Stream Game: Fall of the Fazh

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Stream Game: Fall of the Fazh

Postby LoneStarNorth » Sat Oct 21, 2017 7:45 pm


After a 12-year stalemate, the tide in the war between the Halatian Empire and the kingdom of Fazh Loruu has turned.

Arkvan, one of Fazh Loruu's Five Legendary Heroes, has betrayed his people, slaying his counterpart Rashine and almost all of the Fazh royal line with the aid of his loyal followers. This treachery coincides with a massive push by the Halatian army, finally breaching the border and slaying the Fazh General Jekr. Of the remaining two heroes, Prince Illano and his scouts have been hiding somewhere in Halatian territory for the past month, and Nytash the Guardian of the Stone is helpless against the sheer number of Halatian soldiers pouring across the mountains every day. Fazh Loruu is falling, and the Halatian generals and mages are closing in upon their ultimate goal; the Lightning Stone.

As this happens, five exceptional but not particularly noteworthy members of the Halatian army are stationed in the border town of Peschuna, along with the rest of their formation. They are under the command of Lieutenant Crucin and tasked with securing the various settlements scattered throughout the forest. They have rounded up a couple dozen Fazh soldiers and scouts, as well as close to a hundred civilians and noncombatants. Since none of the prisoners have agreed to the standard terms of surrender, they are waiting only for the sun to dip below the horizon before the executions begin...


Fall of the Fazh is a horror-themed one-shot roleplaying game which I will be running for five players during a stream on Sunday October 29th from 1 PM to roughly 5 PM Eastern Time. It will be played in the WyRM system, my own variant of the Warrior Rogue and Mage rules by Michael Wolf. Anyone can join the game as a player! There are only a few rules and requirements you must meet:
1) You need to be available for the duration of the game.
2) You need a mic so you can join us on Discord:
3) You need to be okay with the game being streamed and recorded.
4) Your character needs to be finished and ready to play by start time (character creation rules are below).
5) As this is a one-shot horror game, you need to be prepared for your character to die... horribly.

You can sign up for the game by contacting me on Twitter, by email, or by posting to this forum. Players will be confirmed in the order they let me know they want to play. Even if you can't play for any reason, anyone is welcome to watch the stream live on Sunday!

As of now, all player slots are full.

1) Derringer Jones
2) Zelrig
3) Craftednightmares
4) Biperspectival
5) vosendich

Below are the basic rules of WyRM. A few rules and options have been omitted because they are beyond the scope of this one-shot. A character for this game begins with three advancements.

If you have any questions you can post them here or in the Fall of the Fazh discussion room on Discord.

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Attributes, Checks, and Exploding Dice
In WyRM every creature has three attributes, known as Warrior, Rogue, and Mage, which determine how strongly that creature fits into each archetype. Creatures with high warrior are good at fighting at close range and can soak up a lot of damage. Creatures with high Rogue are agile and sneaky, and prefer to fight at long range or with similar advantages. Creatures with high mage excel at casting spells or using other magical abilities. A score of 2 in any one attribute represents the human average. A score of 5 or 6 is considered exceptional, but scores as high as 10 are possible. On the other hand, a score of 1 or 0 represents a deficiency or even a disability.
Whenever you attempt an action with a possibility and a consequence for failure, you make an attribute check. Roll 1d6 and add the attribute score which is most relevant to the task. You are trying to roll equal to or higher than a difficulty level (DL) score which is set by the GM. Sometimes you might instead be rolling against another character that is opposing you and trying to beat their score. If an opposed roll is a tie, the creature with the highest modifier wins. If the modifiers are also equal, the GM decides which creature wins.
Some actions may fall under the category of a skill, in which case it is a skill check rather than an attribute check. If your character is trained in that skill, you gain a bonus ranging from 1 to 3 to all checks using it. If you don't have any ranks in the relevant skill, you can still make an attribute check.
If you roll a 6 on a skill check or on a damage roll, the die explodes. This means you set the 6 aside and roll another die, then add the results and all modifiers together for your total. If an exploded die rolls another 6, you keep adding more dice until you roll something other than 6. If you don’t have ranks in the relevant skill when making a check, your die cannot explode, but if it’s an attack your damage still can.
WyRM is entirely a d6-based game. You don't need any other kind of dice. However, you may sometimes be asked to roll a d3; in that case, roll a d6. A result of 1 or 2 is considered a 1, a roll of 3 or 4 is actually a 2, and a roll of 5 or 6 becomes a 3.
Some racial traits or Talents allow a character to reroll a die in specific circumstances. When you reroll, you can choose whether to use the new result or the original one.

Health, Wounds, and Mana
All creatures have a health rating, also called hit points, and most creatures also have mana. Hit points have a maximum value, which represents full health, and a current value which reflects minor injuries or exhaustion the creature is suffering from. If a creature’s hit points reach 0, they fall unconscious and gain 1 wound. Regaining any health restores them to consciousness.
Any time a character gains a wound, they must roll a check using their highest attribute. If the result of the check is equal to or lower than the number of wounds the character has plus 3, the character dies. If the result is higher, the character lives on. However, each wound a character has applies a cumulative -1 penalty to every check the character makes, including a check to avoid dying from wounds! Note that NPCs controlled by the GM usually don't track wounds. Enemies will typically die if reduced to 0 health.
Mana also has both a maximum and current value. Mana is spent to cast spells or recharge magical implements. Some spells or attacks may reduce mana instead of (or in addition to) hit points. Having 0 mana imposes no particular penalties, but it means spells cannot be cast.
Creatures can recover health, mana, and wounds by resting, which means taking no strenuous activity such as fighting, casting spells, working, studying, etc. Sleeping, eating, talking, or walking at a relaxed pace all count as resting. Creatures recover 1d6 mana by resting for an hour, 1d6 health by resting for 8 hours, and 1 Wound by resting for 24 hours. Various spells or talents can help characters recover faster.

