Everest
More pages
Everest

The Story:

Chapter 1plugin-autotooltip__default plugin-autotooltip_bigChapter 1: Juanda's Cave

We’ve lived all our lives in this bloody canyon, and me can’t takes no more. Me hates the canyon. And me hates me companions.

Anyway, the five of us were huddled in Juanda’s ice cave. Someone tapped on the curtain entrance and Juanda opened it. Outside were two officers of the law. One of them was Glennard. I told the coppers to state their business or taste a lick of me blade.

Chapter 2plugin-autotooltip__default plugin-autotooltip_bigChapter 2: Chicken Soup

After having agreed to split all of their spoils evenly, Blacksong, Juanda, Bernherd, and Glennard decide to get together to share tales of their past. Bernherd tells the tale of his first companion, a man so much like Blacksong that they are nearly indistinguishable.

Chapter 3plugin-autotooltip__default plugin-autotooltip_bigChapter 3: Laying Traps

Suspecting that the Traders Guild was going to find Black Song's secret path to the surface eventually, the party decided to lay some traps. Glennard cast a spell that would notify him if anyone tried to enter the cave. Black Song dug a pit. Behnerd made a magically malodorous malady. Juanda used her magic to block off the passage with a natural-seeming wall of stone, which could be climbed over if one knew where to look.

Chapter 4plugin-autotooltip__default plugin-autotooltip_bigChapter 4: Time to Make a Deal

Cliffhanger... we picked up weapons and money in our heist and were mid discussion on being criminals.

Black Song wonders aloud if he should leave his crew or go off alone.

Someone has triggered Glenard's trap. We turn to notice a man and woman standing outside of the cave.

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
roleplay:campaign:everest:rules [2018-11-09 03:59]
eli
roleplay:campaign:everest:rules [2020-02-23 20:20] (current)
eli
Line 11: Line 11:
  
 ==Archetype== ==Archetype==
-Your archetype is a one-line, or even one-word summary of who you are. It can be pretty much anything that fits into the game world -- independent sailor, carpenter, starship pilot, cat burglar, philosopher and natural historian, sorcerer who draws power from the magic of the world, etc.+Your archetype is a one-line, or even one-word summary of who you are. It can be pretty much anything that fits into the game world -- independent sailor, carpenter, starship pilot, cat burglar, philosopher and natural historian, sorcerer who draws power from ancient dragons, etc.
  
 ==Personality and Backstory== ==Personality and Backstory==
Line 93: Line 93:
  
 == Luck == == Luck ==
-This is rolled whenever an action is largely governed by chance -- gambling, avoiding be surprised, spotting hidden things, etc. You can permanently lose a point of luck to prevent ​player'​s character from dying, including your own.+This is rolled whenever an action is largely governed by chance -- gambling, avoiding be surprised, spotting hidden things, etc. You can permanently lose a point of luck to prevent ​your character or another ​player'​s character from dying.
  
-You (and a select number of special enemies) start each game session with a number of luck points equal to your luck attribute. Luck points can be used to change the current scene to your advantage. For example, you're falling off a cliff, and oh look! A tree is sticking out of the side at just the right angle to catch you! Luck points can also be used to re-roll ​any die.+You (and a select number of special enemies) start each game session with a number of luck points equal to your luck attribute. Luck points can be used to change the current scene to your advantage. For example, you're falling off a cliff, and oh look! A tree is sticking out of the side at just the right angle to catch you! Luck points can also be used to re-roll ​your dice.
  
-If your Luck score is below zero, you have Bad Luck points! The Game Master can use them to change ​the current scene to your disadvantage, or force you to re-roll ​a die. Bad luck cannot kill you outright, but it can make things difficult for you.+If your Luck score is below zero, you have Bad Luck points! The Game Master can use them to put you in danger, escalate ​the stakes of your situation, or force you to re-roll ​your dice. Bad luck cannot kill you outright, but it can make things difficult for you.
  
