrain, intelligent leaders, cruel beasts, perilous traps and scarce resources. From the best-forgotten underbellies of port-cities to crypts and barrows and every environ in between, Adversaries want, first and foremost, to protect themselves and their offspring, guard their resources and so on. They can potentially be bribed or bargained with to ensure safe passage or trade. They will not fight to the death unless they feel they must to protect something or some place, as a rule. Surrender and retreat are common when things get dire for them; it should be for Player Characters as well.

Denizens have no such fears. They are beings of inhuman motive and desire, originating Beyond the Veil. Monsters. Remorseless, dire, beings that spring into the world when the right conditions arise. All true monsters arise with good reason. Something wrong with the world, a transgression against the natural order and flow of the Veil. They cannot be defeated easily, not with steel and bullets. Knowing their weakness is little refuge, though, as exploiting it often means putting yourself or others in grave risk.

Adversaries Breakdown

Adversaries are the most common sort of opponent one might come across in the world, in or out of a combat scenario. They should have some level of agency in that they desire to live and be successful in their own right. The stat breakdown for an adversary is as follows:

  • Name,  Aspect and Score
  • Armor
  • Attacks (if any)
  • Active Turn (K, 10, 5, 2)
  • Spoils Tier (None, Poor, Fair, Good, Excellent, Unique)
  • Abilities (1 + Aspect Score number of abilities)

Example Adversaries

Poacher, Sense +0
Armor: Leathers (HeTAL, AV1)
Attacks: Shortbow (2H, 40yds), Knife (1H)
Turn: 10
Spoils: Poor
Abilities:
  • Hunter - Attacks against animals are Brutal


Brown Bear, Health +2
Armor: Tough Hide (All, AV 1)
Attacks: Maul (Brutal)
Active Turn: K
Spoils: (examples) 4 food rations, 1 large pelt (3 Flakes), 100 pounds of fat, other animal bits
Abilities:
  • Roar - All characters not allied  and within 10 yards must succeed on a Determination Check or become Scared.
  • A Mother's Fury - If the Brown Bear perceives a threat to its young, it acts on K and 10 for initiative
  • Animal Nature - Animals will always flee from combat after taking an injury, unless they are defending their lair, offspring, cornered, or sick.

 

Denizens Breakdown

In contrast to Adversaries, Denizens are, and should be, less common than standard encounters. An unsuspecting party of even the most prepared adventurers will meet their end at the hands of a Denizen if they are not approached correctly. They have no desires that can be used to bribe or extort them. They do not want anything in the way that is understood, and they most certainly do not want to make nice. Denizens are imbalances in the world, and often require some level of investigation to discover the cause of, and solution for, their presence on this side of the Veil. Someone, somewhere, knows about each Denizen, as they are caused phenomena, repeatedly; some scholars dedicate their lives to understanding where the most common varieties come from and how to quell the number of occurrences. All Denizens follow this template:

  • Name, Aspect and Score
  • Condition of Destruction and Limitations
  • Cause of Manifestation
  • Attacks
  • Active Turn(s)
  • Description
  • Abilities (1 + Aspect Score number of abilities + Denizen)

Example Denizens


Drowning Mildew, Health +2
Condition: Drowning Mildew can only be destroyed by burning the corpse it originates from. It will not spread to areas exposed to sunlight. It will not willingly approach fire.
Cause: When a human is killed via drowning and not given a proper burial, there is a chance it invites the presence of the Drowning Mildew.
Attacks: Drown (Brutal, Ignores Armor, 0yd)
Turn: K, 10, 5, 2
Description: Wispy, like spider's silk, slime mold that undulates to an unknown rhythm. It is blue-grey and smells of sea air, rank cellars, and spoiled myrrh. It clings to surfaces lightly, and has no weight until it attempts to make a kill.
Abilities:
  • Metastasis - Any living creature killed with the Drown attack becomes a new instance of Drowning Mildew.
  • Creeping - Speed is 2 yards. It cannot move and take an action on the same turn. It cannot be flanked and fully occupies any space it has moved through or onto. It cannot be moved forcibly.
  • Fire Avoidant - Any space it occupies that is hit with a source of open flames clears that space until the fire leave that space. Attacks  it makes against characters bearing open flames are instead Red/Black Checks
  • Denizen - This creature knows nothing of remorse or fear and is obviously supernatural. It will not flee nor surrender and is immune to Scared.

