Ryuutama, Natural Fantasy RPG (read-thru)

Noble

The reason farmers need side-jobs…

Etiquette

You have lived drama, and may challenge a person of rank or status to positively impress them.

Use: When conversing with a person of rank or status, [DEX + INT], TN Contested

Refined Education

You know detailed things about your observations.

Use: hear or see something, [INT +INT], TN TBD.

Weapon Grace

You have mastered an additional weapon category. Choose Blade, Polearm, or Bow. If you already have that weapon category as Mastered you gain +1 Accuracy with that weapon.


Each of these Skills are kinda strange.

Etiquette is one of those funny social skills that applies a combat model to “leaving a positive impression”. I wonder how much this is informed by cultural etiquette norms (Japan’s language has a clearly defined structure of formality, for instance), rather than game trope. Or it imagines Nobles using posturing as a skill, which kinda makes sense…

Refined Education is a slightly reworded “Knowledge of Tradition” from the Minstrel:

Reminds me of “Spout Lore” from Dungeon World:

When you consult your accumulated knowledge about something, roll+Int.

  • On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.
  • On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

Thinking about my idea to let player’s choose Skills from a list, I’d make it part of character creation to answer a question for each skill, since the player will decide on background details in that moment, and each skill is then that players. For the few skills that are shared between Classes they’d ask questions like:

  • How did you learn your knowledge: you are well traveled, mentored by a sage, born under a special star, or no one knows?
  • Why do you have so many animal companions: they are beasts of burden, they are furry friends, you attract all sorts, or no one knows?
  • How did you start harvesting monsters: you enjoy the hunt, monsters make the best shoes, it is easy to “other” things that are different, or no one knows?

In my version, rather than character sheets there are cards with descriptions and writing space to fill in detail.

Finally, Weapon Grace. It gives the Noble either a second option (all characters get one Mastered Weapon at creation, and take 1HP per use of a non-Mastered Weapon) or +1 to Accuracy with an already Mastered Weapon (Accuracy Checks determine if a weapon “hit”, and if so, a Damage roll is made separately).

I wonder what kind of player is attracted to be a Noble.

My oldest instantly wanted to make a Noble. “Oohh, he’s royalty!” he said.

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Type

The approaches by which a Traveler deals with difficulties.

When choosing a Type characters receive all the abilities for it.

Attack Type

Combat and physical prowess.

  • Toughness - Max HP +4
  • Power - +1 to damage rolls during combat
  • Weapon Focus - Gain 1 more Mastered Weapon

Technical Type

Focused and skilled.

  • Accurate - +1 to Checks when using Concentration (for a total of +2)
  • Quick - +1 bonus to Initiative checks in Combat
  • Pocket - +3 Carrying Capacity

Magic Type

Seasonal and Incantation magics. Uses a spellbook for some spells.

  • Will - Max MP +4
  • Spellbook - Acquire 2 Incantation spells per level
  • Seasonal Sorcerer - Acquire Seasonal Magic

This section leads into acquiring magic spells, but I’ll go over that next.

Gotta say, don’t really like the Types. Mainly because of Weapon Focus and Pocket, which dip in Class Skills (Weapon Grace and Robust). Also, I don’t like tracking these kinds of stats on paper.

And then there is the magic sub-system, which… I’m not sure. Anyhow, these are certainly ways to make a member of one class from feeling like a different member of the same class…

The next section goes over acquiring Incantation Magic and Seasonal Magic. This section explains enough to create a character, so we won’t get into magic until it comes up in a bit. The thing to know is:

  • Incantation Magic is composed of learned spells in a Spellbook
  • Seasonal Magic is composed of intuitive spells attuned to a Season
  • Spell come in lists and correspond to level for access (Low 1, Mid 4, and High 7).

Upon gaining the Magic Type at 1st level, choose two spells from the Low Level Incantation List to go in your character’s spellbook. Also choose a Season, and gain all spells on that Season’s Low Level List.


I love magic systems! But I generally dislike magic systems in RPGs, and especially spell lists! While spells add flavor to a setting, the trade-off is magic-users having to play an advanced sub-game where they have an odd assortment of extra tools to manipulate the game. Given the play format I wonder if the Magic-type dominates time spent on a character turn as it does in other games.