  
 ===== Skills ===== ===== Skills =====
-Skills are things that you're good at. They can be pretty much anything, from carpentry to navigation to party planning. When you roll a die for one of your skills, you add 1 to the roll, in addition to what you add from your attribute. For example, if you have the climbing skill, and you want to climb a mountain, you roll 2d6 + Strength + 1 from your skill.+Skills are things that you're good at. They can be pretty much anything, from carpentry to navigation to party planning. When you roll for one of your skills, you add 1 to the roll, in addition to what you add from your attribute. For example, if you have the climbing skill, and you want to climb a mountain, you roll 2d6 + Strength + 1 from your skill.
  
  
 ===== Hit Points (HP) ===== ===== Hit Points (HP) =====
-This is your life. When you're injured, you lose HP, and when you rest, you recover them. When you hit 0 HP, roll Strength ​check. If you get 10 or higher, you manage to stay up with 1 HP instead. If you hit 0 HP anyway, you're unconscious,​ and you have to make a Luck roll. If you get 7 or lower, you permanently lose a point of Luck. If this brings you to -3, you die. If you are attacked when you're down, you have to make this Luck roll again.+This is your life. When you're injured, you lose HP, and when you rest, you recover them. When you hit 0 HP, roll your Strength. If you get 10 or higher, you manage to stay up with 1 HP instead. If you hit 0 HP anyway, you're unconscious,​ and you have to roll Luck. If you get 7 or lower, you permanently lose a point of Luck. If this brings you to -3 Luck, you die. If you are attacked when you're down, you have to make this Luck roll again.
  
  
Line 111: Line 111:
 If you can use magic, you will have Spell Points, which are used every time you cast a spell. Simple spells use up one point, while more complex spells require more than one. Some spells are so simple that they don't need any points to use, but they do require special training in magic. Spell Points are replenished the next day, or whenever the GM decides there'​s a big enough scene shift. ​ If you can use magic, you will have Spell Points, which are used every time you cast a spell. Simple spells use up one point, while more complex spells require more than one. Some spells are so simple that they don't need any points to use, but they do require special training in magic. Spell Points are replenished the next day, or whenever the GM decides there'​s a big enough scene shift. ​
  
-Magic users start the game with access to one of the six types of magic. To cast a spell, you describe an idea, and how it's related to your type of magic. Then the GM tells you how many spell points it costs, and how powerful the spell ends up being. If you're too ambitious, you might not accomplish quite what you set out to accomplish.+Magic users start the game with access to one of the six types of magic. To cast a spell, you describe an idea, and how it's related to your type of magic. Then the GM tells you how many spell points it costs. If it costs more than your total number of Spell Pointsthe GM may give you a suggestion about how to tone it down.
  
 Once you have access to more than one type of magic, you can combine them to make more complicated effects. Once you have access to more than one type of magic, you can combine them to make more complicated effects.
Line 124: Line 124:
 Calling can be used to bring creatures or objects to you, or send them away. Things that are nearby are easy to call, while exotic or distant creatures or objects are more difficult. Powerful Calling magic can be used to create something from nothing. Calling can be used to bring creatures or objects to you, or send them away. Things that are nearby are easy to call, while exotic or distant creatures or objects are more difficult. Powerful Calling magic can be used to create something from nothing.
  
-summoned ​creature is not bound to help you, though you can make deals with it, or promise to release it after a task is complete. Combined with Thought magic, Calling can force creatures to help you, and Life magic can help you find more willing creatures.+called ​creature is not bound to help you, though you can make deals with it, or promise to release it after a task is complete. Combined with Thought magic, Calling can force creatures to help you, and Life magic can help you find more willing creatures.
  
 ==Thought== ==Thought==
-Thought magic can be used to create distractions,​ read emotions and thoughts, speak to minds, and control minds. It can manipulate the senses, making people see, hear or feel things that aren't there.+Thought magic can be used to create distractions,​ read emotions and thoughts, speak telepathically, and control minds. It can manipulate the senses, making people see, hear or feel things that aren't there.
  
