Heartbreaker

— CHARACTERS —


Characters have 6 attributes: STR, DEX, CON, INT, WIS & CHA.


Roll 4d6 and drop the lowest and swap 2 or 3 around as desired. Note the result, modifier and checks:


3         = -3 = 1-in-6

4-5     = -2 = 1-in-6

6-8     = -1 = 1-in-6

9-12     = 0 = 2-in-6

13-15 = +1 = 3-in-6

16-17 = +2 = 4-in-6

18         = +3 = 5-in-6


STA starts at 2d6, SAV starts at 15, COM starts at 0, MAG starts at -1, SKI starts at 2.


STR is added to melee damage and saves against crushing. Checks are used for breaking down doors.


DEX is added to DEF rolls and saves against tripping. Checks are used for sneaking.


CON is added to STA rolls and saves against poison. Checks are used for holding one’s breath.


INT is added to starting MAG and saves against spells. Checks are used to guess an object’s qualities.


WIS is added to ranged attack rolls and saves against illusions. Checks are used to spot hidden things.


CHA is added to reaction rolls and saves against fear. Checks are used for influencing people.


Test SAV by rolling 1d20. Must roll equal to or over SAV.


Test SKI by rolling 1d20 + SKI. Must beat 1d20 + 1d6 to succeed at the SKI roll.


Characters must attain 1,000 x current LVL in EXP to advance to the next level.


When levelling up, choose an advancement combination to acquire.


Martial = +1d8 STA, +0.5 COM. Practical = +1d6 STA, +1 SKI, -1 SAV. Mystical = +1d4 STA, +1 MAG.


Characters can also gain a new ability every level, as decided by the events of play.


Characters have an ancestry, a background and a path.


— ANCESTRIES —


Ancestry: Human

The dominant race on this planet, they have conquered the world with their curiosity and warlike ways.

- +1 to any attribute.


Ancestry: Dwarf

The secretive cave-dwellers whose days of supremacy, forged in bronze, are a distant memory.

- +1 CON, -1 DEX.

- Can see in the dark as though they were holding a lit candle.

- Can speak Dwarven

- Can use SKI + WIS to predict cave-ins.

- Can’t wield spears, longbows or muskets.


Ancestry: Elf

The strange forest folk who call Faerie their home. They are immortal and take a passing fancy at human life.

- +1 INT, -1 CON.

- Only surprised on an initiative roll of 1 at the start of combat.

- Can speak elven.

- Can use SKI + CHA to change minor aspects of appearance such as eye, hair or skin colour for 1 hour daily.

- Can’t wear light plate or full plate armour.


— BACKGROUNDS —


Background: vagabond:

The downtrodden subclass who struggle to survive in the murky streets using their wits alone.

- Starts with 3d6 x 10 CP, tattered clothes, 2 daggers and a pet rat/cat/pigeon.

- Knows the Vagrants’ Code language.

- Can use SKI + DEX to pick locks & pockets, disarm traps or escape from bonds.


Background: outlander:

Foreign folk from far flung lands. Their ways are unfamiliar, but they bring with them lore unknown to locals.

- Starts with 3d6 x 10 CP, travelling clothes, shortbow & arrows x 10, horse.

- Knows two monster languages.

- Can use SKI + STR to climb cliffs, and SKI + WIS to follow tracks.


Background: peasant:

The backbone of this world - farmers, sailors and artisans. Decades of toil has strengthened their backs. 

- Starts with 3d6 x 10 SP, basic clothes, an axe and a donkey.

- +1d6 starting STA.

- Can use SKI + STR to repair metalwork, and SKI + DEX to craft woodwork.


Background: professional:

Merchants, monks and minstrels who travel the land, laden with nought but their valuable skills.

- Starts with 3d6 x 10 SP, quality clothes and a staff.

- Knows the Ancient language.

- Can use SKI + CHA to heal an ally by 1 STA, and SKI + INT to brew a potion from a recipe.


Background: noble:

Those who see leading the weak as their birthright. They are knights, priests and princes.

- Starts with 3d6 x 10 GP, fine clothes, a longsword and a horse.

- Speaks in the dialect of the upper class, gaining access to their circles and respect from common folk.

- A noble challenged to a duel by another noble cannot refuse the challenge.


— PATHS —


Path: swashbuckler:

Those who seek adventure for gold and glory. They expect to live fast and die young with a drink in hand.

- Must perform a deed worthy of a song to level up.

- Add SKI to SAV rolls against tripping (DEX) and fear (CHA).

- +1 starting COM.

- Upkeep costs double.


Path: explorer:

Those driven by an unquenchable curiosity. They yearn to see new lands and stories of the past.

- Must explore a new region or discover lost lore to level up.

- Add SKI to SAV rolls against tripping (DEX) and poison (CON).

- Can spontaneously know a non-arcane fact once between each upkeep.

- Must carry a journal in their load, if lost, it must be replaced and the character loses LVL x 100 EXP.


