Urban Animal

by PBDendras

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Urban Animal

Urban Animal

Check out the discord servers too!
  • https://discord.gg/7wpVdfZTA9 (Ralabast's Domain) playtest server
  • https://discord.gg/U5ebatq4Ws general urban animal rpg server
  • https://discord.gg/YpPhcgbZTf general urban animal server

How to use this book

Ok, so let's keep it short and simple. Between these 2 covers lie a ton of pages, but you only really need to read the 1st chapter understand the system (with the exception of appendix A, which also contains raw magic), and the 2nd chapter to fully understand the game.

Chapter 0

Learn about the Urban Animal setting, with everything you need to know if you haven't read the webtoon.

1st chapter

The first chapter contains the base rules for the game.

2nd chapter

The second chapter contains everything about characters (includes character rules)

3rd chapter

The third chapter contains info on the "factions" in the world. This may be the most updated chapter in the entire book.

4th chapter

The fourth chapter contains more rules. However keep in mind that these rules are 100% optional.

Appendix A

All the stats and spells you could want. Also contains raw magic.

Appendix B

Nifty and terrifying items

Changes

See what is different between each version.

Very important note

I'm not the creator of the comic so I can't charge money for it. If you had to pay for this, you've been tricked. Since I'm not the creator, nor do I have anything related, the comic is considered to be under whatever license so it's probably illegal for me to sell stuff. That makes this a free, fan made game.

If you want to (kinda) effect the growth of the game, chill and talk about it, or just hang around, I've set up a discord server. The link is: https://discord.gg/U5ebatq4Ws

Still WIP parts

  • items
  • classes
  • character sheets
  • optional rules

Credits

  • Comic. Naturally to Justin Joardan and John Amor
  • RPG. u/PB_Dendras
  • Playtesters. Never#3391, Someone Else#7913

Chapter 0

Joe was your average boy, going to school, playing a school band, having his own girl trouble, and having bully trouble. At some point his chimera blood awakened and he found out that he wasn't exactly human. Chimera are nature spirits who look exactly like humans, however they have the ability to change into animals. Weak ones can only change into tiny creatures or swarms of tiny creatures, however the stronger they get the larger the beast they can change into. Eventually, they can even mix beasts and control the forces of nature around them. Chimera are immortal, being reborn every time they die. If they are strong, they even remember tiny memories.

More about Joe

Joe is the reincarnation of Ralabast, the mightiest of chimera. He was the oldest and the strongest, he was invincible. At one point, he severed ties with nature. He no longer felt it's warmth, no longer heard it's voice in his head. He eventually killed himself.

The ravel

Not much is known about the ravel, only that it's the opposite of nature. It is everything wrong in the world, death, chaos, rot. The ravel seeks to exterminate all chimera, possibly all life.

Notable chimera

Ralabast

The oldest and the strongest. He was invincible, however cut ties with nature. He eventually killed himself.

Kagan

The first human chimera hybrid. She was about to be killed by her town when Ralabast stepped in. She remained by his side after that, and remained by Joe's.

Corkindale

He was a rat chimera sent to exterminate human life, however he couldn't do it. Being a swarm chimera, the opinions split into two, forming a good and evil half. Corkindale remained good, while N'diagoshii evil.

N'diagoshii

The twin of Corkindale, a cunning mastermind and excellent strategist. He seeks for all to be destroyed, the chimera, the humans, ralabast, and possibly the ravel too.

Triton

Triton was aligned with the zodiac. She met her end dueling with Kagan, who dropped her from the sky.

Arachnae

Another chimera aligned with the zodiac. She was often used swarms of spiders as her beast form. She met her end when the Sean ripped her spine out with his new powers as avatar of the ravel.

Romulus

Perhaps the simplest of the zodiac. He appeared as a large white wolf, or werewolf. He was in love with Arachnae and met his end with her when Sean through Arachnae's spine through his chest.

The jackal

A shape shifting chimera. He is both mysterious and deadly.

Chapter one: Base rules

If anyone here has played D&D, they will probably be able to recognize most of this. In fact, most people who have learned an RPG will have little trouble with this.

The very basics

Ok, so the game is controlled by a GM. The GM is the same as the D&D DM. DM stands for dungeon master, while GM stands for game master. You can think of it as the computer that would run the game, while the players (you) play in the game. While the players can influence what happens, the GM decides how that impacts the world.

