You are on page 1of 10

The Drifting Saga Based off of the Storytelling System

used by White Wolf’s various


An indie tabletop RPG system
tabletop roleplaying games
Written by Joseph Maxwell
(Vampire: the Masquerade, etc.), the
base mechanic of The Drifting Saga
Table of Contents
is to try and beat an opposing
1. Ability Scores…1
number of successes or a target
2. The Base Mechanic…1
number (TN).
3. Character Creation…2
4. Races: A Primer…2
All skills have a corresponding
5. Character Fluff…3
ability score as well as a number of
6. Skills…4
ranks; both ability scores and skills
7. Archetypes…7
can have a maximum of 5 ranks.
8. Weapons and Armor…8
9. Gear
Each rank in a skill plus its
10. Combat
corresponding ability score results in
11. Magic
the number of 10-sided dice being
rolled (i.e. someone with a Strength
1. Ability Scores
rank of 2 and a skill that uses
Strength is a measurement of a
Strength with 3 ranks would roll
character’s raw physical might.
5d10).
Endurance is a measurement of a
In order to ‘win’ at an opposed roll,
character’s physical hardiness and
each person participating in the
stamina.
opposed roll must beat the others’
number of ‘successes’. Each success
Intellect is a measurement of a
is equal to a 6~10 on the d10 (a 50%
character’s raw mental capabilities and
chance per die).
ability to learn new things.
If a character gains more ‘failures’
Wisdom is a measurement of a
(1~5 on the d10) than successes,
character’s ability to apply knowledge
something bad is bound to happen;
learned as well as their common sense.
this is called a ‘Critical Failure’. The
number of failures must exceed half
Agility is a measurement of a
the dice rolled rounded up (for
character’s raw alacrity, be it
instance, rolling 4 failures with 5
reflexes, footwork, or dexterity.
dice will result in a Critical Failure).
What happens is up to the Game
Prowess is a measurement of a
Master (GM), but it’s almost always
character’s accuracy and skill when
sure to be bad.
their speed is applied.
On the other hand, every time a
Charisma is a measurement of a
character rolls a 10 on their d10s,
character’s social abilities as well as
they gain something called a ‘Boost’.
their force of personality.
For each 10 rolled in an initial roll,
another d10 is rolled after (i.e.
2. The Base Mechanic
rolling a pair of 10s results in rolling each character that has at
an extra 2d10 after your initial roll). least 3 ranks in Wisdom and
Any successes gained in the at least 1 rank in a magic-
additional roll are then added on to related skill can use magic. A
existing successes. character starts with two
spells upon creation to use
If all parties involved in an opposed from that category equal to
roll tie in a number of successes, their ranks (i.e. a character
nothing happens. Whoever rolls cannot choose a Level 3 spell
more successes, however, will have from a desired magic ‘school’
their chosen effect work. (For if they only have 2 ranks in
instance, someone who gets more that school’s skill).
successes while attacking hits their • Write a brief back story about
target, but one who fails has their your character’s past.
attack successfully avoided). • Submit the character for
approval.
3. Character Creation • When the character is
In order to create a character, a approved, play!
player must do the following:
• Think of a character concept All players are allowed to play up to
• Assign a character’s ‘fluff’ three characters; an exception applies to
(things that do not pertain to staff members, who can play various
stats but are necessary, such NPCs (Non-Player Characters) in
as height, weight, addition to their own three PCs (Player
appearance, etc.) Characters).
• Assign a character’s ability
scores; each player has 7 4. Races: A Primer
points which they may assign All races are mostly cosmetic, but start
to a character’s scores, but no with a free rank in one chosen ability
ability score may exceed a score from their description as well as a
rank of 3 during creation. All special ability. Below is a brief
ability scores already start description of each.
with a rank of 1.
