Latest Posts | The Advanced Player's Guide of Greternesh
===Character Creation and Rulings:===
This works as per Fabletop standard. Base traits add up to 7, life and power add up to 8 and may have 2 custom traits. The only differing rule on character creation is you MUST play as a normal human. Therefore, it is recommended that your traits are ordinary jobs, innate skills, hobbies or something your character wants to be (but isn't) or is interested in. Some example are listed below, which can also be used in place of the built-in fantasy traits if you are new, or struggling to think of a trait. These are for example only, please feel free to make up your own unique and interesting traits! If making custom traits, you cannot have any super-natural powers or abilities and you cannot have a combat focused job such as soldier or knight. (these can later be learnt, found, earned or unlocked as you play.) Whilst not mandatory, remember you can add a flaw by giving a trait a value of 0. If you roll this trait appropriately you will earn 1xp, this can be done once per flaw per session. A few flaws are listed in below. Flaws are typically short-comings your character has or a phobia they suffer from. Remember that rolling a flaw will trigger a negative twist! Example Traits and Flaws Black Smith: 1 – Knowledge of weapons and metals, strength, heat resistance Lumberjack: 1 – Axe usage, knowledge of trees, forest knowledge and survival Merchant: 1 – Persuasion, barter, knowledge of strange items Hunter: 1 – Archery, knowledge of animals, tracking Watchman: 1 – Perception, influence Thief : 1 – Stealth, lock-picking Strong : 1 – Physical strength Well read: 1 – General knowledge Silver Tongued: 1 – Persuasion Slippery: 1 – Speed, mobility Nature lover: 1 – Forest survival, tracking, animal knowledge Elf enthusiast: 1 – Perception, Archery Magic Fan: 1 – Knowledge of magic, magic resistance, use of magical abilities (if unlocked) Barbaric: 1- Intimidation, strength, stamina Physically Weak: 0 – Can't lift or carry well, struggles with two-handed weapons Rude: 0 – Very bad at persuasion Hydrophobic: 0 – Is uneasy around water and unable to swim Vertigo: 0 – Is uneasy on high places, doesn't like climbing Staring Bonus: Based upon the town your character starts in (and therefore is from) and your description, the GM may allow an extra bonus. By default you start with no weapons and no money, but these will be commonly given as starting bonuses. Asking politely for a reasonable item is acceptable, but asking rudely or for something overly powerful will not be tolerated. - Remember, you are a normal person, just starting out. You will not have access to a Greter Enchanted, Masterful, Demon Bone, Great-Axe. The more descriptive and interesting your description is, the more likely it is the GM will allow something cool. For example, telling the heart-breaking tale of how your character grew up alone with only a dog for company may allow you to have a dog follower in your the party, but stating 'my character has a dog' won't allow such a bonus. It is always assumed you are carrying basic gear, like ropes, food rations, tinderboxes, vials etc. It is possible that the party may wander to obscure places and pick up odd party members, so be ready to adapt a character that hasn't played yet to be something weird and wonderful (going along with this usually means a better start bonus, possibly even a trait.) When you start, you will also be given a Greterneshian date of birth at random, don't worry about this as it does next to nothing, just put it in your notes. The Note Section: Please include the following information: Date of birth, home town, any weapons or items (other than basic adventuring gear) you are carrying, any money being carried, your Meta-Wealth. Meta-Wealth is a combined 'score' of how rich your character it is. It is how many Crowdorian Pennies your character would have if they converted all other currency to that and sold every item they own. Character Integration: If you played with a character in a previous run of Greternesh, they may be able to rejoin the party at a later point. You must however, make a new character first and meet all the following criteria. 1) Your character is appropriate to the setting (no White-Skins, Golems, etc.) 2) Your new character must have more xp than the one you wish to integrate. 3) You must have spoken to the GM about this before hand, and adapted the character sheets and items accordingly. 4) The party must be in a suitable location for your character to join (i.e. Barbarians and Green-Skins won't be wandering around Crowdor)
====Enemy System===
Enemies in this game will be more complicated and more of a threat than normal. They will have real stats for might, agility, wisdom, life and power, their own traits and access to equipment the same as a player. They will also, quite often, be actively trying to kill off as many party members as they can. It will not be enough to roll well. The party will have to think tactically. Enemies also vary greatly amongst specific types; i.e. the party may encounter 2 goblins, the first with 4 might and another with 1 might. This means any enemy can be deadly. There is always a chance that the commoner you're being rude to will suddenly stab you with 4 attack dice! Different types of NPCs vary by how likely is it a criteria will be met, whilst things are randomly varying, you can expect most Ogres to be strong and it is more likely that a Knight will be a swordsman with six dice than a commoner. Unique NPCs, such as bosses and characters in the main story will not be generated; Their stats will be decided and set by the GM. An encounter system is in operation: Every hour of travel out side of a town, a hidden GM roll is made. If all the dice on this roll show stars, an encounter happens that will in some way link to the story, If this roll shows a skull, an encounter will also happen automatically but a moon will result in a positive encounter of some kind. The more dangerous an area, the lower the amount of dice rolled and thus the more likely an encounter. At night, 1 die less (to a minimum of 1) is always rolled.
