##### Ability Rank to Dice Size
| Rank | Size |
|:---:|:---:|
|1|d1|0|
|2|d2|2|
|3|d3|3|
|4|d4|4|
|5|d6|5|
|6|d8|6|
|7|d10|7|
|8|d12|8|
|9|d20|9|
A d1 is a flat 1 for each rank, d2 is a coin flip (heads is a 1, tails is a 2), and a d3 is 1d6, divided by 2 rounded up.
\columnbreak
.
##### Check Difficulty
| Total | Name | 'Knot metric' |
|:---:|:---:|:---:|
| 1 | Trivial | Existing |
| 3 | Easy | Tying a knot in broad daylight |
| 6 | Normal | Tying a knot |
| 9 | Challenging | Tying a knot at night |
| 12 | Hard | Tying a knot while being attacked |
| 15 | TODO | Tying a knot while being attacked and TODO
| 18+ | TODO | TODO
\columnbreak
. You come from an overcrowded and developed world. There, humans and domesticated monsters, called Domonstri, live in harmony. All intractable Domonstri of the old world have been driven to extinction, with the exception of a variety of domesticated species raised for companionship, transport, beasts of burden, or war. So common are the Domonstri, that it is the cultural norm that by the time someone turns 10 they have bound themselves to a Domonstrous and a Domonstrous have chosen them.
> When a new land was discovered, full of resources for expansion for your home state and new species of Domonstri, expeditions to found colonies were sent out. You joined one of these, with you Mon companion, for reasons of your own, to make a new life out there in the great unknown…
was at least 2,500 meters (1.5 Miles) long.
___
___
> ## Feathered Noodle
>*Sound, Medium, Solo Hunter Carnivore*
**XP (used/total).** 25/25
> ___
> - **Bond Difficulty** 7
> - **Limbs** Head, Torso
> ### Attacks
> ***Bite.*** Strength (Melee Attack), 5 ft. range.
> ### Powers
> ***Control Sound Damage Intelligence Instant 5** 5 per Rank.*
>
>| STR | DEX | AGL | CON |
>|:---:|:---:|:---:|:---:|
>| 2 | 1 | 2 | 3 | initially +10, 25xp
>| **INT** | **WIS** | **RES** | **PRE** |
>| 3 | 2 | 2 | 3 |
>
> | Melee Attack | Ranged Attack | Endurance | Reaction | Resilience |
> |:---:|:---:|:---:|:---:|:---:|
> | 1 | 5 | 2 | 2 | 2 | initially +10
> | **Crafting** | **Hunting** | **Foraging** | **Fishing** | **Cooking** |
> | 1 | 1 | 1 | 1 | 1 |
> | **Athletics** | **Perception** | **Insight** | **Persuasion** | **Stealth** |
> | 1 | 2 | 3 | 1 | 2 |
___
___
> ## Shock Snake
>*Lightning, Small, Solo Hunter Carnivore*
**XP (used/total).** 24/25
> ___
> - **Bond Difficulty** 5
> - **Limbs** Head, Torso, Fin
> ### Attacks
> ***Bite.*** Strength (Melee Attack), 5 ft. range.
> ### Powers
> ***Transform Lightning Damaging Intelligence Ranged Instant 4** 5 per Rank.*
>
>| STR | DEX | AGL | CON |
>|:---:|:---:|:---:|:---:|
>| 2 | 1 | 2 | 3 | initially +10, 25xp
>| **INT** | **WIS** | **RES** | **PRE** |
>| 3 | 2 | 2 | 3 |
>
> | Melee Attack | Ranged Attack | Endurance | Reaction | Resilience |
> |:---:|:---:|:---:|:---:|:---:|
> | 1 | 5 | 2 | 2 | 2 | initially +10
> | **Crafting** | **Hunting** | **Foraging** | **Fishing** | **Cooking** |
> | 1 | 1 | 1 | 1 | 1 |
> | **Athletics** | **Perception** | **Insight** | **Persuasion** | **Stealth** |
> | 1 | 2 | 3 | 1 | 2 |
\pagebreakNum
### Arakenni
Clans specializing in different things, each somewhat isolated settlements.
Royal clan, infighting whenever the old ruler dies and a new one is chosen. One becomes king, the others rule the provinces and oversee the clans which live inside them.
##### Example Domonstri
\columnbreak
##### View on Domonstri
Each Clan has a sacred Domonstri, which serves as a representation of Clan values. Most members of the Clan bond to that species of Domonstri, except for the royal family who’s clan Domonstrous, an Apex species, is extinct. Instead, traditionally, they claim a Clan Domonstri representative of their values.
It is traditional for Domonstri to be the child of the individual you apprenticed under, as it passes down the chain of heritage.
___
___
> ## Metalgolin
>*Metal, Large, Solitary Herbavore*
**XP (used/total).** 25/25
> ___
> - **Bond Difficulty** 3
> - **Limbs** Head, Torso, Leg x2, Arm x2, Tail
> ### Attacks
> ***Bite.*** Strength (Melee Attack), 5 ft. range.
> ### Powers
> ***Shrink Metal Constitution Self Action 3** 3 per Rank.*
>
>| STR | DEX | AGL | CON |
>|:---:|:---:|:---:|:---:|
>| 2 | 2 | 2 | 5 | initially +10, 25xp
>| **INT** | **WIS** | **RES** | **PRE** |
>| 1 | 3 | 2 | 1 |
>
> | Melee Attack | Ranged Attack | Endurance | Reaction | Resilience |
> |:---:|:---:|:---:|:---:|:---:|
> | 3 | 1 | 3 | 3 | 3 | initially +10
> | **Crafting** | **Hunting** | **Foraging** | **Fishing** | **Cooking** |
> | 1 | 1 | 1 | 1 | 1 |
> | **Athletics** | **Perception** | **Insight** | **Persuasion** | **Stealth** |
> | 1 | 1 | 1 | 1 | 3 |
___
___
> ## Oscatrice
>*Earth, Large, Solitary Scavenger*
**XP (used/total).** 8/25
> ___
> - **Bond Difficulty** 5
> - **Limbs** Head, Torso, Leg x2, Tail
> ### Attacks
> ***Bite.*** Strength (Melee Attack), 5 ft. range.
