An indie game system using a format similar to White Wolf's Storytelling System. Much of it is streamlined as those I intend to run it for already have knowledge in how to play tabletop RPGs.
An indie game system using a format similar to White Wolf's Storytelling System. Much of it is streamlined as those I intend to run it for already have knowledge in how to play tabletop RPGs.
Copyright:
Attribution Non-Commercial (BY-NC)
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Download as DOC, PDF, TXT or read online from Scribd
An indie game system using a format similar to White Wolf's Storytelling System. Much of it is streamlined as those I intend to run it for already have knowledge in how to play tabletop RPGs.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online from Scribd
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