Ryuutama Campaign

Game Master KatsuneSage



World/Campaign

Izana has always been a peaceful land. Ruled by three very powerful families, all thoughout the world has prospered. Though there are many different villages, The Vorshki Family, which rules over Elhaim in the far notherern mountains, The Heinford Family, which resides over the town of Turstwood, and the Holled Family which lives in harmony with their residents in Livesong have always held the highest respect. Each having their own special products, they have always relied on each other for trade.

But now there is unrest. Whispers are coming from all over. Something in the very earth has changed and monsters, both fiend and human alike, are rising to power.

Are you on this journey to gather information or to fix the problem?

Character Creation:

Choose a Class:
Character creation starts with the selection of the character’s Class. The seven Classes represent different character jobs and standings in their community.

Players should cooperate when choosing Classes so that their specialties and skills don’t overlap.

The Minstrel, Merchant, Healer and Hunter classes are recommended for new players.

The Artisan, Farmer and Noble classes are recommended for players with a little experience playing Ryuutama.

Choosing a class determines the Skills that are available to your character. Your character is able to use any Skills available to their class at first level.

Choose a Type Next, the players should determine their character’s Type. Each Type is adept at handling certain kinds of danger that the PCs might come across in their journey.

The pages for character creaton start on pg.29 of the pdf I forwarded you.

As soon as you are done creating your character, post him/her in discussion.

Scarab Sages

So, who all did she rope into this shindig?


XD


Who do you think? XD

By the way, I'm liking the Noble and Farmer classes the best but am still undecided. Probably going to be a Winter Mage, too. :-)

Scarab Sages

Gah, I'm still reading. How many of us are there?


3-4

Scarab Sages

I'm thinking Artisan. Technical type. Probably quartermaster role.

Silver Crusade

If the doc would stop crashing on me I might be able to read the friggin thing all the way to where I need it, atm thinking Farmer or Hunter though. Martial type.


Contemplating being a noble. The most refined and aloof of all!


I'm in the middle of character creation right now. I'll be playing a Farmer who's skilled at Herb-Gathering. He's also able to cast magic from the Winter Season.

Scarab Sages

I've forgotten how slow character creation can be when you have no idea what you're doing.

Silver Crusade

Speak for yourself, even If know everything and have the character planned out it still takes me forEVAH!

Scarab Sages

Ok, here's my first shot:

Mr. WorkIt

Type: Technical
Array: Standard: 4,6,6,8
Str:8
Dex:6
Int:6
Sp:4

Class: Aritsan
skills: trapping, Crafting (Not sure ), Repair
Role: Quartermaster or Mapper

HP:16
MP:8
Carrying: 16+3=19
Mastered Weapon: Trident
Attack: 14
Damage: 9

Personal Item:

Stuff: Basic Kit (150/3), Mud boots (500/1), Repair Kit (100/1), Lantern (80/1), Tent (120/3)

I did preliminary shopping, then noticed that the Repair kit and Tent are both in the party kit... Are we doing that "picnic mode" the rules refer to?

Character will hunt with a trident. He is from a constal area that also happens to be a marsh. He is poor, and set off on his journey because he felt like it, not because of some sense of destiny or purpose (making his actual dedication to the whole thing rather low, thus the low MP an spirit).


I was interested in this, a bit late but will lurk to understand this system.

I didn't know it was translated to english already.


@Mr. Fix it: just need a special item. Also, we are not using picnic rules.

@The Warlord: Yup! Only took em like a year and a half. :)

-Posted with Wayfinder


If yall haven't already, could you please put y'alls class and specialization in your Profile? I will be doing a full audit today, but thats what I see right now.


Damn, not surprised, but damn lol.

Good luck with the campaign.

I'll try to find the translation to at least read the system

Scarab Sages

Mr. Frog Catcher

Type: Technical: +1 concentration, +1 Init, +3 carry
Array: Standard: 4,6,6,8
Str:6
Dex:8
Int:6
Sp:4

Class: Hunter
skills: Trapping, Hunting, Animal Tracking
Role: Quartermaster or Mapper

HP:12
MP:8
Carrying: 6+3+3=12
Mastered Weapon: Trident
Attack: 14
Damage: 7

Personal Item: Waterproof cloak (if that is legal)

Stuff: Basic Kit (150/3), Mud boots (500/1), Repair Kit (100/1), Lantern (80/1), Tent (120/3), Trident (Do you have to buy your mastered weapon?)

