Candira
Singularity
- Joined
- Jan 9, 2009
Ryuutama has few rules, but here are the ones we know of:
Traveling rules (Items):
Shopping rules:
Magic Rules:
Skill Check Rules:
Concentration:
Condition:
Status effects and recovery:
Journey Rules
Combat Rules:
World name: Seraph
Shape of the world: Floating islands (nothing but sky)
World history: Long ago, the planet of Seraph burst, breaking apart and scattering the lands to the skies. Creation magic was released in the many explosions, seeping into the land that remained, resulting in enchanted ore that is used throughout the world to connect the citizens.
The islands all have their own set of governing bodies and laws, many of which are tribal in nature, though the level of technology varies from island to island. Technologies that are developed are mostly technologies of convenience, however, there are trains which fly along lay-lines and various other (though, less popular) modes of transportation.
There are also various work apprenticeship opportunities for youth, so it is not uncommon to see children working. Each program is vetted for safety, and all conditions must meet strict standards of humanity.
Though it is unknown how it came to be, there are also intelligent, talking (magical) animals which populate the world in various places. There are even animals of this type which hold important jobs within rival travel companies!
Representative countries: There are many islands in the world--perhaps too many to really keep count of. That said, the biggest and most important are the nations listed below.
Donjon--Home to the headquarters of the mining conglomerate "Drill Corps." It is one of the most industrialized island nations. Cable cars can be found all over the island to help transport people more easily. Cars can be found, but they are considered quite the luxury for most people. Pubs, bars, saloons, and other places of merriment can be found en masse on this island. Though the inhabitants of Donjon are hard-workers, they like to play hard as well. Barber shops and grocery stores line the main streets in most towns, though there are fashion boutiques as well. Further in on the island, you can find factories which manufacture all of these products and ship them out to places like Caburh.
Caburh--Birthplace of Bosco, the train dog. Caburh has the most farmland because of its large water source. Technology here is mostly geared toward farming, caring for the natural resources of the island, and transportation of goods. The talking dogs of the island run in packs called clans, and though they are very friendly, they are often pushy as well.
Kegawa Island--Place to worship dragons. It is an island of temples, ruins, and various religious artifacts. Many people travel here to begin a pilgrimage. It is populated year-round by devout humans and talking bunnies. This has given the island the nickname, "Bunny Island."
Skyloft--A chain of islands which are so close together that they could be interconnected via a series of bridges, staircases, and scaffolding. People who live here are very independent in terms of personality. They are quite competitive and have taken to training birds and other animals to use in competitions. It is the birthplace of Tama, the feline conductor.
World threats: Drill Corps of Donjon constantly lobby to mine all of the enchanted ore to continue industrialization, despite the pleas of conservationists in all of the island nations. It is unknown what will happen when the land is cleared of all of the magical ore, and with each plunge into the usable earth, the risk of permanently separating land into more islands and damaging the existing infrastructure grows. Mining is a dangerous profession, and many of the executives at Drill Corps are guilty of thinking only of the gain to the company itself--not the inhabitants of the islands.
World Enigmas: Enchanted ore--no one knows how or why the ore of the world has absorbed the creation magic of the seasonal dragons. No one fully understands how it works, either.
Why the islands are still in existence, floating as they are now, instead of hurtling through space is another mystery.
The talking, magic animals of the world of Seraph have always been around, but no one knows why some talk and others don't, nor do they know how the talking animals came to be. The most mysterious, however, are Bosco and Tama, the captains of the two rival train companies.
Apolonia, Kegawa: An on the northern "coast" of Kegawa island. It is the place travelers first embark on their pilgrimage since it is where the train station is located. While it is on what is considered a holy island, Apolonia is mostly a tourist trap. The most expensive hotels, decadent restaurants, and money-hungry souvenir merchants inhabit this city, along with the most thieves in the land. Classic architecture is surrounded by new technology, musicians and artisans hawk their wares at every corner, and evangelists disparage sinners every chance they get. The native rabbits see this is a bastardization of their culture and tend to stay away from this part of the island unless they are particularly industrious.
Seraph city, Kegawa: The center of Kegawa. From this point you can reach all of the statues, ruins, and temples. Seraph city boasts the temple of the spring and many of its official buildings are from the days of old, enhanced as little as possible with the technology of today. The cites are usually managed by the rabbit folk of the world along with a few human acolytes. They are very irate when people attempt to use the sacred grounds like a toilet or trash can--as can only be expected. Many people usher into the city and fill its many inns and pubs on their way to their other pilgrimage stops and on their way back to the rest of the world. You can also file papers to become a Kegawan citizen here, but it is a long and drawn out process.
Pho, Skyloft: Pho is one of the larger islands in the interconnected isles that make up Skyloft. It is also considered the central power of the island nation. It has a distinctly Asian feel to it. Artisans often make their home here as the resources that can be gathered from Pho are considerable and fairly inexpensive if you are willing to do some traveling. The artisan population also attracts many merchants and musicians, also attracting dancers. It is considered the cultural capitol of Skyloft, and to many, the cultural capitol of Seraph.
Artemia, Skyloft: Artemia is the home of many ornate structures, including the beautiful ironwork on the many bridges that connect Skyloft's chain of islands. Unlike Pho, Artemia has a distinctly French feel to it, with fascinating Gothic architecture. Much is made of style over substance, here, though substance is still valued by the upper-crest and what is considered to be "old money." Everything is about presentation here--and the more visually over-the-top, the better. The people of Skyloft revere Artemia nearly as much as Pho, though Artemia's distinctive style is far more expensive than its sister city's. It is a tourist hub and gets much of its income from destination weddings or honeymoons.
