On the Adventure
The world is full of things to do, but is also full of dangers. These dangers come not only in the form of monsters and villains, but also starvation, dehydration, exhaustion, and even the environment itself. But fear not! Tread carefully, be prepared, and work together, and your party will find that even the dangers of the world cannot keep you from experiencing the many aspects of Terrium. This section will detail different aspects of what you might experience throughout your campaign, including gaining experience, leveling up, activities, and environmental hazards.
Beginning the Journey
You will most likely begin your journey with your party, but take a step back for just a moment. What was your character like before they left for their journey? Where did they come from? A couple things you might want to jot down are your Hometown and some Background Information. For your Hometown, you can choose any city, town, village, or wherever from any continent. Although it would be common for you to choose a location native to your race’s continent, you can live wherever you’d like. It could even be a place that you make up yourself. Only a handful of locations in Terrium are absolute, and there could dozens or hundreds of towns littered throughout the world that are unaccounted for.
In your Background Information, you can specify all sorts of things about your character. What does your character look like? What kind of personality do they have? What quirks or flaws set them apart from other people? Is your character from a rich family or poor farmers? Why did they decide to leave their homes to go off on this adventure? Are they seeking fame and fortune, or are they looking for a deeper sense of their self? These are all questions you should ask yourself about your character. Sometimes, it might be easier to come up with your background before creating the character itself. Remember to talk to your GM to see how you want your character to fit into the grand scheme of things in the campaign.
Once you’ve finished that, now you look into what your character will bring on their adventure. Your character automatically starts with 1000 lupa (Terrium’s currency), a kit of basic living items, their primary class’s weapon, and 2 small health potions. The kit of basic living items includes a World Map, a Sleeping Bag, a Canteen, Soap, a Wash Towel, a Tinderbox, and a Switchblade. Each player may then spend their lupa on any other items they may want to bring with them (i.e. weapons, armor, and potions). Consult with your GM with how you want to spend your starting 1000 lupa on items, and to figure out the weights of each item. Once you’re done, record how much lupa you have left and your carrying weight.
Throughout your adventure, you might defeat enemies in battle or complete certain tasks, which reward you with experience points. When you gain enough experience points, your character levels up, up to a maximum level of 20. You do not necessarily have to kill or knock out your opponents to receive experience. Even if an enemy succeeds in fleeing from battle, it is considered a victory and you will be awarded with the appropriate amount of experience as if you dealt a killing blow. The follow table lists the amount of experience needed to progress to the next level.
|Player Level||Experience Needed||Player Level||Experience Needed|
When you level up, your HP and FP return to their maximum value, and your fatigue is reduced to 0. If you were incapacitated during the battle which caused you to level up, your FP and HP do not return to their maximum value, and your fatigue is not reduced to 0. Also, your maximum HP and FP increases by your class's growth values. Every odd-numbered level, you acquire a new skill for your class. Every 5th level, you receive one attribute point and one quality point to distribute as you please. Every 7th level and max level, you receive one extra Generic Trait of your choice.
Transcendent individuals have always existed throughout the history of Terrium. The First True Warriors and the Four Heroes of Legend are the most famous examples of the few who were capable of achieving greatness. These individuals were able to transcend the regular limits of mortals, and their accomplishments became the stuff of legends. Upon reaching level 20, you too can become transcendent. In order to become transcendent, your character must be level 20 and experience a transcending event. This event could be an epic battle, a quest for a mythical item, or something completely different. The conditions for your transcendence will be determined by your GM.Once you transcend, your character receives a ton of bonuses to turn you into a legend. These bonuses include:
- 6 Attribute points (no more than 3 in a single Attribute)
- 3 Quality points (no more than 2 in a single Quality)
- Double your current maximum Health Points and Flow Points
- Every 50,000 experience points beyond 350,000 will grant a Transcendent Level (separate from your Character Level), which allows you to roll for more Health Points and Flow Points. The total results for these rolls are doubled. For example, if your HP Growth is 1d8 + 6, and you roll a total result of 10, you increase your Health Points by 20.
