the drifting saga (incomplete)
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The Drifting SagaAn indie tabletop RPG system
Written by Joseph Maxwell
Table of Contents
1. Ability Scores12. The Base Mechanic1
3. Character Creation2
4. Races: A Primer25. Character Fluff3
6. Skills4
7. Archetypes78. Weapons and Armor8
9. Gear
10. Combat
11. Magic
1. Ability Scores
Strength is a measurement of acharacters raw physical might.
Endurance is a measurement of acharacters physical hardiness and
stamina.
Intellect is a measurement of a
characters raw mental capabilities and
ability to learn new things.
Wisdom is a measurement of a
characters ability to apply knowledge
learned as well as their common sense.
Agility is a measurement of a
characters raw alacrity, be itreflexes, footwork, or dexterity.
Prowess is a measurement of a
characters accuracy and skill whentheir speed is applied.
Charisma is a measurement of acharacters social abilities as well as
their force of personality.
2. The Base Mechanic
Based off of the Storytelling System
used by White Wolfs various
tabletop roleplaying games(Vampire: the Masquerade, etc.), the
base mechanic of The Drifting Saga
is to try and beat an opposingnumber of successes or a target
number (TN).
All skills have a corresponding
ability score as well as a number of
ranks; both ability scores and skills
can have a maximum of 5 ranks.
Each rank in a skill plus its
corresponding ability score results in
the number of 10-sided dice beingrolled (i.e. someone with a Strength
rank of 2 and a skill that usesStrength with 3 ranks would roll
5d10).
In order to win at an opposed roll,each person participating in the
opposed roll must beat the others
number of successes. Each successis equal to a 6~10 on the d10 (a 50%
chance per die).
If a character gains more failures
(1~5 on the d10) than successes,
something bad is bound to happen;this is called a Critical Failure. The
number of failures must exceed half
the dice rolled rounded up (for
instance, rolling 4 failures with 5dice will result in a Critical Failure).
What happens is up to the Game
Master (GM), but its almost alwayssure to be bad.
On the other hand, every time acharacter rolls a 10 on their d10s,
they gain something called a Boost.
For each 10 rolled in an initial roll,
another d10 is rolled after (i.e.
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rolling a pair of 10s results in rolling
an extra 2d10 after your initial roll).
Any successes gained in theadditional roll are then added on to
existing successes.
If all parties involved in an opposed
roll tie in a number of successes,
nothing happens. Whoever rollsmore successes, however, will have
their chosen effect work. (For
instance, someone who gets more
successes while attacking hits theirtarget, but one who fails has their
attack successfully avoided).
3. Character CreationIn order to create a character, a
player must do the following:
Think of a character concept
Assign a characters fluff
(things that do not pertain tostats but are necessary, such
as height, weight,
appearance, etc.)
Assign a characters ability
scores; each player has 7
points which they may assignto a characters scores, but no
ability score may exceed a
rank of 3 during creation. All
ability scores already startwith a rank of 1.
Assign a characters skills;
each character has 30 pointsto invest in skills, but they
are not allowed to have any a
higher rank in any skill than 3
during creation. All skillsstart at a rank of 0.
Purchase a characters
equipment; each characterhas 50 silver to buy items
with.
If applicable, assign acharacters beginning magic:
each character that has at
least 3 ranks in Wisdom and
at least 1 rank in a magic-related skill can use magic. A
character starts with two
spells upon creation to usefrom that category equal to
their ranks (i.e. a character
cannot choose a Level 3 spellfrom a desired magic school
if they only have 2 ranks in
that schools skill).
Write a brief back story about
your characters past.
Submit the character for
approval.
When the character isapproved, play!
All players are allowed to play up to
three characters; an exception applies to
staff members, who can play variousNPCs (Non-Player Characters) in
addition to their own three PCs (Player
Characters).
4. Races: A Primer
All races are mostly cosmetic, but startwith a free rank in one chosen ability
score from their description as well as a
special ability. Below is a brief
description of each.
