Ryuutama by ProfessorProf
Hayao Miyazaki Presents Oregon Trail
Original SA postRyuutama, Introduction: Hayao Miyazaki Presents Oregon Trail
Ryuutama is a Japanese tabletop RPG that puts a spin on fantasy adventuring that I haven't seen in any western game. The theme of the game is travel and discovery. Combat is an afterthought. The equipment section has more kinds of umbrellas than it has weapons. Classes have next to nothing to do with how they fight monsters. It's a game about regular people discovering the secrets of a fantastic world.
Did I mention the art? The book is alternatingly gorgeous and adorable, and it's available legally and for free here - click on the green button on the left that says "高解像度PDF". The illustrations are low-resolution in the free PDF, unfortunately, but we can't get everything for free, I guess.
Players play travelers of one of seven classes - Minstrel, Merchant, Hunter, Healer, Farmer, Crafter, or Noble. Each comes with three Skills related to their profession that can come in handy on the road or in day to day interactions. Separately from your class, you pick a Type that is a bit more analogous to a D&D class - Attack, Technique, or Magic.
The 'Ryuu' in 'Ryuutama' means 'Dragon', and dragons are the game's mechanically-supported GMPCs. As the GM, you pick from one of four dragon races - Green, Blue, Red, or Black - each corresponding to a different sort of adventuring theme. In the lore of the world, dragons are creatures that consume stories as sustenance, so your goal as a dragon (and as a GM) is to use your powers to devise interesting and memorable adventures for the travelers, so that their lives are filled with excitement and you can thrive on the stories they create.
Next: Game overview, and a bit of setting lore.
Dragons, Seasons, Travel
Original SA postRyuutama, Preamble: Dragons, Seasons, Travel
The book opens up with an overall explanation of what kind of game Ryuutama is. The themes of the game are dragons, seasons, and travel in a fantastic world.
The unnamed world in which Ryuutama takes place was created by four dragons - one created Spring, one Summer, one Fall, and one Winter. Next were the twenty dragons reigning over the different spheres of land and weather - a dragon for the forests, a dragon for the deserts, a dragon for the winds, a dragon for the rain. Now that the world is running on its own, these dragons look over it from places unknown.
The players play travelers in this world. Not legendary heroes, but normal people who have set out to see the world. It is, of course, far from an easy place to travel across, what with the adverse and unpredictable weather conditions, the precarious and varied terrain, and the monsters. Will we safely reach our next destination? Will we run out of food and water along the way? Will our preparations be right for the kind of dangers on the road ahead? These are the daily troubles of travelers, and what this game is mostly about.
There is one more character, though, one controlled by the GM. The GM plays a dragon - not one of the twenty-four that created the world, but one of the rare people in this world who is a lesser dragon in disguise. The GM creates and runs the scenario as usual, but do it sort of halfway in character. The goal of a lesser dragon is to create and harvest stories from travelers and bring them back to the Four Dragons for them to eat. They have powerful magic unavailable to humans which they can use to this end. Things going too smoothly for your travelers? Use it to make their enemies craftier and their trials more difficult. Are they in over their heads? Use it to pull them out of danger.
Since the GMPC Dragon isn't actually a present party member - they're just watching from the sidelines most of the time - this becomes sort of a codified version of the standard GM rule of "if things aren't going in an interesting direction, fiddle with things until they are".
Very little is actually defined about Ryuutama's setting. All it says in the book about cities, nations, and famous people is that they aren't the same as the ones in our world. The reason for this is that worldbuilding is an important part of the game, and it's one that they're not going to do for you.
What is a TRPG?
I think it's interesting that, while TRPG works as an acronym for Tabletop RPG, that's not what it's being used for here - "TRPG" is expanded as "Table talk RPG." I wonder if that's normal for Japanese games in the field.
That aside, this is a basic What Are Tabletop Games section, and there's nothing too interesting in it. 1 GM, 1-6 players, 1 table. That aside, it's time for a bit more lore!
Travelers
It is a saying in the world of Ryuutama that everyone must go on at least one long journey during their life. But for some, it is a way of life.
There's no unifying type of person among travelers. They can be nobles or peasants, blacksmiths or farmers, magicians or thieves. Everyone has their own history and their own reason for being out on the road.
The typical traveler's journey will go for a year or two, before settling down. That year or two, naturally, will be fraught with peril from a variety of sources. When traveling through harsh forests, icy mountains, or deserts, food and water supplies can become a matter of life or death. Unwitting travelers may come across a monster den, and fight or run for their lives. Because of all the dangers of the wild country, travelers tend to move in parties of three to six - a group large enough to make the road a little safer, but still small enough to enjoy the easygoing freedom of travel.
When they're not deep in the wilderness, travelers do often enjoy visits back to the comfort of civilization, but that brings its own share of troubles - most prominently, money. Travelers need food, board, and supplies, and none of it is free. To this end, travelers will often offer their services for whatever sort of odd jobs are available where they go. It's not uncommon for people to seek out passing traveler parties to get hard or dangerous work done in exchange for a bit of coin.
Dragons are the closest existence in this world to Gods. The sort of dragons played by the GM are different from the Four Dragons who created the world, most commonly appearing as horned and winged humans. They do have full traditionally dragon-shaped forms, but it isn't easy for them to assume this form, so they usually remain as humanoids.
A lesser dragon usually finds a particular group of travelers and attaches themself to it, following them from a distance and devising adventures to inflict upon them, while also protecting them from danger. Just like the out-of-game duties of the GM, they want to make sure that the characters are never bored, but also that they don't all meet a grim demise, fudging events as necessary.
A dragon has three special powers that they can bring to bear in order to influence the course of an adventure. The first is Artifacts, sacred treasures from a past age infused with the power of the dragons. The second, Blessings, are the ability to invoke miraculous occurrences beyond the laws of reality. The third is Awakening, when the dragon assumes their true form and the powers that come with it.
Flow of Play (For the players)
Basically, it's this.
The last part of the prologue is a pair of charts laying out the shape of a typical session of play. For the travelers, it goes like this:
Step 1: Preparations before the journey
If necessary, learn how to play the game
Get together the required items (paper, dice, printed sheets)
Prepare for the game (character creation)
Make friends for the road (introductions, set party roles)
Determine your destination (town creation)
Step 2: Embark! What happens today?
Travel Rules (Condition Check, Travel Check, Navigation Check, Camp Check)
Events along the journey (Condition rules, Monster rules)
Town exploration (Shopping rules, Services, Animals)
Step 3: How to become a great traveler
Using your own talents (Skills, Types)
Using your equipment (Items)
Recover from injuries (Healing Herbs)
Use magic (Magic rules)
Step 4: The journey continues
Gain Experience (Level up rules)
Flow of Play (For the GM)
These two comics are my favorite images in the book.
