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Characteristics

Wonder what all the stats and languages etc. is doing at the top of your statblock? This page offers a detailed explaination, but you do not necessarily have to read through all of it. Section that are optional are labeled so.

Health Points

Health Points (HP) is an abstract representation of your character’s ability to withstand punishment, with a little bit of dash of wound avoidance. HP above the baseline mostly represents durability, a supernatural one. Which means your character’s skin, bone, innards, etc. is tougher. It could be that a cut that would kill a mortal would’ve turned into a moderate gash, or a fireball that would’ve given someone full body burn would now give you a bad partial burn.

HP are separated into three stats:

  • Current HP: The current HP your character have
  • Maximum HP: The maximum current HP you can have
  • Temporary HP: Temporary HP. They do not stack and may not be mixed together. They are always depleted first. If you receive temporary HP from another source, you must choose only one and discard the other one permanently. This means if you cast the same spell that gives you +10 Temp HP - it will only ever go up to +10. If you receive +10 Temp HP from spell 1, and +50 from feature 2, you must choose only one source and discard the other.

If it reaches zero, your character is considered incapacitated. This means they’re out of combat, unable to do anything in combat. They might be playing dead, dying, or just staggered, depending on the circumstances. It is impossible for a PC to die without permission being given to. Enemy NPC are also not supposed to attack someone who is downed to finish them off.

Generally speaking, your character’s remaining HP does not affect their capability. There’s only two major thresholds that matter: 50% and 0%.

If your character’s HP drops below 50% at the end of a round (after all damage mitigation / healing effects are accounted for), you must roll a wound die after the end of combat, to determine what kind of injury your character has received. You can only gain the 50% wound die once per short rest. If it drops below 0% at the end of a round, you roll a wound immediately, applying its consequence to your character.

An incapacitated character may choose to Withstand, which consumes a full-action on the round they perform it, is effective immediately (I.E. enemy can act / react on it), and set the character’s HP to 10 + (3 * Level) immediately. However, Withstanding requires the character to immediately roll a wound - which cannot be negated by endurance. The next instance of withstanding within the same combat will inflict one more wound. The increased wound amount stacks.

Wound, Injuries and Permanent Consequences

On your character sheet is a section called Wounds, which track what kind of wounds they’ve received and not healed. It represents permanent (semi-permanent, in the world of Drase with healing) injuries to your character. They can be mitigated or healed through healing magic and money a character has.

The goal of the injuries system is not to inflict permanent injuries or financially bankrupt player - but to make players trade off the risk of failing their objectives by accumulating injuries, delaying their campaign by being forced into a medical leave, or especially in the early level - make the medical cost of a quest exceeds its rewards.

If you receive a wound you already have, unless otherwise stated, then it doesn’t apply. To determine what wounds you receive, roll a d100. Then consult the following chart.

If your END mod is above 0, then before you roll on the wound table, you first roll 1d10 + Mod vs 10. And if you succeed, you avoid needing to roll on the wound table at all, giving a 10% chance to entirely negate a wound per Mod.

No. Wound & Description
0 - 6Facial Scarring - You gain one scar on your face, gaining a slight bonus to attracting people who like scars or need to be convinced you are in fact, a battle hardened warrior. This can stack infinitely.
7 - 12Hard of Hearing - You hear ringing in your ears, gaining 1 malus on all perception checks requiring hearing. If gained again, you act if you’ve rolled the Concussion wound instead.
13 - 15Wounded Eye - You lose one eye’s ability to function, whether it was gouged out, wounded or plain doesn’t work. Gain 1 malus on all perception checks requiring sight, and 1 malus on ranged and spell attack. If gained twice, you gain the Blinded wound instead, which keeps you blinded permanently.
16 - 20Concussion - You gain the Staggered penalty permanently. If gained again, you gain the Confused penalty permanently, and rename this to Severe Concussion.
21 - 30Hard of Breathing - You lose 1 Tile Speed
31 - 40Blood Loss - You lose 2 * Your Level HP. Gain the Severe Blood Loss if scored again, losing 4* Level HP
41 - 50Ruptured Innards - You gain 1 malus on every non-combat check you make. It is hard to function with this.
51 - 62Disabled Right Arm - Your Right Arm, or equivalence, is severely injured, making it unable to be used. If hit again, it is Severed or Destroyed, requiring it to be outright replaced.
63 - 74Disabled Left Arm - Your Left Arm, or equivalent, is severely injured, making it unable to be used. If hit again, it is Severed or Destroyed, requiring it to be outright replaced.
75 - 84Disabled Right Leg - Your Right Leg, or equivalence, is severely injured, making it unable to be used. You limp, halving your movement speed rounded down. If hit again, it is Severed or Destroyed, requiring it to be outright replaced. In that case, you are permanently prone unless you mitigate it some other way.
85- 99Disabled Left Leg - Your Left Leg, or equivalence, is severely injured, making it unable to be used. You limp, halving your movement speed rounded down. If hit again, it is Severed or Destroyed, requiring it to be outright replaced. In that case, you are permanently prone unless you mitigate it some other way.

