Tumgik
#and also make weapon damage big number b/c barbarian
spoonsandsporks · 2 years
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Got botw for my borfday and then my girlfriend decided to run a Hyrule dnd oneshot
So of course I had to play exactly Ganondorf who are you kidding
Anyway, we're playing this crew again soon so I'm posting art b/c these characters are very fun and I love my good, good boy Dorf very much, can't wait for him to cause more problems on accident.
Shout out to @andromedadoodles for running what is possibly the funniest post-botw situation possible btw (check out her art! She's very talented and good at drawing! <3)
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bboyjaynerd · 5 years
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Vambrace RPG: Full Rules and Scenario
Vambrace RPG
Getting Started
If you want to play a Vambrace RPG adventure take a read of this Grumpy Eugene Rule Set I’ve adapted to a fairytale fantasy universe.
A back story and characters are included to be used and adapted by you in a way you see fitting of your group.
Materials you will also need:
A bunch of 6 sided dice with 1-2-3-4-5-6 marked on it (4 minimum, 2 per player is recommended)
Scrap paper
Pencils, Erasers and Pens as you see fit
*
-------------------
Character Creation:
-------------------
Stats:
(3 points to spend)
GLY - Glory
each point of GLY gives +1 DMG
Glory is both Strength & Charisma
CNG - Cunning
each point of CNG gives +1 INITIATIVE
Cunning is both Intelligence & Dexterity
HNR - Honour
each point of HNR gives +1 MAX HP
Honour is both Wisdom & Constitution
All Characters start with:
1 HP (if this reaches 0 your character is KO)
1 DMG (this is the base DMG you deal in combat)
1 INITIATIVE (the highest INITIATIVE goes first in combat turn order)
Origin:
(choose 1)
Young - Start with +2 HP, 2 Skill Points
Old - Start with +1 INITIATIVE, 3 Skill Points
Outlaw - Start with 4 Skill Points
Mercenary - Start with +1 DMG, +1 HP, 2 Skill Points
Lone Wanderer - Start with +1 DMG, +1 INITIATIVE, + 1 HP, 1 Skill Point
Skills:
<Melee Combat>
Fury / If you Attack in Melee: Heal 1 HP to self
Quick Attack / Add INITIATIVE as +DMG
Crush / +1 Damage per missing HP
Charge / Run to a target and Attack in Melee with +1 DMG
<Ranged Combat>
Called Shot / +1 DMG vs targets fighting in Ranged Combat
Steady Aim / HNR test: Use a Ranged Attack even in Knockdown
Punishing Shot / CNG test: KO a target in Knockdown
Bastard Shot / GLY test: If you have full HP: deal +6 DMG
<Defence>
Might /  GLY test: AOE Melee Knockdown
Endure / HNR test: Reduce Damage taken by 1
Protect / Redirect enemy Damage to you from an ally in Melee
Balance / CNG test: Prevent Knockdown
<Expertise>
Backstab / CNG test: x2 DMG
Trip / Knockdown 1 Melee target
Surprise / GLY test: If you are not Full HP: Deal +3 DMG
Finesse / HNR test: Deal +1 DMG (Melee or Ranged)
<Magic>
Fire Toss / CNG test: Deal +1 DMG per CNG (Ranged)
Ice Lance /  CNG test: Deal +1 DMG per GLY, DMG in a LINE (Melee & Ranged)
Earth Spikes / CNG test: Deal +1 DMG per HNR, DMG AOE (Ranged)
Lightning Hammer / CNG test: Deal +1 DMG per GLY, HNR & CNG (Melee)
<Divine>
Heal / Heal 1 HP per HNR (Melee or Ranged)
Aura / HNR test: Fully Heal AOE (Melee)
Armor / HNR test: prevent all DMG for 1 round
Purge / HNR test: prevent enemy skills (Melee)
<Leadership>
Bravery / Allies Gain +1 INITIATIVE
Courage / GLY test: Allies Heal 1 HP
Pity / GLY test: Enemies lose 1 HP
Trust / GLY test: Allies Deal +1 Damage
<Veteran>
Battle Sense / CNG test: See Enemy HP
Alert / Prevent DMG to you on the first turn of combat
Preserve / HNR test: Prevent KO to self
Rally / GLY test: Heal 1 HP per fallen Enemy (Melee or Ranged)
}}}}}}}}}}}
Class examples (3 skill points):
Barbarian - Quick Attack, Might, Fury
Knight - Endure, Crush, Balance
Viking - Charge, Punishing Shot, Ice Lance
Ninja - Fire Toss, Finesse, Bastard Shot
Rogue - Backstab, Trip, Called Shot
Monk - Heal, Aura, Purge
Mage - Ice Lance, Lightning Hammer, Fire Toss
Druid - Earth Spike, Heal, Preserve
Bard - Trust, Pity, Courage
Paladin - Protect, Armor, Charge
{{{{{{{{{{{
-----------------------------------------------++
How to Make a Character:
----
Step 1 - Choose Glory, Cunning or Honour stats
Step 2 - Choose Young, Old, Outcast, Mercenary, or Lone Wanderer
Step 3 - Choose Skills
Step 4 - Beginning Gear (Basic weapons deal DMG based on your character. You can take any type of melee weapon and ranged weapon then give either a +1 for +1 DMG. If you only take one weapon give it a +2.)
