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Basic Rules

Rules • Home Defiant TTRPG

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Basic Rules

The Home Defiant TTRPG comprises of multiple smaller systems that interact with each other to produce a simple but deep system. The aim is to provide interesting interaction between the various parts of the system rather than having each system living in a vaccuum.

Some basic rules that the player should be aware of are:

Attacks

Negotitation can only go so far. When two unmovable forces meet, a clash is inevitable. At that point, words fall on the wayside, and fists will start flying. Those who are slow or unprepared will get caught out of possible and will be easily defeated. So, it is important to maintain composure for as long as you can.

Attack Flow

When making an Attack, you usually have 2 options. You can either assault the target verbally or physically. When making an attack, you will go through the same process regardless of the way you are making the attack:

  1. Make the Attack. Perform a Martial + Might check to make a physical attack or a Society + Presence to make a mental attack. A mental attack must target a relevant Status and the Defender must understand the Attacker. The Attribute used during the attack may be replaced depending on the Skill or Item used during the attack.
  2. Defender may Dodge. After the attack, the Defender may choose to Dodge. Perform a Survival + Dexterity check to avoid a physical attack or Intrigue + Intellect check to resist mental attack. Reduce the number of hits on the attack based on the number of hits rolled on the dodge.
  3. Calculate Damage. You deal a number of Damage equal to the number of hits. Items with the Damaging property allow you to deal additional damage per hit.
  4. Armor Reduces Damage. Reduce Damage by your current Armor Level. Items with the Protective property grants you Armor Level.
  5. Defender Reduces Poise. If the Defender has Poise, reduce the Poise for every Damage taken. If there are any unapplied Damage afterwards, continue to next step. Otherwise, Attack ends.
  6. Defender Gain Wear. Defender gains a number of Wear equal to the remaining Damage.
    • If there are unapplied Damage after maxing out Wear, Defender gains one Shallow Wound.
    • If Wear is already maxed out at the start of this step, Defender gains one Deep Wound instead.
    If the Defender gains any Wound, move on to the next step. Otherwise, Attack ends.
  7. Defender Defeated. Whenver the Defender gains a Wound from an attack, they can choose to fall Unconcious or remain concious to keep fighting.

Ways to Defend

To defend against incoming attack, a creature can try to Dodge the attack, Brace against an Attack or gain Armor Levels.

A creature can only Dodge as a reaction to an attack. Doing so makes its possible for the Attack to miss entirely. However, doing so will push your turn 2 seconds lower in the Timeline. While dodging multiple attacks is a good idea to survive and reduce incoming damage, it will cause their turn to arrive later and later, essentially suppressing them from doing anything. Some items like heavier armor will reduce the number of successes possible when Dodging.

Alternatively, a creature can Brace for the incoming attack. On their turn, a creature can take the Brace action and gain a number of Poise equal to their Might or half their Presence (rounded down). This action can be performed multiple times to Brace for a strong attack. Some items like Shields can be equipped to grant a creature additional Poise when taking the Brace action.

Armor Level

An armor is not designed for your to avoid damage. Armor is design for you to take damage but still feel fine. Whenever you take Damage, reduce Damage by your Armor Level before gaining Wear. Any item with the Protective Property will grant you additional Armor Level.

Multi-wielding

A creature can wield a number of items equal to the amount of hands they have. Some races maybe have other prehensile limbs that allows you to hold additional items. When you are multi-wielding, you gain the following benefits:

  • Multi-target. Whenever you take the Attack action, you target a number of enemies up to the number of items you are wielding. If you do so, split the dice you are rolling for the Attack between the targets and resolve the Attack flow seperately for each target. Properties of the item are applied as normal for each Attack.
  • Parry. When you take the Dodge action while wielding more than 1 item, you gain Weapon Armor Level equal to the number of additional item wielded. This bonus lasts only for the duration of the Dodge.

Throwing

Sometimes enemies are just out of reach and ranged weapons are not available. In these situations, you should take whatever you have and throw them at your enemies. You might miss, but at least you will reach them.