===Combat House Rules:===
Power Points: These can be used for just about anything you can think of! A power point may be added to apply a status effect on top of damage to an attack, for an AOE attack (1 enemy is hit with 1 damager per star), to heal- which can be done by anyone, (at 2 life per star) or anything else you can think of! All uses of magic cost power, including basic attacks, which usually apply a status effect anyway. (Fire magic may burn etc.) Outside of combat, power can be used to guarantee a successes on a none-combat challenge and for smithing and enchanting weapons, armour and jewellery. (see weapon types) Use your power wisely, it refreshes by 33% of its maximum every in-game day at midnight and cannot be regained in any way other than this. On Your Turn: On a turn, you may move to anywhere on the board, and make 2 actions: A quick action (which typically has no roll) and a main action. Quick actions include changing/drawing your weapon, picking up an object, drinking a potion, throwing something for an ally to later pick up and use or making a wisdom check or perception check. Main actions include all attacks, healing, casting spells etc. Initiative: At the start of combat, all players and NPCs roll for initiative, you may roll either agility or wisdom and add any perception and reaction related traits to the roll. Heavy armour and large weapons come with an initiative penalty, whilst very small weapons and the element of surprise give a bonus. If you are ambushing the enemy, you gain +2 dice to initiative. This will then determine turn order, with the highest number of stars going first. Tie breaks are decided first by the raw initiative stat (how many dice you roll.) and then by whatever is closest to alternating turns, E.g. If player 1, and an enemy barbarian all roll 2 stars from 4 dice, and another barbarian rolled 3 stars, player 1 will act for the party before the barbarians acts again. Some weapon powers and abilities may affect the turn order, as do status effects such as prone. Engagement: If 2 enemies are within melee range of each other they are engaged in combat. This applies even to enemies using ranged weapons or magic. If you are engaged with someone, and move away, they may make a 1 die attack against you that cannot be blocked, parried or dodged. This attack is a straight damage attack, power cannot be added and weapon abilities and effects don't apply. If you try and move past an enemy, and go within melee range, you will become engaged with them. When engaged you may not make a ranged attack on an enemy you are not engaged with. If an enemy is knocked back, and forced out of engagement, no attack is made. Dual-Wielding: Dual-Wielding is defined as holding 2 weapons at once, including a shield of parrying item. If you have 2 weapons in your hands, you will be classified as dual-wielding even if you only intend to use 1 weapon. Each weapon is then treated separately, you may attack on your turn with either or both weapons with separate rolls, and use either to block to or parry, but you may only use each weapon once per round. All dual-wielding comes with the penalty of 1 star being deducted after your roll for both weapons being dual-wielded. Dodging: You may roll mobility to avoid an attack, but this counts as your action for the round of combat. To successfully do this, you need to roll 1 more star than your attacker to reduce all damage, if you roll the same amount, then damage is halved. If you roll to dodge before your turn, you will not get an attack this round, and if you foresee you will need to dodge a strong enemy's attack, you will have to pass your turn. If you state you are passing your turn because you want to dodge, and then don't have any reason to dodge, you will be allowed to act last in the turn order. Adding power to a dodge will add an extra star and this will not be classified as your action for the round; thus it will be required if you wish to dodge having already acted. Blocking and Parrying A shield may be used to block an attack (using a might + combat roll), and parrying-weapons used to parry them (using dexterity) To successfully block or parry, you must roll 1 more star than your opponent. All swords, and certain other weapons can parry. As per dodging, if you parry before your turn, that will count as your action for the round (or for 1 of your weapons if dual-wielding.) and you may pass your turn if you foresee a need to parry or block. (acting last in the turn order if it turns out you don't.) A parry may only be used against melee attacks, whilst a block can also protect from ranged attacks, and magical attacks if masterful. Adding power to a parry or block will add an extra star and this will not be classified as your action for the round; thus it will be required if you wish