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12:38, 19th May 2024 (GMT+0)

New Rules.

Posted by EntropyFor group public
Entropy
GM, 38 posts
Sun 21 Apr 2024
at 10:08
  • msg #1

New Rules

Broken Weave provides players and GMs with new rules to help you tell nail-biting stories of desperate Survivors in a post-apocalyptic fantasy world. These rules modify the 5th Edition rules to enhance your game and evoke the themes of Broken Weave.
Entropy
GM, 39 posts
Sun 21 Apr 2024
at 10:11
  • msg #2

New Rules

SKILLS

Survivors must have sharp minds, quick reflexes, and keen senses to survive the Broken World. Groups of Survivors must ensure they have a wide array of Skills before leaving their Haven.

Below is the complete list of Skills in Broken Weave. Each Skill lists a short description and the Attribute it is most often associated with. If you are Proficient with a Skill, you add your Proficiency Bonus and the relevant Attribute Bonus to any Test made using that Skill. Broken Weave introduces three new Skills: Forgotten Lore, Local Lore, and Natural Lore. These Skills replace Arcana, History, Nature, and Religion.

ACROBATICS (DEX)

Your agility and natural grace. Used when trying to keep your balance or perform acrobatic stunts.

ANIMAL HANDLING (WIS)

Your affinity and understanding of beasts. Used to calm animals or control a mount.

ATHLETICS (STR)

Your physical conditioning and strength. Used to climb, swim, and lift.

DECEPTION (CHA)

Your ability to lie and deceive others. Used to spread false rumours and present fiction as fact.

FORGOTTEN LORE (INT)

Your knowledge of the pre-Breaking world. Used to identify ancient relics and decipher forgotten languages.

INTIMIDATION (CHA)

Your force of will and intimidating manner. Used to cow others into submission and threaten people.

INSIGHT (WIS)

Your empathy and intuition. Used to gauge someone’s emotional state and know when a person is lying.

INVESTIGATION (INT)

Your deductive reasoning. Used to piece together clues and logically analyse a situation.

LOCAL LORE (INT)

Your knowledge of a Haven and the surrounding lands. Used to find points of interest and important people.

MEDICINE (INT)

Your understanding of anatomy and healing. Used to treat injuries, diagnose ailments, and determine the cause of death.

NATURAL LORE (INT)

Your knowledge of the flora and fauna of the Broken World. Used to identify plants and animals and know when an ecosystem is out of balance.

PERCEPTION (WIS)

Your awareness and senses. Used to spot secrets and see enemies trying to sneak up on you.

PERFORMANCE (CHA)

Your ability to perform for a crowd. Used to play musical instruments, sing, and tell stories.

PERSUASION (CHA)

Your natural charisma and ability to sway others. Used to convince people or your point of view, charm others, and defuse hostile situations.

SLEIGHT OF HAND (DEX)

Your manual dexterity and trickery. Used to take something without being spotted and hide things.

STEALTH (DEX)

Your ability to remain silent and unseen. Used to hide and pursue someone secretly.

SURVIVAL (WIS)

Your ability to navigate the wilds and track prey. Used to find your way in unfamiliar lands, hunt wild game, and predict the weather.

Mixing Skills and Attributes

Each Skill lists in parentheses the Attribute it is most commonly associated with. However, parts of this book and future supplements will call for alternate pairings, such as using Constitution (Athletics) to run long distances without stopping, using Charisma (Local Lore) to gather rumours, or the Warden Avenger’s Imposing Manner feature (see page 92) that allows them to always use Strength instead of Charisma for Intimidation Tests.

Players and GMs should feel free to suggest alternate pairings for Attributes and Skills. As always, the GM has the final say on when you can use different Attributes and Skills for a Test. When making a Test using an uncommon pairing of Attributes and Skills, add the relevant Attribute Bonus to your Proficiency Bonus with the Skill.

EXTENDED TESTS AND GROUP TESTS

Broken Weave introduces two new types of Tests: Extended Tests and Group Tests.

