RYUUTAMA nat u r a l fa n ta s y r p g Unofficial Supplement n i l b o G o k Ne s e t o N d l e i F Burns Table of Contents Adventurer Classes.......................2 Mechanics and More ........................9 Courier..........................................3 FortuneTeller...........................................4 Tamer..........................................5 Trickster.......................................6 Mystic ............................................................7 Fisherman.....................................................8 Type .............................................................10 Characteristics............................................11 Guilds..........................................................13 Weapons & Shields.....................................14 Night Magic................................................15 Special Thanks............................................17 Farmer ...................................................46 Artisan ...................................................48 Noble .....................................................50 Type.......................................................52 12 Dedicated to the memory of my late mother. May this book lead you and the ones around you on many adventures and travels. 1 r e r u t n e v Ad s e s s cla 2 Courier Couriers are distinguished from ordinary mail services by features such as speed, security, and specialization. Couriers are a perfect fit for traveling due to spending most of their time on the road and their ability to carry more than the average person. Example jobs: Mailman, Example actions: Carrying, delivering, Messenger, Emissary, etc. handling, conversing, running, etc. Built for the Road Thanks to your healthy lifestyle, your body is sturdy, and you are in tune with its natural rhythm. You are naturally resistant to ill effects and can carry more items. Skill Effect: +1 bonus to Condition Checks. +3 bonus to Carrying Capacity Usable Circumstances - Stat Used TN - - Friendly When speaking to someone of low rank or status, you are able to leave them with a positive impression of you. Skill Effect: Leave a positive impression on someone of low rank or status. Usable Circumstances Stat Used TN GM Discretion Special Delivery Delivering packages has taught you how to be extra delicate when handling items of lesser and greater values. From delivering simple packages from a grandmother to her granddaughter to delivering delicate medicines to those in need you know how to keep packages secure and safe. You automatically gain a +1 bonus to Delicate Work checks, in addition items you carry do not lose durability on a fumble. Skill Effect: +1 bonus to Delicate Work checks. Once per day an item you carry does not lose 1 point of durability if you fumble Usable Circumstances Stat Used TN - - 3 Fortune Teller Guiding themselves and others through the realm of the occult is their specialty. A Fortune Teller is always prepared because they already know the future. Fortune Tellers rely on parlor tricks and divine symbols of the future on their travels. Example Jobs: Seer, Oracle, Example actions: Reading palms, Prophet, Clairvoyant, etc. sleight of hand, entertaining, etc. Haggle A Fortune Teller is able to negotiate prices with shopkeepers by any means necessary. Skill Effect: Negotiation Check [INT + DEX] Usable Circumstances Stat Used TN Any negotiation check - - Forecast Using your divination tools, whether they be tarot cards, crystal balls, or other magic items you can peer into tomorrow’s weather forecast to know just what you should wear or if you need to find shelter. Skill Effect: Allows user to learn tomorrow's weather forecast Usable Circumstances Once Per Day Stat Used TN [ SPI + INT] Topology Soul Jar When Fortune Tellers defeat a monster it doesn’t just disappear, it goes into their Soul Jar! When a Monster is defeated it can be placed into an available container and be used to recover the Fortune Teller's MP later. The level of the monster determines the recovery capabilities as outlined in the table. You can only carry as many Soul Jars as you have containers. Skill Effect: Captures a defeated monsters soul and converts it into an MP recovery item. Usable Circumstances Stat Used TN After Defeating a Monster [SPI + STR] See table Monster Level 1-2 3-4 5-7 8-9 Soul Jar 1 MP 2 MP 3 MP 4 MP 9+ 5 MP 4 Book of Spring 39 Tamer Tamers have developed the courage and bravery to capture wild creatures and monsters to use for their own benefit. They are able to turn some of the deadliest of foes into allies they can call upon in their time of need. Example Jobs: Trainer, Circus Example actions: Taming, training, Performer, Ranger, etc. chasing, stalking, etc. Animal Owner You have learned how to raise animals that will help you carry your goods. Normally, only one animal can be taken on a Journey for free. With this skill, you can keep more animals without incurring their food and water costs. Skill Effect: You can keep 