Humans are pretty darn obvious;
just look in a mirror and youll knowwhat one is. They are to be found
just about anywhere, and are the
most common race on Terrestria.
They start with a bonus to any twochosen ability scores. Because they
gain two ranks in any chosen ability
scores instead of one, they do notpossess special racial effects.
Elves are lithe, wise humanoids withpointy ears who hail from the forests
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of Terrestria, lovers of the arts as
well as lovers of knowledge. They
start with a bonus to either Agility orWisdom. They also gain an
additional d10 to try and resist sleep-
inducing effects.
Dwarves are short, stout humanoids,
with males oft possessing long,rugged beards. They hail mainly
from mountainous regions, and are
hard at work but even harder at play.
They start with a bonus to eitherStrength or Prowess. They also gain
an additional d10 to try and resist
poison-based effects.
Hobbits are your typical Tolkien
variety; short peoples of habit withhairy feet. They are typically found
in hilly plains. They start with a
bonus to either Prowess or Charisma.
They also gain an additional d10 rollto any and all Resolve skill
challenges, regardless of ranks in
Resolve.
Gnomes are similar to hobbits, being
short folk. However, they are skilledmachinists and are more willing to
adventure than your average hobbit. Like
hobbits, they are usually found in hillyplains. They start with a bonus to either
Endurance or Intellect. They also gain an
additional d10 roll to any and all Use
Device skill challenges, regardless ofranks in Use Device.
Nereids are a race of sea nymphs,mostly female, that are able to reproduce
with any race to form children of either
their partners race or more nereids.They are commonly found in port cities
on islands, or other areas close to large
bodies of water, and are very
interdependent, if not lusty, folk. They
start with a bonus to either Intellect or
Charisma. They also gain an additional
d10 roll to any and all Diplomacy skillchallenges, regardless of ranks in
Diplomacy.
Lizardmen are essentially humanoids
that resemble ancient dinosaurs, most
commonly raptors and tyrannosaurs.They are usually to be found in badlands
and savannahs, and are on the whole a
tribal race. They start with a bonus to
either Strength or Intellect. They alsogain an additional d10 to try and resist
disease-based effects.
Felixians are humanoids with traitsof big cats, mainly tigers; for a good
example of their appearance, look upthe character Tigra from Marvel
Comics. They are usually found in
rainforests and jungles, and are
typically self-reliant. They start witha bonus to either Agility or
Charisma. They also gain an
additional d10 roll to any and allFortitude skill challenges, regardless
of ranks in Fortitude.
Vulpines are essentially humanoids that
resemble the foxes, either the red fox or
the arctic fox. They, like elves, can oftbe located in forests, and are wise people
skilled at the ancient ways of magic.
They start with a bonus to either Intellect
or Prowess. They also fain an additionald10 roll to any and all rolls in one
magic-related skill, chosen upon
character creation, regardless of ranks inthe chosen skill.
5. Character Fluff
Character fluff includes:
Height
Weight
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Age
Hair Color
Hair Style
Eye Color
Clothing
Morality (good, neutral or evil) Ethics (lawful, neutral or chaotic)
Patron deity (see The World: A
Primer section)
Anything else you see fit (with
reason)
6. Skills
Each skill is as follows: its name, the
ability score associated with it (inparentheses), and a brief description of
what it is used for. They are subdivided
into a few different categories, eachcategory written in italics.
Survival Skills
Forage (Wisdom) - Allows oneto forage for food. Opposes a
TN.
Tracking (Wisdom) Allows oneto follow footprints or otherwise
locate a creature in the
wilderness. Opposes a TN.
Geography (Intellect) Allows
one to have an understanding of
their surroundings when out innature. Opposes a TN.
Notice (Wisdom) Allows one
to perceive something that isusually not noticeable. Opposes
the Dexterity skill (in the case of
avoiding being pick pocketed),
the Notice skill, or a TN.