 

Bean Sidhe (Banshee), Charisma +1
Condition: Can only be injured by implements made of pure gold. Only perceivable by the family they have attached themselves to. They only appear at night.
Cause: When a first-born daughter is killed in a violent manner, her spirit may not be able cross the Veil to the Other Side. 
Attacks: Keening(30 yds, Unavoidable)
Turn: K
Description: Lithe, nearly skeletal, wearing what they had on when they perished. They are pale, ephemeral beings that are often seen near water or swamps at night, futilely attempting to wash the fabric of the Veil and weeping. They do not pursue their prey; there is no need once they Keen into the night.
Abilities:

  • Baleful Wailing - Any who hear the Keening of a Bean Sidhe become Scared and are frozen in fear if they cannot flee. The Bean Sidhe fades from view after Keening.
  • Omen - The target fated to die after hearing the Keening of a Bean Sidhe suffers a heart attack after seven days unless the Bean Sidhe is destroyed.
  • Denizen - This creature knows nothing of remorse or fear and is obviously supernatural. It will not flee nor surrender and is immune to Scared.


Encounters and Spoils

Balancing combat can be a daunting task in any game, so I thought it would be a good idea to talk about that a bit with the disclaimer that I haven't had a group to test with and playing by myself has its own biases. The intent is that getting into a fair fight is foolish. Death comes quickly, and attacks are strong. For a party of four, a full on brawl with an equally well equipped group of bandits should be a tossup at the first few levels of play. Encourage players to ambush, use the terrain, bring hirelings, position themselves advantageously or at the least deny adversaries the same. 

Denizens, on the other hand, shouldn't need any backup to be a threat. They are centerpieces in their own rights; they are the sort of things that either exist in the environment or have adventures constructed around. The Bean Sidhe is not meant to be fought in a traditional sense- it is only a danger to those that can perceive it. Drowning Mildew is something that can be driven off and destroyed once you know how to do so, but it is most likely encountered incidentally, or perhaps as the result of a missing person case or some such.

Spoils

Loot is the bread and butter of adventurers, tomb robbers, mercenaries and thieves. Usually, this is in the form of valuable objects, weaponry, ancient currency, art pieces and the like. Adversaries, and sometimes Denizens, also carry many things that might be considered valuable to the right buyer. Depending on the tier of those spoils, they will have valuables up to a certain amount. Some exceptions exist, being animals or even just occasions where you want to have specific items for whatever reasons.
  • None - Self explanatory, nothing of value here.
  • Poor -  Up to 1 Flake's worth of valuables.
  • Fair - Between 2 and 29 Flakes worth of valuables. 
  • Good - Between 10 and 50 Chips worth of valuables.
  • Excellent - Between 51 Chips and 2 Plates worth of valuables.
  • Unique - Determined on a case-to-case basis. See the above brown bear for an example!

What's Next?

Camping and Downtime things probably, unless some other inspiration strikes!

Tuesday, May 18, 2021

Beyond the Veil Draft Pt. IV: Combat and Conflict

see the previous post in this series
see the next post in this series

Initiative, Actions, Injury and Gear

I think I have teased enough about how to play the game that it is time to actually talk about how to take part in combat. Engaging in combat is deadly, and being flanked or caught off guard is a good way to cross to the other side of the Veil quickly. At the same time, not all weapons and armors are made equal. If you are lucky, or maybe cursed, you'll find something truly special.

Initiative

Adversaries take actions either on the King, 10, 5 or 2 for their initiative, depending on their adversary blocks. Fast adversaries typically take turns at higher values, slow enemies go later. 

Players draw a number of cards equal to their Aspect score at the start of each round of combat. They may take an action on whatever values they draw. All suits are treated equally here, so four players drawing sixes results in 4 actions where the order is determined by the players deciding amongst themselves to then be executed simultaneously. After a turn put the corresponding card into your discard pile.

Jokers of either color are wildcards and can go at any turn in the round.

Each turn is three seconds long. A round is thirteen turns long. 

You may at any point on your turn transfer other cards you have drawn and not already used that round to your Baize.

Actions

Combat has a lot going on, and turns are numerous. As such, there is usually a lot to do as well. Notably, combat takes place on either a square, hex, or grid-less map made up of one-inch increments. Facing is important in this game as noted in the description of "Flanking" below.

