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- Treasure Trek
- --
- An OSR-type game to end my nightmares.
- ---
- BASICS
- ---
- D20 Percentile [increments of 5% equalling one number on the d20],
- check by rolling under X% to succeed, X = Base Odds + Mods.
- All rolls are player-facing, enemies only roll damage while
- players roll to avoid danger and fight back.
- Base Odds are declared by Referee before checks are called for.
- There are three Base Odds to use, but the Referee or situation
- may call for a more precise number:
- 60% [Easy]
- 40% [Average]
- 20% [Difficult]
- Mods are advantages or penalties added unto the Base Odds,
- often as tags to character abilities. So if you have a Mod
- that gives you +10% to a check with a Base Odds of 50%,
- you would roll vs. 60%/12 to succeed. Regardless of Mods,
- however, no roll is completely inevitable in its conclusion.
- All rolls have at least a 5% chance of failure or success,
- represented by a natural roll of 20 or 1, respectively.
- Characters have four Statistics:
- - Brawn: Strength and Constitution from the original game.
- BRAWN MOD APPLICATIONS: HP per level, Melee Attack + Damage
- SAVE USE: Vs. Poison and Paralysis
- - Guile: Dexterity and Wisdom from the original game.
- GUILE MOD APPLICATIONS: Evasion, Ranged Attack + Damage
- SAVE USE: Vs. Explosions, Breath Attacks
- - Clout: Intelligence and Charisma from the original game.
- CLOUT MOD APPLICATIONS: Spell "to-hit" rolls
- SAVE USE: Vs. Spells, via wands, rods or staves
- - Fate: For everything else not covered by the previous.
- FATE MOD APPLICATIONS: Rolls of pure luck and games of chance.
- SAVE USE: Death Effects
- ---
- COMBAT
- ---
- Combat is done via "Theater of the Mind" or grids tracking individual
- actor positions with distances measured in squares of five feet
- when deemed necessary.
- -TURN ORDER-
- Character turn order is determined by Guile. Those with the lowest Guile
- describe their turn first, and then the next-lowest goes until the highest
- describe their turn last, based on what was described before.
- Then, when the declaration phase is over, the characters with highest
- focus perform their turns first in descending order, rolling to see how it
- goes. Once per combat, a character can attempt to Adapt their previously
- declared action, making a Fate roll to do so. On a failure, they waste
- their turn, and on a success they roll for their adapted action as normal.
- You can move at half speed during your declared action and turn, or you can
- dedicate your action to movement to go at full speed.
- In cases where one party ambushed another, the ambushing party goes first.
- If players were ambushed, they suffer a 15% Mod to their Evasion,
- and gain a 15% Mod for To-Hit if they successfully ambushed enemies.
- These Mods are lost after the first round is done.
- -DAMAGE & DEATH-
- Damage is subtracted from your character's Hit Points when they're hit
- by an attack or other damaging effect; armor mitigates damage taken by its
- listed amount, but every attack dealt to you has a chance to break it down.
- When a character reaches 0 HP, they're in Critical Condition. If not treated
- with a stabilizing effect within the next 10 minutes, they'll die. Stabilized
- characters heal 1HD after 4 hours of rest, and can be healed normally, afterward.
- -ATTACKING-
- To attack a target, you must roll below their Evasion, based on AC (from the
- original game until I make my own monster list) + your Brawn/Guile Mod.
- Melee attacks require you to be in melee range, meaning the opponent is within
- 5 feet of you. When you kill an enemy with a weapon, you must roll to determine
- if it's broken down by the effort by rolling its quality dice. See EQUIPMENT.
- Ranged attacks can be used at far remove from your enemies, but enemies within
- 5 feet of you take half damage from a ranged weapon, barring firearms.
- When being attacked, you add your Evasion to the Base Odds to avoid it.
- [Evasion is: Guile Mod + Fate Mod + Armor Mod]
- The Base Odds for these attacks are usually based on the HD of the monster,
- with each HD over the target's level as 10% being reduced from 50%.
