Runetouched: The Terrinoth Roleplaying Game (Game Design)


Other RPGs

Liberty's Edge

This is just a place for me to work out this little project I'm working on and roll dice so I can test out some mechanics. Feedback is appreciated.

So, if you've ever played Runebound, Descent, Runewars, or the new Dungeonquest from Fantasy Flight Games, you know a little bit about Terrinoth. Its the fantasy world that those games take place in. What I'm trying to do is create a roleplaying game in the same world, that has the feel of capturing many of the same elements.

Player vs. player combat is actually smiled upon, generally speaking, in these games so far, so I do want that to be a part of the game as well.

So, here are the basics I have so far.

Each character has Three (3) ability points he can split between Mind, Spirit, and Body, any way he chooses. An Untouched Character (those who do not choose to have a Runetouched ability tied to one of the Dragon Runes), gains an additional ability point for Mind, Spirit, or Body, but no ability can have a value greater than 3.

So for example, Mad Carthos could have Spirit value 2 and Body value 1, or Spirit value 3, or a value of 1 in all three abilities.

These values determine Starting Wealth, Starting Magic Tokens, and Starting Wounds, as will be described later.

Each character then has three skill points to spend on the following skills. Each skill also uses the value of the base ability in determining its attribute value. For example, a character with Mind 2 who puts 2 skill points in Society has Society attribute 4.

Society (Mind)
Intellect (Mind)
Agility (Mind)
Magic (Spirit)
Willpower (Spirit)
Luck (Spirit)
Strength (Body)
Endurance (Body)
Health (Body).

Question: Should an Untouched character also gain a bonus to skill points?

Mind value determines Starting Wealth. For each point of Mind, a character has 1 gold piece to buy starting equipment. A character with a Society attribute of 5 or higher gains an additional 1 gold piece to buy starting equipment. A Mind value of 0 grants no gold pieces, but for each skill point put into Society when Mind value is 0, the character gains 1 gold piece for starting equipment.

Spirit value determines Starting Magic Tokens. For each point of Spirit, a character has 5 Magic Tokens to spend on spells, magic abilities, and the purchase of spells and special equipment. A character with a Magic attribute of 5 or higher gains an additional 5 Magic Tokens. A Spirit value of 0 grants no Magic Tokens, but for each skill point put into Magic when Spirit value is 0, the character gains 1 Magic Token.

Body value determines starting wounds. For each point of Body, a character has 5 Starting Wounds. A character with a Health attribute of 5 or higher gains an additional 5 Starting Wounds. A Body value of 0 grants 3 Starting wounds, but for each skill point put into Health when Body value is 0, the character gains 1 Starting Wound.

For the character sheet, I am seeing a radial dial display with a central circle divided into three parts, for the Mind, Spirit, and Body values to be written in, and then nine rays of circles extending from the circle near the appropriate values, to be filled in as skill points increase attributes.

Liberty's Edge

Mind
-Society
Society checks are initiated when a character wishes to perform a social maneuver, gather information, negotiate with others, or perform other social aspects. Gambling, appraising money, and other money influencing checks also use the Society value.
-Intellect
Intellect checks can be used to determine information about the game world or in the game at large, or about a specific focus, that might be determined by a Runetouched ability.
-Agility
Agility checks are required when a character wishes to move quickly, fire a ranged weapon, or otherwise attempt to best an opponent or the environment by stealth or speed.

Spirit
-Magic
Magic checks are required when the character wishes to use magic or make a magic attack. All characters with a magic score can attempt a magical attack. Magic checks are also required when gathering magic tokens from various supplies.
-Willpower
Willpower is used to defend against hostile magic, influential attacks such as seduction or enchantment, and to otherwise resist social influences and hostilities.
-Luck
Luck is tested when facing traps or powerful enemies, and in a variety of other places the Runemaster determines.

Body
-Strength
Strength checks are used to determine how strong a character is, if he can move or otherwise affect heavy or stuck doors, for example. Strength checks are also used with melee weapons.
-Endurance
Endurance is used to defend against hostile attacks, diseases, drowning and other potentially deadly disasters.
-Health
Health is tested when a character has been fatally wounded, or when they are otherwise recovering from serious injuries. Health checks are made when removing wound tokens (i.e. restoring Starting Wounds)

The term Runemaster is this game's version of a Dungeonmaster or Gamemaster

Liberty's Edge

Converted Skills from Runebound, 2nd Edition base set.

Diplomacy: Society
Tinker: Intellect
Jump, Hide, Sneak: Agility
Resist: Willpower
Climb: Strength
Swim: Endurance

Liberty's Edge

So, an example of character creation.

Here's Mad Carthos.

Mad Carthos puts 2 ability points in Spirit, and 1 in Body.
Then he puts a skill point in Intellect, Agility, and Magic.
The totals for each attribute are reflected below.

Mind: 0
Society:0
Intellect: 1
Agility: 1
Body: 1
Strength: 1
Endurance: 1
Health: 1
Spirit: 2
Magic: 3
Willpower: 2
Luck: 2

Mad Carthos starts with 0 Starting Wealth (from 0 Mind and 0 Society), 5 Starting Wounds (from 1 Body), and 10 Magic Tokens (from 2 Spirit).

Since he has a Magic attribute, he also gains a special arcane blast ability that he can use in the magic phase of combat. By making a magic test against his opponent's willpower, he can inflict 1 wound for each magic token he uses, up to a maximum of 2 wounds (his current Spirit value).

