sheriffdance

Treasure Trek (Level Ups + Casting)

Sep 24th, 2024 (edited)
60
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.48 KB | None | 0 0
  1. ---
  2. LEVELING UP
  3. ---
  4. Characters start the game at 0th level. This is before they really define their
  5. role as adventurers and gain a Class. There are 12 levels in Treasure Trek,
  6. and to level up, you need money. Gaining gold and treasure benefits everyone
  7. at a 1:1 ratio of Gold Value and Experience Points [EXP], with a cumulative
  8. multiplier gained from killing monsters as written in their descriptions.
  9.  
  10. You can, however, only level up once a session. Any leftover gold value gained
  11. during a session is counted into the next level progression, but just stops
  12. short of actually giving you the level if it would complete it.
  13.  
  14. LEVEL 00 - 0 EXP
  15. LEVEL 01 - 750 EXP
  16. LEVEL 02 - 1,500 EXP
  17. LEVEL 03 - 3,000 EXP
  18. LEVEL 04 - 6,000 EXP
  19. LEVEL 05 - 12,000 EXP
  20. LEVEL 06 - 25,000 EXP
  21. LEVEL 07 - 50,000 EXP
  22. LEVEL 08 - 100,000 EXP
  23. LEVEL 09 - 200,000 EXP
  24. LEVEL 10 - 300,000 EXP
  25. LEVEL 11 - 400,000 EXP
  26. LEVEL 12 - 500,000 EXP
  27.  
  28. ---
  29. CLASSES
  30. ---
  31.  
  32. There are four classes in Treasure Trek. When you reach 1st level, you may
  33. choose to enter into one of them, and pursue its progression until your
  34. character dies or reaches their final level.
  35.  
  36. The four classes are: CLERIC, FIGHTER, SCHOLAR, THIEF.
  37.  
  38. - [CLERIC]
  39.  
  40. Health Bonus: +3 HP per level
  41.  
  42. [MOD: FATE SAVE+] You add +5% to the Base Odds of saves vs. deathly
  43. effects. This Mod increases by 5% every odd-numbered level after 1st.
  44.  
  45. [TRAIT: TURN UNDEAD] With a holy wave, you can cast away the undead.
  46. Roll GUILE vs. a group of undead, converting the strongest undead's HD
  47. into a percentage [3 HD = 15%] to be subtracted from the Base Odds.
  48. You choose the target; if you successfully make the roll, the Undead
  49. must spend its turns after moving as far away from you as possible
  50. until all have retreated or combat ends.
  51.  
  52. [TRAIT: ALIGNMENT PARAGON] As a creature in tune with your alignment,
  53. you may speak its language. This language [named after your alignment]
  54. cannot be understood by those outside of it, nor spoken by those not
  55. in tune with the spiritual world. You also must adhere to one of the
  56. following rulesets, lest you anger the god you worship.
  57.  
  58. LAWFUL: You must not use reversed spells unless in dire circumstances.
  59. You must not carry bladed or piercing weapons, nor use them in battle.
  60.  
  61. CHAOTIC: You must use reversed spells whenever possible, unless it is
  62. to aid your fellow chaotic beings. You cannot use a shield in battle.
  63.  
  64. NEUTRAL: You must use spells only for self-benefit whenever possible.
  65. Avoid charity or barbarity - do not cast spells to hurt/harm others.
  66.  
  67. AT 2ND LEVEL ->
  68.  
  69. [TRAIT: HOLY CASTER] You gain access to powerful magic from the
  70. Divine spell list. See MAGIC for rules and what spells you have
  71. access to. You can also read and use scrolls for your magic type.
  72.  
  73. AT 6TH LEVEL ->
  74.  
  75. [TRAIT: DESTROY UNDEAD]
  76. With a successful Turn Undead, you can instantly annihilate any
  77. undead with an amount of HD equal to half your character level,
  78. affecting the weakest undead nearby, first.
  79.  
  80. AT 12TH LEVEL ->
  81.  
  82. [TRAIT: BEHOLD THE MIRACLE]
  83. Once per day, you can beckon your god for a miracle of your
  84. choice, such as the revival of several party members or the
  85. smiting of a mighty undead. On a failure, you may try again,
  86. but the second failure will have an adverse effect upon you as
  87. punishment decided by the Referee.