Extended Tests

Building fortifications for your Haven or harvesting priceless godsblood can take weeks or even months. For tasks that require this kind of time and dedication, Broken Weave introduces Extended Tests. Extended Tests require you to make multiple Tests and track your progress. They are most often used during downtime, but the GM may use them elsewhere as the need arises. The process for making an Extended Test is below:

• Time Required and Number of Tests: The GM determines the time required for the Extended Test and the number of Tests you can make. Most Downtime Activities (see Downtime thread) take a week and allow you to make three Tests.
• Determine DC and Skill(s): The GM determines the Test’s DC and the Skill or Tool required. Both the DC and the Skill or Tool may vary throughout the Extended Test, such as using Survival to find a rare plant and then using Alchemist’s Tools to process it.
• Determine Goal: The GM determines the Goal for the Extended Test. You must meet or exceed this value to succeed on the Extended Test. You gain and lose progress towards your Goal based on how well or poorly you roll on each Test (see below).
• Track Progress: Each time you make an attempt during an Extended Test, note the difference between the DC and the result of your roll. This is your Progress towards your Goal. If the result of a Test exceeds the DC, you add to your Progress; if the result is less than the DC, you subtract from your Progress; if you equal the DC, you neither make nor lose Progress. For example, if you roll 13 on a DC 10 Test, you would add 3 to your Progress; if you roll 8 on a DC 10 Test, you subtract 2 from your Progress. Your Progress can’t go below 0.
• Determine Success: If your Progress equals or exceeds the Goal at the end of the Extended Test, you succeed. If you do not meet the Goal, you fail the Extended Test. Depending on the type of Extended Test, you may be able to try again, retaining any Progress you have already made.

Campcraft, Downtime, and Seasonal Activities that require Extended Tests list the DC, Goal, and the Skill or Tool required to succeed.

Example: Finlay, a Seeker, is searching the wilds for a Monster. The GM decides that it will take Finlay an hour to track the Monster, after which its trail will go cold. Tracking the Monster will require three Tests: a DC 10 Intelligence (Natural Lore) Test to find the Monster’s hunting ground, a DC 12 Wisdom (Survival) Test to follow the trail, and a DC 15 Dexterity (Stealth) Test to sneak into the Monster’s lair. The GM tells Finlay he must reach a Goal of 8 to succeed.

Finlay begins the hunt. He rolls a 14 on the DC 10 Intelligence (Natural Lore) Test to find the Monster’s hunting ground, gaining +4 Progress towards his goal. However, he struggles to follow the Monster’s tracks, rolling a 10 on the DC 12 Wisdom (Survival) Test and suffering −2 Progress towards his goal. After finally tracking the Monster down, he rolls a 21 on the DC 15 Dexterity (Stealth) Test to sneak into the creature’s lair, gaining +6 towards his goal. He just about manages to reach his Goal (4 − 2 + 6 = 8), and has successfully tracked the Monster and snuck into its lair.


Group Tests

Group Tests involve multiple participants working together to accomplish a single goal. Group Tests often happen over a shorter period and can use a single Skill or multiple Skills and Tools. You use a single Skill when the whole party is taking the same action, such as sneaking, while you use a variety of Skills when party members are taking different actions. The successes of each of these individual Tests are then added together and compared to the Goal set by the GM.

Group Tests work the same way as Extended Tests, but each participant only makes one Test. The total Progress is then added together and compared to the Goal. If the party equals or exceeds the Goal, they succeed. If they don’t, they fail.

Example: The party has ventured deep into the ruins of a temple to some forgotten god of the dead. Suddenly, the temple begins to shake and collapse around them — they must escape quickly or be crushed and left to rot with the rest of the corpses! The GM calls for a Group Test to escape the temple. Each party member has time to make one Test, and they must reach a Goal of 10 to succeed. The GM asks each Survivor what they are doing to aid the party’s escape.