- Choose between one of four Transcendent Skills:
Pedigree of Power
Upon choosing Pedigree of Power, increase the score of one of your Attributes by 3. Whenever you perform an Attribute Check, if the result is less than your Attribute Score, you may use your Attribute Score as the result instead. Overflowing your skills no longer costs Health Points. You may now Overflow skills that restore Health Points.
Pedigree of Perfection
Your hit rolls, Attribute Checks, and Quality Checks roll with Advantage. Your attacks always deal maximum damage.
Pedigree of Adaptation
Increase the score of your Attributes and Qualities by 1. Whenever you fail an Attribute or Quality check, increase the total result by 2 for the next time you perform that Attribute or Quality check until you succeed. Whenever you perform a hit roll and miss, increase your Accuracy by 2 until you hit. Whenever you perform an evade roll and are still hit, increase your Physical Evasion and Magic Evasion by 2 until you evade an attack. After the first time you are affected by a Status Ailment in battle, whenever you would be affected by that Status Ailment again in the same battle, you may roll 1d6 instead. On a result of 4-6, you ignore that Status Ailment.
Pedigree of Nature
You gain access to the advanced elements, which are combinations of the seven basic elements. Advanced elements are unaffected by elemental weaknesses and resistances. Whenever you perform a non-elemental Active - Offensive skill, you may pay 6 HP or FP to apply the effects of one of the advanced elements. Whenever you perform an elemental Active - Offensive skill, you may pay 3 HP or FP to replace the current element and apply the effects of one of the advanced elements; however, the chosen advanced element must contain the element of the skill.
|Fire||Wind||Ash||Causes the attack to Ignore Defense. If the attack would already Ignore Defense, roll 2 extra damage dice instead.|
|Fire||Lightning||Eruption||Causes Single Target and Multi-Target attacks to also deal damage to all units within 15’ of the target(s). Increases the radius of Point-Blank AoE, Ground-Targeted AoE, and Splash AoE attacks by 10’. Eruption has no effect on other attack properties.|
|Fire||Earth||Lava||Causes Melting to all hit units for 3 rounds. Units afflicted with Melting lose 3d8 HP at the beginning of their turn. If the attack would cause Burning, increase the duration of Melting to 6 rounds instead.|
|Fire||Water||Steam||Causes the attack to linger, dealing damage a second time to the hit unit or area at the end of the round.|
|Wind||Lightning||Thunder||Causes the attack to Knock Back equal to your Strength or Spirit Modifier times 10’. If the attack would already cause Knockback, it is added on top of Thunder’s Knockback. Damage dealt from the Knockback may exceed the damage dealt from the attack.|
|Wind||Earth||Sand||Causes all hit units to roll to hit at a Disadvantage and cannot Critically Evade for 3 rounds.|
|Wind||Water||Snow||Causes the Movement Speed of all hit units to reduce to 20’ and all attacks targeting those units are guaranteed to hit for the next 3 rounds.|
|Lightning||Earth||Magnet||Causes the attack to pull all hit units as closely to adjacent as possible to another unit within Strength or Spirit Modifier times 5’.|
|Lightning||Water||Storm||Replace the damage dice of the attack with 1d20s.|
|Earth||Water||Wood||Causes Flow Blocked to all hit units for 3 rounds. Units that are Flow Blocked this way cannot Critically Hit or Critically Evade attacks.|
|Light||Dark||Chaos||Pay an additional 3 HP or FP to choose between one of the other 11 advanced elements, or roll 1d10 and use the corresponding element compared to the result (starting from Ash as 1 and ending with Wood as 10).|
The weapon of your character’s class is considered your primary weapon. Every time your character successfully hits with a Normal Attack or Active - Offensive skill or performs an Active - Defensive / Buff / Debuff / Summon with their primary weapon in battle, they earn a point in that weapon’s proficiency, granting bonuses in combat. Your primary weapon proficiency upon creating your character starts at level 1 with 25 points. You may also have a secondary weapon proficiency from your secondary class starting at level 0 with 0 points.
|Level||Proficiency Points||Damage Bonus||Accuracy Bonus|
Although your Weapon Proficiency’s Damage Bonus most obviously applies to attacks and skills that deal damage, it also applies to all Active healing skills, such as the Flow Rupturor’s Mend skill or the Noble Gallant’s Safeguard skill; however, it does not apply doubly to skills that both deal damage and heal based on the damage dealt, such as the Essence Abolisher’s Essence Drain skill.When your primary weapon proficiency hits level 3, you gain access to Battle Surge.