He has the following Runetouched Ability from the
Dragon Rune of Wrath and Vengeance:

Before Combat: Inflict 1 wound on yourself to make a magic test to inflict 1d6 wounds to an opponent. Spend 2 Magic Tokens to add a bonus to this test.

Here's where I need a little help. I'm having some difficulty coming up with Runetouched Abilities that don't mirror or duplicate exactly the character abilities in Runebound. I want it to be similar, capture the feeling of the game, but not duplicate it. Help here would be appreciated.

Liberty's Edge

Runetouched Abilities:

Most player characters will want to have a Runetouched ability, granted by the power of a Dragon Rune held by a city or government. Those who do not have Runetouched abilities are called the Untouched. As mentioned earlier, an Untouched character has an additional point of Body, Mind, or Spirit.

The Runemaster determines what Dragon Rune(s) are available for characters to claim abilities from. These Dragon Runes will theme the adventures the Runemaster intends to run. The Dragon Rune of Death and Decay for example, might indicate that there are more undead to fight in the adventures the Runemaster has prepared. The Dragon Rune of Tact and Diplomacy could indicate more social challenges, and the Dragon Rune of Wrath and Vengeance is a powerful one for combat and damaging abilities.

I am still uncertain how to create these abilities. I was thinking, originally, of having an ability for each attribute, but now I wonder if this is too many. Then I thought if I limited it to three for each Dragon Rune, I would be keeping with the Theme of Three that Terrinoth seems to run on. However, if there are four or more players in an area, and they all have to choose abilities from the same Dragon Rune, it would be more difficult to have a unique character.

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Performing Tests:

In order to make attacks, cast spells, or resist the spells of others, tests will eventually have to be made. A character performs a test by rolling 1d10 (now called the Dragonstar), (counting the 0 as a 0 instead of a 10), adding the associated attribute and drawing a Fate card to determine if the test is successful.

The Fate cards determine the test target numbers, by providing an Easy, Challenging, Difficult, and Impossible number to beat. The Runemaster determines what the difficulty of the test is, but the Fate cards determine the exact number that the Test must beat to be successful.

Runetouched abilities, spells, and enchanted weapons sometimes call for a bonus or penalty. This is the Runetouched die roll that is added or subtracted from the Test roll.

Roll 1d6:
1-3: +/- 1
4,5: +/- 2
6: +/- 3

Example: Mad Carthos wishes to use his special before combat ability, so inflicts 1 wound on himself to roll the Dragonstar and add his magic attribute. 1d10 - 1 + 3 ⇒ (6) - 1 + 3 = 8 He draws a Fate card and the Runemaster tells him that the challenge is an easy let's make it challenging one. The Test must beat a 9. Mad Carthos spends an extra 2 Magic Tokens to roll the Runetouched die for a bonus. 1d6 ⇒ 2. He barely makes the Test and rolls 1d6 ⇒ 4 to inflict wounds.

That number doesn't sound right, not for an easy challenge. The average die roll of a 10 sided die numbered 0 to 9 is 4.5.
Easy: 6 to 8
Challenging: 9 to 11
Difficult: 12 to 15
Impossible: 16 to 20

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Character Creation Example 2

Kedrain is an Untouched character, and therefore does not have a Runetouched Ability. He instead has 4 points to assign to Body, Mind, and Spirit values. He puts 2 points in Mind and 2 points in Body.

It feels right to let Untouched characters have four skill points as well, so we'll go ahead and do that here.

Kedrain puts 2 skill points in Society, and 1 each in Strength and Luck

Mind: 2
Society: 4
Intellect: 2
Agility: 2
Body: 2
Strength: 3
Endurance: 2
Health: 2
Spirit: 0
Magic: 0
Willpower: 0
Luck: 1

Kedrain starts with 2 gold coins starting wealth (from Mind), 10 Starting Wounds (from Body), and 0 Magic Tokens. With his 2 gold coins, Kedrain is able to purchase a Black Dagger which increases his agility attack damage by 1.

With the black dagger, which is a light weapon, Kedrain can make an attack with his agility attribute, to inflict 3 wounds (Mind 2 +1) or he can make a normal heavy attack with his fist using his strength attribute, inflicting 2 wounds (Body 2).

Let's have them fight each other...

Liberty's Edge

In player vs. player combat, the Fate cards are not used.

But before we go into the combat in detail. Let's see how combat normally plays out.

Once combat begins, the game slows down a little to let each player participate in every part of the round. The Runemaster determines if the battle is on equal footing, or if one party has surprise over the other. He may call for an Agility or Intellect test to determine initiative.

1: Before Combat. Use all before combat abilities here. Usually these are abilities granted by Runetouched abilities, spells, or enchanted weapons.

2: Ranged Attacks. A character with a ranged weapon attacks an enemy at range. This uses Agility test and Mind to determine damage. Based on the Runemaster's determination, either the character or the opponents attack first. In player vs. player combat, the character with the highest Mind value attacks first.

3: Light Melee Attacks. A character with a light melee weapon (such as a dagger), uses Agility test and Mind to determine damage.

4: Heavy Melee Attacks. A character with a heavy melee weapon, or no weapon, but a hard fist, uses Strength test and Body to determine damage.

5: Magic Attacks and Spells. A character with a magic spell or other ability, uses Magic test and Spirit to determine damage, generally.

6: Escape. If a character wants to leave combat, they can do so at this time with an Agility test or Luck test. The opponent is permitted to make the same test to catch the fleer. Then play returns to step 2, above.