Knowledge Skills
Gather Information (Intellect) Allows one to gather
information on a subject.
Opposes a TN.
Supernatural (Intellect)
Allows one to recallinformation learned regarding
magic and monsters. Opposes
a TN.
Machinery (Intellect)
Allows one to recall
information learned regarding
the inner workings of modernmachines. Opposes a TN.
Streetwise (Intellect) -
Allows one to recallinformation learned regarding
rumors, urban legends, and
well-known local peoples.Opposes a TN.
Religion (Intellect) - Allowsone to recall information
learned regarding religiousrites, rituals, myths, and
legends. Opposes a TN.
Legends (Intellect) - Allowsone to recall information
learned regarding ancient,
non-religious tales andlegends. Opposes a TN.
Social Skills Diplomacy (Charisma) Allows
one to speak and act
diplomatically to alter the
attitude of an NPC or to convincethem to do something. Opposes
the Determination skill.
Threaten (Charisma) Allowsone to threaten an NPC into
doing something against their
will. Opposes the Determination
skill. Deception (Charisma) Allows
one to successfully deceive
someone through a bluff or bylying. Opposes the Discern Lies
skill.
Determination (Charisma)
Allows one to stand their ground
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and not waver in their actions or
opinions, regardless of anothers
attempts to change them.Opposes the Diplomacy (and
Threaten skills.
Disguise (Charisma) Allowsone to assume another persons
ways, thus disguising their true
identity. Opposes the DiscernLies or Perception skills, based
off of the GMs discretion.
Perception Skills
Discern Lies (Charisma)
Allows one to realize untruths
being told to them. Opposes the
Deception and Disguise skill (thelatter at the GMs discretion).
Locate (Wisdom) Allows oneto locate something out of plain
sight or a hiding being. Opposes
a TN or the Stealth skillrespectively.
Listen (Wisdom) Allows one to
understand their surroundings
through subtle noises, or toeavesdrop on whispered
conversations. Opposes a TN.
Deftness Skills
Lock-picking (Prowess)
Allows one to successfully pickopen a lock. Opposes a TN.
Medical (Wisdom or Prowess;
see text) Allows one to eitherdiagnose an illness and to treat
illnesses or injuries (treating
injuries is based off of Prowess).
Opposes a TN. Repair (Prowess) Allows one
to repair a device of some sort.Opposes a TN.
Disarm Trap (Prowess) Allows
one to successfully disarm a
traps mechanics. Opposes a TN.
Acrobatics (Prowess) Allows
one to maintain or regainbalance, jump skillfully, or
otherwise employ poise. Opposes
a TN.
Athletics (Strength or Enduranceat GMs discretion) Allows one
to swim, climb, run or otherwise
perform a task that requiresphysical strength and hardiness.
Opposes a TN.
Dexterity (Prowess) Allowsone to perform sleight of hand, to
pickpocket without being
noticed, or to escape bonds.Opposes the Notice skill (in the
case of pick pocketing) or a TN. Stealth (Prowess) Allows one
to move silently, hide, orotherwise avoid being noticed.
Opposes the Notice skill (for
stealthy movement) or the Locateskill (for hiding).
Use Device (Prowess) Allows
one to use a special device,mechanical or magical, with
ease. Opposes a TN.
Offense Skills
Swordplay (Prowess)
Allows one to strike
successfully with a bladedweapon such as a sword or
dagger. Opposes the Dodge
skill.
Cudgel (Strength) Allows
one to strike successfully
with a top-heavy weapon
such as an axe or mace.Opposes the Dodge skill.
Marksmanship (Prowess)
Allows one to strikesuccessfully with a ranged
weapon such as a bow or
crossbow. Opposes theDodge skill.
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Polearms (Prowess) Allows
one to strike successfullywith a long shafted weapon
such as a spear or a staff.
Opposes the Dodge skill.
Hand to Hand (Agility)
Allows one to strike
successfully with either a
hand to hand weapon such asa steel claw, or with unarmed
strikes. Opposes the Dodge
skill.
