sheriffdance

Treasure Trek (Basics + Equipment)

Sep 24th, 2024 (edited)
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  1. Treasure Trek
  2. --
  3. An OSR-type game to end my nightmares.
  4.  
  5. ---
  6. BASICS
  7. ---
  8.  
  9. D20 Percentile [increments of 5% equalling one number on the d20],
  10. check by rolling under X% to succeed, X = Base Odds + Mods.
  11. All rolls are player-facing, enemies only roll damage while
  12. players roll to avoid danger and fight back.
  13.  
  14. Base Odds are declared by Referee before checks are called for.
  15. There are three Base Odds to use, but the Referee or situation
  16. may call for a more precise number:
  17.  
  18. 60% [Easy]
  19. 40% [Average]
  20. 20% [Difficult]
  21.  
  22. Mods are advantages or penalties added unto the Base Odds,
  23. often as tags to character abilities. So if you have a Mod
  24. that gives you +10% to a check with a Base Odds of 50%,
  25. you would roll vs. 60%/12 to succeed. Regardless of Mods,
  26. however, no roll is completely inevitable in its conclusion.
  27. All rolls have at least a 5% chance of failure or success,
  28. represented by a natural roll of 20 or 1, respectively.
  29.  
  30. Characters have four Statistics:
  31. - Brawn: Strength and Constitution from the original game.
  32. BRAWN MOD APPLICATIONS: HP per level, Melee Attack + Damage
  33. SAVE USE: Vs. Poison and Paralysis
  34. - Guile: Dexterity and Wisdom from the original game.
  35. GUILE MOD APPLICATIONS: Evasion, Ranged Attack + Damage
  36. SAVE USE: Vs. Explosions, Breath Attacks
  37. - Clout: Intelligence and Charisma from the original game.
  38. CLOUT MOD APPLICATIONS: Spell "to-hit" rolls
  39. SAVE USE: Vs. Spells, via wands, rods or staves
  40. - Fate: For everything else not covered by the previous.
  41. FATE MOD APPLICATIONS: Rolls of pure luck and games of chance.
  42. SAVE USE: Death Effects
  43.  
  44. ---
  45. COMBAT
  46. ---
  47.  
  48. Combat is done via "Theater of the Mind" or grids tracking individual
  49. actor positions with distances measured in squares of five feet
  50. when deemed necessary.
  51.  
  52. -TURN ORDER-
  53. Character turn order is determined by Guile. Those with the lowest Guile
  54. describe their turn first, and then the next-lowest goes until the highest
  55. describe their turn last, based on what was described before.
  56.  
  57. Then, when the declaration phase is over, the characters with highest
  58. focus perform their turns first in descending order, rolling to see how it
  59. goes. Once per combat, a character can attempt to Adapt their previously
  60. declared action, making a Fate roll to do so. On a failure, they waste
  61. their turn, and on a success they roll for their adapted action as normal.
  62.  
  63. You can move at half speed during your declared action and turn, or you can
  64. dedicate your action to movement to go at full speed.
  65.  
  66. In cases where one party ambushed another, the ambushing party goes first.
  67. If players were ambushed, they suffer a 15% Mod to their Evasion,
  68. and gain a 15% Mod for To-Hit if they successfully ambushed enemies.
  69.  
  70. These Mods are lost after the first round is done.
  71.  
  72. -DAMAGE & DEATH-
  73. Damage is subtracted from your character's Hit Points when they're hit
  74. by an attack or other damaging effect; armor mitigates damage taken by its
  75. listed amount, but every attack dealt to you has a chance to break it down.
  76.  
  77. When a character reaches 0 HP, they're in Critical Condition. If not treated
  78. with a stabilizing effect within the next 10 minutes, they'll die. Stabilized
  79. characters heal 1HD after 4 hours of rest, and can be healed normally, afterward.
  80.  
  81. -ATTACKING-
  82.  
  83. To attack a target, you must roll below their Evasion, based on AC (from the
  84. original game until I make my own monster list) + your Brawn/Guile Mod.
  85.  
  86. Melee attacks require you to be in melee range, meaning the opponent is within
  87. 5 feet of you. When you kill an enemy with a weapon, you must roll to determine
  88. if it's broken down by the effort by rolling its quality dice. See EQUIPMENT.
  89.  
  90. Ranged attacks can be used at far remove from your enemies, but enemies within
  91. 5 feet of you take half damage from a ranged weapon, barring firearms.
  92.  
  93. When being attacked, you add your Evasion to the Base Odds to avoid it.
  94.  