Liberty's Edge

Mad Carthos vs. Kedrain

Before Combat: Mad Carthos uses his special ability and inflicts 1 wound on himself to roll a Magic test. 1d10 - 1 + 3 ⇒ (9) - 1 + 3 = 11. Kedrain makes a Willpower test to oppose the attack. 1d10 - 1 + 0 ⇒ (3) - 1 + 0 = 2 but fails, taking 1d6 ⇒ 5 wounds.

Ranged Combat: Neither character has a ranged attack.

Light Melee Combat: Kedrain makes a Agility test to attack with the dagger, and Mad Carthos defends with an Agility test of his own. 1d10 - 1 + 2 ⇒ (6) - 1 + 2 = 7 and 1d10 - 1 + 1 ⇒ (10) - 1 + 1 = 10. Mad Carthos dodges the attack, but inflicts no damage himself.

Heavy Melee Combat: Kedrain tries to punch Mad Carthos with his free hand, and Mad Carthos defends himself. 1d10 - 1 + 3 ⇒ (8) - 1 + 3 = 10 and 1d10 - 1 + 1 ⇒ (10) - 1 + 1 = 10. Again, Mad Carthos dodges the attack, this time inflicting another 1 Wound when he strikes him back.

Magic Combat: Kedrain has no magic attack, but Mad Carthos gathers his energy and releases it in a blast. 1d10 - 1 + 3 ⇒ (9) - 1 + 3 = 11 vs. 1d10 - 1 ⇒ (5) - 1 = 4 to inflict 2 Wounds.

Kedrain has taken 8 wounds and only has 2 remaining. He tries to flee the combat, making an Agility test. 1d10 - 1 + 2 ⇒ (10) - 1 + 2 = 11. Mad Carthos tries to catch him. 1d10 - 1 + 1 ⇒ (2) - 1 + 1 = 2 But Kedrain flees the battle.

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Runemaster Baras

Runemaster Baras is actually a minion, but we're going to treat him like a Runemaster controlled character. Both Mad Carthos and Kedrain will fight him together.

Mind: 9/2
Body: 7/1
Spirit: 12/3
The Runemaster may make it easier by adding 6 to the Mind, Body, and Spirit values of a character, or he may roll as for player vs. player combat. Rolling is also good for boss fights, but here the Runemaster has just used the generic values.

Runemaster Baras has 8 Starting Wounds (Body and advances), and 20 Magic Tokens. (Spirit and Magic).

Runetouched
Combat: During any combat phase, you can spend 2 Magic Tokens to make the opponent reroll the Dragonstar from his attack.

Before we begin the combat, Mad Carthos is down to 4 Wounds, 6 Magic Tokens, and Kedrain has none, but he has been wounded for 3 Wounds, so he has 7 Starting Wounds when he begins the fight.

Fight!

Mad Carthos takes another Wound to use his special ability. 1d10 - 1 + 3 ⇒ (5) - 1 + 3 = 7. The Runemaster tells him its a difficult challenge, so the Fate card reveals a 12. Mad Carthos discards 2 Magic Tokens to roll the Runetouched die as a bonus. 1d6 ⇒ 3. He discards another 2 Magic Tokens, to roll a further bonus. 1d6 ⇒ 1. Mad Carthos decides not to use any further Magic Tokens so the special ability failed.

Ranged Combat: None of the participants have ranged weapons.

Light Weapons: Kedrain attacks with his dagger. 1d10 - 1 + 2 ⇒ (1) - 1 + 2 = 2 and Baras attacks with his own. Kedrain takes 2 Wounds.

Heavy Weapons: Kedrain attacks with his fist. 1d10 - 1 + 3 ⇒ (4) - 1 + 3 = 6 and Baras attacks with his fist. Kedrain barely misses, and Baras hits him for 1 Wound.

Magic: Mad Carthos unleashes a blast of magic. 1d10 - 1 + 3 ⇒ (10) - 1 + 3 = 12 and Baras matches with force of his own. Baras is hit for 2 Wounds when Mad Carthos uses up his last two magic tokens.. However, Baras uses two tokens of his own, forcing Mad Carthos to reroll the attack. 1d10 - 1 + 3 ⇒ (10) - 1 + 3 = 12. Baras is still affected.

Liberty's Edge

Round 2

Mad Carthos has 4 Wounds and no Magic Tokens remaining. Kedrain has 4 Wounds remaining.

Ranged Combat: -

Light Weapons: Kedrain attacks with his dagger. 1d10 - 1 + 2 ⇒ (4) - 1 + 2 = 5 and Baras attacks with his own. Kedrain takes another 2 Wounds.

Heavy Weapons: Kedrain attacks with his fist. 1d10 - 1 + 3 ⇒ (3) - 1 + 3 = 5 and Baras hits back, inflicting 1 Wound.

Magic: Out of Magic Tokens, Mad Carthos attempts to drain Magic Tokens from his opponent. 1d10 - 1 + 3 ⇒ (1) - 1 + 3 = 3 and Baras attacks with his own Magic attack for 3 Magic Tokens. Mad Carthos takes another 3 Wounds.

Escape: Mad Carthos and Kedrain attempt to escape. 1d10 - 1 + 2 ⇒ (10) - 1 + 2 = 11 and draw a Fate card when the Runemaster tells them to. He tells them it is an easy challenge since Baras doesn't want to pursue them. The card shows a 7, so they escape easily.

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Society

The Cities of Terrinoth are strangely magical, moreso if the city holds a Dragon Rune. In addition, each has its own unique artistic and architectural style which makes it easy to know which city a character is in.

The Runemaster has a stat block for any cities in the current adventure.

