SC5e Index

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The Stormchaser D20 RPG
Index

Introduction

Welcome to d20 with Stormchaser!

The Stormchaser d20 RPG (or 'SC5e', as it has grown to be known) has come a long way since it's inception. Over the last three years, what began as a few house rules for a personal game has bloomed into an expansive compendium that makes up a full system overhaul.

I've taken great pleasure in writing and playtesting this game, but it wouldn't be where it is today without my faithful players and patrons. Throughout the development process, members of the Stormchaser Roleplaying community have contributed both their ideas and their time to brainstorming, reviewing, proof-reading and trialling the contents. I'd like to take this opportunity to thank everyone involved.

Though inspired by many popular RPGs, including Dungeons and Dragons 3rd Edition, the Pathfinder Roleplaying Game, the Warhammer Fantasy Roleplaying Game, GURPS and World of Darkness, this game was originally based on Dungeons and Dragons 5th Edition. Anything mentioned is overwritten, but anything unmentioned remains unaltered. If you have questions about the intent behind these rules, please seek me out and I'll be happy to answer any questions.

Within these pages, you will find a revised and refined version of the first edition of SC5e that I wrote from 2018 to 2021. These legacy rules originally grew out of my work with Apostol Apostolov on Grit and Glory and popularised SC5e amongst players looking for a darker and more realistic d20 experience. However, the cost of this realism was that some of these rules required games masters and players to remember many intricate details, which could be easily forgotten and slowed down play.

This new edition aims to solve these problems, providing the same visceral feeling in an easier-to-use package. Additionally, the gameplay will be optimised for asynchronous play-by-post, by eliminating unnecessary feedback loops wherever possible. This is an ongoing process and a changelog itemising the updates is posted regularly on the community discord.

If you've benefited from these rules and find yourself using them regularly, please also consider subscribing to Stormchaser Roleplaying on Patreon.

Enjoy your games!

— Kyle Taylor a.k.a. Stormchaser

Using These Rules

The rules are divided into three parts.

Part 1 is about creating a character, providing the rules and guidance that you need to make the character that you'll play in the game. It includes information on the various races, classes, backgrounds, equipment and other customisation options that you can choose from. Many of the rules in part 1 rely on material in part 2 and part 3.

Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts and describes the three broad categories of activity in the game: exploration, interaction and combat.

Part 3 is all about magic. It covers the nature of magic in the world, the rules for spellcasting and the huge variety of spells available to magic-using characters (and monsters) in the game.

Part 1: Creating a Character
Chapter 3.1: Barbarian
Chapter 3.2: Bard
Chapter 3.3: Cleric
Chapter 3.4: Druid
Chapter 3.5: Engineer
Chapter 3.6: Fighter
Chapter 3.7: Monk
Chapter 3.8: Paladin
Chapter 3.9: Ranger
Chapter 3.10: Rogue
Chapter 3.11: Sorcerer
Chapter 3.12: Warlock
Chapter 3.13: Wizard
Expanded Subclass Spells
Chapter 5: Equipment
Part 2: Playing the Game
Part 3: The Rules of Magic
Appendices
Avrae Character Sheet

How to Play

This is a game about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe and, like those games, is driven by imagination. It's about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that that scene presents.

Unlike in a game of make-believe, structure is given to the stories. A way of determining the consequences of the characters' action. Players roll dice to resolve whether their attacks hit or miss, or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others.

Each player creates a character and teams up with other characters (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The characters can solve puzzles, talk with other characters, battle fantastic monsters and discover fabulous magical items and other treasure.

One player takes on the role of the Game Master (GM), the game's lead story teller and referee. The GM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The GM might describe the entrance to Castle Morgenstern and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimise the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm?

Then the GM determines the results of the characters' actions and narrates what they experience. Since the GM can improvise to react to anything the players attempt, the game is infinitely flexible and each adventure can be exciting and unexpected.

The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The characters grow in might as the campaign continues. Each monster defeated, each adventure completed and each treasure recovered not only adds to the continuing story, but also earns the characters new capabilities. This increase in power is reflected by a character's level.

There's no winning and losing - at least, not in the way that those terms are usually understood. Together, the GM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes a character might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other characters can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.

The play of the game unfolds according to this basic pattern.

1. The GM describes the environment. The GM tells the players where their characters are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern and so on).

2. The players describe what they want to do. Sometimes one player speaks for the whole party. For example, saying "we'll take the east door". Other times, different characters do different things: one character might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the GM listens to every player and decides how to resolve those actions.

Sometimes, resolving a task is easy. If a character wants to walk across a room and open a door, the GM might just say that the door opens and describe what lies beyond. However, the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for a character to complete a task. In those cases, the GM decides what happens, often relying on the roll of a die to determine the results of an action.

3. The GM narrates the results of the characters' actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.

This pattern holds whether the characters are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and GM) do take turns choosing and resolving actions. However, most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.

Often the action of an adventure takes place in the imagination of the players and GM, relying on the GM's verbal descriptions to set the scene. Some GMs like to use music, art, or recorded sound effects to help set the mood and many players and GMs alike adopt different voices for the various adventurers, monsters and other characters they play in the game. Sometimes, a GM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.

Game Dice

The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.