to parry of block having already acted. You may only defend against a roll ONCE. I.E. If wielding a short sword and shield, you cannot attempt to parry it, then block it, then dodge it. You may only do ONE of these things per enemy attack. Unarmed Combat: Fighting without a weapon, or with an improvised weapon (such as a barstool or glass bottle) will result in a star being deducted after a roll. This also applies to throwing stones (or similar small objects), which can be done as a ranged attack for players without a ranged weapon. Line of Sight: If you cannot see an enemy you may not attack it. This will be done by the GM's digression. The GM will determine if he thinks a straight line can be drawn from your character's eyes to the enemy, and if it cannot, you will not be allowed to attack. Sneak Attacks: When attacking from stealthed, you may add your stealth dice to your attack. Armour: Armour is an additional life pool that will be tagged on the player. It protects from physical combat damage, but is bypassed by environmental hazards and certain types of magic. Armour cannot be healed, it can only be fixed via smithing (for heavy armour) or tailoring (light armour) Armour comes in 2 types: Light and Heavy. Heavy armour comes with a -1 star penalty to initiative, mobility, speed and reaction. Light armour has no penalty. Light armour gives 1 armour points per tier. Heavy armour gives 2 armour points per tier. Mounted Combat: If you're lucky enough to find a horse, or similar mount, you can attack from it! 1/3 of damage that would be dealt to you is transferred to your horse, as is all damage from leaving engagement. If your horse dies, you must roll to save your fall (reducing 2 damage.) parrying looses a star from horse back, as do attacks with all weapons except for One-handed blades, Pole-Arms and Shortbows and shields. NOTE: All combat rules apply to both players and NPCs
===Weapon Guide:===
Below is a complete list of all weapon types commonly used in Greterneh; these are the weapons NPCS will have and will be found in shops. Each weapon has a series of abilities associated with it depending on it's tier. A weapon must be tier 2 (common) or higher to gain access to it's unique weapon abilities, but all weapons have access to their weapon class abilities (i.e. A diminished dagger can still be used with a dexterity roll.) Small Weapons: A melee attack can be made with these weapons using a dexterity roll (agility) instead of a strength roll (might), a player using this weapon rolls an extra die for initiative. Dagger: If this weapon is off a higher tier than your opponents armour, it hits your opponent's life pool directly. Knife: If the player makes a kill with this weapon on their turn, they may act an additional time at the end of the round (last in the turn order.) A masterful knife makes this additional attack immediate. If this second, immediate attack makes a kill, the player may act for a third and final time at the end of the round. Parrying Dagger: This weapon can be used to parry (see Combat House Rules), If this weapon is Masterful it suffers no penalty from dual-wielding. (the other weapon will still loose a star.) One Handed Blades: These weapons can be used to parry (see Combat House Rules) Short Sword: When parrying with this weapon, every excess star rolled causes 1 damage to the attacker, or 1.5 damage if the weapon is Masterful. Broad Sword: When a successful parry is made, the enemy is disarmed, or if the Broad Sword is Masterful, the enemy's weapon is completely destroyed. Scimitar: If the player does not deal damage with this weapon, they may attack the same target again at the end of the round, if the blade is Masterful they may attack that target again immediately, or wait until the end of the round to attack another target. Falchion: If this weapon deal 3 or more damage, the opponent begins to bleed, loosing 1 life per turn if a stamina check isn't succeeded. The difficulty of these checks rises to 2 stars if the Falchion is masterful. Rapier: If an enemy breaks engagement with you whilst you have this weapon equipped, you may roll 2 dice for the leaving engagement attack, if the Rapier is masterful, this upgrades to a single basic attack using the player's melee combat dice. Bastard Sword: If wielded two-handed, this weapon deals 1.33 damage per star, or 1.5 damage per star if the blade is Masterful. Unlike other 'true' 2H weapons, this weapon can parry and has no initiative penalty. Battle-Axe: This weapon cannot be blocked by a shield of a lower tier. Blunts: If these weapons deal damage equal to or greater than the target's might stat, the enemy is stunned. Mace: If the mace deals damage equal to or greater 1.5x the target's might stat, the enemy is knocked out and instantly removed from combat. This lowers to 