Path: seeker:

Those who wish to reach the limit of humanoid magical potential. Only immortality is the true measure of this.

- Must find a new spell/magic item to level up.

- Add SKI to SAV rolls against magic (INT) and illusions (WIS).

- +1 starting MAG.

- -1d6 starting STA.


Path: avenger:

Those who seek injustices to correct at the tip of a blade or the barrel of a gun.

- Must avenge a misdeed to level up.

- Add SKI to SAV rolls against crushing (STR) and fear (CHA).

- After dealing a killing blow, take another attack.

- Must make SAV roll to refrain from violence against a cruel humanoid.


Path: champion:

Those who wish only for betterment, rescuing the innocent and staying steadfast with their cherished values.

- Must rescue an innocent to level up.

- Add SKI to SAV rolls against poison (CON) and illusions (WIS).

- Can turn unholy monsters.

- Can’t steal, lie to the innocent, or harm captured or fleeing enemies. Can only use ‘holy’ magic.


— COMBAT —


Each combat round, each side rolls 1d6 each round, the higher result goes first, draws act simultaneously.


On the first round, if either side rolls a 1 or 2, they are surprised and cannot act for that round.


When making an attack, the attacker rolls 1d20 + COM + ATK.


The defender rolls 1d20 + DEF for melee, 1d20 + COV for ranged.


If the attacker’s roll beats the defender’s, they deal their weapon’s DMG, minus the target’s AMR.


Add WIS to ranged ATK rolls, add STR to melee DMG rolls.


Monsters that hit 0 STA die. PC’s must make a SAV roll on their turn.


If they fail the SAV they fall unconscious and must roll again on their next turn. If they fail again they perish.


Combatants can flee from combat if they won initiative, if not then it triggers a free attack against them.


Combatants can save their action until a trigger state is met, then their action discharges instantly.


— MAGIC —


Characters can learn a number of spells equal to their MAG, each one can be cast once daily.


If the spell list in use has levelled spells, increase the maximum spell level by 1 for every 3 MAG above 0.


Casters must have at least one free hand and can’t be wearing metal armour in order to cast.


Any spell may be discharged to deal 1d6 DMG (exploding) or defend LVL allies from an incoming spell.


To turn a monster, the PC rolls 1d20 + LVL. The monster rolls 1d20 + double monster HD.


On a successful turning, 2d6 HD-worth of monsters, starting with the weakest are forced to flee.


Only truly unholy monsters, such as undead and demons may be turned.

— UPKEEP —


1 GP = 5 SP = 10 CP.


Between adventures, each character must spend 1d6 coins on upkeep.


1d6 CP for squalid upkeep, 1d6 SP for basic upkeep, 1d6 GP for lavish upkeep.


Squalid upkeep includes watered-down beer dregs, shared accommodation and cold leftovers.


Basic upkeep includes ale, a semi-private room, hot food, storage, laundry and stabling for one animal.


Lavish upkeep includes wine, a private room, fine food, storage, laundry and hay and stabling for two animals.


After squalid upkeep, make a SAV roll to avoid armour rusting, clothes getting filthy and animals getting sick.


Rusty armour suffers -1 AMR. Sick animals are useless until fed and stabled.


— REST & TRAVEL —


Characters with less than half their maximum STA are injured and can’t heal past half their maximum STA.


A short rest heals 1d3 HP, a night’s rest heals 1d6 HP, a night’s rest in a bed heals 2d6 HP.


A character may take watch while others rest. If danger is present, they may interrupt their allies’ sleep.


Characters whose sleep is interrupted do not have the benefit of its healing.


A night’s rest in a bed removes injury after succeeding a SAV, with -1 for squalid upkeep, +1 for lavish upkeep.


Characters can travel 3 hexes per day, 4 with a donkey/raft, 5 with a horse/boat, 6 with a flying animal/ship.


Rain reduces travel allowance by 2 hexes, a storm by 4.


— INVENTORY —


Characters have 5 item slots in their equipment, accessories and load allowances.


Equipment is for any items kept on the PC’s person like weapons wielded, armour worn and items carried.


Accessories is for any items that can be worn without encumbering them like clothes, jewellery and purses.


Load is for all other items which are being carried but aren’t immediately accessible in combat or at rest.


— DUNGEON TURNS —

In dungeons, choose 2 characters to guard the front and 2 to guard the rear of the party.


In a dungeon, roll 1d12 every turn. Most actions, including moving rooms, takes 1 turn.


1 = a monster appears from the north, 2 = a monster appears from the east.


3 = a monster appears from the south, 4 = a monster appears from the west.


5 = torches burn out, spells wear off, 6 = a short rest is required/an environmental timer counts down.


For monsters, if there is no entrance in the direction noted, ignore the result.


— TRAVEL TURNS —


During travel, roll 1d6 for day and night.


1 = a monster appears nearby, 2 = a monster appears in the distance.


