Bõken
冒険 means Adventurer
Introduction
Bõken invites you on a journey where every choice carves the path of your legacy. In a realm where darkness claws at the edges of reality, and the air is laden with the whispers of forgotten gods, you are the beacon against the encroaching gloom. This is not just a game; it's a challenge to the brave, a call to the wise, and a beckoning to those who dare to dream. Bõken is your story, a tapestry of peril and triumph woven with the threads of your imagination.
Why Bõken?
- Dice-size Attribute:
Character attributes are represented by dice, allowing for a dynamic and flexible system that reflects the character's abilities and growth. - You are your Inventory:
A slot-based inventory system that changes what you can do and how. Also counting as your life points. - Grit System:
A unique buffer system that represents the character's ability to shrug off damage and keep fighting. Also used to empower spells and abilities. - Words of Power:
A flexible and creative magic system where spells are crafted from combining Words, allowing for personalized and situation-specific spells.
The World of Bõken
A land shrouded in shadow, where the remnants of a once bright world struggle against the tide of darkness. Here, ancient evils stir in the deep woods, and spirits haunt the ruins of forgotten realms. It's a world where the line between heroism and survival is thin, and legends are born from the deeds of those who dare to challenge the darkness. Welcome to a place where every victory is etched with the scars of sacrifice, and the light of hope is a precious flame guarded by the few against the many.
This is the default setting for Bõken, but the system is designed to be adaptable to any setting or genre. The rules and mechanics are designed for a dark world, low fantasy, and high risk. The world is a dangerous place, and the players will need to be smart, resourceful, and lucky to survive. Still a creative GM can tweak some of the numbers and rules to change the theme and tone of the game.
Gear and prices
| Item | Cost | Slots | Usage | Conditions |
|---|---|---|---|---|
| Torch | 1 | 1 | 6 | Light a small area |
| Rations | 1 | 1 | 3 | In rest, nurishes |
| Rope | 1 | 1 | - | - |
| Grappling hook | 1 | 1 | - | - |
| Lantern | 2 | 1 | 6 | Light a large area |
| Oil | 1 | 1 | 3 | Lubricates |
| Tent | 2 | 2 | - | Mitigates climate when resting outside |
| Blanket | 1 | 1 | - | - |
| Bedroll | 1 | 1 | - | - |
| Waterskin | 1 | 1 | - | Hydrates |
| Sack | 1 | 1 | - | - |
| Backpack | 2 | 2 | - | - |
| Map | 1 | 1 | - | - |
| Compass | 1 | 1 | - | - |
| Whistle | 1 | 1 | - | - |
Making an Adventurer
The world is unfair and cruel. The wilderness is hazardous, and the cities are a bit safer. Adventurers brave the land looking to make their name by facing the world's evils.
Attributes
Your attributes describe your adventure.
Strength STR: The might of your arms and the force of your resolve.
Dexterity DEX: The grace of your movements and the precision of your actions.
Constitution CON: Your endurance, your fortitude—the wellspring of your vitality.
Intelligence INT: The depth of your knowledge and the acuity of your mind.
Wisdom WIS: The strength of your spirit and the clarity of your intuition.
Charisma CHA: The force of your presence and the power of your words.
When creating your adventurer you have 4d4s, and 2d6s to allocate in between your six attributes.
Grit, background & wealth
Roll 2d6 drop the lowest for your Grit. This is the damage your adventurer can shrug off before taking serious harm.
Roll or choose a Background from the chart. This is what you were doing when the call for adventure hit you.
Your wealth is determined by your background and is gaged via Usage Dice.