Action

Description


Move

A character may Move up to 5 yards per round on their turn without taking an action. A character cannot Aim and Move on the same turn. Choose a facing after Moving. You may choose to Move 0 yards.


Brace

Gird yourself for an oncoming blow. Attacks from a Bracing character’s front suffer a -1 card penalty until their next turn.


Sprint

Characters may Sprint as an action. You may not Sprint and Move in the same turn. The distance Sprinted in a round cannot exceed 5 * Health yards (minimum 5). Choose a facing after Sprinting.


Aim

Take time to size up an opponent and land a decent blow. Can be used for ranged and melee attacks. Characters that Aim receive a +1 bonus on their next Attack or until they Move. This is cumulative up to +3. Characters cannot Move and Aim on the same turn.

Attack

Attacking Characters make an Aspect Check against a target within their weapon’s reach. On success, deal one damage increment.

Make a Check

Characters may take an action to make Checks as normal (look around for hidden things, break down a door, pick a lock, etc.)

Retrieve/Grab an Item

Characters may take an action to sheath or wield a weapon, grab an easily reachable item, remove a backpack, pull a lever or similar.

Special Actions

Characters often have specific actions they can take depending on their gear, Class, or enemy template.

Make Something Up

If you think of something not on this list, pitch it to your GM!


When a player inevitably pitches an idea not on the above list, see if it fits one of the categories already listed. If not, it a good guideline is to have them make an Attribute Check while keeping in mind that a +1 Card bonus or -1 Card penalty is slightly more impactful than +2 or -2, but not as impactful as +3 or -3. +2 Cards is in between +3 and +4. +3 Cards is in between +4 and +5. You should not give penalties that reduce card draw to zero, or bonus that result in drawing more than 5 cards.

Injury

Death comes easily in this game. Without armor, you are usually only a couple of good hits away from a painful death. By default, a character has the Healthy status, meaning there isn't anything immediately concerning about their physical well being. Getting hit with an attack moves a character from Healthy to Injured. Getting hit while Injured makes them Critical. Getting hit while Critical means the character has become Dead. Death is permanent, and returning from beyond the Veil is, as far as scholarly science and mysticism can tell, impossible in any meaningful way. Remember that retreat and escape are almost always options!

Recovery

Wounds typically can only be recovered while resting with adequate medical supplies on hand. This can be anything reasonable, but usually comes as medical supplies (1X). If you are recovering in a town, it is assumed you will be able to acquire adequate supplies. In the wilderness or elsewhere, a Health Check is necessary to recover if no medical supplies are available.

Flanking

A character is Flanked if they are Attacked from the direction of a square, hex or angle not in a 45 degree arc of their front. Flanking an opponent provides a +1 Card bonus and ignores the armor and Bracing benefits provided by shields. After being hit with a Flanking attack a character may choose to face the direction of their attacker.

Gear

As unique as a character may be in their Class, none of that matters if you don't have the gear to survive an expedition until you can get paid! In addition to whatever starting gear a Class receives, all player characters start with 2 Flakes, five days of rations, twenty feet of hempen rope, and a set of modest clothing.

Armor

Armor is vital to the long term survival of most folks that end up in a combat environment. It provides a couple of benefits in the mechanical sense and is worth getting ahold of should you be able to wear it. Firstly, armor reduces incoming damage by an amount equal to its value. Second, it applies a -X penalty to attackers trying to hit you, where X is the armor value. Only the smallest armor value of your equipment applies.

Armor Damage

If you get hit, you decrease the armor value (AV) of the armor by one. If AV reaches zero, it is useless until you get it to a craftsman of the appropriate type. If it is only damaged, each piece can be repaired at camp or similar. You may be thinking "But wait, doesn't armor cover multiple parts? How do I know what was hit?" Fair question! That's up to the creature being hit. Track each armor piece individually, but its effect holistically.

An Example

Alex has Leathers (HeALTF AV1) and they get hit. Alex marks their left leg's armor as AV0, meaning the armor is damaged. They takes another hit, and decides it was in their right leg. Then their left and right arms, then the torso, both boots and finally the helmet. Now, after eight hits, Alex is able to become Injured and their armor is fully destroyed! It is easy to see why you might want to grab yourself a buffer as useful as this on your journeys. 
Now, GMs, be sensible. If Alex sticks their hand in a jar of acid with a gloved hand, it may spare their delicate fingers and damage the glove. It won't, however, let them get away with it a second time by marking down their boots as damaged.