Step 1: Preparations for the scenario
If necessary, learn how to play the game
Prepare for the game (GMPC creation)
Step 2: Create the scenario
Determine a scenario type
Make a scenario objective sheet
Make a scenario outline sheet
Make event sheets
Determine Blessing
Step 3: Begin the session
Before play (explain the rules, introduce your dragon, help the players make characters)
During play (run the scenario, dragon blessings)
Step 4: Return gathered stories to the Four Dragons
Record events of the session, Level Up
Step 5: In case of troubles
If there's something you don't understand (FAQ, more resources)
The prologue closes with a quick glossary for things like Player Character, Campaign, Check, etc, but we know what those are already.
See what I mean about the reduced image quality? Here's a picture showing the different dice types needed to play the game, with a Green Dragon explaining how to read a d4 and a Blue Dragon suggesting you come up with an image color for your character, then grab a set of dice of that color.
Next: Character creation.
Preparations for the Journey
Original SA postRyuutama, Spring Part 1: Preparations for the journey
Prologue and final notes aside, the book is divided into four sections, designated by season. Spring is character creation, and everything that goes into it. Summer is rules used during gameplay. Autumn is rules for the GM. Winter is the list of monsters.
For now...
Player Character Creation
There are seven steps to creating a Ryuutama PC: Class, Type, Attributes, Weapon Type, Personal Effects, Equipment, Details.
Class determines, more or less, what you did before you set out on your journey. There are seven total, with four being classified as "beginner" classes and another three that are slightly more complex. In practice, though, I haven't found any real difference in complexity between the two groups.
The beginner classes are Minstrel, Merchant, Healer, and Hunter . The advanced classes are Crafter, Farmer, and Noble . Each gives you three Skills that you can use during play.
Type determines what kind of abilities you have to get yourself out of danger, and is closer to what D&D would consider a class. There are three:
Attack Types specialize in defeating enemies by using strength and courage.
Technique Types specialize in using items and subtlety to get out of trouble.
Magic Types have a variety of supernatural abilities that they can use to solve problems.
Attributes are measured on a scale from 4 to 12, and always an even number. This number corresponds to a kind of die, so if you have an 8 in an attribute, then you'd be rolling a d8 to use it. There are four attributes:
Strength is used both for physical strength and endurance.
Agility is finesse, speed, and generally moving your body.
Wisdom is quick thinking, a wide base of knowledge, and good memory.
Spirit is concentration, courage, and connection with the supernatural.
All four are necessary over the course of a typical day of travel. At level 1, you assign your values out of one of three stat lines: 6/6/6/6, 8/6/6/4, or 8/8/4/4.
As long as we're into attributes, I might as well talk about the Core Mechanic. Most Checks will be listed as something like STR+AGI+1 - sometimes one, but usually two attributes, and they can be the same. Because of the way stats map to dice, this is pretty straightforward; If your Strength was 6 and your Agility was 8, then the example here would be 1d6+1d8+1, compared to a target difficulty. Snake eyes are a fumble, and a max roll OR a double 6 is a critical success.
Once that's out of the way, you need to figure out your HP and MP, which aren't quite what you'd expect. HP is physical well-being as well as stamina - a difficult day's travel will drain your HP. Your maximum HP starts at 2 x Strength, and will increase as you gain levels.
MP is not Magic Points, but Mental Points. Even if you're not a magic user, you can use it to put extra mental effort and concentration into any task. Maximum MP starts at 2 x Spirit, and will increase as you gain levels.
Weapon Type is the kind of weapon you're the best at using. Each type is good for a different kind of character, as the stats used to roll attack and damage are different.
Short Blades: Daggers, short swords, etc. Highly accurate weapons, but damage is unremarkable. Accuracy rolled as AGI+WIS+1, damage rolled as WIS-1.
Swords: Broadswords, rapiers, katanas, etc. Balanced weapon for a good physical fighter. Accuracy is rolled as AGI+STR, damage rolled as STR.
Spears: Long spears, tridents, lances, etc. High-damage weapons for a balanced fighter, but they require both hands. Accuracy is rolled as AGI+STR, damage rolled as STR+1.
Axes: Battleaxes, greataxes, etc. Inaccurate but powerful weapons ideal for the muscleman, requiring both hands. Accuracy is rolled as STR+STR-1, damage rolled as STR.
Bows: Short bows, long bows, crossbows. Difficult to land a hit, but has the advantage of attacking at a distance. Requires both hands. Accuracy is rolled as WIS+AGI-2, damage rolled as AGI.
Unarmed: Fighting with your fists or with whatever you can find lying around. Accuracy is rolled as AGI+STR, damage with your fists is STR-2, damage with an improvised weapon is STR-1.
You CAN fight using weapons other than the one type you choose, but you're not used to it. Every time you make an attack with a nonproficient weapon, you lose 1 HP (remember, it's stamina).
Personal effects : Think about your character, and freely pick one or two small items that are important to them. You get these for free, and they don't take up any room in your inventory, but they also don't give you an mechanical bonuses.
Equipment is purchased from the bigass list of items later down the chapter. You get 1000G to play with going out the gate, and will get more as you adventure.
It's worth noting that, for a character with 1000G, a weapon is a HUGE investment - a typical sword costs 700G. It's not uncommon for only one or two characters in a fresh party to have weapons. That's just the kind of game this is. In the game I've been running, characters were buying fancy tents and windbreakers before getting the weapons they were proficient in.
Details is everything else. Notably:
Name: First, last, and any sort of nicknames.
Gender and age : What it says.
Image color and appearance: Before breaking it down to details, the book advises you to think of your character as a whole, and decide what one color best captures that image. The further details flow from there.
Hometown and reason for travel : Where are you from? What was your life like there? Why did you leave, and why are you on the road now?
Other: Personality, speaking styles, what's important to them.
Have an extremely low-res sample character sheet. Next time: Classes.
Classes & Types
Original SA postRyuutama, Spring Part 2: Classes and Types
Classes in Ryuutama are generally an expression of what your job was before you hit the road. They're pretty bare-bones, mechanically - all they give you is a set of three special skills that you can use to make life easier or more interesting.
Minstrel
Wandering performers from a long tradition of a lifestyle not tied down to any one place, wandering the world and filling it with song, dance, and stories. Includes musicians, dancers, performers, artists, and storytellers.
Traveler's Experience: Minstrels are accustomed to wandering far across the world. They get a +1 bonus to all Travel, Navigation and Camp checks.
Traditional Knowledge: Minstrels have learned much about the world through old songs, rumors, and legends. You can try to get information about something based on what you've heard about it in the past by rolling WIS+WIS against a GM-set difficulty.
Music: Traditional bard power. During travel, you can roll AGI+SPR against a difficulty set by the terrain and weather to give all of your allies a +1 bonus to their next check. Doing so costs 1 HP, gives a +3 bonus on a critical, and may inflict the Delirious status on a fumble.
Merchant
Exactly what it says on the tin. Entrepreneurs who travel the world following the flow of money. They know their way around a bartering session, are good with pack animals, and are generally great communicators.