  95. [Evasion is: Guile Mod + Fate Mod + Armor Mod]
  96.  
  97. The Base Odds for these attacks are usually based on the HD of the monster,
  98. with each HD over the target's level as 10% being reduced from 50%.
  99. So if you're level 2, and your opponent has 4 HD, the Base Odds for being
  100. attacked are [50%-[2HD x 10%]=x], with y being 30%. Whatever the case, it's
  101. up to the Referee to determine the odds and relay them to the player.
  102.  
  103. ---
  104. CHARACTERS
  105. ---
  106.  
  107. When creating a character at 0th Level, you first roll your statistics.
  108. Roll 4d6 and then drop the lowest of the results, adding the rest
  109. together. Do this four times, once for every stat. Below is a table
  110. for the Mod and bonuses that your stats give you on certain actions.
  111.  
  112. 03 ----- -15%/-3
  113. 04-06 -- -10%/-2
  114. 07-09 -- -05%/-1
  115. 10 ----- No Change
  116. 11-13 -- +05%/+1
  117. 14-15 -- +10%/+2
  118. 16-17 -- +15%/+3
  119. 18 ----- +20%/+4
  120.  
  121. After statistics are rolled, you make three choices:
  122. - Kind: The character's species, culture and abilities gained from it.
  123. - History: The character's background and what they take with them.
  124. - Alignment: Your character's metaphysical standing in the world.
  125.  
  126. -KINDS-
  127. There are four Kinds that are most commonly seen in broad society. You may
  128. roll a d20 to choose one, based on the spread below, or choose at your
  129. Referee's decision. These Kinds don't determine the exact genetic makeup of
  130. your character; halfkinds exist between these four, but will take primarily
  131. after one of the Kinds in ability/culture.
  132.  
  133. 01-09 -- Human
  134. 10-14 -- Halfling
  135. 15-18 -- Dwarf
  136. 19-20 -- Elf
  137.  
  138. - [HUMAN] The standard.
  139. First Level HP: 3HP [+Brawn] [1d6 HD]
  140. Languages: Common, one Urbane or Outcast language per Clout Mod.
  141. [Human Initiative] Once per day, can re-roll a check or save,
  142. but must take the new result.
  143. +1 to Fate.
  144. Deals [1+Brawn] damage when unarmed.
  145. Movement Speed of 30 ft.
  146.  
  147. - [HALFLING] Very short, hairy feet, with keen senses.
  148. First Level HP: 2 HP [+Brawn] [1d4 HD]
  149. Languages: Common, Halfling and one Urbane language per Clout Mod.
  150. [TRAIT/MOD - Halfling Senses] +10% to Base Odds when attempting
  151. to sense something by smelling, hearing or seeing.
  152. +1 to Guile.
  153. Deals [Brawn] damage when unarmed.
  154. Movement Speed of 30 ft.
  155. Body Slots are Size 2.
  156.  
  157. - [DWARF] Usually short, beards and braids, strong-bodied.
  158. First Level HP: 4HP [+Brawn] [1d8 HD]
  159. Languages: Common, Dwarvish, and two Outcast languages per Clout Mod.
  160. [TRAIT - Infravision] 60 ft. of sight in darkness.
  161. [TRAIT - Appraisal] Has a flat 50% chance to accurately
  162. determine quality of found objects and their gold value.
  163. Deals [2+Brawn] damage when unarmed.
  164. Movement speed of 20 ft.
  165. Body Slots are Size 2.
  166.  
  167. - [ELF] Tall, beautiful and with pointy ears, long-lived.
  168. First Level HP: 3HP [+Brawn] [1d6 HD]
  169. Languages: Common, Elvish, Gnomic and two Outcast or Ancient languages.
  170. [TRAIT - Infravision] 60 ft. of sight in darkness.
  171. [TRAIT - Secret Seeker] Has +10% to Base Odds when attempting
  172. to find non-magically hidden switches or doors.
  173. Deals [1+Brawn] damage when unarmed.
  174. Movement Speed of 30 ft.
  175.  
  176. -LANGUAGES-
  177. There are three categories of languages in the setting of Treasure Trek:
  178. Urbane, Outcast and Ancient.
  179.  
  180. URBANE: Common, Dwarvish, Elvish, Gnomic, Halfling, Orcish.
  181. OUTCAST: Gnoll, Goblish, Koboldic, Ogre, Reptilian.
  182. ANCIENT: Dragon, Harpy, Gargoyle, Minotaur, Medusa, Pixie.
  183.  