> ### Powers
> ***Affliction(Stunned) Earth Resolve Ranged Action 1** 5 per Rank.*
>
>| STR | DEX | AGL | CON |
>|:---:|:---:|:---:|:---:|
>| 2 | 1 | 2 | 3 | initially +10, 25xp
>| **INT** | **WIS** | **RES** | **PRE** |
>| 1 | 2 | 5 | 2 |
>
> | Melee Attack | Ranged Attack | Endurance | Reaction | Resilience |
> |:---:|:---:|:---:|:---:|:---:|
> | 2 | 3 | 2 | 2 | 2 | initially +10
> | **Crafting** | **Hunting** | **Foraging** | **Fishing** | **Cooking** |
> | 1 | 1 | 1 | 1 | 1 |
> | **Athletics** | **Perception** | **Insight** | **Persuasion** | **Stealth** |
> | 3 | 2 | 1 | 1 | 1 |
\pagebreakNum
### Garaan
The Emperor has 4 Ministers overseeing certain aspects. The Ministers each have 4 Sub Ministers underneath them, and down goes the chain of authority with each knowing their place and obeying commands given by higher ups and giving them to those below. As such, service above self is highly encouraged, and independence is seen as less than desirable and discouraged, unless, of course, it does something spectacularly good.
##### Example Domonstri
\columnbreak
Children are raised collectively as a group, and their teacher/trainers keep a close eye for potential. Through that, and the use of a series of trials, individuals are placed into their place into the caste.
Individuals are known by an assigned name and their caste.
##### View on Domonstri
Strict caste system; only the top ‘tier’ are allowed to bond to Carnivorous Domonstri, thus having a wide range of specialized Herbivore Domonstri to assist in fulfilling their role.
___
___
> ## Moniger
>*Fire, Large, Solo Hunter Carnivore*
**XP (used/total).** 25/25
> ___
> - **Bond Difficulty** 5
> - **Limbs** Head, Torso, Leg x2, Arm x2, Tail
> ### Attacks
> ***Claw.*** Strength (Melee Attack), 5 ft. range.
> ### Powers
> ***Transform Fire Strength Close Instant 3** 3 per Rank.*
>
>| STR | DEX | AGL | CON |
>|:---:|:---:|:---:|:---:|
>| 3 | 2 | 2 | 2 | initially +10, 25xp
>| **INT** | **WIS** | **RES** | **PRE** |
>| 2 | 2 | 2 | 2 |
>
> | Melee Attack | Ranged Attack | Endurance | Reaction | Resilience |
> |:---:|:---:|:---:|:---:|:---:|
> | 5 | 1 | 3 | 3 | 3 | initially +10
> | **Crafting** | **Hunting** | **Foraging** | **Fishing** | **Cooking** |
> | 1 | 1 | 1 | 1 | 1 |
> | **Athletics** | **Perception** | **Insight** | **Persuasion** | **Stealth** |
> | 1 | 1 | 1 | 1 | 1 |
___
___
> ## Floofdog
>*Air, Small, Pack Scavenger*
**XP (used/total).** 24/25
> ___
> - **Bond Difficulty** 2
> - **Limbs** Head, Torso, Leg x4, Tail
> ### Attacks
> ***Bite.*** Strength (Melee Attack), 5 ft. range.
> ### Powers
> ***Control Air Area Of Effect (Sphere) 1 Wisdom Close Action 2** 5 per Rank.*
>
>| STR | DEX | AGL | CON |
>|:---:|:---:|:---:|:---:|
>| 2 | 1 | 2 | 3 | initially +10, 25xp
>| **INT** | **WIS** | **RES** | **PRE** |
>| 2 | 4 | 2 | 2 |
>
> | Melee Attack | Ranged Attack | Endurance | Reaction | Resilience |
> |:---:|:---:|:---:|:---:|:---:|
> | 2 | 1 | 3 | 3 | 3 | initially +10
> | **Crafting** | **Hunting** | **Foraging** | **Fishing** | **Exploration** |
> | 1 | 1 | 1 | 1 | 1 |
> | **Athletics** | **Perception** | **Insight** | **Persuasion** | **Cooking** |
> | 2 | 2 | 2 | 1 | 1 |
\pagebreakNum
### The Fallen Empires
In the grand scheme of things, many empires and cultures have risen and fallen. Some more forgotton then others, all have left their mark on the world. In the odd pockets of the other empires, and in smaller kingdoms, the older traditions are upheld.
\pagebreakNum
# PART 3
##### Character
Creation
## Colonist Creation
### Conceptualizing
What role does your character want to fill?
Why is your character going to this remote colony?
Where is your character from?
What was your character’s life like before they left for the colony?
What Domonstrous is your character bound to? How was the bond formed?
### Abilities
Abilities are your character’s physical or mental abilities. The maximum rank is 9.
#### Ability List
**Strength** is your physical power.
**Dexterity** is your ability to move parts of your body precisely.
**Agility** is your ability to move your whole body precisely.
**Constitution** is your physical resilience.
**Intelligence** is your body of learned knowledge and processing power.
**Wisdom** is your instinctual and emotional knowledge.
**Resolve** is your mental resilience.
**Presence** is your force of personality.
#### During Character Creation
You start with 1 rank in Strength, Dexterity, Agility, and Constitution; and 4 ranks in Intelligence, Wisdom, Resolve, and Presence. You also can distribute 5 more ranks to any ability as you wish, but none can exceed 5 ranks.
#### Using XP to Upgrade Abilities
For upgrading with xp, to upgrade from one rank to the next, you pay the next rank’s xp cost.
\pagebreakNum
### Skills
Skills are your character’s ability to do a task. There is no maximum rank.