• Assign a character’s skills; Humans are pretty darn obvious;
each character has 30 points just look in a mirror and you’ll know
to invest in skills, but they what one is. They are to be found
are not allowed to have any a just about anywhere, and are the
higher rank in any skill than 3 most common race on Terrestria.
during creation. All skills They start with a bonus to any two
start at a rank of 0. chosen ability scores. Because they
• Purchase a character’s gain two ranks in any chosen ability
equipment; each character scores instead of one, they do not
has 50 silver to buy items possess special racial effects.
with.
• If applicable, assign a Elves are lithe, wise humanoids with
character’s beginning magic: pointy ears who hail from the forests
of Terrestria, lovers of the arts as start with a bonus to either Intellect or
well as lovers of knowledge. They Charisma. They also gain an additional
start with a bonus to either Agility or d10 roll to any and all Diplomacy skill
Wisdom. They also gain an challenges, regardless of ranks in
additional d10 to try and resist sleep- Diplomacy.
inducing effects.
Lizardmen are essentially humanoids
Dwarves are short, stout humanoids, that resemble ancient dinosaurs, most
with males oft possessing long, commonly raptors and tyrannosaurs.
rugged beards. They hail mainly They are usually to be found in badlands
from mountainous regions, and are and savannahs, and are on the whole a
hard at work but even harder at play. tribal race. They start with a bonus to
They start with a bonus to either either Strength or Intellect. They also
Strength or Prowess. They also gain gain an additional d10 to try and resist
an additional d10 to try and resist disease-based effects.
poison-based effects.
Felixians are humanoids with traits
Hobbits are your typical Tolkien of big cats, mainly tigers; for a good
variety; short peoples of habit with example of their appearance, look up
hairy feet. They are typically found the character Tigra from Marvel
in hilly plains. They start with a Comics. They are usually found in
bonus to either Prowess or Charisma. rainforests and jungles, and are
They also gain an additional d10 roll typically self-reliant. They start with
to any and all Resolve skill a bonus to either Agility or
challenges, regardless of ranks in Charisma. They also gain an
Resolve. additional d10 roll to any and all
Fortitude skill challenges, regardless
Gnomes are similar to hobbits, being of ranks in Fortitude.
short folk. However, they are skilled
machinists and are more willing to Vulpines are essentially humanoids that
adventure than your average hobbit. Like resemble the foxes, either the red fox or
hobbits, they are usually found in hilly the arctic fox. They, like elves, can oft
plains. They start with a bonus to either be located in forests, and are wise people
Endurance or Intellect. They also gain an skilled at the ancient ways of magic.
additional d10 roll to any and all Use They start with a bonus to either Intellect
Device skill challenges, regardless of or Prowess. They also fain an additional
ranks in Use Device. d10 roll to any and all rolls in one
magic-related skill, chosen upon
Nereids are a race of sea nymphs, character creation, regardless of ranks in
mostly female, that are able to reproduce the chosen skill.
with any race to form children of either
their partner’s race or more nereids.
They are commonly found in port cities 5. Character Fluff
on islands, or other areas close to large Character fluff includes:
bodies of water, and are very • Height
interdependent, if not lusty, folk. They • Weight
• Age • Supernatural (Intellect) –
• Hair Color Allows one to recall
• Hair Style information learned regarding
• Eye Color magic and monsters. Opposes
• Clothing a TN.
• Morality (good, neutral or evil) • Machinery (Intellect) –
• Ethics (lawful, neutral or chaotic) Allows one to recall
information learned regarding
• Patron deity (see ‘The World: A
the inner workings of modern
Primer’ section)
machines. Opposes a TN.
• Anything else you see fit (with
• Streetwise (Intellect) -
reason)
Allows one to recall
information learned regarding
6. Skills
rumors, urban legends, and
Each skill is as follows: its name, the
well-known local peoples.
ability score associated with it (in
Opposes a TN.
parentheses), and a brief description of
what it is used for. They are subdivided • Religion (Intellect) - Allows
into a few different categories, each one to recall information
category written in italics. learned regarding religious
rites, rituals, myths, and
Survival Skills legends. Opposes a TN.