Step 5 - Re-calculate HP, INITIATIVE, DMG
<<<Example Character:>>>
Ezlo Redheart
1: CNG - Cunning 3
2: Young - Start with +2 HP, 2 Skill Points
3:
Called Shot / +1 DMG vs targets fighting in Ranged Combat
Punishing Shot / CNG test: KO a target in Knockdown
4: Bow +1, Dagger
5:
HP 3/3
INITIATIVE 4
DMG = 1
Bow DMG = 2
Dagger DMG = 1
==------------------------------==
Level Up Pattern:
0/  Initialize
1/  Gain 1 Stat
2/  Gain 1 Skill
3/  Gain 1 HP
4/  Gain 1 HP
5/  Gain 1 Stat
6/  Gain 1 Stat
7/  Gain 1 Skill
8/  Gain 1 HP
9/  Gain 1 HP
10/ Gain 1 Stat
11/ Gain 1 Stat
12/ Gain 1 Skill
13/ Gain 1 HP
14/ Gain 1 HP
15/ Gain 1 Stat
16/ Gain 1 Stat
17/ Gain 1 Skill
18/ Gain 1 HP
19/ Gain 1 HP
20/ Gain 1 Stat
==-----------------------------==
------------------------------
Mechanics of Playing the Game:
------------------------------
Philosophy, goals, conversations:
The hope of the Vambrace RPG is to provide a small open world contained within a single kingdom. Story events are set in motion but designed so your Game Master and the choices of players lead to any number of conclusions.
The non player characters in the game world have their plans and can be considered to execute those plans as best they can in time. Choose to help, hinder or ignore as you see fit.
The Game Master need only read through this guide and use what they think will make for the most fun.
The scale of detail is intended to be able to play the whole story in one session if desired.
The combat should be quick and plentiful but also avoidable if desired.
The social interactions are intended to be as simple as you'd like but with little details that can be used in the form of G & S.
Using NPC G(global) and S(secret):
The various non player characters provided have information about them divided into two types.
The G can be used to setup their initial relationship to the Players.
It is recommended to give the G quickly and freely.
The S is intended to be used for those situation where the Players want to dig deeper, investigate or turn the tables.
It isn't necessarily important for the players to do anything special to access the S info, but they should show some curiosity at least. You can decided to have players perform tests of Honour, Cunning or Glory to learn S info.
HNR, CNG, GLY tests:
When you want to define a task the players wish to accomplish that is difficult and uncertain of success, why not have them perform a test of one of their stats with as logical a connection as you desire.
To TEST: Roll a die (d6) and get less than or equal to your stat.
Example:
Ezlo is going to lie to someone. The GM decides a CNG test is required. Ezlo rolls a d6 and needs 3 or less to succeed because Ezlo has 3 CNG. If intimidation was required, why not a GLY test then... oops Ezlo has 0 GLY!
When using certain skills in combat, the skill effect can be applied as long as the test is passed in the same fashion as in the example above.
Combat:
Follow turn order of actions based on initiative. Let the Players go first on ties if you want.
In combat there is no grid or hex.
Characters are either considered in Melee (arms reach) or at Ranged (at a distance).
Under normal circumstances, the rules of combat dictate that you can't perform Ranged actions/attacks when already in Melee.
