Murids Determining Abilities
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Murids Abilities: Strength Dexterity Constitution Intelligence Wisdom Charisma Accuracy Skills: Athletics (STR) Burglary (DEX) Contacts (CHA) Crafts (INT) Deception (CHA) Lore (WIS) History (WIS) Persuasion (CHA) Performance (INT) Stealth (DEX) Acrobatics(DEX) Survival (INT) Diplomacy (CHA) Nature (WIS) Perception (WIS) Medicine(INT) Sleight of Hand (DEX) Resistance (CON) Determining Abilities Method 1: Roll 3d6 for each ability Method 2: Roll 4d6 and drop the low for each ability to determine accuracy roll 1d6 and add 10 Each skill has 5 point slots Every skill point is 1 to rolls Skills Check Roll 1d20, if the outcome is lower than the related ability it is a success. If the number is higher than the ability it is a failure. EX: to check the sleight of hand skill you need to roll for dexterity, you have 3 points in sleight of hand and a 10 in Dexterity. You roll an 11 but because you have 3 points in sleight of hand it comes out to be a 8 and succeed. Hit points To determine HP roll 1d20 then add constitution Armor Class The armor you wear determines your Armor Class and absorbs damage. If you take 8 damage and are wearing leather armor (AC2) you take 6 damage. Species Species and their effects on stats are listed below: Mus +1 to every ability except for constitution +2 History Rattus 2 charisma +2 constitution +1 deception +1 stealth Sciuridae +2 dexterity 1 intelligence +1 perception +2 acrobatics Tamias +2 charisma 1 constitution +2 performance +1 persuasion Talpidae 1 dexterity 1 strength +2 intelligence +2 lore disadvantage in sunlight Mustela +2 dexterity 1 constitution +3 persuasion Lepus +2 dexterity 1 charisma +3 nature Mephitidae +1 constitution +1 intelligence 2 strength +3 survival Can release odors once a day Classes Fighter: Armor: padded, leather, studded, scale, half plate, chain, splint, shield weapons: arming sword, short sword, falchion, sabre, battleaxe, club, flail, mace, morning star, spear, dagger special: advantage on strength checks Knight: armor: all armor weapons: great sword, claymore, longsword, dagger, warhammer, crowsbeak, pike, halberd, mace special: choose a pantheon Ranger: armor: clothing, padded, leather, studded weapons: longbow, shortbow, crossbow, dagger other equipment: rope special: advantage on accuracy Wizard: Armor: clothing Weapons: dagger, quarterstaff other equipment: scrolls special: advantage on lore checks Druid: Armor: clothing, padded, leather, studded, shield weapons: shortsword, dagger, quarterstaff other equipment: herbs, bandages, ointment, antidote special: advantage on medicine checks Thief: armor: clothing, padded, leather, studded weapons: dagger, club other equipment: rope special: advantage on stealth Bard armor: clothes weapons: arming sword, short sword, sabre, club, mace, dagger, shortbow other equipment: instruments special: advantage on performance Alchemist: armor: all armor weapons: arming sword, shortsword, dagger, falchion, flail, warhammer, morning star, other equipment: flasks special: advantage on crafts Priest: armor: clothes weapons: dagger, falchion, sabre other equipment: scrolls special: choose a pantheon Pantheons falling under a pantheon gives characters certain bonuses: Balance: Cella, goddess of virtue: +1 charisma Nin, god of duty: +3 to any skill Futge, god of death: +1 to constitution War: Generath, god of results: +3 to survival Una, goddess of efficiency: +1 to accuracy Abath, god of deceit: +3 to deception Peace: Ubar, god of nature: +3 to nature Helna, goddess of happiness: +1 wisdom Inta, goddess of righteousness: +1 strength Armor Armor: AC: Requirement: Adversities: Price clothing 0 5gp padded 1 10gp leather 2 10 STR 15 gp studded leather 3 11 STR 20gp scale mail 4 12 STR 25gp half plate 5 13 STR 30gp chain mail 6 14 STR 1 DEX 35gp splint 7 15 STR 2 DEX 40gp plate 8 16 STR 3 DEX 50gp none 1 shield +1 10gp Weapons weapon damage die requirement price arming sword 1d6 20gp shortsword 1d8 40gp greatsword 1d12 STR 13 80gp claymore 1d10 STR 10 60gp longsword 1d12 STR 13 80gp falchion 1d8 40gp sabre 1d10 STR 10 60gp battleaxe 1d6 20gp club 1d4 10gp flail 1d6 20gp mace 1d4 10gp warhammer 1d12 STR 13 80gp morning star 1d6 20gp quarterstaff 1d8 40gp crowsbeak 1d12 STR 13 80gp pike 1d10 STR 10 60gp spear 1d8 40gp halberd 1d12 STR 13 80gp longbow 1d12 DEX 13 80gp shortbow 1d10 DEX 10 60gp crossbow 1d6 20gp dagger 1d4 10gp Ammunition Prices arrows 1 gp throwing knives 5gp Other Equipment empty flask 5gp empty scroll 5gp rope 5gp Healing Supplies item effect price herbs 1d6 healing 10gp for 5 strong herbs 1d8 healing 20gp for 5 bandages stops bleeding 10gp for 5 ointments 1d4 healing 5gp for 5 antidotes cures poison 30gp for 5 Bleeding When an attack hits a character they make a resistance check. If they fail they begin bleeding and take 1 damage per round until combat ends. Bandages can stop bleeding Poison When a poisonous attack hits a character they make a resistance check. if they fail they are poisoned and take 1 damage every round until combat ends. Flasks: flask effect flask of healing 1d6 healing flask of acid 1d6 damage slask of smoke causes smoke to fill the room flask of fire 1d10 damage outside of the start of the game full flasks can only be made with the crafting skill. a character will need two ingredients, an empty flask, and a successful crafts check. the gm will decide what kind of flask they will make. when throwing a flask make an accuracy check. Scrolls scroll effect scroll of fireball creates a fireball 1d10 damage scroll of illusion creates one illusion scroll of lightning creates a lightning bolt 1d8 damage scroll of light light illuminates the room outside of the start of the game written scrolls can only be made with the lore skill. a character will need one ingredient, an empty scroll, and a successful lore check. the gm will decide what kind of scroll it makes. Death when a character’s health drops to 0 or below, they are dead. Revival when a character dies they can be revived if their bodies are stored within a scroll and the scroll is activated. they can also be revived if an alchemist brews a flask of undeath. these are considered dark arts and murids and are frowned upon. characters can only be revived so many times based on their constitution Constitution Revivals 12 can not be revived 3 1 4 1 5 1 6 2 7 2 8 2 9 3 10 3 11 3 12 4 13 4 14 4 15 5 16 5 17 5 18 6 over 18 infinite Combat to make a an attack you must first make a accuracy check. if you succeed in hitting the target you can then roll for damage. if you roll a 13 its a critical hit. it does double damage and cannot be blocked. when something attacks you, you can block or dodge. to block or dodge make a successful accuracy check. if an enemy makes a critical hit you cannot block or dodge Advantage and Disadvantage certain traits of a character cause an advantage or disadvantage on a skill check. if you have advantage when making a skill check roll 2d20 and take the high roll. when you have the disadvantage roll 2d20 and take the low. Quirks and Faults every character has one quirk and one fault. quirks give your character advantage in a skill and faults give your character disadvantage. you are allowed to decide what your quirks and faults are. Starting Gold all players start the game with 1d20x5 gold pieces .