• Forage (Wisdom) - Allows one • Legends (Intellect) - Allows
to forage for food. Opposes a one to recall information
TN. learned regarding ancient,
non-religious tales and
• Tracking (Wisdom) – Allows one
legends. Opposes a TN.
to follow footprints or otherwise
locate a creature in the
Social Skills
wilderness. Opposes a TN.
• Diplomacy (Charisma) – Allows
• Geography (Intellect) – Allows
one to speak and act
one to have an understanding of
diplomatically to alter the
their surroundings when out in
attitude of an NPC or to convince
nature. Opposes a TN.
them to do something. Opposes
• Notice (Wisdom) – Allows one the Determination skill.
to perceive something that is
• Threaten (Charisma) – Allows
usually not noticeable. Opposes
one to threaten an NPC into
the Dexterity skill (in the case of
doing something against their
avoiding being pick pocketed),
will. Opposes the Determination
the Notice skill, or a TN.
skill.
Knowledge Skills • Deception (Charisma) – Allows
one to successfully deceive
• Gather Information (Intellect)
someone through a bluff or by
– Allows one to gather
lying. Opposes the Discern Lies
information on a subject.
skill.
Opposes a TN.
• Determination (Charisma) –
Allows one to stand their ground
and not waver in their actions or • Acrobatics (Prowess) – Allows
opinions, regardless of another’s one to maintain or regain
attempts to change them. balance, jump skillfully, or
Opposes the Diplomacy (and otherwise employ poise. Opposes
Threaten skills. a TN.
• Disguise (Charisma) – Allows • Athletics (Strength or Endurance
one to assume another person’s at GM’s discretion) – Allows one
ways, thus disguising their true to swim, climb, run or otherwise
identity. Opposes the Discern perform a task that requires
Lies or Perception skills, based physical strength and hardiness.
off of the GM’s discretion. Opposes a TN.
• Dexterity (Prowess) – Allows
Perception Skills one to perform sleight of hand, to
• Discern Lies (Charisma) – pickpocket without being
Allows one to realize untruths noticed, or to escape bonds.
being told to them. Opposes the Opposes the Notice skill (in the
Deception and Disguise skill (the case of pick pocketing) or a TN.
latter at the GM’s discretion). • Stealth (Prowess) – Allows one
• Locate (Wisdom) – Allows one to move silently, hide, or
to locate something out of plain otherwise avoid being noticed.
sight or a hiding being. Opposes Opposes the Notice skill (for
a TN or the Stealth skill stealthy movement) or the Locate
respectively. skill (for hiding).
• Listen (Wisdom) – Allows one to • Use Device (Prowess) – Allows
understand their surroundings one to use a special device,
through subtle noises, or to mechanical or magical, with
eavesdrop on whispered ease. Opposes a TN.
conversations. Opposes a TN.
Offense Skills
Deftness Skills • Swordplay (Prowess) –
• Lock-picking (Prowess) – Allows one to strike
Allows one to successfully pick successfully with a bladed
open a lock. Opposes a TN. weapon such as a sword or
• Medical (Wisdom or Prowess; dagger. Opposes the Dodge
see text) – Allows one to either skill.
diagnose an illness and to treat • Cudgel (Strength) – Allows
illnesses or injuries (treating one to strike successfully
injuries is based off of Prowess). with a top-heavy weapon
Opposes a TN. such as an axe or mace.
• Repair (Prowess) – Allows one Opposes the Dodge skill.
to repair a device of some sort. • Marksmanship (Prowess) –
Opposes a TN. Allows one to strike
• Disarm Trap (Prowess) – Allows successfully with a ranged
one to successfully disarm a weapon such as a bow or
trap’s mechanics. Opposes a TN. crossbow. Opposes the
Dodge skill.
