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CvaB SRD

Core Mechanic:

When attempting something difficult, roll 2d6+mod, mods are relevant positive and negative factors (max +3, min -3).

  • Helpful mods give +1 each, harmful mods give -1 each, E.g. 2d6 +/-1 concept +1 proficiency +/-n environment.
  • Results: 6- is a miss, 7-9 is a partial success, 10-12 is a complete success, 13+ is a critical success.

Character Creation:

  • Define character concept, find a picture.
  • Complete: [NAME] is a [ADJECTIVE] [VOCATION] who [ADORNED VERB] in order to [GOAL]
  • Choose one proficiency and one origin.
  • Start with 8 HP

Origins:

  • Human
    • Gain +2 HP at creation.
    • Gain +1 XP when you take an injury tag.
  • Elf
    • You can attempt otherwise impossible tasks for humans and most others
    • +1 damage with bows and magic.
  • Dwarf
    • Critical success on a 12+ when attempting something stubborn/obstinate
    • Darkvision
  • Smallfolk
    • Critical success on a 12+ when attempting something selfless and brave
    • +2 damage to creatures that are larger than you.
  • Beastkin
    • Treat your unarmed attacks as light weapons +1 dmg
    • Gain advantage when operating in terrain that is native and unique to your bloodline

Proficiencies:

  • Each proficiency gives +1 modifier to rolls.
  • Proficiency points are also added to damage calculation.
  • Expend XP to get more

More Rules:

  • Stance (high risk, normal, low risk) affects benefits and consequences.
  • Advantage and disadvantage use 3d6, taking highest or lowest two.
  • Equipment has encumbrance levels affecting modifiers.
  • Healing after a long rest, self-healing roll on 7+.
  • Injury conditions should be treated or become permanent.
  • Descriptive tags impact mechanics and narrative.

XP and Leveling:

  • Trade XP for new proficiencies or improve current (level+3)
  • You can also trade XP for HP 1-1
  • Gain XP for various achievements during a session.
    • Do some real badassery (+1 XP to all PCs)
    • Made a meaningful discovery (+1 XP to all PCs)
    • Approached a goal or a cause (+1 XP to each PC who did)
    • Acquired meaningful loot (+1 XP to all PCs)
    • Completed a quest, mission, or major objective (+1 to +3 XP, based on its significance, to all PCs on this mission)
    • Shared a meaningful social scene (+1 XP to each PC who shared it)

Violence and Combat:

  • Surprise grants advantage or disadvantage, ambush still requires a roll.
  • No initiative or turn order, describe, do…
  • Movement is abstracted to here and there.
  • Stance affects damage dealt/taken.
    • High risk: +2 to damage dealt and/or taken
    • Normal: no change
    • Low risk: -2 to damage dealt and/or taken
  • When dealing damage, roll 2d6 + proficiency, with the result determining the damage dealt.
    • Critical Success (13+) uses both die + proficiency.
    • Complete Success (10-12) pick the highest dice + proficiency.
    • Partial Successd (7-9) pick highest dice
  • Enemy damage is based on the player roll result:
    • 6- highest d6 result + enemy damage mod
    • 7-9 highest d6 result
  • Armor, damage reduction
    • light -1, mid -2, heavy -3
    • Shield -1
    • Damage mitigation to zero is not possible (1 min).
  • Enemies could be defeated narratively without damage
  • At 0HP or less roll 2d6 and hope for the best…
    • Success: conscious with HP = lowest d6 + mod
    • Yes but: remain conscious 1HP, injury tag. (could die if not treated in minutes)
    • Fail… YOU DIED

Magic:

  • Spells cast with 2d6+mod.
  • Rolling 10 or higher means the spell works, and you can use it again.
  • On a 7-9 the spell works "but" choose one:
    • Draw unwelcome attention or put yourself in a tough spot (GM explains how).
    • Get distanced from your source, taking a -1 ongoing penalty to casting spells until you commune or rest.
    • You loose the spell; you can't cast it again until you commune or rest.
  • There are no spell slots; casters can use magic as long as conditions are fulfilled
  • There is no spell list; the type of magic is based on the character's background and interactions with the environment.
  • Learning new spells is tied to ingame experiences, so you could learn new spells by:
    • By interacting with others who possess the knowledge
    • Witnessing and understanding magical rituals or ceremonies
    • Finding books or magic artifacts
    • Studying
    • Any other method that make sense in the fiction.

Equipment and Shit:

  • Fiction influences mechanics.
  • Heavy items, or lots of shit will give a -1 modifier (if proceeds).
  • Kits and gear grant +1 to relevant actions.