A typical conversation would be:

GM: You arrive at the old shack. Cobwebs line the corners and the door lies ajar. The windows are barred closed by rotten planks. The shack's walls are untouched by time, but mostly because they're made of stone. The shack itself is surrounded by forest, leaving only a small area open around it.

Player1 (playing Raidoth): I'm going to change into my wolf form and smell the air.

Player2 (playing Terra): I'm going to change into a flock of hummingbirds and scout the area, leaving one in a hollowed tree.

GM: Alright. Raidoth, you don't notice anything except the scent of rats, rotting, and dust. Apart from that, the smell of the forest also fills your lungs, but that's to be expected from a forest. Terra, make a dexterity save.

Player2 (Terra): Alright. Darn... that's a seven.

GM: Oh, you can add luck to that.

Player2 (Terra): That's a three. So I have ten.

GM: The hummingbirds that enter the shack...

So far you have noticed that it's identical to D&D except for the introduction of the luck stat. In UA, we have additional passive stats which can be added to rolls that require it, however are never rolled alone. The most common one is luck.

A passive stat will always be added to another roll, never on it's own. In this case, it's added to dexterity. In addition to that, passive stats are rolled with a d4, not a d20.

In addition to that, passive stats can also just be variables, such as health.

Important note: Luck it an exception to this rule, as it can also be called in it's own roll.

GM: The humming birds that enter the shack are immediately killed upon entry. Roll luck!

Player2 (Terra): That would be a 3 (1+2).

GM: The hummingbirds that enter the shack are immediately killed upon entry. Roll luck.

Player2 (Terra): That's a seventeen.

GM: Good, you take 3 damage from all that. Are you going to continue to try and enter or will you try a different approach.

Player2 (Terra): I think it might be better to abandon the mission.

Player1 (Raidoth): Something like this won't stop me. I barge through the window rather than the door ready for anything.

GM: Raidoth, you see standing before you a large spider. It's about the size of your dire wolf form, although it seems to be shrinking as smaller spiders crawl out of it.

When combat starts, the players roll initiative! I didn't want to have too much different from D&D so I decided to keep that as it is. Initiative is rolled just like a normal roll.

Rolls

A roll of a certain type is often meant as a d20 roll. The roll will be called "a roll". The will determine which stat you add to the roll. As an example, think of dodging an arrow. This would be a dexterity roll.

Initiative determines who goes first and who goes next. The higher initiative is, the higher you are on that table. The one with the highest initiative roll goes first, then the one with the second highest. If theres a tie, all players who tied must roll again.

Story time ends here, as I am trying to keep this short.

Performing actions for combat

This means that they are meant to impact the health of others. This can come as hitting someone, changing forms, or something else, such as patching someone up so they may join combat again.

In most cases, it's an attack. Attacks are resolved in 2 rolls, a to hit roll and a damage roll. The to hit roll is compared against the AC of the target(s). Suppose you roll a 13+2 and the enemies AC is 14, you hit and get to deal damage. The damage will be indicated on your attack.

Most pieces of equipment will have the rules of use indicated on them. For example to bandage someone up, you need only look at the bandage to see what to do.

Magic

Using chimera magic is hard, so only 5th level chimera can do it, however it does reward well. Most magic becomes more effective the higher your mental stats are, more specifically wisdom. Magic also drains your energy levels, burning through your stamina quickly. While more intellectual chimera hold more powerful magic, balanced chimera excel in it, being able to keep using magic throughout the battle instead of using it all in one go.

Magic is split into two types, spells and raw magic. Spells are the easiest ways to get rewards, as they have fixed results. Raw magic requires you to bend it into a spell yourself, making it both more dangerous for you and more flexible to any situation.

Rests

After up to a day, whether mentally or physically, a character will get tired. When this occurs, a rest is in order. Unlike D&D, here we only have kind of rest. Such a rest takes 8 hours. Depending on how you're tired, you can do different things in those 8 hours.

Should it be physically, than physical rest is required. A character can study in that time, plan out an attack, or something light.

Should it be mentally, than sleep is required. Should a character have enough sleep before the end of a rest, light activity can also be done, such as sharpening a blade or reloading a gun.

Should it be both, a character will sleep through the entire rest.

After a rest, a character is fully restored. All variable passive scores (health, stamina, etc...) are full again, all wounds closed. Mental effects can also be removed unless stated otherwise.