Sena, a Sage, wants to remember the layout of the temple so they can escape quicker, so the GM asks for a DC 12 Intelligence (Forgotten Lore) Test. Sena succeeds, gaining +3 Progress towards the Goal. Azza, a Harrowed, says she will lead the group through the dark, twisting corridors and watch for danger, so the GM asks for a DC 15 Wisdom (Perception) Test. Azza succeeds, gaining another +3 Progress towards the Goal. Lastly, Arturius, a Warden, wants to protect their allies and push aside any obstacles in the way. The GM asks for a DC 12 Strength (Athletics) Test and Arturius succeeds, gaining +7 Progress towards the goal. The party get a total of 13, surpassing the Goal of 10 set by the GM. They rush from the collapsing ruin, and gratefully fall to the ground.

Entropy
GM, 40 posts
Sun 21 Apr 2024
at 10:13
  • msg #3

New Rules

NEW ACTIONS


This section provides several new Actions you and your enemies can take in combat.

CALLED SHOT

You target a vital area, leaving your foes vulnerable. When you make an attack, you can choose to target a specific body part. Make an Attack Test with Disadvantage and choose your target location from those listed below. The enemy must make the Saving Throw listed, with a DC equal to the Damage suffered. If you are using a ranged weapon, you can only make Called Shots at targets within your weapon’s Normal Range (the Trick Shot Talent extends this range).

• Head: You aim for the target’s head to disorient them. The target must succeed on a Constitution Saving Throw or become Blinded or Deafened (your choice) until the end of their next turn.
• Arms: You target something the creature is holding, such as a weapon or shield. The target must succeed a Strength Saving Throw or drop what they are holding. If they fail by 5 or more, the object is hurled 15 feet away.
• Legs/Wings: You try to knock the target to the ground, aiming for their legs or wings. The target must succeed a Dexterity Saving Throw or fall Prone. Creatures knocked out of the sky suffer falling Damage.

CHARGE

You charge at your target, channelling your momentum into a powerful attack. When you Charge, you move as far as your Speed allows and make a melee attack. You cannot Charge an enemy within 15 feet. You deal additional Damage equal to your Strength Bonus, but attacks against you are made with Advantage until the start of your next turn.

If you take the Charge Action while controlling a mount, you use the mount’s Speed and Strength Bonus instead of your own, but you make the attack. Attacks against you and your mount are made with Advantage until the start of your next turn.

SEIZE THE INITIATIVE

You forgo acting now to gain an edge later. When you Seize the Initiative, your turn ends, but you move to the top of the Initiative at the start of the next round. You remain at the top of the Initiative until someone else takes this Action or another effect changes the Initiative order.

SHOVE

Sometimes you just need a little space. To Shove a creature, you must make a Strength (Athletics) Test opposed by the target’s Strength (Athletics) or Dexterity (Acrobatics).

If you succeed, the target is shoved 5 feet away. If you succeed by 5 or more, you can choose to Shove the target up to 15 feet away, including off a great height.
Entropy
GM, 41 posts
Sun 21 Apr 2024
at 10:15
  • msg #4

New Rules

INJURIES AND HEALING


The Broken World is a brutal and unforgiving place. The arcane power that could mend flesh and cheat death is long forgotten, so Survivors must rely on knowledge, skill, and each other to survive. Broken Weave introduces new rules for injuries and healing to reflect this harsh world.

Critical Injuries

When you have 0 Hit Points, you are Critically Injured. While Critically Injured, you suffer the following effects:

• When you become Critically Injured, you must immediately make a Death Saving Throw (see below).
• You can only Move or take one Action and can’t take Reactions.
• You can’t recover Hit Points in any way.
• If you take Damage, you immediately fail a Death Saving Throw.
• At the end of your turn, you must make a Death Saving Throw.

DEATH SAVING THROW

At the end of your turn while Critically Injured, you must make a Death Saving Throw. Unlike other Saving Throws, you do not apply any bonuses to the roll — you must rely on fate. Roll 1d20:

• If you roll 10 or higher, you gain one success.
• If you roll 9 or lower, you suffer one failure.
• If you roll a 20, you regain 1 Hit Point and are no longer Critically Injured.
• If you roll a 1, you suffer two failures.