2 more animals for a total of 3 without paying for their food and water. Usable Circumstances Stat Used TN - Well Traveled As a Tamer who makes their earning by constant training and adventure, you’ve learned how to travel smooth and safely. Skill Effect: +1 to Journey Checks (Travel/Direction/Camping Checks; always in effect) Usable Circumstances Stat Used TN - Capture & Control You have learned how to capture and tame beasts for your own use in combat. With this skill you are able to keep one Monster and summon them during combat. After a Monster is summoned the Monster is released after combat. During combat the Monsters damage and accuracy follow that of their individual stats and abilities. Skill Effect: Capture Monsters based on current Monster HP. Summon Monster to fight for you for one round of combat. Usable Circumstances Stat Used TN Monster HP 5 Trickster Swift, nimble, and always on their toes. Tricksters are people who develop ways to entertain and persuade others. Example Jobs: Spy, Thief, Entertainer, Example actions: Stealing, hiding, Jester, etc. dancing, persuading, entertaining, etc. Vanish Employing the shadows to cloak oneself and blend in with their surroundings the Trickster is able to briefly become invisible to the untrained eye. Skill Effect: Gives the user +1 bonus to Stealth checks Usable Circumstances Stat Used Any Stealth Check [DEX + DEX] TN GMs Discretion Pilfer Utilizing their grace and wit, the Trickster is able to reach into the pockets and bags of just about anyone and fish at least some coin out of them. The Trickster is able to steal an item of the GMs discretion from a Monster as long as you have the carrying space; higher rolls should grant better loot. Cannot be used on Monsters who are more than x2 your level. Skill Effect: Steal an item from a Monster. The higher the roll the better the loot. Usable Circumstances Stat Used Once Per day [SPI + INT] TN Monster Initiative Entertainment A good Trickster is able to put on a show about anything and anywhere! Using whatever tools you may have, you put on a performance to raise the party's spirits. Next time a player would roll a check that requires SPI, they add a +1 bonus to the check. This bonus cannot stack if unused and cannot stack on any other Entertainment skill. Skill Effect: +1 bonus to the next check that involves SPI. Usable Circumstances Once per day before Camp Check Stat Used TN [SPI + DEX] Topography 6 Book of Spring 43 Mystic Tradition and faith guide the Mystics and educate them far beyond their years. They are able to assist their party by drawing from the well of their faith to learn more about the environment. Example Jobs: Oracle, Exorcist, Example actions: Praying, Historian, etc. meditating, divination, etc. Bless Years of prayer and meditation have not failed you. By invoking the powers of your faith in the Dragons you may add a +1 bonus to each party member's next Journey check Skill Effect: Gives all party members +1 to their next Journey check Usable Circumstances Once per day Stat Used TN - - True Faith After years of studying ancient texts and tomes, the Dragons have gifted you with the ability to instantly learn more about the surrounding area. At the GM’s discretion you may learn more about the surrounding landscape or area. (what kind of plants grow in the area, if there is any food around, what the history of the area is etc.) Higher rolls reveal more. Skill Effect: Reveals more information of the surrounding landscape / area Usable Circumstances Once per day Stat Used [INT + INT] TN GMs Discretion Divine Sense The Dragons protect you in a variety of ways. You are able to summon a vision of a weather Dragon to scan an area for any signs of Monsters. Skill Effect: Reveals if any monsters have been or are in the area you are currently in. Usable Circumstances Stat Used TN [INT + SPI] Monster Level x2 7 Fisherman A pro with their fishing pole, the Fisherman is an excellent companion and no pushover either, bearing raw strength the Fisherman is a durable traveler capable of braving the elements. Example Jobs: Crew Member, Hermit, Example actions: Skinning, Captain, Pirate etc. sailing, catching fish, navigating, Strong Arm etc. Thanks to your lifestyle, you’re a bit stronger, and you know how to use it. You gain +2 bonus damage to your first roll of combat. Skill Effect: +2 bonus to first damage roll during combat. Usable Circumstances Stat Used TN - Fishing Using your fishing rod you can catch fish for food. This skill is used just before the camping check is made, however, if you decide to go fishing, you cannot also help set up camp. The higher the result of the check the more food you catch. Skill Effect: Receive a number of rations equal to the check result - target number. Critical: All food is Delicious. Fumble: Afflicted by [Injury: 6] status effect. Usable Circumstances Stat Used TN Topography Hook Sling Fishermen are professionals with their rods. Using this skill you can grab items from far away and pull them back