Conditions

A character can be placed under several conditions that will apply lasting effects until they end. There are several simple conditions, being...

Prone

When prone, a character has a -3 penalty to any melee to hit rolls. A character can end the prone effect by getting up (costing 1 stamina) unless anything is stopping it from doing so.

Paralyzed

A paralyzed character is incapable of moving. A level 5 chimera, however, can still use it's plant manipulation powers.

Enraged

An enraged character deals double damage but has half AC. A character can willingly become enraged should the GM allow it (meaning if it fits). Should it be willingly done, the effect only ends at a fitting time of the GM's choice, at least 1d4 turns and only up to 4 times more.

Should it not be willingly, the effect ends once the thing that causes the effect says it ends or once the character is unconscious or at 0 stamina.

Unconscious

If a character is unconscious, everything that character was doing stops. If it's using powers, the powers end. If it's fighting, he stops. An unconscious character cannot do anything.

Confused

A character that is confused has difficulty doing the right stuff and is more likely to fail others. The confused condition only refers to extreme confusion such as vertigo. Any roll has a -6 penalty. In addition, due to the effects the confusion has on vision, the characters sight is reduced to 5ft.

Time through the game

The game often goes through a matter of turns, each round counting as 6 seconds. While out of combat/traps/fast moving things, the game goes through a matter of minutes. This is only if things are going at a decent pace, however every turn isn't at risk, such as walking through a city. While doing different things such as exploring, the game goes through a matter of hours. Lastly while going through boring treks through vast lands, the game goes through a matter of days.

When I say "goes through a matter of..." I mean that each turn will take that long. For example in combat each turn is 6 seconds long.

Chapter two: Characters

Reading your character sheet

On your character sheet, you have several stats that you can use during the game. In each of the stats you have sub stats, which are the most important ones. In addition, you have passive stats that are always in use (or almost always).

Base and sub stats

Physical

The physical stat is almost completely about combat. Tougher chimeras will want to put more into physical than anything else. Here are the sub stats this stat covers.

Strength

Strength covers how much you can lift, but also how hard you can hit and how long you can exert force. The higher your strength is, the more damage you can deal and the more stamina you have.

Constitution

Constitution covers your resistance to most effects like poison and disease, but also how much punishment you can take. This means that the higher your constitution, the more hit points you get.

Dexterity

Dexterity covers your to hit bonus and AC, with a small impact on your speed. This means the more dexterity a chimera has, the harder he is to hit and the easier you are for him to hit.

Mental

The mental stat is both about social interaction and your ability to understand complex concepts.

Intelligence

Intelligence covers your capacity for knowledge, or rather, your chimeras capacity for knowledge.

Wisdom

Wisdom covers your capability to understand complex things, or resist effects that would impair your understanding (such as confusion).

Charisma

Charisma covers your capability to interact in a socially acceptable manner.

Guile

Guile covers the covering and uncovering of lies, whether yours or someone elses.

Luck

The luck stat determines how lucky you are. Luck itself is a base stat and doesn't have it's own sub stats. It merely adds to others when the GM calls for it.

Passive stats

Armor class (AC)

Your AC is twice your Dexterity.

Health

Your health is 5 times your Constitution.

Stamina

Your stamina is 5 times your Strength.

To hit

Your to hit bonus is equal to your Dexterity.

Speed

By default, your speed is 30ft.

Initiative

Your initiative is equal to your Physical stat.

Creating your character

Great, now that you understand almost everything on your character sheet, let's start with creating your character. These are the steps required.

  • Get a concept. This can be anything from a 9 tailed werewolf (hey romulus) to a lion with a pair of horns and tentacles hanging from his mane topped with a pair of fancy wings, a crocodile tail, and an awesome grey-ish color (hi ralabast).
  • Define what is possible within your PPL. PPL (or permanent power level) is your potential and mastery combined (see next page under leveling your character).
  • Spend your levels wisely. Based on your concept, you can spend your levels. You spend them in chimera levels and skills.
  • Choose your main beast form. This can change every time you level up, but based on the previous step you should choose something within your power range.
  • Find out your stat scores. Based on your level, you will have points to distribute through your stats main stats. Choose wisely with how you spend them though, for you may regret not putting that extra 2 points in dexterity when it comes down between you with your glock 43 and Romulus.
  • Design your human alias with your GM. You should talk to your GM about who your human form is. He probably wouldn't want you to be a wealthy billionaire without you talking to him first.
  • Finish up with equipment.