Monsters:

The creatures that inhabit the world pose various challenges to adventurers. The DM can convert or create an enemy based upon its qualities below. If you’re converting from OSR games, you can ignore AC and to-hit, as the players make all rolls.

Monster Stats:

  • HP: Measures how hard an enemy is to defeat, and signifies morale, luck, endurance, and fortitude.

    • 1-9 Normal: most humanoids, deer, most goblins
    • 10-19 Rugged: grizzled soldiers, wolves, orcs
    • 20-29 Tough: hardened mercenaries, undead
    • 30-39 Sturdy: bears, ogres, giant insects, dinosaurs
    • 40-50 Epic: giants, dragons, greater swarms, liches
  • Damage Modifier: Signals how deadly an enemy’s attacks are. This modifier is added to any damage rolled.

    • 0 Normal: most untrained humanoids and wild beasts
    • +1-3 Threatening: trained conscripts, goblins, bandits
    • +4-6 Dangerous: experienced soldiers, orcs, most undead
    • +7-9 Severe: fiends, giants, dinosaurs, mythical monsters
    • +10 Deadly: assassins, sorcerers, dragons, demons
  • Armor: Reduces incoming damage, and reflects how strong the enemy’s hide is or how well protected it is.

    • 0 Unarmored: most humanoids and thin-skinned beasts
    • 1 Light: gampeson, standalone shield, only a helmet...
    • 2 Medium: chainmail, giants, crocodiles
    • 3 Heavy: plate harness, hydras, greater demons
    • 4 Impenetrable: articulated full plate, dragons
  • Trait Tags: An enemy’s determines how it behaves and define situations in which the PCs would likely roll at disadvantage.

    • Sneaky: PC disadvantage to detect the enemy while it’s in stealth
    • Feral: The enemy attacks in a bestial, unrelenting way
    • Calculating: The enemy will deploy ambushes, flanks, tactics
    • Grappling: PC disadvantage when trying to escape this enemy's bonds
    • Elite Soldier: The enemy fights as a soldier, holds the line, is calm
  • Abilities: Enemies can have abilities that grant them special actions, permissions, movements, or maneuvers. They function like proficiencies, but in reverse the PC rolls to defend or counter these abilities (in most cases) or else suffer their consequences. Most enemies have no abilities, moderately powerful enemies have one or two, and powerful enemies have three. Few have more than three.

    • alter environment, breath / blast / gas, disarm, drain, invisible, knockback, morph, reaction attack, trip, stun, dismember, swarm...

Note: The abilities and traits provided here serve as examples. GM are encouraged to create their own, allowing for customization and creativity in shaping the unique characteristics of monsters in their campaigns.

Monster Tactics:

Monsters may employ special abilities strategically, enhancing the depth of encounters. While there's no specific rule dictating when a monster chooses to utilize its abilities instead of dealing standard damage, a general guideline is to introduce these "Challenging Maneuvers" when players fail their rolls. The potential lethality of certain monster abilities adds an extra layer of challenge and excitement to the game, keeping players on their toes during moments of adversity.

Character Example

Aria Shadowdancer

Aria is an elusive Elf shadowdancer who gracefully weaves through darkness to preserve the balance.

Origin: Elf

  • You can attempt otherwise impossible tasks for humans and most others.
  • +1 damage with bows and magic.

Proficiency: Stealth

  • Aria has honed her skills in stealth, granting her a +1 modifier to rolls when attempting tasks related to remaining unseen or unheard.

Starting HP: 8

Backstory:

Born in the secluded elven realm of Sylvan Glade, Aria always felt a connection to the shadows. Trained by the elusive Shadowweavers, she developed a mastery of stealth and illusion magic. Aria's primary goal is to uncover ancient secrets hidden in the forgotten corners of the world. She believes that by doing so, she can safeguard her people from potential threats and preserve the delicate balance between light and shadow.

Skills and Abilities:

  • Proficiency in Stealth: +1 modifier to rolls related to remaining unseen or unheard.
  • Elven Agility: Aria can attempt tasks that would be impossible for humans and others.
  • Arcane Archer: Aria excels in archery, gaining +1 damage with bows and magic.
  • Shadowstep (Advanced Proficiency): Once per day, Aria can vanish into shadows and reappear in a nearby shadowed area, aiding her in both stealth and escape.

Equipment:

  • Elven Longbow
  • Shadowweaver's Cloak
  • Dagger
  • Moonlit Arrows
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