If you gain three successes, you are Stabilised (see below). When you fail your third Death Save, you die. You can gain successes and failures in any order; they need not be consecutive.

STABILISING

When you are Stabilised, you are no longer Critically Injured. You can be Stabilised by gaining three successes on Death Saving Throws or getting help (see below). Some Class features and equipment, such as a Healer’s Kit (see page 117), can also Stabilise a Survivor. When you are Stabilised, the following happens:

• You are no longer Critically Injured.
• You regain 1 Hit Point.
• You can Move, take Actions and Reactions, and receive healing as normal.
• You clear all successful Death Saves from your Survivor Sheet.
• You do not clear failed Death Saves.

GETTING HELP

Survivors rarely travel alone and rely on each other in dire circumstances. When you are Critically Injured, an ally within 5 feet can use an Action to make a DC 15 Intelligence (Medicine) Test:

• On a success, you are stabilised.
• On a failure, nothing happens.
• If your ally fails and rolls a 1, you suffer one failed Death Save.

LAST STAND

In the darkest moments, some people choose to make the greatest sacrifice for their allies, transcending from Survivor to Hero. If you are Critically Injured, you can declare that you are making a Last Stand. You must do this at the start of your turn. When you do so, the following happens:

• You are no longer Critically Injured.
• You recover from any Conditions you have.
• You are Immune to all Damage.
• You gain Advantage on all Tests.
• You deal double Damage with all attacks and Class features.
• At the end of your turn, you die. Nothing can prevent this death.
• Your sacrifice inspires your allies and becomes a thing of legend. The Haven gains Hope equal to 1 + the number of remaining party members.

Healing

The wounds you suffer do not go away simply because you received quick first aid from an ally or managed to persevere through the pain. The injuries you suffer linger. Failed Death Saving Throws remain even after Stabilising, meaning that if you are Critically Injured again, you are all that much closer to death.

At the end of a Long Rest, you regain all your Hit Points, recover spent Hit Dice up half your Level (minimum of 1), and clear one failed Death Save from your Survivor Sheet. A skilled healer can help you recover more Death Saves (see the Healer’s Sew and Set feature, or the Tend Wounds Campcraft Activity). At the end of your downtime, you recover all Death Saves.
Entropy
GM, 42 posts
Sun 21 Apr 2024
at 10:18
  • msg #5

New Rules

DECAY


In the Broken World, every arcane artefact, every lurking Monster, and even the blighted landscape radiate a pervasive, insidious force that corrupts all it touches. Many Havens have their own name for this phenomenon: the Worldplague, Ruination, the Withering, Father Doom, and more. Most simply call it Decay. Many claim that Decay is what has become of the once unifying force of magic, a well of arcane power that was shattered when the world was broken and now runs rampant across the land, but none can know for certain.

Like magic before it, Decay is inherent in all parts of the Broken World. However, creatures, artefacts, and locations that were once steeped in magic now overflow with corrupting energy, each one oozing Decay like an invisible toxin. Decay is the greatest threat every Survivor will face in their lives, for to underestimate or misunderstand it is a death sentence like no other.

Decay erodes the foundations of reality. It breaks down, pulls apart, and remakes everything with little rhyme or reason. Landscapes wither to nothing or bloom into surreal wildernesses, while creatures are twisted into uncanny parodies of their former selves. Even time and space bend to Decay’s whims, making travel a deadly undertaking. History and memory are forgotten, or wound into a tangled knot of frayed threads that not even the most dedicated Sage can unravel.

Tracking Decay

Every creature and location in the Broken World has a level of Decay represented by a number between 1 and 10. Decay 1 represents something that is relatively safe or stable by Broken World standards while Decay 10 represents an irredeemable Monster resplendent with terrifying mutations, or a psychedelic landscape of shattered space and time beyond comprehension.

Players track their Survivor’s Decay on their Survivor Sheet, while the GM tracks the Decay of the group’s Haven on the Haven Sheet (see page 302), and the Decay for NPCs and locations in their personal notes. Chapter 12. Storytelling (see page 223) provides the GM with additional advice on showing the effects of Decay on the land and its creatures.