Get a concept

This should be easy enough. Three headed wolf, 9 tailed fox, swarm of rats (hey Corkindale and N'diagoshii), etc... the possibilities are almost endless, but it all begins here.

PPL

PPL (or permanent power level) will be chosen at the start of the game. PPL does not indicate how powerful you are, rather, it indicates how you start the game. A game has a PPL value, which you spend over your potential and mastery. The higher your mastery, the stronger you are, however potential indicates how strong you will be. In most cases the GM will only let you have mastery one, but in some cases he will allow higher.

To put it simply, potential is your maximum level while mastery is your current level.

Spending levels

The main levels are the 5 you can put in chimera, but there are others. While each class only has 1 level, you mix them up to make your own kind of class. All levels and details are found on the next page.

Keep in mind that your first level has to be in chimera. With the GMs approval, you can also skip that level to be a human instead.

Beast form

Keep in mind all the stats are in chapter 5. Creatures with the unmorphable trait are exceptions, and you cannot turn into them.

Level one chimera

Level one chimera must be a single critter/rodent/insect/arachnid/etc... Your abilities are all toned down to that of your chosen critter/rodent/insect/arachnid/etc... however you do gain it's benefits, such as it's small size. Converting HP and other stats works in percentages. If you are at half HP and change into a hummingbird, the hummingbird has half it's HP (minimum 1)

Level two chimera

Level two chimera gain the additional ability to change into a swarm of said critter/rodent/etc... As a swarm, they are tougher to exterminate and will regenerate if just a few of them are left over. A swarm will behave in the same way, sharing a small group intelligence.

A swarm consists of a number of the same critters/rodents/etc... (equal to the percentage of HP left divided by 5. The result is rounded down) however can only attack several times equal to it's chimera level. When changing back, the amount of HP you will have left is equal to 5 times each critter/rodent/etc...% left.

If less than five remain, it takes 2 rests to regenerate instead of one.

Level three chimera

Level three chimera have access to all tier X animals and below (X being the chimera level) and can change into them. Naturally the converting of HP and other stats still work in percentages.

Level four chimera

Level four chimera have the ability to mix animals. Each animal has several abilities, each with a tier, the sum of them all being 10 times the animals tier. These are it's ability tiers that only count for animals. A chimera can mix those tiers to create it's own animal from other animals, the sum of all the ability tiers being up to 10 times it's chimera level.

Level five chimera

Level five chimera have the ability to control nature around them. In appendix A: stats and spells, you will find all the spells a level five chimera is able to cast. Casting such a spell requires mental effort, meaning brutes will have a harder time while intellectual chimera or balanced chimera will be more dominant in that field. That being said, this makes the fifth chimera level completely optional, since that level could be put into something else which is far more useful for a brute for example.

While casting spells takes mental effort, it drains very quickly. Spells have a tendency to burn through your stamina quickly, meaning that brutes can do a lot of useless magic. A chimera's intelligence stat decides how powerful it's spells are.

Find out your stat scores

You distribute points between both your base stats. The points you have are equal to 10 + (10 times your chimera level). These points can be earned through different ways, however leveling is the easiest.

Then, for each sub stat from a base stat, you gain point to spend equal to that of your base stat. For example if you put 20 into physical, you have 20 points to spend between strength, constitution, and dexterity. And if you spent your other 10 on mental, you have 10 more points to spend on intelligence, wisdom, charisma, and guile.

Design your human allies with your GM

GM's gonna have fun with this one... yeah there are no limits to what the GM can do.

Finish up with equipment

The GM determines what equipment you have, however here's the standard.

  • Clothes (Tier 0 armor)
  • Club or Razor (both tier 0 weapons)
  • An item significant to you which has no mechanical value

Mechanical in this game refers to game mechanics. This item can't do anything and only exists for flavor.

Levels

Chimera

You must take chimera levels in order. You cannot have level two chimera without taking level one first.

Level one chimera

Traits

  • Critter form. As an action you can change into a small tier 1 creature such as an insect, critter, or rodent. Your abilities are all toned down to that of your chosen form, however you do gain it's benefits, such as it's small size. Converting HP and other stats works in percentages (minimum 1).

