Project Istari

Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.

Work-In Progress Mechanics

Items

Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).

Stats

Every creature will have six Stats.

  • Might. Might is a creature's physical strength and endurance. A Hero has HP equal to 4 + its Might. HP is the number of Damage a creature can take before suffering a Wound.
  • Agility. Agility is a creature's ability to finely manipulate objects and accuracy. Agility would effect Initiative in some way.
  • Speed. Speed is a creature's alacrity, expeditiousness, and ability to move. A creature's Movement is equal to 4 + its Speed. When a creature takes the Move Action, it moves a number of Meters equal to its Movement
  • Lore. Lore is a creature's learned knowledge of the world.
  • Wit. Wit is a creature's gained experience of the world and out of the box thinking.
  • Spirit. Spirit is a creature's force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who's Recovery Conditions it meets.


Stat Increases

Whenever your Hero Levels up, you increase one of your Stats by 1.
Stats have a maximum of 5 from 1st Level to 6th Level, a maximum of 7 from 7th Level to 12th Level, a maximum of 9 from 13th Level to 18th Level, and a maximum of 11 from 19th Level to 20th Level.

Attacking

When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target's defense, most likely building up to getting a wound.

Energy

Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature's Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.

Spells

Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.

Checks

When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.

Resistance

When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.

Die Steps

Certain mechanics increase dice by certain Steps. This uses the following pattern.
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.
If somehow you get above 6d12, then if you're currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you're currently on a d10, then you increase the size of the dice to d12s.

Character Creation

When you're creating a Character for Requiem RPG, you follow a couple steps. Kin, Class, Past, Present, and Future. These steps can be followed in different orders.

Lineages

Your Kin is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc.

Dwarf

Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.

Ability Boosts Ability Flaw Languages
Might, Spirit, Free Speed Creole, Dwarven


Immovable Rock

Dwarf Trait
As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you. When you would gain the Prone Glancing Wound, or be moved against your will, you can use your Reaction ignore that effect.

Unbreakable Stone

Dwarf Trait
Your body and will is unbreakable as the earth itself. When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.

Kins

Your Hero gains a Kin, which gives them an additional trait they gain based on their ancestry within their Lineage. Choose one of the following Kins for your Hero.

Forgeborne

Dwarven Lineage
Your ancestors worked as smiths in powerful volcanoes. You gain Resistance 1 to Fire Damage, and you add a d4 to your Checks against effects with the Fire trait

Psychic

Dwarven Lineage
Your ancestors have survived a harsh wasteland filled with psionic monsters. When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.

Lineage Feat

1st, 5th, 9th, 13th, and 17th Level Dwarf Trait
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.

Stonecunning

Prerequisites Actions Traits Energy
Dwarf, Level 1 1 Dwarf N/A

You have trained to learn information about about the rock around you merely by looking at it and feeling its strength. You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a History Check) to learn.

Unburdened Iron

Prerequisites Actions Traits Energy
Dwarf, Level 1 N/A Dwarf N/A

You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. You ignore the Speed reduction from any Armor you wear, and while your Movement is reduced in any way, your Movement increases by 1.

Class

Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.

Bruisers
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Barbarian Might Example Example Path (Level 3)
Cursed Might or Spirit Example Example Curse (Level 1)
Disciple Might or Agility Example Example Journey (Level 3)
Executioner Might Example Example Hood (Level 3)
Fighter Might or Agility Example Example League (Level 3)
Monk Agility or Wisdom Example Example Way (Level 3)
Vanguard Might Example Example Mandate (Level 2)
Specialists
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Mentor Lore, Wisdom, or Spirit Example Example Curriculum (Level 3)
Ranger Wisdom Example Example Conclave (Level 3)
Rogue Agility Example Example Gig (Level 3)
Savant Lore Example Example Expert (Level 3)
Swashbuckler Spirit Example Example Flair (Level 3)
Traveler Wisdom Example Example Style (Level 2)
Warlord Lore, Wisdom, or Spirit Example Example Presence (Level 1)
Half-Casters
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Artificer Lore Example Example Mastery (Level 1)
Magus Lore Example Example Technique (Level 3)
Paladin Spirit Example Example Oath (Level 1)
Psion Lore Example Example Order (Level 3)
Shaman Wisdom Example Example Attunement (Level 2)
Summoner Spirit Example Example Bond (Level 1)
Warden Wisdom Example Example Realm (Level 3)
Full-Casters
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Bard Spirit Example Example College (Level 2)
Cleric Wisdom Example Example Domain (Level 1)
Druid Wisdom Example Example Circle (Level 2)
Seeker Lore Example Example Mavenhood (Level 1)
Sorcerer Spirit Example Example Bloodline (Level 1)
Warlock Spirit Example Example Patron (Level 1)
Wizard Lore Example Example School (Level 2)

