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Published by Hanna Koszko, 2023-08-29 17:25:35

Harbringers

HoS (2)

HARBRINGERS OF THE SKY HARBRINGERS OF THE SKY Tabletop role-playing game


CHAPTER I: The Basics 5 CONTENTS Your human self 12 Items 12 Player statistics 13 Dragon statistics 13 Dragon classes 15 Taming 16 Dragon leveling 18 CHAPTER II: Character Creation 11 What is it all about? 6 Who is the Game Master? 6 Who are the Party Members? 6 How to play? 7 Dice system 8 Player abilities and actions 8 Encounters and fighting 10


Dragon abilities 18 Experience Points 19 CHAPTER III: Battle system 20


INTRODUCTION


A few thousands years ago, during a second Era, life here was much different across this land. Legends speak about mysterious civilizations, coutries that had great power and deep cultures. During that times people were rumoured to be much more impactfull on the world that surrounded them, forming it however they pleased, taking whatever they desired. People of an old era were powerfull and mighty, being almost like gods to other creatures that lived beside them. However they were corrupted by greed and selfishness. They were arrogant, thinking they are invincible to the elements and nature. They thought they could rule the whole world without a threat in their sight. Without a consequence of their actions. Oh how they were mistaken.. In the beggining of XXVIII century, people of an old era tried another path of exploration. After conquering the earth, water, skies and stars beyond, they attempted to access another world- the one that was out of their reach. Through immense but almost incomprehensible power they opened a rift, deep below the earth. A rift that was a portal to another dimension and new opportunities. Mortal gods tried to go past it and try to find whatever lied beyond the veil of the unknown. But something happened. The passage was unstable. Whatever they did during that day, they unknowingly unleashed a power that was something alien to them. Something they could not control, something that was far more potent and destructive than they thought. Something that they for the first time in millenias.. feared. When the rift was disturbed, it brought a new creatures to this world. Beings that were bizzare and intruiging but also dangerous. This new wild power led to the destruction of the world at that time. Civilizations crumbled, earth shattered and people lived in fear of what another day could bring. This cataclysm earned itself the name of The Great Rupture.. 2


But the humas did not fall. Living with the new beasts around was not easy but they managed to preveil. People lost almost all they had. Almost all their power and technology was gone but the world did not stop. After many year the rift was stabilized and nature started to adapt to the new situation. So as humanity. Powerfull and bizzare beings that were once a threath to them, started to become an everyday. Humans started to live not againts but amongst the creatures they once feared. New cities arose from collapsed earth and a new society formed- society that learned to befriend and train creatures that came with an end of the old world. Now humanity once again learned to take to the skies. Whole countries and cities are build on terrain that would be impossible to live on if not for the beasts that helped to conquer them. We learned to respect those mighty creatures as our friends, families and helpers. After years of peace, humanity healed the wound that we ourselves inflicted on us during the rift break. World seems to be heading in a better direction, earth is healing and nature is thriving.. But there are still many mysteries that lie beyond our line of sight.. 3


4


CHAPTER I THE BASICS


The Harbringers of the Sky (HoS) is tabletop roleplaying game. Here you can take joy of stepping into new fantastical world full of wonders and dangers. Using your imagination you can create different scenarios and it is up to you how your adventure will look. HoS is a multiplayer game where you create a party of players. Your main aspect of the game is its roleplaying value, where players decide how they react to certain things and how they take action. In TTRPG games players are devided into party member and a Dungeon Master. What is it all about? Who is a Game Master? The GameMaster (GM) is the game organizer and a participant that is responsible for creating an adventure for the rest of the players. GM is like a narrator- they are in charge of what is happening in the game, describing details and creating challanges for the party to conquer. Game Master controls all aspects of the game, except for the actions of the player characters (PC), and describes to the players what their characters experience. Who are the Party Members? Party members are the rest of the players that are participating in the game. Each player creates a character that they will play and roleplay as for the time of the game. It is up to the party to work together and respond to the GM's created scenario. In TTPRG game like HoS players create their own adventure and decide how they want to play it out. GM can take any monster, non-playable character and setting contained in this book and use it in their own unique way. There are also no specific win or lose conditions. It is up to GM to decide how long the game can last and what is the goal of the adventure. 6