Backgrounds
| 3d6 | Background | Starting Equipment | Wealth |
|---|---|---|---|
| 02 | Knight | lady’s favor, banner, signet ring | d10 |
| 03 | Vagabond | scales, strongbox, bag of spice | - |
| 04 | Gravedigger | shovel, pickaxe, bucket , crowbar | d4 |
| 05 | Pilgrim | book, quill/ink, staff, letter of passage | - |
| 06 | Actor | wig, makeup, costume, scepter, donkey head, motley | d4 |
| 07 | Herbalist | acid, pet rat, herbs, sickle | d6 |
| 08 | Woodcutter | axe, firewood, 50’ rope | d6 |
| 09 | Butcher | cleaver, meat hook, frying pan, oil | d6 |
| 10 | Framer | hoe, sickle, seeds, plow | d6 |
| 11 | Carpenter | hammer, saw, box of nails | d6 |
| 12 | Blacksmith | hammer, bellows, tongs | d8 |
| 13 | Miner | pickaxe, lantern, pet canary | d6 |
| 14 | Burglar | mask, caltrops, lockpicks, grappling hook, rope | d6 |
| 15 | Soldier | sword, shield | d4 |
| 16 | Squire | torch, armor polish, trumpet | d6 |
| 17 | Hunter | tent, bearskin, bear trap | d8 |
| 18 | Experiment | Rags, 2 Power words | - |
Starting equipment
You start your adventure with Torches, Rations, and whatever your Background gives you.
Details
You can give your adventure its details but I’m if you need inspiration or preference to leave the details to luck you can use the table below.
Inventory
Inventory slots
The inventory is managed with slots, where the objects occupy one and if they are larger they can occupy more than one. Equipped items have special slots.
Hands
What one has in one's hands or within their reach.
Body
What you carry on your body, hanging or wearing.
Bag
Which is in places that are more difficult to reach in combat.
Encumbrance
When you have more than the slots you can, you cannot run and your rolls have DIS
Conditions
When you receive damage or some negative effect they occupy slots. The conditions say how they can be removed. An adventurer can have multiple copies of a condition.
Banking
When you are in a safe city you can find establishments to deposit money and/or objects that you want to keep or not lose. Depending on the establishment and what you deposit, the cost may be fixed or a percentage.
Usage
Most items have three points of use. When all three are marked the item is broken or consumed. Broken items can be repaired.
Weapons, Armor and Ammunition
After each combat where it was used, you roll a d6. On a 5 or 6 you mark a dot.
Flashlights and Torches
You score a point every 6 turns.
Rations and Liquids
Marks every time you use it.
Other items will have their marks and rules.
How to play
For us, TTRPGs are conversations between the GM and the players, in which the GM presents a situation and the players respond with their characters. The GM then narrates the consequences that lead to the next situation, and thus the story advances.
Role Play
As players we also play the role of our characters, reacting and acting as your character would. You can narrate what your character does or speak as if you were your character.
Best Practices
- Ask away. Jot things down. Sketch out maps.
- Team up. Make plans. Ally up.
- Dice are a gamble. Got a plan? Dodge those rolls.
- Aim to win. Love the fails. Embrace the flops.
- Fight dirty.
Saves
When your character wants to do something with a risky or uncertain outcome, you roll a save from the attribute related to the activity. (Roll under o roll above)
Opposed Saves: When competing against another creature both roll saves and compare each other.
Advantage Adv: When a situation turns in your favor, you roll two dice and keep the best one.
Disadvantage Dis: When a situation turns against you, you roll two dice and take the worst one.
Combat
Combat is never desirable and should be avoided, yet it is not always possible.
If you manage to find an unsuspecting enemy, the enemy is surprised. Otherwise, everyone who enters combat rolls a WIS save and the turns are organized.
Each turn the Characters can move and take an action. An action can be negotiating, attacking, escaping or trying a trick.
(Something with strategy and changing order)
Attacks In combat the characters roll the dice for their weapon. If the die rolls 1 the attack fails, otherwise the die indicates the damage. This is reduced by armor (if you have it). The rest reduce Grit.
Injuries, Conditions and Death
When you lose all your Grit you receive a wound card for each damage. If you cannot receive any more wounds, your character dies.
Conditions
- Blind: You cannot see. You have Dis on all your actions.
- Bleeding: You roll a CON save at the end of each turn. If you fail you receive a wound. Clear after healing or Full Rest.
- Winded: During your turn you can move or attack, not both. Clear after short rest.
- Stunned: You lose your next turn. Clear after turn.
- Wounded: You have Dis on all your actions. (Takes a specific slot)(Has a generic version). Clear after healing.
- Poisoned: You roll a CON save at the end of each turn. If you fail you receive another Poisoned. Clear after healing or Full Rest.
- Frightened: You need to WIS save to do anything. Clear after short rest.
- Exhausted: You have Dis on all DEX and STR saves. Clear after long rest.