You have one action per combat turn. Moving counts as an action (but the Charge skill lets you move into Melee and then attack).
ATTACKS always HIT ! You do not need to roll to hit.
Any skill used in combat can basically be used each combat turn. Each skill is an action. If you want to use two skills at once like some super attack... consider having that be an advanced skill that requires a level up or an added test.
Fight to KO. The GM should decided how a fully KO group of Players is dealt with by their opponent. Even in the event of death, consider that there is a Lich about and you'd be very useful agents for the undead. Go with it and have fun. Also if the Players are prone to no mercy, maybe bring back characters later in an undead form.
*****for the Game Master****SPOILERS
<--------->
The Adventure:
<--------->
Now an intro sequence (with a full spoiler guide to the open world), followed by character creation. Only read this next part if you are going to host the adventure (GM), otherwise skip to character creation*.
You wake up to find yourself cold and muddy, you've been injured (d6 temporary physical crippling until well rested) by the so called mercenary soldiers who should be protecting this land. All that you can remember is having to run. It looks like when you did, you made it as far as the hilltop that overlooks the village you were in during the attack. Looking back you can see that right now the village is on fire, the mercenaries are gone, and you might be the only survivor(s).
<damage guide from injuries>
1 = black eyes (you look roughed up)
2 = shallow cut across the chest (you can't lift or climb well)
3 = swollen hand (difficult to use your hands)
4 = limp (difficult for you to run)
5 = loud ringing in the ears (hard for you to hear)
6 = stutter (hard for you to speak)
What do you do?
<<<<<surrounding areas>>>>>
|-------------------------|
|oC   f   rrrrrrrrr(V) Coo|
|ooC ff  r   fM     r  Coo|
|ooC ff  r  fffM    r  Coo|
|ooB     r  fffM    r  Coo|
|oooB   (V)HffMM(C)r   Coo|
|ooB     r  fffMM   r  Coo|
|oooB     r  fffM   r  Coo|
|oooooCf   r  ffM   (V)Coo|
|ooooCfff   rrrrrrrrr  Boo|
|ooooC fff           BBooo|
|oooooCCCCCCCBBBBBBBBooooo|
|ooooooooooooooooooooooooo|
|-------------------------|
KEY
---
H = the hilltop (overlooking the village at the start)
o = ocean
C = cliff
f = forest
r = road
(V) = village
B = beach
M = Mountain
(C) = castle of the king
---
Things to know about the lay of the land from the start:
- To the far north is a giant mountain range
- The "H" is the starting point - the hilltop
- The "(V)" in the south has a port
- The "(V)" in the north has a coliseum
- The castle of the king is built into the side of the mountain
------------
To discover:
------------
- The cliffs (W,E,S) all contain various outcast alchemists who will help the heroes with Special Traits (Alchemy).
- The big forest next to the mountain contains ranger outcasts who know how to cross the mountains.
- The beach to the west is occupied by friendly travelling musicians (small boats) who will transport the heroes the the south village or anywhere along the coast
- The north west forest has an old opera house inhabited by Vampires
- The south west forest has a giant dead tree filled with big spiders (and crazy loot)
- The north part of the big forest is occupied by The sleeping Lich and his skeleton army
- The south part of the big forest is occupied by magic wolves
--------------------------------------------
What the GM needs to know to tell the story:
--------------------------------------------
- Most of the people living *normal* lives in the Kingdom are Old, Young or have completed their military service(and are a little funny in the head too). Others have connections and work for the MAN; official.
- The King has gone missing and the mercenaries are trying to find him desperately. But the mercenaries don't know the was sick before he went missing.
- The King been turned into a werewolf by the Lich (who now sleeps to recharge his magic before returning to take back the castle throne).
- The actual army is off on a Campaign in another kingdom.
- The Chancellor sits on the throne reluctantly... hiding with the royal guard in the castle...3
- The sickness of the king was kept secret, only the alchemists, the chancellor and the royal guards have knowledge of this event.
- The alchemists were cast out by the chancellor for fear that they had poisoned the king.
- The alchemists can cure the king if any 3/4s of their formula is reunited and the king is found (1/4 spider venom [south cliff], 1/4 vampire bone [west cliff], 1/4 Fungoid Spore [east  cliff], 1/4 Magic Wolf hair [pro-undead priest in the port city knows this]). If 4/4 parts of the formula are used, the Lich's curse can also be removed.