1.25x the target's might if the weapon is masterful. Flail: A flail can not be parried, and, if masterful, cannot be blocked by a shield either. War Hammer: When this weapon stuns an opponent, that opponent is also knocked prone. If the hammer is masterful, prone, stunned enemies then take an additional point of damage. Staff: This weapon can be used to parry. If the staff is wielded two-handed, the parry gains an additional die. If the staff is masterful, the payer may immediately attack for 0.75 damage per star after a successful parry. Shield: This weapon can be used to block but deals only 0.5 damage per star. If the shield is masterful it can also be used to block magical attacks. Two-Handed Blades: These weapons Cannot be dual-wielded. A player using these looses 1 star on initiative check. These weapons deal 1.5 damage per star. Two-Handed Sword: This weapon can be used to parry, but looses 1 star on its parry rolls unless it is masterful Great-Axe: This weapon cannot be blocked by a shield of a lower quality. Morning Star: If this weapon deals damage equal to or higher than 1.5X the enemy's might stat, the enemy is automatically stunned. This falls to simply 1X the enemy's might stat if the weapon is masterful. Maul: If this weapon deals 3 or more damage, the enemy is stunned. If it deals 6 or more damage, the enemy is also knocked prone. This falls to 2 and 5 respectively if the weapon is masterful. Pole Arms: An attack with these weapons can be performed from a distance of 10 feet (approximately 2 squares). Attacking from this distance prevents engagement, but deals only 0.66 damage per star. Halberd: This weapon cannot be blocked by a shield of lower quality. Lance: Deals half of regular damage if not on a horse (or 3/4s of regular damage if masterful) but 1.5 damage per star when mounted. (or 2 damage per star if masterful.) Pike: If the player does not move or attack on their turn, no enemies can move into engagement with said player until the player's next turn. If the pike is Masterful, it also deals damage equal to a regular attack to both horse and rider when fighting a mounted enemy. Greatstaff: This weapon can be used to parry. If the staff is wielded two-handed, the parry gains an additional die. If the staff is masterful, the payer may immediately attack for 0.75 damage per star after a successful parry. Ranged Weapons: These weapons can attack any enemy on the battle-mat at range. They have limited ammo which must be recovered. Arrows have a 2 in 3 chance of breaking after they are fired, but others can be retrieved. These weapons loose a star when attacking an enemy in engagement Short-Bow: If the player attacks with the short-bow and is not engaged at the end of the round, they may attack once more with the short-bow. If the short-bow is masterful, they also gain +2 dice for initiative rolls. Long-Bow: The player may choose to fire this weapon with a strength roll instead of a dexterity roll. If the bow is masterful, the player may roll with dice equal to 2/3rds of their strength + 2/3rds of their dexterity. (both individual stats being rounded up) Crossbow: If the player does not move on their action, their attack is guaranteed to do at least 1 base damage (this can still be deflected by shields or dodged), crossbow bolts cannot be recovered like arrows can. If the crossbow is masterful, players can move and are still guaranteed the 1 base damage. Throwing Weapons: These weapons can be used at range to attack any enemy on the battle-mat. Their base stat is agility, but strength, instead of dexterity, is add to their attacks. Unlike arrows, throwing weapons never break when used, but must still be recovered. These weapons loose a star when attacking an enemy in engagement Throwing Knife: If the player makes a kill with this weapon on their turn, they may act an additional time at the end of the round (last in the turn order.) If the majority of the knives are masterful, the player gains +2 to imitative. Throwing Axe: These weapons cannot be blocked with a shield of lower quality Throwing Hammer: If this weapon deals more damage than the enemy's might stat, the enemy is stunned. If the hammers are masterful, stunned enemies are also knocked prone. Throwing Darts/Dart Pipe: If this weapon deals 3 or more damage, the enemy is paralysed until their next turn. If the darts are masterful, Paralyses causes the loss of a turn AND drops the player to last in the turn order. Javelin: This weapon does not loose a star when fighting an enemy you are engaged with. If the Javelin is masterful, you may roll to immediately attack an enemy who moves into engagement once per round. NOTE: Initiative is always based of the slowest weapon you are carrying- this is to prevent cheating by using a knife in initiative then switching quickly to a maul.