 ==Ether== ==Ether==
-Ether is a special type of magic that connects to mystical worlds. It can detect magical auras, or manipulate existing magic. It can see hidden things, including spirits, fey or shadows, and combined with Calling, make deals with them. It can even be used to see into the future.+Ether is a special type of magic that connects to mystical worlds. It can detect magical auras, or manipulate existing magic. It can see hidden things, including spirits, fey or shadows, and combined with Calling, make deals with them. It can be used to see things at great distances, and even to see into the past or future.
  
 ==Alchemy== ==Alchemy==
Line 136: Line 136:
  
 ==Sample zero-cost spells== ==Sample zero-cost spells==
-If you have training ​in magic (at least 3 maximum spell points), you can cast zero-cost spells. Here are some examples:+If you have the right training, you can cast zero-cost spells. Here are some examples:
   * **Earth**: Create a small fire (like a match), heat or cool objects a little, or cause a disturbance in a soft material like sand or dirt.   * **Earth**: Create a small fire (like a match), heat or cool objects a little, or cause a disturbance in a soft material like sand or dirt.
   * **Life**: Understand an animal'​s basic motivation, or reduce the toxic effect of a poisonous plant.   * **Life**: Understand an animal'​s basic motivation, or reduce the toxic effect of a poisonous plant.
Line 152: Line 152:
  
 ==Armor== ==Armor==
-In many games, you may have access to some sort of protection. ​As far as the rules are concernedthis is called "armor," though what it looks like is up to you and your GM. There are two types of armor -- light and heavy. Light armor reduces your Agility score by 1, and reduces all damage taken by 1. Heavy armor reduces your Agility by 2, and all damage taken by 2.+Depending on the game, you may have access to some sort of protection. ​Whether it's medieval plate maila force field, or a swarm of insects, it follows the same rules. There are two types of armor -- light and heavy. Light armor reduces your Agility score by 1, and reduces all damage taken by 1. Heavy armor reduces your Agility by 2, and all damage taken by 2.
  
  
 ===== Fighting ===== ===== Fighting =====
 Sometimes, you'll get into a fight. You usually act in order of your Agility scores, but the GM might mix it up to keep the action flowing. You can do anything you want on your turn, or even do multiple related things, as long as they could all be done in a reasonably short time. A basic guideline is that you should be able to describe all of your actions in a minute or less, but the GM can make exceptions. There are just a few limitations on what you can do in a single turn: Sometimes, you'll get into a fight. You usually act in order of your Agility scores, but the GM might mix it up to keep the action flowing. You can do anything you want on your turn, or even do multiple related things, as long as they could all be done in a reasonably short time. A basic guideline is that you should be able to describe all of your actions in a minute or less, but the GM can make exceptions. There are just a few limitations on what you can do in a single turn:
-  * You can't attack or use magic more than once.+  * You can't attack or use magic more than once, and you can't do both.
   * You can't move more than 50 feet or so.   * You can't move more than 50 feet or so.
   * The GM might stop you if you try to do too many things on your turn.   * The GM might stop you if you try to do too many things on your turn.
Line 167: Line 167:
 ===== Character Journals ===== ===== Character Journals =====
 After each game session, one player should volunteer to write a summary of the session in his or her character'​s voice. If you do this, you will have an extra luck point to use in the next session, or you can remove a bad luck point (your choice). After each game session, one player should volunteer to write a summary of the session in his or her character'​s voice. If you do this, you will have an extra luck point to use in the next session, or you can remove a bad luck point (your choice).
- 
  
  
Line 183: Line 182:
  
 ==Skills== ==Skills==
-  * Two Build Points gives you a new skill with a +1 bonus. +Two Build Points gives you a skill with a +1 bonus. ​You can select the same skill up to two times.
-  * One point adds +1 to a skill you already have. The maximum bonus is 2.+
  
-Some skills are only available to certain types of characters:+These special ​skills are only available to certain types of characters:
   * Magic: You are good at casting spells, identifying magical properties, and understanding how magic works. You need 6 spell points to qualify for this skill.   * Magic: You are good at casting spells, identifying magical properties, and understanding how magic works. You need 6 spell points to qualify for this skill.
   * Melee combat: You are an expert at close-range combat. You need 9 HP to qualify.   * Melee combat: You are an expert at close-range combat. You need 9 HP to qualify.
Line 192: Line 190:
  