- Paralyzed: You cannot move or attack. Clear after CON save.
- Hungry: You need to eat something. Clear after food.
Grit
Grit represents a character's ability to resist hits. Once you lose all your Grit you receive a wound card for each damage. If you cannot receive any more wounds, your character dies.
Rest and Healing
There are three types of breaks.
- Short: You recover 1 Grit
- Long: You recover 1d6+1 Grit for one ration.
- Complete: You recover all your Grit and can roll Attribute progress.
Magic
Magic is a rare occurrence in the world, does who can use it are regarded as powerful beings to be respected, feared or even worshipped. The secrets of magic is tightly guarded and almost forgotten and buried deep into the wilderness. The few who know the words of power can channel their mana to cast spells. Masters can weave multiple words to create powerful effects.
To be able to cast a spell you need to know at least one word of power, you should also have the mana points to cast it and then roll an INT save to see if you can control the spell. Control works as a range:
- If you roll under the control number/s you miscast the spell and you take a mana burn.
- If you roll the control number/s you cast the spell as intended.
- If you roll over the control number/s you overcast the spell may have extra effects.
Words of Power
Words of power are written in the ancient language of the gods. They are the building blocks of magic. The more words you know the more powerful spells you can cast.
Here is a list of words of power:
- Absorb
- Armor
- Arrow
- Bind
- Blade
- Blood
- Blossom
- Bolt
- Bone
- Burn
- Crystal
- Duplicate
- Echo
- Fade
- Flame
- Hand
- Heal
- Jar
- Light
- Shield
- Thorn
- Whip
- Wither
- Wood
Shield
- Solo cast: Creates a magical shield that absorbs damage equal to AvgInt for 1 round.
- Effect: When combined with other spells, increases their defensive capabilities, such as adding damage resistance or extending duration.
- Cost: 2
- Control: 4-5
- Failure: The shield flickers and fades. You gain no protection.
- Overcast: The shield envelops allies nearby. Extends protection to adjacent allies for 1 round.
- Mana Burn: The shield shatters. You take AvgInt damage from the backlash.
Light
- Solo cast: Conjures a bright light that illuminates dark areas and can blind enemies for 1 round.
- Effect: When combined, increases the range or duration of spells, or adds a dazzling effect that can disorient enemies.
- Cost: 1
- Control: 3
- Failure: The light dims quickly. Only illuminates briefly, offering no advantage.
- Overcast: The light becomes blindingly radiant. Can disorient enemies for an extra round.
- Mana Burn: The light explodes. The caster takes minor damage and is dazzled for 1 round.
Blood
- Solo cast: Drains a small amount of health from an enemy and transfers it to the caster.
- Effect: Adds a leeching effect to spells, granting the caster health when damaging enemies.
- Cost: 3
- Control: 5-6
- Failure: The life force recoils. The caster loses a small amount of health.
- Overcast: The drain is more potent. Heals for an additional amount of the damage dealt.
- Mana Burn: The spell backfires. The caster suffers damage equal to what would have been healed.
Bone
- Solo cast: Summons a spectral bone weapon or shield for Int rounds.
- Effect: Provides a structural enhancement to spells, making conjured forms more resilient or deadly.
- Cost: 4
- Control: 4
- Failure: The bone crumbles to dust. The item is weak and breaks easily.
- Overcast: The bone is imbued with ancient power. The item gains enhanced properties for Int rounds.
- Mana Burn: The conjured bone binds to you. Reduces mobility or dexterity, causing a decrease in defense or attack capability for Int rounds.
Echo
- Solo cast: Amplifies the caster's voice, disorienting nearby enemies for 1 round.
- Effect: When combined, can duplicate the effect of the next spell cast, albeit at a reduced potency.
- Cost: 2
- Control: 6-7
- Failure: The echo distorts, causing confusion. Affects the caster or allies negatively for 1 round.
- Overcast: The echo resonates with power. The disorientation effect lasts for an additional Int rounds.
- Mana Burn: The sound becomes cacophony. Causes temporary deafness to the caster or close allies for Int rounds.
Absorb
- Solo cast: Absorbs the next magical attack directed at the caster, converting it into health.