Persuade: Knowing how to pick your words carefully is key when you're chasing a profit. +1 to Negotiation checks.
Animal Handling: You're accustomed to working with multiple animals, all the better to carry your wares with you on the road. Most characters can only have one animal with them, but Merchants can have three.
Trade: You know the tricks to buy low and sell high, especially when handling bulk commodities. When you buy or sell a stack of 4 or more of an item, you can roll WIS+SPR to get a discount on the item or a bonus on the sale, ranging from 0 to 80% based on the result. Once you roll, though, you can't back out on the deal - you have to buy it if you can.
Hunter
Masters of the wild. Used to living off the land and tracking down elusive prey, a hunter can be an indispensable aid to a party that's running low on supplies. Includes big game hunters, fishermen, and monster hunters.
Animal Tracking: You know all the signs to look for when following a creature to its lair. One of the only combat-relevant skills, if you're looking for a monster in certain categories (animal, magical beast, magic stone, flora), then you can roll STR+WIS to try and track it to where it lives. If you find it and attack it, you get +1 to all damage rolls against it.
Ingredient Processing: You know how to use every part of your quarry. After defeating a monster, you can roll AGI+WIS to try and get some extra reward out of it, determined by the type of monster.
Hunting & Fishing: You can catch animals in the wild and bring them back for the party as food. At the end of a day of travel, you can roll AGI+WIS against a difficulty set by the terrain and weather to go hunting or fishing. For each point you succeed by, you get enough food to feed one person for one day. The food is extra delicious on a crit, and you can get Injured on a fumble.
Healer
The road is a dangerous place, and it doesn’t hurt to have someone with you who knows how to deal with the results of that danger. Includes doctors, physicians, chemists, and more spiritual healers.
Healing: Standard HP recovery. Using one portion of healing herbs and one day's supply of water, you can roll WIS+SPR and heal an ally for the resulting amount of HP. If you use it during a battle, you only roll WIS.
Emergency Treatment: If someone's seriously out of sorts, you can at least provide some temporary relief. If someone's suffering from a debilitating status, you can roll WIS+SPR to attempt to neutralize the effects of the condition for one hour.
Herbology: You can recognize plants in the wild that have healing properties. At the start of the day, you can roll STR+WIS against a difficulty set by the terrain and weather, and if you succeed, you'll collect a valuable Healing Herb based on the terrain type. You get three on a critical, and might get Poisoned on a fumble.
Farmer
Look at his haaaaaat
The world's most common profession. Simple, but hardy and skilled folk with indispensable skills.
Good Health: You live life at a strong, steady rhythm. +1 bonus to Condition Checks, +3 to Carrying Capacity. Both of these are better than they sound.
Animal Handling: Same as Merchant.
Side Job: You picked up some extra skills on the side during your home life. From the list of skills from other classes, you can pick one of Music, Trade, Hunting & Fishing, Animal Tracking, Ingredient Processing, Herbology, Healing, Emergency Treatment, Item Crafting, Repair or Etiquette .
Crafter
This covers a wide variety of professions. Chefs, blacksmiths, masons, carpenters... the unifying trait is that your talent is making things with your hands.
Ingredient Processing: Same as Hunter.
Item Crafting: Pick one category of items (Tools, weapons, etc) - this what you can make. Roll STR+AGI against a difficulty based on the price of the item, and pay half that price in materials. If you succeed, you create the item.
Repair: You can fix up items that got damaged through use on your journey. Pay 10% of the price of an item and roll STR+AGI as per crafting. If you succeed, the item is restored to full durability.
Noble
It's easy to underestimate the value of having a Noble in the party, but the aristocracy have their uses. In addition to a proper education and knowing their way around high society, they're the ones most likely to have proper military training.
Etiquette: You know how to behave in the presence of polite society. You can roll AGI+WIS to make a good impression on someone of high social standing.
Refined Education: You grew up with access to a wide pool of knowledge and resources. When trying to learn about something, you can roll WIS+WIS against a difficulty set by the GM to recall what you were taught about it during your education.
Art of War: Either as preparation for war or as a part of your refined upbringing, you received additional weapon training. Pick Sword, Spear, or Bow, and gain proficiency with this in addition to your standard weapon training. If you already were proficient with your choice, you get +1 to all attack rolls with that weapon type.
And that's it for classes! Next is Type. This is less of a character backstory tied decision, and more of a mechanical one. Each of the three Types gives you three bonuses.
Attack Type: You solve problems with the pointy end of your blade, specializing in fighting monsters and applying brute force.
Toughness: Maximum HP is increased by 4.
Power: +1 bonus to all damage rolls.
Focus: Gain proficiency in an additional weapon category.
Technique Type: Skilled and fast, you've always got another trick up your sleeve.
Accurate: When using Concentration (I'll get to that later), you get a +2 bonus instead of a +1 bonus.
Quick: +1 to Initiative Checks. This is better than it sounds.
Pocket: +3 Carrying Capacity.
Magic Type: You have access to strange powers beyond the ability of most humans.
Will: Maximum MP increased by 4.
Spellbook: Each level, you learn 2 spells from the Incantation Magic list.
Seasonal Sorcery: Pick one of the four seasons, and gain a set of special magic related to it.
Next: Party dynamics.
Party Roles & Levelling Up
Original SA postRyuutama, Spring Part 3: Party Roles and Leveling Up
So in the last chunk of the book, we got through character class and type. However, that is not all it takes to make a party in Ryuutama! There are four special rolls that have to be distributed among the party: Leader, Mapper, Provisioner and Recorder. These roles carry special duties, both IC and OOC, for that player and character.
The Leader is exactly what the name suggests, the guy who makes the final decisions. Specifically, their job is to determine the party's next destination. In addition, during battles, the Leader records Initiative and keeps track of whose turn is coming up next.
The Mapper is tasked with the job of actually figuring out how to get from point A to point B. In addition to being the one who makes Navigation Checks to make sure you don't fall off course, they also keep and update a map of the world as you explore. Recommended for a character with high Wisdom.
The Provisioner 's job is to make sure that you don't starve to death. Their job is to figure out how what food, water, and equipment you'll need as a party to get to the next town, and they keep the sheet tracking the expenditure of the party's supplies.
The Recorder has a less life-or-death job, but still one worth having around. Their job is to record a journal of everything that happens during the journey for posterity.
In a larger party, some characters won't have roles. In a smaller party, some will have to double up. They're not exactly heavy, so it isn't a huge problem.
Leveling Up! Rather than anything fancy like Burning Wheel or the like, Ryuutama uses a standard Gain EXP Gain Levels sort of system. However, Monsters are a very minor source of experience.
If you defeat any number of monsters, then the party gets XP equal to 10 times the level of the strongest monster. For each Dragon's Blessing you get, 50 XP. The big source, though, is simply travel - you get EXP based on the level of the most difficult combination of terrain and weather you traveled through that session, ranging from 100 to 500 XP.