Defense Skills
Dodge (Agility) Allows one toavoid a physical attack or
projectile-based spell. Opposesthe Swordplay, Cudgel,
Marksmanship, Polearms andHand to Hand skills or an
opponents magic skill as
appropriate.
Fortitude (Endurance) Allows
one to shrug off harmful physical
effects, such as fatigue or
poisons. Opposes a TN.
Resolve (Intellect or Charisma,
depending on effect) Allowsone to shrug off harmful magical
effects, usually as an opponents
spell. Opposes an opponents
magic skill as appropriate.
Magic Skills
Evocation (Wisdom) Allowsone to call forth the power of the
elements through magic.
Protection (Wisdom) Allows
one to call forth magic whichprotects life.
Conjuration (Intellect) Allows
one to call forth magic whichsummons forces or beings.
Necromancy (Intellect) Allowsone to use magic that unleashes
the power of unlife.
Illusion (Charisma) Allows one
to use magic that alters thesenses.
Transmutation (Charisma)
Allows one to use magic that
alters the physical properties ofsomething.
Life Skills
Instrumental (Prowess) Allows
one to successfully play an
instrument to a certain degree ofskill. Opposes a TN.
Sing (Charisma) Allows one to
successfully sing a song to a
certain degree of skill. Opposes a
TN. Brewing (Intellect) Allows one
to successfully brew drinks or
magical potions. Opposes a TN.
Construction (Strength) Allows
one to successfully build a stablelarge object, from a campsite to a
small building. Opposes a TN.
Woodworking (Prowess) Allows one to craft an object
from wood. Opposes a TN.
Smith (Strength) Allows one tocraft an object from metal.
Opposes a TN.
Masonry (Strength) Allows oneto craft something from stone.
Opposes a TN.
Cooking (Intellect) Allows one
to successfully prepare food.Opposes a TN.
Example TNs
Trivial task- 1 success
Very easy task- 2 successes
Easy task- 3 successes
Somewhat easy task- 4 successes
Moderate task- 5 successes
Somewhat difficult task- 6successes
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Difficult task- 7 successes
Very difficult task- 8 successes
Heroic task- 9 successes
Superhuman task- 10 successes
7. ArchetypesAn archetype, in tabletop RPGs, is a
term used to describe character plans
used to provide examples in RPGs thatdont have a class system. Below are a
few examples of archetypes for The
Drifting Saga. Note that all archetypesskills are set to a rank of 2.
Warriors are skilled weapon
fighters, whether they are soldiers,
mercenaries or other types of combatspecialists.
Skills: Tracking, Gather
Information, Streetwise, Threaten,
Determination, Locate, Medical,Repair, Athletics, (Swordplay,
Cudgel or Polearms),
Marksmanship, Dodge, Fortitude,Smith, and Masonry.
Rogues are specialists in terms of
practical skills, especially onesassociated with larceny.
Skills: Tracking, Notice, Gather
Information, Streetwise, Diplomacy,Deception, Discern Lies, Locate,
Listen, Lock-picking, Disarm Trap,
Dexterity, Stealth, (Swordplay,Marksmanship, or Hand to Hand),
and Dodge.
Wizards are talented at using
various types of magic, and are oftwise beyond their years as well.
Skills: Forage, Gather Information,Supernatural, Religion, Legends,
Determination, Discern Lies, Use
Device, Polearms, Resolve,Evocation, Conjuration, Illusion,
Transmutation, and Brewing.
Druids are one with the spirits of
nature, capable of communing withthem to evoke their magic.
Skills: Forage, Geography, Notice,
Supernatural, Religion, Locate,Listen, Medical, (Cudgel,
Marksmanship or Polearms)Fortitude, Resolve, Evocation,
Protection, Transmutation, and
Woodworking.