Throw Range

In Home Defiant, you can throw anything you have in your hand when you take the Attack action. However, you can only throw the Item up to a number of meters away equal to (Might - Effective Heavy value of the item + 1) x 2. If the formula results in 0, the Item is too heavy to be thrown and drops in your space.

Choosing a Target

Next, you will need to decide on a target. Depending on the chosen target the DC may be higher

Target DC
A creature As per standard Attack Flow.
Static target of at least Size 1 1
Specific target of at least Size 0.2 2
Specific point 3
A target on a living creature As per standard Attack Flow but increase the hit DC based on the target as per above.

Making the Throw

From here, throw is considered an Attack with a Ranged X property where X is the calculated range. On a success, the throw lands on target. On a fail, the thrown item scatters in a random direction as determined by the Fates Y meters away where Y is the Defiance level of the failed check.

Capacity

Capacity refers to how much a creature can carry. Capacity in Home Defiant is divided into two categories: Physical Capacity and Mental Capacity.

Physical Capacity

Gear does not define an adventurer. But it sure does add to it. The problem comes when you add too much and now you are overburdened with the weight of options and the literal weight of your bag. But for the sake of gold and treasure, some push onwards even if it sometimes causes them to knock at death's door.

In Home Defiant, a creature has Physical Capacity equal to their (Might + 10) x Size (minimum of 1). However, this number can be modified using Items or Skills. Physical Capacity is primarily used to carry Items on your person. Whenever the creature's Physical Capacity usage goes over their limit, they will gain one Deep Physical Wound. This Wound will persist until their usage is reduced below their Physical Capacity again. They gain an additional Deep Wound for every full or partial multiple of their base Capacity they exceed. For every Deep Physical Wound gained this way, reduce the creature's Vigor attribute by 1.

For example, if Rudy has Might 1 and Size 1, their Physical Capacity is 11. They will gain one Deep Physical Wound and lose 1 Vigor when their Physical Capacity usage reaches 12, another Wound and Vigor loss when usage reaches 23, and another at 34.

The Heavy Property

Some items will have the Heavy property. To carry these items around, it will take additional Capacity. When a creature tries to carry a Heavy item, multiply the Physical Capacity usage of the Item by 1 + its Heavy value. The Fates may also add the Heavy Property to items they find around their game.

As a guide, if the item is Size 1: If it requires two hands just to lift off the ground, it's Heavy 1. If it requires two people to lift, it's Heavy 3. If it requires a horse to move, it's Heavy 5. The following are examples of common Heavy Tag usage.

Property Item Examples
Heavy 1 Greatsword, Polearms, Filled Small Container, Heavy Crossbow
Heavy 2 Full Plate Armor, Cast-iron Anvil, A standard human body
Heavy 3 Oversized Buster Sword, Solid marble statue, Fully loaded merchant's handcart
Heavy 4 Cannonball, Portable Regiment artillery, A dead warhorse
Heavy 5 A bank vault door, A small sailing boat
Heavy 6 A solid gold throne, A weaponized Magi-tech engine block

Mental Capacity

Some skills come naturally to an adventurer. Others are difficult and complex that it requires mental capacity to retain. Some adhere to this limit, while others go beyond muttering mnemonics in the middle of a fight to keep track of the pool of knowledge they have in their mind.

In Home Defiant, a creature has Mental Capacity equal to their Intellect + highest Trained attribute (minimum of 0). However, this number can be modified using Items or Skills. Mental Capacity is primarily used to Prime Trained Skills. Whenever the creature's Mental Capacity usage goes over their limit, they will gain one Deep Mental Wound. This Wound will persist until their usage is reduced below their Mental Capacity again. They gain an additional Deep Wound for every full or partial multiple of their base Capacity they exceed. For every Deep Mental Wound gained this way, reduce your Focus attribute by 1.

For example, if Rudy has Intellect 1 and Martial 3, their Mental Capacity is 4. They will gain one Deep Mental Wound and lose 1 Focus when their Mental Capacity usage reaches 5, another Wound and Focus loss when usage reaches 9, and another at 13.