- The King (in big wolf form) runs around the countryside at night and sleeps in the mountains above the castle in a cave during the day.
- The rangers have lived in the forest for many years undetected, they avoid a mandatory military service.
- No ships are in the port because they are all being used by the army.
- The warriors of the colosseum are exempt from military service.
- A PC's base trait will determine their knowledge of the land:
Young (knows about the musician caravan boats to the west),
Old (knows the geography of the country by heart, and can draw a map from memory),
Outcast (knows the location of the outcast hideout in the forest),
Mercenary (knows that the attack was caused by an insanity spell, has also been in battle against vampires and a werewolf but these monsters always escape capture or death),
Lone Wanderer (knows that, at this time, there is no way to leave the Kingdom; no ships, impassable mountains)
- In the South Village there is a Church that is going to elect a new leader. Either a priest that is pro-undead or anti-undead. But which is which?
- The Church is evenly divided in clergy, each with their own agenda.
- The Port Authority is trying to find the smugglers hideout.
- The Smugglers are selling wares at super high prices (They can be persuaded to lower their prices through intimidation or other tactics).
- The Queen would probably return once the players think the campaign is at its end and engage in the final showdown (depending what has happened so far, allies, choices, etc.)
<------------>
Enemy Guide:
<------------>
Area: Big Forest North
alchemy ingredients (d6 for # gathered) - Winter Root
>
lvl0
Skeleton Minion
G - wants to kill you
S - wants to be released
HP: 1/1
INIT: 2
DMG: 2
GLY 0
CNG 1
HNR 0
Moves:
Spear = DMG 2
Regenerate / CNG test: self revive with 1 HP
>
lvl4
Skeleton Warrior
G - wants to Kill you
S - wants to be released
HP: 2/2
INIT: 3
DMG: 2
GLY 0
CNG 2
HNR 1
Moves:
Axe +1 = DMG 3
Throwing Axe = DMG 2
Regenerate / CNG test: self revive with 1 HP
Purge / HNR test: prevent enemy skills (Melee)
Called Shot / +1 DMG vs targets fighting in Ranged Combat
>
lvl20
Lich (The Dead King Timmis)
G - wants you to help him find the King for a deal
G - The brother of King Tommis
S - wants to kill the king (in revenge) and return to his old throne in the castle
S - was killed by the Queen Tina 50 years ago while watching a show in the Opera house.
S - If all 4 / 4 ingredients of the cure are used: You can also lift the Vampire Curse and even the Lich curse on King Timmis ... Wow!
S - Does NOT want to be cured unless he will become King again!
HP: 9/9
INIT: 6
DMG: 1
GLY 1
CNG 2
HNR 2
Moves:
Scythe +2 = DMG 4
Regenerate / CNG test: self revive with 1 HP
Heal / Heal 1 HP per HNR (Melee or Ranged)
Aura / HNR test: Fully Heal AOE (Melee)
Armor / HNR test: prevent all DMG for 1 round
Purge / HNR test: prevent enemy skills (Melee)
Pity / GLY test: Enemies lose 1 HP
-------------------->
Area: Big South Forest
alchemy ingredients (d6 for # gathered) - Winter Root
lvl1
Wolf
G - woof !
S - hungry
HP: 1/1
Initiative: 1
DMG: 3
GLY 3
CNG 0
HNR 0
Moves:
Claw = DMG 3, Melee
Bite +1 = GLY test: DMG 4, Knockdown Melee
lvl5
Magic Wolf
G - woof!
S - is hunting the Lich
HP: 4/4
Initiative: 2
DMG: 3
GLY 3
CNG 1
HNR 1
Moves:
Claw = DMG 3
Howl = HNR test: Call lvl1 wolf
Fire Breath = CNG test: Deal 1 DMG per CNG, Melee AOE
Gravel Breath = CNG test: Deal 1 DMG per HNR, Ranged AOE
-------------------->
Area: Ranger's Forest
alchemy ingredients (d6 for # gathered) - Winter Root
lvl3
Ranger Outlaw
G - wants to live in peace
S - wants Carmen to become Queen
HP: 3/3
Initiative: 2
DMG: 2
GLY 1
CNG 1
HNR 1
Moves:
Spear +2 = DMG 4
Sword +1 = DMG 3
Bow = DMG 2
Steady Aim / HNR test: Use a Ranged Attack even in Knockdown
Surprise / GLY test: If you are not Full HP: Deal +3 DMG
Heal / Heal 1 HP per HNR (Melee or Ranged)
lvl6
Ranger Leader Carmen
G - wants to keep her hideout secret
S - wants to replace the King
S - knows about a secret cave and tunnel system under the mountains the leads from the Ranger Hall to inside the Castle walls.