  184. -HISTORY-
  185. History must be rolled for when determining your character, rather than
  186. picked by the player. We don't choose our lots in life, but we make
  187. the best of what we've got. Roll 1d20 and see what you get. Every
  188. character starts with the clothes on their back regardless of their fortune.
  189.  
  190. Roll of 01-02: Prestigious History
  191. You were born from a royal family or one of great renown. Fortune
  192. has made its way into your pocket, and you've rarely wanted for anything.
  193. - You have a Worthy[d10] quality piece of armor or weapon.
  194. - You have a Horse you can make use of.
  195. - You have 4d6 x [10+Fate] gold.
  196.  
  197. Roll of 03-08: Affluent History
  198. You have had a modestly successful life as the child of a merchant
  199. or were simply born into an area of prosperity. Quite fortunate, indeed.
  200. - You have a Solid[d8] quality piece of armor or weapon.
  201. - You have a Donkey you can make use of.
  202. - You have 3d6 x [9+Fate] gold.
  203.  
  204. Roll of 09-17: Rural History
  205. You were born into a family of meager means, but your hardships haven't
  206. stacked so high you couldn't get out of it through grit and determination.
  207. - You have a Decent[d6] quality weapon.
  208. - You have 2d6 x [5+Fate] gold.
  209.  
  210. Roll of 18-20: Destitute History
  211. Misfortune and pain have made up your life. Don't let anyone forget, you're
  212. by far the most common lot, but very few can manage to become adventurers.
  213. - You have a Poor[d4] quality weapon.
  214. - You have the Disability Mod.
  215. [MOD - Disability] -5% Base Odds with all physical actions taken.
  216. - You have 2d6 x [Fate] gold.
  217.  
  218. -ALIGNMENT-
  219. The player decides their metaphysical standing in the universe when they
  220. create their character. It's their basic nature they've cultivated through
  221. their actions over the years, what deities they might worship, and the thing
  222. they fall back on when all rational decisions end.
  223.  
  224. LAWFUL - You align yourself with a philosophy of right and wrong.
  225. There should be consequences for actions. Someone has to make sure.
  226. Someone has to get involved. That someone has to be you.
  227.  
  228. NEUTRAL - You align yourself with a philosophy of survival. Nobody is
  229. going to look out for you. Why take the risk? Do what needs doing,
  230. and not a bit more. Whatever happens, you have to make it out.
  231.  
  232. CHAOTIC - You align yourself with a philosophy of upheaval. This world
  233. isn't ready. It's too quiet, too boring. Those who act first are the
  234. ones who deserve to win. Do whatever you want, forget everyone else!
  235.  
  236. ==
  237. EQUIPMENT
  238. ==
  239.  
  240. Equipment is stored in Equipment Slots on your character. Each character,
  241. before backpacks, has three slots: A Body slot [S:3] and two Waist slots [S:2].
  242. Each Slot has a number that describes its Size Category: You can fit two S:1/2
  243. items in a S:1 slot, and three S:1 items in a S:3 slot. You can't carry
  244. more beyond these slots without using a backpack or occupying your hands.
  245.  
  246. -WEAPONS & ARMOR-
  247. All classes and characters can use any weapon, except for Two-Handed weapons,
  248. which are only usable by those with martial training. Two-Handed Weapons suffer
  249. a -10% penalty to the Base Odds, but pack a punch.
  250.  
  251. Armor is also usable by any class, but Plate Mail encumbers those without the
  252. training to wear it, meaning three things:
  253. - They can't cast spells of any kind.
  254. - They lose 5 feet of movement speed.
  255. - The armor reduces your Body slot by 2.
  256. It comes in Ratings, which reduce your damage taken by a set amount according
  257. to the number. So a Rating 2 piece of armor will reduce damage taken by -2.
  258. Some pieces of armor such as helmets and shields also give you a Mod to
  259. your Evasion stat, as well.
  260.  
  261. -EQUIPMENT QUALITY-
  262. Armor and weaponry, being subject to constant wear and tear, are subject to
  263. being destroyed through constant use. The better your equipment is, the longer
  264. it'll last, and with upkeep from a blacksmith, you can keep using your favorite
  265. equipment. There are four qualities of equipment:
  266.  
  267. Worthy [d10] -- 5.0x price
  268. Solid [d8] ---- 2.5x price
  269. Decent [d6] --- 1.0x price
  270. Poor [d4] ----- 0.5x price
  271.  
