CR3R-SR

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New Skills

Detect

  • Calculation: Adventurer level + Intelligence modifier
  • Use Time: 10 seconds (1 round)
  • Effect: Allows you to see through illusions, detect lies, and see through falsehoods.

Details: If you have a suspicion that something may not be what it seems, the GM may allow you to try and Detect the truth. If successful, you can:

  • see through illusions and disguises;
  • know if someone is trying to lie to you;
  • notice inconsistencies in stories (such as someone pretending to be an amnesiac, or a high-level adventurer pretending to be a fledgeling);
  • tell if a Barbarous is taking human form.

The target number for this skill is usually determined by the GM. In the case of trying to see through a disguise, it is a contested roll against the original Disguise check.

GM Note: Using Detect in Play

If players go around trying to Detect everything they come across, illusory or not, the progress of the game will grind to a halt. However, never allowing players a chance to catch disguised opponents is no fun either. The GM needs to weigh the options of using the skill, and could only allow it where there is an actual possibility of discovering falsehoods. At the same time, if PCs never think to look for illusions and disguises, or players blindly accept testimony that their characters would notice as false, it may not be a bad idea for the GM to call for a Detect check.

Discovering the Nature of Hidden Monsters

Some monsters, like mimics and gargoyles, are able to disguise themselves using their unique skills to seem like they are something else. The Detect skill can be used to uncover these monsters while hiding, as well as other NPCs using magic to hide their true appearance.

In these situations, the GM should make a Detect check in secret for each of the PCs, allowing players whose characters succeed to make Monster Knowledge checks after they determine that something is wrong. The target number for these Detect checks should be based on the information and clues that the PCs have come across, being easier if PCs have done their work and are attentive to their surroundings, or having a higher target number if the characters are doing little more than blindly flailing around.

As a general rule, Detect checks are something the GM calls for. No matter how suspicious an NPC may act, Detect checks are not something the PC can actively ask the GM to roll for.

Riding

  • Calculation: Rider level + Dexterity modifier
  • Use Time: Instant
  • Effect: Maintains control over a mount during difficult circumstances.

Details: When riding a mount in difficult circumstances, such as "riding across a log bridge", or "riding through deep mud in a rainstorm", a successful check allows you to stay on your mount. A failed check will halt movement, and in some situations may even throw the rider off the mount.

Taking Minor Actions as Major Actions

In addition to such actions like mounting or dismounting a mount, actions that can be done as Minor Actions may also be performed as a character's Major Action for the turn. This includes such actions as "Receiving a Weapon" or "Standing from Prone". However, this does not allow for circumventing a "once per turn" limitation on some Minor Actions by performing them both as a Minor Action and a Major Action. Also, some Minor Actions are specifically only able to be performed as Minor Actions, and so cannot be performed as a Major Action.

New Range/Area: Breakthrough

Area:Breakthrough
The user of an effect with Area: Breakthrough will move in a straight line to any point within the range of that character's Full Move, and will affect all characters within that path. While using an effect with Area: Breakthrough, the user is unaffected by movement obstruction, and will always perform a Full Move (even if they don't move their full distance).

The specified end point must be visible before using an effect with Area: Breakthrough, and such effects cannot be used while already engaged in melee with enemies. If the center of a battlefield is included in the path, the effect is treated the same as an effect with Area: Line.

Enhanced Racial Features (11th Level)

The following are further enhancements for racial features once a character's Adventurer Level is 11th or higher. Typically, there is one ability that is preferred to be used over others due to ease of use, and so those will be listed below. Valkyries will also have their 6th Level Enhanced Ability shown below as well.

Human - Strengthened Racial Feature: [Sword's Salvation/Change Fate]
When using [Sword's Salvation/Change Fate], add +2 to the result. However, this will not work if changing double 6's to double 1's (which will also cause an automatic failure), or vice versa. When using a Power Table, the maximum result is 12.