For PCs with multiple arms (I.e. Qua), the wounds are applied in order of Upper Arms first and then Lower Arms. For characters with four or more legs (I.e. Centaur), the legs penalty apply the same - though one could only lose two legs, losing two legs as a four legged creature still disables movement the same way it does for humans.

Healing Wounds

In case you do not have a wound pack, or have lost one of your limbs, you can find the services of a healer in a settlement. As injuries and sickness are so common and healing needed, finding a healer is not too difficult when close to civilization. In general:

  • Level 1 Healer Equivalence - Healing most wounds: Found in large villages (500 - 1,000) people, for 200 silver. Discount might be given during a quest / campaign, but never lower than 50 silver (unless they have good reasons to not even charge you the materials cost)
  • Level 3 Healer Equivalence - Able to restore limbs or lost eyes: Found in towns, at least 1,000 - 2,000 people. Restore limb for 2,500 silver. Never lower than 1000 silver.

If a player has a healing spell that can heal the wound, instead of being charged for the full price, they only need to charge themselves the material costs of healing the wounds using those spells. During a quest or campaign, a player can heal themselves, and their party, for the cost of their material spells.

After a quest has completed with no forthcoming combat encounter, the player and their party will only be charged the material cost of the healer’s spell for healing their wounds.

A player cannot take advantage of the lower material cost from non-party member PC healers.

If you are healing out of a quest, you always get charged for the full price of a NPC healer / your own spell. Only a GM can decide to charge you for less during a quest / campaign.

Roleplaying with a HP & Dice System (OPTIONAL)

caution

You do not need to read this section, it is completely optional!

In combat, while describing hits, try to describe it in a way that wouldn’t deterministically apply a permanent, crippling injury to someone, and / or can be feasibly overridden. A hit severity narratively, should be relative to the opponent’s HP pool. One can and should incorporate the attacker and defender’s dice numbers into describing whether a poor offense and / or defense was made. A list of examples:

  • 15 Damage Hit with a Greatsword. Target: 20 HP:
    • Bolb’s greatsword bypasses Charlie’s defense, cutting open his stomach and leaving a horrifying, gushing wound.
  • 15 Damage Hit with a Greatsword. Target: 100 HP:
    • Alice’s greatsword sails into Donut’s body, leaving a long, shallow slash across their thigh.
  • 15 Damage Hit with a Greatsword. Target: 10 HP:
    • Alice cleaves the wolf’s head in half with her greatsword.
  • Maul, High Damage, Attacker Rolls 20, Defender Rolls 5 (Critical Success). Defender heavily armored. 100 HP:
    • Doran’s maul crashed straight past Johnson’s rapier, and then hit him in the head, leaving him concussed and staggered.
  • Maul, High Damage, Attacker Rolls 20, Defender Rolls 5 (Critical Success). Defender lightly armored. 100 HP:
    • Doran’s maul crashed into Johnson’s thigh, leaving a nasty bruise on it.
  • Maul, Low Damage, Attacker Rolls 20, Defender Rolls 19. Defender lightly armored. 100 HP:
    • Doran tries to hit Johnson with his maul. Johnson nimbly dodge out of the way, but the maul grazes his arm and leaves a bruise on it.
  • Maul, High Damage, Attacker Rolls 5, Defender Rolls 4. Defender lightly armored. 100 HP:
    • Doran overcommitted to his maul swing, but Johnson misread Doran’s move, evading into the path of the maul attack, getting a nasty bruise to his chest and cracking a rib.
  • Fireball, Attacker Succeed against a Heavily Armored Opponent:
    • The fireball explodes next to Donut, singeing Donut’s flesh through the gaps in his armor.

In general:

  • If the attacker roll is high, describe an excellent attack, if the roll is poor, describe a fumbled attack. Same goes for defender
  • If the damage is low, describe a graze, if the damage is high, describe a destructive wound
  • The hit’s severity should be adjusted to the HP number proportional to the wound.

One does not need to be very well-versed in medieval combat to make judgements nor do you need to be very accurate in describing what happens narratively - these are considered bonuses, but are good bonuses to learn how to write well to create an immersive experience as a GM.

Experience Points

These are granted by GM for successfully overcoming challenges and contribute directly to your levels.

Level

Level is a measurement of your character’s power level. It is equal to your XP / 100 + 1. See Chapter 2.4 - Advancement & Progression for more details. The maximum level is 10.

Focus

Focus is the measurement of how much focus your character has. It is used for special moves in combat. Focus regenerates after they take a short rest.

No matter how many times one rests, a character may not regenerate or gain more than 4 times their focus cap per long rest from all sources combined. This represents exhaustion of the character’s long term energy.

Mana

Mana is the resources spent to cast spells. It is the measurement of how much magical energy your character has for casting magic.

No matter how many times one rests, a character may not regenerate or gain more than 3 times their mana cap per long rest from all sources combined. This represents exhaustion of the character’s long term energy.

Speed

How many tiles your character can move per turn. Standard is 6.