DECAY SAVING THROW

Whenever you are exposed to Decay or targeted by certain creature abilities, the GM will call for a Decay Saving Throw. To make a Decay Saving Throw, roll 1d20 and add your highest Attribute Bonus. The GM determines the DC of the Decay Saving Throw based on the severity of the Decay’s source, or uses the DC of the ability targeting you. If you succeed, you resist Decay’s effects. If you fail, your Decay increases by 1. In some cases, your Decay may increase by more than 1, but this is rare.

Only the Harrowed Class and Survivors with the Decay Resistance Talent (see Talents thread) add their Proficiency Bonus to Decay Saving Throws.

Sources of Decay

The following are the most common sources of Decay in the Broken World.

ARCANE ARTEFACTS

Magical items or objects created using magic are common sources of Decay. Arcane Artefacts that can be activated, worn, or carried apply Decay directly to their wielders. Each artefact increases a Survivor’s Decay when it is used and may even spread Decay to the world around them.

CORRUPTED LANDS

The ambient Decay of a location seeps into all creatures that spend time there, making those who explore Decayed ruins or the lands around god-corpses especially dangerous. When you finish a Long Rest in a location that has a Decay rating greater than your own, you must make a Decay Saving Throw with a DC equal to 10 + the location’s Decay. On failure, you increase your Decay by 1.

MONSTERS

Monsters and Titans spread Decay throughout the Broken World, and many can corrupt other creatures with only a touch. Titans and Monsters have abilities that force a creature to succeedon a Decay Saving Throw or suffer 1 Decay.

OVERWHELMING DECAY

Some sources of Decay are so powerful that they completely overwhelm a Survivor’s ability to resist. In these situations, you do not make a Decay Saving Throw and simply increase your Decay by the listed amount. GMs should use this sparingly, keeping it for only the most dramatic moments or in the most Decayed areas.

Effects of Decay

Whenever a member of the Elemental Lineages increases their Decay, it advances the progress on their Lineage Curse. If a Survivor reaches Decay 10, they become a Monster under the control of the GM.

In addition to the effects of your Lineage Curse, whenever you suffer a point of Decay, you also lose something of your past or personality. Roll on the Decayed Memory table to see what type of memory has been lost. You can share the memory with the group or keep it to yourself.

Decayed Memory
1d12Memory Lost
1Home: You forget something important about your Haven, such as a landmark, distinguishing feature, or the path that leads you home.
2Family: You forget the details of an influential family member, such as their name, appearance, or significance in your life.
3Upbringing: You forget a memory from your upbrining, such as a hobby growing up or a childhood friend.
4Occupation: You forget details about your role in the community, such as the hunting grounds you regularly track, or the workshop where you craft.
5Defining Experience: You forget an important moment in your life, and the people or places involved in it.
6Talent: You forget where you learned or mastered a particular Talent you have.
7Education: You forget how and when you learned to use a particular tool or weapon.
8Ally: You forget the name and appearance of one of your allies.
9Enemy: You forget the name and appearance of one of your enemies.
10Dream: You forget an important personal goal and what steps you have made towards it.
11Connection: You forget the details of a specific connection you have with another character, such as a shared moment of bonding.
12Name: You forget your own name. When people tell you what it is, it doesn't feel quite right.

These results tie directly back to your Lifepath (see  Survival Creation), but this loss of memory does not remove any mechanical benefits you gained from that part of your life. Even if you forget the person who taught you how to hunt and track prey, enough of your muscle memory and fragmented experiences remain intact to retain the skill. This can be a surreal and frustrating experience for Survivors, who can find themselves expertly skilled at something but with no recollection of how they learned it.

MEMORIA

Memoria are small charms that Survivors carefully craft and meditate upon as a way of protecting their most cherished memories. When a Memoria is created, it is linked to a specific person, place, experience, or goal. If you roll a Decayed Memory that has a Memoria associated with it, you can make another Decay Saving Throw to resist the memory loss. The DC is equal to 10 + your current Decay. If you succeed, your Memoria protects your memory. If you fail, you lose the memory and the Memoria becomes meaningless to you.