Priming

A creature can learn an infinite number of Trained Skills. However, a creature's mind can only keep a certain number of skills at the forefront. Even the mage requires refreshers on old spells, or a martial artist on the fundamentals. Whenever a creature takes the Prime action, they can unprime any number of Trained Skills and Prime one Trained Skill of their Choice. Their Mental Capacity usage is then updated to the total of the Tier of the Trained skill that are Primed

Cover

In a frenetic battle, you will pray for any kind of protection. Covers like walls, buildings or even people can protect you from incoming fire or even explosions. Alternatively, when in quiet, cover can act as a barrier helping you to stay hidden before the first strike.

Cover Disadvantage

A creature gains a penalty when trying to attack another creature that is behind cover. When a creature is making the Attack, they gain a number of Disadvantage equal to Cover Size - Creature Size.

Cover Advantage

When standing next to an object tor creature that is larger than you, other creatures gain penalties whentrying to spot you from the other side of the cover. Whenever a creature is trying to spot you from the other size of a cover, they gain Disadvantage equal to the Cover Size - Creature Size.

This is also the case when trying resist damage coming from the other size of the cover. Whenever you are making a check to resist damage coming from the other size of the cover, you gain Advantage equal to the Cover Size - Creature Size.

Creation

A miner carves ore from the the earth. A smith forges the ore to steel and then to blade. A fighter uses the blade to forge their body into a weapon. Then, the body is used to forge alliances or melt enemies in the crucible of war.

In Home Defiant, you are able to train, craft, network or research during your free time. This process is tracked in the Creation System. Whenever you are trying to learn a new skill, craft a new object, network with the locals, research for inforamtion or perform any other long-term project, you can start a Creation Project. A creation project has the following information:

  • Creation
  • Tier
  • Supply Requirement
  • Completion Requirement
  • Quality Requirement

Choosing a Creation

This system can be used to track any long-term project including but not limited to: Trained Skills, Class Skills, Items, Starting a Business, Building a Relationship, Mapping Out a Region, or Clearing an Area from dangeorus creatures. The Tier of the project is determined by the Creation. If the Creation is a non-standard item like mapping out a region, use the Tiers of Power table to determine the importance of the Creation.

Determining Supply

Supply is the materials needed during the process of Creation. The amount of Supply needed for a project is equal to the Creations Size x Creation Size. If the Creation is a subjective project like Skills or mapping a region, treat it as if it is a Size 6 object. The Tier of the Supply must be equal to the Tier of the Project while the Type is determined by the Fates. The Fates may choose multiple types as long as the total is Quantity is equal to the required Quantity. All of the supplies must be available to the Creator whenever they are performing Craft action and cannot be used for other purposes.

Determining Completion

Completion represents the amount of work needed to be spent on the Creation to complete it. The amount of Completion required to complete a project is equal to ( Creation Tier + 1 ) x Supply Requirement Amount x 10. You can gain Completion by performing the various Craft action. Whenever Completion reaches the Completion Requirement, the project must be completed and no more work can be done on the Project.

Determining Quality

Quality represents the amount detailed work needed to be spent on the Creation to reach standard quality. The amount of Quality Required to reach standard quality is equal to Creation Tier x Creation Size. You can gain Quality by performing the various Craft action. Depending on the Quality when the Creation Project is completed, the final result will gain a random benefit or penalty.

Quality Check

On some Craft action, it will require you to perform a Quality check. To do so, the Fates will narrate your progress when requests you to perform a check relating to your Creation Project. The DC of the check is equal to the Tier of the Creation. On a success, the Project gains 1 Quality. On a failure, the Project loses 1 Quality.

If a creature is spending multiple subsequent hours performing the Craft action and needs to perform multiple Quality Checks, they only need to perform it once. The Creation Project will gain a number of Quality equal to the number of positive Defiance or lose a number of Quality equal to the number of negative Defiance. However, a creature cannot gain or lose more Quality than the number of hours spent taking the Craft action.