Crocus, Caburh: Crocus is the gateway to the civilization of Caburh. Crocus is one of the largest towns in Caburh, boasting its immaculately preserved medieval architecture and one of the largest marketplaces in the land. Surrounded by a tall wall, the streets are packed tightly with houses and shops alike, all with running water and power (thank the lord). Crocus also plays host to a monastery turned university which houses the sum of its agricultural knowledge. Many a farmer goes to study and train there in his or her beginnings. The final tourist draw is Crocus' castle. It still serves as a government building, but instead of a dynasty of any kind, there is a parliament and various offices and departments. It is the Capitol of Caburh.
Feral Falls, Caburh: An outpost on the newly settled (just 10 years ago!) lands of Caburh. It serves as a major port and market place, bringing goods in and exporting them to Kegawa and Donjon. It doesn't have much of a tourist draw, but a new religion seems to have formed in the bustling burg. Its architecture is notably less established than Crocus', but it has a comfortable, rustic quality that merchants seem to enjoy. The people here are less concerned with manners than in the bigger, more established cities, but quite friendly unless you threaten their livelihoods in some way. It also has a large marketplace and a tall wall surrounding the perimeter. In the center of it all, however, is a painstakingly carved totem, dedicated to the local deity.
Allentown, Donjon:
Bittsburg, Donjon: Bittsburg is the hustling capital of Donjon. It is heavily industrialized and gridlocked. Its population is mostly made up of factory and foundry workers, though there are inventors, mechanics, engineers and everything one needs to have civilization, though Bittsburg is definitely a place that imports its culture. Fashion takes a backseat to functionality here, though the upper-class and the accountants of the world tend to have more of a fashion sense. Music is usually brought in from other places, though something called "jazz" is on the rise here. The centerpiece of the smog-covered city is the impressive headquarters of the Drill Corps. Though it is surrounded by brick and steel buildings, the headquarters sticks out like a sore thumb, its grandeur too unavoidable. Though it is foreboding, many travelers have described the building as a wonder of the world.
world map
[coming soon]
- No sex. Though there are many opportunities for it in the journeys you take, the creator specifically requested none of that. So, out of respect, keep your romances pg-13 at best.
- Stay in character as much as possible, and if you have a question, just send a PM or use Skype.
Traveling rules (Items):
Size and Capacity
All items have a size of 1, 3, or 5. An item's size represents volume, weight, heft, or encumbrance.
-Size 1: fits in the palm of your hand
-Size 3: Can be held with one hand.
-Size 5: Must be held with 2 hands.
Maximum Carrying Capacity
A character's Maximum carrying capacity is equal to [STR + 3], plus modifiers for type. For example, a character with a [STR] of 8 will have a maximum carrying capacity of 11.
Characters that carry items with sizes that add up to more than their max carrying capacity will suffer a penalty to all checks equal to the difference between the size total and their max capacity.
Durability
Items start with a durability value equal to their size.
When using an item, rolling two 1s (a Fumble) on a check will reduce its durability by 1 point. If an item's durability is reduced to 0, the item becomes broken and unusable. The item will remain unusable until it is repaired. You may repair an item only up to its original durability.
All items have a size of 1, 3, or 5. An item's size represents volume, weight, heft, or encumbrance.
-Size 1: fits in the palm of your hand
-Size 3: Can be held with one hand.
-Size 5: Must be held with 2 hands.
Maximum Carrying Capacity
A character's Maximum carrying capacity is equal to [STR + 3], plus modifiers for type. For example, a character with a [STR] of 8 will have a maximum carrying capacity of 11.
Characters that carry items with sizes that add up to more than their max carrying capacity will suffer a penalty to all checks equal to the difference between the size total and their max capacity.
Durability
Items start with a durability value equal to their size.
When using an item, rolling two 1s (a Fumble) on a check will reduce its durability by 1 point. If an item's durability is reduced to 0, the item becomes broken and unusable. The item will remain unusable until it is repaired. You may repair an item only up to its original durability.
Shopping rules:
Buying
You may buy an item while shopping as long as you are able to pay the listed gold (G) cost. Shopping is done in the shops found in most towns, or at the occasional passing peddler.
Selling
You may sell unnecessary or extra items for half of their listed price. You may not, however, sell a broken item.
You may buy an item while shopping as long as you are able to pay the listed gold (G) cost. Shopping is done in the shops found in most towns, or at the occasional passing peddler.
Selling
You may sell unnecessary or extra items for half of their listed price. You may not, however, sell a broken item.
Magic Rules:
How to use Magic
In order to use magic one must repeat a fragment of Dragonic verse while imitating the motion of dragons. The magic user must focus her energy on the desired result, and the concentration required means that using magic depletes spiritual energy. This is why using magic costs MP.
When you can use Magic
To use magic, all of the following must be true:
Incantation magic
Magic that can be learned through study or practice is called Incantation Magic. This magic has spread throughout the world because it can be expressed as written incantations. Most users of Incantation magic use a spell book to record their spells, so if this tome is lost, the magic user is unable to cast incantation magic until a new book is acquired.