Elf - Strengthened Racial Feature: [Sword's Salvation/Gentle Water]
By soaking your whole body in water for 1 hour, you can recover HP and MP as though sleeping 6 hours. This can be done once per day, and does not interfere with normal sleeping and recovery.

Dwarf - Strengthened Racial Feature: [Sword's Salvation/Body of Flame]
You now resist Energy-type damage from any source as well. When dealt Energy-type damage, it is automatically halved. If the source of the damage has Resist: Half, then a successful Fortitude or Willpower check (as appropriate) will reduce damage to 0 instead.

Tabbit - Strengthened Racial Feature: [Danger Sense]
When making a Danger Sense check, add +4 to the result.

Runefolk - Strengthened Racial Feature: [HP Conversion]
[HP Conversion] can now be used twice per day.

Nightmare - Strengthened Racial Feature: [Alternate Form]
When in [Alternate Form], all Accuracy and Spellcasting checks receive a +1 bonus.

Shadow - Strengthened Racial Feature: [Moonlight's Protection]
Willpower is increased by an extra +2 (to +6), while Poison, Curse and Disease damage are reduced by an additional -3 (to -6).

Lildraken - Strengthened Racial Feature: [Sword's Salvation/Wings of the Wind]
Flying using [Sword's Salvation/Wings of the Wind] can last up to 12 rounds per day.

Grassrunner - Strengthened Racial Feature: [Mana Interference]
When fighting monsters with "Perception: Magic", you receive a +1 bonus to Accuracy and Evasion.

Newman - Strengthened Racial Feature: [Child of Magic]
All Magic Power is increased by an additional +1 (to +2).

Valkyrie - Strengthened Racial Feature: [Blessing of the War-Maiden]
6th Level: In addition to the bonus to Fortitude and Willpower, increase the target's Defense by -3, and reduce all magical damage received by -3.
11th Level: [Blessing of the War-Maiden] can now be used twice per day.

Destroying Structures

During the session, there may arise a situation where the players want to destroy some structure, like a box, building, door, etc. The following section covers rules for such situations.

Structure Data

Each structure has a thickness, Defense and HP. Depending upon the materials and tools used, it may be impossible to critically damage a structure, let alone actually do any damage at all. Keep in mind that a structure's Defense is only half as effective against magical damage.

Destroying Structures

Destroying structures is similar to attacking monsters, except the structure cannot use any sort of Evasion to dodge attacks. Essentially, this means that a character will hit a structure on any roll except double 1's. However, a character can only damage a structure once per attack per round (so 《Dual Technique》, 《Chain Attack》, and other methods of attacking multiple times allows multiple instances of damaging structures). If a structure isn't taken down with one attack, it can be attacked again until destroyed.

Poison-type, Curse-type, Disease-type, and Psychic-type effects deal no damage to structures.

Structures and Magic in Combat

During combat, it's likely that a large area of effect will inevitably include structures, such as walls and doors. In situations like this, typically if there is no intention to destroy the structures, they will not be damaged. The GM may change this if they feel it necessary, though.

List of Structures

Information for typical structures is listed below, and should be referred to when necessary. However, should the circumstances warrant it, the GM may choose to increase the thickness of a structure, increasing its HP accordingly.

Wooden Door

Thickness: 2 cm
Defense: 6 HP: 20
No Criticals: Bow A relatively sturdy door often found in dungeons and private homes. It can be reinforced with iron, making it more robust.

Iron Door

Thickness: 2 cm
Defense: 16 HP: 40
No Criticals: Sword, Spear, Thrown, Bow, Crossbow, Lightning, Fire, Wind, Water/Ice An iron door, occasionally seen in dungeons. Being solid iron, it's extremely tough and difficult to break through.

Wooden Wall

Thickness: 5 cm
Defense: 8 HP: 30
No Criticals: Bow The outer wall of a standard private home.

Stone Wall

Thickness: 20 cm
Defense: 18 HP: 60
No Criticals: Sword, Spear, Thrown, Bow, Crossbow, Lightning, Fire, Wind, Water/Ice A standard wall made of stone, often seen in dungeons.