AC

This is the number you use to defend against attacks. The formula is:

  • No / Light / Medium Armor: 10 + Finesse Modifier (Can be negative!) + Armor AC
  • Wearing Heavy Armor: 10 + Armor AC

When in combat and you have a defense bonus / malus, then it is added / deducted from your number. Otherwise, the number is fixed.

When defending against attacks that target your attribute modifier, the number is instead 10 + Targeted Attribute’s Modifier. So if you have +4 End Mod, and a spell target End, then it needs to be 15 or above to count as a success.

Appearance

In the world of Drase, you can have any appearance that is within the norm of your race. For your general appearance, follow the following rules:

  • Hair color can be naturally of most colors on the spectrum - this is a world of magic, and so “unnatural” hair color can still occur
  • Fur color however, for characters with a large amount of fur (Beastkin), must follow the norm of a real animal’s coat. Which means no pink panther, neon green felinid, or rainbow canifor.

Outside of typical color variations, some other variations on appearance can happen in the world of Drase. They are rare, but are often caused by magically induced mutations, permanent transformation magic, etc. - heavy use of magic, unintended experiment, but mostly deliberate usage of transformation magic, can result in changes outside the norms. Some of these mutations or changes may result in narrative discrimination or fascination, depending on the culture and superstitiousness of the people in question.

We reserve the right to reject appearances that are overly outlandish or ridiculous - for example, rainbow wings combined with rainbow skin color etc. - they must be subdued enough to not look like a clown or straight out of a much more dark or mutation focused setting.

These are the aesthetical / decorative variations we will allow or disallow.

Allowed

  • Addition of one or two small to medium sized horns on top of head.
  • Larger than usual teeth.
  • Animal ears replacing that of your human ears, as a humanlike race (Not a Kemonomimi or Beastkin).
  • Additional animal tail, as a tailless Macenlike race. (We recommend using Kemonomimi in that case)
  • Vestigial, functionally non-useful wings, up to an arm across in size. They can be of the shape of an existing animal’s wing, or a symbolic angel-like wing.
  • Change in skin color to a non natural one (Purple for humans, for example) for your race.
  • One missing ear, missing small functional part etc.

Disallowed

  • Additional limbs.
  • Anything that looks too freakish / mutation-like, like out of a much darker setting. If it looks like a blessing of the dark gods or out of a nuclear apocalypse mutant, it is right out.
  • Mutations that objectively looks very stupid (Cat ears and tail on a Reptilian)
  • Appearance changes that make your original race unrecognizable. (Ex. Macenized Beastkin having no animal ears / tail, kemonomimi without animal ear and tail) (Exception: Oni missing horns, Macen / Silnari having eachother’s ears type).

Size

Size of your character, an abstract representation of both mass and volume. A creature with size at or above 5 is immune to prone, slow, grappling and displacing effects from creatures below Size 5. The amount of tiles occupied is equal to the size, but no less than 1. For some creatures in the bestiary, a second number will exist after their nominal size - denoting the tile they actually occupy. For example Size (3, 1) means they have a Size of 3 but only occupy one tile.

Ranged attacks (including magic) against creatures above Size 1 gains 1 bonus per size.

Magic

Magic measures the direct amount of your magical capacity you have. For each level in Magic, your character gains 6 mana, and can either:

  • Unlock 1 school of magic and learn one Level 0 spells
  • Learn two spells of any level you want in one school you already know about (This may not be split)

Magic Rank (MR)

Magic Rank, abbreviated as MR, determines the highest level of spells you can cast. It starts at 0 and rises by taking the appropriate classes.

Play

Play is a term referring to special moves your character can perform. Your Play rating is the sum total of Plays your character can learn and use, and are usually exclusive to Martial (Fighting) classes.

Contract

Contract is a characteristic used mainly for summoner classes (Represented by the Basic Class of Vocator), and determines how many creatures they can control in the battlefield. It represents the sum of number and power of the spirits that a vocator has binded to their services.

Mechanically:

  • Total Level of All Summon Spells that are active = Contract
  • Contract may also gives 1 additional spell

Or, if you have 4 Contracts, you can have 2 Level 1 summon, a Level 2 spell Summon, or Level 3 + Level 1, or one Level 4 active on the battlefield at once.

If your summon dies or is dismissed (Which is done instantly, at will), the capacity frees up - if one spell summons multiple creatures, then the whole group must die / be dismissed for its capacity to free up.

Languages

Language barriers do exist in the world of Drase, and there’s no “Common” language. The closest there is is the Silnarian language, commonly used in three countries and spoken by nobles in most of the area of southern Ramul Ta. Every character, unless they choose otherwise, knows or is fluent in the Silnarian language and is assumed literate in it. Deliberately not picking the Silnarian language at character creation will have drastic consequences, and you lose all right to complain if your experience in server greatly suffers. Unless otherwise stated, someone is presumed to be speaking in the Silnarian language.

A character starts knowing up to two languages and is assumed to be fluent and literate in both of them - but may roleplay otherwise. A normal character can acquire full fluency in up to four languages including the starting two. GM may grant language fluency as a campaign reward based on actions of the character. At GM discretion, a character may have rough fluency in basic phrases of other languages if it is appropriate.

A Linguist perk can raise this limit.