Tamelron
Temple: Easy entry.
Market: Easy entry.
Black Dagger (2), Simple Weapon (3), Simple Bow (2), Great Bow (4)
Potion of Strength (1), Potion of Healing (1), Backpack of Holding (3)
Shell Shield (1), Padded Leather Armor (3)
Mercenaries: Challenging entry.
Acolyte of Flame (1), Griffon Wanderer (1)
Dangers: One Event every three days.

Temple: This is the Society test difficulty required to enter the Temple. The Runemaster may also allow a character to enter without a Society test. At a temple, a character may heal wounds (3 wounds for 1 gold) or fatigue (all fatigue for 1 gold).

Market: This is the Society test difficulty required to enter the Market. The items listed are available for sale. A character can sell an item for half its gold value, rounded down. The number in parenthesis is the cost of the item.

Mercenaries: This is the Society test difficulty required to enter the Mercenaries Guild. The minions listed are available for hire. A character can release a minion for half its gold value, rounded down, but only for the purposes of hiring another minion. The number in parenthesis is the hiring cost.

Dangers: Some cities are more dangerous than others. This determines how often events occur in the city.

A character can only enter one of the three locations per day.

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Black Dagger: This is a light melee weapon. It increases Mind value by 1 for damaging purposes.

Simple Weapon: This is a heavy melee weapon, of many different types (shortsword, longsword, axe, etc). It increases Body value by 1 for damaging purposes.

Simple Bow: This is a ranged weapon. It uses the Mind value for damage.

Great Bow: This is a ranged weapon. It increases Mind value by 1 for damaging purposes.

Potion of Strength: Drinking this potion increases Body value by 2 for the rest of the day. This does not affect Starting Wounds, but it does affect skill tests, attacks, and damage.

Potion of Healing: Drinking this potion cures 3 Wounds.

Backpack of Holding: The backpack reduces the weight of carried equipment. Once per day, it can heal 1 fatigue from a character or ally.

Shell Shield: This shield breaks when struck by any force. However, it prevents up to 2 Wounds to the wearer when it does.

Padded Leather Armor: Once per day, the padded leather armor prevents 1 Wound to its wearer.

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Fatigue

Fatigue is a physically and mentally draining effect brought about by a number of situations.

Failing an Endurance test is one way a character gains fatigue.
Some hostile spells cause fatigue.
The Fatecards sometimes have special instructions on them that cause fatigue to the characters drawing them.

For each point of fatigue, a character subtracts -1 from any Dragonstar rolls he makes for Tests and Combat. Also, if a magic using character gains fatigue, he must discard a Magic Token for each point of fatigue he receives.

Fatigue can be healed by visiting a Temple or by using certain magic item abilities or Runetouched abilities.

Liberty's Edge

Changes to Combat system. Since the method above is too similar to Runebound Combat system. We're going to change it up a bit.

Initiative: Unless there is a special surprise attack for the Runemaster controlled character (RCC), the character with the highest Mind value goes first. If this is tied, the character with the highest Agility attribute goes first. If even this is tied, the tied characters roll a Runetouched die to determine who goes first.[/i]

Example: Mad Carthos has a Mind value of 0, but an Agility of 1. Kedrain has a Mind value of 2. So Kedrain would act first in a combat between Mad Carthos and Kedrain.

The Runemaster draws a Fate card to determine how far away combatants are from each other in the number of spaces between combatants.

Swamp or Dungeon: Easy difficulty number.
Mountains: Challenging difficulty number.
Ruins or Forest: Difficult difficulty number.
Plains: Impossible difficulty number.

Example: Mad Carthos and Kedrain meet on the plains. They can see each other from quite a distance away. The Runemaster draws a Fate Card and determines they are 18 spaces away from each other.

Each round, a character may do all of the following, in any order:

Move up to 6 spaces.
Minor Action An attack with a light melee weapon is a minor action. Dodging, Aiming and Gathering Magic Tokens are also minor actions.
Major Action A ranged attack, heavy melee attack, or magic attack is a major action. A Runetouched ability is generally a major action.

Thus, a character can perform a light melee attack and a heavy melee attack in the same round, but cannot make a ranged attack and a heavy melee attack in the same round.

Aim The minor action of Aiming allows a character to make a major action attack adding a Runetouched bonus to the roll.

Dodge The minor action of Dodging allows a character to roll an Agility test when attacked by a ranged or light melee attack. A character does not have to dodge, but the Agility target number for any attacks then is 4 plus Agility attribute.

Gather Magic Tokens This minor action allows a character with a Magic attribute to gather Magic Tokens. The character makes an easy Magic Test, gathering a number of Magic Tokens on the Runetouched die. (1 to 3). If the character gathers 3 Magic Tokens in this way, he also gains a fatigue token, but this does not cause the character to lose Magic Tokens as would otherwise be the case.

Example: continued from above. Kedrain moves first due to his higher Mind value. He moves 6 spaces closer to Mad Carthos, his black dagger in hand, and takes up a defensive stance ready to dodge. He has no ranged or magic attacks, however, so he cannot attack the wizard at range.

Mad Carthos stays where he is, but uses his minor action to Gather Magic Tokens. 1d10 - 1 + 3 ⇒ (1) - 1 + 3 = 3 vs. difficulty 7. If he succeeds, he gathers 1d6 ⇒ 1 (1-3:1, 4-5:2, 6:3) Magic Tokens. He then inflicts a Wound on himself to use his Runetouched ability. 1d10 - 1 + 3 ⇒ (4) - 1 + 3 = 6 vs. Kedrain's Willpower test 1d10 - 1 ⇒ (10) - 1 = 9, inflicting 1d6 ⇒ 5 Wounds if he is successful.