I do think this setting could utilize magic, but I think a simpler system sans lists would work better. There was a magic-subsystem in a PBtA that I thought was quite clever, while staying thematic. It tied them to classes, though, so it balanced with other actions… I’ll keep it in mind.

That said, enjoy spell lists in RPG books for their own sake. As in, it’s kinda weird and special to read an encyclopedic tome of fictional spell descriptors. Folks really get into this, often with the same vigor as an other encyclopaedian. If I were to replace the magic system I’d add thematic elements based on some of the descriptions in the book. :slight_smile:

Party Roles

Okay, to get into this section I’m gonna quote the opening and discuss a bit of RPG theory:

Ideally, the party should be made up of a variety of classes. As PCs take wounds, run
low on food, break their weapons and lose their way, it’ll become very important to
have a balanced team.
However, besides the role that each class plays, there is another set of roles that
must be spread out amongst the party to ensure a smooth and enjoyable play experience.
There are four important roles essential to all successful parties. Once the players have
created their characters, they should assign these roles before playing.

So… this is a difference between diegetic and out-of-character roles. It’s interesting, but not really explained as such. If this were a PBtA, an entire sub-system could hinge on this premise of Player Roles versus Character Roles.

Anyhow, here are the Roles for Players:

  • Leader - Final arbiter among the party, and track initiative and turn order in combat.
  • Mapper - Updates the party map, and responsible for the Direction Check during the Travel Phase. Recommended to have a high [INT].
  • Quartermaster - Tracks party rations and water, therefore updates the ration sheet. A pack animal is recommended for for this role.
  • Journal Keeper - Keep a written journal of the adventure, from their perspective. This role may be cycled between the players.

Okay, that’s kinda weird. What I mean is: it’s an optional part of the game that depends on character choice… but it also means that a person doesn’t just get to play any kind of character they want, they also have to do record-keeping based on their character and the party structure… I don’t know, sounds kinda mean, because I personally don’t like paperwork in RPGs.

I think I’d reform this part of the game to be like…

There are four sheets to track for each game session, it’s easier to spread the responsibility:

  • Combat and initiative order
  • Rations and water
  • The Map
  • Daily Journal

Any player may step up to be responsible for a sheet, try to share to make it more fun.

But on the other hand I would probably replace each with a simplified sub-system, so… :sweat_smile:

Level Up

This is very relevant to my efforts at Ryuutama character generator, because then I’ll understand how the character develop over time. As I read ahead, I know that I want to build a multi-step form that allows leveling a character all the way through to 10, as we’ll see…

How to Level Up

At the end of each journey the PCs get XP, and reaching certain amounts of XP achieves a new level. There are tables showing these numbers.

Ways to gain XP

  1. XP based on highest [TER] + [WEA]; see Topography XP Chart
  2. 50 XP for each Benediction used by Ryuujin
  3. XP equal to 10x the highest level monster defeated during the journey

Topography XP Chart:

Target Number XP
5-7 100
8-10 200
11-13 300
14~ 500

What happens when you level up?

  1. Max HP and Max MP increase. Each level you have three points to divide between the two values (ex. HP +2, MP+1).
  2. Carrying Capacity increases by 1.
  3. Gain new abilities based on level; see Level Up Chart.

Level Up Chart:

Level Req. XP New Perk
2 100 Stat Increase, Feint and Search Combat Actions
3 600 Terrain/Weather Specialty
4 1200 Stat Increase, Status Effect Immunity
5 2000 Extra Class
6 3000 Stat Increase, Extra Type
7 4200 Terrain/Weather Specialty
8 5800 Stat Increase
9 7500 Favor of the Seasonal Dragons
10 10000 Stat Increase, Embark on Legendary Journey

Stat Increase

At each even level a single Ability Score is increased by a die size, d4 → d6 → d8 → d12 (d12 is the maximum for an Ability Score).

If [STR] increases, add 2 to Carrying Capacity.