Completing Project

When the Completion reaches the Completion Requirement, the project is now complete. Remove all of the Supplies that are in the Requirement from your inventory. Next, depending on the Quality level of a project, the Fates will choose a number of Flaws and Features depending on the deviation from Quality Requirement. As a guide, the Fates must choose as many Flaws and Features as they can that will impact the usage of the Creation.

Flaws

Here are a list of flaws and their costs:

  • Aesthetic Problems (Quality -1) There is an aesthetic issue with the Creation that does not impact its usage.
  • Complicated Design (Quality -2) The user of the Creation must spend 1 additional second to use it.
  • Misfire (Quality -2) Whenever a user fails a check using the Creation with Defiance -2, they cannot use the Creation until their next Rest/Break.
  • Costly (Quality -3) The user of the Creation must spend 1 additional Potential to use it.

Features

Here are a list of flaws and their costs:

  • Aesthetic Creation (Quality +1) The final Creation is aesthetically pleasing but does not impact its function.

Hazards

Troubles while adventuring don't only come from adversaries. If a creature is not careful, they can easily fall prey to traps, environmental hazards or simply fall to their deaths. This chapter talks about how to handle such situations and examples that the Fates can use as reference.

General Damage

Traps and damage can be at varying levels of severity. A trap designed to kill a human might not do much against a dragon. When designing traps, keep in mind who the target is for and use the table below to determine the right DC and Damage to apply:

Tier DC Negligible Damage Severe Damage Deadly Damage
0-Mortal 1 2 5 7
1-Awakened 2 4 9 14
2-Defiant 5 7 17 26
3-Unbound 8 8 21 34
4-Ascendant 11 12 30 48
5-Sovereign 14 14 35 48
6-Absolute 17 19 48 77

Suffocation

Most creatures in Home Defiant require air to breathe unless specified. Regardless, when a creature could not breathe, they are able to hold their breath for a number of minutes equal to 1 + Vigor (minimum 1) minutes. When their breath runs out, they will begin to drown. At the start of each of their turn, they must make a Survival + Vigor check against DC 1. On a success, they are unharmed. On a failure, they gain 1 Shallow Wound. Regardless of success, the DC for the check is increased by 1 for the next turn.

Falling

When the ground beneath a creature disappears or the creature jumps off a cliff, they are considered to be falling. At the end of a creature's turn, if a creature is falling, they are moved 300m towards the ground at the end of their turn. Upon landing, a creature will gain 1 Wear for every 3m they fell. As a reaction (+1s) to landing, a creature can tuck and roll by performing a Survival + Dexterity check. Reduce the amount of damage taken for every hits rolled.

Movement

One meter could be the difference between being engulfed in flames or escaping with only a singed eyebrow. Positioning in important not just in combat but also in situations where Skills can come into play. Remember, it Right Place before the Right Time.

Speed

Speed describes how far a creature can move per second. For most creatures, their Speed is Vigor + Size to a minimum of 1m. Whenever they take the Move action, they gain Movement equal to their Speed. One movement can be spend to move 1 meter away from the creature's current position.

Each time you move, you can try to push yourself to go an extra distance. Whenever you take the Move action, you can spend 1 Potential to push yourself. If you do so, perform a Vigor + Survival check. You can move an additional number of meters equal to the number of hits.

Jumping

Jumping can be perform as a part of normal movement. A creature is able to comfortably jump over a gap that is 1m + Might wide and 0.5m + ( 0.5m x Might ) high. However, they can try to extend the jump distance and height in meters by the number of hits in a Might + Survival check.

Whenever you try to jump, you can try to push yourself to go an extra distance. Whenever you jump, you can spend 1 Potential to push yourself. If you do so, perform a Might + Survival check. You can extend your jump height or distance equal to the number of hits.

Moving Through Other Mediums

Normally, you only need to go through air. However, moving through water or climbing is neceessary. In these case, treat those surfaces like a Rough terrain. The Fates should determine how difficult it is to move through the mediums using the Rough X notation. However, note that some Skills will be able to reduce the Rough values of the terrain.