S - once loved* the King when they were teens.
HP: 6/6
Initiative: 3
DMG: 2
GLY 1
CNG 2
HNR 2
Moves:
Sword +3 = DMG 5
Bow +1 = DMG 3
Punishing shot / CNG test: KO a target in Knockdown
Endure / HNR test: Reduce Damage taken by 1
Lightning Hammer / CNG test: Deal +1 DMG per GLY, HNR & CNG (Melee)
-------------------->
Area: West Beach
alchemy ingredients (d6 for # gathered) - no
lvl0
Musician Gregorev
G - wants to drink whiskey and sing jolly songs
S - wants to retake the village around the Opera House but is afraid of ghosts he has seen.
HP: 2/2
Initiative: 1
DMG: 1
GLY 0
CNG 0
HNR 1
Moves:
Fists = DMG 1
Jolly Song / HNR test: Enemies lose 1 HP & Allies heal 1 HP
Trust / GLY test: Allies Deal +1 Damage
-------------------->
Area: Central Mountains
alchemy ingredients (d6 for # gathered) - Red Moss, Winter Root, Fox Vine
lvl2
Troll
G - wants to be left alone
S - wants to eat the Magic wolves for their magic
HP: 3/3
Initiative: 1
DMG 3
GLY 2
CNG 0
HNR 0
Moves:
Fists = DMG 3
Throwing Spear = DMG 3
Endure / HNR test: Reduce Damage taken by 1
Balanced / CNG test: Prevent Knockdown
lvl3
Fungoid
G - it's a mushroom monster, with no evident face
S - wants to eat you very slowly by sucking out the nutrients of your dead and decomposing body
HP: 4/4
Initiative: 2
DMG: 1
GLY 0
CNG 1
HNR 1
Moves:
Claw = DMG 1
Crush / +1 Damage per missing HP
Earth Spikes / CNG test: Deal +1 DMG per HNR, DMG AOE (Ranged)
lvl10
The Werewolf / The King Tommis (werewolf)(sleeping)(only during the day)
G - arrrrroooooooo!
S - wants to return to human form and stop the Lich's revenge
S - realises his Queen has gone mad with power in her war campaign
S - would consider ending the mandatory military service
S - doesn't know that the Queen murdered King Timmis in the Opera House with a revolver from the kingdom that she then laid the blame on in an excuse to seize power and go to war (more power).
S - The cure can be made with any 3 of the 4 ingredients: alchemical cure is 1/4 spider venom, 1/4 vampire bone, 1/4 Fungoid Spore, 1/4 Magic Wolf hair
S - If all 4 / 4 ingredients of the cure are used: You can also lift the Vampire Curse and even the Lich curse on King Timmis ... Wow!