Changing to Hunter as that's more fitting with my concept of a marsh hunter.


I have made a checklist/cheat sheet for CC. This should help you all finish up in a more organized/succinct manner.

1. Choose a Class

Minstrel::

A traveler among travelers, who roams from town to town performing songs or dances. The Minstrel has a wide array of skills that can help the party in a variety of situations.

Example jobs: dancer, musician, minstrel, etc.
Example actions: dancing, singing, storytelling, etc.

Well-traveled:
As a minstrel who makes his earning by constant travel, you’ve learned how to travel safely.

Skill Effect: +1 to Journey Checks (Travel/Direction/Camping Checks; always in effect)

Knowledge of Tradition:
The people you have met on your travels have taught you their old songs and legends. You have learned a great deal about the world in this way.

Skill Effect: You can get more information about the things you see and hear.

Usable Circumstances: Anytime you come across something interesting
Stats Used: [INT + INT]
TN: GM’s discretion

Music:
You can play music that reinvigorates your companions.

Once per scenario you may choose one terrain or weather type you are currently traveling through and gain it is as a song. For example, if your character is currently in a rainy grassland, they might learn “Rain Song” or “Ballad of the Grassland,” but not “Desert Rumba.”

You may later use the song only if it matches the specific condition in which it was acquired: for example, “Rain Song” can be used anytime it is raining, regardless of terrain. You can name your song whatever you like (the above names are only examples).

Skill Effect: Give all party members a +1 bonus to their next roll.
Critical: +3 bonus
Fumble: Any PCs with Condition of 6 or less gain the [Muddled: 6] status effect.

Usable Circumstances: Usable when in a suitable area.
Stats Used: [DEX + SPI]
TN: Topography Each use reduces the Minstrel’s HP by 1


Merchant::

A traveling tradesman who exchanges goods from various locales for gold and jewels. The Merchant has skills that allow them to buy goods cheaply and sell them for a higher price. They are also good at negotiations using conversational skills.

Example Jobs: trader, store owner, caravan leader, etc.
Example actions: selling, buying, trading, carrying, etc.

Well-spoken:
As a merchant who earns her keep by trading, your communication skills are top notch.
Skill Effect: Negotiation Check [INT + SPI] gets +1, always in effect

Usable Circumstances: Any Negotiation Check

Animal Owner:
You have learned how to raise animals that will help you carry your goods.

Normally, only one animal can be taken on a Journey for free (without paying their daily food and water costs). With this skill, you can keep more animals without incurring their food and water costs. The animal rules are explained in detail in the Items section.

Skill Effect: You can keep 2 more animals for a total of 3 without paying for their food and water.

Trader:
When you go shopping, you can buy items cheaply and sell items at a higher price. However, in order to do so, you must buy or sell at least four items of the same type at once.

When buying, you must have enough money to buy all the items at once. at their normal price. If you succeed on the check, the price of the items will change. If you fail a check when buying, you cannot cancel the deal: You must buy the goods at full price.

There may be times when supplies are short or shop owners refuse to deal with you, and you cannot use this skill. You may not use Trader to sell items in the same town that you have bought them.

Skill Effect: You may buy items at a reduced price or sell items at an increased value; see table 1.

Usable Circumstances: When selling/buying 4 or more of the same item
Stats Used: [INT + SPI]
TN: See table 1

Table 1
Check Result 6-7 8-9 10-13 14-17 18+ %
In Price Change 10% 20% 40% 60% 80%

When purchasing goods reduce the price by this amount; when selling goods increase the price by this amount.


Healer::

A medic respected by all for their skill in using herbs to cure illnesses and heal injuries. You’ll want to make sure you have a Healer with you if you are traveling in dangerous areas.