Player characters have fate points which they can spend to improve their circumstances. The most basic use is give your character a reroll of any die. You can also spend one to automatically succeed on a check to avoid death from Wounds. Finally, you can spend a fate point to change a minor detail of the game world, such as adding a desired item to a shop’s inventory or determining that your character has met a certain NPC in the past, or to “recall” information about a certain topic that your character happens to know. The GM can overrule such changes if they just don’t make sense, but are encouraged to propose alternatives instead of flatly saying no.

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Primary Statistics
A new player character starts off with 8 points to distribute between your three attributes. No single attribute can start higher than 5 (but can be increased later). Considering that a score of 2 is considered average, you can see that your character already begins the game with a leg up over the average farmer or blacksmith.
At this stage you should also choose your character’s race and nationality. Each race has certain benefits and drawbacks and is suited to a certain type of adventurer, while nationality gives an extra skill point and determines what languages a character speaks.

Secondary Statistics
Once you have assigned your attributes you can calculate some additional statistics. Add 6 to your Warrior attribute to determine your starting hit points (unless you are a halfling, in which case you add only 3). Double your Mage attribute to determine your starting mana. You start with a number of Fate points equal to your Rogue attribute, and your Evasion is equal to your Rogue plus four. These secondary statistics will change if your attributes change; see Advancement below as well as the Combat section for more information.

Skills, Spell Points, Talents, and Equipment
A starting character can choose three skill ranks or spell points in any combination (humans can choose four). For example, you could take one skill rank and two spell points, or three skill ranks and no spell points. You can also choose a single talent. Also, although you can spend multiple spell points to learn a single spell, you cannot put multiple skill points into the same skill at character creation.
These skills, spells, and talents that your character starts with are a part of their history. Try to consider how your character learned them.
You also have 200 silver pieces to spend on your character’s various possessions.

Periodically as you adventure your character will become more powerful. Usually this will happen every time you complete a quest or task that you have undertaken, but might also happen if you defeat a particularly powerful monster. In some cases your GM might decides you advance more than once at a time if you overcame a particularly tough challenge. When you advance, you gain one of the following benefits:
Gain 1d6+1 health.
Gain 1d6+1 mana.
Gain one skill rank.
Gain one spell point.
Gain one talent. You cannot take this advancement option twice in a row.

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You gain one bonus skill rank or spell point. This bonus skill rank can raise a starting character's skill to rank 2, but no higher.
Humans can be found in almost all civilized regions of Obos. Their habits and appearance vary greatly depending on where they live.

Once per day you can reroll any Warrior check you make. Gain Craftsman as a bonus Talent. When making a spellcasting check, roll two dice and use the worse result.
Dwarves primarily live in their underground kingdom of Zgard, but they do tend to form communities or even entire towns in other lands as well. Some of those communities are for the purposes of trade, others are populated by dwarves that just don't fit in well with dwarven society.

Once per day you can reroll any Rogue check you make. Gain Lucky Devil as a bonus Talent. You have a Small 1 size modifier. Your health is equal to 3 plus Warrior attribute rather than 6 plus Warrior attribute, and if you choose extra health when advancing you gain 1d6/2+1 points rather than 1d6+1.
Halflings are most common in their homeland of Pelt, but can be found living alongside humans almost anywhere in the world. The majority of halflings prefer a quiet life, but a rare few enjoy adventure.

Once per day you can reroll any Mage check you make. Gain Sixth Sense as a bonus Talent. You take 1 extra damage from any attack made with a weapon whose damaging component is iron or steel. You may not use weapons, armour, or tools made of iron or steel.
Elves are borne to humans with fairy blood somewhere in their ancestry. As such, they are most common in wild places like Fazh Loruu and Atus, but can be found almost anywhere.

Size Modifiers
Some creatures will have a size modifier, which can be either small or large. A small size modifier is added as a bonus to your evasion. A large size modifier is applied as a penalty to your evasion, but also grants an equal amount of DR.
Additionally, the GM can decide your size modifier might apply to any given check as either a bonus or a penalty, depending on whether being smaller or larger than normal is considered an advantage or disadvantage in that situation.
For example, being small is usually beneficial when trying to sneak around undetected, while being large would make it more difficult.

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Your character's nationality gives them one bonus skill rank, chosen from the skills listed. This skill rank can increase a starting character's skill to rank 2, but no higher.

National Skills: Bows, Riding, Swords
The most recent addition to the empire, and the closest colony to Fazh Loruu, the pale Alcaranians have suffered from the war worse than anyone. Even those old warriors and mages that resent Halatian rule have joined the cause to put an end to the Fazh counterstrikes on their homeland.

National Skills: Herbalism, Polearms, Tracking
Though the jungle nation of Atus has always been removed from the politics of the rest of the world, Atusian mercenaries will often roam south in search of adventure. The Halatian Empire values their unconventional combat tactics and employs them as scouts.