HP: 10/10
Initiative: 3
DMG: 4
GLR 3
CNG 2
HNR 4
Moves:
Claw = DMG 4
Bite = DMG 4 / only once per fight, Knockdown, turns target into a werewolf(gaining the skill; Werewolf / GLY test: Reduce Damage taken by 2)
Howl / CNG test: Call lvl1 wolf
Fury / If you Attack in Melee: Heal 1 HP to self
Quick Attack / Add INITIATIVE as +DMG
Crush / +1 Damage per missing MP
Pity / GLY test: Enemies lose 1 HP
Werewolf / GLY test: Reduce Damage taken by 2
-------------------->
Area: Castle
alchemy ingredients (d6 for # gathered) - Red Moss
lvl5
Royal Guard
G - keep people out of the castle
S - keep the missing king a secret
S - loves gladiator bloodsport
HP: 6/6
Initiative: 3
DMG: 2
GLY 1
CNG 2
HNR 3
Moves:
Crossbow = DMG 2
Two-Handed Sword +1 = DMG 3
Called Shot / +1 DMG vs targets fighting in Ranged Combat
Steady Aim / HNR test: Use a Ranged Attack even in Knockdown
Punishing Shot / CNG test: KO a target in Knockdown
lvl8
Royal Guard Captain Eric
G - wants to arrest you and send you to the colosseum
S - keep the king's curse a secret
HP: 6/6
Initiative: 3
DMG: 4
GLY 3
CNG 2
HNR 2
Moves:
Royal Halberd = DMG 2
Bravery / Allies Gain +1 INITIATIVE
Courage / GLY test: Allies Heal 1 HP
Pity / GLY test: Enemies lose 1 HP
Trust / GLY test: Allies Deal +1 Damage
lvl8
Chancellor Melvin
G - wants to figure out what happened to the king Tommis on his own (very vain)
S - wants the army to return but lost contact with the Queen
HP: 6/6
Initiative: 5
DMG: 1
GLY 0
CNG 4
HNR 2
Moves:
Throwing Knives = DMG 1
Earth Spikes / CNG test: Deal +1 DMG per HNR, DMG AOE (Ranged)
Lightning Hammer / CNG test: Deal +1 DMG per GLY, HNR & CNG (Melee)
Heal / Heal 1 HP per HNR (Melee or Ranged)
Armor / HNR test: prevent all DMG for 1 round
-------------------->
Area: Roads
alchemy ingredients (d6 for # gathered) - no
lvl3
Mercenary Scout
G - wants to find the King
S - enjoys the pay
S - is afraid of werewolves and vampires
HP: 4/4
Initiative: 3
DMG: 2
GLY 1
CNG 2
HNR 1
Moves:
Sword = DMG 2
Fury / If you Attack in Melee: Heal 1 HP to self
Quick Attack / Add INITIATIVE as +DMG
lvl4
Mercenary Captain Joy
G - wants to find the king
S - wants to find the Outcast Alchemists
S - is afraid of vampires but not werewolves
HP: 5/5
Initiative: 3
DMG: 4
GLY 3
CNG 2
HNR 1
Moves:
Sword = DMG 4
Courage / GLY test: Allies Heal 1 HP
Surprise / GLY test: If you are not Full HP: Deal +3 DMG
Might /  GLY test: AOE Melee Knockdown
-------------------->
Area: South West Woods
alchemy ingredients (d6 for # gathered) - Winter Root
lvl7
Giant Spider
G - hiss
S - feeeeeeeed on meeeeeat
HP: 6/6
Initiative: 4
DMG: 1
GLY 0
CNG 3
HNR 1
Moves:
Spider Bite = DMG 1, knockdown
Backstab / CNG test: x2 DMG
Purge / HNR test: prevent enemy skills (Melee)
-------------------->
Area: Colosseum
alchemy ingredients (d6 for # gathered) - Red Moss
lvl4
Rose
G - likes the colosseum more than army service
S - wants to be near her family
HP: 4/4
Initiative: 1
DMG: 3
GLY 2
CNG 0
HNR 0
Moves:
Axe +1 = DMG 4
Sword +1 Exchange = DMG 4
Surprise / GLY test: If you are not Full HP: Deal +3 DMG
Trip / Knockdown 1 Melee target
lvl4
Mina
G - wants to be the colosseum champion
S - wants to destroy the colosseum
HP: 4/4
Initiative: 1
DMG: 3
GLY 2
CNG 0
HNR 0
Moves:
Hammer +3 = DMG 6
Might /  GLY test: AOE Melee Knockdown
Rally / GLY test: Heal 1 HP per fallen Enemy (Melee or Ranged)
lvl4
Tanti
G - wants to retire and live with gypsies
S - wants to find and (shh) kill the King for strange and personal reasons
S - the King used her as a mistress then stopped calling...