Liberty's Edge

It should be noted that in the new combat system, Mad Carthos's Runetouched ability would read as follows:
Runetouched
As a major action, inflict 1 Wound on yourself to make a Magic Test against your opponent that will inflict 1d6 Wounds. You may use 2 Magic Tokens to grant a Runetouched bonus to this Test.

Round 2

Kedrain moves another 6 spaces closer, and dodges again, as he has no ranged weapons.

Mad Carthos Gathers Magic Tokens. 1d10 - 1 + 3 ⇒ (5) - 1 + 3 = 7 with a target of 6, gathering 1d6 ⇒ 5 (1-3:1, 4-5:2, 6:3) Magic Tokens. He then makes a standard magic attack. 1d10 - 1 + 3 ⇒ (3) - 1 + 3 = 5, against Kedrain's standing willpower of 4.

Note that since this is a standard magic attack instead of a Test, Kedrain uses his standing willpower or 4 + Willpower attribute, in this case. Spells and other Magic Tests allow Willpower Tests against them, but standard attacks always have a standing defense unless the opponent has taken actions to more actively defend himself, such as with magic items.

Mad Carthos uses the two Magic Tokens he had just gathered to inflict 2 Wounds.

Liberty's Edge

Another note about this type of combat. It feels a little better. Definitely different from the Runebound combat method. However, it's too easy for one character to rule the battlefield. Characters with ranged or magic attacks, only have to keep moving ahead of their opponent to use their powers effectively. While this is somewhat believable, its not balanced. For that reason we recommend the following Major Actions

Resist Magic: A character that uses this major action can roll Willpower Tests against any of his opponent's magic attacks before the beginning of his next turn.

Charge: A character can move 6 spaces and make an attack with a light melee weapon, or can move 3 spaces and make an attack with a heavy melee weapon. This movement is in addition to the standard 6 spaces allowed.

Liberty's Edge

Kedrain charges with his dagger in hand. He swipes at the wizard. 1d10 - 1 + 2 ⇒ (9) - 1 + 2 = 10 against Mad Carthos's standing agility of 5, inflicting 3 Wounds. Then moves 6 spaces away and dodges incoming attacks.

Mad Carthos also dodges incoming attacks, now realizing his opponent is a light fighter. He releases a magic attack. 1d10 - 1 + 3 ⇒ (3) - 1 + 3 = 5 against Kedrain's standing willpower of 4. He uses 2 Magic Tokens to inflict 2 Wounds if successful.

Mad Carthos now has taken 4 Wounds, and has only 1 remaining. Kedrain holds his action, allowing Mad Carthos to flee.

Flee: This is a full round action, using up movement, minor action, and major action. The character can move 18 spaces or triple their normal speed. If in melee combat, a character must make an Agility or Luck test to escape, opposed by their enemy's standing Agility or Luck.

Liberty's Edge

Runemaster Baras
Runetouched

Mind: 4
Society: 4
Intellect: 4
Agility: 4
Body: 2
Strength: 2
Endurance: 2
Health: 3
Spirit: 5
Magic: 6
Willpower: 5
Luck: 6

Runemaster Baras has 4 gold pieces in treasure, 16 Starting Wounds, and 30 Magic Tokens. He also has the Magic Rune of Immolation, a powerful spell.

Casting a spell is a major action.

Magic Rune of Immolation
Spell: Magic vs. Willpower
Cost: 1 Magic Token
Spend up to 4 additional Magic Tokens to gain a bonus of +1 to the Magic Test for each Token used. This attack spell causes 1d6 Wounds and 1 fatigue.

Standing Agility: 8
Standing Endurance: 6
Standing Willpower: 9

Runetouched (Wrath and Vengeance)
As a major action, use 2 or 4 Magic Tokens. For every 2 Magic Tokens you use, you may reroll an attack before the end of your next turn.

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Spells

Spells are purchased in the form of runes, usually from special city locations known as Academies. Not all cities have Academies, but for those that do, the Runemaster is informed which runes they have available.

These runes are not always easy to understand, as they are a lesser manifestation of the mysterious Dragon Runes claimed by powers and governments.

Rune (Temporary List)
Death and Decay ???
Tact and Diplomacy ???
Wrath and Vengeance ???
Health and Vitality of the Dragonlord Carnovax
Power and Strength of the Dragonlord Fromax
Speed and Agility ???

Lesser runes provide knowledge of spells. They are temporarily inscribed in the auras of those with strong Spirit value. In order to use a Lesser rune, a character must have a Spirit value of 1 or higher. A character's ability to learn and control this Rune's power is determined by the Magic attribute.

Dragon Runes themselves can be tapped into, granting a single character the power inherent in that rune. Sometimes these manifest as spells, and other times as Runetouched abilities. Even an Untouched character can tap into Dragon Runes to gain their powers.

Runic powers can also be imbedded into items. Some characters, no matter how high their Spirit value or Magic attribute, refuse to cast spells and instead work only in the realm of Artifice.

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The "Classes" of Terrinoth

There are no "classes" in the Runetouched game. Characters are built with runic knowledge, items, artifacts, and skills.

However, there are specific groups of people that are recognized in Terrinoth as having certain roles. These are the Blade Dancer, the Spiritbound, the Battlemage, the Runemaster, the Wildlander, and the Shadow Walker.

Among their mystic rituals, they train for long, arduous hours to master certain techniques of using their Spirit, Mind, and Body. Any character can become a member of one of these groups, provided they pass the tests required of them.