First- GM prepares a scenario for a session with players. With all planned out, GM describes a scene and presents players with avalible options of action. (Describing where they are, what they see, what they can do) After GM's description, players take action and describe what they are doing. Any action that player takes, needs to be clarified and discussed with GM. For example: if player wants to punch an unsuspecting NPC (non-player character) they need to tell that to a GM. Then the GM decides if player can do that and if yes, what exacly they need to do to accomplish that. When players have decided their action, GM describes the result of their move. The result may vary, depending on what exacly happened and how GM wants to continue the scene. It is up to a GM how they will proceed with a scene. They can go off prepared script or they can improvise. Go with the flow! How to play? 7 I III II


Dice system During the game, players will use various dices. Most of the actions that player or creatures take, need an indicator, if said action was succesfull or not. For that, players will use dices to accomplish various actions. In game any dice will be refered as 'd' followed by numer of sides on the dice. (For example: six sided dice will be d6) When a player wants to do an action that affects the other player, sometimes there will be a need for both players to roll d20 to determine if an ability as a success. For example, when a player A wants to punch a player B, and player B wants to dodge this attack, they both have to roll d20 to determine their success. The same rules apply to the GM too. For example, when the GM controls a monster and the monster wants to take an action, GM needs to roll d20 as this monster to determine if an action was a success. When player does an action, the GM describes the effects of it. For example, a player can declare that they try to pickpocket an NPC, and depending on the success of the roll, a GM describes the NPC's reaction to players action. This way, players have great impact on the game and it's surroundings. Sometimes the GM can decide if the players need to roll at all. Maybe an action is very easy or not that important, so the player's character will do that action with ease anyway. It is up to a GM to determine when that's the case. Player abilities and actions In HoS you can use the roleplay aspect to do almost anything, as long as your GM allows it. When the player declares an action they want to do, GM decides if they allow said action to take place. If they do, then both a player and the GM roll a d20. At the end of a roll, GM compares the scores. If the player's score was higher, then the declared action was succesfull. When the GM's score was higher, that action has failed. When both scores are equal, both player and the GM roll again, untill the scores are different. 8


When a player wants to do an action that affects the other player, sometimes there will be a need for both players to roll d20 to determine if an ability as a success. For example, when a player A wants to punch a player B, and player B wants to dodge this attack, they both have to roll d20 to determine their success. The same rules apply to the GM too. For example, when the GM controls a monster and the monster wants to take an action, GM needs to roll d20 as this monster to determine if an action was a success. When player does an action, the GM describes the effects of it. For example, a player can declare that they try to pickpocket an NPC, and depending on the success of the roll, a GM describes the NPC's reaction to players action. This way, players have great impact on the game and it's surroundings. Sometimes the GM can decide if the players need to roll at all. Maybe an action is very easy or not that important, so the player's character will do that action with ease anyway. It is up to a GM to determine when that's the case. 9


Fights in HoS are the main mechanic, but sometimes the players can make their way out of certain situations in peaceful way. If the danger is too big, or the party is not prepared enough for certain fight, players can try and take the chance to flee from the encounter. Encounters and fighting During your travels across the land, you may encounter various characters and creatures. Acording to the GM's script, the players can have an option to interact with some encountered beings, but sometimes they will have to take an action to fight. In HoS, most fights take place in the air. The players will ride on their mounts to the battle against other aerial creatures or riders. Usuall encounter plays out accordingly: GM describes the situation and announces the fight to begin. All of the players and the GM roll d20 for initiative, to determine the turn order for players and the encountered creature or creatures. The fights takes place according to the established initiative order. Players make their moves and then, when they end their turn, the next person in line takes action. When all of the people participating in the fight had their turns, the queue starts again according to the established initiative score. The fight can end in many ways, but when at least one party member's character is concious, the party has won. At the end of the fight players share evenly earned Experience Points (EXP) among themselves. Various creatures have different experience points that are established in their infofmation sheets. I II III IV 10