National Skills: Awareness, Daggers, Thaumaturgy
Several Fazh natives, feeling that defeat was inevitable, chose to offer themselves up as spies and saboteurs for the Halatian forces.

National Skills: Acrobatics, Athletics, Swords
The olive-skinned Halatian natives are a diverse people representing many provinces and colonies which were consumed by the Empire long ago. Most agree that capturing the Lightning Stone from the Fazh is for the best, however.

National Skills: Herbalism, Stealth, Thrown
The halflings of Pelt rarely leave home or pay attention to the rest of the world, least of all a war on the other side of the continent. Still, a few follow the army as cooks, scribes, and squires, doing their part to keep the army on its feet.

National Skills: Athletics, Axes, Blunt
Though Zgard has good trade relations with Halatia and its various provinces and colonies, many dwarves are concerned that once Fazh Loruu falls, the emperor will turn his sights on the dwarven homeland. Many Dwarves joined the Halatian forces either to secure their own safety or to gather information to bring back home.

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A skill gives a +1 bonus per rank to any check that involves that skill, and each skill can have up to three ranks. Many skills involve the use of weapons, and give a bonus when trying to hit a target.
Every skill has an associated attribute (in parentheses), indicating which attribute is added as an additional bonus when using the skill.

Acrobatics (Rogue): Training in activities like dancing, contortion, tightrope walking, tumbling.
Athletics (Warrior): Training in swimming, running, and jumping.
Awareness (Mage): A measure of a character’s awareness of his surroundings.
Axes (Warrior): Training with axes.
Blunt (Warrior): Training with clubs, maces, and staves.
Bows (Rogue): Training with bows and crossbows.
Daggers (Rogue): Training with daggers and knives.
Driving (Rogue): Training in driving vehicles.
Herbalism (Mage): Knowledge of plants, herbs, and their medicinal uses.
Polearms (Warrior): Training with spears, lances, halberds.
Riding (Warrior): Training in riding horses and other common mounts.
Stealth (Rogue): Training in avoiding detection.
Swords (Warrior): Training with swords of all kinds.
Thaumaturgy (Mage): Skilled with spells and rituals.
Thievery (Rogue): Trained in picking locks and pockets.
Tracking (Rogue): Skilled in finding and following tracks and trails.
Thrown (Rogue): Training with thrown weapons such as daggers and javelins.
Unarmed (Warrior): Training with unarmed fighting.

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A talent confers some kind of bonus, ability, or benefit that a character would otherwise not have. Some talents have a prerequisite (in parentheses) that must be met before they can be taken.