  272. When you take physical damage or kill an enemy with your weapon, roll the die
  273. associated with the equipment's quality afterward. If you roll a 1, your
  274. weapon moves down a die size. If a Poor quality item hits a 1, it's destroyed.
  275.  
  276. Non-destroyed weapons and armor that have had their quality reduced may be
  277. taken to a blacksmith and repaired for 1.5x the Decent price of the item.
  278.  
  279. Ranged Weapons do not deal with quality as melee weapons do, barring firearms
  280. which have their quality tested each time they're fired.
  281.  
  282. -EQUIPABLES-
  283.  
  284. ARMOR_____[NAME]_______[Rating]__[Base Price]__[Slot]
  285. Leather* ----- Rating 1 -- 15 GP ------- N/A
  286. Breastplate* - Rating 2 -- 40 GP ------- N/A
  287. Chainmail ---- Rating 3 -- 15 GP ------- N/A
  288. Plate Mail** - Rating 4 -- 80 GP ------- N/A
  289. Helmet ------- +5% odds -- 35 GP ------- S:2
  290. Shield*** ---- +5% odds -- 20 GP ------- S:2
  291.  
  292. * Silent. Non-silent armor leaves you unable to sneak.
  293. ** Heavy. You are Encumbered while wearing it.
  294. *** Requires one hand to wield it and gain its benefit.
  295.  
  296. MELEE WEAPON__[NAME]___[Damage]__[Base Price]____[Slot]
  297. Longsword ------- 1d8 ---- 20 GP -------- S:2
  298. Mace ------------ 1d6 ---- 14 GP -------- S:2
  299. Dagger* --------- 1d4 ---- 07 GP ------- S:1/2
  300. Battle Axe* ----- 1d8 ---- 18 GP -------- S:2
  301. Hatchet* -------- 1d6 ---- 10 GP -------- S:1
  302. Glaive** ------- 1d10 ---- 12 GP -------- N/A
  303. Greatsword** --- 1d12+1 -- 30 GP -------- S:3
  304.  
  305. * Throwable. Can be thrown up to 15/30 ft away. See Ranged weapon rules.
  306. ** Two-Handed. Can only be wielded by those with Martial Might.
  307.  
  308. RANGED WEAPON__[NAME]____[Damage]__[Base Price]____[Slot]
  309. Sling [30/60] ----- 1d4 ---- 08 GP -------- S:1
  310. Shortbow [30/60] -- 1d6 ---- 20 GP -------- S:1
  311. Longbow [60/120] -- 1d8 ---- 14 GP -------- S:2
  312. Pistol* [30/60] -- 1d10 --- 100 GP -------- S:1
  313. Musket* [60/120] - 1d10 --- 200 GP -------- S:3
  314.  
  315. * Firearm. Extremely loud when fired, requires an action to reload,
  316. can deal full damage at melee range.
  317.  
  318. -ADVENTURING GEAR-
  319.  
  320. ADV. GEAR___[NAME]_______[Price]____[Slot]
  321. Backpack --------- 05 GP --- Special
  322. > Converts Body slot into 6 slots. When all slots are full,
  323. you suffer a 10% penalty to your ability to avoid attacks.
  324. Lantern ---------- 10 GP ----- S:1
  325. > Lights up area as torch. Requires 1 flask of oil every hour.
  326. Oil Flask -------- 01 GP ---- S:1/4
  327. Holy Symbol ------ 25 GP ---- S:1/2
  328. > Required for Turn Undead. May be affixed to Shield.
  329. Holy Water ------- 25 GP ----- S:1
  330. Rations [x7]------ 05 GP ----- S:2
  331. I. Rations [x7]--- 10 GP ----- S:2
  332. Large Sack ------- 02 GP ----- S:1/2
  333. Thieves' Tools --- 05 GP ---- S:1/2
  334. > For picking locks and disarming traps.
  335. Torch ------------ 02 GP ---- S:1/2
  336. > Lasts for one hour.
  337. Arrows [x20]------ 10 GP ----- S:2
  338. Rounds [x12]------ 16 GP ----- S:1
  339. Tinderbox -------- 05 GP ---- S:1/4
  340. Waterskin -------- 02 GP ----- S:1
  341. Grappling Hook --- 10 GP ----- S:1
  342. 10' Pole --------- 03 GP ----- N/A
  343. Iron Spikes [x12]- 05 GP ---- S:1/2
  344. Garlic ----------- 05 GP ---- S:1/4
  345. Rope [50 ft.]----- 10 GP ----- S:2
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