- Effect: When combined, enhances spells with a defensive layer, converting a portion of damage taken into mana.
- Cost: 3
- Control: 5
- Failure: The spell fails to absorb, leaving the caster vulnerable.
- Overcast: Absorbs magical attacks targeting nearby allies as well.
- Mana Burn: The spell backfires, doubling the damage of the next magical attack received.
Armor
- Solo cast: Enhances the caster's physical defense, reducing physical damage by AvgInt for Int rounds.
- Effect: When combined, increases the toughness of created objects or the resistance of allies to physical attacks.
- Cost: 2
- Control: 4-5
- Failure: The armor is flawed, offering no protection.
- Overcast: The armor also reflects a portion of physical damage back to the attacker.
- Mana Burn: The spell collapses, temporarily weakening the caster's defense, increasing physical damage taken.
Arrow
- Solo cast: Conjures a magical arrow that strikes a target for AvgInt damage.
- Effect: When combined, adds piercing capabilities to spells, allowing them to bypass some defenses.
- Cost: 1
- Control: 3-4
- Failure: The arrow veers off course, missing its target.
- Overcast: Conjures multiple arrows to attack additional targets.
- Mana Burn: The arrow backfires, injuring the caster.
Bind
- Solo cast: Restrains a target, preventing movement for Int rounds.
- Effect: When combined, adds a restraining effect to spells, slowing or stopping enemies.
- Cost: 3
- Control: 5
- Failure: The bind loosens, having no effect.
- Overcast: The bind also silences the target, preventing spellcasting.
- Mana Burn: The caster becomes bound, restricting their movement.
Blade
- Solo cast: Conjures a magical blade that deals AvgInt slashing damage.
- Effect: When combined, sharpens spells, increasing their damage or cutting through magical protections.
- Cost: 2
- Control: 4
- Failure: The blade dulls, dealing minimal damage.
- Overcast: The blade gains a vorpal effect, increasing critical hit chances.
- Mana Burn: The blade turns against the caster, causing a self-inflicted wound.
Blossom
- Solo cast: Causes an area to burst into healing flora, restoring AvgInt health to allies within it for Int rounds.
- Effect: When combined, adds a regenerative property to spells, slowly healing over time.
- Cost: 4
- Control: 5-6
- Failure: The flora withers, providing no healing.
- Overcast: The healing effect is doubled.
- Mana Burn: Poisonous plants sprout instead, dealing damage to allies in the area.
Bolt
- Solo cast: Launches a bolt of energy at a target, dealing AvgInt elemental damage.
- Effect: When combined, electrifies spells, adding a chance to stun or paralyze.
- Cost: 2
- Control: 3-4
- Failure: The bolt fizzles out before reaching its target.
- Overcast: The bolt chains to additional nearby enemies.
- Mana Burn: The caster is shocked, suffering damage and a possible stun.
Burn
- Solo cast: Engulfs a target in flames, dealing AvgInt fire damage over Int rounds.
- Effect: When combined, adds a burning effect to spells, causing ongoing damage.
- Cost: 3
- Control: 4-5
- Failure: The flames sputter out, causing no damage.
- Overcast: The fire spreads, affecting a larger area or more targets.
- Mana Burn: The spell ignites the surroundings, potentially harming the caster and allies.
Crystal
- Solo cast: Conjures a crystal barrier that blocks attacks and breaks after absorbing AvgInt*2 damage.
- Effect: When combined, crystallizes spells, enhancing their durability or longevity.
- Cost: 3
- Control: 5
- Failure: The crystal is brittle, shattering easily.
- Overcast: The barrier reflects a portion of damage back to attackers.
- Mana Burn: The crystal explodes, causing damage to the caster and nearby allies.
Duplicate
- Solo cast: Creates an illusory duplicate of the caster that lasts for Int rounds or until dispelled.
- Effect: When combined, duplicates the next spell cast, though the duplicate has a reduced effect.
- Cost: 4
- Control: 6
- Failure: The duplicate is obviously fake, fooling no one.
- Overcast: Creates multiple duplicates, increasing confusion among enemies.
- Mana Burn: The duplicate turns hostile, attacking the caster or allies.
Flame
- Solo cast: Ignites a small area or target, causing AvgInt fire damage instantly.