#### Skill List
**Melee Attack** is your ability to use melee weapons.
**Ranged Attack** is your ability to use ranged weapons.
**Endurance** is your ability to withstand forces immediately or over a period of time.
**Reaction** is your ability to quickly respond to changing situations.
**Resilience** is your ability to resist damage.
**Hunting** is your ability to hunt animals.
**Foraging** is your ability to forage.
**Fishing** is your ability to fish.
**Crafting** is your ability to make physical items.
**Cooking** is your ability to cook food.
**Exploration** is your ability to explore the world around you.
**Bond** is your ability to strongly bond with one or more Domonstri.
**Athletics** is your physical training.
**Perception** is your ability to see or locate things.
**Insight** is your ability to read a situation or people to understand purpose or intent.
**Persuasion** is your ability to convince others to do something.
**Stealth** is your ability to remain undetected.
#### During Character Creation
You start with 1 rank in all skills. You also can distribute 10 more ranks to any skills you wish, but none can exceed 5 ranks.
#### Using XP to Upgrade Skills
For upgrading with xp, to upgrade from one rank to the next, you pay the next rank’s xp cost.
### Size and Limbs
Size determines a variety of things, such as the space you can pass through and what creatures you can ride. See Resolution Engine for more information.
#### During Character Creation
You are medium size, you have one head and torso, as well as upt to two arms and up to two legs.
### Movement Speed
You calculate your movement speed by adding (Your limbs are already accounted for in this calculation):
**Agility rank + 3 * Athletics rank**
##### Ability Rank to Dice Size
| Rank | Size | Cost to Upgrade to that Rank using XP |
|:---:|:---:|:------:|
|1|d1|0|
|2|d2|2|
|3|d3|3|
|4|d4|4|
|5|d6|5|
|6|d8|6|
|7|d10|7|
|8|d12|8|
|9|d20|9|
A d1 is a flat 1 for each rank, d2 is a coin flip (heads is a 1, tails is a 2), and a d3 is 1d6, divided by 2 rounded up.
##### Ability Rank to Dice Size
| Rank | Size |
|:---:|:---:|
|1|0|
|2|2|
|3|3|
|4|4|
|5|5|
|6|6|
|7|7|
|8|8|
|9|9|
|...|...|
|X|X|
\pagebreakNum
## Domonstri Creation
### Overview
The bond between Domonstri and their Bonded is mysterious, and largely depends on the nature of the Mon. Every species is different.
#### Jumping into the Mind of a Domonstrous
As an Action, you fall prone and comatose as your mind is now fully inside that of that Mon. Your main body has the following conditions: Prone, Blinded, Deafened, and Unconscious. You are in complete control of your Domonstrous and they act with your intentions, as such you replace the Domonstri’s Intelligence, Wisdom, and Charisma stats (if lower) with yours.
You may return to your body as an action. You must be within 100 meters (300 ft) of the Domonstrous to jump in or to return to your body.
While inside the Mon, you can move away as far as you want from your body, but you cannot return until you reenter range.
\columnbreak
#### Uncontrolled Domonstrous
Domonstri act as a comparable domesticated/tamed animal, when not being controlled; and are Role Played by the player. The following are some rule of thumbs regarding rping a Mon:
- High intelligence learn more quickly but need to be humored and are more likely to disobey in nonlife threatening conditions.
- Social animals also will remain closer to their bonds, meanwhile solo are more inclined to do their own thing and remain within their ‘territory’ whenever possible. They might also keep their nest separate from your main base.
- So there’s no single method, however, all Domonstri have a weird sense of when their trainer is in danger. As such, they will try to get to their trainer as quickly as possible.
#### Bonding to a Domonstrous
You can bond with up to your rank in the Bond skill number of Domonstri at a time. You cannot bond with another Domonstrous when you are at your maximum amount. The only way to break a bond with a Domonstrous is if the Domonstrous dies.
To bond with a new Mon, you need to spend up to X number of prompts interacting with them, where x is the Mon’s bond difficulty.
\pagebreakNum
### Abilities and Skills
The same Abilities and Skills that player characters use, and can be purchased with xp.
Your Domonstrous starts with an additional 10 ability ranks you can distribute as you wish, to a max of 5 in all, starting with 1 rank in all Abilities.
Your Domonstrous starts with an additional 10 skills ranks you can distribute as you wish, to a max of 5 in all, starting with 1 rank in all skills. They lack the Bond and Exploration skills, however.
You also start off with 25 XP, which are spent on limbs, size, and powers.
### Elements
Pick one. An additional one costs 5 XP. A Domonstrous can have up to 3 elements.
##### Elements
| Elements |
|:---:|
|Light
|Dark
|Fire
|Water
|Nature
|Earth
|Metal
|Toxic
|Air
|Lightning
|Sound
### Movement Speed
Agility rank + Athletics rank ft.
### Environmental Role and Food Type
Pick a role, food type, and social status. This can help to inform the Mon’s character.
\columnbreak
.
#### Bond Difficulty
Bond difficulty can be ignored in initial creation, just for later reference and the algorithmic generation of Domonstri; it is a rough estimation of the difficulty of bonding to the Mon, how antisocial it is, and how initially strong it is.
> ##### Prey
> **Herbivore**
> ###### Role
> **Herd**: Bond Difficulty 1-3
**Solitary** : Bond Difficulty 3-5
> ##### Scavenger
> **Herbivore, Carnivore, or Omnivore**
> ###### Role
> **Pack Scavenger**: Bond Difficulty 1-5
**Solitary** : Bond Difficulty 4-8
> ##### Predator
> **Carnivore**
> ###### Role
> **Pack Hunter**: Bond Difficulty 2-6
> **Solo Hunter** : Bond Difficulty 5-8
\pagebreakNum
#### Physical Appearance
You start off with a head and a torso. You can spend points to add more. You also can select your Domonstrous's size.
##### Limbs
| Type | XP Cost | Effect |
|:---:|:---:|:---:|
|Arm or Tentacle|4|A limb intended primarily for interaction with the world.
|Leg|3|A limb intended primarily for movement on ground
Add your Athletics rank to your movement speed again for each Leg you have.
|Tail|2|A limb intended primarily for balance. You add the number of tails to all Athletics checks you make.
|Wings (2)|15|Limb(s) intended primarily for flying. Always bought in pairs.
Your Domonstrous gains a fly speed of Agility + Athletics feet.
Each pair of wings after adds your Athletics rank again.
|Fins|4|A limb intended primarily for swimming.
Your Domonstrous gains a swim speed of Agility + Athletics feet.
Each Fin after adds your Athletics rank again.
|Head|15|A second head.