3 = clear weather becomes rainy, rainy weather becomes stormy, 4 = weather becomes clear again.


— STEALTH —


In order to sneak successfully, a character must make a DEX check.


+1 if the sneaker’s in darkness and the target in light, the two are on different levels, or the target's distracted.


-1 if wearing chain or light plate armour, the ground is noisy, the target can’t be seen, or if the target is wary.


-2 if wearing full plate armour, it is light, there’s nothing to hide behind, or if the target is on the lookout.


Roll only when it’s too late. Roll again if circumstances change that make success less likely.


Successful sneaking means that the first round of combat is automatically a surprise round.


While sneaking, attacks from behind are automatically successful.


— REACTION ROLLS —


When PCs come face-to-face with unfamiliar NPCs, roll 1d20 + the apparent PC leader’s CHA.


4- = Aggressive. Will attack on sight to kill, loot, kidnap or eat the PCs.

5-7 = Greedy. Try to exploit the PCs for gold, food or something else using force or in the form of a toll.

8-10 = Defensive. Take up arms or adopt a fighting stance, but will only fight in self-defence.

11-13 = Cautious. Try to continue about their business and avoid combat, some may take up arms in defence.

14-16 = Nonplussed. Try to ignore the PCs as best they can, letting them pass without hindrance.

17+ = Open. Approach the PCs to converse, initiate trade or even lend or request aid of some form.


PCs can employ hirelings of their LVL or lower and their upkeep must be paid.


Torchbearers and pack-carriers won’t fight and require a squalid upkeep - 3d6CP.


Scouts and archers will fight from range and require a basic upkeep - 3d6SP.


Bodyguards and wizards will fight from range or close and require a lavish upkeep - 3d6GP.


When a hireling’s life is threatened, make a reaction roll with 2d6 and add their employer’s CHA.


6- = The hireling quits immediately and goes to home.

7-10 = The hireling continues working as usual.

11+ = The hireling is willing to truly risk their life to protect their employer.


— WEAPONS & ARMOUR —


Dagger/club 0 ATK 0 DEF 1d6 DMG 1GP

Sword 1 ATK 2 DEF 1d6 DMG 5GP

Longsword 1 ATK 2 DEF 1d8 DMG 15GP

Axe         1 ATK 0 DEF 1d8 DMG 5GP

Halberd          2 ATK 0 DEF 1d10 DMG 10GP

Mace 0 ATK 0 DEF 1d10 DMG 5GP

Warhammer 1 ATK 0 DEF 1d12 DMG 10GP

Staff         0 ATK 4 DEF 1d6 DMG 1GP

Spear 2 ATK 4 DEF 1d6 DMG 10GP


Dagger/sling/slingshot 0 ATK 1d6 DMG         1CP

Shortbow         2 ATK 1d8 DMG         10GP

Longbow         1 ATK 1d10 DMG 20GP

Crossbow 2 ATK 1d10 DMG 25GP

Pistol 1 ATK 2d6 DMG* 25GP

Blunderbuss/shotgun 2 ATK 2d6 DMG* 40GP

Musket/arquebus 1 ATK 3d6 DMG* 50GP


Bows can’t be used with light plate or full plate armour.

Crossbows require 1 round to reload after each shot.

Firearms can’t be used with full plate armour.

Firearms require 2 rounds to reload after each shot.

Firearms make a loud noise that reveals the attacker’s location and alerts enemies to danger.


Padded/leather armour 0 COV     1 AMR                 10GP

Chain/scale armour 1 COV     2 AMR                 20GP

Light plate armour 2 COV     2 AMR                 30GP

Full plate armour 2 COV     3 AMR                 40GP


Chain, light plate and full plate armour prevents a character from casting spells.


Buckler         2 DEF 0 COV         1GP

Shield 2 DEF 2 COV         5GP


Shields can be used to defend adjacent allies from ranged attacks by foregoing attack.


Exposed, visible & static 0 COV

Obscured/sidestepping 1 COV

Partial cover/jogging 2 COV

Hidden/running 3 COV


— GLOSSARY —


STR = Strength

DEX = Dexterity

CON = Constitution

INT = Intelligence

WIS = Wisdom

CHA = Charisma


STA = Stamina - essentially the same as HP

SAV = Saving throw

COM = Combat - added to attack and defence rolls, halves are rounded down.

MAG = Magic - used as spell slots

SKI = Skill - added to skill rolls

LVL = Level

EXP = Experience points


ATK = Attack - added for weapons

DEF = Defence - added for weapons, used to defend against melee attacks

COV = Cover - added for defence against ranged attacks

DMG = Damage - determined by weapon

AMR = Armour - taken from damage rolls


GP = Gold piece/guilder = 5SP = 10CP

SP = Silver piece/sovereign = 5CP = 0.2GP

CP = Copper piece/coronet = 0.2SP = 0.1GP


Exploding = If the maximum result is rolled, roll again and use the total.


    — CHARACTER SHEET —



 


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