Brick Wall

Thickness: 10 cm
Defense: 12 HP: 50
No Criticals: Sword, Spear, Thrown, Bow, Crossbow, Lightning, Fire, Wind, Water/Ice A wall made of hardened bricks, typically seen as outer walls for upper-class private homes.

Iron Wall

Thickness: 5 cm
Defense: 22 HP: 80
No Criticals: Sword, Spear, Axe, Thrown, Bow, Crossbow, Slash, Lightning, Fire, Wind, Water/Ice A wall made of solid, thick iron. The thicker it gets, the harder it is to penetrate.

Wooden Fence

Thickness: 2 cm
Defense: 4 HP: 15
No Criticals: Bow A simple barrier meant to run the perimeter of rural areas. Often used to corral and protect livestock from predators, as well as delineate multiple fields of farmland.

Stone Outer Wall

Thickness: 1 m
Defense: 22 HP: 120
No Criticals: Sword, Spear, Thrown, Bow, Crossbow, Lightning, Fire, Wind, Water/Ice An outer wall made of solid stone, designed to protect small-to-medium fortified towns and cities.

Stone Rampart

Thickness: 2 m
Defense: 30 HP: 300
No Criticals: Sword, Spear, Thrown, Bow, Crossbow, Lightning, Fire, Wind, Water/Ice A standard rampart.

Wooden Gate

Thickness: 8 cm
Defense: 10 HP: 40
No Criticals: Bow A double-sided gate, often seen used in walls surrounding mansions. When used in outer walls and ramparts, it can be two to three times as thick.

Iron Gate

Thickness: 8 cm
Defense: 26 HP: 200
No Criticals: Sword, Spear, Axe, Thrown, Bow, Crossbow, Slash, Lightning, Fire, Wind, Water/Ice A sturdy iron gate, often seen in fortified castle walls. It's hard to find a better gate than solid iron.

Wooden Chest

Thickness: 1 cm
Defense: 6 HP: 15
No Criticals: Bow A standard chest made of hardwood. Destroying the chest may also damage or destroy any fragile contents.

Iron Chest

Thickness: 1 cm
Defense: 16 HP: 30
No Criticals: Sword, Spear, Thrown, Bow, Crossbow, Lightning, Fire, Wind, Water/Ice A sturdy iron chest. Destroying the chest may also damage or destroy any fragile contents.

New Uses for Reputation

Personal Connection with NPCs

By using the Reputation currently available, it is possible to create a personal bond between a PC and an NPC. Connections are treated the same way as Renowned Items, tracked as "Connection: **/(NPC's name)", where // is the particular level of the bond. In order to form a connection with an NPC, the PC must refer to the chart below and spend the appropriate Reputation on that person in order to create a bond.

If a PC is looking to bond with a particular character, they must first create a connection by knowing each other, even if it's only in passing. This is to prevent PCs from attempting to bond with characters they haven't met just yet. Deeper connections with that particular NPC are paid from the PC's Reputation towards increasing that bond to the level of "Friend", and later, "Confidant".

Aquaintance

The most basic of bonds, this shows that the NPC has acknowledged the character as someone of note, and will usually remember the character by name. There may be a working relationship, where the NPC can trust the PC to take care of some simple business or task, but that's about the extent of the connection.

Friend

The PC and NPC have gotten to know each other, and will often allow the other to call them by nicknames, or at least be less formal with each other. The NPC and PC have a relationship close enough to help the other out in case of dire straits, but won't go so far as to put themselves out when doing so. The NPC positively reacts to hearing about the PC, and will often seek them out first if the strength of an adventurer is needed to handle some business or other.

Confidant

The PC and NPC are very close, able to share deep feelings both publicly and privately. Private worries and secrets are freely discussed, as is otherwise confidential information. A bond this deep is a relationship that has been tested and found to be strong, even in the face of adversity. In case of a crisis, the NPC will do everything in their power to help their friend out, and will wholly trust the PC with their life if necessary.