You start with three Memoria at Survivor Creation (see page 36) and can create new Memoria by taking the Craft Memoria Downtime Activity (see Downtime thread).

Reducing Decay

Despite its seemingly relentless nature, Decay can be slowed and even eradicated entirely. Fostering hope, building community, or purifying a creature with Moonstone can completely eradicate a creature or location’s Decay, reducing it to 0.

CLASS FEATURES

Some powerful individuals can reduce or redirect Decay, though this often comes at a cost. Many Harrowed Class features and the Sage Healer subclass feature Drastic Measures offer ways to reduce Decay.

JOURNEYS

Travelling the Broken World is vital to remaking it, and walking the forgotten paths helps to reconnect communities and rebuild the world. Completing a Journey decreases Decay along the route by 1 for one week. Walking the path again extends this effect for one month. See Journey thread for more information.

MOONSTONE

These rare chunks of iridescent stone fall from the Broken Moon and have the power to absorb a limited amount of Decay. A fist sized chunk of Moonstone can reduce a Survivor’s Decay by 1, before transforming into an inert, dull rock.

REBUILDING

Growing your Haven and building for the future pushes back Decay. Chapter 10. The Passage of Time lists a number of Downtime and Seasonal Activities that reduce Decay and foster Hope.

WAYMARKERS

Space and distance in the Broken World are fickle things, but Waymarkers can solidify the land and help guide other Survivors in the twisting wilderness. You can build a Waymarker using the Place Waymarker Campcraft Activity (see Downtime thread). Waymarkers are tracked on your Haven Sheet. A Waymarker has the following effects:

• Decay within 1 mile of the Waymarker decreases by 1.
• A Waymarker can be used as the Destination for a Journey (see page 134), allowing you to break up a longer Journey into multiple shorter ones.
• Trail Glyphs can be integrated into a Waymarker to leave messages for others (see page 179).

MAINTENANCE

Waymarkers succumb to Decay over time unless they are maintained. At the end of each period of downtime and each Season, the GM rolls 1d10 for each Waymarker listed on the Haven Sheet:

• If the result is greater than the Decay in the Waymarker’s area, the Waymarker resists the effects of Decay for now.
• If the result is equal to or less than the Decay in the Waymarker’s area, the Waymarker is destroyed. The Maintain Waymarkers Downtime Activity and the Reinforce Waymarker Seasonal Activity can prevent this Decay.
Entropy
GM, 43 posts
Sun 21 Apr 2024
at 10:22
  • msg #6

New Rules

HOPE


When a group of Survivors comes together to face a crisis, the Haven puts its fate in their hands. This may take the form of prayers, festivals, or physical gifts. Regardless of the details, the Haven’s belief in the Survivors creates a powerful force for change that is untouched by Decay. This force is Hope.

Survivors can harness the Hope of their community as a blazing fire that lets them push beyond their mortal limits. However, Hope is a finite resource that waxes and wanes with triumph and defeat. Hope must be nurtured, lest it die completely.

WHAT IS HOPE?

Hope is the antithesis to Decay. It is a tangible force of good that is created when communities come together with a common goal and the shared belief that the world is not lost. Hope is the certainty that existence has purpose and the belief that no matter the odds, you can change the world for the better — made manifest in the hearts of those who endure, survive, and even prosper in the Broken World.

Hope comes from everyone working together towards a common goal. If, for some reason, a Survivor is working against the best interests of the Haven, they can’t use Hope — it simply won’t work for them.

Tracking Hope

Hope is a shared resource that is tracked on the Haven Sheet (see page 302).