Battle Surge - Once per battle, while a player is equipped with their primary weapon, the player may perform an additional Main Action during their turn.
When your primary weapon proficiency hits level 5, you gain access to Weapon Master.
Weapon Master - As long as a player is equipped with their primary weapon, the player may perform an additional Main Action during their turn.
Battle Surge and Weapon Master are not mutually exclusive. This means that when your primary weapon proficiency hits level 5, you can still use Battle Surge alongside Weapon Master to perform three Main Actions in a single turn.
Once the players have created their characters and formed a party, your characters may have connections to one another. Connections allow your characters to keep specific interactions and opinions of each other. These connections can change and break, and characters can even form new connections depending on events that occur throughout the campaign.
There are positive connections, negative connections, and neutral connections. Neutral connections are secrets that one character knows about another character or debts that need to be paid to another character, and can be either positive or negative. When connections are made before the campaign starts, players can deny any connections another player makes with them if it is not to their liking. Each character may have up to one connection with another character. Another connection cannot be made unless the previous connection has changed, removed, or resolved.
At the end of each session, players will check if they have upheld, gained, removed, or changed any connections they have with another character. Players who uphold or gained positive connections with another character will gain 50 x character level experience points per connection. Players who removed a negative connection with another character will gain 50 x character level experience points per removed connection. Players who changed a negative connection to a positive connection will gain 100 x character level experience points per changed connection.
The following list contains example connections a player’s character can have with another character. Speak with your GM to have other kinds of appropriate connections.
My party member has proven himself or herself to be strong.
My party member has proven himself or herself to be brave and courageous.
I can always trust my party member. They are very trustworthy.
I have much respect for my party member.
My party member is a very kind individual.
My party member is a very hardworking individual.
I know a secret about my party member that they don’t want the others to know.
I owe my party member. I am indebted to them.
I must protect my party member. They are important to me.
My party member has something I want. I must get it.
My party member is weak and always requires protection.
My party member is a coward with no backbone.
My party member is deceitful. I cannot trust them.
My party member is foul. I have no respect for them.
My party member has insulted me. They are cruel in my eyes.
My party member is a lazy good-for-nothing.
Your characters have daily needs to sustain themselves throughout their adventure. Neglecting these needs have negative detriments to their character’s health. Sometimes these daily needs are trivial enough that they don’t need keeping track of, but in dire situations where resources are limited, they are imperative.
Your character must eat at least one meal a day to stave off hunger and fatigue. A full meal consists of a minimum of half a pound of food. Skipping a meal for the day increases your fatigue by 20 at the end of the day. Your character can also end up overeating. Characters may only eat a total of three meals a day. Subsequent meals will increase fatigue by 10 per meal.
Your character must drink at least 24 fluid ounces of water a day to stave off thirst. Under normal circumstances, water is available nearly everywhere and can be refilled easily, such as fountains and wells in cities and towns or rivers and streams in the wild. Drinking an insufficient amount of water per day causes your character to suffer from thirst the next day and until they are able to satiate their thirst. For every hour spent not at rest, a character suffering from thirst must perform a Vitality check. On a result of 7 or lower, the character gains 1d6 fatigue.
Your character must sleep for at least six hours a day in at least two three hour blocks. Characters that stay up all night or do not get enough sleep throughout the day will suffer from sleep deprivation the next day. Characters suffering from sleep deprivation gain 5 fatigue for every hour of sleep skipped and receive a -1 penalty to all Attribute and Quality checks. This penalty stacks for every day spent not sleeping. To recover from sleep deprivation, your character must sleep an extra three hours for every day spent sleep deprived.