##### Size
| Size|XP Cost|Relative Size
|:---:|:---:|:---:|
|Tiny|5|Songbird
|Small|0|Small Dog
|Medium|0|Large Dog
|Large|0|Horse
|Huge|5|Elephant
|Gigantic|10|Whale
|Titanic|15|2 floor building
|Kaiju|20|5 floor building and up
\columnbreak
### Attacks
Pick either Melee or Ranged. Your Domonstrous gains an attack of that type, using your choice of Strength (Melee Attack), Agility (Melee Attack), Dexterity (Ranged Attack), or Strength (Ranged Attack).
You can ‘flavor’ this attack however you want.
For melee attacks, the target must be within 5 ft. For ranged attacks, the target must be within 60 ft.
### Powers
Powers are flashy abilities that the Domonstri have. Think the ability to send torrents of water at a foe or redirect bolts of lightning. It takes an action to use a Power. When in doubt about how a power works or if a power could do something, discuss with the group.
Effect, Distance, Duration, and Modifiers are totalled, which leads to the amount of XP to buy the next rank in a power.
**Written as: Effect Element Modifications AttackAbility Range DefenseAbility DefenseSkill Duration Rank (Cost per rank)**
#### Power Creation Steps
1. Select Element
2. Select Effect
3. Add Modifications (Optional)
4. Select Range
5. Select Duration
6. Select Attack Roll Ability and Defense Roll Type
7. Attack Roll Ability: Any Ability
8. IF IT HAS A Defense Roll: Pick a relevant Ability and one of Endurance or Reflexes.
9. Find the total cost per rank
10. Buy ranks
##### Element
How or what the Power effects?
Adds flavor and logical restrictions. Must be one of your Domonstri’s elements.
\pagebreakNum
##### Effects
What does the Power do?
> ##### Affliction
> **Cost per Rank:** Varies
> Inflicts a condition on the target until the effect ends, Select a condition from the following list, the cost of the power is determined by which effect.
**HAS A DEFENSE ROLL**
> Effects
> | Cost per Rank | Effects |
> |:--------:|:--------:|
> | 1 | Blinded, Deafened, Prone, Immobilized, Restrained
> | 2 | Confused, Stunned
> | 3 | Unconscious
> ##### Empower
> **Cost per Rank:** Varies
> Select an ability, or skill. When this effect is activated, the target’s chosen ability or skill is empowered X, where X is this power’s rank until the effect ends.
The cost is 3 per rank for Ability and 2 per rank for Skills for power effect.
> ##### Healing
> **Cost per Rank:** 2
> When activated, the target removes 1 damage per rank in healing.
> ##### Illusions
> **Cost per Rank:** 2
> Create illusions within x cubic feet, while x is the powers rank.
> ##### Control
> **Cost per Rank:** 2
> Take a target instance of an Element and move it, can be used to reshape the element if the element has a physical presence (IE earth, metal, ect). You can move up to x cubic feet of the element, while x is the powers rank per activation.
> ##### Transform
> **Cost per Rank:** 3
> Transform up to x cubic feet of the target, where x is the power's rank, into the power's element.
> ##### Grow
> **Cost per Rank:** 2
> Target increases up to one size category per rank until the effect ends.
**HAS A DEFENSE ROLL**
> ##### Shrink
> **Cost per Rank:** 2
> Target decreases up to one size category per rank until the effect ends.
**HAS A DEFENSE ROLL**
> ##### Weaken
> **Cost per Rank:** Varies
> Pick an Ability or Skill. The chosen of the target is weakened X, where X is the power rank until the effect ends.
**HAS A DEFENSE ROLL**
The cost is 3 per rank for Ability and 2 per rank for Skills for power effect.
\pagebreakNum
##### Modifications
> ##### Contagious
> **Cost per Rank:** 2
> *Requires a duration other than instant*
> Anyone who touches the effect or someone becomes a target of the effect, as if they were just targeted.
> ##### Area of Effect
> **Cost per Rank:** 1
> *Not the range of Self, Not Effect Transform, Illusions, or Control*
> When you select this improvement, pick Cone, Line, or Sphere.
If the range of the effect is close, the effect extends from (Cone, Line) or is centered on you (Sphere). If ranged, the effect may be placed anywhere within your range.
You may take this multiple times, each time increasing the range of the effect by the listed amount.
Every possible target within the area is a target for purposes of the ability.
> Cone: a 15ft cone, +5 ft
Line: 15 x 5 ft line, +10 ft x 5 ft
Sphere : 5 radius sphere. +5 ft radius
> ##### Damaging
> **Cost per Rank:** 1
> Deals 1 damage per rank to the target. ADDS A DEFENSE ROLL IF THERE IS NOT.
> ##### Limited Condition
> **Cost per Rank:** - 1
> Limits a power with roughly ~½ effectiveness
> ##### Maximum Duration
> **Cost per Rank:** Varies
> *Cannot have Instant duration*
Pick a duration from the ranges below, the effect automatically ends when the time is reached.
> | Cost per Rank | Duration |
> |:--------:|:--------:|
> | -2 | 1-30 seconds|
> | -1 | 31 seconds - 5 minutes |
> | 0 | 5+ minutes|
> ##### Recharge
> **Cost per Rank:** Varies
> This represents something that needs to wait a certain number of rounds before being used again. For every two rounds (rounded down), the cost per rank decreases by 1.
\pagebreakNum
##### Range
How far out does the effect occur?
##### Range
| Name | Cost per Rank | Effect |
|:---:|:---:|:---:|
|Self | 0 | The effect can only target yourself|
|Close | 1 |The target must be within 5 ft of you to be affected. You make a melee attack roll to hit a target.
|Ranged | 2 | The target must be within your line of sight. You make a ranged attack roll to hit a target.
##### Duration
Does the effect repeat for multiple turns?
##### Range
| Name | Cost per Rank | Effect |
|:---:|:---:|:---:|
| Instant | 0 | The effect happens at once, and has does nothing actively after it is done.
| Action | 1 | After the initial effect occurs, you may expend an action to cause the effect to happen again, without the need for another attack roll.
| Free | 4 | The effect happens on each turn until you decide otherwise.