Upon level up, you get 3 points to distribute between Max HP and Max MP, one additional point of carrying capacity, and something special based on the level:
code:
Level EXP Bonus
1 0 N/A
2 100 Stat Increase
3 600 Preferred Terrain/Weather
4 1200 Stat Increase, Status Immunity
5 2000 Dual Class
6 3000 Stat Increase, Dual Type
7 4200 Preferred Terrain/Weather
8 5800 Stat Increase
9 7500 Seasonal Dragon Protection
10 10000 Stat Increase, Legendary Journey
Preferred Terrain/Weather: Pick one type of terrain or weather. When making any check with a difficulty based on terrain/weather in the chosen type, you get +2 to the roll. At level 7, you get to pick a second one.
Status Immunity: Pick one of the game's six status conditions (Poisoned, Sick, Injured, Tired, Delirious, Shock). You are immune to it.
Dual Class: Pick a second class, and get all the skills for that class in addition to your first one. You can pick the same class again, in which case you get +1 to all checks associated with those skills.
Dual Type: Pick a second type, and gain all the bonuses associated with it. If you pick the same class, you get the bonuses again - so, an Attack/Attack type would have +8 Max HP, +2 to all damage rolls, and proficiency in two additional weapon categories.
Seasonal Dragon Protection: Pick a season. The Dragon overseeing that season give you their protection. When you travel during that season, once per day, you can forego rolling a check and assume you rolled a 20 instead.
Legendary Journey: In the world of Ryuutama, there are a set of great secrets, treasures, or great mysteries of the world called the Seven Legendary Journeys. A traveler who has reached the level cap can embark on one of them as a final capstone to their traveling career.
Next: Items.
Equipment
Original SA postRyuutama, Spring Part 4: Equipment
So, there are a fuckton of things available for purchase. I'm not going to bother outlining all of them.
Every item has a Size rating of 1, 3, or 5. 1 is something you can comfortably hold in the palm of your hand, 3 is something you can hold in one hand, 5 is something you can hold in both hands. Without proper preparations, a character's maximum carrying capacity is Strength+3 - 11 for the strongest of starting adventurers. However, it goes up by 1 each level, is higher for Technique Types, and you can use some of that space for containers with more capacity. If you exceed your carrying capacity, you suffer a -1 penalty to all checks per point over the limit you are. Equipped items don't count towards your limit.
Items are not indestructible! Each item has a Durability rating equal to its Size. Every time you fumble when using an item, it loses 1 durability. Wen it reaches 0, the item cannot be used until it's repaired, either in a town for by the party Crafter. Broken items cannot be sold (non-broken items sell at half price).
At level 1, a lot of things are very hard to afford. In the late game, they'll be trivial. In order to accommodate both of these, though, prices are not fixed! You can attach modifiers to items to change what they're like - usually in ways with a minimum of actual mechanical impact - that increase or decrease the item price. They are:
Cute: The item has a cute style. x2 price.
Beautiful: The item looks beautiful. x2 price.
Sturdy: The item has double durability. x3 price.
Masterwork: +1 to accuracy (weapons) or defense (armor). x5 price.
Old: The item is well-used, and has 1 less durability. x0.8 price.
Gross: The item is unpleasant to behold. x0.8 price.
Tacky: The item is wildly out of fashion. x0.8 price.
Smelly: The item has a strange and unpleasant scent. x0.7 price.
Cursed: While carrying this item, -1 to all Condition CChecks. x0.5 price.
Broken: Durability starts at zero. x0.5 price.
Mythril: Armor Penalty -1, Size -2, Durability 5. x10 Price.
Orihalcon: Unbreakable, Max HP and MP +2 while wielding it. x50 Price.
Walking: The item will walk along behind the owner without needing to be carried. +5000G price.
Shining: The item emits magical light. +1200G price.
Talking: It can talk, although the book is silent on the subject of what it has to say. +2000G price.
Plus One: +1 to damage or defense. +8000G price.
The thing I love about this table is how it takes a practical concern (I don't have enough money to buy a normal set of armor, so I'll give it Old/Tacky) and turns it into a fun roleplaying point (I inherited my grandfather's shitty armor and it looks ridiculous but I have sentimental attachments to it, shut up). Also, it gives people something to do with money once they start getting a whole lot of it, beyond just getting more powerful magic weapons.
From here, we go into the actual Shit You Can Buy list! Starting with services.
Prices are given for meals, which range from Terrible (1G) to Royal Feast (1500G). Terrible food gives a -1 penalty to the next day's Condition Check, Delicious +1, Royal Feast +3. Similarly, there are a variety of room & board options ranging from 5G to 1200G, but the worst (stables) is a bit of a weird quick. If you sleep in the stables, you roll twice for Condition and take the lower result. The result of this is that sleeping outdoors in the wilderness is actually better for you than sleeping in the stables.
Other services offered include laundry, post, item repairs (20% of the original item price), weather predictions, libraries, fortune telling... most of it has little to no actual mechanical impact, but it's the kind of things you might want when you're out on a journey. There are also rules for luxury goods of various sizes, which do nothing but make you feel important.
Following is the list of weapons and armor! Sure, I'll actually list these ones out.
Short Blade: 400G, Size 1, Accuracy roll AGI+WIS+1, damage roll WIS-1.
Sword: 700G, Size 3, Accuracy roll STR+AGI, damage roll STR.
Spear: 350G, Size 3, Acuracy roll STR+AGI, damage roll STR+1, two-handed.
Axe: 500G, Size 3, Accuracy Roll STR+STR-1, damage roll STR, two-handed.
Bow: 750G, Size 3, Accuracy roll WIS+AGI-2, damage roll AGI, two-handed, ranged.
Traveler's Clothes: 50G, Size 3, defense 0.
Light Armor: 900G, Size 3, defense 1.
Medium Armor: 2000G, Size 5, defense 2, -1 penalty to Travel and Initiative Checks.
Heavy Armor: 10000G, Size 5, defense 3, -3 penalty to Travel and Initiative Checks.
Light Shield: 400G, Size 3, guard 7.
Heavy Shield: 1200G, Size 3, guard 9, -1 penalty to Travel and Initiative Checks.
I'll get more into what those numbers mean once I get to the Combat chapter. Note, though, the prices - starting characters definitely won't have armor, and might not have weapons, either.
Following the weapons and armor (that's seriously it), we get to the list of travel gear. Different kinds of gear give bonuses in different terrains or weather - for instance, galoshes give a bonus to travel checks in rain or typhoon weather, and a heavy mantle gives a bonus to travel checks in extreme cold.
There are six kinds of boots, six kinds of mantles, three kinds of walking sticks, four kinds of hats, goggles, and generic accessories. Dress for what you expect to encounter.
Animals! Pack animals and riding animals are both available:
Riding Beast: 900G. +1 bonus to travel checks in LV2 or lower terrain(grass, priarie, hills, rocky).