Advanced Weapon Skill (Any weapon skill rank 3): Damage dice rolled for one type of weapon (which you have three skill ranks with) explode on a 5 or a 6. Damage dice resulting from an exploded die only explode on a 6.
Armour Mastery: You may reduce your armour penalty by 1. May be taken more than once.
Axe Sweep (Axes): When you successfully hit an opponent with an axe in melee and beat their evasion by 3 or more, you can also make an axe attack against another enemy within range. This attack deals 2 damage with a one-handed axe, or 4 damage with a two-handed axe.
Blood Mage: You may pay some or all of the mana cost of a spell with your health. Roll 1d6 when you do so. If the result of the roll is lower or ewual to the amount of health you sacrificed, you gain 1 wound.
Channeller (Thaumaturgy): You can add your Mage attribute to your spell damage. You can use this talent once per day. You can take this talent multiple times, gaining an extra use per day.
Chant: By chanting or praying intensely, you can grant a creature a +1 bonus to a particular skill of your choice for one turn. The range of this ability is 1 mile, but you must know what the target is doing for the chant to be effective (fighting a giant, searching for bandits, etc). For each person that has this Talent and joins you in the chant, the range of the ability doubles. For every ten people participating in a chant, the bonus increases by +1.
Combo Attack (Any weapon skill): Choose one type of weapon (which you must have 1 or more skills ranks in). When your attack roll explodes with that weapon type, you may choose to make an extra attack instead of rolling an extra die for the current attack. Your total number of extra attacks per turn cannot exceed your skill rank with the chosen weapon.
Craftsman: You are trained in a craft like blacksmithing, carpentry, or bowmaking. May be taken more than once, for different craft skills.
Crushing Blow: You deal +2 damage with the first attack you make with a two-handed melee weapon during each combat.
Deadeye: Your range is doubled with all ranged weapons.
Dual Wielding: You may attack twice when wielding two weapons with a -2 penalty to each attack. Both weapons must be either melee or ranged.
Dwarven Resilience (Dwarf): Once per scene you can completely negate the effects of a spell targeted on you as it is cast.
Elementalist (Any spell of the chosen element): Choose a magic element. When you cast a spell of that element you gain a +1 bonus on the thaumaturgy check.
Energy Bolt (Thaumaturgy): You can launch a ball of magic energy up to 30 feet. This attack uses your Mage attribute and Thaumaturgy skill and deals 1d3 damage. It doesn’t use any mana, but if you have no mana remaining you can’t use it.
Familiar: You have a small magical pet such as a cat, mouse, frog, owl, or falcon. It understands your words and obeys you to the best of its ability.
Fencing (Daggers and Swords): When you are wielding a rapier or a one-handed sword and your other hand is empty or wielding a dagger, you gain a +1 bonus to attack rolls and a +1 bonus to defense against melee attacks and to parry rolls.
Gutshot (Bows): When you fire a crossbow at a target within melee range of you, you get +1 to hit and deal +2 damage.
Henchman: You are followed by a henchman who helps you carry equipment and treasure and who may be asked to perform various tasks. Your henchman could
Knowledgeable: Choose a subject, such as a person, a location, an event, a type of magic, or anything else the GM approves of. You know almost everything about that subject and don't need to make Research checks or spend Fate points to recall information about it.
Leadership: You are a talented leader and may command troops.
Leave a Mark (Any three Warrior-based weapon skills): You deal +1 damage with Warrior-based weapons (other than unarmed attacks).
Lucky Devil: You may reroll any die once per day. You can take this talent multiple times, gaining an extra use per day.
Martial Arts: Your unarmed attacks deal 1d6 damage instead of 1d3.
Massive Attack (Any melee weapon skill): You can add your Warrior attribute to your melee damage. You can use this talent once per day. You can take this talent multiple times, gaining an extra use per day.
Melee Mage (Unarmed, thaumaturgy): When casting a touch spell, you can choose to deal your unarmed damage to the target if you hit them successfully.
Moon Mage: When resting in moonlight, you recover 2d6 instead of 1d6 mana per hour.
Pet: You have a loyal animal companion who will brave dangers on your behalf that most animals would not. You could have a horse, wolf, panther, bear, or similarly sized animal appropriate to your nationality. You can also pick smaller animals if you prefer.
Polearm Defense (Polearms): You can use two-handed polearms one-handed when using a shield. While wielding a polearm two-handed, you gain a +2 bonus to defense against melee attacks and to parry attempts.
Precise Shot (Any ranged weapon skill): You can add your Rogue attribute to your ranged attack damage. You can use this talent once per day. You can take this talent multiple times, gaining an extra use per day.
Pressure Points (Unarmed): When you hit an opponent with an unarmed attack and beat their evasion by at least 3 points, the opponent loses 1d3 mana.
Pureblood (Elf): You can sense the presence of magic within 50 feet of you, allowing you to know when a spell has been cast, when a fairy or spirit is near, or when you are in a place of powerful magic.
Rapid Fire (Bows): While wielding a bow or longbow, you may make multiple attacks per turn equal to half your Rogue attribute (rounded down). Each additional attack adds a cumulative -2 penalty to each attack you make.
Second Breakfast (Halfling): After consuming a full meal, which you can do once every two hours, you recover 1d3 hit points.
Shieldwall: While wielding a shield, you gain a +1 bonus to Defense if adjacent to an ally who is also wielding a shield. The ally also gains the bonus. The bonus stacks up to three allies; one to either side and one protecting your back.
Sixth Sense: You may roll a die before any ambush or similar situation where you are surprised. On a result of 5+ you are not surprised and may act first.
Sneak Attack (Stealth): When you attack an enemy that is not aware of you with a Rogue-based weapon skill, you roll an extra 1d6 for damage.
Something I Picked Up (Human): Once per day when you make a check with a skill you have no ranks in, you gain a +1 bonus to that check.
Staggering Bludgeon (Blunt): When you successfully hit with a Blunt weapon and beat your target's evasion by at least 3, the target of the attack has a -2 penalty to their own attack rolls on their next turn.
Surprise Throw (Thrown): After making a melee attack with a weapon that can be thrown, you can immediately throw it at a different target within range.
Tough As Nails: Your damage reduction increases by 1.
Trademark Spell (Thaumaturgy rank 3): Choose one spell that you know. Whenever you cast that spell, you can reroll your casting check. Additionally, once per day when you cast the spell, you can enhance it up to three times without increasing the casting DL or mana cost.
Weak Spot (Daggers): When you attack with a dagger, you ignore an amount of your target's armour equal to your Daggers skill rank.
Where It Hurts (Any three Rogue-based weapon skills): You deal +1 damage with Rogue-based weapons.

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Learning Spells
In order to learn a spell, you must spend a number of spell points equal to the tier of the spell. So you must spend one spell point to learn a first tier spell, two spell points to learn a second tier spell, and so on. You can use spell points to learn any spell you like during character creation, but if you want to learn one during a campaign, your GM may require you to seek out a spell scroll of whatever spell you're after.

Casting Spells
In order to cast spell, you must make a Thaumaturgy check against the spell's casting DL (difficulty level), which is based on the spell's tier (as indicated on the table below). The spell's DL can also be increased if you have enhanced it, or if your GM decides that some factor makes casting more difficult than normal. If a spell can be enhanced, each enhancement increases the casting DL by 1.
If you succeed on the casting check, you expend mana based on the spell's tier and on how many times you enhanced it. Each enhancement increases the mana cost by half the spell's base cost. If you fail the casting check, you fail to cast the spell, but you don't expend any mana. Note that some spells can be enhanced in multiple different ways; each enhancement must be paid for separately.
Some spells can also be sustained (noted in parenthesis), doubling (or tripling, quadrupling, etc) their duration. When a spell expires, you may spend the spell's full mana cost (including enhancements) in order to sustain it, refreshing the duration. You do not need to make a casting check in order to do so, you only need to spend the mana. You can sustain a spell as many times as you like so long as you have enough mana.

Touch Spells
If a spell specifies that you have to touch a creature in order to target it, and the creature doesn't want to be touched, you must make an Unarmed attack as part of the casting. If you miss, the spell fails, similarly to if you had failed the casting check.
Ranged spells or area spells automatically hit.