  88.  
  89.  
  90. - [FIGHTER]
  91.  
  92. Health Bonus: +4 HP per level
  93.  
  94. [MOD: BRAWN SAVE+] You add +5% to the Base Odds of saves vs. paralysis
  95. or poison. This Mod increases by 5% every odd-numbered level after 1st.
  96.  
  97. [TRAIT: MARTIAL MIGHT] You can use two-handed melee weapons and are
  98. not Encumbered by wearing Plate Mail.
  99.  
  100. [TRAIT: CRITICAL HITS] On a natural result of 1, you can deal x2
  101. damage to an enemy, doubling both the bonus and the rolled result.
  102.  
  103. AT 6TH LEVEL ->
  104.  
  105. [TRAIT: DOUBLE ATTACK] You can now make two attacks as part
  106. of the same action, changing target between them.
  107.  
  108. AT 12TH LEVEL ->
  109.  
  110. [TRAIT: COMBAT MASTERY] You can make three attacks as part
  111. of the same action, and gain critical hits on 2's as well.
  112.  
  113. - [SCHOLAR]
  114.  
  115. Health Bonus: +1 HP per level
  116.  
  117. [MOD: CLOUT SAVE+] You add +5% to the Base Odds of saves vs. spells.
  118. This Mod increases by 5% every odd-numbered level after 1st.
  119.  
  120. [TRAIT: MAGIC-USER] You have access to powerful magic from the Arcane
  121. spell list. See MAGIC for rules and what spells you have access to.
  122. You can also read and use scrolls for your magic type.
  123.  
  124. [TRAIT: LINGUIST] You can attempt to read non-magical languages
  125. at 40% Base Odds with your Clout's bonus. On a failure, you can't
  126. try again with the same text until you reach another level.
  127.  
  128. AT 6TH LEVEL ->
  129.  
  130. [TRAIT: FREESPELL] Out of combat, you can attempt to use
  131. magic to solve problems, such as "repair this bridge" or
  132. "return this polymorphed man to normal". The Base Odds
  133. of success are always 20% + your Clout's bonus. On a failure,
  134. further attempts to use magic on the target must be done
  135. with a listed spell until you reach another level.
  136.  
  137. AT 12TH LEVEL ->
  138. [TRAIT: ARTIFICER] You can create magic items infused with
  139. a spell or effect agreed to by the Referee. You must choose
  140. an item of Fine or Masterful quality and imbue it with an
  141. effect or spell requiring materials of GP equal to 1000x
  142. the magic effect's level. This has a 25% chance of working,
  143. but the Odds can be doubled by spending twice as much on
  144. the materials. Doing so requires a month of downtime.
  145. On a failure, the materials are wasted.
  146.  
  147. - [THIEF]
  148.  
  149. Health Bonus: +2 HP per level
  150.  
  151. [MOD: GUILE SAVE+] You add +5 to the Base Odds of saves vs. AOE
  152. attacks and hazards. This Mod increases by +5% every odd-numbered
  153. level after 1st.
  154.  
  155. [TRAIT: THIEF SKILLS] You have a wide array of skills that you
  156. can invest in. These skills give you a bonus to Base Odds of
  157. their relevant checks. Every level, you can increase one of them
  158. by an additional 5%. These skills also benefit from your GUILE bonus.
  159. - SNEAKING [+10%]
  160. - LOCKPICKING [+10%]
  161. - TRAP DISARMING [+10%]
  162. - WALL SCALING [+10%]
  163. - PICKPOCKETING [+10%]
  164. - CODEBREAKING [+10%]
  165.  
  166. [TRAIT: BACKSTAB] When catching an unaware enemy by surprise, you
  167. have 20% on the to-hit roll, and deal 2x as much damage.
  168.  
  169. AT 6TH LEVEL ->
  170. [TRAIT: ANTICIPATION] Once a day, you have a second chance.
  171. Through a keen and vivid imagination, you can do what seems
  172. like defying destiny. Roll a Fate save after taking damage.
  173. On a success, you can "roll back time" to the moment before
  174. the ill effect or attack you suffered happened, and avoid it.
  175.  