Great Riding Beast: 3800G. Same, but up to four people can ride it.
Pack Animal: 500G, can carry 15 Size worth of equipment.
Great Pack Animal: 2000G, can carry 30 Size worth of equipment.
Pet: 300G, pet. Dog, cat, rabbit, bird, turtle, etc.
Each character can own a single animal (or three for merchants or farmers), and just like items, they have a set of modifiers:
Hardy: Gives its riding bonus in up to LV4 terrain. x2 price.
Smart: Can learn a variety of commands. x3 price.
Surly: Often ignores the owner's wishes. x0.7 price.
Noisy: Endlessly making a huge, annoying racket. x0.7 price.
Baby: Won't be usable for another six months. x0.3 price.
Devoted: Will never abandon its master. +1000G price.
Traveler: +1 bonus to Travel Checks in all terrain types. +5000G price.
Rounding off the list of general equipment is Camping Gear, an enormous list. Food, booze, animal feed (they need it in deserts or high mountains), writing materials, soap, umbrellas, cooking sets, rope, three kinds of tents, instant bath stones... I'm not going to even try and cover this part.
All this is a lot to carry, so it's a good thing there are containers!
Waterskin: 30G, Size 1. Carries 1 day's supply of water for 1 person.
Magic Bottle: 2000G, Size 1. Carries and magically regulates the temperature of water. +1 to Travel Checks in extreme hot and cold temperatures.
Sack: 10G, Size 1. Carries up to 3 Size worth of items.
Belt Pouch: 30G, Size 1. Carries up to 2 Size worth of items, can only have one.
Herb Bottle: 100G, Size 3. Carries up to 10 doses of Healing Herbs. The herbs remain good for 7 days.
Barrel: 10G, Size 5. Carries 10 Size worth of items, or 15 days’ worth of water.
Backpack: 20G, Size 3. Carries 5 Size worth of items. A must-have for any serious traveler.
Heavy Backpack: 40G, Size 3. Carries 10 Size worth of items. For serious travelers.
Wooden Box: 10G, Size 5. Carries 15 Size worth of items, but gives you a -1 penalty to Travel Checks if you carry it. Good for pack animals.
But wait! You cry. What was that about Healing Herbs?
Okay, you probably didn't say that, but it's a good way to segue into the last set of items! Healing Herbs are the tools of the Healer class. They can find them by searching in the wilderness, or the lower-level ones can be bought in towns.
Any healing herb can be used by a healer, together with a day's water, to heal some HP. In addition each species has its own special applications. Some examples:
Crown Morning Glory: Found in prairies. Ensures sound sleep over the night, automatically setting your Condition the next morning to a healthy 6.
Moonflower Liverwort: Found in forests. For the rest of the day, Concentration only costs 1 MP, but can only be used once per action.
Black Temple Melon: Found in deserts. The next spell you cast that has a range of "Nearby Area" is increased to a range of "All Areas" instead.
And that about wraps it up for buyable stuff. Next: Magic.
Incantation Magic
Original SA postRyuutama, Spring Part 5: Incantation Magic
Magic is the domain of any character with the Magic Type. It comes in two forms: Incantation Magic and Seasonal Magic.
Incantation Magic is the type of magic that one learns. Theoretically, anyone could learn it - it's a skill, just like farming or building cabinets. Seasonal Magic, however, is tied to the heart of the caster. Of the four Seasons, no caster can learn Seasonal Magic of more than one.
Magic is divided into three levels: Beginner (Available from level 1), Intermediate (Available from level 4), and Advanced (Available from level 7). As a Magic Type, you can learn 2 Incantation Magic spells every level (or Four if you picked Magic Type twice). In addition, at character creation, pick one season - you instantly gain access to all Seasonal Magic of that season once you reach the required level. So, if you're an Autumn caster, then as soon as you reach level 4 you instantly learn all Intermediate Autumn Magic.
Dog optional, but encouraged.
To cast a spell: Select a spell, select a target in range, perform the incantation, expend the MP, make a Magic Check, and the spell executes. The incantation time depends on the type of magic. Most spells are very fast, and take one action to incant. Ritual spells, on the other hand, take one hour to cast, and you must not be interrupted.
The Magic Check is WIS+SPR, and is often little more than a formality. If your opponent is trying to resist the spell, then it's an opposed check. Otherwise, the only danger is that you mighit roll a fumble, in which case the spell fails.
Range is abstracted, as Ryuutama uses a zones system rather than a tactical battle map. The possible ranges are Self, Touch, Nearby Area (~10 meters), All Areas (~15 meters), and Vision.
So, let's check out some spells! Warning: Some spells may be too adorable for the faint of heart.
Beginner Incantation Magic
Pure Crystal Light: MP 2, Duration 12 hours, Target 1 item, Range touch. Makes the item emit light equivalent to a lantern. Can be turned on and off at will.
Alert Bell Alarm: MP 4, Duration 12 hours, Area 10-meter radius circle, Range touch. Creates a circle that, if crossed by a monster, rings a magic bell that wakes up thte party. Grants a +1 bonus to the Camp Check for that night.
Arrow Compass: MP 4, Duration 12 hours, Range touch. Makes a needle that always point in the direction of your destination. Grants a +1 bonus to the day's Navigation Check.
Enhanced Red Hand: MP 4, Duration 6 rounds, Target 1 person, Range nearby area. Makes the weapon the target is wielding glow red along with the hand holding it, and grants them a +1 bonus to attack rolls.
Cure Touch: MP 4, Duration instant, Target 1 person, Range touch. Roll SPR, and restore that much HP to the target.
Shooting Star: MP 4, Duration instant, Target 1 person, Range all areas. Shoot a small star from your hand towards the target. Roll SPR, and inflict that much damage on the target. Only works if your Magic Check beats the target's Condition.
Animal Tamer: MP 10, Duration 12 hours, Target SPR (max 7) animals, Range vision. Ritual. All targets are tamed, and can be used as riding animals or beasts of burden for the duration. The animals must remain in your area for the full incantation.
Round Reflection: MP 10, Duration 12 hours, Target 1 person, Range touch. A blue shield surrounds the target. All special monster attacks or magic hitting the target does 3 less damage.
Taste-Good Taste: MP 10, Duration 1 hour, Target up to SPR rations of food, Range touch. The targeted food becomes Delicious. If it isn't eaten before the duration ends, the food rots.
Intermediate Incantation Magic
Open Draconica: MP 2, Duration instant, Target 1 person/monster, Range all areas. Access the magical monster chronicle Encyclopedia Draconica. Lets you look at the target's entry in the monsters section of the rulebook.
Attack of the Killer Object: MP 4, Duration instant, Target 1 person/monster, Range all areas. A nearby Object (more on these later) in the field is sacrificed to deal 1d6 damage to the target. Does not require you to beat their Condition on the Magic Check to hit.