===Equipment Tiers===
Basic Tiers: These tiers are openly available to all enemies, and can be bought easily from anywhere selling weapons. Special materials and enchanted weapons are reserved for players and enemies that aren't generated (such as bosses.) Tier 1: Diminished: This applies to partially broken, old or rusty weapons- these weapons are basically prop, they deal 1 damage per star and have access only to their weapon class ability. These are usually starting weapons or used by low level enemies. Tier 2: Common: Every day run of the mill weapons, neither good nor bad. They gain access to their specific weapon audibility Tier 3: Masterful: These are the best made weapons. Their weapon ability improves, and they also add a +1 trait to your character sheet that applies to all uses of those weapons. E.g. T3 Flail: 1 Special Materials: As well as a basic tier, a weapon or piece of armour may also be of one of the following Elven: Elven weapons and armours are easier to enchant (1 less star needed), and their tier cannot be effected. (for good or for ill.) Dragon Forged: After attacking with a Dragon Forged weapon, the player rolls a single separate die. If this die shows a star, the weapon sets on fire, dealing 2 base damage (modified by elemental and resistance factors). Dragon Forged armour gives full immunity to fire based damage, the spells of fire mages and heat weather conditions. Dragon Forged armour can only be heavy. Orcanite: Orcanite weapons give an extra combat die as a trait. (in the form of T3 Orc. Sword :2 or Orc. Sword: 1) Orcanite armour deals 2 dice of damage back to any melee attackers. Orcanite armour can only be heavy. Rift-Steel: Rift-Steel is powerful but inaccurate, a star is removed from attacks, but damage is then doubled. Rift-Steel armour adds 3 additional points to the armour pool but increases the mobility penalty to -2 stars. Rift-Steel armour can only be heavy. Rift-Steel is too heavy to make arrows or throwing weapons out of. Demon Bone: Demon bone weapons give 2 extra combat dice as a trait. (in the form of T3 DB Sword: 3 or DB Sword: 2) demon bone cannot be worn as armour. Glindergold: Glindergold can only be worn as light armour. It increases the armour pool by 2 points, and slowly fixes itself at the rate of 1 armour point per 2 in-game hours. Enchanted Weapons, Armours and Jewels: A weapon, armour set or piece of jewellery (containing a gem of some kind) can be enchanted to hold the power of a mage. A player may only wear one enchanted jewel at any time. Enchanted weapons vary greatly, depending on what properties the enchanter imbues the weapon with and what the GM deems as balanced. Smithing, Tailoring and Enchanting: Smithing requires access to a smithery, and thus can only be done in town. All attempts at Smithing cost 1 power. Smithing can be used to repair heavy armour (by 3 points per star) or attempt to upgrade a weapon's tier. This has a difficulty of 2 for diminished to common, and 4 for common to masterful. Failure to improve a weapon will reduce it to diminished tier. A smith in a town may also be paid to smith weapons for the party, with guaranteed success. Tailoring can be done on the move if the player has the right equipment, and can be used to repair light armour (by 2 per star), as with smithing, it costs 1 power and an NPC may be paid to do it. Enchanting costs 2 power, and has a difficulty equal to the item's tier +1 (2 for diminished, 3 for common, 4 for masterful) Succeeding will imbue the item with a magical property of the caster's choice, failure will reduce the weapon to diminished tier. An NPC may also be paid to do this, but enchanters are much rarer and more expensive than smiths or tailors
===Magic System and the Gods of Greternesh===
In Greternesh, magic is linked closely to religion and the 15 gods of Greternesh, people who's personality and goals closely match that of a god will gain access to that's god's element. It is important that you play the character and then get an appropriate kind of magic, instead of playing with the goal of getting a specific magic. To become a mage, there is a system of 'god points', these always add up to 0 for all players. Making any kind of decision within the game may gain you god points for a specific god, but if this is done, you will always loose the same amount of god points for others. God points are kept secret by the GM, so the magic you get may surprise you! 50 god points are required to be a mage, gaining a trait of that god's element at +1, this then rises to +2 at 75 and +3 at 100. If your god points fall to 10 below what you need for a specific level of a magic trait, you loose that level and must re-earn it. Below is an extensive guide to each god, and their followers. Greter Greter is the oldest and most powerful god. It is all powerful and genderless. It bought all the other gods into existence, for Its power is the power of creation itself. Greter is an emotional being rather than a reasonable one, and has a strong hatred for both Humanity and Green-Skins. Its followers are few and far between, mysterious and very powerful. No one can really say what this being wants, but often the mages of Greter surround themselves with things of Elven origin as Elves were the most beloved creation of It. Mages of Greter have the power to instantly destroy anything they wish to and bring new things. into existence from nowhere. La'an La'an is the Goddess of Time. Her place in existence is too watch all that is was and all that might