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Introduction

This wiki documents a system for converting Teriock FanWar LARP to an online system.

Desiderata

These were the main principles that influenced the design of the system.

  • Be built first and foremost for online and tabletop gameplay.
  • Keep consistent keywords with live action FanWar so as to make system conversion smooth.
  • It should also be possible to convert from this system back to live action for when Teriock officially returns to Chris.
  • Be built for small parties with long adventuring days (D&D or Pathfinder style, not live action MMO style).
  • Mechanics (especially combat mechanics) should be "crisp" and well defined.
  • There should be a robust (if simple) system for non-combat mechanics as well.
  • Resource management should matter.
  • Combat should be dynamic, interesting, and not entirely predictable.
  • For now, I've retained the "junior league" rank system and added some items at intermediate levels. This is for conversion and playtest purposes. However, leveling up will not operate on a "set" or "three hour" basis. It will be more milestone style (up to GM discretion). I've added additional level up bonuses between ranks to accommodate for this.
  • It'd be nice if the classes are balanced.

And these were things that were not goals of the design process.

  • No regard was given to simulating live action FanWar.
  • No regard was given to replicating the precise balance of live action FanWar. This means some of the live action design goals were not important here. For instance, FanWar LARP requires that baddies be quick to setup and play and must operate more-or-less consistently no matter who is playing them. This means they operate very similarly to player characters (some simple base stats, slap a standard class on there, give them a magic item, and go). That's not required for an online system. So, while I have some rules describing how to convert existing baddies, this system is asymmetrically designed around player characters.
  • The game engine doesn't need to operate in real time. In live action combat, you can't have dice rolling or arithmetic beyond adding/subtracting ones and fives. This makes a lot of abilities essentially turn into "no effect" mechanics. But online systems can have more nuance. So I've changed how resistances work, removed "20 count" timers, etc.

How to Use This Wiki

This website is built using MediaWiki (same engine as Wikipedia). This allows for detailed templates, "transclusion" (repeating text on different pages), previews, page tags/categories, etc. It means I can have a detailed system that constantly refers back to other parts but that is easy to maintain. It should mean it's easy to pull up abilities, mechanics, and interactions and also that changes should propagate through everything smoothly. For example, if I change how being Frozen works, then it will update everywhere it's referenced. Basically what I'm saying is this site works like Archives of Nethys.

One Last Note

While designing this system, I've typically leaned on the more experimental side. Not everything I've come up with will work out. I've flagged mechanics I'm particularly unsure about. Feedback (preferably after playtesting) would be very much appreciated.

Stats

HP and Mana

Strength and Intelligence

Trades and Crafts

Crafts

Trades and crafts have no levels associated with them. You either have a given Craft Proficiency or you don't. These are used for Craft Checks. Craft Checks arise either when some rules text specifies (such as in First Aid), or when the GM tells you to attempt one. When this happens, you roll 1d20 and, if proficient in the associated Craft, you add your Proficiency Bonus. You do not need to be proficient in a Craft to attempt a Craft Check.

Game Master
The blacksmith says "What? I'm not a vampire! I've never even seen a vampire! I walk around in the sun all the time. It's my favorite thing to do, other than bloodsipping. Er, I mean blacksmithing! I'm a blacksmith. Blacksmithing is what I do."
Player
Do I think that he's lying?
Game Master
Attempt a Peacekeeper check.
Player
Rolls 1d20 with no bonus because they're not proficient in this.
I rolled a 6.
Game Master
You can see blood dripping from the corner of his mouth, bite marks on the side of his neck, and a corpse that looks just like Flumbo sticking out of a barrel. Yeah he's totally lying.
Game Master
You see some markings on the dungeon wall. They're poorly carved and not easy to make out.
Player
Can I do a Scribe check to try and make them out?
Game Master
Sure. Go ahead.
Player
Rolls 1d20+2 because they're Proficient in Scribe and level 18.
I got a 21.
Game Master
The carvings are incomplete and have a lot of mistakes in them. You don't think whoever wrote them was very good at Common, but you can piece together the details. It looks like it says "Flumbo was here."
Player
I note that down in my Carnivore's Almanac.