Past

Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5). You can spend these points on the following

Bandit Attack

1 Point
You, your family, or your village was attacked by bandits, and you helped to defend in some way.

Harsh Summer

1 Point
You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.

Harsh Winter

1 Point
You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.

Home Scorched

1 Point
Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.

Noble

2 Points
You have lived in comfort for most of your life as you and your immediate family is part of the nobility.

Performer

2 Points
You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.

[Ideas: Stood up to Bully, Fought a Ghost, Chased into the Woods, Found Missing Person, Scale a Mountain, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]

Wounds

After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.

Glancing Wounds

In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.

Dazed

Traits Recovery Stats
Glancing Wound, Concussive, Mental Might, Spirit (DC5)

Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying. It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.

Lacerated

Traits Recovery Stats
Glancing Wound, Bleed Might, Wisdom (DC6)

You have been hit in a way that has caused you to lose vital fluids. At the start of your turn, you take 1 Damage.

Prone

Traits Recovery Stats
Glancing Wound, Ground Agility, Speed (DC3)

You have been knocked to the ground and are in a vulnerable position. When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.

Shaken

Traits Recovery Stats
Glancing Wound, Mental, Fear Spirit (DC5)

You have been struck with great power and shaken to your core. You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.

Slowed

Traits Recovery Stats
Glancing Wound, Movement Speed (DC7)

You have been hit in a way that restricts your movement. Your Movement is reduced by half.

Winded

Traits Recovery Stats
Glancing Wound, Concussive, Breath Might, Spirit (DC3)

You've had the wind knocked out of you, and you need to take a moment to regather yourself. At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.

Lingering Wounds

At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.

Broken Leg

Traits Recovery Stats
Lingering Wound, Fracture Might, Lore (DC8)

One of your legs, or other lower extremities used for movement is broken. Your Speed is reduced by 2.
Recovery Condition. You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.

Grievous Wounds

Grievous Wounds have their own unique way of recovery.

At Death's Door

Traits Recovery Stats
Grievous Wound, Death Might, Spirit (DC10)

You have begun to fully die, and may soon leave this world. You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.

Breaking Will

Traits Recovery Stats
Grievous Wound, Death Spirit (DC10)

Your will has begun to falter, and soon you will fall. You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound (including this one), make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Confusion

Traits Recovery Stats
Grievous Wound, Death Wisdom (DC10)

You are disoriented and completely out of the thick of things. When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound (including this one), make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Dulling Mind

Traits Recovery Stats
Grievous Wound, Death Lore (DC10)

Your mind begins to decay and dissolve. You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound (including this one), make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Lethargy

Traits Recovery Stats
Grievous Wound, Death Speed (DC10)

Your entire body begins slowing down, and unless you can fight it off your heart will soon stop. You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound (including this one), make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Lodged Metal

Traits Recovery Stats
Grievous Wound, Death Agility (DC10)

You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you. You reduce your Movement by half. Whenever you suffer a Wound (including this one), make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Mortal Blow

Traits Recovery Stats
Grievous Wound, Death Might (DC10)

Those suffering from a Mortal Blow are at risk of death. After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound (including this one), make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Items



Weapons

Name Attack Die Used Stats Target Stats Traits Keywords
Crossbow 1d6 Agility, Wit Agility, Speed Bow, Piercing Hands (2), Ranged (12 Meters)
Dagger 1d4 Agility, Speed, Wit Agility, Wit Knife, Versatile (Piercing or Slashing) Hands (1), Paired (d6), Thrown (4 Meters)
Greataxe 1d10 Might Agility, Speed Axe, Slashing Hands (2), Melee
Longbow 1d8 Agility, Speed Agility, Speed Bow, Piercing Hands (2), Ranged (8 Meters)
Longsword 1d8 Might, Spirit Might, Agility Sword, Versatile (Piercing or Slashing) Hands (1), Melee
Quarterstaff 1d6 Wit, Lore Might, Agility Staff, Bludgeoning, Concussive Hands (1), Melee, Sturdy
Rapier 1d8 Agility, Wit Agility, Speed Sword, Piercing Hands (1), Melee, Parry
Shortsword 1d6 Might, Agility Might, Agility Sword, Versatile (Piercing or Slashing) Hands (1), Melee, Paired (d4)
Warhammer 1d8 Might, Spirit Agility, Spirit Hammer, Bludgeoning, Concussive Hands (2), Melee, Follow-Through