- So if you're level 2, and your opponent has 4 HD, the Base Odds for being
- attacked are [50%-[2HD x 10%]=x], with y being 30%. Whatever the case, it's
- up to the Referee to determine the odds and relay them to the player.
- ---
- CHARACTERS
- ---
- When creating a character at 0th Level, you first roll your statistics.
- Roll 4d6 and then drop the lowest of the results, adding the rest
- together. Do this four times, once for every stat. Below is a table
- for the Mod and bonuses that your stats give you on certain actions.
- 03 ----- -15%/-3
- 04-06 -- -10%/-2
- 07-09 -- -05%/-1
- 10 ----- No Change
- 11-13 -- +05%/+1
- 14-15 -- +10%/+2
- 16-17 -- +15%/+3
- 18 ----- +20%/+4
- After statistics are rolled, you make three choices:
- - Kind: The character's species, culture and abilities gained from it.
- - History: The character's background and what they take with them.
- - Alignment: Your character's metaphysical standing in the world.
- -KINDS-
- There are four Kinds that are most commonly seen in broad society. You may
- roll a d20 to choose one, based on the spread below, or choose at your
- Referee's decision. These Kinds don't determine the exact genetic makeup of
- your character; halfkinds exist between these four, but will take primarily
- after one of the Kinds in ability/culture.
- 01-09 -- Human
- 10-14 -- Halfling
- 15-18 -- Dwarf
- 19-20 -- Elf
- - [HUMAN] The standard.
- First Level HP: 3HP [+Brawn] [1d6 HD]
- Languages: Common, one Urbane or Outcast language per Clout Mod.
- [Human Initiative] Once per day, can re-roll a check or save,
- but must take the new result.
- +1 to Fate.
- Deals [1+Brawn] damage when unarmed.
- Movement Speed of 30 ft.
- - [HALFLING] Very short, hairy feet, with keen senses.
- First Level HP: 2 HP [+Brawn] [1d4 HD]
- Languages: Common, Halfling and one Urbane language per Clout Mod.
- [TRAIT/MOD - Halfling Senses] +10% to Base Odds when attempting
- to sense something by smelling, hearing or seeing.
- +1 to Guile.
- Deals [Brawn] damage when unarmed.
- Movement Speed of 30 ft.
- Body Slots are Size 2.
- - [DWARF] Usually short, beards and braids, strong-bodied.
- First Level HP: 4HP [+Brawn] [1d8 HD]
- Languages: Common, Dwarvish, and two Outcast languages per Clout Mod.
- [TRAIT - Infravision] 60 ft. of sight in darkness.
- [TRAIT - Appraisal] Has a flat 50% chance to accurately
- determine quality of found objects and their gold value.
- Deals [2+Brawn] damage when unarmed.
- Movement speed of 20 ft.
- Body Slots are Size 2.
- - [ELF] Tall, beautiful and with pointy ears, long-lived.
- First Level HP: 3HP [+Brawn] [1d6 HD]
- Languages: Common, Elvish, Gnomic and two Outcast or Ancient languages.
- [TRAIT - Infravision] 60 ft. of sight in darkness.
- [TRAIT - Secret Seeker] Has +10% to Base Odds when attempting
- to find non-magically hidden switches or doors.
- Deals [1+Brawn] damage when unarmed.
- Movement Speed of 30 ft.
- -LANGUAGES-
- There are three categories of languages in the setting of Treasure Trek:
- Urbane, Outcast and Ancient.
- URBANE: Common, Dwarvish, Elvish, Gnomic, Halfling, Orcish.
- OUTCAST: Gnoll, Goblish, Koboldic, Ogre, Reptilian.
- ANCIENT: Dragon, Harpy, Gargoyle, Minotaur, Medusa, Pixie.