\pagebreakNum
# PART 4
##### Exploration
# Exploration
Exploration takes place on a hexagonal grid, where each hex is 10 miles^2 and has 2 values associated with it: Rainfall and Temperature; as well as whether it is water or not and has a river. Combined, they become the biome.
## Starting
You start with 7 know hexes, all of a temperature and water of your choice. One has a river, you may have one be water. Camp is located in the center hex.
## Traveling to a new hex
A character can explore up to your rank in Exploration hexes per prompt.
\columnbreak
> 1. Pick a unexplored hex
> 2. Count the number of adjacent hexes with numbers assigned.
> For each number combination, count the number of ones connected to it with the same combination. Whatever combination is the least common, that is the chosen base values. Pick randomly if there are multiple that are equal.
> 3. Roll a d6 for the temperature and another for the rainfall.
>
On a 1, decrease that value by 1 (unless it is at one, in which case increase it by 1).
>
On a 6, increase that value by 1 (unless it is 5, in which case decrease it by 1).
> 3. Roll a d10 to determine if the hex is water.
>
On a 1, the whole hex becomes covered by water (lake, River, or ocean).
>
If the hex is adjacent to 2 or more Water Hexes, then it is water if it is a 5 or lower.
> 4. If an adjacent hex has a river, roll a d2. The new hex has a river on a 1.
>
If an adjacent hex is a water hex, roll a d6. On a 1, the new hex has a river.
> 5. The explorer(s) gain 5 xp each.
##### Biomes
1 is low, 5 is high. X is temperature, Y is rainfall.
| - | 1 | 2 | 3 | 4 | 5 |
|:---:|:---:|:---:|:---:|:---:|:---:|
| **1** | Tundra | Plains | Plains | Desert | Desert |
| **2** | Tundra | Plains | Plains | Desert | Desert |
| **3** | Tundra | Taiga | Savannah | Savannah | Savannah |
| **4** | Tundra | Taiga | Forest | Forest | Forest |
| **5** | Tundra | Taiga | Swamp | Swamp | Rainforest |
\pagebreakNum
# PART 5
##### Crafting
# Overview
There is a plethora of things that can be crafted, and to preserve player creativity and agency, unless an item has a mechanical impact on Combat or Exploration, it is defined by what the playgroup feels is right.
## Resources
There are multiple categories (skills) of materials.
#### Raw Materials Examples
| Rank | Tailored | Forged | Carved | Cooked |
|:---:|:---:|:---:|:---:|:---:|:---:|
|1 | Leaves, Bark | Copper | Wood | Berries, Nuts
|2 |Hide |Iron |Bone | Meat
|3 | Cotton | Gold | Stone, Clay | High Quality Meat
#### Crafted Materials Examples
| Rank | Tailored | Forged | Carved | Cooked |
|:---:|:---:|:---:|:---:|:---:|
|4| Cloth |Bronze| Wax, Glass | Cooked Meat
| 5 | Silk | Pewter | Plaster | Stew, Sandwitch
| 6 | Leather | Steel | | Sushi
#### Domonstri Materials Examples
| Rank | Tailored | Forged | Carved | Cooked |
|:---:|:---:|:---:|:---:|:---:|
| 7-9 | Hide, Scales, Wing Membrane | NA | Bone, Claw, Teeth, Spines | Meat |
\columnbreak
## Time
Time to craft is measured in Prompts. At minimum, it takes 1 prompt to create the item.
Several factors can increase or decrease the amount of time it takes to make something, which are listed below and add or subtract to the base amount of time.
#### Base Time Table
|Time (Prompts)|Examples
|:---:|:---:|
|1| Staff, Club
|2| Spear
|3| Sword/Shields
|4| Chainmail
|5| Crossbow, Platemail
|6| Flintlock
|7| Spyglass
|8| Revolver
|9| Pocketwatch
\pagebreakNum
#### Time Modifications
|Time Increase | Reason |
|:---:|:---:|
| 2 | New invention
| 1 | Increases
| 1 | Unfamiliar with precise working
| 1 | Unfamiliar materials
| 1 | Worse quality materials
| -1 | Familiarity with invention
| -1 | Assistance from skilled others
| -1 | Slight alteration of existing design
| -1 | Better quality materials
### Turning Raw Materials into Crafted Items
It takes 1 prompt to turn the skill rank number of raw materials into a crafted material: add 3 to the item’s rank.
### Guidelines for Group Defined Items
Keep track of what’s been made in a past.
Select reasonable materials for the project.
Choose a time.
\columnbreak
## Resource Gathering
Roll xd4, where x is your relevant skill rank, and total the result. Then, roll a d10 that many times on the relevant table for the resources gained: each explored hex can be hunted/foraged/fished once per prompt. You can gather once for each skill each prompt.
### Hunting
|Name | Roll | Category
|:--:|:--:|:--:|
|Meat| 1-4 |Raw Cooked 2
|Feather | 5 |Raw Tailored 2
|Hide| 6 |Raw Tailored 2
|Bone | 7 | Raw Carved 2
|Tooth| 8 |Raw Carved 2
|Claw| 9 |Raw Carved 2
|Scales| 10 |Raw Carved 2
### Foraging
|Name | Roll | Category
|:--:|:--:|:--:|
Berries| 1-3 |Raw Cooked 1
Nuts| 4-5 |Raw Cooked 1
Plant Fibers| 6 |Raw Tailored 1
Wood| 7-8 |Raw Carved 1
Leaves| 9-10 |Raw Tailored 1
### Fishing
*Must be on a Water hex or a hex with a river.*
|Name | Roll | Category
|:--:|:--:|:--:|
Meat| 1-6 |Raw Cooked 2
Bone| 7 |Raw Carved 2
Hide| 8 |Raw Tailored 2
Scales| 9 |Raw Carved 2
Shell| 10 |Raw Carved 2
### Mining
|Name | Roll | Category
|:--:|:--:|:--:|
Stone | 1-8 |Raw Carved 3
Copper Ore| 9 |Raw Forged 1
Iron Ore | 10 | Raw Forged 2
\pagebreakNum
## Equipment
### Crafting
Take the material’s rank, and roll the relevant Dexterity(SKILL NAME) check. If the check is greater than 5 * material’s rank, then add 1 Equipment Point for each 5 points (rounded down) the check exceeds the material’s difficulty score. The item is ALWAYS made.
