Project Istari: Difference between revisions

4,279 bytes added ,  21:11, 7 February 2023
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1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.<br>
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.<br>
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.
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.
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= Lineages =
= Lineages =
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc.
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [to add list: Elf, Human, Halfling, Goblin, Goliath-esque, Orc]
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=== Immovable Rock ===
==== Immovable Rock ====
''Dwarf Trait''<br>
''Dwarf Trait''<br>
''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.
''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.
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=== Unbreakable Stone ===
==== Unbreakable Stone ====
''Dwarf Trait''<br>
''Dwarf Trait''<br>
''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.
''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.
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=== Kins ===
=== 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.
Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.
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==== Forgeborne ====
==== Forgeborne ====
''Dwarven Lineage''<br>
''Dwarven Kin''<br>
''Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.'' You gain Resistance 2 to Fire Damage.
''Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard.'' You gain Resistance 2 to Fire Damage.
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==== Longbeard ====
==== Longbeard ====
''Dwarven Lineage''<br>
''Dwarven Kin''<br>
''You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.'' When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.
''You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones.'' When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.
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==== Psychic ====
==== Psychic ====
''Dwarven Lineage''<br>
''Dwarven Kin''<br>
''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.
''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.
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==== Undertaker ====
==== Undertaker ====
''Dwarven Lineage''<br>
''Dwarven Kin''<br>
''You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.'' You gain Death Resistance 1.
''You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns.'' You gain Death Resistance 1.
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''1st, 5th, 9th, 13th, and 17th Level Dwarf Trait''<br>
''1st, 5th, 9th, 13th, and 17th Level Dwarf Trait''<br>
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.
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==== Dwarven Teachings ====
{| class="wikitable"
|+
|-
! Prerequisites !! Actions !! Traits !! Energy
|-
| Dwarf, Level 1 || N/A || Dwarf, Lore || N/A
|}
''You have been educated in the basic teachings of your Dwarven brethren.'' You gain Dwarven Lore as well as either Athletics, Endurance, or Escape Proficiency.
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==== Dwarven Tune ====
{| class="wikitable"
|+
|-
! Prerequisites !! Actions !! Traits !! Energy
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| Dwarf, Level 1 || 1 || Auditory, Dwarf, Musical || 1
|}
''You have memorized and practiced the ancient songs.'' You can spend 1 Action and 1 Energy to restor 1d4 HP to all Allies within 10 Meters of you.
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==== Skilled Hands ====
{| class="wikitable"
|+
|-
! Prerequisites !! Actions !! Traits !! Energy
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| Dwarf, Level 1 || N/A || Dwarf || N/A
|}
''You have studied the great crafts of the Dwarves.'' You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.
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| Dwarf, Level 1 || 1 || Dwarf || N/A
| Dwarf, Level 1 || 1 || Dwarf || N/A
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''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.
''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 Stonework Lore Check) to learn.
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| Dwarf, Level 1 || N/A || Dwarf || N/A
| Dwarf, Level 1 || N/A || Dwarf || N/A
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''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.
''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 Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.
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==== Dwarven Song ====
{| class="wikitable"
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|-
! Prerequisites !! Actions !! Traits !! Energy
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| Dwarf, Level 5, Dwarven Tune || 1-3 || Auditory, Dwarf, Mental, Music || 2
|}
''You have grown in your understanding of the songs of your people and now use them to greater degree.'' You can spend 1-3 Actions and 2 Energy to sing a Dwarven Song that inspires your Allies and shakes the will of your Foes. Make a Spirit Attack targeting Spirit using a d8 against all Foes within 10 Meters of you. You add a d4 to this Attack for each Action you used after your first.<br>
Also, a number of Allies within 10 Meters of you equal to the result of your Attack regain 1 Fate and 1d4 HP. [this should lead to more musically themed Dwarf Feats]
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== Halfling ==
''Halflings are naturally lucky... yea yea, we'll add more fluff later, you know what a hobbit is, we've all watched the Lord of the Rings, and if you haven't, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face''
{| class="wikitable"
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|-
! Ability Boosts !! Ability Flaw !! Languages
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| Wit, Spirit, Free || Might || Creole, Folkish
|}
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==== Halfling Luck ====
''You have a natural well of luck that makes failure rarely horrible.'' When you roll a 1 on a Die, you add a d4 to the Roll.
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=== Kins ===
Halfling Kins very much represent the various large families a Halfling can come from.
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==== Humblefoot ====
''Halfling Kin''<br>
''You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.'' Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.
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==== Nimbleknee ====
''Halfling Kin''<br>
''You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature.'' When you roll a 1 on an Agility Check, you reroll the Check.
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=== Lineage Feat ===
''1st, 5th, 9th, 13th, and 17th Level Halfling Trait''<br>
Choose one of the Halfling Lineage Feats to gain as long as you meet the prerequisites of that Feat.
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==== Bedtime Story ====
{| class="wikitable"
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|-
! Prerequisites !! Actions !! Traits !! Energy
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| Halfling, Level 1 || N/A || Auditory, Halfling || N/A
|}
''You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration.'' After you Rest, you and all Allies that Rested with you, add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don't have an opportunity to share such a story that would give this benefit.
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==== Weaponized Feet ====
{| class="wikitable"
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|-
! Prerequisites !! Actions !! Traits !! Energy
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| Halfling, Level 1 || N/A || Halfling || N/A
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''Halflings have unnaturally large, hairy, and tough feet for their size, and you have learnt an ancient technique used by Halflings in the few wars they've participated in to weaponize those feet.'' You gain ''Large Feet'' as a Weapon. It has the Natural, Unarmed, and Concussive Traits, uses a d6, uses your Agiilty or Wit, and targets the Foe's choice of Might or Agiliy. It also has Follow-Through, Hands (0), and Melee Keywords.
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