Seasonal magic
In contrast to Incantation Magic, seasonal magic relies on feelings and emotion to cast spells. This type of magic cannot be taught to or otherwise bestowed upon another person. People with magical abilities are, one day, simply able to use magic drawn from their season. As a magic user grows in power, they become able to use a large number of spells without needing to study.
Invoking Magic:
Steps to invoke magic
Casting a spell on an enemy
When casting a spell on an enemy or Monster, the Magic Check will succeed on a roll that is equal to or higher than the target's condition. If the magic check total is less than the target's Condition, there is no effect.
If the magic check is a critical success, the spell automatically succeeds even if the check is lower than the target's condition.
Cumulative Magic Effects
Effects from consecutive castings of the same spelldo not stack. However, similar effects from different spells do stack. For example, casting both Alert Bell Alarm and Lightning Bug Net will result in a +3 bonus to Camping Checks.
Ending Magical Effects
The person who cast a spell may decide to end its magical effect at any time.
Casting Time:
Normal Magic
This magic can be cast instantaneously. If a spell is cast during combat as the character's action, the spell takes effect as soon as it is successfully cast.
Ritual Magic
This type of magic requires an hour long ritual to take place before it is successfully cast. Within that hour, the caster spends their time drawing magical symbols and reciting Dragonic words of power. If, for whatever reason, the casting is interrupted, the caster loses no MP but must start again from the beginning.
MP Cost
Generally spells cost 2, 4, or 10 MP to cast. More powerful spells take more MP.
Effect Duration
Generally, spells that are used in combat are measured in rounds. 1 round = 10 seconds of game time.
Target
If a spell with a target of 1 area is cast out of combat, it will target a 5x5 meter square. If a spell with a target of "entire field" is cast out of combat, it will target a 15x15 meter square.
Range:
Touch=caster much be touching the target when the spell is cast. Gloves, clothing, or armor still count as touching the target. If it's a ritual, target must be touched at the end of the ritual.
Caster
Spell only affects the caster
Close area
The spell can affect targets in either the caster's area or 1 area away. It has a range of about 10 m.
All areas
The spell can affect any area the caster chooses. It has a range of 15 m.
Any
The spell can affect anything as far as the caster can see.
In order to use magic one must repeat a fragment of Dragonic verse while imitating the motion of dragons. The magic user must focus her energy on the desired result, and the concentration required means that using magic depletes spiritual energy. This is why using magic costs MP.
When you can use Magic
To use magic, all of the following must be true:
- Your entire body is free to move around, and not restrained (you can hold items in both hands, as long as your arms are free to move around)
- You can speak
- You have enough MP to cover the spell's cost
- If you are using a spell with a range other than "touch" or "caster", you must be able to see the target.
Incantation magic
Magic that can be learned through study or practice is called Incantation Magic. This magic has spread throughout the world because it can be expressed as written incantations. Most users of Incantation magic use a spell book to record their spells, so if this tome is lost, the magic user is unable to cast incantation magic until a new book is acquired.
Seasonal magic
In contrast to Incantation Magic, seasonal magic relies on feelings and emotion to cast spells. This type of magic cannot be taught to or otherwise bestowed upon another person. People with magical abilities are, one day, simply able to use magic drawn from their season. As a magic user grows in power, they become able to use a large number of spells without needing to study.
Invoking Magic:
Steps to invoke magic
- Select which spell to cast from your list of available spells.
- Refer to the spell's "range" value, and choose the target.
- Chant the magic words.
- Spend the required MP.
- Roll the Magic check [INT + SPI]. If two 1s are rolled, the spell fails. Any other result usually indicates success.
- The magic is invoked and lasts for the duration given in the spell's description.
Casting a spell on an enemy
When casting a spell on an enemy or Monster, the Magic Check will succeed on a roll that is equal to or higher than the target's condition. If the magic check total is less than the target's Condition, there is no effect.
If the magic check is a critical success, the spell automatically succeeds even if the check is lower than the target's condition.
Cumulative Magic Effects
Effects from consecutive castings of the same spelldo not stack. However, similar effects from different spells do stack. For example, casting both Alert Bell Alarm and Lightning Bug Net will result in a +3 bonus to Camping Checks.
Ending Magical Effects
The person who cast a spell may decide to end its magical effect at any time.
Casting Time:
Normal Magic
This magic can be cast instantaneously. If a spell is cast during combat as the character's action, the spell takes effect as soon as it is successfully cast.
Ritual Magic
This type of magic requires an hour long ritual to take place before it is successfully cast. Within that hour, the caster spends their time drawing magical symbols and reciting Dragonic words of power. If, for whatever reason, the casting is interrupted, the caster loses no MP but must start again from the beginning.
MP Cost
Generally spells cost 2, 4, or 10 MP to cast. More powerful spells take more MP.
Effect Duration
Generally, spells that are used in combat are measured in rounds. 1 round = 10 seconds of game time.
Target
If a spell with a target of 1 area is cast out of combat, it will target a 5x5 meter square. If a spell with a target of "entire field" is cast out of combat, it will target a 15x15 meter square.
Range:
Touch=caster much be touching the target when the spell is cast. Gloves, clothing, or armor still count as touching the target. If it's a ritual, target must be touched at the end of the ritual.
Caster
Spell only affects the caster
Close area
The spell can affect targets in either the caster's area or 1 area away. It has a range of about 10 m.
All areas
The spell can affect any area the caster chooses. It has a range of 15 m.
Any
The spell can affect anything as far as the caster can see.