GAINING HOPE

Hope is gained in the following ways:

• Haven Creation: During Haven Creation, the Haven starts with Hope equal to 1d4 per player.
• Noble Sacrifice: Whenever a Survivor makes a Last Stand (see above), the Haven gains Hope equal to 1 + the number of party members.
• Community Growth: Some Downtime and Seasonal Activities, such as Foster Community (see Downtime thread), increase a Haven’s Hope.
• Overcoming a Crisis: Certain narrative events, such as saving the community from a Titan, grant Hope to the Haven. The amount of Hope gained is normally equal to 1d4 per surviving party member.

LOSING HOPE

Hope is lost in the following ways:

• Spending Hope: When a Survivor spends Hope, Hope is reduced by 1. See Using Hope for more information.
• Survivor Death: If a Survivor dies but does not make a Last Stand, the Haven loses 1d4 Hope.
• Failing a Crisis: If the party fails to overcome a crisis, the Haven loses 1d4 Hope per surviving party member.
• Decaying Haven: Whenever a Haven’s Decay increases, it loses Hope equal to the Decay gained. If a Haven’s Hope is ever reduced to 0, it immediately suffers an Internal Conflict (see Haven Creation).

Using Hope

Once per round, whenever you are working towards the betterment of your Haven, you can spend Hope to achieve one of the following effects:

AUTOMATIC SUCCESS

Before rolling a Test, you can spend 1 Hope to automatically succeed. In combat, this does not count as a Critical Hit (see below).

CHEAT DEATH

If you are Critically Injured (see above), you can spend 1 Hope to Stabilise yourself and recover 1d10 Hit Points. You are no longer Critically Injured but retain any failed Death Saves.

CRITICAL HIT

If you succeed on an Attack Test, you can spend 1 Hope to turn the success into a Critical Hit.

RECOVER FROM A CONDITION

You can spend 1 Hope to recover from any Condition.

RESIST DECAY

Whenever your Decay would increase, you can spend 1 Hope to prevent the Decay increase.

REROLL A TEST

If you fail a Test, you can spend 1 Hope to reroll the Test.

TAKE AN EXTRA ACTION

You can spend 1 Hope to take an extra Action or Reaction.

TWIST FATE

Whenever a creature within 120 feet makes a Saving Throw, you can spend 1 Hope to force them to make the Saving Throw with Disadvantage.

SHARING HOPE

The party can share their Hope with a pet gained through the Creature Companion Talent (see page 96) or an allied NPC who has joined them. The party must all agree to this before the Hope is spent — the GM can never spend the party’s Hope on an allied NPC without their consent.
Entropy
GM, 44 posts
Sun 21 Apr 2024
at 10:23
  • msg #7

New Rules

HAVENS IN CRISIS


Havens are constantly under threat from the dangers of the Broken World. Titans threaten to crush them underfoot, raiders lay siege to their walls, and plagues of unknown origin decimate their people. Whenever a danger arises that could destroy a Haven, the GM declares that the Haven is in Crisis. The Haven remains in Crisis until the Survivors can resolve the Crisis — or until the Haven is destroyed.

Crisis Damage

A Haven in Crisis suffers damage at the end of each week. The amount suffered is based on the severity of the Crisis, as shown in the Crisis Damage table. Crisis Damage first reduces the Haven’s Resources (see page 102). This represents the Haven being damaged, destroyed, or looted, as well as the community using everything at their disposal to protect themselves from the threat, including medical supplies, food reserves, and weapons and ammunition.

When the Haven’s Resources are reduced to 0, any remaining Damage reduces the Haven’s Population (see page 23). Further Crisis Damage continues to reduce the Population. If a Haven’s Population reaches 0, it is destroyed.

Example: A Haven with a Population of 50 and 12 Resources is under siege from the White Serpent Raiders. At the end of the first week, the raiders deal 2d6 Damage to the Haven. The GM rolls and gets a result of 8. The Haven suffers 8 Damage, which reduces the Resources from 12 down to 4. At the end of week 2, the GM rolls again, this time dealing 10 Damage. The Haven’s Resources are reduced to 0, and the remaining 6 Damage is inflicted on the Population, resulting in the deaths of half a dozen members of the Haven. With no Resources remaining, subsequent Damage is dealt directly to the Population.

