Added a nice sized chunk to my Sand & Stars game (desert roaming Cairn hack). Everything else is sleep. Shhh! You’ll wake them.
Project Run down
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
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No progress.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
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No progress.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
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No progress.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
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No progress.
Note: Need to put this into a Scrivener doc, too.
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Lots in here and not all of it is copied and pasted from Cairn. My system of fatigue, deprivation, overland travel and water are among my favourites aspects of this game. I really want them to feel unique and define the experience of playing this — where you battle the elements as much as monsters.
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Inventory
Characters have a total of 10 inventory slots: a backpack with six slots, one slot for each hand, and two slots for their upper body (such as the belt, chest, or head). The backpack can also double as an emergency sleeping bag but only if emptied of its contents.
Most items take up one slot, and small items can be bundled together. Slots are abstract and can be rearranged per the Envoy’s discretion.
Bulky items take up two slots and are typically two-handed or awkward to carry. Anyone carrying a full inventory (e.g. filling all 10 slots) is reduced to 0 HP.
A PC cannot carry more items than their inventory allows. Carts (which must be pulled with both hands), pack animals or wagons (which must be pulled by a pack animal) can increase inventory. Hirelings (page 12) can also be paid to carry equipment.
Starting Gear
All PCs begin with:
Three days’ rations (one slot)
A waterskin
3d6 Gold Pieces
Roll once on each of the Starting Gear tables on page 7 to determine your PC’s
armor, weapons, tools, and equipment. If indicated, roll on the Spellbooks table on
page 8 with a d100 (or roll 2d10, using one die as the ones place, and the other as the
tens place). Pick only one item for each result.
See the Equipment List on page 9 for related armor, damage, and slot values.
Smaller items can sometimes be bundled together into one slot.
If you would like something closer to traditional classes, refer to the list of
Optional Gear Packages on page 10.
Rules
Abilities
Each of the three abilities are used in different circumstances (see saves, below).
Strength (STR): Used for saves requiring physical power, like lifting gates, bending
bars, resisting poison, etc.
Dexterity (DEX): Used for saves requiring poise, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.
Willpower (WIL): Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, manipulate spells, etc.
Saves
A save is a roll to avoid bad outcomes from risky choices and circumstances.
PCs roll a d20 for an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is
always a failure.
Example: Ashley encounters a group of heavily-armed Bandits standing guard before a cave entrance. Her player carefully plots a course, recognizing that her 13 DEX makes sneaking past the guards the best option. She rolls a d20, and resulting in a 10 – a success!
Healing
Resting for a few moments and having a drink of water restores lost HP but leaves the party exposed.
Ability loss (see page 14) can usually be restored with a week’s rest facilitated by a healer or other appropriate source of expertise.
Some of these services are free, while magical or more expedient means of recovery may come at a cost.
Deprivation & Fatigue
A PC deprived of a crucial need (such as food, water or rest) is unable to recover HP or ability scores.
PCs can also gain Fatigue due to the environment and by casting spells or through events in the fiction.
Each Fatigue occupies one Inventory slot and lasts until the PC can recuperate safely for a full night, after which they recover all occupied slots.
The moment a character’s inventory is completely occupied by Fatigue, they die.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
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No progress.