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RYUUTAMA
nat u r a l fa n ta s y r p g
Unofficial Supplement
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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
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Dedicated to the memory of my late mother.
May this book lead you and the ones around you on many
adventures and travels.
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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
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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
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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
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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
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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.
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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!
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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.
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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
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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!
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