You are on the remote Isle of Goriat. Centuries ago, the island's technologically advanced ancient inhabitants tried to capture Goriat's tutelary wind deity for long-forgotten but assuredly unsavory purposes. This killed off most of them, and the god's been missing ever since. Goriat is now cut off from the rest of the world, because without the god there are neither wind nor currents for hundreds of miles around the island.
You are in Hame, the last surviving settlement on Goriat, located where the River Wry flows into the sea. Most of Hame's several hundred residents survive on subsistence farming and fishing, but you're different. You scavenge for treasure in the ruins your ancestors built.
Attribute scores work like LotFP:
|from lamentations of the flame princess|
Roll a d20 under Relevant Attribute+Relevant Skill. Always fail on a 20. You get a +1 to your class skills every odd level, including level 1.
List of skills:
Profession (pick a specialty, like singing or smithing or masonry)
Sleight of Hand
- You have HD equal to your level. Reroll them every time you rest. Add your Constitution modifier to the total.
- There are no saving throws, only ability checks. Skills can help you out in certain save-like situations (Lore to resist magic, Nature to resist disease, etc)
- Experience is based on DCCRPG. It takes 10 * level additional XP to reach the next level. Fights, heists, delves, and so on net you 1-4 XP each.
|from Bravely Default|
Class skills: Athletics + 1 more of your choice
Equipment: You can use any weapon or armor.
Every odd level, you get +1 to attack rolls. Every even level you get +1 to damage rolls.
Choose a specialty:
Virtue: You know one random boon as an ascetic
Anger: You can rage (deal double damage, take half damage, advantage on Strength checks) for one fight per day.
Simplicity: You deal d6+1 damage with your unarmed attacks. Your base AC when not wearing Armor is 14.
Equipment: You cannot use metal weapons and are untrained in the use of armor.
Beast Children can turn into animals. In order to be able to turn into an animal, a Beast Child must possess a trophy, acquired by defeating the creature in a fight, such as a scale, fang, or piece of hide. The animal can be of any level, and trophies always count as significant items for purposes of encumbrance. When a Beast Child changes shape, only their trophies change with them. All other equipment falls to the ground.
You can either start as an animal with a human trophy or an animal with a human trophy. Pick from dog, crow, spider, or monkey.
Equipment: You can use simple weapons and are untrained in the use of armor.
Go here. If I don't get around to fixing it, summoning a spirit takes a number of Rounds equal to its HD, not hours.
Class skills: See below
Equipment: You can use simple and martial weapons and are trained in the use of light armor.
You start with 4 skill points, to distribute among any skills you wish. You gain 2 more skill points every time you gain a level.
|from tactics ogre: wheel of fortune|
Equipment: You can use simple weapons and are not trained in the use of armor.
You start with 2 random boons from the longer list. You can learn more by reading sutras, liturgies, and exegeses, or training under an abbot. To cast a boon, you must chant the associated prayer, mantra, or passage of scripture. For each Round of chanting, there is a 1 in 6 chance the boon will take effect.
You start with 1 weapon d8+Cha mod things. You can carry a number of significant items equal to your Strength score. You are assumed to have the bags necessary to haul this stuff around.
Ranged weapons automatically come with 12 pieces of ammunition.
- Simple weapons deal d6-1 damage. They are usually improvised tools, such as staves, pitchforks, wrenches, or baseball bats.
- Martial weapons deal d6 damage. They are designed to kill, and include short swords, axes, pikes, bows, and most firearms
- Expert weapons deal d6+1 damage. They require special training or two hands, and include fancy swords, crossbows, battleaxes, and stuff like sniper rifles or flamethrowers.
- Light armor gives you AC 14+Dex mod AC
- Heavy armor gives you AC 16 AC
- Shields give you +1 AC
- Two-way radio
- Solar-powered lamp (recharges with 1/hour of sunlight, but lasts as long as 1 torch)
- 4 torches
- Bag of ball bearings
- Portable computer
- 1 stick of dynamite
- map of the island
- 1 week's worth of rations
- a mule
- 50' of rope
- bottle of propitiatory wine
- sack of golden lotus powder
- first aid kit
- Ritual kit (useful for summoners)
- Holy symbol (useful for monks)
- Grappling hook
- 12 pieces of extra ammunition
- 3d6 dollars.
- What is the deal with my cleric's religion?
- Ascetics draw on the celestial power of Heaven through prayers, chants, and mantras. The particular divinity is up to you, but the deities of heaven usually pertain to the sun, sky, and stars.
- Shamans draw their power from the capricious spirit allies, whose natures and abilities are innumerable. People tend to be super suspicious of shamans though--they don't like spirits being brought into town.
- The Hamely Bazaar! I abstractify (???) equipment purchasing, unless you're buying something interesting.
- The people of Hame have little tolerance for those who traffic with the creatures of the wild, but Blacksmith Artesse might be able to hammer something together if you do him a favor on the side.
- There are no wizards left of Goriat, though the rogue shaman Gnomon and his mortal enemy Sister Naomi have the greatest supernatural power.
- Sir Belvedere (not a knight in any legal sense) is Hame's monster-hunter du jour. Well equipped, in the possession of many followers, and possessing a keen eye for licensing, Belvedere is universally considered an absolute dick by the adventuring crowd.
- Money only does so much on Goriat, but the Argus family has the most of it. There farms and livestock are almost suspiciously fecund.
- The ascetics of the Abbey or the shamans of the Empty Shrine, both a day's travel from town, are your best bet.
- See above
- Monks and nuns can acquire the mantras for new boons at the Abbey, while shamans can acquire new summoning rites at the Empty Shrine. Both would require pretty significant favors.
- The engineers and hackers Hame tend to hang out at Artesse's garage.
- Just post a bulletin in Hame. Don't expect anyone on top of their game, though.
- Even the town is subject to incursions from animals, spirits, and rogue golems, so carrying weapons is accepted and expected. Magic is tolerated, but openly summoning or commanding spirits in Hame is a bad idea.
- The Fountain of Dust is Hame's preeminent watering hole and inn. There are nicer digs out there, but they'll cost you more.
- The Ocularium, a rogue clay golem
- Bathsheba, a freakishly large cougar with a commensurate appetite.
- Not really. There's a bandit encampment parked on a desert spring to the northwest, though.
- The Iron Ring in Hame holds a year-long tournament with weekly fights.
- Vegetables! Chicken and fish if you can pay!
- Anyone who can find Goriat's lost wind god has a ticket off the island.
- The legendary gun Ultima Ratio
- The Night God's Bow
- Far to the north is a tower that juts from the earth like a nail from flesh. It is terribly tall and terribly dark and only terrible things live inside.