For example, a creature may have the "Amphibious" skill that reduces the Rough Water terrain level by 2. So, in normal waters, this allows the creature to swim without any penalty. However, in rougher waters like in Rough 3 water terrain, they only need to spend 1 additional movement to swim through it while other creatures require 3 additional Movement per meter.

Rough Terrain

Some terrain may not be smooth enough for creatures to easily run through. Rough terrain is described as Rough X where X is the amount of additional Movement needed to move 1 meter in the terrain. For example, a creature with Speed 10 on a Rough 2 terrain will only be able to move 5m per Move Action.

Falling

When the ground beneath a creature disappears or the creature jump off a cliff, they are considered to be falling. At the end of a creatures turn, if a creature is falling, they are moved 300m towards the ground. Upon landing, a creature will take 1 Wear for every 6m they fell. As a reaction (+1s) to landing, a creature can tuck and roll by performing a Survival + Dexterity check. Reduce the amount of damage taken for every hits rolled.

Properties

Properties are a keywords that alters how a Source (a Skill or Item) functions. Whenever performing an action using multiple Sources with the same property, only the Property with the highest X value is applied unless specified otherwise.

Beam X/Y

Item, Skill Property Some items affects all targets in a line.

The Source affects all targets within Xm line that is Ym wide.

Blast X

Item, Skill Property Some item unleashes its power in a cone ahead of them.

The Source affects all creatures in an Xm cone ahead of them.

Burst X

Item, Skill Property Some items affects all targets in an area.

The Source affects all targets within Xm.

Cleave

Item, Skill Property Some attacks carry their momentum through enemies.

Whenever an Attack is made with the Source, you can make a second Attack against another creature within range with half as much dice (round down).

Complex X

Item Property Some items are too complex to use and require some intelligence.

When trying to use the Source, you must make an [[Intellect]] + [[Industry]] check against DC X. On a failure, you fail to use it. On a Defiance 2 failure, you also accidentally spent a charge (if it has any).

Cumbersome X

Item Property Some gear restricts fluid movement and focus.

While wearing this item, reduce your Dexterity and Magic attribute by X.

Damaging X

Item, Skill Property Some armaments are designed to be exceptionally lethal.

When landing an Attack using the Source, you deal X additional damage.

Deflecting X

Item Property Some gear is perfectly angled to repel incoming kinetic force.

While wielding the source, whenever you take the Brace action, you gain X additional Poise.

Heavy X

Item Property Some items are too heavy to be used effectively.

When carrying the Source, it takes up a number of Physical Capacity equal to its Size x (1 + X). While wielding Heavy Items, you gain a number of disadvantages to your Might, Dexterity and Vigor checks equal to the total Effective Heavy Value of all the Items you are wielding. The disadvantages can be reduced by half your Might attribute (rounded down). If you are wielding the Item with two-hands, reduce the disadvantages by your full Might attribute instead.

Intricate X

Item Property Some garments or harnesses are notoriously difficult to put on.

When trying to Wear the Source, you will take X minutes instead of 3 seconds. If another creature is helping you with this, the duration is reduced by half.

Protective X

Item Property Some items protects your body effectively to reduce incoming damage.

While wearing the Srouce, it provides Armor Level equal to X.

Ranged X

Item Property Some weapons are made to be used at a distance.

While wielding the Source, whenever you take the Attack action, you can target a creature within Xm from you. You gain one disadvantage when targeting a creature beyond Xm. You gain an additional disadvantage for every full or partial multiple of X you exceed. When making an Attack at ranged, you must use Focus instead of Might during your Attack check.

Reload X/Y [Z]

Item Property After a device is used multiple times, it will need to be reloaded.

After the Source is used X times, you will need to spend Y seconds to reload the Source. Z specifies what Item is needed to reload the device.

Storage X

Item Property Some items are designed to help you carry more stuff.

The Source is able to store a number of items equal to X x Source Size. However, the items must be smaller in size than the Source and cannot have the Storage property.

Senses

Senses are how you see the world. You senses will be listed under your Racial Trait. However, some Skills may grant you additional senses.