Level two chimera

Traits

  • Swarm form. As an action you can change into a swarm of small tier 1 creatures. As a swarm, you are tougher to exterminate and will regenerate if just a few of you are left over. A swarm will behave in the same way, sharing a small group intelligence. You can only form a swarm with creatures with a tier of 1.

A swarm consists of a number of the same creatures (equal to the percentage of HP left divided by 5. The result is rounded down) however can only attack several times equal to it's chimera level. When changing back, the amount of HP you will have left is equal to 5 times each creatures% left.

If less than five remain, it takes 2 rests to regenerate instead of one.

As an action you can change back into your normal form or into another creature.

Level three chimera

Traits

  • Beast form. As an action you can change into a creature with a tier equal to your chimera level. Your abilities are all toned down (or up) to that of your chosen form, however you do gain it's benefits, such as it's large size. Converting HP and other stats works in percentages. If you are at half HP and change into a tiger, the tiger has half it's HP (minimum 1). As another action, you can change back into your normal form or into another creature.

Level four chimera

Traits

  • Mixed form. As an action you can change into a mix of animals. Each animal has several abilities, each with a tier, the sum of them all being 10 times the animals tier. These are it's ability tiers that only count for animals. A chimera can mix those tiers to create it's own animal from other animals, the sum of all the ability tiers being up to 10 times it's chimera level.

Level five chimera

Traits

  • Ancient spellcasting. You can control nature around you. You can cast spells from appendix A: stats and spells. Casting such a spell requires mental effort, meaning brutes will have a harder time while intellectual chimera or balanced chimera will be more dominant in that field. That being said, this makes the fifth chimera level completely optional, since that level could be put into something else which is far more useful for a brute for example.

While casting spells takes mental effort, it drains very quickly. Spells have a tendency to burn through your stamina quickly, meaning that brutes can do a lot of useless magic. A chimera's intelligence stat decides how powerful it's spells are.

All details for spells are in there.

Other

Assassin

Traits

  • Assassinate. When you begin combat with an ambush, you may expend 5 stamina to perform an assassination. You make a single attack that deals triple damage. Should you miss, your next attack will deal extra damage equal to double your dexterity.

Philosopher

Traits

  • Philosopher's spell. You can choose one spell as your philosopher's spell. You can even cast it if you haven't taken level five chimera yet. That spell has double the effect, whether 2 vines instead of one, double damage, up to you and the GM.

Poisoner

Traits

  • Poison brewing. You know how to make poisons. Whenever you take a rest and have $50 worth of ingredients, you can make a vial of simple poison (see appendix B). You can make up to 4 vials in a single rest.
  • Growing poison. There is no limit to how many times you can take a level in this class. For every level after the first, your simple poison's damage increases by 2d4, the cost of ingredients doubles, and it's duration increases by 2.

Sharp shooter

Traits

  • Good aim. When you attempt to shoot with a ranged weapon, you add 5 to your roll. Once you do this you cannot do it until you take a rest.
  • Always sharper. There is no limit to how many times you can take a level in this class. For every level after the first, you can do good aim again.

Street fighter

Traits

  • Brawl. As an action you can become focused. While focused, you are able to use moves to help defeat your enemy. Such moves have been trained, and while others could probably do them, they won't be that effective. Your focus ends if you die, take total damage of half your maximum HP, or if you choose to end it. Each move costs 1 stamina to perform.
    • Side step. You can ready a side step. At any point between now and your next turn, you can side step right after an attack or spell has been aimed at you. You can only side step 5ft. You can also side step if something might harm you (such as falling bricks).
    • Uppercut. You uppercut a target, dealing damage equal to your strength score d4.
    • Leg sweep. You sweep a target's leg. Both of you roll dexterity. If your target rolls higher nothing happens. If you roll higher the target gains the prone condition and loses it's next turn.

Tactician

Traits

  • Increased intelligence. Your intelligence score increases by 1.
  • Battle plan. Once per rest you can spend an hour studying a living being, whatever it may be. You can choose to either know it's attacks or it's weaknesses (if any). At the end of your hour, should it be undisturbed, you know that information.

Leveling up

XP based leveling

As an option you can have the characters level up with XP. XP is earned by completing tasks and killing things. The XP to the next level increases doubles each time, however so does XP earned by tougher monsters/tasks.

The XP requirement to level up starts at 100 XP.

XP earned from killing is equal to 5 times the monsters tier.