- Effect: Adds fiery damage to spells or causes objects to ignite, dealing ongoing damage.
- Cost: 2
- Control: 4
- Failure: The flame quickly extinguishes, causing no harm.
- Overcast: The flame engulfs the target area, increasing the damage and area of effect.
- Mana Burn: The flames spiral out of control, causing damage to the caster and nearby allies.
Hand
- Solo cast: Conjures a spectral hand that can manipulate objects or strike enemies for AvgInt force damage.
- Effect: Adds manipulation capabilities to spells, allowing for telekinetic control or enhancing grip.
- Cost: 3
- Control: 5
- Failure: The hand flickers and fades, unable to affect anything.
- Overcast: The hand's strength increases, allowing it to grapple enemies or move heavier objects.
- Mana Burn: The hand turns against the caster, attempting to throttle them or interfere with their actions.
Heal
- Solo cast: Restores AvgInt*2 health to a single target.
- Effect: Adds a healing component to spells, restoring health over time or to multiple targets.
- Cost: 4
- Control: 5-6
- Failure: The healing energy dissipates, having no effect.
- Overcast: The spell also removes minor ailments or conditions from the target.
- Mana Burn: The spell drains the caster's vitality, transferring it to the target instead.
Jar
- Solo cast: Traps a small creature or object within a magical jar, immobilizing it for Int rounds.
- Effect: Adds a containment or suppression effect to spells, limiting enemy actions or sealing away dangers.
- Cost: 3
- Control: 5
- Failure: The jar fails to form, leaving the target free.
- Overcast: The jar becomes nearly indestructible, extending the duration and resisting attempts to break free.
- Mana Burn: The jar implodes if attempted on too powerful an entity, potentially harming the caster and nearby allies.
Thorn
- Solo cast: Sprouts thorns from the ground around a target area, dealing AvgInt piercing damage to those who pass.
- Effect: Adds a hindrance or damage-over-time effect to spells, creating barriers or traps.
- Cost: 2
- Control: 4-5
- Failure: The thorns are too weak, causing no damage.
- Overcast: The thorns grow rapidly, covering a larger area or ensnaring enemies.
- Mana Burn: The thorns turn against the caster, sprouting beneath them and causing injury.
Whip
- Solo cast: Conjures a whip of energy that can strike for AvgInt damage or disarm an opponent.
- Effect: Adds flexibility or reach to spells, allowing for targeted strikes or pulling objects/enemies closer.
- Cost: 2
- Control: 4
- Failure: The whip dissipates before making contact.
- Overcast: The whip strikes with electrical energy, possibly stunning the target.
- Mana Burn: The whip backlashes, injuring the caster or entangling them.
Wither
- Solo cast: Causes a target to age rapidly, weakening them and reducing their damage output by AvgInt for Int rounds.
- Effect: Adds a debilitating effect to spells, sapping strength or vitality from enemies.
- Cost: 3
- Control: 5
- Failure: The target resists the aging effect.
- Overcast: The effect spreads, affecting multiple targets within a small radius.
- Mana Burn: The spell backfires, causing the caster to age temporarily and suffer weakened abilities.
Wood
- Solo cast: Grows a wooden barrier or structure that can provide cover or impede movement. Can absorb AvgInt*2 damage before breaking.
- Effect: Adds structural creation or nature manipulation to spells, allowing for environmental control.
- Cost: 3
- Control: 5
- Failure: The wood is brittle and breaks easily.
- Overcast: The wooden structure is fortified, absorbing more damage and lasting longer.
- Mana Burn: The structure grows uncontrollably, potentially trapping the caster or allies.
Fade
- Solo cast: Temporarily renders the caster or an object they touch invisible, making them harder to detect and target for Int rounds.
- Effect: When combined with other spells, grants them stealthy execution, reducing the chance of detection or enhancing surprise effects.
- Cost: 3
- Control: 4-6
- Failure: The attempt at invisibility flickers, providing no concealment and leaving the caster visible.
- Overcast: The invisibility extends to the caster's immediate surroundings, cloaking nearby allies or objects as well.
- Mana Burn: The spell fails catastrophically, outlining the caster in a glowing aura that makes them more visible and easier to target, increasing the accuracy of incoming attacks against them for Int rounds.