Skill Check Rules:
Basics
Stats used in a check
The values of a character's stats determine the type of dice used in a check, with the numbers directly indicating the number of sides on the dice that should be rolled.
In some rare instances, you will roll only one die. In those cases, take the value of that single die without adding anything except situational modifiers.
Fumbles
Fumble=1. A fumble is a crushing failure. Item used for bonus on the check will automatically have its durability reduced by one. When a fumble is rolled, each party member receives a fumble point that will aid him or her later. fumble points are used for concentration and carry between sessions.
Critical success
Happens anytime both dice rolled for a check come up as either sixes or showing the maximum value for their dice size. If rolling a d6 and a d8, a roll of either 6+8, or 6+6 would result in a critical success. If rolling a d4 and a d8, only a roll of 4+8 would trigger a critical success.
Success check
Only used when the action is not a simple affair and success is not guaranteed, such as when jumping over a large pit or searching for hidden items. The process for making checks is:
A spell caster may cast a spell that affects the roll before the dice are rolled.
Failure: The total of the dice rolled + modifiers < target number
Contested Checks
Used to determine the result of a competition between two parties. For example a 50 yard foot race in which the victor would be uncertain.
To determine the winner, both parties make rolls, any modifiers are added to the results, and the highest total is the winner. In the case of a tie, the results are ignored and the check is repeated until a victor is determined. The process for making contested check is:
- Unless otherwise noted, two dice are rolled.
- The results of both dice are added together. The higher the total, the better.
- The dice used correspond to the character's stats, but the exact stats used will be determined by either the rules or the GM.
Stats used in a check
The values of a character's stats determine the type of dice used in a check, with the numbers directly indicating the number of sides on the dice that should be rolled.
In some rare instances, you will roll only one die. In those cases, take the value of that single die without adding anything except situational modifiers.
Fumbles
Fumble=1. A fumble is a crushing failure. Item used for bonus on the check will automatically have its durability reduced by one. When a fumble is rolled, each party member receives a fumble point that will aid him or her later. fumble points are used for concentration and carry between sessions.
Critical success
Happens anytime both dice rolled for a check come up as either sixes or showing the maximum value for their dice size. If rolling a d6 and a d8, a roll of either 6+8, or 6+6 would result in a critical success. If rolling a d4 and a d8, only a roll of 4+8 would trigger a critical success.
Success check
Only used when the action is not a simple affair and success is not guaranteed, such as when jumping over a large pit or searching for hidden items. The process for making checks is:
A spell caster may cast a spell that affects the roll before the dice are rolled.
- The GM determines the stats to be used and the target number. The GM may decide to keep the target number a secret.
- The player rolls the dice and tells the GM the outcome of the roll. Various penalties and/or bonuses-called "modifiers"- may apply due to magic, items, or skills.
- The results of the dice are compared to the target number (or "difficulty") and the action is determined to be a success, failure, critical success, or fumble by the GM.
Failure: The total of the dice rolled + modifiers < target number
Contested Checks
Used to determine the result of a competition between two parties. For example a 50 yard foot race in which the victor would be uncertain.
To determine the winner, both parties make rolls, any modifiers are added to the results, and the highest total is the winner. In the case of a tie, the results are ignored and the check is repeated until a victor is determined. The process for making contested check is:
- The GM determines the appropriate stats to be used.
- Both parties roll two dice and report the results to the GM.
- The GM compares the results and determines the winner.
Concentration:
When faced with difficult action or perilous situation, a character can concentrate, increasing their chance of of success.
Concentration timing
A character can "concentrate" whenever attempting a check. Concentration must be declared before the dice are rolled.
Checks where concentrate cannot be used
Condition checks, initiative checks, Damage checks
Concentration cost
In order for a character to concentrate, one of the following costs must be paid: Half of the character's current MP (rounded up), one fumble point.
Concentration Effect
The character gains a +1 bonus to the check result.
Concentration timing
A character can "concentrate" whenever attempting a check. Concentration must be declared before the dice are rolled.
Checks where concentrate cannot be used
Condition checks, initiative checks, Damage checks
Concentration cost
In order for a character to concentrate, one of the following costs must be paid: Half of the character's current MP (rounded up), one fumble point.
Concentration Effect
The character gains a +1 bonus to the check result.
- If both concentration costs are paid (Half MP and a Fumble Point), a character may gain a +2 bonus to the check instead. A normal character may never gain more than a +2 bonus due to concentration. A technical type character can get a maximum +3 total bonus by utilizing both MP and a Fumble point. No character can receive a +4 or higher bonus.
- If a character is at 1 MP and concentrates, they use half their MP rounded up: 1. This brings them 0 MP, which normally would cause that character to faint (see combat). The concentrating character is still able to finish their action, but no matter the outcome they will end up fainting afterward. Better Make it count!
Condition:
Condition is an abstraction of a character's current status. When a character's condition is high, the character is feeling full of energy and confidence. When a character's condition is low, they are more likely to be ensnared by an enemy's magic or be affected by status effects. Having a low Condition can be a perilous situation to be in.
Condition Check
A character's condition score is determined at the beginning of every day, by rolling a condition check using [STR + SPI].
Sleepless penalty
If a character stays up all night to get to their destination as quickly as possible, or are in some sort of jam that prevents them from sleeping, the condition check does not occur. Instead, their current condition score is halved, rounding down. If this results in the character's condition dropping to 2 or less, they automatically faint. A character whose condition drops to 0 dies.