Senses are defined using the X/Y Medium format:

  • Medium. Medium is the material that you will be noticing. Mediums can be basic things like Light, Sound, Odor, Vibrations, Mana or even Killing Intent. If a sense of a Particular Medium is not defined, treat it as if it has 0/0 Medium. You cannot be sure tha tyou detect such a medium unless a Skill or Trait grants you the ability to do so.
  • X. X refers to the number of meters you are able to get positional and detailed data using the medium.
  • Y. Y refers to the number of meters you are able to get presence data using the medium. Beyond Y, you cannot be sure if you are able to detect the source.

The following is the default senses for all creatuers unless specified otherwise.

  • 100/1000 Light
  • 5/30 Sound
  • 2/10 Odor
  • 0/2 Vibration

However, just because a Source is within range, that does not mean it is always detected. A person may still try to hide their Appearance (Light), Footeps (Sound) or even calm down (Killing Intent) by taking the Conceal action.

Conversely, a bright enough light, strong enough tremor or loud enough noise can cause a source to be detected even outside of the detection range. The Fates can double or triple the detection range in these cases to allow a creature to detect the noise.

Obstruction

When determining if you can detect a Source or not, please keep in mind obstruction that may block the Medium from reaching the creature. Examples of obstactles for their respective Mediums are as follows:

  • Light. Blocked by walls, curtains or any opaque object.
  • Sound. Dampened by walls and can be blocked by soft objects.
  • Odor. Blocked by walls but can seep through the tiniest cracks.
  • Vibrations. Must be physically touched to the listener.
  • Mana. Blocked by lead and antimagic field.
  • Killing Intent. Cannot be blocked

Size

Size denotes how much space the creature occupies. The size is written as Size X where X is the Length of the creature in meters. In this case, humans would be Size 1, horses would be a size 3 and cats would be a Size 1/2. For any value that is derived from a half or smaller size, simply round down.

The Size of the creature affects the following things:

  • Speed. The larger the creature, the larger the stride. Your character's Speed = Size + Vigor
  • Item Usage. The larger the creature, they are able to wield larger weapons. Creatures are able to wield any weapon that is equal to or smaller than their Size without any Size Disadvantage.
  • Carry Capacity. The larger the creature, the more they are able to carry. You character can carry Item = Might x Size x Size
  • Size Difference Armor. The larger the creature, the harder it is to penetrate their defenses. Whenever a creature is taking damage from a Smaller creature, they gain Bonus Armor Level = Size Difference.
  • Cover. You can only take cover behind objects that are larger than yourself. For every size you are smaller than your cover, you gain a Cover Advantage. This includes hiding behind another creature.

Status Effects

Over the course of a battle, lingering injuries will come and go. Clever adventurers take advantage of these injuries to maximize their effectiveness on the battlefield. Even smarter adventurers takes advantage of injuries to trigger more powerful abilities.

Effects

In Home Defiant, Effects is a collection of six conditions that restricts the actions a creature can perform. The Effects are usually attached to a Status on another creature and will expose the creature with the Effects to danger coming from skills. The six Effects are:

Effect Severity

A Status can have different levels of Severity. The higher the Severity level, the more disadvantageous the Effects become. If multiple Statuses contain the same Effects, only the highest Severity Effect will take effect.

List of Effects

There are six effects that affect a creature's mechanical ability. The six Effects are:

Afflicted

You are slowly being hurt from an internal ailment.
You gain a number of Wear at the start of your turn equal to the Status Severity.

Dazed

Dazed and unsure, your movements become imprecise and sluggish.
When performing Intellect or Presence check, you gain a number of disadvantage equal to the Status Severity. In addition, you cannot perform the Invoke action.

Disoriented

You are unable to perfectly discern your surrounding.
When performing Focus checks, you gain a number of disadvantages equal to the Status Severity. In addition, you cannot use Gambit or command Companions.

Exposed

You accidentally expose a weakness your enemies can exploit.
When a creature takes the Attack action against you, the creature gains a number of Advantage on the Attack equal to the Status Severity. In addition, as a reaction to you gaining this Effect, a creature can make a Melee Attack against you.