be, her primary goal is the continuing existence of everything, and thus seeks to take actions that will prevent destruction or great evil. She is very involved with the world, constantly manipulating events and the fate of people. She is strongly associated with the greater good. La'an created the stars, as pin-prick holes to see into her own realm and thus, to the skilled, time itself. La'an's followers stick closely to their goddess' ideas; and this takes on two, usually complimentary parts of the religion. Firstly, is the continuation of self, the followers of La'an seek to spend as much time possible alive and are cautious to throw themselves into danger. Secondly is the continuation of everything, this is acting for what will best for as many people as possible. If these two parts clash, the second part is always deemed more important. Followers of La'an are also often keep historians and astrologers. Mages of La'an can manipulate time lines, summoning creatures from alternate universes of Greternesh to assist in battle and seeing both past and future with clarity. They can also speed up or slow down time, generally or on a specific thing. Their spells have been known to cause premature ageing or speed up the body's natural healing factors. La'an is allied with Levia'an and Shinious, but is the enemy of Greter, Necra'an and Shadious. Pa'an Pa'an is the God of Space. He exists to watch over all that is, and nothing more. He does not judge, he does not change, and though her has a voice, her chooses not to speak. He is the true neutral. At the start of the world, with Greter, Pa'an created the land-scape that would become Greternesh, and saw to it that it would be enough to interest him. The followers of Pa'an are also the observers. They do not get involved with any events if they can help it. They have a love of travel and exploration, wishing to see all that there is in the world. They also have a few odd belief that land cannot be owned, as all was originally created by Pa'an and belongs to him. As practitioners of neutrality, The Pa'anish may occasionally take action if they need to rebalance their lives; for example, if they are tricked into helping a nation, they will then go and assist that nation's enemies an equal amount- this is something they hate doing, as their teaching is to always stay detached. Pa'anish mages can manipulate space, opening up portal to other parts of the world, and using these to summon allies or get rid of enemies. A true mage of Pa'an rarely uses their powers, as it is interfering to do so and will only use these abilities to teleport themselves, and thus explore more of the world. Zen Zen is the God of Law, in every sense. He is the creator and guardian natural laws such as maths, physics, chemistry, alchemy and biology and also the enforcer of the laws of a land. Zen states that regions have the right to make their own laws, and all people should follow the laws of their lands. Zen is also associated with logic and tactics. The followers of Zen at always completely lawful. They respect authority figures and follow all rules and regulations religiously. If a Zenian travels from one country to another, they will likely change their morality and personality to follow the new laws. They are also keen scientists, mathematicians, lawyers and alchemists. The mages of Zen have the ability to magically enforce the law (by tying up, or even executing a law-breaker), bring order, discipline and control to their allies, create potions or even manipulate physics to a degree, for example, heightening gravity. Nez Nez is Zen's brother and the God of Chaos, but he is not necessarily evil. Nez believes that systems and rules must be pushed and fought against to truly achieve a break through and that strict laws and moral codes prevent people from reaching their potential, furthermore, he believes that constant control leads to a vulnerable, stagnant society. Saying this, Nez is equally happy to dish out plague, suffering, hexes or other misfortunes as the mood strikes him. The followers of Nez are a varied bunch, mostly rebels, anarchists and angst-ridden teenagers. They often have a negative and cynical view of society. They have no issue with committing crimes or acting off of base urges as Nez teaches that this is the path to freedom. Nezian magic is unpredictable, often even the caster doesn't know what it will do. All that is certain is misfortune and confusion will issue. Ri Ri is the God of Earth. Like the rocks, he is stubborn and unchanging, he is a part of the world itself and is attached to it. As the first god to exist outside of the God-Realm, Ri is associated with age and the ancient. He is also the creator of the moon. Ri's followers are as stubborn and unchanging as a rock. They have found a way of life they enjoy and refuse to change it for anyone. Often they are mountaineers or farmers. Rian magic allows the creation and manipulation of stone, rocks can be fire, stone walls risen and armours reinforced (to give but a few examples) by this type of magic. Fi Fi is the Goddess of Air. Like the air, she is free to go where she pleases and is separate and detached from the world. She is considered quite unpredictable, but this is to do with her free spirit! Freedom and the spirit are the two things most closely linked with Fi, her follows believe in detachment from worldly possessions to free themselves of worry and often go wandering as they are free do so if they wish. They dislike the idea of