Tip top shape
When a character's condition is 10 or higher, the character is feeling so great that one of their stats is temporarily increased. the player may choose one of their character's four stats and increase it by one die size for that day. A stat may not be raised above 12 in this manner.
Out of Shape
when a character's condition is 2 (fumble roll), the character is feeling run down and out of sorts. The player must choose one of the following status effect to affect their character: [injury:4], [Poison:4], [Exhaustion:4], [Muddled:4].
Die size up and down
When a character's stats are affected by magic spells, leveling up, or being in tip-top shape, the order in which the die size progresses is as follows: 4, 6, 8, 10, 12. A stat may not be raised higher than 12 except with a certain spell.
When effects such as injury or poison reduce a character's stats, the order in which die size is reduced is as follows: the opposite. A stat may not be lower than 4.
Condition Check
A character's condition score is determined at the beginning of every day, by rolling a condition check using [STR + SPI].
Sleepless penalty
If a character stays up all night to get to their destination as quickly as possible, or are in some sort of jam that prevents them from sleeping, the condition check does not occur. Instead, their current condition score is halved, rounding down. If this results in the character's condition dropping to 2 or less, they automatically faint. A character whose condition drops to 0 dies.
Tip top shape
When a character's condition is 10 or higher, the character is feeling so great that one of their stats is temporarily increased. the player may choose one of their character's four stats and increase it by one die size for that day. A stat may not be raised above 12 in this manner.
Out of Shape
when a character's condition is 2 (fumble roll), the character is feeling run down and out of sorts. The player must choose one of the following status effect to affect their character: [injury:4], [Poison:4], [Exhaustion:4], [Muddled:4].
Die size up and down
When a character's stats are affected by magic spells, leveling up, or being in tip-top shape, the order in which the die size progresses is as follows: 4, 6, 8, 10, 12. A stat may not be raised higher than 12 except with a certain spell.
When effects such as injury or poison reduce a character's stats, the order in which die size is reduced is as follows: the opposite. A stat may not be lower than 4.
Status effects and recovery:
There are 6 different kinds of status effects: The number attached to a status effect indicates the strength of the status effect and represents how likely a character is to succumb to it. A character with a condition equal to or less than this number will suffer the effects of the status effect. For example, Poison:6 will affect a character with a condition of 6 or less.
A traveler afflicted with two status effects of the same type only records the one with the higher value. For example, if a character with Shock:6 is later afflicted with Shock: 5 from another source, only the original instance of Shock: 6 is kept.
How to recover from status effects
If any of the following occur a character will recover from a status effect:
Body-based status effects
Injury--[DEX] is reduced by one die size
Poison--[STR] is reduced by one die size
Sickness--All four stats reduced by one die size.
Mind-based status effects
Exhaustion--[SPI] is reduced by one die size
Muddled--[INT] is reduced by one die size
Shock--All four stats are reduced by one die size
A traveler afflicted with two status effects of the same type only records the one with the higher value. For example, if a character with Shock:6 is later afflicted with Shock: 5 from another source, only the original instance of Shock: 6 is kept.
How to recover from status effects
If any of the following occur a character will recover from a status effect:
- The next day's condition is equal to or higher than the status effect's strength.
- The character is treated with a healing herb or magic spell that affects status effects.
- They receive aid at a facility in a town or city.
- They are given first aid by a healer class character. However this is only temporary and the status effect is only relieved for one hour.
Body-based status effects
Injury--[DEX] is reduced by one die size
Poison--[STR] is reduced by one die size
Sickness--All four stats reduced by one die size.
Mind-based status effects
Exhaustion--[SPI] is reduced by one die size
Muddled--[INT] is reduced by one die size
Shock--All four stats are reduced by one die size
Journey Rules
Journey Checks exist to find out how smoothly each day in the wilderness goes for your characters. Once characters reach a settlement, only the condition check is required.
As long as characters are traveling in the wilderness, they make the three journey checks detailed below, each day, in order. The difficulty for these checks will change depending on the current terrain and weather. The rougher the terrain and the harsher the weather, the higher the target number will be.
If travelers are passing through familiar terrain, following clearly marked roads, or on very long Journeys, the GM may feel free to skip direction or even travel checks if they feel unnecessary. The target number for all journey checks is equal to: Terrain difficulty + Weather modifier.
The Flow of Journey Checks
1. Condition check [STR+SPI]
Determines everyone's condition for the day.
2. Travel check [STR+ Dex] Target number: terrain + weather
Who: Each party member
Determines the ability of each traveler to traverse the terrain without incident.
Success: character travels all day without harm
Failure: Halve the character's current HP, rounding down.
Critical: +1 to condition until the next day's condition check.
Fumble: Quarter the character's current HP, rounding down
3. Direction check [INT + INT] Target number: Same as above
Determines the ability of the party to find their way.
Success: the party finds their way.
Failure: Movement is halved. If the pary traverses the same terrain the next day, they receive a +1 to their next direction check.
Critical: The party finds their way, regardless of the terrain difficulty.
Fumble: The party ends up in the exact same spot at the end of the day.
4. Camping check [Dex + Int] Target number: terrain + weather
Who: 1 person (one other person may provide support)
If the party doesn't have enough tents and sleeping gear, this check receives a -1 penalty
Determines whether the party passes the night safely.
Success: at the start of the next day each character's current HP is doubled (up to their max). MP is fully restored.
Failure: At the start of the next day each character recovers only two HP and MP.