 ==Magic== ==Magic==
-  * One point: You know one type of magic. You can't use magic without this. You can only pick this once.+  * One point: You learn your first type of magic. You can't use magic without this. You can only pick this once.
   * One point: One spell point. You can have up to 5 + your level.   * One point: One spell point. You can have up to 5 + your level.
   * Two points: You can cast zero-cost spells.   * Two points: You can cast zero-cost spells.
Line 216: Line 214:
  
 These may be selected any number of times: These may be selected any number of times:
-  * **Lucky**: An additional luck point per session. You can have this even if your luck is negative.+  * **Lucky**: An additional luck point per session. You can have this even if your luck is negative. When you permanently lose a luck point, these points are lost first.
   * **New Magic**: Access to a new type of magic. You must already know at least one type of magic.   * **New Magic**: Access to a new type of magic. You must already know at least one type of magic.
   * **Magical Adept**: Raise the maximum number of spell points you can have by 2.   * **Magical Adept**: Raise the maximum number of spell points you can have by 2.
Line 226: Line 224:
   * **Precision Attack**: Add an extra 1d6 to your damage roll. You can only attack once per turn when you use this, even if you have Extra Attack.   * **Precision Attack**: Add an extra 1d6 to your damage roll. You can only attack once per turn when you use this, even if you have Extra Attack.
   * **Spell Recovery**: If you are out of spell points for at least 15 minutes, you gain one point back.   * **Spell Recovery**: If you are out of spell points for at least 15 minutes, you gain one point back.
-  * **Always Prepared**: You get a new skill, which gives you a bonus on rolls to have equipment.+  * **Always Prepared**: You get a new skill, which gives you a bonus on Luck rolls to have equipment ​when you need it.
  
 Advanced abilities (requires level 5 or higher) Advanced abilities (requires level 5 or higher)
Line 232: Line 230:
   * **Advanced Spell Recovery**: You can bring yourself up to 2 spell points using Spell Recovery.   * **Advanced Spell Recovery**: You can bring yourself up to 2 spell points using Spell Recovery.
   * **Sharpshooter**:​ Precision Attack now adds 2d6 to your damage.   * **Sharpshooter**:​ Precision Attack now adds 2d6 to your damage.
-  * **Survivor**:​ Requires Tough as Nails. You get a new skill, which gives you a bonus to rolls to avoid going down to zero HP.+  * **Survivor**:​ Requires Tough as Nails. You get a new skill, which gives you a bonus to Strength ​rolls to avoid going down to zero HP.
   * **Fast Magic**: In combat, you can cast a zero-cost spell in the same turn that you cast a normal spell.   * **Fast Magic**: In combat, you can cast a zero-cost spell in the same turn that you cast a normal spell.
  
Line 240: Line 238:
   * **Jack of All Trades**: You're good at everything! Any time you make an ability roll and don't have a skill to add, you add +1 to the roll. Requires 10 skills.   * **Jack of All Trades**: You're good at everything! Any time you make an ability roll and don't have a skill to add, you add +1 to the roll. Requires 10 skills.
   * **Assassin**:​ If your Precision Attack brings an opponent down to 1 HP, either naturally or due to a successful strength check, you can make a second attack against that opponent. If your Precision Attack brings an opponent to 0 HP, you can make another Precision Attack against an opponent within ten feet of you. This can happen an unlimited number of times in a turn.   * **Assassin**:​ If your Precision Attack brings an opponent down to 1 HP, either naturally or due to a successful strength check, you can make a second attack against that opponent. If your Precision Attack brings an opponent to 0 HP, you can make another Precision Attack against an opponent within ten feet of you. This can happen an unlimited number of times in a turn.
-  * **Immortal**:​ Requires Survivor. If you permanently lose a point of Luck to avoid dying, you get it back the next day. You still die if your Luck drops to -3.+  * **Immortal**:​ Requires Survivor. If you permanently lose a point of Luck to avoid dying, you get it back the next game session. You still die if your Luck drops to -3.