Stress based leveling

As an option you can have the characters level up with stress. During an encounter or during an event in which the character is in danger (and aware of it), the character earns stress. When that stress reaches 100, they level up. This can only happen once between rests.

Earning stress

Stress is earned through the following things, in addition to what your GM deems to be fit for it.

  • Stress is earned by taking damage. When you take damage, you earn stress equal to twice the damage dice rolled under the condition that the sum of the type of dice and the amount of dice (4d6 = 4+6) is equal or greater than double your level.
  • Stress is earned by gaining lasting effects. When you take a lasting effect, such as poison, and it lasts for more than 3 turns, you begin to get a bit stressed, and earn 5 stress for every additional turn it presses on.
  • Stress is earned by having things at risk. By having things at risk, stress is earned greatly. This is mostly determined by the GM, but here's a few examples to get an idea.
    • Your life is on the line. Naturally that would be stressful. If you are at 10% HP you are very stressed, and have 25 stress.
    • An ally is close to death. If an ally is close to dying, it would depend on how valued the ally is, for close or valued allies earning you 20 stress and less valued allies such as a police man earning you a mere 5 stress.
    • A valued item is on the line. Something like your dead mother's necklace or the antidote to cure hundreds of sick chimera would do the trick. These valued items earn you 20 stress, and an additional 10 stress should they break.

Chapter three: Factions

This part is still WIP given that we don't know enough about the factions yet. Give the original UA authors some time to unravel their intricate plot.

Chapter four: Optional rules

Reflex

Sometimes an attack doesn't have to pierce armor alone. Sometimes it must also hit. With the reflex optional rule, to hit becomes to pierce, which uses strength instead of dexterity, and an additional roll is made to see if an attack hits. Right after an attack is chosen (such as a knife slash), the attacker rolls a d20 and adds his dexterity stat to the roll. Then, the roll is compared with the target's reflex, which is 10 + dexterity. If it hits, then the attacker rolls to pierce, and finally damage.

This optional rule is only for harder games as it makes attacks harder to hit.

Appendix A: Stats, spells, and raw magic

Raw magic

Wielding raw magic requires high intelligence. While spells require it too, raw magic relies on it more than anything else. Being able to bend chimera magic to your will is tasking, and requires high intelligence to use effectively.

When bending raw magic, you create a magical effect which applies a few of the following mechanical effects.

Area

Gives the effect an area. This area is usually a multiple of 5 (to keep stuff simple). The stamina cost is equal to 2 per 5ft².

Condition

Applies a condition to every creature caught in the area. The stamina cost depends on the condition, multiplied by one fourth of the area.

Prone

1 stamina.

Paralyzed

4 stamina to apply the effect and 2 stamina for every additional turn it will last.

Enraged

3 stamina.

Unconscious

4 stamina to apply the effect and 2 stamina for every additional turn it will last.

Confused

4 stamina to apply the effect and 2 stamina for every additional turn it will last.

Damage

Stamina equal to half the dice (2 stamina for 1d4, 8 stamna for 2d8).

Duration

1 stamina.

Save

The total cost lessens by an amount equal to (20-the required save roll) divided by 2.

Spells

Call tree

Cost. 2 stamina.

You create a tree within 10 ft of you. The tree is up to 30ft tall and is a type of choice.

If your intelligence is 4 or lower, the tree does not contain anything useful, you cannot search it for fruit nor use it's sap for maple syrup. Otherwise the tree also produces enough fruit for one person.

Not much of a climber eh Romulus, although I can't quite blame you.

Call waves

Cost. 5 stamina.

You create a tidal wave up to 10ft tall should you be near a large body of water. The tidal wave hits anything it touches, and deals twice your intelligence damage. If it can, it will also pull characters it hits down under it. This rules especially for flying characters.

A storm is brewing, but between me and me, that's the least of your worries.

Control vine

Cost. 1 stamina.

You control or create a large vine. These vines follow your mental commands to the best of their ability, and have the giant vine stat block. You need to sacrifice your turn, however, to control vines.

On each of your turns, you must spend 1 stamina per vine to keep it alive. If you don't, the vine weakens and falls dead. You can control a number of vines equal to your intelligence.

1 vine may be a distraction, 2 vines may slow you down, but 10 vines has got to hold you down for a while.

Tiny Sanctuary

Cost. 20 stamina.