• Polearms (Prowess) – Allows • Illusion (Charisma) – Allows one
one to strike successfully to use magic that alters the
with a long shafted weapon senses.
such as a spear or a staff. • Transmutation (Charisma) –
Opposes the Dodge skill. Allows one to use magic that
• Hand to Hand (Agility) – alters the physical properties of
Allows one to strike something.
successfully with either a
hand to hand weapon such as Life Skills
a steel claw, or with unarmed • Instrumental (Prowess) – Allows
strikes. Opposes the Dodge one to successfully play an
skill. instrument to a certain degree of
skill. Opposes a TN.
Defense Skills • Sing (Charisma) – Allows one to
• Dodge (Agility) – Allows one to successfully sing a song to a
avoid a physical attack or certain degree of skill. Opposes a
projectile-based spell. Opposes TN.
the Swordplay, Cudgel, • Brewing (Intellect) – Allows one
Marksmanship, Polearms and to successfully brew drinks or
Hand to Hand skills or an magical potions. Opposes a TN.
opponent’s magic skill as • Construction (Strength) – Allows
appropriate. one to successfully build a stable
• Fortitude (Endurance) – Allows large object, from a campsite to a
one to shrug off harmful physical small building. Opposes a TN.
effects, such as fatigue or • Woodworking (Prowess) –
poisons. Opposes a TN. Allows one to craft an object
• Resolve (Intellect or Charisma, from wood. Opposes a TN.
depending on effect) – Allows • Smith (Strength) – Allows one to
one to shrug off harmful magical craft an object from metal.
effects, usually as an opponent’s Opposes a TN.
spell. Opposes an opponent’s • Masonry (Strength) – Allows one
magic skill as appropriate. to craft something from stone.
Opposes a TN.
Magic Skills • Cooking (Intellect) – Allows one
• Evocation (Wisdom) – Allows to successfully prepare food.
one to call forth the power of the Opposes a TN.
elements through magic.
• Protection (Wisdom) – Allows Example TNs
one to call forth magic which • Trivial task- 1 success
protects life. • Very easy task- 2 successes
• Conjuration (Intellect) – Allows • Easy task- 3 successes
one to call forth magic which
• Somewhat easy task- 4 successes
summons forces or beings.
• Moderate task- 5 successes
• Necromancy (Intellect) – Allows
one to use magic that unleashes • Somewhat difficult task- 6
the power of unlife. successes

Difficult task- 7 successes
• Very difficult task- 8 successes Druids are one with the spirits of
• Heroic task- 9 successes nature, capable of communing with
• Superhuman task- 10 successes them to evoke their magic.
Skills: Forage, Geography, Notice,
7. Archetypes Supernatural, Religion, Locate,
An archetype, in tabletop RPGs, is a Listen, Medical, (Cudgel,
term used to describe character plans Marksmanship or Polearms)
used to provide examples in RPGs that Fortitude, Resolve, Evocation,
don’t have a class system. Below are a Protection, Transmutation, and
few examples of archetypes for The Woodworking.
Drifting Saga. Note that all archetypes’
skills are set to a rank of 2. Scholars, while not pure warriors or
spell users, dabble in various talents
Warriors are skilled weapon that prove useful while adventuring.
fighters, whether they are soldiers, Skills: Geography, Notice, Gather
mercenaries or other types of combat Information, Supernatural,
specialists. Machinery, Legends, Diplomacy,
Skills: Tracking, Gather Deception, Discern Lies, Lock-
Information, Streetwise, Threaten, picking, Medical, Disarm Trap,
Determination, Locate, Medical, (Cudgel, Polearms or Hand to
Repair, Athletics, (Swordplay, Hand), (Evocation, Protection,
Cudgel or Polearms), Conjuration, or Illusion), and
Marksmanship, Dodge, Fortitude, Brewing.
Smith, and Masonry.
Bards are traveling minstrels, well-
Rogues are specialists in terms of versed in lore and talented at various
practical skills, especially ones aspects of adventuring and urban
associated with larceny. life.