Critical: At the start of the next day each character recovers all their HP and MP, and gains a +1 bonus to that day's condition.
Fumble: No recover occurs and the group suffers a -1 penalty to the next day's condition.
Support Rules
The characters attempting the direction check and the camping check may each receive assistance from one other character. If the supporting character makes the same check with a target number of 5, the main check gains a +1 bonus. The GM may decide to allow characters to support other checks as well. Condition checks, however, cannot be supported.
Return Route
Because travelers remember the roads they've tread, the return home from a journey is much easier.
If the characters travel through the same area of level 2 or lower terrain twice in less than a week, they need only to perform condition and camping checks.
Penalties for lack of food and water
If a character runs out of food or water, every check they perform receives a -1 penalty. If both food and water have run our, the penalty is -2. The penalty is cumulative, stacking each day that the situation is not remedied.
Food and water supply:
Food can be restocked by shopping in town or gathering materials from fallen monsters. Water is refilled automatically when entering a town.
A party can spend time while moving to find more food and water along the way. To do this, choose 1 character to perform a supportable [STR + INT] check with a target number of terrain + weather. A number of food and water rations are found equal to the difference between the target number and the number rolled on the dice. However, movement for that day is halved.
As long as characters are traveling in the wilderness, they make the three journey checks detailed below, each day, in order. The difficulty for these checks will change depending on the current terrain and weather. The rougher the terrain and the harsher the weather, the higher the target number will be.
If travelers are passing through familiar terrain, following clearly marked roads, or on very long Journeys, the GM may feel free to skip direction or even travel checks if they feel unnecessary. The target number for all journey checks is equal to: Terrain difficulty + Weather modifier.
The Flow of Journey Checks
1. Condition check [STR+SPI]
Determines everyone's condition for the day.
2. Travel check [STR+ Dex] Target number: terrain + weather
Who: Each party member
Determines the ability of each traveler to traverse the terrain without incident.
Success: character travels all day without harm
Failure: Halve the character's current HP, rounding down.
Critical: +1 to condition until the next day's condition check.
Fumble: Quarter the character's current HP, rounding down
3. Direction check [INT + INT] Target number: Same as above
Determines the ability of the party to find their way.
Success: the party finds their way.
Failure: Movement is halved. If the pary traverses the same terrain the next day, they receive a +1 to their next direction check.
Critical: The party finds their way, regardless of the terrain difficulty.
Fumble: The party ends up in the exact same spot at the end of the day.
4. Camping check [Dex + Int] Target number: terrain + weather
Who: 1 person (one other person may provide support)
If the party doesn't have enough tents and sleeping gear, this check receives a -1 penalty
Determines whether the party passes the night safely.
Success: at the start of the next day each character's current HP is doubled (up to their max). MP is fully restored.
Failure: At the start of the next day each character recovers only two HP and MP.
Critical: At the start of the next day each character recovers all their HP and MP, and gains a +1 bonus to that day's condition.
Fumble: No recover occurs and the group suffers a -1 penalty to the next day's condition.
Support Rules
The characters attempting the direction check and the camping check may each receive assistance from one other character. If the supporting character makes the same check with a target number of 5, the main check gains a +1 bonus. The GM may decide to allow characters to support other checks as well. Condition checks, however, cannot be supported.
Return Route
Because travelers remember the roads they've tread, the return home from a journey is much easier.
If the characters travel through the same area of level 2 or lower terrain twice in less than a week, they need only to perform condition and camping checks.
Penalties for lack of food and water
If a character runs out of food or water, every check they perform receives a -1 penalty. If both food and water have run our, the penalty is -2. The penalty is cumulative, stacking each day that the situation is not remedied.
Food and water supply:
Food can be restocked by shopping in town or gathering materials from fallen monsters. Water is refilled automatically when entering a town.
A party can spend time while moving to find more food and water along the way. To do this, choose 1 character to perform a supportable [STR + INT] check with a target number of terrain + weather. A number of food and water rations are found equal to the difference between the target number and the number rolled on the dice. However, movement for that day is halved.
Combat Rules:
The flow of combat:
1 round is about 10 seconds.
Conditions for the end of battle:
Battle ends when an entire side has left the battle by escaping, has been incapacitated by injury, or when an agreement is made between both sides to end hostilities.
What is initiative:
Roll for [DEX + INT]. If two or more characters have the same initiative, the character with the higher condition score goes first. If both characters have the same condition, those characters act at the same time. For monsters, the GM uses the initiative score found in their stat block.
Objects:
Items strewn about the battlefield that may be used to great effect by characters during a battle. These objects must be things that suit the battlefield: for example, if the combat takes place in a town, suitable objects may be carts, fruit stands, fountains, stone walls, and other things found in a town. Travelers can use these items to gain an edge in combat. A player may use an item by explaining how they use it, like, "I hide behind he wall and shoot an arrow!"
When a player describes a way in which their character uses an object during an attack, their accuracy check receives a +1 bonus. The object that was used is then erased and can no longer be used.
Boss battles should have 10 objects instead.
Combat actions:
During combat you get one action during your turn
Accuracy check
When the character rolls the accuracy check, the target number is equal to the target's initiative.
Damage check
Result of damage check is the amount of damage the target takes--a character may not concentrate on a damage check.
Critical hit
The number of dice rolled for the damage check is doubled if you get a critical on the accuracy check.
Defense points: result from wearing armor or other protection, they may reduce any damage from an attack by their defense points. This applies only to physical attacks, and does not reduce damage caused by magic attacks.