The Runemaster is a special group of mystics, seers, and magic users, who are sworn to protect the Dragon Runes from outside powers at any costs, even working to create false Dragon Runes for their enemies to find. Dragon Runes are incredibly potent, and whatever power claims the Dragon Runes can defeat any other power opposed to it. Runemasters dedicate themselves to understanding the secrets of the Dragon Runes, and they alone can fully gaze upon the stones these powerful runes are engraved upon for long hours and even days without going insane.

These groups can train for long periods of time to master rituals of invocation, which can use Spirit, Mind, or Body. Rituals of Invocation are similar to spells.

Learning these rituals requires several Society and Intellect Tests, perhaps among others at the Runemaster's discretion.

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Combat Revisited

To keep everything together, here is a list of all of the minor actions available.

Aim: You gain a Runetouched bonus with a ranged, heavy melee, or magic attack made during this same turn.

Light Melee Attack: You may make an Agility attack with a Light Melee weapon if you are adjacent to an enemy.

Dodge: You can roll an Agility test to dodge each Agility attack (ranged or light melee) until the beginning of your next turn.

Gather Magic Tokens: This minor action allows a character with a Magic attribute to gather Magic Tokens. The character makes an easy Magic Test, gathering a number of Magic Tokens on the Runetouched die. (1 to 3). If the character gathers 3 Magic Tokens in this way, he also gains a fatigue point, but this does not cause the character to lose a Magic Token as would otherwise be the case.

And a list of the major actions to date.

Charge: You may move 6 spaces and make a light melee attack, or move 3 spaces and make a heavy melee attack. You cannot charge in the same turn during which you use a Dodge minor action.

Ranged Attack: You may make an Agility attack with a Ranged weapon.

Resist Magic: You can roll a Willpower test to resist each Magic attack until the beginning of your next turn.

Fortify: You can roll an Endurance test to resist each Heavy Melee attack until the beginning of your next turn.

Heavy Melee Attack: You can make a Strength attack with your fist or a heavy melee weapon.

Magic Attack: You can make a Magic attack with your own spiritual power.

Cast a Spell: Most spells are major actions.

Use a Ritual Invocation: Most Rituals are major actions.

Use a Runetouched Ability: Most Runetouched abilities are major actions.

Full Round Actions

Flee

Liberty's Edge

A Character Creation Outline

1) Determine if your character is Runetouched or Untouched. A Runetouched character has a special ability tied to one of the Six Dragon Runes. An Untouched character does not have a special ability, but has an extra point for Values and Attributes.

2) Come up with a character concept.

3) Determine Values. You have 3 points to divide between Mind, Body, and Spirit. If you are an Untouched character, you have 4 points. No Value can be greater than 3 for starting characters.

4) Determine Attributes. You have 3 points to divide between Society, Intellect, Agility, Strength, Endurance, Health, Magic, Willpower, and Luck. If you are an Untouched character, you have 4 points. No Attribute can be greater than 3 for starting characters.

5) Determine Starting Wounds. For each point of Body value you have, you gain 5 Starting Wounds. You also gain 5 Starting Wounds if your Health attribute is 5 or higher. If you have a Body value of 0, you gain 3 Starting Wounds, but each point put into the Health attribute, increases your Starting Wounds by 1.

6) Determine Magic Tokens. For each point of Spirit value you have, you gain 5 Magic Tokens. You also gain 5 Magic Tokens if your Magic attribute is 5 or higher. If you have a Spirit value of 0, you have 0 Magic Tokens, but each point put into the Magic attribute increases your Magic Tokens by 1.

7) Determine Starting Wealth. For each point of Mind value you have, you gain 1 gold coin. You also gain 1 gold coin if your Society attribute is 5 or higher. If you have a Mind value of 0, you have 0 gold coins, but each point put into the Society attribute increases your gold coins by 1.

8) If you are a Runetouched character, ask the Runemaster (RM) what Dragon Rune(s) you may select a Runetouched ability from. If you are Untouched, skip this stage.

9) Purchase starting equipment with your Starting Wealth. You may keep 1 gold coin for play. The RM will determine what starting equipment is available to you based on your location.

10) Record your character. Record damage, and standing defense values, along with Values and Attributes. A standing defense is 4 + Agility, Endurance, or Willpower.

Liberty's Edge

Red Scorpion
Runetouched

Mind: 1
Society: 1
Intellect: 1
Agility: 2
Body: 1
Strength: 2
Endurance: 1
Health: 1
Spirit: 1
Magic: 2
Willpower: 1
Luck: 1

Runetouched (Health and Vitality)
As a free action, you may use 2 Magic Tokens to cancel 1 Wound as it is inflicted on you.

Gold Pieces: 1
Starting Wounds: 5
Magic Tokens: 5

Standing Agility: 6
Standing Endurance: 5
Standing Willpower: 5

Liberty's Edge

Mordrog
Untouched

Mind: 0
Society: 0
Intellect: 0
Agility: 1
Body: 3
Strength: 3
Endurance: 4
Health: 5
Spirit: 0
Magic: 0
Willpower: 0
Luck: 0

Gold Pieces: 0
Starting Wounds: 20
Magic Tokens: 0

Standing Agility: 5
Standing Endurance: 8
Standing Willpower: 4

Liberty's Edge

Correction on Character Creation Outline

4) No Attribute can be greater than 6 for starting characters.

Liberty's Edge

Some Ideas I'm playing with. These may or may not be used in the game.

Inn: A character can stay at an inn if the character has at least 1 gold coin. It costs nothing to stay at the inn for a night, and heals 1 fatique point by doing so.

Magic Stones: Sleeping or meditating overnight in a Circle of Standing Stones grants 2 Magic Tokens to a character with a Spirit Value of 1 or higher.