Safety Zero: MP 4, Duration 6 rounds, Target 1 person, Range touch. If the target is reduced to 0 or less HP, then the spell ends and the target is brought back up to 1 HP.
Magimatic Shield: MP 4, Duration 10 minutes, Target 1 person, Range touch. Grants the target +1 Armor.
Remove Touch: MP 4, Duration instant, Target 1 person, Range touch. Lets somebody who is suffering from a status condition reroll their Condition Check to try and break it.
Knights of Cleaning: MP 4, Duration of ritual, Target 1 pile of laundry, Range touch, Ritual. Banishes the laundry to a dimension populated by magical laundry knights, who clean the shit out of it for you.
Wish Imp: MP 4, Duration sleep, Target 1 task, Range self, Ritual. Summons an imp that performs a task for you while you sleep. Must be something a child could do.
Cat's Drive: MP 10, Duration 12 hours, Target 5-meter radius circle, Range self, Ritual. Allows anyone in range to travel through forest at the same speed as if it were open plains.
Type Wild: MP 10, Duration 12 hours, Target up to 7 people, Range touch. Targets don a magical costume that allows them to avoid encounters with monsters and mythical creatures. Exceptions may apply.
Advanced Incantation Magic
Dragon Fly: MP 4, Duration 10 minutes, Target 1 person, Range touch. Wings like a dragonfly sprout from the target's back, allowing them to fly for 30km. Flying is just as physically taxing as walking, and the wings offer no bonuses or penalties in battle.
Falco Peregrinus: MP 4, Duration 6 rounds, Target 1 person, Range touch. Grants the target speed beyond what their body can handle. They can attack twice per round, but once the spell ends, they get the status Injury 10.
War Metafield: MP 10, Duration 6 rounds, Target entire field, Range self. Removes all Objects from the battlefield, adds +1 to all allied damage rolls and -1 to all enemy damage rolls until the spell ends.
Blade Blood Wash: MP 10, Duration instant, Target entire field, Range self. Magical blades cover the battlefield, hitting everyone (everyone.) for WIS+SPR damage, if the Magic Check beats their Condition.
Rainbow Drops Bridge: MP 4, Duration 12 hours, Target open space, Range touch, Ritual. Creates a bridge up to 50 meters long that people can walk on. Totally unrelated to Dragon Quest's rainbow bridge, we swear.
Dragon Sign: MP 4, Duration 1 hour, Target one object, Range vision, Ritual. Create a glowing sign of up to 30 characters of text in the air. You can determine who can or can't see the message.
Anywhere Cottage: MP 10, Duration 12 hours, Target open space, Range touch, Ritual. Creates a cottage that seats up to seven people (disappears if an eighth attempts to enter). +2 bonus to Camp Check if you stay inside it.
Dragon's Bounty: MP 10, Duration 2 hours, Target 7 people, Range self, Ritual. Creates an extravagant feast, fully restoring the HP of anyone who eats from it.
Replica: MP 10, Duration 12 hours, Target 1 item, Range touch, Ritual. Creates a duplicate of the target item that disappears at the end of the duration.
Next: Seasonal magic.
Seasonal Sorcery
Original SA postRyuutama, Spring Part 6: Seasonal Sorcery
Seasonal Sorcery! Each character gets one season, and automatically learns all the spells for it as soon as they reach the appropriate level.
Beginner Spring Magic
Wake Up & Stand Up: MP 2, Duration instant, Target 1 area, Range nearby area. Everyone in the area immediately wakes up and is good to go for the day. Only works on the two-legged.
Emina Nonno: MP 2, Duration 1 day, Target touched area, Range touch. The touched area is covered in flowers. If it's not fertile soil, they die at the end of the day.
Cure Plus Plus: MP 2, Duration instant, Target 1 person, Range touch. Cast together with Cure Touch, on the same action, on the same Magic Check. Heal an additional 1d6 HP.
Little Beauty: MP 3, Duration 1 day, Target 1 person, Range touch. Ritual. Change the color, length and style of the target's hair to whatever you wish. It's stuck that way until the spell wears off. Useful for disguises, but HILARIOUS for practical jokes.
Intermediate Spring Magic
Detect Love: MP 2, Duration instant, Target 1 lovesick heart, Range vision. Look into the heart of the target and reveal the person they love most.
Kaguya Ray Lance: MP 4, Duration instant, Target 1 person, Range all areas. Deals SPR damage to the target. If the moon is visible, does an additional 1d6 damage.
Rose Fever Scatter: MP 4, Duration until cured, Target 1 area, Range nearby areas. Toxic roses grow from the ground, inflicting Poison 6 on everyone in the area.
Luck Luck Luck: MP 10, Duration 12 hours, Target 3 people, Range touch. Ritual. Grants supernatural luck to each target. Once during the duration, they can reroll one roll other than an Initiative or Condition check. Scientifically proven to be the best possible name for a spell.
Advanced Spring Magic
Cure Plus Yell: MP 2, Duration instant, Target 1 person, Range all areas. Cast together with Cure Touch, same way as Cure Plus Plus (Both can be used together). The healing affects every ally in the area.
Sprout: MP 10, Duration 6 rounds, Target 1 person, Range touch. Awaken the hidden power within someone. Pick one attribute the target has at 12. When they roll that attribute, they roll 1d20 instead.
Resurrection Kiss: MP 10, Duration instant, Target 1 person, Range touch. As long as the target died within the past minute (six rounds), brings them back to life at 1/2 HP. Yes, you have to kiss them.
Spring Daybreak: MP 4, Duration instant, Target 1 person, Range touch. Ritual. Cast at the beginning of the day. The target rolls Condition twice, taking the higher result.
Beginner Summer Magic
Rose Nonno: MP 4, Duration 6 rounds, Target 1 area, Range all areas. Roses cover the area, inflicting a -2 Initiative penalty on everyone in the area. Better than it sounds, like everything related to Initiative.
Vacation Vitality: MP 4, Duration 6 rounds, Target 1 person, Range touch. +2 Condition to the target.
Min Mix Chorus: MP 4, Duration 6 rounds, Target all areas, Range self. Begin singing a supernatural one-person chorus that drowns out other incantations. If anybody else in the battle tries to cast a spell, they have to beat you in an opposed SPR+SPR check, or the spell fails automatically. You can't cast any other spells until it ends.
Ainu Cute Leaf: MP 4, Duration 1 day, Target up to 7 people, Range touch. Ritual. Creates an enormous leaf that can be used as an umbrella for up to seven people. +1 bonus to terrain-based checks in rainy weather, doesn't stack with actual umbrellas.
Intermediate Summer Magic
Scarlet Passion: MP 4, Duration instant, Target 1 person, Range touch. The target immediately makes another Initiative roll. If it's higher, then they use that Initiative moving forwards.
Mei Iru: MP 4, Duration until cured, Target 1 person, Range nearby areas. The target is inflicted with the status Exhaustion 6.