  176. AT 12TH LEVEL ->
  177. [TRAIT: SCROLL USER] You can use arcane scrolls with a flat
  178. 75% rate of success. The scroll's spell level must be no
  179. more than half your level for you to be able to cast it.
  180. On a failure, the scroll explodes and deals 4d4 damage to you.
  181.  
  182. ---
  183. MAGIC
  184. ---
  185. There are two kinds of magic in the game - Arcane and Divine, cast by Scholars
  186. and Clerics respectively. When casting spells, you must obey the following rules
  187. regardless of your Class.
  188. - When a spell is cast, its knowledge is erased from your
  189. mind and must be memorized again.
  190. - You must be able to speak and move your hands to cast.
  191. If bound and gagged, you are magically silenced.
  192. - You must have line of sight with a target, whether it's
  193. an area, monster, character or object. Some spells do not
  194. require line of sight as said by their descriptions.
  195.  
  196. -SPELL LEVELS-
  197.  
  198. SCHOLARS
  199. Spells Memorizable
  200. _SL1_SL2_SL3_SL4_SL5_SL6_SL7
  201. 01| 1 _ - _ - _ - _ - _ - _ -
  202. 02| 2 _ - _ - _ - _ - _ - _ -
  203. 03| 3 _ 1 _ - _ - _ - _ - _ -
  204. 04| 3 _ 2 _ - _ - _ - _ - _ -
  205. 05| 4 _ 2 _ 1 _ - _ - _ - _ -
  206. 06| 4 _ 3 _ 2 _ - _ - _ - _ -
  207. 07| 4 _ 3 _ 2 _ 1 _ - _ - _ -
  208. 08| 4 _ 3 _ 3 _ 2 _ - _ - _ -
  209. 09| 4 _ 3 _ 3 _ 2 _ 1 _ - _ -
  210. 10| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
  211. 11| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
  212. 12| 4 _ 3 _ 3 _ 2 _ 2 _ 2 _ 1
  213. ==============================
  214.  
  215. CLERICS
  216. Spells Memorizable
  217. _SL1_SL2_SL3_SL4_SL5_SL6_SL7
  218. 01| - _ - _ - _ - _ - _ - _ -
  219. 02| 1 _ - _ - _ - _ - _ - _ -
  220. 03| 2 _ 1 _ - _ - _ - _ - _ -
  221. 04| 3 _ 2 _ - _ - _ - _ - _ -
  222. 05| 4 _ 2 _ 1 _ - _ - _ - _ -
  223. 06| 4 _ 3 _ 2 _ - _ - _ - _ -
  224. 07| 4 _ 3 _ 2 _ 1 _ - _ - _ -
  225. 08| 4 _ 3 _ 3 _ 2 _ - _ - _ -
  226. 09| 4 _ 3 _ 3 _ 2 _ 1 _ - _ -
  227. 10| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
  228. 11| 4 _ 3 _ 3 _ 2 _ 2 _ 1 _ -
  229. 12| 4 _ 3 _ 3 _ 2 _ 2 _ 2 _ 1
  230. ==============================
  231.  
  232. -MEMORIZING SPELLS-
  233. When learning a new spell, Scholars require a full night's sleep to be able to
  234. memorize it and write it into their spellbooks. You can memorize all spells
  235. you're capable of casting from after an hour of studying your spellbook.
  236.  
  237. If you wish to use a spell in its reversed form, you must write it down
  238. seperately in your currently memorized spell list.
  239.  
  240. Clerics do not need to memorize their spells, as they're gained from prayer
  241. over an hour, and can choose to reverse a spell before they cast it.
  242.  
  243. -MISC. CASTING RULES-
  244. - Some spells specify their targets and what they can affect.
  245. For those that don't, the referee decides.
  246. - Concentration spells are broken by being attacked or
  247. taking other actions not defined by the spell.
  248. - Multiple spells can't be used to increase the same ability,
  249. but may be combined with similar magic item effects.
  250.  
  251. -DIVINE DIFFERENCES-
  252. Characters like clerics are bound by their alignment in behavior. If they act
  253. out of alignment when using divine magic, they may suffer penalties based on
  254. severity of the transgression, such as needing to donate treasure to their
  255. deity or suffer the loss of their attack bonus at the referee's choice.
Advertisement
Add Comment
Please, Sign In to add comment