Example Jobs: doctor, pharmacist, alchemist, herbalist etc.
Example actions: cure, operate, heal, etc.

Healing:
You heal a companion’s injuries by creating a secret remedy from Healing Herbs and water. Any Healing Herb may be used, but the process takes time, so this skill is less effective if used during combat.

Skill Effect: Target character recovers HP equal to the result of [INT + SPI].
During combat, recover only the result of [INT] (only 1 die.)

Usable Circumstances: Spend 1 Healing Herb and 1 day’s water ration
Stats Used: [INT + SPI]
TN: None (During combat, [INT] only)

First Aid:
You can relieve a character’s status effect for one hour.

This also reduces the strength of the status ailment by your current level. If this reduces the strength of the status ailment to 0 or below, the status effect is immediately cured.

A character may only receive First Aid once per day, regardless of whether or not the check is successful.

Skill Effect: Relieve a character’s status effect for 1 hour. Then, reduce that status effect’s strength permanently by a number equal to the Healer’s level.

Usable Circumstances: A character with a status effect who has not
Stats Used: [INT + SPI]
TN: Status effect’s strength yet received first aid today

Herb Gathering:
You know where to find potent Healing Herbs.

Once each morning, when you succeed on this Skill Check, you can explore the wilderness to obtain a Healing Herb. The Healing Herb obtained depends on the current terrain. See the Healing Herb list in the Item Section for more information.

Healing Herbs are only good for one day, unless you use a disposable herb bottle to keep it fresh for up to a week.

Skill Effect: Find a single Healing Herb.
Critical: Find 3 Healing Herbs.
Fumble: Afflicted with [Poison: 6]

Usable Circumstances: Once each morning, before the Travel check
Stats Used: [STR + INT]
TN: Topography


Hunter::

An outdoorsman who makes their living from nature, using their wisdom, cunning and technology to bring down their prey. They are able to find food in any terrain while en route to their destination, and can even carve out the edible or useful parts of monsters.

Example Jobs: hunter, trapper, monster hunter, etc.
Example actions: hunting, chasing/stalking, fishing, etc.

Animal Tracking:
You can track four types of monsters (animal, phantom beast, demonstone, or phantom plant) by following their prints and spoor. You will also receive a +1 bonus to damage against a monster tracked using this skill.

Skill Effect: Find a monster’s location. +1 bonus to damage against any monsters found.

Usable Circumstances: When finding an animal’s tracks
Stats Used: [STR + INT]
TN: Topography

Trapping:
You are able to harvest valuable materials, such as leather or food, from defeated monsters.

The type of item you receive on a success is shown in the Monster’s entry in the Dragonica.

Skill Effect: Harvest materials from a defeated Monster

Usable Circumstances: After defeating a monster
Stats Used: [DEX + INT]
TN: Monster level x2

Hunting:
You are able to catch small wild animals for food.

This skill is used just before the camp check is made, however, if you decide to go hunting, you cannot also help set up camp. The higher the result of the check, the more food you catch.

Skill Effect: Receive a number of rations equal to Check result – target number, but cannot participate in the camp check.
Critical: All food is Delicious. Fumble: Afflicted by [Injury: 6] status effect

Usable Circumstances: Before camp check
Stat Used: once per day [DEX + INT]
TN: Topography


Artisan::

A craftsperson that makes useful things, beautiful things, delicious things—all kinds of items. They are able to fix things that break along the way to their destination, and create things they need along the way.

Example Jobs: shoemaker, hatmaker, cook, etc.
Example actions: sewing, cooking, repairing, etc.

Trapping:
You are able to harvest valuable materials, such as leather or food, from defeated monsters. The type of item you receive on a success is shown in the Monster’s entry in the Dragonica.

Skill Effect: Take materials from a defeated Monster

Usable Circumstances: After defeating a monster
Stats Used: [DEX + INT]
TN: Monster level x2

Crafting:
You can use this skill to make handy, cute, beautiful and delicious things. As long as you have the time and tools, you can make things during your Journey.

Since each craft is different, so too are the things each character can make. When choosing the Artisan class, choose a single category from the item list below as your specialization. If you choose “Shoes”, for example, you can make any item from the Shoes category. If you fail this skill check, you may try again; the materials won’t be lost, but the time will.