During your adventure, cooking meals is a great way to keep your fatigue down when you don’t have access to readily available food to pay for in towns and cities. All types of meats and ingredients can be cooked as a meal, but some meats can be cooked into specific recipes for bonus effects.
Cooking a Mundane Meal
A mundane meal can be made from any number of ingredients so long as the total weight of the meal reaches or exceeds one pound. These meals act as one serving for one person and reduce fatigue by 10. A player must spend at least 10 minutes preparing and cooking the meal. The player then performs a Dexterity check to see whether they succeed in creating an edible meal or not. On a result of 7 or lower, they fail, and a result of 8 or higher is a pass.
Cooking a Recipe
Purchasing a cookbook and cooking recipes from the cookbook allows a player to use the meat from some slain monsters to be made into a meal. When cooking a recipe, roll 2d6 + Dexterity Modifier for the quality of the meal. Compare the result to the qualities of the recipe to see how well you cooked it. After cooking a meal, increase your proficiency for that recipe by 1 (max. 3). Whenever you cook a meal, increase your roll's result by your proficiency for that recipe. The advantages of cooking and eating a meal from a recipe are increased fatigue reduction and bonuses to attribute or combat values that last for 24 hours. If a meal is eaten before the bonus effects of eating a meal ends, the new bonuses immediately replace the old ones.
When supplies of food are running low, players must sometimes go foraging for food in order to survive. Success of foraging is dependent on the player’s abilities and the commonness of game and edible plants in the location.
Players are able to actively keep a look out for smaller game, such as squirrels and hares, while traveling. For every hour spent adventuring, a player performs an Observation check. On a result of 9 or higher, the player is able to spot small game. The player is then able to either perform a ranged attack to kill the animal, or attempt to approach the animal for a melee attack. If the player elects to use a ranged attack, the animal will automatically flee if the attack misses. If the player elects to attempt to approach the animal for a melee attack, the player will perform three Agility checks opposing the animal’s Observation. If at least two of the three checks succeed, the player will successfully approach the animal for an attack. If the attack misses, the player may choose to repeat this process again until they either succeed in killing the animal or fail to approach.
When hunting for larger game, such as deer, a player must actively go on a hunt. Once every 15 minutes spent hunting, the player performs an Observation check. On a result of 9 or higher, the player is able to pick up a trail of an animal. Once the player picks up the trail of an animal, they will then perform three Observation checks to see if they can locate the animal. If at least two of the three checks are successful, the player is able to locate the animal. Once the player locates the animal, they are then able to follow the same rules of hunting smaller game to perform a ranged attack or approach for a melee attack.
Fish and crustaceans can be fished from rivers, lakes, ponds, oceans, and seas. The type of fish or crustacean caught is dependent on location and equipment used. For larger catches, such as sharks and swordfishes, players can actively hunt for them underwater. Players will always have a 50% chance of finding/catching a fish for every 15 minutes they spend fishing. If they are able to run into a fish, they must then perform a Dexterity or Strength check to see if the fish can get away. Players must use the proper equipment to go fishing for different types of fish, but using improvised equipment only costs the player a -1 penalty to their check. The advantage of fishing when it is available is that most caught fish can be cooked into meals with recipes.
Much like hunting, players can actively go try to gather edible plants — such as nuts, berries, fruits, and vegetables. For every 15 minutes spent gathering, the player performs an Observation or Knowledge check. On a result of 7-9, the player finds 1d8 ounces of nuts and berries. On a result of 10-11, the player finds 2d8 ounces of nuts and berries. On a result of 12 or higher, the player finds specific fruits or vegetables that can be used as an ingredient in a meal.
In nearly every city and town, an open market exists where people buy, sell, and trade their goods. Players can partake in this hustle and bustle to sell off their extra items or treasures they’ve found in their adventures for money.