in a flash. You can only grab size 1-2 items using this technique. Items must not be any further than 50 ft. away from you. GMs should assess the situation and determine a Target Number appropriate for the scenario. Skill Effect: Grab an item you can see and reel it in with your fishing line and hook. Requires a fishing pole. Usable Circumstances - Stat Used [STR+ DEX] TN GM's Discretion 8 s c i n a Mech e r o and m 9 Type Nimble Type This type is as swift as the wind, allowing them to overcome obstacles with the ability of speed and strength of their muscles. Ability Effect Move and attack once per combat +1 to checks that involve DEX +1 to max HP and +1 to max MP Defense Type This type is as fortified as a stone wall, using the sheer force of their body and will, making them able to protect anyone around them. Ability Effect Tough Max HP +4 Save Take damage for one player in a different area once per combat Guard +1 when using Defend action Wild Type A strange type to overcome the wilds of the world, this type adds an advantage to keeping yourself and your party going when traveling across the lands. Ability Effect Compass +1 to Journey check Healthy +1 to Condition check Ruse +1 to Feint 10 Characteristics Characteristic Cost Modifier x2 Effect/Explanation Holds a secret message somewhere on the item The item is made from an abnormal material Is used as a key to gain access somewhere Only has 1 point of durability Reduce armor penalties by 1, durability starts at 2 Magical Characteristics +1000 Cleans itself of all dirt and grime at the end of a day Levitating +2500 Floats 4 feet from the ground when not being carried Mending +4000 Repairs 1 point of durability per week Mirage +3000 Uses illusions to change appearance in minor ways (a compass can become a flask) Miasma +4000 Oozes a cool looking black smoke Mimicking +2000 Can mimic up to one sound decided upon by GM Unbreaking +7000 Will never break Smiling +2500 Makes people friendlier towards you Frowning -1000 Makes people less likely to trust you Famished +1000 The item must be fed appropriate rations in order to use Tidy Decided upon by the GM 11 Burning +4500 The item glows red hot and can be used to start a fire Divining +3500 Shakes and wiggles in the vague direction of treasure Comprehending +2000 Translates different languages when held Floating +5000 Floats on water, can only carry items, capacity 2 Musical +2000 Can be played like an instrument Flying +7000 Flys through the air, can carry only items, capacity 2. Feathery +5000 Incredibly lightweight, any item with this effect is size 1 Beckoning +1000 Makes Monster encounters more likely Morphing +4000 Allows the user to shape change into a small animal Cold +4500 The item stays at freezing temperature and can be used to keep people and/or food/drink cold. Facilities Services and Other Facilities There are various facilities and services available in towns and cities. Anything from a Stable to a Weather Factory Service Recharge Price (G) Where found Effect/Explanation 25 - A mystical stone, recover 1d4 MP Stable 250 - Rent a riding animal for 24 hours Dojo 200 Town or Larger Gain unarmed as a mastered weapon, req. 2 visits Weather Factory 300 - Reduce weather modifier by 3 Hot Spring 150 - Reduce a status effect's target number to 4 Quest Shop Town or Larger Take on well rewarded quests for a finder's fee Guild Town or Larger Join a Guild and gain Guild effects Magic Smith Town or Larger Imbue an item, weapon, or armor with a magical characteristic 12 Guilds Guilds of Ryuutama Guilds in Ryuutama are made up of different groups of people who have dedicated their time and knowledge to traversing specific environments and specific crafts. Guilds can only be joined if the Town or City has a Guild in it. Once a Guild is joined, the character may not leave it, as a Guild pact is one made for life. If the player encounters NPCs who are also a member of the same guild it may be easier for them to develop a relationship. A character is never required to join a Guild. They simply act as a way to specialize the character with added strengths and weaknesses. Upon joining a Guild the player will permanently gain the listed Strength and Weakness for the Guild they have chosen. These effects can never be removed and are active at all times. 13 Weaponsand & Shields Weapons Shields Weapon Price (G) Size Equip: Accuracy Damage. A one handed weapon used primarily for stabbing, stabbing, and stabbing. STR +1 A long weapon capable of dealing heavy damage or whipping foes into submission. Something about it reminds you of vampires. A weapon that fits over both hands allowing the user to pummel foes with their bare fists. It's not suggested to get this close to enemies but some people just can't resist. STR -1 A long weapon with a sharp point at the end crafted to keep distance between you and the enemy, can also be thrown . STR +1 A giant sword that towers over a normal sized person, swinging it takes great strength and accuracy. Shuriken 400 1 1 hand DEX -1 DEX + INT +1 A throwing weapon used to typically distract although also used to inflict damage. Hammer 500 3 2 hands An unorthodox weapon but effective and terrifying. Shield Flimsy Shield Price (G) Size Equip: Defense Points 300 2 1 hand 3 2 hand STR +1 STR + STR -2 1 Penalty Shield Dodge Value - A shield that can be held in one hand. Made from spare parts and all kinds of rubble. Massive Shield 1200 3 -1 5 9 A gigantic shield capable of covering 1-2 people. Made from a variety of materials, just look at that thing! 