### Equipment Points
Each equipment piece has a total number of Equipment points, which is equal to it’s rank + any bonuses. These are used to buy Properties (A property with a negative modifier gives one point back).
Pick one from each table underneath the type.
\columnbreak
### Materials
Add 5 to the Equipment Points if the material this is made with is from a Domonstri.
If the item being made is a weapon, if the material is Carved add 1 point, if it instead Forged add 2 points.
If the item being made is armor or a shield, if the material is Tailored add 1 point, if it instead Forged add 2 points.
### Time
A Weapon or a Shield takes a number of prompts equal to the Rank of the material divided by 2, rounded up.
Armor takes a number of prompts to make equal to the Rank of the Material.
### Role Playing
It is strongly recommended that you spend at least a paragraph describing the process of making the item.
\pagebreakNum
## Weapons
### Designing a Weapon
1. Pick the Number of Arms
2. Pick the Attack Roll Type
3. Pick any number of Extra Properties.
#### Number of Arms
|Name|Cost|Effect
|:---:|:---:|:---:|
|0 Arms |3|The weapon requires no arms to use.
| 1 Arm |0|The weapon is wielded with one arm.
|Versatile|2| The weapon is wielded with one or two arms. When wielded in two arms, add one more die of damage.
|2 Arms|-1|The weapon is wielded with two arms.
#### Attack Roll Type
|Name|Cost|Effect
|:---:|:---:|:---:|
|Heavy|0|The weapon uses Strength(Melee Weapons) for attack rolls.
|Light|0|The weapon uses Agility(Melee Weapons) for attack rolls.
|Ranged|1|The weapon uses Dexterity(Ranged Weapons) for attack rolls.
Range is 30 ft.
### Extra Properties
Pick any number so long as the total does NOT exceed the total amount of points remaining.
\columnbreak
#### Properties
|Name|Cost|Effect
|:---:|:---:|:---:|
|Cleave|2|**Requires Heavy or Light Modifier**
If you reduce a creature to 0 hp and have excess damage, you may have another creature within 5 ft of it take the excess damage.
|Damaging|1| Add 1 more die to the attack rolls while using this weapon.
Can be taken multiple times.
|Penetration|2|**Requires Range Modifier**
If you reduce a creature to 0 hp and have excess damage, you may have another creature behind the target within 20ft or your medium range (whichever is shorter) take the remaining damage.
|Conceal|3|You gain +1 die to check to hide this weapon, and attacks against surprised creatures deals 1 die more.
|Ensnaring|3|Creature hit with attack may be restrained instead of damaged. While the weapon has a creature restrained, it must remain in your arm and cannot be used to make weapon attacks.
|Flexible|1|**Requires Heavy or Light Modifier**
This weapon ignores cover.
|Loading|-3| You must use an action to reload the weapon after use and requires ammunition to use
|Increased Range|1|**Requires Range Modifier**
Increase the weapon’s range by 10 ft each.
|Noisy|-1|The weapon’s attacks make a loud noise heard within 100 ft of it, and you lose stealth when you move while holding it.
|Thrown| 1|Weapon gains a thrown range using the normal attack roll.
Medium range 10 ft. Long range 20 ft.
Add 5 ft to both ranges per upgrade.
|Reach|2|The weapon’s range increases to 10 ft.
|Spread|3|This weapon deals damage to all creatures within a 5 ft cone originating from you. You make one attack roll, and all targets within the area make the defense roll against it. Damage is divided evenly among all the targets that failed the defense roll. (rounded down).
You may take this a second time. If you do, you may choose to deal damage as per normal or use the spread trait.
|Unwieldy|-1|**Requires Reach Modifier**
You are Weakened (Melee Weapons) 1 when you attack a target with this weapon within 5 ft of you.
\pagebreakNum
## Armor
### Designing Armor
Pay for extra properties.
#### Extra Properties
Pick any number so long as the total does NOT exceed the total amount of points remaining.
#### Properties
|Name|Cost|Effect
|:---:|:---:|:---:|
|Light |1|**Cannot have Bulky**
You can use your action to put on/take off the armor
|Bulky |-1|**Cannot have Light**
While wearing this armor, your movement speed is decreased by 10 ft.
|Durable |1|Add 1 die to defense checks while wearing this armor
This can be taken multiple times.
|Resistance|2|Subtract 1 from the damage taken from sources of an element, selected when the armor is made.
You can select this multiple times, choosing one or more elements.
|Spiked|1|When you are hit with a melee attack, the attacker takes 1 damage.
You can select this multiple times, adding 1 more damage each time.
|Shiny|-1|You are Weakened (Stealth) 1 while wearing this armor.
|Noisy|-1|When you move in this armor, you lose all benefits of stealth.
|Spiked Gauntlets|3|While wearing this armor, you have an unarmed strike using Strength(Melee Weapon).
\columnbreak
## Shield
Select the number of arms, then pay for extra properties.
#### Number of Arms
|Name|Cost|Effect
|:---:|:---:|:---:|
|0 Arms |3|The weapon requires no arms to use.
| 1 Arm |0|The weapon is wielded with one arm.
|Versatile|2| The weapon is wielded with one or two arms. When wielded in two arms, add one more die of damage.
|2 Arms|-1|The weapon is wielded with two arms.
#### Extra Properties
Pick any number so long as the total does NOT exceed the total amount of points remaining.
#### Properties
|Name|Cost|Effect
|:---:|:---:|:---:|
|Durable |1|Add 1 die to defense checks while wearing this armor
This can be taken multiple times.
|Resistance|2|Subtract 1 from the damage taken from sources of an element, selected when the armor is made.
You can select this multiple times, choosing one or more elements.
|Damaging|2|The Shield can be used as a Strength (Melee Weapon).
|Shiny|-1|You are Weakened (Stealth) 1 while wearing this armor.
\pagebreakNum
# PART 6
##### Combat
# Combat
Combat is made up of several phases, most of which may be skipped if the situation does not allow it. In combat, all nonplayer characters are run by player(s) who are not participating in the combat.
## Combat Round
A Combat Round consists of moving through a list of characters.