Possible categories: Weapons, Armor, Shoes, Capes, Staves, Hats, Accessories, Food, Sundries, Camping Equipment, Containers

Skill Effect: Make an item from your specialization. Choose the specialization category when choosing this class.

Usable Circumstances: Anytime you have the time (1 day per size)
Stats Used: [STR + DEX]
TN: See table 1 and materials (1/2 the gold cost)

Table 1
Item Price: <=100g <=1000g <=10,000 <=100,000g More
TN : 6 8 10 14 18

Repair:
You can repair damaged items, restoring their durability to its full value.

Use the chart from the Crafting skill to determine the Repair Check target number. 10% of the item’s gold value is spent, regardless of whether you succeed or fail. You may retry a failed skill check, but you will have to pay the cost again.

Skill Effect: Repair an item and return its durability to its original value

Usable Circumstances: Anytime you have the time (1 day per size)
Stats Used: [STR + DEX]
TN: See table 1 and materials (10% the gold cost)


Farmer::

A worker who lives in harmony with the bounty of nature. In order to reap their harvest, they must set their hand to a number of different tasks, giving them practice with a single skill from another class.

Example Jobs: farmer, breeder, milkmaid, etc.
Example actions: farming, planting, hauling, etc.

Robust:
Thanks to your healthy lifestyle, your body is sturdy, and you are in tune with its natural rhythm. You are naturally resistant to ill effects and can carry more items.

Skill Effect: +1 bonus to Condition Checks. +3 bonus to Carrying Capacity

Animal Owner:
You have learned how to raise animals that will help you carry your goods.
Normally, only one animal can be taken on a Journey for free (without paying their daily food and water costs). With this skill, you can keep more animals without incurring their food and water costs. The animal rules are explained in detail in the Items section.

Skill Effect: You can keep 2 more animals for a total of 3 without paying for their food and water.

Side-Job:
Since a farmer’s life can be tough without extra money in the off-season, you’ve taken up another job on the side.

When you choose the Farmer Class, choose a single Skill from any other class that requires a Skill Check. You may use that skill as if you were a member of that class. However, you aren’t as practiced as a person of that class, so you will always have a -1 penalty to the check.

Skill Effect: Use a single skill from another class with a -1 penalty

Usable Circumstances: Depends on the skill
Stats Used: Depends on the skill
TN: Depends on the skill


Noble::

A member of a noble house, accomplished in both the literary and military arts as well as instructed in proper etiquette. However, Nobles are not quite suited to the life outdoors and are not very good at traveling.

Example Jobs: knight, samurai, daimyo, lord, etc.
Example actions: giving orders, protecting, studying, etc.

Etiquette:
Due to your long years of tutelage and experience in noble society, you are aware of the importance of proper etiquette.
When speaking to someone of rank or status, you are able to leave them with a positive impression of you when you win a contested Etiquette check.

Skill Effect: Leave a positive impression on someone of high rank or status.

Usable Circumstances: Conversing with someone of rank or status
Stats Used: [DEX + INT]
TN: contested

Refined Education:
After years of study under a learned tutor, you have memorized facts and trivia about many aspects of the world. You know more than the average person about history, famous people and well-traveled places.

Skill Effect: Know detailed information about the things you see or hear.

Usable Circumstances: Seeing or hearing something.
Stats Used: [INT + INT]
TN: GM’s discretion

Weapon Grace:
After long years of practice and extensive training under a master-at-arms, you have learned to be graceful when wielding a certain weapon.
When creating your character, choose either Blade, Polearm or Bow. You receive this weapon as a Mastered Weapon. If you already have this chosen category as a Mastered Weapon, you receive a +1 bonus to your Accuracy checks when using a weapon from that category.

Skill Effect: Choose Blade/Polearm/Bow; it becomes an additional Mastered Weapon. If chosen category is already a Mastered Weapon, gain +1 bonus to Accuracy checks.


2. Choose a Type
Attack Type: This type specializes in combat and using weapons.
Technical Type: This type can quickly assess a situation and find clever ways to solve problems.
Magic Type: This type enables the use of various types of magic.