imprisonment and detest slavery. Fian magic allows the manipulation of the winds and the air. People can be knocked over, blown away or swept up by a tornado is a Fian magic wills it to be so. Hydracious Hydracious is the Goddess of Water. Like water she is patient and dominant. The majority of Greternesh is the sea, and thus her kingdom. The followers of Hydracious follow a similar philosophy of patience, waiting for the right moments at which to act or planning their moves very carefully for a long time. Often they are sailors or fishermen. Hydracian magic allows the manipulation and creation of water and ice. People can be drowned, frozen or, equally... refreshed by this school of magic. Pyracious Pyracious is the God of Fire. Like fire, he is can act suddenly an unexpectedly. He is the creator of the sun and worked with Levia'an to create the, now extinct, race of dragons. He is a proud god. Pyracians are equally sudden and unpredictable, striking at any moment with the wrath and raw power of fire. Many practise a form of meditation that involves sitting in the heat of a fire and gazing into the flame. Pyracian magic allows the manipulation and creation of fire. Fire balls can fly, people set on fire, things burnt etc. Levia'an Levia'an is the Goddess of Life. Her and her husband Necra'an were the first beings to truly have gender or feel romantic love. She is associated with healing and fertility. Levia'an created every animal, plant or creature in Greternesh, excluding Elves, and often collaborated with other gods to make these beings. She cares for, and loves every being that grows, and places no more priority on one than another. The followers of Levia'an follow a philosophy of caring, they never kill and are unwilling to even harm a living creature. They realize and respect the beautiful fragility of life. They care for all and set about healing the world's ills. Very occasionally, they may deem it necessary to take one life to save a hundred, but even then will feel immense guilt. The magic of life allows the creation of small creatures, animation of objects and healing of the body. Necra'an Necra'an's places amongst the gods is complex. Originally, by the name of Necra, he was the god of change, his role was to make the world more interesting by ensuring differentiation. By this method he ultimately came up with death. As a being concerned also with equality, Necra saw no reason not to apply this to the Elves. For this Greter cast him out of the God-Realm and he rose vengefully and insane, his new goal was to kill everything. He is now dead, but his consciousness bleeds into the world from somewhere with parts of all his past amongst it. Most often he is called The God of Death. Those who turn to death may do this for many reasons. They may appreciate change, or respect equality (and all are equal in death.) They may be vengeful, or just hate other gods such as Greter. They may even be insane like their god became- some form of murderer or death-obsessed maniac. Death magic is very destructive. It can reduce a person to ash or steal their very soul. Herrox Herrox is the God of War, he can defeat any foe in a fight and relished in fighting, looting, pillaging and worldly pleasures such as drinking. He is associated with weapons, masculinity, strength and bravery. Herroxians are most commonly barbarians of Darkwood, but many soldiers pray to him too. In short, anyone who does a lot of fighting will look to this god for strength even if they hold another above him. War magic allows the animation of weapons, battle-cries and weapon buffs. Terrox Terrox is the Goddess of Peace. She is the only creature in existence that can contain Herrox. (who is referred to interchangeably as her Son, Brother and Husband) Her place is to stop war where possible, and also bring death to those she judges to be truly worthy of it. The followers of peace do not object to violence, so much as the scale of it, if a fight can be settled by single combat, that is better than a war. A none-violent contest is even better. Peaceful magic allows defensive buffs, the silencing of enemy spell casters and the conjuring of shields and walls. Shadious Shadious is the God of Shadow. He rose from Necra'an's rift as The Death God's son to avenge his father. Shadious sees Greter as a failure, he judges prematurely and has more power than he should. Shadious' main goal is, therefore, to kill Greter and place himself on the throne of The High God. As the creator of Green-Skins, Vampires and Werewolves, and as the destroyer of Elves, he is closely associated with corruption. His followers may share a hatred for Greter or a similar goal for vengeance or personal power. Shadious will give his magics to any that he feels will help him on his quest to slay Greter. Shadow magic allows the corruption of mind and body, the creation of darkness and the manipulation and breaking of mind. Shinious Shinious was created with the soul purpose to stop Shadious' corruption. He is a creature of light, purity, love and honour. He is closely linked to humanity as their protector as Shadious often targets them. He is particularly beloved by the people of Crowdor. His followers have the same goal of stopping Shadious, and personify this as stopping anything they consider to be evil. They are however, not a peaceful bunch, willing to kill as much as it will take to make the world pure again. They are a very zealous faith. Light magic allows blinding, healing, purifying and illumination type magics.