CHAPTER II CHARACTER CREATION


During the years after The Great Rupture, humans learned to tame the new wild powers that came after the apocalypse of the Old World. Various creatures that once were a threat to humanity, now became new loyal companions. Humans have learned to respect the powers that allowed them to rebuild society and now they live in a world, where man and a dragon can live beside each other. Here, dragons are nothing out of the ordinary and almost everyone had a contact with one, one way or another. Some keep them as means of transportation, others as a dear pets and members of their family. Some dragons are small and mischevious and some are big and fierce. New world is filled with them and you can spot one almost anywhere. But before dragons could live in human society, it was up to the dragon trainers to take care and raise a young reptiles, so they could live peacefully in our homes. It takes a lot of effort and dedication to earn a dragons trust, so it was a serious task. Being a dragon trainer is a noble and well respected profession to this day, since there are still wild dragons and other creatures that can interfere with human lives... 11


In this world, you as a player, take a role of a dragon rider. Your herritage can range from commoner to nobleman, and it is up to you who do you want to play. But as a human, you can have difficulty manuvering in this dangerous world alone. This land is filled with harsh terrain and dangerous creatures, that can easily be your doom if you are not carefull. Because of that, in HoS your true power doesn't come from your status or weapons, but from the relationship with your mount. During your travels, your dragon is your best friend, transport and weapon. As a human character, you act as a trainer. Despite the fact that you yourself don't have any special abilities, you are able to train and create a bond with your own dragon, leveling up and gaining new experience together. Your human self Items You can achieve this goal easier with various tools and items, that will boost your different abilities. Some items will help you train your mount, while others will help you defend yourself. Items are great mean to help you in various situations, and are great way to give more possibilities to your human character. All items have their various uses and descriptions so watch out for any good loot, your GM might throw in your hands. You can get items through trading with merchats or finding them yourself in the world. It is up to GM what your next tresure will be. 12


Player statistics Your human character doesn't have many statistics. Your main and most valuable ability is the possibility to tame wild dragons. During your travels, your main focus is to train your mount and grow along side it. Health When you are playing your human character, you need to remember your one and main statistic- your health. While items and your dragon can protect you to some degree, you need to remember that you are still a mortal character and you are able to succumb to excesive damage. Every human character has a base health equal to 20. When that value drops to 0, your character dies. There are certain items that prevent a character from dying when they reach a 0 points of health. Resistance Other statistic that implies to human character is resistance. Resistance is important statistic that represents the value of a character's armor. The higher the resistance, the less damage your character will take from incoming blows. Resistance is a statistic that has no base value in humans and it can be only gained through the use of items. Dragon statistics When you gain a new companion in a form of a dragon, you need to remember it's strengths and weaknesses. Not all dragons are the same and they divide themselves into different races, classes and categories. While all draconian creatures in HoS are different and diverse, all of them share the same statictics, that you will use mostly during encounters and combat. Vigor This statistic represents the ammount of hit points that a dragon has. When you gain experince with your dragon, it's Vigor grows with each level, according to the level chart. 13


Stamina This stat is equal to the ammonut of fields that player can move in their turn on a map, during the encounter. Stamina is also allowing player to use abilities. Agility This stat is used to do attacking and defensive throws. If a player declares an attack, they and an enemy need to roll for Agility check. Players will roll d20 and then, they will add the score to their Agility statistic. Higher score wins, resulting either in a hit or miss. If attacking player has higher Agility score, the attack was succesfull and player can now throw for damage. If the defending person had higher score, they have dodged an attack. Resistance This stat is an ammount of armor a dragon has. During a hit, a defending person can roll for Resistance check against the damage dealt. A defending player rolls a d6, adding the score to their Resistance statistic. If the Resistance check is higher than damage score, a defending player can substract the recieved damage from the Resistance check. The resulting score is the ammount of an absorbed damage. For example: 23 Resistance - 20 DMG = 3 20 DMG - 3 = 17 DMG Additional armor items can be purchased and put on a mount to make it's Resisntace higher, but it can have some flaws. For example, Iron Dragon Armor gives your mount +5 Resistance Points but also take -3 to it's AGILITY. Armor also has it's durability and over time it can simply break. 14


Dragon classes Dragons in HoS are diverse and have different livestyles. Some are nimble and swift, others are mighty and burly. When you choose a dragon for it to be your mount and companion, take a special interest in the dragon's special abilities and characteristics. Dragons divide themselves into three classes: Behemoth, Raptor and Stoker. Behemoth Behemoths are a heavy class dragons, known for their burly posture and excellent resistance. Scales of those dragons are often used for creating strong armors and structural reinforcement. Behemoths are not the fastest type of mounts but they make up for it with their exeptional strength and endurance, managing to take great ammounts of damage and stress to their bodies. Raptor Dragons from the Raptor Class are incredibly fast animals. Their attacks show the results before the prey has the time to notice the occuring ambush. Their behavior is very similar to attacking birds of prey, falling from the sky on the unsuspecting victims, and killing them in one swift move. Those dragons are excellent hunters and war mounts. 15