In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d1O, d12 and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from O to 9. One die (designated before you roll) gives the tens digit and the other gives the ones digit. For example, if you roll a 7 and a 1, the number rolled is 71. Two Os represent 100. Some ten-sided dice are numbered in tens (00, 10, 20 and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71 and 00 and 0 is 100.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, "3d8+5" means that you roll three eight-sided dice, add them together and add 5 to the total.

The same d notation appears in the expressions "1d2", "1d3" and "1d5". To simulate the roll of 1d2, roll a d4 and divide the number rolled by 2 (round up). To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d5, roll a d10 and divide the number rolled by 2 (round up).

The D20

Does an adventurer's sword swing connect with a vampire or is it too fast and dodges the strike? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or do they take full damage from the blaze? In cases where the outcome of an action is uncertain, the game relies on rolls of a 20-sided die, a d20, to determine success or failure.

Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. For most characters, these typically range from 3 to 18. (Monsters might have scores as low as 1 or as high as 30.) These ability scores and the ability modifiers that are derived from them are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.

Ability checks and attack rolls are the two main kinds of d20 rolls, forming the core of the rules of the game. Both follow these simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)

2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, or attack roll is a success. Otherwise, it's a failure. The GM is usually the one who determines target numbers and tells players whether their ability checks and attack rolls succeed or fail.

The target number for an ability check is called a Difficulty Class (DC). The target number for an attack roll is called a Defence (Def).

This simple rule governs the resolution of most tasks in play. Chapter 7 provides more detailed rules for using the d20 in the game.

Advantage and Disadvantage

Sometimes, an ability check or attack roll is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll an additional d20 when you make the roll. If you have advantage, use the highest of the rolls and, if you have disadvantage, use the lower roll. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

More detailed rules for advantage and disadvantage are presented in chapter 7.

Specific Beats General

This game has rules that govern how the game plays. Nevertheless, many species traits, class features, spells, magical items, monster abilities and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: if a specific rule contradicts a general rule, the specific rule wins.

Round Down

Generally, whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Adventures

The game consists of a group of characters embarking on an adventure that the Game Master presents to them. Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, species traits, equipment and magical items. Every character is different, with various strengths and weaknesses, so the best party of characters is one in which the characters complement each other and cover the weaknesses of their companions. The characters must cooperate to successfully complete the adventure.

The adventure is the heart of the game, a story with a beginning, a middle and an end. An adventure features a fantastic setting, whether it's an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of characters: the adventurers created and played by the other player sat the table, as well as non-player characters (NPCs). Those characters might be patrons, allies, enemies, hirelings, or just background extras in an adventure. Often, one of the NPCs is a villain whose agenda drives much of an adventure's action.

Over the course of their adventures, the characters are confronted by a variety of creatures, objects and situations that they must deal with in some way. Sometimes the characters and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk to another creature (or even a magical object) with a goal in mind. Often, the characters spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current situation. Meanwhile, the characters explore the world, making decisions about which way to travel and what they'll try to do next.

Adventures vary in length and complexity. A short adventure might present only a few challenges and it might take no more than a single game session to complete. A long adventure can involve hundreds of combats, interactions and other challenges, taking dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the characters heading back to civilisation to rest and enjoy the spoils of their labours.

However, that's not the end of the story. You can think of an adventure as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series. A string of adventures joined together, with a consistent group of characters following the narrative from start to finish.

The Three Pillars of Adventure

Characters can try to do anything that their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction and combat.

Exploration includes both the characters' movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do and the Game Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens.

Social interaction features the characters talking to someone (or something) else. It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the characters.

The rules in chapters 7 and 8 support exploration and social interaction, as do many class features in chapter 3 and personality traits in chapter 4.

Combat, the focus of chapter 9, involves characters and other creatures swinging weapons, casting spells, maneuvering for position and so on. All in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout. Combat is the most structured element of a session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there's still plenty of opportunity for characters to attempt wacky stunts like surfing down a flight of stairs on a shield, to examine the environment (perhaps by pulling a mysterious lever) and to interact with other creatures, including allies, enemies and neutral parties.

The Wonders of Magic

Few adventures end without something magical happening. Whether helpful or harmful, magic appears frequently in the life of an adventurer and is the focus of chapters 10 and 11.

Practitioners of magic are rare, set apart from the masses of people by their extraordinary talent. Common folk might see evidence of magic on a regular basis, but it's usually minor. A fantastic monster, a visibly answered prayer, a wizard walking through the streets with an animated shield guardian as a bodyguard.

However, for adventurers magic is key tot heir survival. Without the healing magic of clerics and paladins, adventurers would quickly succumb to their wounds. Without the uplifting magical support of bards and clerics, warriors might be overwhelmed by powerful foes. Without the sheer magical power and versatility of wizards and druids, every threat would be magnified tenfold.

Magic is also a favoured tool of villains. Many adventures are driven by the machinations of spellcasters who are hell bent on using magic for some ill end. A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of their vigour, a mad wizard labours to invest an army of automatons with a facsimile of life, a dragon begins a mystical ritual to rise up as a god of destruction. These are just a few of the magical threats that characters might face. With magic of their own, in the form of spells and magic items, the characters might prevail!

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".