Scholars,while not pure warriors orspell users, dabble in various talents
that prove useful while adventuring.Skills: Geography, Notice, Gather
Information, Supernatural,Machinery, Legends, Diplomacy,Deception, Discern Lies, Lock-
picking, Medical, Disarm Trap,
(Cudgel, Polearms or Hand toHand), (Evocation, Protection,
Conjuration, or Illusion), and
Brewing.
Bards are traveling minstrels, well-versed in lore and talented at various
aspects of adventuring and urban
life.Skills: Notice, Gather Information,
Streetwise, Legends, Diplomacy,Threaten, Deception, Determination,
Disguise, Lock-picking, Acrobatics,
Dexterity, (Swordplay orMarksmanship), Illusion, and
(Instrumental or Sing).
Yojimbo are traveling warriors of
the Far East, so named due to theircommon profession as bodyguards.
Skills: Tracking, Notice, Diplomacy,Threaten, Determination, Locate,
Listen, Medical, Athletics,
Swordplay, (Marksmanship orPolearms), Hand to Hand, Dodge,
Fortitude, and Resolve.
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Assassins are hired killers, capable
of stalking their quarry and strikingthem dead without detection.
Skills: Forage, Tracking, Notice,
Gather Information, Diplomacy,Deception, Disguise, Locate, Listen,
Lock-picking, Acrobatics, Athletics,Marksmanship, Hand to Hand, and
Dodge.
Warlocks dabble in the darker arts
of magic, sometimes consorting withevil spirits to learn their spells.
Skills: Supernatural, Legends,Gather Information, Threaten,
Deception, Determination, UseDevice, Locate, Cudgel, Polearms,Evocation, Conjuration,
Necromancy, Transmutation, and
Brewing.
Seekers are those who seekperfection of body, mind and spirit,
and are adept at various adventuring
skills.Skills: Forage, Notice, Supernatural,
Religion, Legends, Diplomacy,Discern Lies, Locate, Listen,
Medical, Dexterity, (Swordplay,
Cudgel, Marksmanship orPolearms), Hand to Hand, Dodge,
and (Fortitude or Resolve).
8. Weapons and Armor
Before listing the weapons andarmor of The Drifting Saga, I find it
important to list how they even work
to begin with.
A weapons damage dice means,
after succeeding against a targetsdefense skill, the number of dice you
roll afterward. The number of
successes rolled equal the amount of
HP damage you cause to a target
(more about HP in the combat
section). Spells that cause HP
damage also will have a similardamage dice listing.
Armor, as you would expect, helpsprotect one from damage taken. If it
is worn, a character taking damage
will then have their own armor dicethat they roll, which works akin to
damage dice. The number of
successes rolled out of the armor
dice reduces the number of successesan opponent gets on his or her
damage dice, and the resulting
difference is equal to damage caused
to the defender. Note that thedamaged received cannot go any
lower than zero points.
For instance, say a character is struck
with a long sword. The long sword
has damage dice equal to Strength orAgility +2 (meaning the dice rolled
are equal to the users Strength or
Agility rank, whichever is greater,plus 2). Say the character being
attacked is wearing leather armor,
which has armor dice equal to onesAgility +1.
The attackers total damage dice is,in this example, 4 (2 from his sword,
plus 2 from his Strength as his
Agility is a 1), and the defenders
total armor dice is also 4 (3 comingfrom Agility and 1 from the armor).
If the attacker was to roll 2 successes
and the defender was to roll 1success, the defender would only
take 1 point of damage from the
difference.
Finally, a shield will increase the
users Dodge roll by a number of
dice equal to the shields Dodge
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bonus. Note however that a shield
cannot be used in conjunction with
two weapons or a two-handedweapon.
With weapons and armorsmechanics explained, its time to
present the weapons and armors
themselves. The format for each itemis as follows: their name first (with
[2H] in a weapons name to note it
is purely two-handed), followed by
damage dice and damage type inparentheses (for weapons), armor
dice (for armor), or Dodge bonus
(for shields), and then finally their
price.