Magical Elements
Each spell has one or more elements listed (in parenthesis), indicating what sort of spell it is. For the most part, these elements have no effect on normal gameplay, but several talents interact with them in various ways. The magical elements and their aspects are as follows:
Earth: an element predating the gods, dealing with soil, stone, resistance, and immunity
Fire: the element of the gods, dealing with flames, heat, restoration, and creation
Ice: an element gifted by the gods, dealing with frost, decay, and debilitation
Lightning: an element gifted by the gods, dealing with electricity and transfer of energy
Spirit: considered a lack of elements, dealing with mana, spirits, and summoning
Void: the element of demons, dealing exclusively with destruction
Water: an element predating the gods, dealing with water and transformation
Wind: an element predating the gods, dealing with wind, illusion, and perception

Ritual Casting
It is possible to cast a spell as a ritual, which offers a few advantages and disadvantages over casting it normally. A ritual takes more time, as indicated on the table below, but you can have other characters assist you in casting it. Your casting check gains a +1 bonus for each person assisting you, and each assistant can also let you use their mana instead or in additon to your own. This can allow you to cast much more powerful spells than normal. If the group involved in casting a spell doesn't separate from each other, you can also use their mana to sustain a spell.
Additionally, you can use ritual casting to cast a spell from a scroll or spellbook, even if you don't know the spell. This does not consume the scroll or spellbook.

Magic Implements
Various magic implements, such as wands, staffs, or magic rings, can improve a character's ability to cast spells. Implements have tiers, just as spells do. An implement can store mana, up to 5 mana per tier, which you can use instead or in addition to your own when casting a spell. Implements can also have spells stored in them, which you can then cast even if you don't know the spell without needing to use ritual casting. If you cast a spell from a implement, you must do so using the implement's mana, not your own.
An implement can store spells whose tiers add up to the implement's tier or less. For example, a third tier implement could store three first tier spells, a first tier spell and a second tier spell, or a single third tier spell. If an implement has no spells stored in it, you can store one in it. This takes the same amount of time as casting the spell, either from memory or through ritual casting.
You can restore the mana stored in an implement by spending 3 of your own mana for every 1 point of mana stored.

First Tier Spells
Mana cost 1; casting DL 5; minimum ritual time 1 minutes maximum of 3 ritual partipants.
Second Tier Spells
Mana cost 2; casting DL 7; minimum ritual time 5 minutes; maximum of 6 ritual partipants.
Third Tier Spells
Mana cost 4; casting DL 9; minimum ritual time 15 minutes; maximum of 9 ritual partipants.

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First Tier

Boost (Fire, Spirit, Sustainable): A creature you touch gains a +1 bonus to a single skill (which you specify) for 1 minute. Enhancement can cause additional skills to be affected, but cannot increase the bonus.

Casting Circle (Spirit): You create a runed circle on the ground 3 feet in diameter which grants a +2 bonus to casting checks for anyone standing in it. Only one caster can fit in the circle at a time. This spell lasts for 1 minute.

Earthen Pillar (Earth): You cause the ground to erupt and strike a target within 30 feet. This deals 1d6 damage. Armour can reduce this damage, but spell resistance doesn't effect it. For each level of enhancement, the damage is increased by 1.

Frostburn (Ice): Touch attack that causes 1d6 damage. Each level of enhancement adds +1 damage.

Healing Hand (Fire): Heals 1d6 HP. Caster must touch target. Each level of enhancement heals an additional hit point.

Jolt (Lightning): You touch a creature and deal 1 damage to it. This immediately snaps the creature out of unconsciousness to a fully alert state. If the creature is at 0 hit points, it remains so but is aware of its surroundings and can speak and move slightly.

Linked Familiar (Spirit): You can communicate mentally with your familiar for 1 minute, and your familiar can communicate back. In order for the spell to succeed, your familiar must be no more than 1 mile away from you. This spell's range is increased by 1 mile per enhancement, and can be sustained at a cost of 1 mana per minute.

Magic Light (Spirit, Sustainable): You create a magic light on a staff, weapon, or other handheld object that illuminates a 30 foot radius, much like a torch. Enhancement can be used to add one or more of the following effects:
Ball of light: caster creates a magic ball that can be controlled by thought.
Coloured light: light shines in a colour of the caster’s choosing.
Light beam: light shines in a tight beam that illuminates 50 feet.
Flash: the effect lasts only one round but blinds everyone who looks at it unprotected for 1d6 rounds.
The light lasts for 1 hour or until the caster dispels it.

Sense Magic (Spirit, Sustainable): You sense the presence of magic, including magic items, spirits, and active spells within a 10 foot radius. Each level of enhancement adds another yard to the radius. Lasts 1 minute.

Telekinesis (Wind, Sustainable): Your can remotely move one item of up to 5 lbs. Each enhancement adds another 5 lbs of weight that can be moved. Telekinesis lasts for 1 minute.

Second Tier

Animate (Spirit): You conjure a near-mindless lesser spirit to inhabit a corpse within 10 feet. Any flesh sloughs away leaving only an animate skeleton. It obeys your commands until destroyed. This spell doesn’t work on bodies without intact skeletons. With each level of enhancement you can affect an additional body, but large corpses might require enhancements in order to be animated at all.