Healing Fountains: Staying in the area of a healing fountain for a day or longer heals 1 Wound.

Liberty's Edge

Overland Movement

A character can move 6 hexes per day overland, -1 for each fatigue point he or she has. Each hex has a diameter of 10 miles, so a character can move 60 miles overland.

A hex with a road on it only counts as 1/2 a hex.
A plains or river hex counts as 1 hex.
A forest hex counts as 1 1/2 hexes.
A swamp or mountain hex counts as 2 hexes.
Tall mountain hexes cannot be crossed except by flight or teleportation or some other movement ability.

A character without a flight ability cannot move over tall mountains or ocean hexes. However, a character with the flight ability cannot end the day's travels by stopping over an ocean hex. Optionally, a character with flight ability can stay over a hex she would not normally be able to land on, but only by taking 2 fatigue points. Otherwise, a character with flight treats all hexes as 1 hex for the purposes of overland movement.

A character with a boat or access to a boat counts river and ocean hexes as 1/2 a hex and swamp hexes as 1 hex, when using the boat.

Liberty's Edge

The previous post could obviously have been written better. Some updates to the Flee full round action.

When a character uses the Flee full round action (taking up movement, minor action, and major action to run 18 spaces (or 180 feet), that character also takes 1 fatigue point and 1 Wound from physical exertion.

Death and Dying

A character that takes a number of Wounds equal to or greater than his Starting Wounds total falls unconscious. Each round a character lies unconscious, he makes an easy Health test. Each failure results in taking an additional 1 fatigue (each fatigue point reduces Test rolls by 1). If a character ever receives a number of fatigue points that exceeds his Starting Wounds total, that character dies.

There are powerful runes (spells) that can prevent a character from dying or even bring one back from the dead, but these are rare and expensive.

Using Luck

Not all powerful spiritual forces affect a character's magic or ability to withstand magic and enchantments. Sometimes a character just draws positive things to him from the Multiverse, by the power of his spirit alone.

Luck is generally used to escape traps, or to escape from combat, although Agility can also be used in those situations, generally.

A lucky person may find something when no one else can, evade death when it is breathing down the back of his neck, or otherwise tempt the fates with a divinely gifted resistance to their meddlings.

A character may call for a Luck test to change his destiny. Doing so permanently reduces his Luck attribute by 1. But it allows him to do one of the following:

--Move 10 ft, or 1 space, as a response to an opponent's action. Somehow you trip or stumble, rolling a distance away from your previous location, perhaps just in time to save yourself from a deadly attack.

--Heal 1 Wound, or remove 3 Fatigue points.

--Gain 3d6 Magic Tokens.

--Gain a Runetouched bonus to his next 1d6 Tests and Attack rolls.

Luck can also be rolled for the purpose of gambling games.

Any other suggestions for Luck?

Liberty's Edge

The Luck idea I had was, if not stupid, certainly redundant and flawed.

Luck does represent the way spiritual energies (a character's magical aura, for example) influence the physical world (much as Magic and Willpower do, though not within the character's control), but I am uncertain if it should be used so arbitrarily, or even at a character's whim.

I believe I had originally intended for the Luck test to be used in place of another test at the player's discretion, once per day, or perhaps by using Magic Tokens, or by taking a fatigue point.

Also, since Luck is not really based on a person's own physical prowess, but rather on the physical situations brought about by his own ability to draw positive events from the Universe, a Luck test is not affected by fatigue.

I think I'm really stuck here. How has a Luck ability been used in other fantasy roleplaying games?

Liberty's Edge

The Battlemages act very much as the holy knights of Kellos, one of the oldest deities still worshipped in the faiths of Terrinoth. They roam the lands seeking adventure and glory for their god, embracing ascetic arts of martial prowess and spiritual virtue. Many will seek the blessings of the Battlemages, for it is said that where the Knights of Kellos travel, the enemies of the faithful will surely die. The Battlemages study the ancient sacred arts and a divine magic comes naturally to their minds that no Rune can accomplish. It is because of this deviation from the normal order of things in Terrinoth, that the Battlemages are often ostracized from larger communities. Their magic is 'forbidden', and some say the sacred arts of Kellos are older than the Dragon Runes themselves, but they do not speak thus in the presence of the Runemasters, for to do so is heresy.

The Runic Order of Kellos provides healing magic to those that need it (and can afford it), but even they do not claim that their sacred arts are older than the Dragon Runes. All magic comes from the Dragon Runes; everyone knows that.

The Battlemages have learned to disguise much of their magic in martial arts, fearful of retribution from the great powers of the Free Cities and their zealous Runemasters.

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Blade Dancers are socially elite masters of the light melee and heavy melee attack. Usually armed with both dagger and sword, they learn to rely on their quickness in battle and devastate their opponent with small nicks and cuts that quickly build up over time. Socially, Blade Dancers are neutral, and indeed would be frowned upon by the City authorities if they were to take sides, due to their social influence. Often born of or raised to nobility, Blade Dancers have powers over the people that even the Runemasters (with all their authority in the cities where the Dragon Runes are kept) will dance the Social Web to keep from offending them. In spite of, or perhaps because of, their military training, Blade Dancers are masters of tactics and intrigue.

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Shadow Walkers are a secretive guild of assassins. Like the Blade Dancers, they are expected to be neutral in regards to social conflicts as the introduction of a Shadow Walker into the mix would surely be deadly to any number of innocents. They are known for their penchant for trouble, a swift and potent ability to move through shadows, and for being deadly before they have even been seen. Shadow Walkers also seek out forbidden magics, like the Battlemages. Unlike the Battlemages, these powers do not come from Kellos, but from the demons and fiends of the darker worlds.