Selling and Haggling
Players may set up shop in the market to sell their items. In order to set up shop, the players must either own a wagon or rent a stand. Renting a stand for one day costs 100 lupa. The players will then tell the GM, or provide the GM with, a list of items they wish to sell. At this point, the players can choose between letting the GM determine how many of their items are sold at a certain price at the end of the day, or role play out transactions for certain items they would like to sell at a specific price.
When role playing transactions with NPCs, a player sets the price they are looking for and will have to haggle with the NPC to sell it at that price. Do note that some prices may be considered unacceptable to an NPC. Once a player disagrees with an NPC on pricing, they will perform three opposing Charisma checks against each other. Whoever wins two out of the three checks will be the victor, and whoever lost can either pay out for the item (in the case that the NPC loses) or continue to haggle until both parties are satisfied with the transaction.
Players may haggle in the same way when purchasing items from the market.
Players may trade their items for an NPC’s items, and it works similarly to haggling prices. Both parties will offer up one or more items for trade. Then, each side will decide whether or not the trade is appealing to them. If the parties disagree, then the two parties will perform three opposing Charisma checks against each other. Whoever wins two out of the three checks will be the victor, and whoever lost can either accept the trade, change around the items being traded, or perform a Knowledge check to see if the trade is worth it for them. The third option is only available to players. The result required to pass the Knowledge check will be determined by the GM based on the value of the items being traded.
Based on the losing party’s Knowledge check and the value of the items, the GM will inform the player whether their character believes the trade is worth it to them or not. However, the GM will not reveal whether or not the trade is actually of equal value. If the player still believes the trade is not worth it, they can either deny the trade or suggest different items for trading.
Sometimes, desperate times call for desperate measures. Other times, you probably just like stealing stuff. Players who wish to edge their way through life on the other side of the law can looking into thievery.
There are times when chests or doors are locked, and there is no key nearby to be found. While lock picking is tied with thievery, picking a lock can be a very useful action to take in several situations. Lock picking requires the proper tools to perform the action (locksmith kit). Otherwise, a player using improvised tools receives a -2 penalty to their Dexterity check.
There are different types of locks that have varying difficulties of opening. They are: low-quality locks, average locks, master locks, and magical locks. Low-quality and average locks only require one Dexterity check to unlock, whereas master locks require three Dexterity checks in which the player must succeed at least twice. Magical locks have the added danger of having a magical trap set for when they’re being forcibly unlocked. A player will first have to perform a Spirit check to see if they are able to disarm the magical trap linked to the lock before making a Dexterity check to unlock the lock itself. A player is able to attempt to unlock the same lock up to three times before their lock picking tools break.
Players are able to pickpocket unsuspecting NPCs of their money or valuables. Items that can normally be pickpocketed from an NPC are their wallet, if it is not held, or a small object, such as an amulet or necklace. The amount of money held or the value of the small object is determined by the wealth of the target.
When a player makes an attempt to pickpocket, they will perform a Dexterity or Agility check. On a result of 12 or higher, the player will successfully pickpocket the target. However, the target will then perform an opposing Observation check whether the player succeeds or not. If the target’s Observation check is equal to or greater than the player’s Dexterity or Agility check, the target will notice that they are being pickpocketed.
If the player attempts to pickpocket the same target again, their Dexterity or Agility check receives a -4 penalty if the first attempt was a failure or their attempt was noticed by the target.
Players are able to shoplift items that are roughly the size of their palm. They may steal items from stands in the market or from shops themselves. When stealing an item from a market stand, the player simply needs to perform an opposing Dexterity or Agility check against the target’s Observation. If the player wins the opposing check, the player successfully shoplifts the item. Shops and stores are a bit harder to steal from and have a +2 bonus to their Observation check.
Once in a while, players might want to take a break from adventuring and do something a little fun. Games are a great way to test their skills and luck, and it might even earn them some coin.
Challenges and Contests
Challenges refer to single-player games where a player only needs to perform an Attribute or Quality check to see if they are able to beat or win the game. The type of check they need to perform and the result they need to win depends on the game and will be determined by the GM. Contests are games where players oppose other players or NPCs. Contests can take a wide range of things, going from a game of chess to an archery contest. These games generally last longer and require multiple opposing Attribute or Quality checks depending on the game. For example, a game of chess would take multiple opposing Knowledge checks, whereas an eating contest might take multiple opposing Vitality checks.
