The Foot of Blue Mountain

Player Rules for Violet Flower

You are history incarnate, the latest stone in a path of great people before you. You are thrall to no man. Your master is yourself, and they ask you to partake on a great quest.

Characters

There are three Characteristics:

These are generated by rolling 3d6.

There is one Save, which starts at 14 and decreases with each HD gained.

Characters begin play:

1d6 Star Sign
1. Sign of the Void: You were born under a blank sky. People born under the Void Sign are typically sardonic, rude people with dangerous ideals.
2. Sign of the Snake: You were born under The Snake, a slithering band of stars. People born under the Snake Sign are typically serious, myopic people with agile minds.
3. SIgn of the Spider: You were born under The Spider, a web of stellar connections. People born under the Spider Sign are typically entangled, sycophantic people with many friends.
4. Sign of the Boar: You were born under The Boar, whose wide body threatens to cover the night sky. People born under the Boar Sign are typically stubborn, uncreative people with strong wills.
5. Sign of the Raptor: You were born under The Raptor, whose wicked talons scratch clouds into the sky each night. People born under the Raptor Sign are typically entitled, capricious people with noble intentions.
6. Sign of the Macaw: You were born under The Macaw, whose beautiful colored wings blessed the night you were born. People born under the Macaw Sign are typically humble, gifted people with tragic fates.

Even-numbered and odd-numbered signs in the table are sister signs and typically get along. They dislike odd-numbered and even-numbered signs, respectively.

Equipment

Weapons Cost Damage
Light Weapons (Knives, Hand-Axes, Cestus) 5jp 1d6-1
Medium Weapons (Clubs, Bows, Battleaxes, Maces, Javelins, Spears) 10jp 1d6
Heavy Weapons (Greatclubs, Machuatl, Greathammers, Longspears) 20jp 1d6+1

Heavy Weapons must be wielded with two hands.

Armours Cost AC
Unarmoured/Plainclothes Free 5
Padded Cloth 30jp 7
Leather Furs 95jp 9
Spondylus Mail 165jp 11
Shield 30jp +1

Before damage is rolled, a shield may be sacrificed to negate a single mundane strike.

Encumbrance

Including what they have in their hands, Characters may carry 15-AC items. 250 pieces of jade count as an item. Worn equipment like clothes don't count. Characters carrying over this amount are encumbered. They move at half-speed, and are liable to drop items and fall.
Characters carrying double this are overburdened. They are exhausted by any sustained movement. Characters wearing a tumpline may carry twice their normal allotted amount, but have a -2 to all rolls while doing anything more complicated than walking. No beasts of burden exist in the Violet Flower.

Supplies Cost Supplies Cost
Bandages(5) 10jp Ration, Dry Day 5jp
Candle, Tallow 1jp Ration, Trail Day 2jp
Canoe 40jp Rope, 50' Silken 70jp
Case, Map 5jp Rope, 50' Hemp 5jp
Checkers 5jp Sack 1jp
Compass 100jp Shovel 5jp
Dice 2jp Shovel, Wooden 5jp
Flint & Steel 5jp Water or Wineskin 15jp
Hammer & Wooden Stakes 5jp Skiing Equipment 15jp
Alchemist's Paraphenalia 150jp Sled 20jp
Lantern, Bullseye 12jp Sleeping Bag 2jp
Lantern, Hooded 7jp Snare 1jp
Map, Local 20jp Tent 15jp
Net 10jp Tinderbox 10jp
Oil, Pint Jar 5jp Torches (6) 1jp
Pole, 10' 5jp Tumpline 10jp
Livestock Cost Livestock Cost
Chicken 1jp Hawk 20jp
Dog 15jp Macaw 40jp
Llama 30jp Guinea Pig 1jp

Skills

Skills are numbered on a range of 0-6. Having 0 in a skill means you are completely unremarkable in that skill. 6 means you are the greatest practitioner of that skill in your generation.

Characters begin with 12 points to distribute in the following skills. Skills with numbers next to them denote a base level of competency every person has. Italicized Skills need to have a specialization; Craft (metalworking), Craft (weaving) and so on.

A non-exhaustive list of Specializations for the italicized skills are listed below:

Resolution Tools

Saves

Saves are called for when discussion is unsuitable - often as a consequence of action.

To save, a character must roll 8+ on 2d6. This roll may be modified.

In the case of monsters, if a monster's physical attributes would provide it a bonus, that bonus is +2.

Skill Checks

Skills are used much likes saves. To make a skill check, roll a d6 and add the skill number. If this value is equal to or greater than 7, the check was a success.

Combat

Combat is conducted in rounds of 6 seconds. To determine order, all Player Characters roll a 2d6. Those rolling equal-to or over their AC act first. Then all opponents act, and finally those rolling under their AC act. This should be rolled each round. Hirelings and followers act with their leaders.

To make a standard attack, roll 2d6 and add any attack modifiers. If this value exceeds the target's AC, the opponent is struck and damage is rolled.

Light weapons roll 1d6-1.
Medium Weapons roll 1d6.
Heavy weapons roll 1d6+1 and take the highest result.

The damage rolled is subtracted from the HP of the target. NPCs hitting 0 HP are dead. Player Characters hitting 0 HP die in 2 rounds without assistance.

Monsters

Monsters with 1-3 HD make one attack per round. Monsters with 4-6 HD make two attacks per round. Monsters with 7+ HD make three attacks per round.

Combat Complications

Healing

Per nights rest, characters recover 1HP per HD. A full day spent doing nothing recovers 3HP per HD.

Reaction

When attitudes are uncertain or chaos desirable, roll 2d6 and consult the table below. Reputation may modify this roll, a strong opinion eliciting a ±4.

2d6 Reaction
2- Hostile
3-5 Negative Inclination
6-8 Disinterested
9-11 Positive Inclination
12+ Friendly

Determining what these results in the situation is a matter of experience and extrapolation. It may also reveal facts about the group - especially extreme results necessitating explanation.

Morale

Friends and foes alike must test their morale in strenuous situations.

To do so, roll 2d6 for each group. On a 7+, their morale holds.
This roll may be modified according to familiarity, cultural taboos etc. A ±1 represents a minor factor and a ±2 a major factor. A ±3 obviates the need for a morale check.

2d6 Action

|2-| Disorganised retreat - those left behind surrender. |3-6| Organised retreat. |7+| Morale holds.

Common events triggering morale checks include:

Companions & Hirelings

Companions are brothers in arms who have found themselves echoing a Great Hero from the Past. They can be found throughout the world and convinced to join your Entourage.

Hirelings are people with a debt to you paid in service. They will serve out the length of that debt and then depart. Hirelings will only fight alongside you if they owe you a blood debt or their life; only your death is their salvation.

Type Attributes
Villager AC 9 HD 1
Warrior AC 7 HD 1+1
Armoured Footman AC 4/5 HD 1+2

Echoing

All characters walk in the footsteps of a paragon associated with their Star Sign, great people from ages past who did great deeds or were present for an Entourage. The sites that these deeds took place on are marked with Guidestones, large monuments that celebrate (or mourn) what transpired on that petal of the Violet Flower.

Travelling to these Guidestones grants the character special status in the region of the guidestone and beyond. In some cases, these Guidestones may also grant special power. Keep careful note of which Guidestones were visited and by who.