3. Ability Scores
Average Set: 6 6 6 6
Standard Set: 4 6 6 8
Specialized Set: 4 4 8 8

Put one number into each of the stats:
Strength [STR]: Represents physical power, stamina, and endurance.
Dexterity [DEX]: Represents speed, nimbleness, and lightness of foot.
Intelligence [INT]: Represents power of judgment, thought, and memory.
Spirit [SPI]: Represents focus, bravery and strength of conviction.

4. Calculate HP, MP, and CC:
Hit Points (HP): Max HP = [STR]x2
Mental Points (MP): Max MP = [SPI]x2
Carrying Capacity: [STR] +3

5. Choose your Mastered Weapon
Weapon Categories:
Light Blade: dagger, short sword, wakizashi, etc.
Accuracy: [DEX + INT] +1
Damage: [INT] -1 An accurate but weak weapon.
1-handed Blade: broadsword, rapier, katana, etc.
Accuracy: [DEX + STR]
Damage: [STR] A weapon with good balance between accuracy and damage.
1-handed Polearm: longspear, trident, lance, etc.
Accuracy: [DEX + STR]
Damage: [STR] +1 A weapon with high damage.
2-handed Axe: battleaxe, greataxe, etc.
Accuracy: [STR + STR] -1
Damage: [STR] A weapon with poor accuracy but which takes advantage of the bearer’s strength.
2-handed Bow: shortbow, longbow, crossbow, etc.
Accuracy: [INT + DEX] -2
Damage: [DEX] Can attack from long range, but has poor accuracy.
2-handed Unarmed: unarmed combat, using a stick, etc.
Accuracy: [DEX + STR]
Damage: [STR] -2 (Using an improvised weapon makes this -1 instead)
Attempting to fight without a weapon: Uses both hands.
Accuracy: Determines whether your attack hits the enemy or not.
Damage: Determines the amount of damage dealt if your attack connects.

6. Determine your Personal Item
This is a purely flavor item. It is encouraged for it not to be a weapon or gear of some sort but more like a keepsake.

7. Shop for items
Characters start with 1,000 gold.
Consult the item list and use this money to buy and equip any items your character will need for the journey ahead. (Pg. 58 Onward)

8. Pick Your Character Details
-Character Name
-Age/Gender
-Image color/Outward Appearance
-Hometown/Reason For Journeying
-Personality/other details, etc.


@Choon: Id prefer you used a keepsake of some sort for your personal item. I also would require you buy the gear if you plan on using it to keep from being overpowered.

Scarab Sages

I think I will be switching to hunter. It fits my concept better. Still expert, still trident. Stat block to come.

Scarab Sages

me im reading too!

Scarab Sages

Charsi Peddleton :SuperMasterCandyTrader!

18 year old girl merchant
Leader/journal keeper

details to come

"Were going to Candy Mountain Charlie"
Sidenote: Charlie is her LOUD Alpaca

Scarab Sages

1) Hunter: Tracking, Trapping, Hunting
2) Technical: +1 concentration, +1 Init, +3 carry 
3) Standard: 4,6,6,8 
Str:6 
Dex:8 
Int:6
Spi:4
Role: Quartermaster or Mapper

HP:12 
MP:8 
Carrying: 6+3+3=12 
Mastered Weapon: Trident 
Attack: 14 
Damage: 7

Personal Item: Lucky Bandanna. It's green and stained, but it's mine, and it's lucky.

Stuff: Basic Kit (150/3), Mud boots (500/1), Repair Kit (100/1), Lantern (80/1), Trident (?/3)

8) Slippery Sam
-28/Male
-Fit, Lithe, dark hair, pale skin
-Hometown: Mere of Dead Men (think the Sodden Lands of Golarion)/ Reason: He felt like it was time. Wasn't like he was doing anything of consequence anyway.
-Cheerful, mildly oblivious, never been out of swamp. /Smells of rot and bog.


I think I got it.