### Determining Combat Round Order (Initiative)
Each Initiator and each Target rolls an Agility(Reaction) check. The highest roll goes first, followed by the second, all the way down until all have been added to the Round Order. If two rolls tie, roll again. The higher goes before the second, using the position of the first turn.
### Character Turn
On each turn, the Initiator or the Target have an Action and a Movement. The Action can be used in a variety of ways, and the Movement can be used to move up to the Character’s movement speed.
## Phases of Combat
### Tracking
The Initiator(s) is looking for the Target(s) of combat.
Roll an Intelligence(Perception) check to locate the Target(s).
### Preparation
The Initiator(s) prepares to fight, through setting up an ambush location.
The Initiator(s) may take actions to gain an advantage in the Ambush Round.
### Ambush
The Initiator(s) surprises the Target(s), and has one combat round before the Target(s) can respond.
The Initiator(s) has 1 combat round in which the Target(s) turn are skipped.
### Combat Rounds
**THIS PHASE CANNOT BE SKIPPED.**
This is where the fighting occurs.
Create a Combat Round, and continue to cycle through it until either all of one side is dead or somehow combat ends, through retreat or mutual agreement.
### Clean Up
After combat, a variety of things may occur
- XP should be totaled based on the following rules:
- If the Defeated is a Domonstri, add XP equal to the Domonstri’s highest Ability, Skill, or Power rank.
- If the defeated is a Colonist, add 1 XP.
- Drops:
If something was killed, use the following rules for each thing killed.
If the Killed was a Domonstri, gain 1 Rank 7 Tailored material and 1 Rank 7 Carved Material.
If the Killed was a Colonist, the survivors may split all items upon them.
\pagebreakNum
## Attacks
Attacking skill is based off your weapon:
### For Melee
Strength(Melee Weapons) are weapons that require raw power to wield effectively, such as Hammers, Great Weapons, and Clubs. Most Melee Weapons use Strength.
Agility(Melee Weapons) are weapons that require precise strikes to use effectively, such as Rapiers, Spears, and Daggers.
### For Ranged
Strength(Ranged Weapons) are thrown weapons like javelins, knives, and daggers.
Dexterity(Ranged Weapons) are weapons that fire projectiles, such as crossbows, bows, and guns.
Each weapon has a damage rating, which determines how much damage the weapon does when it hits.
## Defenses
Depending upon the circumstance and your flavor, the roll may be different. Generally speaking, there are two scenarios: enduring an attack, Constitution(Endurance) or Strength(Endurance), or attempting to dodge it, Agility(Reaction).
When in doubt, it is the defending player’s choice as to which to use for an attack, however, certain attacks may require a specific defense roll.
\columnbreak
## Attacking/Defending
Roll a weapon attack v the target’s defense roll. If the attack roll is greater or equal to the defense roll, then the defender takes damage equal to the difference between the attack and the defense roll.
## Damage
Subtract damage as a flat amount from all rolls. If you have 5 damage, subtract 5 from the total of all rolls. If a Defense check or a check using Constitution is reduced to 0 or below in this way, the character/mon dies.
## Cover
#### Full
-2 die to attack the defender
(body fully concealed)
#### Half
-1 dice to attack the defender
(half the body concealed)
\pagebreakNum
## Limb Breaking
Instead of attacking the torso, you can attempt to attack a limb and ‘break’ it.
Make an attack against the target’s defense, if the attacker succeeds, calculate what the damage would have been (this attack does NOT deal damage). If the damage would have been more than the defender’s Constitution rank plus Resilience Rank, the limb breaks.
#### Limbs Break Effect
|Limb|Effect|
|:--:|:--:|
|Arm or Tentacle|That limb can no longer be used.
|Leg|Subtract x (rounded up) from your movement speed, where x is your movement speed divided by your number of legs.
|Tail|Weakened (x) Athletics, where x is the number of Tails broken
|Wings|You lose your fly speed if you have less then or equal to half the number of wings you have
|Fins|You lose your swim speed if you have less then or equal to half the number of fins you have
|Head|If all of your heads are broken, you are confused.
At the start of a new prompt, all broken limbs are healed. Broken limbs can be restored to normal with a Heal Power whose rank is equal to or greater than your Constitution rank + Resilience Rank.
\columnbreak
## Elements
Add 1 dice to attack rolls against Mons with an element your Mon is strong against. Stacks for each applicable element.
### Primorial Forces
Consists of Light and Dark.
Light is strong against Dark.
Dark is strong against Light.
### Primal Forces
Consists of Fire, Nature, and Water.
Fire is strong against Nature.
Nature is strong against Water.
Water is strong against Fire.
All Primal Forces are strong against all Heavenly Forces.
### Heavenly Forces
Consists of Air, Lightning, and Sound.
Air is strong against Lightning.
Lightning is strong against Sound.
Sound is strong against Air.
All Heavenly Forces are strong against all Terrestrial Forces.
### Terrestrial Forces
Consists of Earth, Toxic, and Metal.
Earth is strong against Toxic.
Toxic is strong against Metal.
Metal is strong against Earth.
All Terrestrial Forces are strong against all Primal Forces.
\pagebreakNum
## Random Domonstri Generation
When entering or exploring, this can be used to randomly create a new domonstri species.
1. For that biome chunk, check if the niche is already filled by another domonstri. If yes, use that Domonstrous. Each biome chunk has 2 herd herbivores, 1 solitary herbivore, 1 pack hunter, 1 solo hunter, and 1 scavenger niche.
2. Determine what Role the Domonstri has. This determines things for everything else. Reroll if the role is taken.
3. Determine the Element(s)
Roll d3, that is the number of elements.
4. Assign Attack
Pick Ranged or Melee.
5. Determine Body Layout
a. The roll xd20, where x is the bond difficulty.
6. Assigning Abilities and Skills.
a. Roll 1d4 and add it to the bond difficulty divided by 2 (rounded up), which is the ability.
b. Roll a d6 and that is the Skill rank.
