Saturday, 28 March 2015
Halcyon Fantasy - a USR concept game
The core concept behind Halcyon Fantasy is to emulate the feeling of playing old school fantasy games using the USR engine. Consider this an 'OSR' game for USR. It's all about dungeon delving, getting loot and killing monsters.
Download the free USR 2.0 rules to get started.
Feel free to random roll 1d4 a character archetype, or pick for yourself:
Warrior: Stout and hardy - great in a fight. You will be on the frontline, hacking at whatever gibbering creature you're facing that day. Warriors must have a d10 in Action. They gain a default +1 to all attacks and an extra 3 Hits when created and levelling up. Warriors do not have a limitation on what weapon or armour they have use.
Mage: A mage has unlocked the secret power of the nine winds, which has given them the ability to use magic. Mages must have a d10 in Wits. They have access to a magic spell each level. Mages cannot use weapons with bonuses above +1 or armour with bonuses below -1. See spells below:
Lvl 1: Create light - use one action to create light that shines in a 30ft radius. Can be extinguished at will.
Lvl 2: Electric spike - use one action to fire a bolt of electricity at an enemy. Attack die is d10. Does +3 damage on a hit. Can be used once per combat.
Lvl 3: Slumber - Make a contested Wits attack against 1d6 enemies within 20ft. If you succeed, the enemy affected falls asleep for 1d10 minutes. Does not affect enemies with 20 Hits or higher. Can be used once per day.
Lvl 4: Inferno - Makes a d10 attack against 1d6 enemies within 30ft. If inferno hits, an enemy takes an extra 3 damage. Can be used once per combat.
Lvl 5: Invisibility - you are able to turn invisible for 1d10 minutes. While invisible any attack made against you receives a -5 penalty. Can be used once per day.
Thief: Lurking in the shadows, thieves are experts in dismantling traps, picking locks and moving without being noticed. Thieves must have 1d10 in Wits. Thieves can use all weapons, but cannot wear armour with a bonus below -2. Thieves receive a +3 Wits bonus to picking pockets, picking locks, moving silently and disarming traps.
Priest: The holiest of beings, priests have answered their calling to their god and have been bestowed with the power to bless those in need. Priests must have d10 in Ego. They are able to use their blessing a number of times a day depending on their level to heal themselves or another 1d6 hits. Priests are able to use any weapon and any armour.
Lvl 1: once per day
Lvl 2: twice per day
Lvl 3: four times per day
Lvl 4: six times per day
Lvl 5: eight times per day.
Just like in old school fantasy games, Halcyon Fantasy has the player choose from a selection of races.
Either roll 1d4 or select from the list below:
Human: Just like you and me, humans are adaptable beings that are able to master a variety of different skills. A human begins with an additional Specialism or a +1 bonus to an existing specialism.
Dwarf: Hardy, squat beings with long beards and gruff voices. Dwarves are proud of their heritage and rarely venture out of their underground kingdoms. Dwarves are able to see in the pitch dark up to 30ft. Dwarves gain an extra +1 Hits each level.
Elf: Denizens of the great forests of the world, elves are noble beings in tune with nature. Elves gain a +1 to attacks when using bows or daggers. An elf is able to use a small animal to relay messages to other people within 10 miles.
Halfling: These small beings are about half the size of even a dwarf, but their size gives them great advantages. Halflings gain a +1 Action bonus to moving silently. They are also able to appraise treasure in order to find its accurate value.
Each archetype begins with the following amount of gold:
Warrior: 23 gold
Mage: 25 gold
Thief: 27 gold
Priest: 20 gold
Sword (+2) 50 gold
Dagger (+1) 15 gold
Shortbow (+1) 20 gold
Longbow (+2) 70 gold
Heavy mace (+3) 200 gold
Cloth armour (-1) 10 gold
Leather armour (-2) 50 gold
Chain armour (-3) 200 gold
Plate armour (-4) 500 gold
Onyx armour (-5) 1000 gold
3 x torches: 1 gold
Rations for 3 days: 1 gold
Backpack: 1 gold
Tent and camping equipment: 3 gold
Magical items and equipment are hard to come by and rarely found traded in towns and cities. Below is a sample of the kinds of magic items the adventurers can come across.
Sword of the Dreadflame: +3, when this weapon harms an enemy, they are set on fire for 1d6 rounds, taking 2 Hits per round.
Healing Tincture: One use. Heals 1d10 Hits.
Crown of Darksight: The wearer is able to see perfectly in pitch darkness as if it were daylight.
Boots of Bull Might: The wearer gains the specialism Bull Might +2 (Action), which gives a bonus any time the character has to make a strength-based roll. The wearer loses the specialism if the boots are removed.
Gauntlets of Flight: The wearer is able to fly up to 30ft in the air.
Bracers of the Necromancer: The wearer is able to call an undead servant from the ground for 1d6 hours. The servant will obey all commands made by the wearer. The servant has Action d6, Wits d6, Ego d6, Hits 4, Attack: claws +1. A servant may be summoned once per day and if a new servant is summoned, the other crumbles into dust.
Longbow of Prosperity: +2. If an enemy is killed by this weapon, their treasure value is tripled.
The following are sample monsters that the adventuring party may come across on their travels.
Action d6, Wits d6, Ego d6
Attack: Bite +0
Treasure: 1 gold or equivalent
Action d6, Wits d8, Ego d6
Attack: Crude blade +1
Treasure: 5 gold or equivalent
Action d8, Wits d8, Ego d6
Attack: Sword +2
Treasure: 8 gold or equivalent
Action d10, Wits d6, Ego d6
Attack: Massive club +2
Treasure: 15 gold or equivalent
Action d8, Wits d8, Ego d6
Attack: Sword +2
Treasure: 9 gold or equivalent
Action d8, Wits d6, Ego d8
Attack: Claws +3
Treasure: 14 gold or equivalent
Special: Regenerate - Trolls gain 2 Hits every combat round up to their maximum Hits value.
Action d10, Wits d10, Ego d10
Attack: Fire breath +6 (range 40ft)
Treasure: 40 gold or equivalent
Special: Fly - dragons can fly up to 100ft in the air.