Project Istari
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. Might 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 can move a number of Meters equal to 4 + its Speed.
- Lore. Lore is a creature's learned knowledge of the world.
- Wisdom. Wisdom is a creature's gained experience of the world.
- Spirit. Spirit is a creature's force of personality and will-power. The more Spirit you have, the more you can recover during a Rest.
Stat Increases
Whenever your Hero reaches 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level, 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.
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.
Kin
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 a creature would attempt to knock you Prone, push you, or otherwise move you against your will, you can use your Reaction to ignore that effect.
Unbreakable Stone
Dwarf Trait
Your body and mind is unbreakable as the earth itself. When you use your Might or Will to Defend, you reroll your Defense Die if the result is a 1.
Lineage
Your Hero gains a Lineage, which gives them an additional trait they gain based on their ancestry within their Kin. Choose one of the following Lineages 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.
Kin Feat
1st, 5th, 9th, 13th, and 17th Level Dwarf Trait
Choose one of the Dwarf Kin 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.
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) |
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) |
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) |
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, consisting of a few major events, such as being touched by magic or defending your home from bandits, and a formative, more extended experience, such as working as a blacksmith, soldier, or being imprisoned.
Events
Events are usually short, defining moments of your Hero's past, such as your family being slaughtered, saving someone's life from an incorrect execution, or a defending your home from bandits. Your GM determines how many Events each Hero has at Level 1, but usually each Hero has 3. Some Kin options, such as Ancient Elven Lineage, or certain Experiences might increase the number of Events your character experiences.
Experiences
Experiences are usually more extended activities your Hero's past, such as working as a farmhand, climbing your way up the ranks and becoming a sergeant in the army, or being imprisoned (either correctly or falsely). Your GM determines how many Experiences each Hero has at Level 1, but usually each Hero has 1.
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 use 2 Actions 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.
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.
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 |