Lightning Net: MP 4, Duration 12 hours, Target 5-meter area, Range self. Creates a magical mosquito net that repels all insects. Monsters are unaffected, and people can pass through it as if it wasn't there. +2 to Camp Checks in areas with pesky bugs.
Call Squall Code: MP 10, Duration 10 minutes, Target 5-meter area, Range self. Ritual. Empty a tub of water, and call forth a violent rainstorm in the area. The water is potable, and can be used to refill waterskins or barrels.
Advanced Summer Magic
Cyclonic Storm: MP 4, Duration instant, Target 1 person and self, Range touch. Deals AGI+SPR damage to the target, but may also affect the caster under circumstances I can't quite decipher.
Try Brave: MP 4, Duration instant, Target all areas, Range all areas. Every single person in the battle is shown an image of a dreadful, terrible (Player's choice here). Whoever sees it is inflicted with the status Shock 10.
Wish Milky Way: MP 10, Duration ?, Target ?, Range ?. Ritual. Each player writes down their character's wish on a piece of paper and hands it to the GM. The GM picks one and, with the timing of their choice during the next session, grants it. If all the wishes are terrible, the GM can just throw them all out.
Summer Midnight: MP 10, Duration 1 hour, Target self, Range self. The caster becomes insubstantial. They can walk through walls, but cannot interact with anything.
Beginner Autumn Magic
Fallen Leaves MP 2, Duration forever, Target ground, Range touch. Creates a meter-wide pile of dead leaves on the ground.
Named Moon: MP 2, Duration 6 rounds, Target entire area, Range all areas. Summons a brilliant false moon. All night-only effects are ineffective, and the weather is fixed at Clear. Kaguya Ray Lance can treat this like the real moon.
Garish Tears: MP 4, Duration 6 rounds, Target 1 person, Range all areas. The target begins to cry uncontrollably, suffering -2 to attack rolls.
Magic Jam Bottle: MP 4, Duration 7 days, Target food, Range touch. Turn up to SPR days of food into MAGIC JAM. It still tastes the same and is just as satisfying to east, but it can be stored in a waterskin or magic bottle.
Intermediate Autumn Magic
Grateful Scarecrow: MP 4, Duration 6 rounds, Target 1 person, Range nearby area. Creates a highly convincing scarecrow in the shape of the target. Any attack or spell has a 1 in 2 chance of hitting the scarecrow instead. Doesn't work against area attacks.
Spectral Steed: MP 4, Duration instant, Target 1 undead, Range all areas. The first casting does nothing. The second successful casting banishes the monster, and it cannot return for a year.
Chocolate Cosmos: MP 4, Duration until cured, Target 1 person, Range nearby areas. Shows the target a vision of a past love or the loss of a current love, inflicting Shock 6. The target must know love for the spell to succeed.
Minon Bivouac: MP 4, Duration 12 hours, Target 1 person, Range touch. Creates a hanging sleeping bag that grants +1 to the occupant's next Condition Check. Requires something to hang the bag from.
Advanced Autumn Magic
Autumn Sky: MP 4, Duration 1 round, Target 1 person, Range all areas. Reverses a target's disposition, causing someone determined to give up or vice versa. In battle, it denies the target their action.
Rai: MP 10, Duration instant, Target 1 person, Range touch. Invokes a word that makes the target's life flash before their eyes. Target is reduced to 1 HP. Certain monster categories immune.
Autumn Dusk: MP 10, Duration flight, Target up to 7 people, Range touch. Ritual. Lets all the targets fly with the birds. All birds within 1 kilometer are gathered, and the party flies along with them.
Rin Relax Orchestra: MP 10, Duration Ritual, Target everyone listening, Range self. Plays an enchanting song, restoring SPR MP to everyone who hears it.
Beginner Winter Magic
Candy Ice Cube: MP 2, Duration 10 minutes, Target open space, Range touch. Creates a 50cmx50cmx50cm block of ice. Figure out what to do with it on your own.
Cool Masquerade: MP 4, Duration 6 rounds, Target 1 person, Range touch. All mental conditions plaguing the target are neutralized. When the spell ends, the conditions return.
Snowball Storm: MP 4, Duration instant, Target 1 area, Range nearby areas. Snow rises into snowballs and batters everyone in the area for SPR damage. Damage to allies is halved.
Winter Slumber: MP 4, Duration instant, Target 1 area, Range all areas. Everyone affected falls asleep. On their turn, they can make a STR+SPR check of difficulty 6 to wake up. Sleeping targets can be hit except on a fumble, and wake up if they take any damage.
Intermediate Winter Magic
Palica Patch Rocket: MP 2, Duration 6 rounds, Target 1 person, Range touch. Covers the target in static electricity, dealing SPR damage to the next enemy to come into melee with them.
Catch an Evil Wind: MP 4, Duration until cured, Target 1 person, Range touch. Inflicts the condition Sick 6 on the target.
Desire Ice Sword: MP 4, Duration 1 hour, Target 1 person, Range nearby areas. Creates a weapon of any type out of ice that does +2 damage. If the wielder is reduced to 0 HP, the attacker gains the weapon.
Magical Kotatsu: Duration 12 hours, Target area, Range touch. Ritual. Creates a magical kotatsu , with a matching set of magical tangerines . +2 to Camp Check in cold weather.
Advanced Winter Magic:
Absolute Zero Clock: MP 10, Duration 1d4 rounds, Target all areas, Range self. Stop time. During the duration, you can do nothing but cast spells.
Grave Glacier: MP 10, Duration until it melts, Target 1 person, Range touch. Encases the target in ice. It will melt in one day of normal weather, but until it does, the target cannot be harmed.
Winter Early Morning: MP 4, Duration 6 rounds, Target where the caster is, Range self. Eradicates all magical effects in the area until the duration is over.
Seven Fortune Frigate: MP 10, Duration 12 hours, Target various, Range self. Ritual. Summons a legendary frigate from across the eastern sea, granting great luck to a random class. Until the spell wears off, if anyone of that class rolls a critical failure, it is transformed into a critical success. Class is determined by a d8 roll, with 8 giving the bonus to every class.
Next: A brief interlude before we dig into the Summer section.
Sample Session, Part 1
Original SA postRyuutama, Spring Interlude: Sample Session, Part 1
Ryuutama Rulebook posted:
GM: Well, then, let's begin the Ryuutama session. Today's game master character is a blue dragon by the name of Aster. His true form is a secret, but he's watching over the party from somewhere close by.
A: A blue dragon means this is a human drama scenario, right? What's the blessing?
GM: The scenario blessing is Tale of Kindness . To start off, let's quickly introduce the characters you created. Starting from you, A!
A: My character's name is Leo. He's an 18-year-old Technique Type Merchant. He has dark hair and fair skin, he's short but carries a huge backpack, creating the feeling of a wandering shopkeeper. He's traveling to learn the skills he needs to become a proper shopkeeper. He talks in a Kansai accent.