- -HISTORY-
- History must be rolled for when determining your character, rather than
- picked by the player. We don't choose our lots in life, but we make
- the best of what we've got. Roll 1d20 and see what you get. Every
- character starts with the clothes on their back regardless of their fortune.
- Roll of 01-02: Prestigious History
- You were born from a royal family or one of great renown. Fortune
- has made its way into your pocket, and you've rarely wanted for anything.
- - You have a Worthy[d10] quality piece of armor or weapon.
- - You have a Horse you can make use of.
- - You have 4d6 x [10+Fate] gold.
- Roll of 03-08: Affluent History
- You have had a modestly successful life as the child of a merchant
- or were simply born into an area of prosperity. Quite fortunate, indeed.
- - You have a Solid[d8] quality piece of armor or weapon.
- - You have a Donkey you can make use of.
- - You have 3d6 x [9+Fate] gold.
- Roll of 09-17: Rural History
- You were born into a family of meager means, but your hardships haven't
- stacked so high you couldn't get out of it through grit and determination.
- - You have a Decent[d6] quality weapon.
- - You have 2d6 x [5+Fate] gold.
- Roll of 18-20: Destitute History
- Misfortune and pain have made up your life. Don't let anyone forget, you're
- by far the most common lot, but very few can manage to become adventurers.
- - You have a Poor[d4] quality weapon.
- - You have the Disability Mod.
- [MOD - Disability] -5% Base Odds with all physical actions taken.
- - You have 2d6 x [Fate] gold.
- -ALIGNMENT-
- The player decides their metaphysical standing in the universe when they
- create their character. It's their basic nature they've cultivated through
- their actions over the years, what deities they might worship, and the thing
- they fall back on when all rational decisions end.
- LAWFUL - You align yourself with a philosophy of right and wrong.
- There should be consequences for actions. Someone has to make sure.
- Someone has to get involved. That someone has to be you.
- NEUTRAL - You align yourself with a philosophy of survival. Nobody is
- going to look out for you. Why take the risk? Do what needs doing,
- and not a bit more. Whatever happens, you have to make it out.
- CHAOTIC - You align yourself with a philosophy of upheaval. This world
- isn't ready. It's too quiet, too boring. Those who act first are the
- ones who deserve to win. Do whatever you want, forget everyone else!
- ==
- EQUIPMENT
- ==
- Equipment is stored in Equipment Slots on your character. Each character,
- before backpacks, has three slots: A Body slot [S:3] and two Waist slots [S:2].
- Each Slot has a number that describes its Size Category: You can fit two S:1/2
- items in a S:1 slot, and three S:1 items in a S:3 slot. You can't carry
- more beyond these slots without using a backpack or occupying your hands.
- -WEAPONS & ARMOR-
- All classes and characters can use any weapon, except for Two-Handed weapons,
- which are only usable by those with martial training. Two-Handed Weapons suffer
- a -10% penalty to the Base Odds, but pack a punch.
- Armor is also usable by any class, but Plate Mail encumbers those without the
- training to wear it, meaning three things:
- - They can't cast spells of any kind.
- - They lose 5 feet of movement speed.
- - The armor reduces your Body slot by 2.
- It comes in Ratings, which reduce your damage taken by a set amount according
- to the number. So a Rating 2 piece of armor will reduce damage taken by -2.
- Some pieces of armor such as helmets and shields also give you a Mod to
- your Evasion stat, as well.
- -EQUIPMENT QUALITY-
- Armor and weaponry, being subject to constant wear and tear, are subject to
- being destroyed through constant use. The better your equipment is, the longer
- it'll last, and with upkeep from a blacksmith, you can keep using your favorite
- equipment. There are four qualities of equipment:
- Worthy [d10] -- 5.0x price
- Solid [d8] ---- 2.5x price
- Decent [d6] --- 1.0x price
- Poor [d4] ----- 0.5x price
- When you take physical damage or kill an enemy with your weapon, roll the die
- associated with the equipment's quality afterward. If you roll a 1, your
- weapon moves down a die size. If a Poor quality item hits a 1, it's destroyed.