HP: 4/4
Initiative: 3
DMG: 1
GLY 0
CNG 2
HNR 0
Moves:
Spear = DMG 1
Balance / CNG test: Prevent Knockdown
Crush / +1 Damage per missing HP
Quick Attack / Add INITIATIVE as +DMG
lvl4
Vivian
G - runs the colosseum
S - wants you to fight in the colosseum
HP: 8/8
Initiative: 2
DMG: 2
GLY 1
CNG 1
HNR 3
Moves:
Mace = DMG 2
Throwing Axe = DMG 2
Steady Aim / HNR test: Use a Ranged Attack even in Knockdown
Endure / HNR test: Reduce Damage taken by 1
Finesse / HNR test: Deal +1 DMG (Melee or Ranged)
-------------------->
Area: Port
alchemy ingredients (d6 for # gathered) - Fox Vine
lvl3
Port Authority
G - wants to find the smugglers
S - wants the army to return
S - knows that word from the war/Queen is long overdue
HP: 4/4
Initiative: 1
DMG: 1
GLY 0
CNG 0
HNR 2
Moves:
Crossbow = DMG 1
Steady Aim / HNR test: Use a Ranged Attack even in Knockdown
lvl6
Lieutenant Paffon, head or the port authority
G - wants to find the smugglers
S - wants to kill Book, the Dirty Rat
S - Has lost contact with the Queen
HP: 4/4
Initiative: 3
DMG: 2
GLY 1
CNG 2
HNR 0
Moves:
Saber = DMG 2
Bravery / Allies Gain +1 INITIATIVE
Trust / GLY test: Allies Deal +1 Damage
lvl2
Smuggler
G - wants to sell you arms at 10x the price
S - wants to sell you to the Colosseum
HP: 1/1
Initiative: 3
DMG: 1
GLY 0
CNG 2
HNR 0
Moves:
Dagger = DMG 1
Trip / Knockdown 1 Melee target
lvl8
Book, the Dirty Rat
G - doesn't want to be found by Lieutenant Paffon
S - wants to sell you to the Colosseum
S - knows that the military service mark is a magical slave rune
HP: 6/6
Initiative: 3
DMG: 2
GLY 1
CNG 2
HNR 0
Moves:
Katana +1 = DMG 3
Fury / If you Attack in Melee: Heal 1 HP to self
Quick Attack / Add INITIATIVE as +DMG
Crush / +1 Damage per missing HP
lvl5
Father Santiago
G - fears the dead king Timmis will return
G - wants you to dress like a monk and vote for him
S - helped the dead king Timmis, curse The King Tommis
S - knows the King Tommis can be cured 1/4 with Magic Wolf Hair
HP: 6/6
Initiative: 1
DMG: 1
GLY 0
CNG 0
HNR 3
Moves:
Fists = DMG 1
Heal / Heal 1 HP per HNR (Melee or Ranged)
Aura / HNR test: Fully Heal AOE (Melee)
Armor / HNR test: prevent all DMG for 1 round
Purge / HNR test: prevent enemy skills (Melee)
lvl9
Brother Blint
G - wants to study the undead of the north forest
G - wants you to dress like a monk and vote for him
S - wants to make sure the dead king Timmis stays dead
HP: 5/5
Initiative: 2
DMG: 2
GLR 1
CNG 1
HNR 2
Moves:
Dagger +1 = DMG 3
Heal / Heal 1 HP per HNR (Melee or Ranged)
Aura / HNR test: Fully Heal AOE (Melee)
Armor / HNR test: prevent all DMG for 1 round
Purge / HNR test: prevent enemy skills (Melee)
-------------------->
Area: Opera House
alchemy ingredients (d6 for # gathered) - Fox Vine
lvl7
Vampire
G - wants you to watch the show
S - wants to be freed of the Lich's curse (aka destroy the lich)
S - feeds on the Mercenaries at night
HP: 2/2
Initiative: 2
DMG: 2
GLY 1
CNG 1
HNR 1
Moves:
Dagger = DMG 2
Might /  GLY test: AOE Melee Knockdown
Charge / Run to a target and Attack in Melee with +1 DMG
Vampire / If you have full HP: +3 Initiative
lvl10
Vincent the Director
G - wants you to watch the show
S - Feeds on the mercenaries at night
S - wants to make you a vampire too
S - If all 4 / 4 ingredients of the cure are used: You can also lift the Vampire Curse and even the Lich curse on King Timmis ... Wow!
HP: 4/4
Initiative: 4
DMG: 2
GLY 1
CNG 3
HNR 1
Moves:
Fists = DMG 2
Vampire Bite / 1 DMG, if you deal DMG: Your next GLY, HNR or CNG test will be a success (your target becomes a vampire)
Heal / Heal 1 HP per HNR (Melee or Ranged)
Gaze / CNG test: KO a melee target
Vampire / If you have full HP: +3 Initiative
-------------------->
Area: West Cliffs
alchemy ingredients (d6 for # gathered) - Red Moss, Fox Vine
lvl4
Outcast Alchemist Chloe
G - knows the King Tommis can be cured 1/4 with vampire bone
S - wants you to clear their name
S - Became a Vampire when exploring the old Opera House...