Boost, Greater (Fire, Spirit, Sustainable): A creature you touch gains a +1 bonus to checks made with a single attribute you choose for 1 minute. Enhancement can cause additional attributes to be affected, but cannot increase the bonus.

Circle of Silence (Spirit): You create a magic circle 6 feet in diameter. The edge of this circle blocks all sound, meaning that creatures inside it can't hear anything outside it, and vice versa. This spell lasts for 1 minute.

Combat Telekinesis (Wind, Sustainable): You can remotely move one object up to 50 lbs. Each enhancement adds another 50 lbs of weight that can be moved. Combat telekinesis lasts for 1 minute.
Alternatively, instead of allowing you to move objects for a length of time, this spell can be used to throw a single item with great force, dealing 1d6 damage per 50 lbs to both the object and the target. This damage is reduced by armour but not affected by spell resistance.

Earthen Grip (Earth, Sustainable): The ground under an enemy’s feet rises up and grabs them, as if with a massive hand. The enemy is held in place, but can still attack or cast spells with a -2 penalty. The hand has 10 hit points and destroying it frees the target. The spell lasts for 1 minute. When the spell ends, the stone or soil collapses harmlessly. For every level of enhancement, the spell also deals 1 damage when first cast. This damage is affected by armour. This spell cannot be blocked.

Flash Fever (Fire): A touched living creature takes 1d6 fire damage, and most poisons and diseases they are suffering from are cured. This spell does not work on magical maladies.

Healing Light (Fire): Heals 1d6 HP to a creature without needing to touch it. Each level of enhancement heals 1 additional hit point.

Lightning Bolt (Lightning): You strike a target with lightning that causes 1d6+2 damage (+2 damage per level of enhancement). There needs to be a direct line between you and the target; if the target is behind cover (including another creature), there is a 50% chance you hit the cover instead.

Magic Armour (Earth, Sustainable): You touch a creature and it gains a magic cloak that absorbs any damage until the cloak's health is depleted. The cloak has 4 health and each level of enhancement adds 4 more. Excess damage carries over to the target. This spell lasts for 1 minute.

Shieldbreaker (Earth): Your touch removes one Magic Armour, Spell Shield, or similar protective spell from the target. Enhancing this spell allows it to remove one additional spell per enhancement.

Spell Shield (Earth): You touch a creature and it gains a magic bubble that blocks any spells targeted against it. The bubble absorbs 3 tiers worth of spells before vanishing, and each level of enhancement adds 1 more tier. If the bubble is hit by a spell of a higher tier than it can absorb, there is a 50% chance that it will absorb it anyway before it vanishes. This spell lasts for 1 minute.

Spying Familiar (Spirit, Sustainable): You can see through the eyes of your familiar for 1 minute. In order for the spell to succeed, your familiar must be no more than 1 mile away from you. This spell's range is increased by 1 mile per enhancement.

Third Tier

Battle Familiar (Water, Sustainable): Your familiar takes on a larger, more powerful form for 10 minutes. The form taken depends on what kind of familiar you have. A cat might become a tiger, a sparrow might become an eagle, etc. Your familiar's size modifier becomes Large 1, big enough for a human to ride, gains two points of Warrior, and the damage of its attacks becomes 1d6+1 (if it has no attacks normally, it gains one, based on Warrior).

Chain Lightning (Lightning): As Lightning Bolt, but can also attack multiple enemies if they are within 15 feet of each other. Damage as Lightning Bolt, including the option to enhance. The maximum number of targets is 3, but each level of enhancement can add 1 extra target.

Enchant Weapon (Spirit, Sustainable): You put a temporary enchantment on a touched weapon that grants the wielder +1 to damage rolls made with it. Lasts for 1 minute. Enhancement can be used to increase the bnous by +1.

Firebolt (Fire): This spell causes 3d6 damage in a radius of 10 feet centred on a point in space you choose. Enhancement can be used to:
Improve the damage by +2.
Extend the radius by 5 feet.

Mend (Fire): A creature you touch heals 1 wound. Each enhancement heals 1 additional wound.

Moon's Eye (Spirit, Sustainable): For 1 minute, you can look down upon the world as if from the moon. This allows you to view an area of roughly 10 miles square. For each level of enhancement, you are able to clarify your view to focus on an area half the size. For example, enhancing once allows you to view a 5 mile area, enhancing twice allows you to view a 2.5 mile area, and so on. Your view can expand or contract as you will between the maximum ranges based on how many times you enhance the spell. You can only cast this spell when the moon is out and you can see it.

Puppet (Spirit, Sustainable): You turn a prepared manikin into a puppet, a body animated by a minor spirit. It acts under your direction for 10 minutes, until dismissed, or until destroyed. Each enhancement of this spell allows you to animate an additional manikin, but the duration is divided by the total number of puppets you summon.

Stasis (Ice, Sustainable): You touch a target and put it into stasis. For the target time stands still; the target cannot move, attack, or be moved or attacked. This spell lasts for 1 minute.

Spoiler: show
WyRM is a game of noble heroes and evil monsters, and as such a battle could break out at any time during a play session. This section explains how to adjudicate combat and other deadly situations.

Turn Order
When combat breaks out, all combatants are sorted into sides. Typically this will be the party and their opponents, but some fights could have three or more different sides all hostile to each other.
The side that acts first is based on which group has the drop on the other, at the GM's discretion. If no side has the clear advantage, a d6 is rolled for each, with the higher result acting first. Every creature on that side takes a turn in whatever order they like, then every creature on the other side does the same. This continues back and forth until the battle ends.