Terrain/Weather Specialty

At levels 3 and 7 choose a single Terrain or Weather type from the 22 options. The Character gets +2 to rolls involving that type.

Status Effect Immunity

At level 4 choose a Status Effect (injury, poison, illness, tired, muddled, shock). The Character is now immune to it.

Extra Class

At level 5 choose an Extra Class (you may choose the same class). Your Character receives the new Class Skills. If a Character receives a Skill they already have it is strengthened: static skills are cumulative, checked skills gain a +1 bonus.

Extra Type

At level 6 choose an Extra Type. Your Character is also that Type, and gains its abilities. If the same Type is chosen twice the abilities are cumulative.

Favor of the Seasonal Dragons

At level 9 choose a Season. The Dragon of that Season takes you under its protection for making 9 levels worth of yummy stories. During that Season, once a day your Character may take 10 on a Check. You may use this ability after rolling for the Check.

Legendary Journey

At level 10 your Character will embark on their own Legendary Journey, something a Storyteller will make up.

Items

What are items?

Stuff, as categorized: weapons, armor, shoes, cloaks, staves,
hats, accessories, food, sundries, camping equipment, and containers.

Traveling Rules

Size and Capacity

Items have a size: 1, 3, or 5. The size is a shortcut to represent volume, weight, and shape.

  • Size 1 fits in the palm of your hand
  • Size 3 can be held with one hand
  • Size 5 must be held with 2 hands

Maximum Carrying Capacity

A Character’s Maximum Carrying Capacity is [STR+3], with modifiers. Characters carrying items above this will suffer a penalty to all checks equal to the difference.

Example from book:

A character with a Max Capacity of 9 is carrying items with sizes that add
up to 12. They will suffer a -3 penalty to all checks until they drop 3 sizes
worth of items.

Durability

Items start with a Durability value equal to it’s size value. When using an item, fumble rolls on checks will reduce the Durability of an item by 1. When an item’s durability is 0 it is broken and unusable, until repaired.

Shopping Rules

Buying

Peddlers and shops provide wares, and if a Character has enough gold they may purchase an item.

Selling

Items sell for half their listed price. Broken items may not be sold.

Additional Item Rules

Items can have characteristics applied to them, and it affects the cost, as referenced from the table. An item may have multiple characteristics.

| Characteristic | Cost Modifier | Effect/Explanation |
|—|—|—|—|
| Cute | x2 | The shape or color is cute |
| Beautiful | x2 | The shape or color is beautiful |
| Sturdy | x3 | The item’s durability is doubled |
| High Quality | x5 | Weapons: Accuracy +1, armor: +1 defense, others items: +1 to item bonus |
| Used | x0.8 | The item’s durability is 0.8 x its original value |
| Gross | x0.8 | The sight of it makes you uncomfortable |
| Uncool | x0.8 | Old, or made with poor style sense |
| Smelly | x0.7 | Has a horrible smell that doesn’t come off, even after washing |
| Cursed | x0.5 | The user suffers a -1 penalty to Condition checks every day |
| Broken | x0.5 | Unusable until fixed |
| Mythril | x10 | Reduce armor penalties by 1, size value is -2 due to lightness, durability automatically starts at 5 |
| Orichalcum | x50 | Will never break. If worn, Max HP and MP +2 |

There are purveyors of magic where items with magical qualities may be purchased. These modifiers are added after the non-magical modifiers.

| Characteristic | Modifier | Effect/Explanation |
|—|—|—|—|
| Walking | +5000 | During travel, this item will walk on its own so you don’t need to carry it |
| Shining | +1200 | Emits light about equal to a torch |
| Speaking | +2000 | Loves to talk |
| Plus One | +8000 | Weapon: damage +1; Armor: defense +1, other items: +1 to item bonus |

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Facilities

These are services offered in villages, towns, and cities.

Food

Food may modify the next day’s Condition Check. Effects do not stack, only the best is applied.

Flavor Price (G) Where found Effect/Explanation
Disgusting 1 - -1 penalty to next day’s Condition Check
Normal 3 - -
Delicious 30 - +1 bonus to next day’s Condition Check
Feast 1500 Large city +3 bonus to next day’s Condition Check
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