Rooted

You lose your ability to maneuver well in combat.
Whenever you are performing a Vigor or Dexterity check, you gain a number of disadvantages equal to the Status Severity. In addition, reduce your movement speed by the Status Severity (minimum 0).

Weakened

You lost your strength to continue fighting.
When you make a Might check, you gain disadvantage on the check equal to the Status Severity. In addition, you cannot use Combat Arts.

Status

In Home Defiant, Status is a narrative descriptor of the environment that the players can exploit. Usually, Status do not do anything by themselves. Examples of Status are "Paralyzed", "Injured", "Hanging Chandelier", "Precarious Rock" or "Inspired".

Status in Home Defiant is not removed automatically. Instead, a creature must take the Resist action to remove one severity of one Status. When the Severity reaches 0, the Status is removed.

Finding Status

Whenever a Player takes the Observe (Find) action, they can discover a status on a creature or the environment. If the target is a creature, the creature can perform a Society + Intellect to resist the attempt. Meanwhile, if the target is the environment or an object, the Fates can determine the DC. On a success, inform the player a Status that they can take advantage of.

Please note that this Status must be something that the Defiant can discover just looking around and using intelligent deduction. A Defiant will not be able to discover a deep dark secret just by looking at a person's appearance or mannerisms.

Predefined Status

There are commonly used Statuses that have predefined effects that commonly used in many Skills and Actions. The following are a list of common Statuses:

Blinded

Something is obstructing your vision making you blinded.
You automatically fail Focus checks relating to sight and your Light Sense is updated to Light 0/0.
You are also under the following Effects:
Disoriented

Exposed

Deafened

Something is muting the sounds around you.
You automatically fail Focus checks that rely on Hearing. In addition, your Sound Sense is updated to Sound 0/0.
You are also under the following Effects:
Disoriented

Prone

You drop to the floor. Keeping close to the ground.
Treat your Size as half your normal size when determining Cover.
You are also under the following Effects:
Exposed

Silenced

You cannot produce any sounds.
You cannot produce any noises. When performing a check to remain hidden, you gain a number of advantage equal to the Status Severity.

Supplies

During their travels, an adventurer would come upon hoards of treasure, raw materials or even monster parts. Instead of keeping track of the various individual resources you find, Home Defiant generalizes all these resources into generic Supply categories.

Supplies are described by the Quantity, Tier and Type. There are 6 categories of Supplies:

  • Mineral Supplies
  • Biological Supplies
  • Magic Supplies
  • Technological Supplies
  • Adventuring Supplies
  • Treasure Supplies

When written down, supplies can use the X Y Supplies notation where X is the Tier and Y is the type.

Purchasing Supplies

When resupplying in town, the Defiants may not know what specific tools they may need for their journey ahead but their character will. Instead of purchasing specific tools or resources, the Defiants only need to purchase generic Supplies that they may need for their journey. The average price for Supplies depends on their Tier.

Tier Price (SGP)
0-Mortal 1
1-Awakened 10
2-Defiant 100
3-Unbound 1,000
4-Ascendant 10,000
5-Sovereign 100,000
6-Absolute 1,000,000

Specifying Supplies

Whenever the Defiants need to actually use their Supplies, they can specify the exact tool or item they need. The Fates will then determine if the Supplies the Defiant carries are appropriate and may request the Defiant to perform a retroactive check.

On a success, the Supply is specified into the needed resource. The Defiant adds the specific item to their inventory and reduces the Quantity of their Supply based on the average price of the item specified. To calculate the Quantity lost, divide the SGP price of the specified item by the SGP price of the Supply Tier being used, rounding up to the nearest whole number. The Fates will always have the final say on whether the specified item makes logical sense in the current context.

While in town, Rudy purchased some Awakened Adventuring Supplies and Mortal Adventuring Supplies for the road. While traveling, he finds himself in need of rope. The Defiant asks The Fates if they can get some rope from their supplies. Given that rope is a common tool that costs 2 SGP, The Fates agree. Rudy can choose to reduce his inventory by either 2 Mortal Adventuring S

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