It should be noted that weapons arearmor are categorized. Weapons are
categorized by the skill associated
with their attack rolls (opposed by a
defense skill to determine whether ornot damage can be potentially
caused). Armor is categorized by its
armor type: light, medium, or heavy(more on those a bit later in this
section).
Weapons
Swordplay
Fighting knife- Strength orAgility (Slash or pierce)- 1
silver
Short sword (Slash or
pierce)- Strength +1- 5 silver
Long sword (Slash or pierce)-
Strength or Agility +2- 7
silver Rapier (Pierce)- Agility +1- 5
silver
Great sword (Slash orpierce)- Strength or Agility
+3- 12 silver
Cudgel
Club- Strength (Bludgeon)- 1
silver
Mace- Strength +1 (Bludgeon)- 4silver
War hammer- Strength +2
(Bludgeon)- 9 silver Morning star- Strength +2
(Bludgeon and pierce)- 12 silver
Maul- Strength +3 (Bludgeon)-15 silver
Hatchet- Strength +1 (Slash)- 3
silver
Battle axe- Strength +2 (Slash)- 7
silver
Great axe- Strength +3 (Slash)-12 silver
Marksmanship
(Note: Ammunition is used up upon asuccessful attack; single weapons such
as throwing knives are also considered
ammunition in addition to arrows andbolts)
(Note 2: Marksmanship weapons have
reach; see the combat section for moreinformation)
Bow- Prowess +1 (Pierce)- 6
silver (1 silver for 10 arrows)
Crossbow- Prowess +2 (Pierce)-
12 silver (1 silver for 5 bolts)
Throwing knife- Prowess(Pierce)- 1 silver for two knives
Polearms
(Note: Polearms weapons have reach;
see the combat section for more
information)
Staff- Strength or Prowess(Bludgeon)- 2 silver
Spear- Strength or Prowess +1
(Pierce)- 4 silver
Partisan- Strength or Prowess +2
(Pierce)- 8 silver
Halberd- Strength +2 (Slash orpierce)- 10 silver
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Hand to Hand
(Note: Hand to Hand weapons, with theexception of the claw strike, can stun a
foe; see the combat section for more
information)(Note 2: Only lizardmen, felixians,
vulpines and some monster can use a
claw strike)
Unarmed strike- Strength,
Agility or Prowess rounded up
(Bludgeon)- n/a
Claw strike- Strength, Agilityor Prowess rounded up (Slash)-
n/a
Steel Claws- Strength, Agility or
Prowess +1 (Slash or pierce)- 6silver
Knuckle dusters- Strength,Agility or Prowess (Bludgeon)- 3
silver
Armor
Light Armor
Cloth armor- Agility- 2 silver
Leather armor- Agility +1- 5
silver
Buckler- +1 to Dodge- 4 silver
Medium Armor
Chainmail- Agility or Endurance
+1- 15 silver
Steel cuirass- Agility or
Endurance +2- 22 silver
Brigandine- Agility or Endurance+3- 30 silver
Shield- +2 to Dodge- 8 silver
Heavy Armor
Banded armor- Endurance
+4- 45 silver
Full plate armor- Endurance
+5- 70 silver
With weapons and armors explained, it
should be noted that one should not
immediately jump into using theheaviest of armors that they can. The
heavier the armor category, the more
certain skills will be hampered by it. Assuch, the number of dice rolled when
doing a skill challenge will decrease if
the armor is worn.
Below will be the penalties applied to
various skills by armor, categorized by
armor types. Medium armor lowers theseskills rolls by 1 die, and heavy armor
lowers the rolls by 2 dice:
Lock-picking
Acrobatics
Athletics (when swimming)
Stealth
Dodge
Evocation (due to arcane gestures
needed to cast this type of magic)
Conjuration (due to arcane
gestures needed to cast this type
of magic)
9. Gear
Miscellaneous items, useful for bothadventuring and urban living, are listed
here by their names followed by their
price. Tools effects will be listed inparentheses after their price.