Layering Armor

Armor can be layered, and damage to that body part has to break the highest value armor before damaging lower value armor in the same Slot. a Breastplate (2T, AV3) over a Chain Shirt (2T, AV2) provides hefty damage reduction to the Torso, but you cannot assign damage to the Chain Shirt before the Breastplate is destroyed.

Shields

Shields provide further benefit to the wielder's front side, acting as a passive increase to AV from that side as well as always being hit if a character decides to Brace. Additionally, while Bracing, your shiel'd AV counts for the armor penalty to hit you, not your lowest AV armor. Taking a shield off requires 1 minute of time, unless it is a buckler that may simply be dropped.

Weapon Ranges

One-handed melee weapons have a maximum reach of 1 yard. Two-handed melee weapons have a maximum reach of 2 yards. Ranged weapons specify their maximum effective range and cannot be used in combat past that value.

Gear Tags

This list is not comprehensive and is likely to grow in the future. However, it should be enough to provide inspiration for the sorts of things  one could apply to weapons.

Tag

Description

Armor Breaking

Hitting an armored target with this weapon instead deals damage twice to the same location.

Brutal

Hitting a living target with this weapon instead deals damage twice.

Long

This weapon’s reach is 1 yard longer than normal.


Firearm X

This weapon takes X turns to reload. Consider carrying spares. Reloading may be stopped during any turn but cannot be resumed until you take another turn to do so from where you left off.

Quickdraw

This weapon can be drawn or sheathed without taking an action.

Edible

This weapon counts as a ration worth as many meals as its size.

Gossamer

Spun from the fabric of the Veil, this weapon counts as a Pierce in the Veil for all purposes.

Audited

Hyper-real and stamped with "NORMAL" on the haft, this weapon is immune to magical effects.

Cooldown

This weapon can only be used once per scene.

Polarized X

-1 Card penalty to use unless you have the appropriate Aspect

Slow X

This weapon is either a siege weapon or shipborne cannon and takes X turns to set up and use each time.

Shoddy X

This weapon requires maintenance regularly or else breaks after X uses.

Delicate

This weapon will break after Attacking if used in harsh conditions (underwater, torrential rain, forest fire, cave-in).

Over/Under Sized

This weapon is not made for someone your size. -1 Card to Attack. Ratlings ignore Undersized.

Clumsy

This weapon can only be used against a target with 0 movement remaining in this round..

Heavy

This weapon must be Aimed before you can Attack. Aiming confers a +1 Card bonus instead of +1.

Defensive

You may Brace with this weapon. It counts as an AV 1 shield and does not break when hit by passing an Aspect Check.

Portable

This weapon is 1 size smaller than normal. It must be assembled or disassembled with an Action.

Crushing

This weapon counts as Brutal against inanimate objects.


Hooked

This weapon features a prominent hook, most often used to disable shields. If you succeed a contested Aspect check against the target, they lose the benefit of their shield until your next turn.

Rapid

This weapon is especially nimble and makes up to 2 attacks per turn.


Disarming

This weapon is designed to remove another's. Make a contested Aspect Check, If you succeed, their weapon is tossed 1-3 yards away in a random direction.

Dazing

On hit, the target makes a Sense Check vs losing their highest remaining Card this Round.

Menacing

This weapon menaces with spikes, iconography or other such thing. On hit, make a Red Check. If you succeed, the target becomes Scared of you.

Gentle

This weapon is blunted. You may choose to be nonlethal with this weapon. If you do, it is Brutal as well.

Poisoned

This weapon is poisoned. On hit, the target saves vs the relevant poison.

Diseased

This weapon is diseased. On hit, the target saves vs the relevant disease.


What Comes Next

Now that the basics of combat rules are laid out, it might be useful to have something and someone to fight against. Next up: Adversaries and templates to spice them up After that will be Camping and Downtime. I want to go ahead and thank the folks that provide me feedback on these posts after I post them; you are greatly appreciated. One of these days when I have all the posts I can think of written I will compile them into a .pdf in a more organized matter.