- Non-destroyed weapons and armor that have had their quality reduced may be
- taken to a blacksmith and repaired for 1.5x the Decent price of the item.
- Ranged Weapons do not deal with quality as melee weapons do, barring firearms
- which have their quality tested each time they're fired.
- -EQUIPABLES-
- ARMOR_____[NAME]_______[Rating]__[Base Price]__[Slot]
- Leather* ----- Rating 1 -- 15 GP ------- N/A
- Breastplate* - Rating 2 -- 40 GP ------- N/A
- Chainmail ---- Rating 3 -- 15 GP ------- N/A
- Plate Mail** - Rating 4 -- 80 GP ------- N/A
- Helmet ------- +5% odds -- 35 GP ------- S:2
- Shield*** ---- +5% odds -- 20 GP ------- S:2
- * Silent. Non-silent armor leaves you unable to sneak.
- ** Heavy. You are Encumbered while wearing it.
- *** Requires one hand to wield it and gain its benefit.
- MELEE WEAPON__[NAME]___[Damage]__[Base Price]____[Slot]
- Longsword ------- 1d8 ---- 20 GP -------- S:2
- Mace ------------ 1d6 ---- 14 GP -------- S:2
- Dagger* --------- 1d4 ---- 07 GP ------- S:1/2
- Battle Axe* ----- 1d8 ---- 18 GP -------- S:2
- Hatchet* -------- 1d6 ---- 10 GP -------- S:1
- Glaive** ------- 1d10 ---- 12 GP -------- N/A
- Greatsword** --- 1d12+1 -- 30 GP -------- S:3
- * Throwable. Can be thrown up to 15/30 ft away. See Ranged weapon rules.
- ** Two-Handed. Can only be wielded by those with Martial Might.
- RANGED WEAPON__[NAME]____[Damage]__[Base Price]____[Slot]
- Sling [30/60] ----- 1d4 ---- 08 GP -------- S:1
- Shortbow [30/60] -- 1d6 ---- 20 GP -------- S:1
- Longbow [60/120] -- 1d8 ---- 14 GP -------- S:2
- Pistol* [30/60] -- 1d10 --- 100 GP -------- S:1
- Musket* [60/120] - 1d10 --- 200 GP -------- S:3
- * Firearm. Extremely loud when fired, requires an action to reload,
- can deal full damage at melee range.
- -ADVENTURING GEAR-
- ADV. GEAR___[NAME]_______[Price]____[Slot]
- Backpack --------- 05 GP --- Special
- > Converts Body slot into 6 slots. When all slots are full,
- you suffer a 10% penalty to your ability to avoid attacks.
- Lantern ---------- 10 GP ----- S:1
- > Lights up area as torch. Requires 1 flask of oil every hour.
- Oil Flask -------- 01 GP ---- S:1/4
- Holy Symbol ------ 25 GP ---- S:1/2
- > Required for Turn Undead. May be affixed to Shield.
- Holy Water ------- 25 GP ----- S:1
- Rations [x7]------ 05 GP ----- S:2
- I. Rations [x7]--- 10 GP ----- S:2
- Large Sack ------- 02 GP ----- S:1/2
- Thieves' Tools --- 05 GP ---- S:1/2
- > For picking locks and disarming traps.
- Torch ------------ 02 GP ---- S:1/2
- > Lasts for one hour.
- Arrows [x20]------ 10 GP ----- S:2
- Rounds [x12]------ 16 GP ----- S:1
- Tinderbox -------- 05 GP ---- S:1/4
- Waterskin -------- 02 GP ----- S:1
- Grappling Hook --- 10 GP ----- S:1
- 10' Pole --------- 03 GP ----- N/A
- Iron Spikes [x12]- 05 GP ---- S:1/2
- Garlic ----------- 05 GP ---- S:1/4
- Rope [50 ft.]----- 10 GP ----- S:2
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