Signature Spells
Signature spells are the discovery by a magic user of a unique combination of words that only they can cast. These spells are usually more powerful, cost less mana and have unique effects but tend to be more difficult to control.
Gilban's Prismatic Saber
- Combination: Absorb, Blade, Crystal
- Effect: Summons a radiant saber of prismatic light that can absorb and reflect magical energy. Deals MaxInt damage and can deflect a single spell back to the caster per use.
- Cost: 4 (reduced due to its signature nature)
- Control: 6-7 (more difficult to control due to its power)
- Special: If the reflected spell hits an enemy, the saber gains an additional damage modifier equal to half of the original spell's power for the next attack.
- Fail: The saber fizzles upon summoning, dealing minor radiant damage to the caster.
- Overcast: The saber's radiant energy explodes upon the next strike, dealing area damage to enemies around the target.
- Mana Burn: The saber shatters into harmful prismatic shards, causing significant damage to the caster and nearby allies.
Otomund's Lich Grasp
- Combination: Bind, Bolt, Bone
- Effect: Creates a spectral hand that emerges from the ground, grasping and immobilizing a target. Deals AvgInt necrotic damage per round for Int rounds and paralyzes the target.
- Cost: 5
- Control: 7
- Special: If the target is killed by this spell, they temporarily rise as an undead servant for the caster for Int minutes.
- Fail: The spectral hand grasps the caster instead, immobilizing them for 1 round.
- Overcast: The hand crushes with deadly force, dealing extra necrotic damage and extending the undead servant's duration if it kills the target.
- Mana Burn: The hand turns against the caster, draining their life force and temporarily reducing their maximum health.
Phoenix's Embrace
- Combination: Burn, Hand, Heal
- Effect: Engulfs the caster or target in a protective fire that heals MaxInt damage instantly and provides immunity to fire damage for Int rounds. Additionally, if the target is at 0 health, it brings them back to 1 health.
- Cost: 6 (due to its potent healing and protective capabilities)
- Control: 5-6
- Special: Upon activation, enemies within a close radius take AvgInt fire damage due to the burst of flame.
- Fail: The fire burns uncontrollably, injuring the target and dealing fire damage instead of healing.
- Overcast: The protective fire resurrects the target with additional health if they were at 0 health, and grants a temporary fire aura that damages nearby enemies.
- Mana Burn: The spell's fire engulfs the caster in flames, causing significant damage and potentially knocking them unconscious.
Lantern of Hoping Light
- Combination: Jar, Light, Shield
- Effect: Summons a hovering lantern that radiates a powerful light, providing a shield that absorbs AvgInt*3 damage to all allies within its luminous embrace for Int rounds. It also dispels darkness and reveals invisible entities.
- Cost: 4
- Control: 6
- Special: Allies within the light's radius gain a bonus to their hit rolls due to improved visibility.
- Fail: The lantern dims immediately, offering no protection or illumination and leaving the caster vulnerable.
- Overcast: The lantern's light reaches further, enhancing its protective shield and revealing even hidden or magical traps in addition to invisible entities.
- Mana Burn: The lantern explodes in a blinding flash, causing damage to allies and temporarily blinding them.
Nature's Wrath
- Combination: Thorn, Wither, Wood
- Effect: Calls forth a maelstrom of nature's fury, causing thorny vines to erupt from the ground, dealing MaxInt damage and entangling enemies in a wide area. Affected enemies suffer a reduction in speed and take ongoing damage for Int rounds.
- Cost: 5
- Control: 7
- Special: The entangled area becomes difficult terrain, hindering enemy movement and providing cover for the caster and allies.
- Fail: The summoned vines turn on the caster, entangling them and dealing initial damage.
- Overcast: The area affected by the spell expands significantly, and the vines sap strength from enemies, transferring it to the caster and allies as temporary health.
- Mana Burn: The spell's energy becomes wild and uncontrollable, causing the terrain to become hazardous to all, including the caster and allies, and possibly altering the landscape in a harmful way.
Glossary
- Save: A roll to determine the outcome of an action.
- AvgAttribute: The average of the attribute. ex: Int = d6, AvgInt = 3.
- MaxAttribute: The maximum of the attribute. ex: Int = d6, MaxInt = 6.