BASIC RULES: To play Salmon & Samurai, the following are needed: Some S&S character sheets. One set of RPG dice. A few extra d12’s. A pencil (or multiple). And a group of friends to play with you. CHARACTER CREATION. Find 5 d4’s. Roll all of them, and plug the numbers into the following selection: STRENGTH, AGILITY, MYSTIC, INTELLIGENCE, WISDOM. (as for Physical and Mental, we’ll get back to those.) Each stat is relevant to differing checks WHAT IS A CHECK? A check is a roll on a d12, where depending on the difficulty, can be successfully performed by rolling the same or higher as the difficulty. 1-3: easy 4-7: medium 8-11: hard 12-15: very hard 16-20: near impossible As for your Skills, all 14 are figured out by adding your appropriate stat to the roll. SKILLS ARE TALKED ABOUT IN THE SKILLS SECTION. Class will be decided upon later. (found in the class section.) THE OTHER STATS. Physical is decided by adding together Strength and Agility. Mental is decided by adding together Intelligence and Wisdom. COMBAT BASICS To engage in combat, first all players must roll 1d12, then add their agility. Then once the order is decided, with higher numbers going first. ATTACKING To attack, roll 1d12, and add your Physical after that, if the number rolled is higher or equal to the enemy’s AC, then deal damage equal to your weapon’s assigned damage. (unless stated otherwise) Enemy AC is decided by the GM. INJURIES Unlike most TTRPGS, Salmon & Samurai does not use HP. Instead it uses a system called “Injuries'. Every 5 damage dealt deals 1 injury. Your injury tolerance is determined by adding [3 + Your Physical]. However, major injuries are a different beast entirely. When you take major injuries equal to your level, you will go unconscious. One major injury is obtained upon taking 10 or more damage in one turn. (NOTE: Turns do not mean rounds. A round is 1 loop around the table.) UNCONSCIOUS When you are unconscious you cannot perform actions. You can be stabilized by 1 point of magic healing, or 6 points of non-magic healing. INTERMEDIATE MECHANICS When you receive an injury, your next attack roll will be reduced by 2. (Ex. a roll of 14 becomes a roll of 12.) When you receive a major injury, you will lose access to a limb temporarily, as decided by the GM. RACES AND SUBRACES HUMAN The standard and most common race among the endless seas, Humans might not have many gimmicks, but are all-around strong. While you play as a human, you gain the following: *A holy symbol of your character’s god *10 additional GP *A memento from your past *2 Weapons from the base list ELF The second most abundant race in the endless seas, Elves are especially long-lived, but are often as standoffish as they are intelligent. While you play as an elf, you gain the following: *A druidic kit *6 additional GP *1 ranged weapon, and 1 light weapon *+1 Wisdom Oceanfolk Oceanfolk, while being classed as a species, is more of a moniker given to the various oceanic races of the endless seas. There are various subspecies, but they all gain the following: *The ability to breath underwater *1 rusty GP *1 oceanfolk weapon SUBSPECIES GAIN: Crab: *Claws that can attack for 3 damage Squid: *Ink production Salmon/Bass: *Increased swim speed Deepfolk: *Darkvision, bioluminescence NOTE: If you would like to play as a different kind of oceanfolk that isnt here, talk to your GM! They might let you! Dwarf A rather uncommon race, dwarves are very secluded, only seeming to exist in large mountainous islands or deep under the sea, in caves. While playing as a Dwarf, you gain the following: *1 additional injury tolerance *1 dwarf weapon, and a heavy weapon *12 additional GP *+1 AC MONSTER RACES (NOTE: monster races are allowed by default, but are not balanced. Also Gnolls aren't evil in this base setting) GOBLIN *Pickpocket expert *+1 agility *Can craft objects out of metal GNOLL *Can consume flesh from fallen enemies to heal oneself *Claws that deal 2 damage *Can intimidate easily SKELETON *Resistance to stabbing weapons *Can disassemble self, but must keep head intact *Innate trombone proficiency *Must make a bone pun at least once a session FUTURE PLANNED RACES: Gnomes, Warforged, Orc, Zombie, Tiefling, (Requests accepted). WEAPON LIST(s) BASE WEAPONS NAME DAMAGE SPECIAL PROPERTIES Shortsword 1d6 None Longsword 2d4 2-handed Bow 1d6 Ranged(30ft) Maul 1d8 Dual-Wield Morningstar 1d10 Heavy Dagger 1d4 Throwable Spear 1d8 Reach OCEANFOLK WEAPONS Trident 1d6 Aquatic Fishing Spear 1d8 Reach, Peirce Harpoon 2d12 Heavy, Pierce, Artillery ELVEN WEAPONS Elven Bow 1d8 Ranged(30ft), Infusible DWARVEN WEAPONS Warhammer 1d10 Heavy, Crushing 2-handed Axe 1d12 Heavy Cannon 2d12 Artillery, Ranged(120ft) OTHER WEAPONS Fish 1d4 Embarrassing, Joke Katana 1d8 Precision, Slicing Ship Cannon 2d8 Artillery (for weapon attribute descriptions, look for page ??? in the etc section) SKILLS Skills are an important part of playing S&S. Each skill on your sheet starts at +0. You are given 3 Skill Points upon leveling up, and 4 upon starting. Upon reaching Max Level, you will gain 10 Skill Points. While skills are gained during level ups, the can also be gained by learning the skills ingame. For example, Reading a book about a detective, you might gain a point or two in Discovery. Each skill can reach a max level of 5. SKILL LIST NAME USAGE Discovery Used to investigate and get insight on things. Intimidation Used to intimidate or scare NPC’s Social Skills Used to solve social conflicts or deceive others Survival Used for finding food in the wild, or using base instincts Thieving Used for picking locks or picking pockets Alchemy Used for making and identifying potions and other items Sailing Used for piloting boats or other sea vehicles Crafting Used to create and maintain various objects Reading Used to gauge reading comprehension Martial Arts Used to improve melee weapon effectivity Bowmanship Used to improve ranged weapon effectivity Stamina Used to determine movement and speed Animal Handling Used to handle untamed beasts Arcana Used for using magical devices SKILL USAGE When you roll using a skill, you can use any skill to complete your desired task. Whether you succeed is another matter entirely. CLASSES Classes are an important part of many TTRPG’s, And S&S is no different. But unlike most other systems, there are 2 “Schools” of Classes, Martial and Magical. There are some that fall in between. The way classes work in S&S is unique in the way you level up. Instead of leveling up by defeating foes and nothing else, you will gain more EXP by completing various achievements and training. The mechanics of training will be described below. Every 7 training points obtained will increase your skills in that respective field, up to a maximum of 3. Once you reach 3, you will gain one level in that class. You combine any combination of classes, but only up to 3. Once you reach that point you must retrain in order to choose another class. (List of all training methods and their rewards are listed in page ??? in the etc section) RETRAINING To retrain, you can convert one level in a class into 11 points of another, while removing all abilities and bonuses from the converted level. NOTE: Beta 5.2-b sends here. Class lists/abilities will come in Beta 5.3.