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Rules • Home Defiant TTRPG

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6 Resources

In Home Defiant, a player will have to keep track of 6 resources, each with their own functions and purposes: Potential, Poise, Wear, Wound, Scars and Experience.

Potential

Potential is a general resource describing how much energy you have to affect the world around you.

Max Potential

= Vigor + Highest Trained attribute + Half of Presence (rounded down)

Function

Use Skills. Some skills require you to spend Potential to perform. This includes casting spells and performing Skills.
Defy Fate. You recall something about yourself to defy the results that Fate has allocated for you. Perform one of the following actions:
  • Before making a check, you need to narrate one moment in your past that informs your decision today. Once you do so, you can spend 1 potential to grant yourself 1 Advantage.
  • After making a check but before knowing the result, you need to narrate a similar failure moment in your past. Once you do so, you can spend 1 Potential to reroll one of the dice.
  • After knowing the result of your check, you need to narrate about what you are fighting for. Once you do so, you can spend 1 Potential to increase the dice face of one of the dice by one.

Recovery

You can recover a number of Potential equal to your Vigor attribute during a Rest.

Poise

Poise shows how in control are you when in an encounter.

Max Poise

There is no upper limit to the amount of Poise you can have.

Function

Use Martial Arts. Some Martial Arts require you to have control of the battlefield. Holding or Spending a certain number Poise is needed to activate certain Combat Arts.
Deflect Blows. Whenever you take damage, instead of gaining Wear, you may lose the same amount of Poise instead. You may choose to divide the damage in any way you wish.

Recovery

Poise can be gained by performing the [[Brace]] action or using any other abilities. Any unused Poise is lost at the start of a creature's turn.

Wear

Wear represents how much your encounters are tiring you out. When you reach maximum wear, you begin to take Wounds instead.

Max Wear

= Total Levels + (2 x Might) + Presence + Class Bonus + Racial Bonus

Function

Avoid Wounds. Whenever you take damage, you will gain a number of Wear equal to the damage taken.

Recovery

You can lose a number of Wear equal to your Might during a Rest.

Wounds

Wounds show the injury that you have sustained over the course of your adventure. Wounds are categorised into two level of severity:

  • Shallow Wounds. These are typical injuries that are sustained over the course of an adventuring day. Things like stress, fatigue, or magical strain is considered shallow wounds. They usually recover after some Rest.
  • Deep Wounds. These are more debilitating injuries, while they do not affect your fighting abilities, they show that you are inching closer to your death.

In addition to severity, each wounds are also categorised into three different types. While mechanically they do not differ from each other, they represent what kind of injury is plaguing your character to inform your roleplay.

  • Physical Wound. These represents injuries sustained from combat or traps. Something like broken bones, disembowlment or missing eye.
  • Mental Wound. These represents injuries sustained to the mind. This ranges from madness from a cursed artifact, mental backlash from psychic energy or even emotional trauma from a death of a companion.
  • Spiritual Wound. These represents injuries sustained to the soul. This can be a curse from the gods, corruption from a demon, or even effects from a magical disaster

Max Wounds

= Might + Vigor + Presence (Minimum of 1)

Function

Taking Damage. Whenever you take damage and the attack causes your Wear to reach the maximum, you must take 1 Shallow Wound or replace 1 Shallow Wound with 1 Deep Wound. Any remaining damage is ignored. Then, you can choose to fall Unconcious or continue fighting.
Defiant Stand. Whenever you take damage but you have maximum Wear, you must take 1 Deep Wound instead.
Staying Alive. Whenever you take damage but you already have the maximum number of Wounds, you... die.

Recovery

You can lose 1 Shallow Wound after a [[Rest]]. However, Deep Wounds require a story moment or a timeskip for you to recover from as determined by the Fates. As a guide, 1 Deep Wound require 1 month of recovery. When Deep Wounds are removed you gain a Scar instead.

Scars

Scars are Deep Wounds that has healed after some time or through story reasons. They remain as a reminder as the creature's past deeds and mistakes and can help inform future decisions

Max Scars

There is no limit to the number of Scars a creature can collect.

Function

Reminders of the Past. Scars act as reminders of past mistakes. If a player is in the exact same situation that caused a Scar, they automatically gain an advantage on the check.

Recovery

You gain Scars whenever a Deep Wound is healed. The Deep Wound is renamed to show that it has healed and is placed under Scars.

Experience

Experience is a maeasure of knowledge accumulated over a long period of time. These knowledge come in the form Skills that a person practices over their lifetime until their effort crystalizes at certain points in their journey.

Max Experience

There is no upper limit for Experience. However, there are Experience thresholds that when reached causes a creature to grow, or Level Up. The Experience threshold is calculated using the following formula.

Next Experience threshold = Current Level + Previous Experience threshold.

Level 1 Experience threshold = 1

Function

Level Up. When you reach an Experience Threshold, you can Level Up. When you do so, you can invest a Level into a Race or Class of your choice.

Recovery

You can gain Experience by performing certain actions determined by The Fates as described in Leveling Up.
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