Shields
Shield dodge value: light shield is 7, Heavy shield is 9. When you roll initiative, if you roll less than the shield dodge value, your defense value automatically becomes the shield dodge value. You still make actions on your initiative value in combat, but you become harder to hit.
Use an item if it takes 10 seconds or less
Use the minstrel's music skill and the healer's healing skill during combat.
A character may perform an action that takes about 10 seconds.
At level 2 you can try to fake out an enemy with an accuracy check.
At level 2 you can search the battlefield to find useful objects.
- Decide on 5 "objects" in the area
- Determine Initiative. PCs roll an Initiative Check [DEX + INT] to determine activation order. This is done only at the start of the encounter unless a special action is performed during combat. monster's Initiative can be found in their stat block in the Monster section
- The players place their characters in an area on the battlefield
- The PC or monster with the highest initiative acts first, followed by the next highest, etc.
- Once all particpatns have performed an action, the round is over. Combat returns to step 4 and repeats.
1 round is about 10 seconds.
Conditions for the end of battle:
Battle ends when an entire side has left the battle by escaping, has been incapacitated by injury, or when an agreement is made between both sides to end hostilities.
What is initiative:
Roll for [DEX + INT]. If two or more characters have the same initiative, the character with the higher condition score goes first. If both characters have the same condition, those characters act at the same time. For monsters, the GM uses the initiative score found in their stat block.
Objects:
Items strewn about the battlefield that may be used to great effect by characters during a battle. These objects must be things that suit the battlefield: for example, if the combat takes place in a town, suitable objects may be carts, fruit stands, fountains, stone walls, and other things found in a town. Travelers can use these items to gain an edge in combat. A player may use an item by explaining how they use it, like, "I hide behind he wall and shoot an arrow!"
When a player describes a way in which their character uses an object during an attack, their accuracy check receives a +1 bonus. The object that was used is then erased and can no longer be used.
Boss battles should have 10 objects instead.
Combat actions:
During combat you get one action during your turn
- Movement: move to a different area of the battle
- Magic: use a spell with a casting time of "normal"
- Assess the situation: re-examine the sitation to change your stance--allows you to roll a new initiative check to use from the start of the next round. If it's lower than the last one, take the higher of the two.
- Defend: until the next turn, whenever you take damage, the damage they receive is reduced by one. You can also choose to become the target of any attack aimed at an ally in the same area. If you do so, you automatically get hit.
- Attack: use a weapon or your bare hands. Roll to see if the attack hits, then roll for damage.
Accuracy check
When the character rolls the accuracy check, the target number is equal to the target's initiative.
Damage check
Result of damage check is the amount of damage the target takes--a character may not concentrate on a damage check.
Critical hit
The number of dice rolled for the damage check is doubled if you get a critical on the accuracy check.
Defense points: result from wearing armor or other protection, they may reduce any damage from an attack by their defense points. This applies only to physical attacks, and does not reduce damage caused by magic attacks.
Shields
Shield dodge value: light shield is 7, Heavy shield is 9. When you roll initiative, if you roll less than the shield dodge value, your defense value automatically becomes the shield dodge value. You still make actions on your initiative value in combat, but you become harder to hit.
Use an item if it takes 10 seconds or less
Use the minstrel's music skill and the healer's healing skill during combat.
A character may perform an action that takes about 10 seconds.
At level 2 you can try to fake out an enemy with an accuracy check.
At level 2 you can search the battlefield to find useful objects.
The world of Seraph
World name: Seraph
Shape of the world: Floating islands (nothing but sky)
World history: Long ago, the planet of Seraph burst, breaking apart and scattering the lands to the skies. Creation magic was released in the many explosions, seeping into the land that remained, resulting in enchanted ore that is used throughout the world to connect the citizens.
The islands all have their own set of governing bodies and laws, many of which are tribal in nature, though the level of technology varies from island to island. Technologies that are developed are mostly technologies of convenience, however, there are trains which fly along lay-lines and various other (though, less popular) modes of transportation.
There are also various work apprenticeship opportunities for youth, so it is not uncommon to see children working. Each program is vetted for safety, and all conditions must meet strict standards of humanity.
Though it is unknown how it came to be, there are also intelligent, talking (magical) animals which populate the world in various places. There are even animals of this type which hold important jobs within rival travel companies!
Representative countries: There are many islands in the world--perhaps too many to really keep count of. That said, the biggest and most important are the nations listed below.
Donjon--Home to the headquarters of the mining conglomerate "Drill Corps." It is one of the most industrialized island nations. Cable cars can be found all over the island to help transport people more easily. Cars can be found, but they are considered quite the luxury for most people. Pubs, bars, saloons, and other places of merriment can be found en masse on this island. Though the inhabitants of Donjon are hard-workers, they like to play hard as well. Barber shops and grocery stores line the main streets in most towns, though there are fashion boutiques as well. Further in on the island, you can find factories which manufacture all of these products and ship them out to places like Caburh.
Caburh--Birthplace of Bosco, the train dog. Caburh has the most farmland because of its large water source. Technology here is mostly geared toward farming, caring for the natural resources of the island, and transportation of goods. The talking dogs of the island run in packs called clans, and though they are very friendly, they are often pushy as well.
Kegawa Island--Place to worship dragons. It is an island of temples, ruins, and various religious artifacts. Many people travel here to begin a pilgrimage. It is populated year-round by devout humans and talking bunnies. This has given the island the nickname, "Bunny Island."