S - Feeds on mercenaries at night
S - can teach you the SKill: Drain / Steals 1 HP per cost, costs 1 Red Moss & 1 Fox Vine
HP: 4/4
Initiative: 3
DMG: 1
GLY 0
CNG 2
HNR 2
Moves:
Fists = DMG 1
Earth Spikes / CNG test: Deal +1 DMG per HNR, DMG AOE (Ranged)
Purge / HNR test: prevent enemy skills (Melee)
Drain / Steals 1 HP per cost, costs 1 Red Moss + 1 Fox Vine
-------------------->
Area: South Cliffs
alchemy ingredients (d6 for # gathered) - Fox Vine, Winter Root
lvl4
Outcast Alchemist Dan
G - knows the King Tommis can be cured 1/4 with spider venom
S - wants you to clear their name
S - Helped kill the King Timmis (now a lich), in the operahouse, with the revolver... fears he isn't really dead
S - can teach you the Skill: Energize / Heals 2 HP per cost, costs 1 Winter Root & 1 Fox Vine
HP: 5/5
Initiative: 4
DMG: 1
GLY 0
CNG 3
HNR 1
Moves:
Fists = DMG 1
Fire Toss / CNG test: Deal +1 DMG per CNG (Ranged)
Heal / Heal 1 HP per HNR (Melee or Ranged)
Energize / Heals 2 HP per cost, costs 1 Winter Root & 1 Fox Vine
-------------------->
Area: East Cliffs
alchemy ingredients (d6 for # gathered) - Red Moss, Winter Root
lvl4
Outcast Alchemist Martin
G - knows the King Tommis can be cured 1/4 with Fungoid spore
S - wants you to clear their name
S - developed the slavery markes used on the army soldiers
S - can teach you the Skill: Burst / 2 DMG per cost, costs 1 Winter Root & 1 Red Moss
HP: 4/4
Initiative: 2
DMG: 2
GLY 2
CNG 1
HNR 1
Moves:
Fists = DMG 2
Ice Lance /  CNG test: Deal +1 DMG per GLY, DMG in a LINE (Melee & Ranged)
Armor / HNR test: prevent all DMG for 1 round
Burst / 2 DMG per cost, costs 1 Winter Root & 1 Red Moss
-------------------->
Area: In the Kingdom at war... if somehow the players ever found a way there...(cross the mountains, build a boat, magic gate, or even if the war ended and they returned home)
alchemy ingredients (d6 for # gathered) - Red Moss
lvl1
Tired Soldier
G - survive.fight.serve.
S - magically enslaved...roooooo X_X
S - get home
HP: 3/3
Initiative: 1
DMG: 1
GLY 0
CNG 0
HNR 2
Moves:
Sword = DMG 1
Endure / HNR test: Reduce Damage taken by 1
lvl20
Queen Tina
G - Win war
S - The military service markings she has on all of her soldiers is a kind of magical slavery rune... not cool.Runes made by Alchemist Martin
S - kill Ranger Leader Carmen for having once loved* the King...
S - the King Tommis is her minion too (sort of)
S - She is King Timmis' killer, used an alchemical revolver made by Alchemist Dan
HP: 30/30
Initiative: 4
DMG: 4
GLY 3
CNG 3
HNR 3
Moves:
Sword = DMG 4
Charge / Run to a target and Attack in Melee with +1 DMG
Might /  GLY test: AOE Melee Knockdown
Surprise / GLY test: If you are not Full HP: Deal +3 DMG
Bravery / Allies Gain +1 INITIATIVE
Courage / GLY test: Allies Heal 1 HP
Pity / GLY test: Enemies lose 1 HP
Trust / GLY test: Allies Deal +1 Damage
Special Note:
S - Depending on what the players decide to do/ who they help and hurt/ a good end to the campaign would be the Queen's return and a final showdown.
-------------------->
TEMPLATE***
Area:
-------------------->
NPC/Enemy Template:
lvl0
Name
HP:  /
Initiative:
DMG:
GLY 0
CNG 0
HNR 0
Skills:
--------------------
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