Skills: Tracking, Notice, Gather Skills: Notice, Gather Information,
Information, Streetwise, Diplomacy, Streetwise, Legends, Diplomacy,
Deception, Discern Lies, Locate, Threaten, Deception, Determination,
Listen, Lock-picking, Disarm Trap, Disguise, Lock-picking, Acrobatics,
Dexterity, Stealth, (Swordplay, Dexterity, (Swordplay or
Marksmanship, or Hand to Hand), Marksmanship), Illusion, and
and Dodge. (Instrumental or Sing).

Wizards are talented at using Yojimbo are traveling warriors of


various types of magic, and are oft the Far East, so named due to their
wise beyond their years as well. common profession as bodyguards.
Skills: Forage, Gather Information, Skills: Tracking, Notice, Diplomacy,
Supernatural, Religion, Legends, Threaten, Determination, Locate,
Determination, Discern Lies, Use Listen, Medical, Athletics,
Device, Polearms, Resolve, Swordplay, (Marksmanship or
Evocation, Conjuration, Illusion, Polearms), Hand to Hand, Dodge,
Transmutation, and Brewing. Fortitude, and Resolve.
(more about HP in the combat
Assassins are hired killers, capable section). Spells that cause HP
of stalking their quarry and striking damage also will have a similar
them dead without detection. damage dice listing.
Skills: Forage, Tracking, Notice,
Gather Information, Diplomacy, Armor, as you would expect, helps
Deception, Disguise, Locate, Listen, protect one from damage taken. If it
Lock-picking, Acrobatics, Athletics, is worn, a character taking damage
Marksmanship, Hand to Hand, and will then have their own ‘armor dice’
Dodge. that they roll, which works akin to
damage dice. The number of
Warlocks dabble in the darker arts successes rolled out of the armor
of magic, sometimes consorting with dice reduces the number of successes
evil spirits to learn their spells. an opponent gets on his or her
Skills: Supernatural, Legends, damage dice, and the resulting
Gather Information, Threaten, difference is equal to damage caused
Deception, Determination, Use to the defender. Note that the
Device, Locate, Cudgel, Polearms, damaged received cannot go any
Evocation, Conjuration, lower than zero points.
Necromancy, Transmutation, and
Brewing. For instance, say a character is struck
with a long sword. The long sword
Seekers are those who seek has damage dice equal to Strength or
perfection of body, mind and spirit, Agility +2 (meaning the dice rolled
and are adept at various adventuring are equal to the user’s Strength or
skills. Agility rank, whichever is greater,
Skills: Forage, Notice, Supernatural, plus 2). Say the character being
Religion, Legends, Diplomacy, attacked is wearing leather armor,
Discern Lies, Locate, Listen, which has armor dice equal to one’s
Medical, Dexterity, (Swordplay, Agility +1.
Cudgel, Marksmanship or
Polearms), Hand to Hand, Dodge, The attacker’s total damage dice is,
and (Fortitude or Resolve). in this example, 4 (2 from his sword,
plus 2 from his Strength as his
8. Weapons and Armor Agility is a 1), and the defender’s
Before listing the weapons and total armor dice is also 4 (3 coming
armor of The Drifting Saga, I find it from Agility and 1 from the armor).
important to list how they even work If the attacker was to roll 2 successes
to begin with. and the defender was to roll 1
success, the defender would only
A weapon’s ‘damage dice’ means, take 1 point of damage from the
after succeeding against a target’s difference.