Arena Battles are a great way for a player to earn money without the threat of death and even gain some reputation in an area. Although arenas practice nonlethal combat, the injuries a player sustains are real, and the damage they’re dealt stick to them after the battle, unlike a sparring match where damage is only temporary. Arena battles can also feature team battles where a team of two or more will face off against a party of an equal size. The rules are simple: the first to fall loses. The GM will reward a victorious player based on the odds of the match and the excitement of the crowd.
Gambling is split into three forms of gambling: games of skill, games of chance, and betting. Games of skill, such as poker or blackjack, require Observation or Knowledge checks to win, whereas games of chance, such as craps or roulettes, require a different kind of check to win. At the beginning of your gambling session in a game of chance, the GM will roll 1d12 to determine your luck. A result of 1-6 will result in a negative modifier (1 = -6, 6 = -1), and a result of 7-12 will result in a positive modifier (7 = +1, 12 = +6). Usually, games of chance will require very high rolls to win depending on the odds the player puts against themselves.
Betting, on the other hand, does not revolve around any roll on the player who is betting. Instead, they will bet their money on another player’s or NPC’s victory. Betting extends to arena battles and contest games. The GM will create odds for each contestant, and players can bet on those contestants. If the contestant of their choice wins, the GM will reward the player based on the odds and how much lupa the player put into the bet.
The world of Terrium is not only riddled with dangerous monsters and creatures, but outside the safety of cities and towns, it is also filled with terrifying terrain, wicked weather, and tantalizing temperatures. This section will provide several environmental effects that the GM may put the adventurers through.
Uneven / Broken Terrain - Uneven and broken terrain is ground that has been crushed, destroyed, or is just naturally rocky, causing it to be difficult to move through. All units’ Movement Speeds are halved while traversing through this terrain.
Muddy Terrain - Muddy terrain is dirt ground that has been turned muddy from excessive exposure to water. All units’ Movement Speeds are halved while traversing through muddy terrain, and their Evasion is reduced by 1.
Elevations and Slopes - Walls, cliffs, crags, and steep rocks are a few examples of different elevations that can exist on a battlefield. Sometimes they can be climbed. For every 10 feet of elevation, a unit must use 20 feet of their Movement Speed to climb it. Slopes, most commonly hills, function a little differently. While moving up a slope, Movement Speed is halved, but while moving down, Movement Speed is doubled.
Molten Terrain - Molten terrain is extremely hot terrain created when the ground is exposed to lava or extremely hot fire. Units that move through molten terrain suffer from extreme heat.
Sand - Sandy areas like beaches or deserts cause all units’ Movement Speeds to be halved while traversing through it.
Snow - Snowy areas near cold mountains cause all units’ Movement Speed to be halved while traversing through it.
Ice - Icy terrain is slippery and difficult to move on. Movement is halved while traveling on ice, but units are allowed to make full movements on ice. If they do, they must succeed an Agility check of 12 to make sure they don’t slip. If they fail, they become floored.
Quicksand - While not normally dangerous, some instances of quicksand may be deep enough to be deadly. How to escape the grasps of the quicksand is up to the players, but in a relaxed, standing position, a unit will drown at the rate of 1 foot per 10 seconds after getting initially stuck.
Shallow Water - Shallow water can exist as streams, marshes, and swamps. Movement is halved while traversing shallow waters, and Evasion is reduced by 3.
Deep Water - While completely submerged in water — such as in lakes, seas, or oceans — units must swim to move, and hold their breath to prevent from drowning. Units swim at half their Movement Speed, but some creatures are adept swimmers. Units can hold their breath for 1 minute plus 1 extra minute for each point of their vitality modifier. If the unit does not receive oxygen when that time has elapsed, the unit loses 1d4 HP every 10 seconds, or each round of battle.