The amount of Damage a crisis causes often changes as the nature of the threat evolves — either naturally or in reaction to the actions of the Survivors. For example, if the Crisis is a swarm of Monsters that is heading towards the Haven, it may only deal 1d6 Damage in the first week as the outriders approach, but it may increase by 1d6 every week as more and more Monsters descend upon the Haven. Similarly, if there was a forest fire, the party can organise a fire-fighting effort to hold back the flames, thereby reducing its Crisis Damage per week from 2d6 to 1d6.

ADDITIONAL HARM

Some threats may cause additional harm to a Haven, such as applying the Poisoned Condition to all members of a Haven until the Crisis is overcome. Crisis such as corrupt artefacts, hordes of Monsters, or strange magic can also increase a Haven’s Decay. The impact of a Crisis can often be felt for months or years after it has been overcome.

Crisis Damage
Crisis DamageExample
1d6A lone Monster attacking the Haven's walls; a small group of raiders who ambush hunters or travellers on the road; a sickness that can be treated with relative ease.
2d6A fire that spreads through the Haven; a Monster that sneaks into the Haven at night; a debilitating and highly contagious sickness; a group of raiders who use hit-and-run tactics to attack the Haven.
3d6A group of Monsters that attack the Haven; a direct assault from a well-organised group of raiders; a deadly plague with no known cure that moves on the wind; an earthquake or devastating storm.
4d6A Titan moving through the Haven; a chunk of the Broken Moon falling on the Haven; a flood that crashes over the Haven; an army of Raiders who take no prisoners.

LEFT WITH NOTHING

A Haven’s Population is akin to a Survivor’s Hit Points, and Resources are like Temporary Hit Points. You should always be cautious of using all of your Haven’s Resources, as it leaves the Haven defenceless. Think about whether that new sword is worth the lives of your friends and family!

REMEMBER WHAT YOU FIGHT FOR

Parties who are working to resolve a Crisis are often forced to leave their Haven and go on lengthy journeys. This can make an ongoing Crisis feel distant. GMs are encouraged to present the group with small narrative scenes that provide the players a glimpse of how the Crisis is evolving back in their Haven to keep the Crisis feeling urgent, even when the party is far from home.

Resisting Crisis Damage

A well-prepared Haven has a better chance of weathering a Crisis. Survivors can prepare their Haven by using the Build Defences Downtime Activity (see Downtime thread) to construct buildings or otherwise strengthen a Haven against various threats.

Each Defence grants the Haven Resistance to Crisis Damage for 4 weeks, meaning it only suffers half Damage from Crises. The GM has final say on whether a structure aids the Haven when a new Crisis arises. For example, the GM may declare that a Haven’s spiked walls are no use against an incorporeal enemy.

Example: The Haven of Shellport is under threat from a swarm of Murky Dancers that pick off its fishers and traders whenever they take to the sea. The GM declares that the swarm will deal 2d6 Crisis Damage to Shellport at the end of each week. Thankfully, the party previously used the Build Defences Downtime Activity to create some heavy duty underwater nets that should prevent the creatures from easily attacking the Haven. The GM agrees that the nets will help, and grants the Haven Resistance to the Crisis Damage for the next 4 weeks, after which the Murky Dancers reduce the nets to tatters.

However, the GM may reduce the duration of the Resistance if the nature of the threat changes or the defence is otherwise circumvented. GM advice for using Crises and Defences in adventures can be found on page 217.

Example: An army of White Serpent Raiders have surrounded Guardian’s Lament in an attempt to starve its people into submission. The siege deals 1d6 Crisis Damage at the end of each week. The people of Guardian’s Lament have previously built an extensive stockpile of grain that should help, granting them Resistance to the Crisis Damage for the next 4 weeks. Unwilling to wait for the stockpiles to die down naturally, the Raiders undertake a nighttime raid at the end of week two. The Survivors fail to stop the infiltration, and the raiders succeed in burning down the stockpile, thereby removing the Haven’s Resistance to the Crisis Damage.
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