You create a small forest inside a 90 x 90 x 90 ft square. The forest contains 1d4+2 trees, and any plant life that grows in it is protected from fire. You know the following information for every living thing that enters your sanctuary.

  • You know where it is.
  • You somewhat know how wounded it is (rounded to the nearest 10).
  • You know what it's mastery or tier is.

In addition the first time you cast control vine in your sanctuary you don't lose a turn.

On each of your turns, you must spend 4 stamina to keep your sanctuary alive. Your sanctuary sustains itself for a number of turns equal to your intelligence before you need to keep it alive.

Wall of thorns

Cost. 6 stamina

You create a 30 x 30 x5 ft wall of thick, spiked vines. The vines serve as a normal wall, however are vulnerable to fire. If ignited, the vines will burn up at the beginning of your turn. the vines have an AC of 10 and 50 HP. As an action you can also spend 2 stamina to restore up to 20 HP to the wall.

Wall of vines

Cost. 4 stamina

You create a 30 x 30 x 5 ft wall of thick vines. The vines serve as a normal wall, however are vulnerable to fire. If ignited, the vines will burn up at the beginning of your turn. The vines have an AC of 10 and 50 HP. As an action you can also spend 2 stamina to restore up to 20 HP to the wall.

Stats


Giant vine

Tier 2 creature, unmorphable


  • Armor Class 5
  • Hit Points 20
  • Stamina 10
  • Speed None

STR CON DEX INT WIS CHA GUI
5 4 5 1 1 1 0

Actions

Grapple. Tier 15, +1 to hit. On a hit, the target is considered paralyzed until it can break free. On each of it's turns, it can make a strength roll against the giant vine to break free. The required amount is determined by the giant vines strength roll (which is made each time the target rolls).

While the vine is grappling, it can take no other actions.

Thwack. Tier 5, +2 to hit. On a hit, 2 damage.


Rat

Tier 1 creature


  • Armor Class 7
  • Hit Points 5
  • Stamina 3
  • Speed 40ft

STR CON DEX INT WIS CHA GUI
2 3 5 2 3 2 2

Actions

Bite. Tier 10, +2 to hit. On a hit, 2 damage. Target creature must make a constitution roll of 10. On a failure, the creature is poisoned for 1d4 turns and takes 1 damage on each of them.


Tiger

Tier 3 creature


  • Armor Class 14
  • Hit Points 20
  • Speed 45ft

STR DEX CON INT WIS CHA
10 10 5 5 7 3

Actions

Surge. 3 times per day, the tiger may surge, making 2 claw attacks and a bite attack.

Pounce. Tier 15, +0 to hit. On a hit, the target is considered paralyzed until it can break free. On each of it's turns, it can make a strength roll against the tiger to break free. The required amount is determined by the tigers strength roll -2 (which is made each time the target rolls).

Bite. Tier 5, +2 to hit. On a hit, 2 damage.

Claw. Tier 10, +2 to hit. On a hit, 6 damage.

NPC stats


Fortune teller

Tier 2 creature, unmorphable


  • Armor Class 7
  • Hit Points 40
  • Speed 30ft

STR DEX CON INT WIS CHA
5 5 7 10 7 7

Actions

Clairvoyance. Tier 15. The fortune teller predicts a few attacks. All the attacks made against fortune teller until the end of the fortune teller's next turn have -6. For every consecutive turn Fortune Teller does this, the disadvantage increases by -2.

Bash. Tier 5, +2 to hit. On a hit, 2 damage.

Appendix B: Items

Let's be honest, no glock 43 can stand up to Chimera powers, so why have weapons at all? Well, chimera powers are strong but they aren't too reliable. Use too much too soon, and you risk running out. For weaker chimera, a good old weapon can even the odds in a fight.

That being said, not all these items are weapons. In fact, quite the opposite. Although not all that special, bandages can be a life saver. Adrenalin shots can boost your power temporarily. A flashlight can help you spot enemies in the darkness. A phone can allow you to make phone calls or look up information. Regardless of what it is, non weapons also have their uses.

Armor

Clothes

Tier 0 armor

Clothes may not seem like the best armor, but they are far from useless. While they do cover... erm... someones private parts... they also increases a character's AC by 1.

Light armor

Tier 1 armor

Light armor refers to padded stuff or thick clothes such as jackets. Light armor increases a character's AC by 2.