14 Night Magic Low level – Automatically learned at level 1 Normal MP Duration Target Range All Areas 2 A terrifying and otherworldly flower appears, terrifying the target and rendering them unable to make any actions. If the target takes any damage this spell ends. Touch This is cast at the same time as Enhanced Red Hand (only one Magic Check required) and makes that magic stronger. Add +1 accuracy to the effect of Enhanced Red Hand. This spell may not be cast separately. Close Area A small ethereal black cat appears and behave like a normal cat for 5 minutes. Ritual MP Duration Target Range Touch A large hollow Jack-O-Lantern instantly grows from the touched area. The Jack-O-Lantern can be used as a tent that fits 3 people at once. Mid level – Automatically learned at level 4 Normal MP Duration Grave Entanglement 4 2 rounds Target 1 person Range Close Area Skeleton hands rise from the ground, entangling all in the area except the caster. Everyone in the target area receives a -3 penalty to initiative. All Areas A bright beam of light shoots from the sky and crashes into the enemy. Deal [SPI] (1 die) damage to target. If it is night and the moon is visible, increase the damage by 1d6 Close Area A spirit appears and passes through the target causing them to become frightened. The target suffers [Shock:5], no matter its Condition, though the normal Magic Check is still required. The target must believe in ghosts and their belief may raise the Shock value (at the GM’s discretion). Ritual MP Duration Target Range Megabat 10 10 minutes Airspace Touch Summons a large bat to lift up to 2 people 40m vertically. May be used by anyone. 15 High level – Automatically learned at level 7 Normal MP Duration Target Range All Areas The ribs of a golem manifest around you. The caster has a 50% chance to block all magic, attacks, and special attacks, but area attacks are not affected. The golem is indestructible. All Areas The terrifying cries of ghosts (which make a sound like “OoOoOoO”) fill the area, disrupting concentration. For the duration of the spell, anyone who attempts to cast a spell must first beat the caster in a contested [SPI + SPI] check. If the person attempting to cast a new spell loses, their spell automatically fails. Because the sound is loudest near the caster, the caster may not cast any other spells while this spell is active. Plugging one’s ears does not stop the effect. Ritual MP Duration Full Moon 10 1 hour Target Up to 6 people Range Close Area The most beautiful thing to witness at night is the moon, a sight of relaxation and wonder. This spell can only be used at night. While the spell is in effect, the caster creates a circle of light with a circumference of 50 feet that centers in on the party illuminating anything within the circle. Monsters cannot enter the circle unless invited. Touch Resurrects an enemy that has died within the last hour as a zombie; the target rolls a new initiative -2 and fights under your command until it crumbles. If the zombie takes more than half of its original HP in damage it is destroyed. The zombie creature cannot use special abilities. The pale moonlight shines, illuminating the strange world below it's gaze. Like the visions in a crystal ball, Night magic encapsulates all who behold it. 16 This product - Neko Goblin Field Notes by Cory Burns - has been officially approved for sale by KOTODAMA HEAVY INDUSTRIES (A.K) on 2019.4.15. You can find out more about Ryuutama, including links to purchase the PDF and physical book, at http://www.kotohi.com/ryuutama You can find other wonderful Japanese RPGs released into English at the KOTODAMA HEAVY INDUSTRIES website, at http://www.kotohi.com/ Ryuutama licensing information can be found at http://kotohi.com/ryuutama/licensing/ This statement was created by KOTODAMA HEAVY INDUSTRIES (A.K) on 2019.4.15 17 SPECIAL THANKS Ryuutama Discord and Reddit groups, this wouldn't be possible without you. My lovely girlfriend Cecilia Cortes for believing in me and providing art for the cover. Anaxim from the Ryuutama Discord community for his keen eyes and attention to detail. Andy Kitkowski and Matt Sanchez of Kotohi for bringing Ryuutama stateside and allowing me to publish this Supplement! http://kotohi.com Finally, thanks to everyone who purchased this supplement. I spent many hours developing this book during one of the hardest times of my life and I hope to hear about the adventures you have using the mechanics from this book! 18