Type: Attack
Role: Leader
HP: 16
MP: 8
Carrying Capacity: 9
STR: 6
DEX: 8
INT: 6
SPI: 4

Attacks
Saber(Blade): Dex + Str + 1 (Str)

Traveling Rules
Movement Check: STR + DEX
Direction Check: INT + INT
Camp Check: DEX + INT

Initiative: DEX + INT

Equipment:
Saber
Windbreaker(Strong Wind +1)
Backpack
Waterskin
Clothes
80 gold
Personal Item: Locket with picture of sister.

Special Abilities:
Etiquette:
Due to your long years of tutelage and experience in noble society, you are aware of the importance of proper etiquette.
When speaking to someone of rank or status, you are able to leave them with a positive impression of you when you win a contested Etiquette check.

Skill Effect: Leave a positive impression on someone of high rank or status.

Usable Circumstances: Conversing with someone of rank or status
Stats Used: [DEX + INT]
TN: contested

Refined Education:
After years of study under a learned tutor, you have memorized facts and trivia about many aspects of the world. You know more than the average person about history, famous people and well-traveled places.

Skill Effect: Know detailed information about the things you see or hear.

Usable Circumstances: Seeing or hearing something.
Stats Used: [INT + INT]
TN: GM’s discretion

Weapon Grace:
After long years of practice and extensive training under a master-at-arms, you have learned to be graceful when wielding a certain weapon.
When creating your character, choose either Blade, Polearm or Bow. You receive this weapon as a Mastered Weapon. If you already have this chosen category as a Mastered Weapon, you receive a +1 bonus to your Accuracy checks when using a weapon from that category.

Skill Effect(Blade): Choose Blade/Polearm/Bow; it becomes an additional Mastered Weapon. If chosen category is already a Mastered Weapon, gain +1 bonus to Accuracy checks.

Toughness: Max HP +4
Power: +1 to damage rolls during combat
Weapon Focus: Gain 1 more mastered weapon.

22/Male
Tanned complexion, tall, strong, short dark hair
Hometown: The capital.
Reason: To prove his worth
Arrogant but kind hearted, hates getting dirty.


Okii, so roles:
Luthor is the Leader
Sam is the Mapper
Adalric is the Quartermaster
Charsi is the Journal Keeper

This is what is expected from each, but you roleplay it however you want.

Adalric wil be keeping track of loot and golds and be in charge of handling all food rations.

Luthor is the final dicision maker and leads the party. (please dont be a butt with this.)

Sam will be in charge of keeping a note on important landmarks and paths.

and Charsi will be in charge of 'writing down' the journey. (aka remember facts needed to complete things).

Everyone good with this?

EDIT: Mapper is also responsible for the Direction Check part of the Traveling Check.


Looks good to me. Transferring info into new alias now.


Got it. If we end up in the middle of nowhere... well I won't care, but that noble over there might!

Info transfer complete.


haha! :P

I have also placed the four checks that will need to be made every day from the party. NOT ALL CHECKS will need to be made by all and the camping check is made when setting up for camp. Make sure you read the whole thing. <3


Yay! I will try my best to not be a posterior about it. But if I get a little behind on it, let me know. Tee hee.

And yes, I will care about where we go. Bad weather does a number on my hair!

Scarab Sages

I've read it all, but I am not confident in my ability to remember it all. There may need to be some hand-holding in the beginning. Maybe. We'll see.


There a solution to that. Shave it all off like me!


@Choony poo: Thats the reason I have it all in the discription. <3

Also added more checks, like percepton and dodge.


Nope. It is unfitting for a noble to have anything but a full head of gorgeous hair.


I think its all here sort of, working out the actual process of buying things >.<


Is everyone ready?


As I'll ever be.


Yep.


Alright. I'll probably start it on the 5th. The 4th is not just the 4th of July but also YBD and my 18th month. C:


Candy Mountain can wait a few days :)


Festivities carried on into today, and culminated with a power outage. It came back just in time for us to head to bed, so the campaign will start tomorrow. :-)


Gameplay is up!!

Dark Archive

Any chance a campaign for this is still being played and if you might be able to make use of new players? I just got limited edition version of the book and am seeking a way of playing online.

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