Lost Connection

A connection becomes strained if there is action taken against the NPC that is extremely detrimental, whether physically, socially, financially, etc. A loss of trust and faith in the PC will cause an existing connection to drop one level, alienating the NPC and causing a loss of Total Reputation. However, this does not apply if the PC was acting in good faith, and only caused harm to their NPC friend through the whims of fate.

If the NPC dies, there is no lost connection between them and the PC. However, at that point the PC cannot spend Reputation and build a stronger connection.

Utilizing NPC Connections

If a PC and NPC become particularly close during the course of a session, the GM may wish to grant the PC a connection with that NPC. To do so, the appropriate Reputation should also be given out, in order to allow the PC to pick up that connection. If the NPC is one created by the GM, and not one listed below, the GM should use the chart to determine an appropriate amount of Reputation in order to connect with a PC.

If the PC has a connection with an NPC, the GM should actively try to bring the NPC into sessions at some point, in order to reinforce the connection between the characters. However, connections represent a relationship built on trust; if the PC tries to use the NPC in a situation convenient for the PC and not the NPC, or generally tries to take advantage of the connection between the two characters, the GM should warn the PC that they may be straining the connection, possibly losing the connection if the behavior continues.

Connection Table
NPC Name Main Residence Acquaintance Friend Confidant
Emperor Julius Krause Lukythra Imperial Palace 500 1000 4000
Luther Ellerden Blue Thunder Swords 10 100 200
Drucken Gardel Lukythra Institute of Magitechnology 100 400 800
Magdalena Yates Durlesburg Fourth Army 200 500 1000
Howl Barkman Kashkarn Garrison 100 300 600
Kokul and Rafensa Fendil Royal Palace 400 800 1600
Dan Shirow Port of Rocyletta 50 200 400
Gertrude Kudelia Bandit Guild "Deathcrimson" 50 800 1200
Albert Duraland Razeldawn 100 300 1200
Blue Lip Revett Zalts 50 100 200
Nono Vanillatte Lukythra Temple District 50 100 200
Amelia Skyfish Luferia, Rocyletta 10 300 600
Batelden Erra Luferia Main Temple 100 500 1000
Shawn Graham Lukythra Thieves' Guild "Dark Night's Falcons" 50 300 800
King Alfred III Durlesburg Palace 500 1000 2000
Marquis Cader Kudelia Kudelia 300 600 2000
Rasun El Charade Fendil Royal Palace 300 800 1000
Shadornik Shuligan Lonely Dragon 10 100 200
James Kovar Kashkarn Consulate 100 200 400
Valentin Carnot Fendil 10 50 100
Adela Calvert Rocyletta Parliament 100 200 400
Simon Bonnefoit Rocyletta Parliament 100 200 400
Jorgen Reigliff Rocyletta Parliament 100 200 400
Helmin Kartz Free City Alliance Council 100 200 400
Ishmael Church Temple of Lyphos in Lukythra 200 600 1200
Seth Susaro Home in Kashkarn 10 150 200
Bernard Falk Duvall Royal Palace 500 1000 2400
Bastian Bair Duvall Royal Palace 200 400 1000
Fulmeri Bergament Dordea Fortress 50 200 500
Sherio Unknown 200 400 800
Trato Pampani Miraboa Tabbit Autonomous Region 50 100 200
Xavier Hoaguel Regalia Palace 400 900 1600
Bellanger Castanier Alphort Palace 400 900 1800
Ixelles Jennebert Miraboa Palace 300 600 1600
Ismael Vizcaino Great Temple of Sephilia 500 1000 3000
Ulrika Atstelberg Great Temple of Sephilia 50 150 300
Raul Alfonso Temple of La Lumeia 50 200 300
Marika No.3 Unknown 50 100 200
Almiralda Rudea Mountains - - -
Volkreia Kerkyra Island - - -
Valerio Silvestri La Lumeia Palace 500 1000 2000
Emilio Pablo Barnad Council 300 800 1600
Blumkvist Mist Forest 500 1000 2000