\columnbreak
| Name | Roll (d20)
|:---:|:---:|
Light | 1
Dark | 2
Fire | 3-4
Water | 5-6
Nature | 7-8
Earth | 9-10
Metal | 11-12
Toxic | 13-14
Air | 15-16
Lightning | 17-18
Sound | 19-20
| Type | Rarity | Effect
|:---:|:---:|:---:|
Arm or Tentacle|1-2|A limb intended primarily for interaction with the world.
Leg|3-4|A limb intended primarily for movement on ground
Add your Athletics rank to your movement speed again for each Leg you have.
Tail|5-6|A limb intended primarily for ballance
Wings (2)|9|Subtract an additional limb from the total. If that cannot happen, roll again.
Limb(s) intended primarily for flying. Always bought in pairs.
Your Mon gains a fly speed of Agility + Athletics feet.
Each pair of wings after adds your Athletics rank again.
Fins |7-8 |A limb intended primarily for swimming.
Your Mon gains a swim speed of Agility + Athletics feet.
Each Fin after adds your Athletics rank again.
Head |10 |A second head.
b. Randomly select a size, by rolling a d20 and comparing the result to the table.
| Size| Roll |Relative Size
|:---:|:---:|:---:|
|Tiny|1|Songbird
|Small|2-3|Small Dog
|Medium| 4-6 |Large Dog
|Large|7-12|Horse
|Huge|13-15|Elephant
|Gigantic|16-17|Whale
|Titanic|18-19|2 floor building
|Kaiju|20|5 floor building and up
\pagebreakNum
# PART 7
##### Prompts
## Prompts
Roll on the table to get the prompt.
|Roll|Prompt|
|:--:|:---:|
| 1 |Camp Floods
| 2 |Forest Fire!
| 3 |Blizzard
| 4 |Heat Wave
| 5 |Cold Wave
| 6 |Hurricane!
| 7 |Plague of Lotuses
| 8 |Earthquake
| 9 |Tornado
| 10 |Avalanche/Landslide!
| 11 |Bountiful Harvest
| 12 |Sunny All Week!
| 13 |Flowers Blooming throughout the camp
| 14 |Unexpected Shipment of Goods to the colony!
| 15 |Persistent Cloud Cover
| 16 |Drizzling All Week
| 17 |Raining
| 18 |Thunderstorm
| 19 |Really Windy!
| 20 |Invasion of Non-Hostile mons.
| 21 |Camp’s Invaded by Hostile Mons!
| 22 |Hostile Monster Migration
| 23 |Non-Hostile Monster Migration
| 24 |Animal Migration
| 25 |Wounded Herbivore Mon runs into camp!
| 26 |Wounded Carnivore Mon runs into camp!
| 27 |Nothing happens
| 28 |Thick fog rolls in
\pagebreakNum
# PART 8
##### Other
Stuff
# Resolution
## Actions
Characters have 1 action and 1 movement per turn. A movement allows you to move up to your movement speed in any way.
### List of Actions
#### Attack
Make a single attack
#### Dodge
Add 1 die to Resistance and Reaction checks until the end of the round.
#### Help
Add your relevant skill ranks to another's roll
#### Drop Prone
You drop prone and gain the prone condition.
#### Stand Up
You stand up from being prone and lose the prone condition.
#### Use Object
You use or interact with an object nearby. If you are trying to grab an object from someone else, make a contested Strength(Athletics) or Dexterity(Athletics) roll. Whoever wins is in possession of the object.
#### Grapple
Roll a contested Strength(Athletics) or Agility(Athletics) check. If the grappler succeeds, then the grappled is Immobilized, Prone, and Weakened (Ranged Attack) X, where X is your athletics rank.
\columnbreak
#### Save
Select an action and a trigger. If the trigger occurs before the start of your next turn, you may immediately take that action
#### Dash
You move up to your movement speed, as if you have just made a movement action
## Fall Damage
1 damage per 25 ft.
## Size
Your size determines your ability to move through spaces as well as your ability to ‘ride’ creatures.
You must be one size smaller to ‘ride’ a creature. Use logic to determine if weapons could still work.
A creature can only move through spaces it’s size or larger. It can move through spaces 1 size smaller, but only at ½ their normal speed.
\pagebreakNum
## Conditions
Conditions do not stack, highest number overwrites lowest number.
### Blinded
You cannot see. Your ability and skill rank for all checks pertaining to sight is 1.
### Confused
At the start of your turn, roll 1d4. On a 1, you cannot take actions or free actions that turn.
### Deafened
You cannot hear. Your ability and skill rank for all checks pertaining to hearing is 1.
### Empowered (ability/skill) X
You add x to that ability or skill’s rank.
### Immobilized
You cannot take a movement action.
### Prone
Your body is fully on the ground. Melee attacks against you add 1 skill rank, ranged attacks subtract 1 skill rank. You move at half your maximum speed.
### Restrained
You cannot take certain actions (TBD)
### Stunned
You cannot take any actions or movement actions.
### Unconscious
You are asleep, and unable to take actions
### Weakened (ability/skill) X
You decrease the listed ability or skill’s rank by x
\pagebreakNum
## Credits
D&D Watercolor Stains Gallery by Jared Ondricek
Cover - Default Windows XP Background
Table of Contents - A Dutch East-Indiaman off Hoorn by Lorenzo A Castro
Page 3 - Washerwoman near Trouville by Eugene Boudin
Page 4 - dicedrawn by Free SVG
Page 5 - A Naval Encounter between Dutch and Spanish Warships by Cornelis Verbeek
Page 6 - Landscape with Scorpion and Bird by unidentified artist
Page 7 - Saint George and the Dragon by Rogier van der Weyden
Page 16 -Christopher Columbus by Carl von Piloty
Page 8 - West Family in the Studio Garden by Benjamin West
Page 18 - Disputed Game by Thomas Hewes Hinckley
Page 19 -Image from page 285 of "Science and literature in the Middle Ages and the Renaissance" (1878)
Page 21 - Harley 2506 f. 40 Eagle
Page 23 - Procis and the Unicorn by Bernardio Luini
Page 24 - hexagonal latice by Free Svg
Page 25 - Peasants and Cattle by Nicholaes Berchem
Page 26 - Small Landscape by Unidentified
Page 27 - Landscape (Windmill) by Unidentified
Page 31 - Landscape by Herman Saftleven
Page 34 - Landscape by J. Paul