Skyloft--A chain of islands which are so close together that they could be interconnected via a series of bridges, staircases, and scaffolding. People who live here are very independent in terms of personality. They are quite competitive and have taken to training birds and other animals to use in competitions. It is the birthplace of Tama, the feline conductor.
World threats: Drill Corps of Donjon constantly lobby to mine all of the enchanted ore to continue industrialization, despite the pleas of conservationists in all of the island nations. It is unknown what will happen when the land is cleared of all of the magical ore, and with each plunge into the usable earth, the risk of permanently separating land into more islands and damaging the existing infrastructure grows. Mining is a dangerous profession, and many of the executives at Drill Corps are guilty of thinking only of the gain to the company itself--not the inhabitants of the islands.
World Enigmas: Enchanted ore--no one knows how or why the ore of the world has absorbed the creation magic of the seasonal dragons. No one fully understands how it works, either.
Why the islands are still in existence, floating as they are now, instead of hurtling through space is another mystery.
The talking, magic animals of the world of Seraph have always been around, but no one knows why some talk and others don't, nor do they know how the talking animals came to be. The most mysterious, however, are Bosco and Tama, the captains of the two rival train companies.
Major towns
Apolonia, Kegawa: An on the northern "coast" of Kegawa island. It is the place travelers first embark on their pilgrimage since it is where the train station is located. While it is on what is considered a holy island, Apolonia is mostly a tourist trap. The most expensive hotels, decadent restaurants, and money-hungry souvenir merchants inhabit this city, along with the most thieves in the land. Classic architecture is surrounded by new technology, musicians and artisans hawk their wares at every corner, and evangelists disparage sinners every chance they get. The native rabbits see this is a bastardization of their culture and tend to stay away from this part of the island unless they are particularly industrious.
Seraph city, Kegawa: The center of Kegawa. From this point you can reach all of the statues, ruins, and temples. Seraph city boasts the temple of the spring and many of its official buildings are from the days of old, enhanced as little as possible with the technology of today. The cites are usually managed by the rabbit folk of the world along with a few human acolytes. They are very irate when people attempt to use the sacred grounds like a toilet or trash can--as can only be expected. Many people usher into the city and fill its many inns and pubs on their way to their other pilgrimage stops and on their way back to the rest of the world. You can also file papers to become a Kegawan citizen here, but it is a long and drawn out process.
Pho, Skyloft: Pho is one of the larger islands in the interconnected isles that make up Skyloft. It is also considered the central power of the island nation. It has a distinctly Asian feel to it. Artisans often make their home here as the resources that can be gathered from Pho are considerable and fairly inexpensive if you are willing to do some traveling. The artisan population also attracts many merchants and musicians, also attracting dancers. It is considered the cultural capitol of Skyloft, and to many, the cultural capitol of Seraph.
Artemia, Skyloft: Artemia is the home of many ornate structures, including the beautiful ironwork on the many bridges that connect Skyloft's chain of islands. Unlike Pho, Artemia has a distinctly French feel to it, with fascinating Gothic architecture. Much is made of style over substance, here, though substance is still valued by the upper-crest and what is considered to be "old money." Everything is about presentation here--and the more visually over-the-top, the better. The people of Skyloft revere Artemia nearly as much as Pho, though Artemia's distinctive style is far more expensive than its sister city's. It is a tourist hub and gets much of its income from destination weddings or honeymoons.
Crocus, Caburh: Crocus is the gateway to the civilization of Caburh. Crocus is one of the largest towns in Caburh, boasting its immaculately preserved medieval architecture and one of the largest marketplaces in the land. Surrounded by a tall wall, the streets are packed tightly with houses and shops alike, all with running water and power (thank the lord). Crocus also plays host to a monastery turned university which houses the sum of its agricultural knowledge. Many a farmer goes to study and train there in his or her beginnings. The final tourist draw is Crocus' castle. It still serves as a government building, but instead of a dynasty of any kind, there is a parliament and various offices and departments. It is the Capitol of Caburh.
Feral Falls, Caburh: An outpost on the newly settled (just 10 years ago!) lands of Caburh. It serves as a major port and market place, bringing goods in and exporting them to Kegawa and Donjon. It doesn't have much of a tourist draw, but a new religion seems to have formed in the bustling burg. Its architecture is notably less established than Crocus', but it has a comfortable, rustic quality that merchants seem to enjoy. The people here are less concerned with manners than in the bigger, more established cities, but quite friendly unless you threaten their livelihoods in some way. It also has a large marketplace and a tall wall surrounding the perimeter. In the center of it all, however, is a painstakingly carved totem, dedicated to the local deity.
Allentown, Donjon:
Bittsburg, Donjon: Bittsburg is the hustling capital of Donjon. It is heavily industrialized and gridlocked. Its population is mostly made up of factory and foundry workers, though there are inventors, mechanics, engineers and everything one needs to have civilization, though Bittsburg is definitely a place that imports its culture. Fashion takes a backseat to functionality here, though the upper-class and the accountants of the world tend to have more of a fashion sense. Music is usually brought in from other places, though something called "jazz" is on the rise here. The centerpiece of the smog-covered city is the impressive headquarters of the Drill Corps. Though it is surrounded by brick and steel buildings, the headquarters sticks out like a sore thumb, its grandeur too unavoidable. Though it is foreboding, many travelers have described the building as a wonder of the world.
world map
[coming soon]