According to the Runemasters, the Dragon Lords have no love for these darker fiends. But until a Shadow Walker makes attempt to call one, or to use their powers, they will not intervene. The Runemasters attempt to ignore the Shadow Walkers as much as possible, for they have other things to worry about, but if the Shadow Walkers act against the careful balance of Magic in the realms of Terrinoth, or worse, against the Dragons themselves, the Runemasters will act, and call upon the Dragon Lords for aid.

It is said that the Shadow Walkers use the blood of Dragons in their infernal magic. The Runemasters believe this to be true, but it is dangerous to strike out, even with all the political power one can imagine, against a cabal of assassins, no matter how heretical or dangerous they are.

One of the Primary Heresies the Shadow Walkers claim is that there is a 7th Dragon Rune. a Dragon Rune which closes the gaps between Terrinoth and the darker worlds, and which might give control of the Dragon Lords to those dark powers.

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The Spiritbound dabble in necromantic powers, finding ways to enhance the strength of their own Spirit by inflicting wounds on others. This vampiric power is effective against some of the stronger monsters that plague the Free Cities, and for this reason the Spiritbound are tolerated if not exactly celebrated. Because they are sometimes shunned when their powers are not needed, the Spiritbound usually reside in the wilderness, only coming into civilization when called upon. As a result, they have mastered the wilderness and can move swiftly overland when necessary. A Spiritbound leans to rely on the earth itself for his nourishment.

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The Wildlanders do not often frequent the Free Cities of Terrinoth. They are content to wander their wilderness, awakening trees, calling upon fairies, and listening to the ancient voices that whisper in the woods and rains. Most know that the Wildlanders are simply the best guides and scouts as they are frequently one with the natural elements that surround them, in the spirit and mind.

It is rumored among those that dare to speak of such things that Wildlanders eat the flesh of the dead. If this is the case, no one yet has dared to ask their guide if they do so. Indeed, when one is standing on the lone hidden path that leads through a swamp crawling with the undead, it is best to remain silent.

Wildlanders often find themselves at odds with the Spiritbound, who use their powers to leech off the land as much as the Wildlanders attempt to take care of the land and nourish its health. Battles between these two groups have ravaged areas of the wilderness for years. So long as these battles do not endanger the Dragon Runes, however, the Runemasters take no interest in interfering.

Liberty's Edge

New Dragon Rune List
Death and Decay of the Dragonlord Abarax
Tact and Diplomacy of the Dragonlord Eregax
Wrath and Vengeance of the Dragonlord Fromax
Health and Vitality of the Dragonlord Baraxis
Power and Defense of the Dragonlord Carnovax
Speed and Agility of the Dragonlord Droxor

Liberty's Edge

stardust wrote:

New Dragon Rune List

Death and Decay of the Dragonlord Abarax
Tact and Diplomacy of the Dragonlord Eregax
Wrath and Vengeance of the Dragonlord Fromax
Health and Vitality of the Dragonlord Baraxis
Power and Defense of the Dragonlord Carnovax
Speed and Agility of the Dragonlord Droxor

The Dragonlord Khorgard provides a seventh Rune, according to the Shadow Walkers, which some say enables its user to control dragons, and possibly even dragonlords. The Runemasters regard this as Heresy.

Liberty's Edge

Changes to Combat

With the simplification of Combat, certain items must also be simplified. The following defensive items work as follows.

Padded Leather Armor: This leather provides an Armor of 1. Armor reduces the amount of Wounds inflicted from all attacks by the Armor value. After each round of combat where the leather armor protects its wearer, it takes 1 fatigue point. When the armor has 3 fatigue points, it is destroyed.

Chain Mail Armor: This chain mail provides an Armor of 2.
Armor reduces the amount of Wounds inflicted from all attacks by the Armor value. After each round of combat where the chain mail armor protects its wearer, it takes 1 fatigue point. When the armor has 5 fatigue points, it is destroyed.

Shield of Light: This shield provides an Armor of 2. Armor reduces the amount of Wounds inflicted from all attacks by the Armor value. Once per round, as a response, the bearer of the shield can inflict Wounds equal to a Runetouched die on his attacker and the Shield takes 1 fatigue point. When the shield has 7 fatigue points, it is destroyed.

A shield or suit of Armor can be repaired at the marketplace for 1 gold piece. When repaired, it loses all fatigue points.

Ring of Protection: The ring allows its wearer to roll all defense tests as Active Defenses, regardless of actions taken by the wearer. The wearer may still Dodge, Fortify, and Resist Magic to gain a Runetouched bonus to the roll. Once per day, the wearer may reroll an Active Defense.

Shell Shield: This fragile shield provides an Armor of 2 for one round, and one round only. Armor reduces the amount of Wounds inflicted from all attacks by the Armor value. At the end of the round where the shield protects its wearer, the shell shield cracks apart and is destroyed.

Gauntlets of Shadow: Gauntlets of Shadow increase your standing defense value or defense tests with a Runetouched bonus, for one round per day. Instead of using this bonus, the Gauntlets of Shadow can increase a stealth related Agility test with a Runetouched bonus. Either use prevents it from being used again until the end of the day.

Rune Plate Armor This plate armor reduces Wounds inflicted by all attacks, spells, or Runetouched abilities by the amount shown on a Runetouched die. It also provides an Armor of 3. Armor reduces the amount of Wounds inflicted from all attacks by the Armor value. Rune Plate Armor is extremely resistant to fatigue.

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