Weapon Keywords

  • Follow-Through. When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you've hit it with an Attack this Turn.
  • Hands. You need to use a number of hands listed with the Keyword to use the Weapon. If a "+" is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of "+"s listed (the vast majority of the time, there is only 1).
  • Melee. You can only Attack a creature in your Reach with this Weapon.
  • Parry. When you are wielding this Weapon and you are targeted by a Melee Attack with the Slashing or Piercing Trait, you can use your Reaction to gain a +2 bonus to your Defense Roll.
  • Paired. If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.
  • Ranged. When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the higher result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.
  • Reach. When you make an Attack using this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.
  • Sturdy. When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1.
  • Thrown. Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.
  • Versatile. You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.


Armor

Name Defense Die Increase Traits
Light Armor +1 Armor Resistant +2 (Precise)
Medium Armor +2 Armor
Heavy Armor +3 Armor Slowing (1), Vulnerable -2 (Concussive)


Armor Keywords

  • Resistant. You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.
  • Slowing. Your Movement is reduced by an amount equal to the value listed with the Condition
  • Vulnerable. You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.

Artificer

Barbarian

Bard

Cleric

Cursed

Disciple

Druid

Executioner

Fighter

Fighters are well-rounded warriors, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]

Starting Class Benefits

If this is the first Class you gain a Level in, you gain the following benefits:

  • Ability Boost. Might or Agility
  • Offensive Proficiencies. Basic Weapons, Advanced Weapons
  • Defensive Proficiencies. Light Armor, Medium Armor, Heavy Armor, Shields
  • Skill Proficiencies. 3


Attack of Opportunity

1st Level Fighter Feature
You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.

Second Wind

1st Level Fighter Feature
You gain the ability to draw on a deep well of fortitude. You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.

Combat Maneuvers

2nd Level Fighter Feature
Not all Fighters use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes. Choose two Maneuvers detailed at the end of the Fighter Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this class. [Maneuvers would use Energy].

Fighter League

3rd, and more, Level Fighter Feature
You choose a Fighter League from the following table which represents the specializations and fighting styles you replicate.

Fighter League Complexity Level League Description
Banneret's League Example Example
Champion's League Example Example
Double Knight's League Example Example
Eldritch Archer's League Example Example
Samurai's League Example Example


Muscle Memory

4th Level Fighter Feature
You have honed your muscle memory and practiced to react in the blink of an eye. Once per turn, you can Swap Items as a Free Action.

Push On

5th Level Fighter Feature
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.

Feature

6th Level Fighter Feature
Feature

Sweeping Strikes

7th Level Fighter Feature
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.

Combat Maneuvers

Brace

When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.

Disarm

When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.

Fighter Leagues

Champion's League

Champions have some of the most general combat prowess of any type of Fighter.

Combat Prowess

3rd Level Champion's League Feature
Champion's have honed their strikes to deal bone-cracking blows. When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter's get a subclass feature.]

Magus

Mentor

Monk

Paladin

Psion

Ranger

Rogue

Savant

Seeker

Shaman

Sorcerer

Summoner

Swashbuckler

Traveler

Vanguard

Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.

Starting Class Benefits

If this is the first Class you gain a Level in, you gain the following benefits:

  • Ability Boost. Might
  • Offensive Proficiencies. Basic Weapons
  • Defensive Proficiencies. Light Armor, Medium Armor, Heavy Armor, Shields
  • Skill Proficiencies. 2 + Lore (if positive)


Wall of Defense

1st Level Vanguard Feature
You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage. Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.

Vanguard Mandate

2nd, and more, Level Vanguard Feature
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.

Vanguard Mandates Complexity Level Mandate Description
Example Example Example
Example Example Example
Example Example Example
Example Example Example
Example Example Example


Warden

Warlock

Warlord

Wizard