Actions On Your Turn
During your turn, you can take any one action that you can describe in a simple sentence. You swing your sword at a bandit. You fire your bow at a goblin. Your cast a spell to heal your ally. You run across the bridge. You climb up the ship's mast. Keep the action simple, since a turn only represents a few seconds of time passing.
You can perform certain quick tasks alongside your action, such as moving a couple of steps, drawing your sword, or ducking around a corner after attacking. It's up to the GM how much is too much, however.

Attacks And Damage
In order to attack another creature, you must first be within your weapon's range. You make a skill check based on the type of weapon you're using. If your check result equals or exceed's your target's evasion, your attack is successful and you deal your weapon's damage.
Some creatures might have armour. If so, damage from regular attacks will be reduced or possibly negated. The creature's armour rating is subtracted from your attack's rolled damage. Armour does NOT protect against damage from spells.
Furthermore, some creatures might have damage reduction. This reduces damage in a similar way to armour, but it applies to ALL damage, including spells and environmental effects. However, DR does not stack with armour; only the higher value applies.

Be Creative!
Players and GMs alike are encouraged to avoid combat scenarios where everyone stands around swinging at each other until one side wins. Player characters should take risks and try to gain advantages if they want to live. A good GM will reward such characters with bonuses to skill checks or evasion if a player makes a clever move.
A few action options are listed below. This list is by no means comprehensive. The GM can add or subtract from this list as they see fit.
Charge: A character runs foward, closing the distance between their opponent before making an attack. The attack roll is made at a -2 penalty.
Cover: One character protects another with a shield, losing their own shield bonus to evasion and granting it to their ally instead. A truly heroic character could fully cover their friend, taking attacks in their place.
Disarm: You make a weapon skill check opposed by your target's weapon skill check. If your target loses, they drop their weapon. If you lose by 3 or more, however, you drop yours instead.
Parry: A character wielding a shield or a melee weapon can make skill check (adding their shield bonus if applicable) to oppose any incoming melee attacks. If their check result is higher or equal to the attack roll, the attack misses. If you beat their check by 3 or more, you deal damage to your opponent. A character can only parry with a weapon a number of times equal to their skill rank with it in between their turns.
Ready: A character doesn't take an attack right away, instead readying themselves to attack an enemy under a certain circumstance. For example, attacking an enemy that tries to run past them, or that tries to attack their companion.
Shove: A character makes a Warrior check opposed by a target creature's Warrior or Rogue check. If the target rolls lower, it is pushed or knocked over. If it rolls lower by 5 or more, it might very well be picked up and thrown!
Spell Tweak: You don't have the exact right spell for the situation, but you know one that MIGHT work. If you enhance a spell one or more times, the GM might allow you to give your spell an altered effect based on what you're trying to do and which spell you're trying to do it with. For example, a focused firebolt cast with precise timing might just break an otherwise deadly fall.
Wrestle: You and your opponent both make unarmed skill checks. The loser is held down on their next turn, their evasion halved.

Spoiler: show
All costs are listed in silver coins. Also available are iron or copper coins (worth 1/10 of a silver) and gold coins (worth 10 silver).

Weapons and Ammunition
Below is a list of weapons that your character can purchase. The skill that the weapon uses is listed in parentheses. The cost of a weapon includes any sheathes or straps needed to carry it comfortably.
5 Arrows/bolts (Bow): Damage and range are based on weapon used, cost 1.
Axe (Axes): 1d6 damage, cost 5.
Bow (Bows): 1d6+1 damage, 250* foot range, cost 4.
Crossbow (Bows): 1d6+3 damage, 300* foot range, cost 8. Takes 1 turn to reload between firing.
Dagger (Daggers/Thrown): 1d3 damage, 20 foot range when thrown, cost 2.
Dart (Thrown): 1d3 damage, 40 foot range, cost 1.
Longbow (Bows): 1d6+2 damage, 400* foot range, cost 8.
Mace (Blunt): 1d6+1 damage, cost 6.
Rapier (Daggers): 1d6 damage, cost 4.
Spear (Polearms/Thrown): 1d6 damage, 60* foot range when thrown, cost 3.
Staff (Blunt): 1d6 damage, cost 2).
Sword (Swords): 1d6 damage, cost 5.
Two-handed (Varies): 2d6 damage, cost 10. This could represent a large axe, sword, maul, or halberd.
Unarmed (Unarmed): 1d3 damage. Anyone can make an unarmed attack, which could be a punch, kick, headbutt, etc.
*Apply a -2 penalty to attacks beyond half of this maximum range.

Armour and Shields
Armour provides an armour bonus, reducing the damage you take from enemy attacks. Shields increase your evasion, making you harder to hit. Both come with a penalty, equal to the armour or evasion bonus it provides, which is applied to any skill check that would be impeded by armour, including Stealth checks, Acrobatics checks, and Thaumaturgy checks to cast spells.
Clothes: Cost 3.
Leather Armour: Armour 1, cost 15.
Scale Armour: Armour 2, cost 25.
Chain Mail: Armour 3, cost 70
Light Plate Armour: Armour 4, cost 90. Penalty increases by 2 if not properly fitted.
Heavy Plate Armour: Armour 5, cost 120. Penalty increases by 2 if not properly fitted.
Buckler: Evasion 1, cost 5.
Shield: Evasion 2, cost 12.
Tower Shield: evasion 3, cost 25. Using your action to defend with a tower shield makes you untargetable by ranged attacks and spells coming from whichever direction you choose.