Fog / Mist - Vision is impaired depending on the thickness of the fog or mist, and all units suffer a -2 penalty to their Accuracy.
Heavy Rain - Under heavy rain, vision is impaired, and all units suffer a -3 penalty to Accuracy.
Blizzard - In a blizzard, vision is impaired, Movement Speed is halved if not already halved, all units suffer from extreme cold, and all units suffer a -3 penalty to Accuracy.
Sandstorm - In a sandstorm, vision is impaired, Movement Speed is halved if not already halved, and all units suffer a -3 penalty to Accuracy.
Extreme Heat - Extreme heat normally occurs in deserts and caves found near volcanoes. Players must consume at least 24 fluid ounces of water every hour to ward off extreme heat. Players suffering from extreme heat must perform a Vitality check every hour spent in extreme heat. To pass, they must roll a 7 + 1 for every previous check they’ve made. If they fail, they lose 1d6 HP. While in battle, units suffering from extreme heat roll 1d6 at the beginning of their turn. On a result of 6, they skip their turn.
Extreme Cold - Extreme cold normally occurs in snowy or icy areas. Players must be adequately dressed to ward off extreme cold. Players suffering from extreme cold must perform a Vitality check every hour spent in extreme cold. To pass, they must roll a 7 + 1 for every previous check they’ve made. If they fail, they lose 1d6 HP. While in battle, units suffering from extreme cold roll 1d6 at the beginning of their turn. On a result of 6, they skip their turn.
Falling Damage and Falling Objects
Characters who fall from a great height will take 1d6 damage per 10’ fallen, or major fraction thereof.
For every 200 pounds that an object weighs, it deals 1d6 damage for every 10’ it falls onto a character. Objects that weigh less than 200 pounds, but are heavy enough to be considerable, must drop from twice as high to deal the same amount of damage.
Characters will eventually become tired if they constantly go adventuring and do battle without any rest in-between. The amount of fatigue gained over time and after certain actions is up to the GM. However, there are some specifics to fatigue — mainly the consequences.
|Fatigue Level||Fatigue Amount||Effects|
|1||26-50||-10’ Movement Speed, -1 Accuracy, -1 to Attribute and Quality checks|
|2||51-80||-20’ Movement Speed, -3 Accuracy, -2 to Attribute and Quality checks|
|3||81-100||-40’ Movement Speed, -6 Accuracy, -4 to Attribute and Quality checks, HP per hour and FP per hour reduced to 0|
|4||101+||Movement Speed reduced to 10’, -9 Accuracy, -6 to Attribute and Quality checks, HP per hour and FP per hour reduced to 0, lose 2 HP for every 30 minutes spent at 101+ fatigue|
Fatigue isn't gained during a battle but rather is gained immediately after the battle ends. Also, if a character used a daily skill during battle, they gain an extra 80 fatigue in addition to the regular amount they would gain. In order to reduce fatigue, a player can do one of two things. They can either sleep, which reduces fatigue at a rate of 3 per hour of in-game time, or eat food, which will reduce fatigue a certain amount depending on the food consumed. Fatigue reduced per hour of sleep is affected by the character’s vitality modifier divided by 2 rounded down. A meal consumed at an inn reduces fatigue by 10. Characters with high Vitality will become less fatigued than characters with lower Vitality. The amount of fatigue gained cannot be reduced by more than 60% and cannot be reduced below 1.
Sometimes bad things just happen. If your character isn’t resuscitated within three rounds of being incapacitated during battle, or if your character takes lethal damage while out of combat, or if you’re just unlucky and something can feasibly kill you, your character is dead. There is no coming back. There is no redo button. There is no resurrection spell. Once your character is dead, they are gone for good. Other players may loot the body for items and lupa. If you wish to continue the journey with the other players, you may create a new character with the same level as your previous character. However, you start with 1000 lupa as normal and must buy any supplies you need outside of the basic living items. In addition, your character loses 20% of your previous character’s total experience points, and must start with one less skill of the highest tier. The loss of experience cannot level down your character.