===Weather:===
Often, the party's worst enemy may be nature itself, winds may blow arrows off course, extremely low temperatures may make outdoor travel dangerous, someone might even be struck by lightning. Weather can however be combated by certain spells or, more often, appropriate clothing and items. E.g. Proper desert robes and plenty of water will prevent heat effects. I am using a random weather generator, that can be found here: donjon.bin.sh/d20/weather Every in game hour, a GM roll of 1 die is made, and if a star shows, a new type of weather is generated. The generator takes the climate and season into the equation. Light Wind: No in game effect. Moderate Wind: 1 die is rolled when ranged attacks, fall saves and balance checks are made, if a star shows on the die roll, a star is also removed from the check. Strong Wind: As per Moderate Wind, but 3 dice are rolled against ranged attacks, fall saves and balance checks. In addition, Wind Mages gain +1 to their magic rolls and are only affected by the winds are per Moderate Wind. Gale: As per strong wind, but with 5 dice are rolled against ranged attacks, fall saves and balance checks. Wind mages gain +2 to their magic rolls and are only affected by the winds as per strong wind. Cold: For every hour of outdoor travel in this weather, a survival check must be made (difficulty 1), or 1 damage is dealt to you. Severe Cold:[/b] As per cold, but with a difficulty of 2 on the survival check is needed. Extreme Cold:[/b] As per severe cold, but the cold now causes 2 damage every-time the survival check is failed. Very Hot: For every hour of outdoor travel in this weather, a survival check must be mage (difficulty 1) or 1 damage is dealt to you. Fire mages however, are thriving in this weather, they are immune to its effects and gain an extra magic die. Severe Heat: Every hour a survival check must be made, (difficulty 2) or 1 damage is dealt. Fire mages are immune and gain an extra magic die. Rain: A star is deducted after ranged attacks and perception rolls. Water mages gain an additional magic die and don't suffer from the ranged attack penalty. Fir mages have an additional star deducted from their fire spells. Snow: A star is deducted from ranged attacks, perception checks and stealth roll. But an extra die can be rolled for tracking checks. Hail: As per rain. With an additional 1 in 9 chance of large hail storm, dealing 1 damage to anything in the open. If hail is active for 3 hours in a row, this rises to 1 in 3. Sleet: A star is deducted from ranged attacks, perceptions checks and stealth rolls. Water mages gain an additional magic die. Thunderstorm: As per strong wind and rain. 1 in 3 chance of lightning hitting somewhere on the board. Two randomly generated numbers (1-13) will choose a space on the board, anything on that tile is struck by lightning, taking 5 damage (save via stamina) and becoming stunned. Fog: 2 stars are deducted from perception and ranged combat, an extra die may be rolled for stealth. Dust Storm: a star is deducted from perception and ranged combat rolls, Stealth rolls, wind and earth magic gain an extra magic die. Greater Dust storm: As per dust storm, but with all deductions and additions rising to 2. Snow Storm: As per Snow and Strong Wind Blizzard: As per Snow and Gale.
===In Game Date and Time===
Time will be tracked in game, and events are scheduled to happen on specific days of this calander. Greternesh has 15 months, the year begins with Fi, then goes onto Zen, Levi, La, Shin, Terr. Hydra, Herr, Ri, Shad, Necra, Pyra, Nez and Pa before ending with the ten-day holiday of Greterfest. Each month has 28 days (Except Greternesh), which are named after the gods in their traditional order: La'an, Pa'an, Zen, Nez, Ri, Fi, Hydracious, Pyracious, Levia'an, Necra'an, Herrox, Terrox, Shadious, Shinious. This cycle happens twice, with the prefix of 1st or 2nd. Days with the same god as the day and month are considered holy for that religions, and casters of that magic type gain +1 magic die for the in-game day. As well as these fancy terms, 'peasant dates' are used with a numerical system (day/month), for example, the 2nd Zen of Pyra becomes 17/8. Greternesh also has a 28 hour day, but still has 60 minutes per hour. typically shown in a 24 hour clock with 14:00 being noon, and 27:59 being 1 minute to mid-night. In game, traveling will be done in chunks of 1 hour with an encounter roll each hour (E.g. To get to Crow City will take 6 hours). In combat, a round of combat is assumed to take 5 minutes, when role-playing every minute spent will be assumed to be 2 minutes, this will compensate for pauses, thinking, flavour actions etc.
===Regaining Life and Power===
Power is refreshed by 33% of the player's maximum power a midnight of each in-game day. It cannot be refreshed in any other way. Life can be refreshed by... Sleeping in a comfortable bed for the night (+100% of max.) Sleeping rough/camping for a night (+50% of max.) Resting for an hour and having some food (+25% of max.) Healing rolls from players (2 per star, cost 1 power) Healing items, such as healing potions (varies.)
===XP System:===
1xp per real life play hour. 1xp per instance of good role-play. 1xp per appropriate flaw roll. 1xp if you kill three or more enemies in a single fight. 1xp when a boss dies if you did some of the damage 1 xp per session point. A session point is given for being in an entire session from the start to end without going AFK for a long time. If you earned a session point in a previous session, then return, having not missed a session, that session will give 2 session points (it's complicated, play lots, don't miss stuff, level up, win.) After the first session and every 20xp, you level up. You may add 1 maximum life or power. Increase a trait by 1 or add a new +1 trait every time you level. Please log in to add a comment. |
It is recommended that players are familiar with all character guide lines and combat house rules.
Note also that this is the ONLY thing one needs to read for the campaign, other forums, even those labelled as Greternesh, are not for the current campaign.