Adventuring Gear
Following is a list of several common items a hero may need. If you want something that isn't listed, your GM can use these items as a guideline to put a cost to your request.
Adventurer's Kit: Cost 8. Contains flint and tinder, water flask, blanket, and a small tent.
Backpack: Cost 4.
Charm of Protection: Cost 50. While carrying this charm upon your person, all spells directly targeted at you are blocked. After being used in this way. Roll 1d6. If your result is equal to or lower than the tier of the spell blocked, the charm breaks permanently.
Donkey or Mule: Cost 25.
Lantern: Cost 14. Illuminates 15 feet and is harder to blow out than a torch.
Lockpick: Cost 2.
Manikin (cloth or straw): Cost 5.
Manikin (clay or wood): Cost 20.
Noble Clothing: Cost 12.
Normal Clothing: Cost 3.
Packhorse: Cost 30.
Pickaxe: Cost 3. If wielded as a weapon, uses the Axes skill and deals 1d6 damage.
Potion (healing or mana): Cost 30. Health potions restore 1d6+1 health. Mana potions restore 1d6+1 mana.
Rations (1 day): Cost 1.
Riding Horse: Cost 75.
Saddle Bags, Saddle, and Bridle: Cost 8.
Torch: Cost 1. Illuminates 10 feet. If wielded as a weapon, uses the Blunt skill and deals 1d3 damage or 1d6 damage while lit.
Travel Clothing: Cost 5.
Warhorse: Cost 150.
Spell Scroll: Cost 25 per tier of the spell.
Magic Implement: Cost 80 per tier of the implement.
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Re: Stream Game: Fall of the Fazh

Postby Derringer Jones » Sun Oct 22, 2017 4:56 am

I'd be interested in playing if there are still spots available.
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Re: Stream Game: Fall of the Fazh

Postby CraftedNightmare » Sun Oct 22, 2017 5:32 am

sign me up
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Re: Stream Game: Fall of the Fazh

Postby Ziprath » Sun Oct 22, 2017 10:02 am

I just realised im at a tournament on Sunday and might not make it back until 2, so while I will still show up and would love to play someone can have my spot if needed
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Re: Stream Game: Fall of the Fazh

Postby LoneStarNorth » Sun Oct 22, 2017 10:49 am

Ziprath wrote:I just realised im at a tournament on Sunday and might not make it back until 2, so while I will still show up and would love to play someone can have my spot if needed

Okay, I'm gonna take you off the roster for now then.
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Re: Stream Game: Fall of the Fazh

Postby LoneStarNorth » Sun Oct 22, 2017 8:16 pm

At this time we have four out of five players slots filled. I've also recruited one of my friends who's familiar with this system to be ready with a character in case anyone should drop out at the last minute and not be replaced in time.
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Re: Stream Game: Fall of the Fazh

Postby vosenedich » Mon Oct 23, 2017 9:32 am

A horror rp game GM'd by LoneStarNorth and people are not jumping at the opportunity? Sign me up if that spot is still open.
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Re: Stream Game: Fall of the Fazh

Postby LoneStarNorth » Mon Oct 23, 2017 1:50 pm

All player slots are full now. If anyone drops out for any reason I'll make an announcement and look for a replacement, but I think we're good.

You guys can post character sheets in this thread if you like, either as a text post or linking to another page or whatever you prefer. You could also post a link in Discord or email it to me. Feel free to take your time but remember I want finished characters before game day.

Again, if anyone has rules questions you can post here or tweet me or email me or ask in Discord. I'm checking everywhere regularly.
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Re: Stream Game: Fall of the Fazh

Postby Derringer Jones » Wed Oct 25, 2017 5:04 am

This is the character I've just whipped up, undecided on a name.

Race: Human
Nationality: Halatian

Primary Statistics

Warrior: 5
Rogue: 3
Mage: 0

Secondary Statistics

HP: 11
Evasion: 7
Mana: 0


Athletics: 1
Polearms: 2
Daggers: 1
Riding: 1


Polearm Defense


Daggers x2
Heavy Plate Armour
Tower Shield
Healing Potion
Adventurers Kit

I'm not familiar with the system so let me know if anything seems off.

Also, a couple questions.

1. How common are monsters in this setting?
2. How many soldiers are in our formation?
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Re: Stream Game: Fall of the Fazh

Postby LoneStarNorth » Wed Oct 25, 2017 12:59 pm

Derringer Jones wrote:I'm not familiar with the system so let me know if anything seems off.

Also, a couple questions.

1. How common are monsters in this setting?
2. How many soldiers are in our formation?

Everything looks fine, except it looks like you haven't taken your advancements yet. You get three for this game.

1. Depends what you mean by monsters. Fey of various kinds are a known factor (especially in Fazh Loruu and Atus), dragons and giants exist but re fairly rare, sea monsters are extremely common and prevent almost any ocean travel, and people are sometimes transformed into chimaeras as punishment for their crimes. But there aren't monstrous humanoid races like orcs or kobolds running around building dungeons, if that's what you were thinking.
2. There are a little over four dozen soldiers in your current unit.
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