Fluencies

As you rank up, you get the option to take additional Crafts, or gain a Fluency in a Craft you already have. A Fluency is a more tailored form of the Craft it corresponds to. For instance, you could be a Historian with a Fluency in ancient Shaloban history, a Tailor with a Fluency in wizard robes, or an Enforcer with a Fluency in intimidating homeless people. When you make a Craft Check where your Fluency is relevant, you add two times your proficiency to the roll. The GM may also tailor the results with regards to your Fluency.

Game Master
You find what looks like an old pirate map.
Player
Can I try and make out the symbols on it? I'm a Cartographer with a Fluency in nautical directions.
Game Master
Sure thing. Roll for it.
Player
Rolls 1d20+6 because they're Fluent in this and level 29.
I rolled 19.
Game Master
You recognize a lot of the markings as referring to whirlpools and sea dragons. It's your choice whether you want to avoid or go into those areas.


Leveling Up

Bonuses By Level
Rank Level Warrior Semi Mage Proficiency Item Tier
0 1 Carry +0 1
2 First Aid and Knock Out
3 New Craft or Fluency
4 +1 Item Tier 2
5 +4 HP (1d6) / +4 Mana (1d6)
1 6 Class Abilities
7 +1 Proficiency +1
8 New Craft or Fluency
9 +1 Item Tier 3
10 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
2 11 Class Abilities
12 Extra Attack Semi Bonus? Spell Proficiency
13 New Craft or Fluency
14 +1 Item Tier 4
15 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
3 16 Class Abilities
17 +1 Proficiency +2
18 New Craft or Fluency
19 +1 Item Tier 5
20 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
4 21 Class Abilities
22 Extra Attack Semi Bonus? Spell Proficiency
23 New Craft or Fluency
24 +1 Item Tier 6
25 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
5 26 Class Abilities
27 +1 Proficiency +3
28 New Craft or Fluency
29 +1 Item Tier 7
30 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
6 31 Class Abilities
32 Extra Attack Semi Bonus? Spell Proficiency
33 New Craft or Fluency
34 +1 Item Tier 8
35 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
7 36 Class Abilities
37 +1 Proficiency +4
38 New Craft or Fluency
39 +1 Item Tier 9
40 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
8 41 Class Abilities
42 Extra Attack Semi Bonus? Spell Proficiency
43 New Craft or Fluency
44 +1 Item Tier 10
45 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
9 46 Class Abilities
47 +1 Proficiency +5
48 New Craft or Fluency
49 +1 Item Tier 11
50 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)
10 51 Class Abilities
52 Extra Attack Semi Bonus? Spell Proficiency
53 New Craft or Fluency
54 +1 Item Tier 12
55 +5 HP (1d8) / +3 Mana (1d4) +4 HP (1d6) / +4 Mana (1d6) +3 HP (1d4) / +5 Mana (1d8)

Turns

Dice

Damage

Equipment

Weapons

Armor

Shields

  • No shields: No hand restrictions. Can't use the "raise shield" action.
  • Martial arts: Lets you use the "raise shield" action without using a shield.
  • Buckler shields: Don't take up hand, don't offer any passive benefit, but allow you to use the "raise shield" action. Can't use two-handed weapons.
  • Large shields: Offer +1 AC, take up a hand (except for "light" weapons), allow you to use the "raise shield" action.
  • Tower shields: Offer +2 AC, take up a hand, allow you to use the "raise shield" action.

Spell Turning

  • Spell Turning Shields: Something that allows you to block ball, ray, touch, and tag spells with your shield. UB?
  • Spell Turning Weapons: Something that allows you to block ball, ray, touch, and tag spells with your weapons. UB?

Helms

Healing

Heal

Attacks

  • Vitals attacks
    • Roll with disadvantage?
    • Must crit?
    • Subtract five from your chance to hit?
    • Maybe vitals and limb attacks are all the same?
  • Normal attacks
    • These are normal

Spell Deliveries

Resistances

Journeyman Abilities

First Aid

First Aid

Carry

Carry

Baddie Mechanics