defense skill, the number of dice you
roll afterward. The number of Finally, a shield will increase the
successes rolled equal the amount of user’s Dodge roll by a number of
HP damage you cause to a target dice equal to the shield’s Dodge
bonus. Note however that a shield • Club- Strength (Bludgeon)- 1
cannot be used in conjunction with silver
two weapons or a two-handed • Mace- Strength +1 (Bludgeon)- 4
weapon. silver
• War hammer- Strength +2
With weapons and armor’s (Bludgeon)- 9 silver
mechanics explained, it’s time to • Morning star- Strength +2
present the weapons and armors (Bludgeon and pierce)- 12 silver
themselves. The format for each item • Maul- Strength +3 (Bludgeon)-
is as follows: their name first (with 15 silver
‘[2H]’ in a weapon’s name to note it
• Hatchet- Strength +1 (Slash)- 3
is purely two-handed), followed by
silver
damage dice and damage type in
parentheses (for weapons), armor • Battle axe- Strength +2 (Slash)- 7
dice (for armor), or Dodge bonus silver
(for shields), and then finally their • Great axe- Strength +3 (Slash)-
price. 12 silver

It should be noted that weapons are Marksmanship


armor are categorized. Weapons are (Note: Ammunition is used up upon a
categorized by the skill associated successful attack; single weapons such
with their attack rolls (opposed by a as throwing knives are also considered
defense skill to determine whether or ammunition in addition to arrows and
not damage can be potentially bolts)
caused). Armor is categorized by its (Note 2: Marksmanship weapons have
armor type: light, medium, or heavy reach; see the combat section for more
(more on those a bit later in this information)
section). • Bow- Prowess +1 (Pierce)- 6
silver (1 silver for 10 arrows)
Weapons • Crossbow- Prowess +2 (Pierce)-
Swordplay 12 silver (1 silver for 5 bolts)
• Fighting knife- Strength or • Throwing knife- Prowess
Agility (Slash or pierce)- 1 (Pierce)- 1 silver for two knives
silver
• Short sword (Slash or Polearms
pierce)- Strength +1- 5 silver (Note: Polearms weapons have reach;
• Long sword (Slash or pierce)- see the combat section for more
Strength or Agility +2- 7 information)
silver • Staff- Strength or Prowess
• Rapier (Pierce)- Agility +1- 5 (Bludgeon)- 2 silver
silver • Spear- Strength or Prowess +1
• Great sword (Slash or (Pierce)- 4 silver
pierce)- Strength or Agility • Partisan- Strength or Prowess +2
+3- 12 silver (Pierce)- 8 silver
• Halberd- Strength +2 (Slash or
Cudgel pierce)- 10 silver
With weapons and armors explained, it
Hand to Hand should be noted that one should not
(Note: Hand to Hand weapons, with the immediately jump into using the
exception of the claw strike, can stun a heaviest of armors that they can. The
foe; see the combat section for more heavier the armor category, the more
information) certain skills will be hampered by it. As
(Note 2: Only lizardmen, felixians, such, the number of dice rolled when
vulpines and some monster can use a doing a skill challenge will decrease if
claw strike) the armor is worn.
• Unarmed strike- ½ Strength,
Agility or Prowess rounded up Below will be the penalties applied to
(Bludgeon)- n/a various skills by armor, categorized by
• Claw strike- ½ Strength, Agility armor types. Medium armor lowers these
or Prowess rounded up (Slash)- skills’ rolls by 1 die, and heavy armor
n/a lowers the rolls by 2 dice:
• Steel Claws- Strength, Agility or • Lock-picking
Prowess +1 (Slash or pierce)- 6 • Acrobatics
silver • Athletics (when swimming)
• Knuckle dusters- Strength, • Stealth
Agility or Prowess (Bludgeon)- 3 • Dodge
silver • Evocation (due to arcane gestures
needed to cast this type of magic)
Armor • Conjuration (due to arcane
Light Armor gestures needed to cast this type
• Cloth armor- Agility- 2 silver of magic)
• Leather armor- Agility +1- 5
silver 9. Gear
• Buckler- +1 to Dodge- 4 silver Miscellaneous items, useful for both
adventuring and urban living, are listed
Medium Armor here by their names followed by their
• Chainmail- Agility or Endurance price. Tools’ effects will be listed in
+1- 15 silver parentheses after their price.
• 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

You might also like