GM: What kind of goods is he selling?
A: Food items, mostly.
GM: Got it! Now, B.
B: My character is Haruka. She's a 16-year-old girl, a Magic Type Farmer using Spring Magic. For her Side Job skill, I took Music from the Minstrel class. She has semi-long blonde hair, and gives the feeling of someone who's spent a lot of time out in the sun. She's from a town famous for its wheat. She's traveling along with her white dog Custer to find her older brother. She's the party mapper and recorder!
A: Oh yeah, Leo is the party leader and provisioner, I forgot to mention that.
GM: Very good! Today's story will be of a party of two travelers. With that, let's begin. It's the beginning of autumn. Amidst a sprinkle of light rain, Leo and Haruka are walking along a road in a grassy field, with trees in the distance showing the colors of fall. It's a little after noon.
A->Leo: You can't go through fall without any mushroom hunting! I wonder if there are any good mushrooms around here I could sell later. (laugh)
B->Haruka: Please don't sell anyone poisonous mushrooms by mistake. (laugh)
GM: Two travelers, passing the time talking about mushrooms... but how are you feeling today? Condition Checks, please!
Leo: Right! Uh, so that's Strength and Spirit dice? (roll) 4 and 3, so my Condition is 7.
GM: So today, Leo is feeling fine, walking down the road cheerfully.
Haruka (roll) Oh, no! I fumbled! (sweat)
GM: Haruka, on the other hand, didn't sleep very well last night, and is still feeling poorly. You fumbled, so pick one attribute and reduce it a grade.
Haruka: Reduce it a grade?
GM: For example... Haruka's Spirit is 8 (rolls 1d8), so if you reduced it a grade it would be 6 (rolls 1d6), and that's the die you'd use for today.
Haruko: Got it. Then, I'll reduce my Spirit to d6. (sweat)
GM: And then, the party is awarded a Fumble Point. Make sure to record it on your character sheet so that you can make good use of it later!
Leo & Haruka: Okay!
GM: Coming up next, a Travel Check to see how rough your journey is. The terrain is Grassland, which has a value of 6, and the weather is Rain, which adds 1, so the difficulty is 7. Both of you, roll Strength and Agility together.
Haruka: Can I use one of my songs from my Music skill?
GM: Which one - Grasslands, or Rain?
Haruka: Rain. I'm going to use it now. (roll) 9, a success! Haruka sings the Candy Song♪ Allies get +1 to this check♪
Leo: That doesn't have anything to do with rain! Now, (roll) err, my result is a 6... with the +1 bonus from music, it's a 7. That was close!
Haruka: Yay, I helped! I got a 9, so we're both okay!
GM: Two travelers, walking comfortably down the road. However, as you're walking, there's a split in the path up ahead! To make sure you know the right way, we'll need a Navigation Check. Who's the mapper?
Haruka: That's me! Just in case, I'm going to use the beginner spell Arrow Compass. Magic Check is (roll) 8, a success!
GM: From Haruka's spell, a sign appears, with an arrow pointing the way to your destination!
Haruka: Then, let's follow that arrow!
To be continued. Next: The actual game mechanics in detail.
Basic Mechanics
Original SA postRyuutama, Summer Part 1: Basic Mechanics
So! I've already gone over the basics of how Checks work in Ryuutama. There are generally two kinds: Single die, and Two die.
Most of everything is handled by rolling two dice. They are described by the names of two attributes, like STR+AGI or WIS+WIS. You roll the die associated with each stat (so if Strength is 8, then 1d8), add them together, and add any modifiers. If the result equals or beats the target, you succeed.
Like so.
On some rolls, like most Damage rolls, you only use one die. These are simpler, but also are incapable of a critical success or fumble.
Fumbles
If you roll two dice and get a 1 on both, the result is a fumble! Technically they call it a "1 Zero", but that name looks really weird in English, so fumble it is.
A fumble is usually some form of special catastrophic failure, and is always at least a regular failure. However, every time you roll one, every party member gains one Fumble Point. More on them later.
Criticals
If you roll two dice and either get a maximum possible roll OR a double six, it's a Critical. It's an interesting system in place to counteract the fact that, if the double six line was removed, becoming stronger would make you LESS likely to score a crit. It's still not perfect (raising all your stats from 8 to 10 makes crits less likely), but it's a decent band aid.
Criticals are usually some form of special success, and are always at least a regular success. No Critical Points, though.
Opposed rolls are about what you'd expect. Both contestants roll, higher wins, magnitude of win is winning roll - losing roll. In the case of a tie, you roll again, but no matter the outcome, the magnitude of the win is 0.
Concentration
Sometimes, succeeding at a check is very important.
This is not one of those times.
Accordingly, you can use Concentration to help yourself succeed at a crucial moment.
You can Concentrate either by spending half of your remaining MP (rounded up), or by spending one Fumble Point. Either one gives you a +1 bonus to the roll (or +2 if you're a Technique Type). You can use both, if you want, for a +2 bonus (+4 for Technique Types), but that's the limit.
Next: Condition.
Condition
Original SA postRyuutama, Summer Part 2: Condition
Condition is a very simple mechanic, but I think it lends Ryuutama a lot of its atmosphere in practice! Essentially, every morning of play, you roll STR+SPR, and the resulting number indicates how good you're feeling that day. Condition 3? You woke up on the wrong side of the bed today. Condition 14? You're ready to take on the world.
In terms of mechanics, Condition has a few effects. If you roll a 10 or higher on your Condition Check, then you can choose one of your attributes and boost it by 2 for the rest of the day. On the other hand, if you fumble your Condition Check, you get an...
Ailment
Ailments, or statuses, or whatever you want to call them, are bad things that can happen to a character to affect their performance. There are six:
Injured: Sprained ankle, broken bone, or something else along those lines. Physical, reduces Agility by 2.
Poisoned: From a monster, a wild animal, or a plant. Physical, reduces Strength by 2.
Sick: Most games brush off the common cold, but think about it. Have you ever tried to do fucking anything while you've got a bad one? Physical, reduces ALL attributes by 2.
Exhausted: From overwork or mental stress. Mental, reduces Spirit by 2.
Delirious: Gotta lay off the sauce, man. Mental, reduces Wisdom by 2.
Shocked: Dealt a devastating mental or emotional blow. Mental, reduces ALL attributes by 2.
When you fumble your Condition, you get to pick one of Injured 4, Poisoned 4, Exhausted 4 or Delirious 4 to be affected by. That number, by the way, is the severity of the ailment. Ailments don't just last for a few minutes or hours - they can potentially last for days. Every time you roll Condition for a new day, if your Condition is higher than the Ailment value, it is cured. Ailments can also be cured using magic, healing herbs, hiring a doctor, or temporarily healed using one of the Healer skills.
This was a short update, but I'm just getting back into the swing of this after dropping the ball for a week or two. Next will be more substantial, as we get into the TRAVEL RULES.