Rules Summary
This thread provides rules for storytelling and combat for the Realms. Before you get to character creation, here's a few basic rules and concepts to keep in mind as you get started.
Dice
This system uses 10-sided dice to determine chance. This would be used anytime a character finds themselves in a situation where the outcome isn't certain like a fight or even a performance.
This game uses a dice pool system which means that the more dice you get to use while preforming a task, the more talented/skilled/prepared your character is, and the more likely you will succeed.
Attributes
These are the core of your Dice Pool. Everything builds off of these. We will go over them further in a bit but for now, know that there are four. Physical, Mental, Social, and Health.
Modifiers
Each character has their own set of attributes determined by their level, class, and abilities. On top of that, each character has equipment, merits, spells, and companions that can give you additional die or even automatic successes. However, you can also get negative modifiers. These might be from an opponents abilities, equipment, the terrain you are in, sicknesses, spells, and poisons. All of these could reduce successes or even your dice pool.
Dice pool
So you can think of your total dice pool as something like this:
Attribute + Abilities + Modifiers = Total
In general, you will add up everything before applying penalties.
Rolling the Dice
Now that you get the idea of how to calculate your Dice Pool, we will now go over determining results.
When rolling your dice the results of 7, 8, 9, and 10 are considered a success. You may have one of these or many of them. In a storytelling system like this the dice don't
just show if you succeed or fail, but also how well you did.
Not rolling any of these numbers doesn't necessarily mean a fatal failure. Often when attempting things you can try over and over - especially when in battle or practicing skills and spells.
This depends on the difficulty of what you're trying to attempt.
Types of Actions
Instant Action | This type of action is resolved with a single dice roll. These are often actions that can be done in about three seconds. Striking an opponent, Sneaking or Hiding, casting most spells. |
Extended Action | This type of action is resolved over multiple dice rolls. This can represent the difficulty of certain tasks like a repair, a craft, or something that you would work on for a long period of time. Difficulty of the task would determine how many rolls and how hard each one is to pass. |
Contested Action | This type of action happens when 2 or more characters are trying to accomplish the same thing particularly as part of a contest or challenge. An eating contest, A contest of skill or craft. These rolls can be instant actions or extended actions with the number of successes determining strength, speed, or even quality. |
Combat
Combat is usually a series of Instant Actions that continues for however long it takes until someone surrenders, escapes, or is defeated.
Each time you roll your dice pool to attack, the roll determines whether you hit
and how much damage you do. Typically, your Dice Pool will stay consistent unless you switch weapons, use spells of different power levels, or get modifiers both positive and negative.
There are other complications in combat, the most common is dealing with your opponent's defense. After determining your Dice Pool and rolling for your result, the opponent's Defense is subtracted from your successes to see how much damage was taken. Too few successes could still result in a miss!
Leveling Up
Throughout your Adventures, you will gather Silver from participating in Games, Metas, and completing Art, Books, Rps, and Quests. You can use Silver to purchase
Star Medallions.
Star Medallions are gathered and exchanged to level up your character. You need a different amount of Star Medallions for leveling up each time.
Level | Medallions Needed |
---|
2 | 1 |
3 | 2 |
4 | 3 |
5 | 4 |
Each Level comes with certain features for all Kitsu. Some classes get a little extra when leveling and those will be listed with their class descriptions.
Level | Stats | Spell Slots | Spells per Day | Other |
---|
1 | Starting Amount | 1 | 2 | Class and Class Ability |
2 | +2 to spend | 2 | 2 | Additional Natural Ability |
3 | +2 to spend | 3 | 3 | Merit Bonus |
4 | +2 to spend | 4 | 3 | Additional Natural Ability |
5 | +2 to spend | 5 | 3 | Merit Bonus, Enlightenment Qualification |
Spell slots are how many spells you can know. Spell based classes will often give bonuses to this number. However, because all kitsusagi are magical in nature, all kitsu have access to some magic.
Spells Per Day is how many times you can use spells each day. Again, magic heavy classes may give a bonus to this.
Hitting 0 HP
Hitting 0 HP does not mean death for your character. Your Kitsu can only die this way if you wish them to.
If you drop to 0 HP your Kitsusagi will be knocked out and remain on the field for 2 rounds if in battle or about 10 seconds to a minute if not in battle. After this time they will revert back to their orb form but do not fret! A simple rest or a heal and they will return to their full adult form.