Medium armor

Tier 2 armor

Medium armor is a kind of light armor that is made to protect someone from things such as bullets. This armor is mostly used by the police. Medium armor increases a character's AC by 4.

Heavy armor

Tier 3 armor

Heavy armor is metal, bullet proof armor that can resist heavy attacks. Heavy armor increases a character's AC by 8, however, also weighs it down. A character's speed is reduced 5ft.

Melee weapons

Melee weapons can be crude, cheap, and barely effective, but can also be nifty. The fact that they rarely have limits and that they last through battle after battle makes them ideal for a secondary weapon.

Club

Tier 0 weapon

A club loosely refers to anything heavy but crude, such as a large stick or an actual club. A club is a Strength based weapon, dealing 1d4 + Strength damage.

Razor

Tier 0 weapon

A razor can be anything from a shaving razor to a shard of glass. A razor is a Dexterity based weapon, dealing 1d4 + Dexterity damage.

Knife

Tier 1 weapon

A knife is already more refined than a razor. While still not very strong, it's still a Dexterity based weapon, dealing 1d6 + Dexterity damage.

Short blade

Tier 2 weapon

A short blade refers to anything with a short, though longer than a knife, blade, such as a short sword or Kunai. A short blade is also a Dexterity based weapon, dealing 1d8 + Dexterity damage.

Long blade

Tier 3 weapon

A long blade revers to anything with a long blade, such as a long sword, cutlass, or great sword. A long blade may be effected by Dexterity, but is more a Strength based weapon given it's size, dealing 1d10 + Strength damage.

Ranged weapons

Ranged weapons are almost always the best way to even up a fight. Although the great Ralabast doesn't carry weapons, as soon as his stamina runs out he'll be open.

Blow pipe

No tier weapon

A blow pipe is used for firing darts. A blow pipe on it's own deals little damage and is Dexterity based, dealing only 1d4 + Dexterity damage with a range of 90ft. The real reason this weapon has no tier is because the real danger comes in the darts. Normal darts have no impact, however there are many toxins that can be used in darts.

Curare tipped darts

These darts cause confusion and unsteadiness. Upon a hit, the target character must succeed on a Constitution roll of 15 or higher. On a failure the character gains the confused condition immediately for 1d8 - your Constitution stat turns (minimum 2).

On a success, the confusion only kicks in after the remainder turns and only for 1d6 - your Constitution stat turns (minimum 2).

Either way, for the first half of the turns confused, if you move without crawling you must succeed on a Dexterity roll of 15 or higher, falling over on a failure. If you fall over, you are under the prone condition.

Other items

Med kit

A med kit can be used for healing. As an action you can begin treating a creature's wounds, spending 1d4 turns. If you are undisturbed for that time, you heal 2d6 HP. Should you be disturbed you only heal 1d6 HP.

Vial of simple poison

This poison needs to coat a weapon. As a turn a character can apply a vial's contents on a weapon. On the first hit within the next minute, the weapon will apply the poison. After that hit, or that minute, the poison loses it's potency.

The poison deals 2d4 extra damage on each of the poisoned character's turns for 1d4 turns.

Torch

A torch runs on an AA battery. For every battery inside, the torch can be on for a week. While on, it sheds light for 60ft in a direction of choice. While shedding light this way, it counts down. Once it has been used for a week in total, it stops working until you change it's battery.

Variant item: slightly bigger torch

This torch works as a normal torch however has a larger battery capacity.

Changes

Version 5 changes

  • May 15, 2021: Modified find out your stat scores (page before levels) to finally resolve the physical and mental stat

Version 4 changes

  • April 24, 2021: Discussed if I should publish version 4
  • April 21, 2021: Rebalanced stress based leveling again
  • April 18, 2021: Rebalanced stress based leveling
  • April 14, 2021: Added reflex in optional rules
  • April 9, 2021: Moved XP leveling from optional rules to leveling section (under levels)
  • April 8, 2021: Stress based leveling

Version 3 changes

  • April 6, 2021: Published version 3
  • April 6, 2021: Added the poisoner level and the vial of simple poison item
  • April 4, 2021: Updated "How to use this book"
  • April 4, 2021: Added raw magic
  • April 4, 2021: Added time (chapter one)
  • March 26, 2021: added other items, being med kit, torch, and slightly bigger torch.
  • March 26, 2021: added changelog