Stoker Dragons from the Stoker Class are excellent mounts for long distances. Despite their fragile posture, those dragons are characterised by their incredible aim and elemental power. Because of their upredictable nature it can be quite challenging to manage those creatures, but with the right training, those animals are able to deliver powerfull shots without a need for them to get close to their target. Every dragon has a different character and abilities. When you encounter a wild dragon, usually you can see from it's build alone, to which class it can be assigned. Despite each class having their strengths and weaknesses, every single dragon can be powerfull ally or dangerous foe. This is when your greatest ability as a dragon trainer comes handy. Taming In world of HoS, almost anyone has a dragon pet. These creatures are a great allies, coming handy in helping with transportation, hard work or just being a delightful chaotic company. You as a player, have an ability to tame wild dragons you may see. While sometimes, it can be a bit difficult to handle an encounter with a wild dragon, you always need to remember that the risk is worth it, when it comes to befriending those beautifull creatures. As a young rider you must build a trust with your mount and train it for being your close companion. Every dragon has its own Ferality statistic. The higher the level of a dragon, the higher is its Ferality stat, making it harder to tame. 16


While approaching a wild beast, player has three chances to succeed in Taming throw, rolling 3d6 against dragon's Ferality stat. If player's added up score is higher, the taming is succesfull. If taming throw fails, player can roll again, but each time against higher Ferality score. With each unsuccescull attempt of taming, Ferality score increases with the lowest rolled dice score. For example, if a player rolled 4, 2 and 5, then Ferality score of a dragon increases by 2. Somtimes, a Ferality score of a dragon can be too high for a player to even attempt to roll for taming. In those cases a player can lower Ferality score using various ingame items and knowledge surrounding a specific race of a dragon. Perhaphs, sometimes a matter of succesfull taming its just a tasty snack for our scaled friend. 17


Level Ammount of slots 1 2 2 3 6 4 10 5 Dragon leveling When you find your new draconic friend, you will have an ability to gain experience and level together. As a dragon trainer, you need to know about your mount's strenghts and weaknesses, as well as it's abilities. Every dragon has it's own unique perks and talents. Depending on what class your dragon has, it's way of fighting will be different. Each dragon starts at level 1. With it, it has two basic slots for abilities and unique passive that coresponds with the dragon's race. Passive is an ability that remains constant with dragon's development, not changing with new levels. Dragon abilities With each level up, a player's mount unlocks new abilities to choose from and an ammount of points corresponding to mount level, used to level up their base stats. A dragon has certain ammount of skill slots, which they can use to establish their current abilities. Every dragon begins their adventure with only two skill slots, but that ammount increases with experience and gained levels. With further development, player can match and arrange their mounts abilities however they like, under the condition of free skill slots. With each new level, player can swap their mount's whole skills set for new ones if they like it. Each dragon has it's own table of abilities that are listed under their stats sheet. 18


Level Exp Statistic Points Skills 1 _ 10 base stat points 2 base abilities 2 200 +5 stat points +1 3 500 +5 stat points +1 4 650 +5 stat points +1 5 1000 +7 stat points +1 6 1400 +7 stat points +1 7 2000 +7 stat points +2 8 2700 +9 stat points +2 9 4000 +9 stat points +2 1o 7500 +10 stat points +3 Experience Points A dragon levels up through the gain of experience. With each enemy killed or task performed, a rider and their mount gain experience points (EXP). After a certain ammount of EXP, player can level up their dragon, gaining new abilities and points, which they can use for increasing dragon's stats. The ammount of experience points that is required to level up. After level up, experience points are reseting back to 0. 19


CHAPTER III BATTLE SYSTEM


During your travels across the world of HoS, conflict sometimes can be unavoidable. When you start an encounter with someone or something, usually your battles will go a certain way. As written in Encounters and Fighting (page x), an encounter begins with GM describing a scene. After that players roll for Initiative. Initiative is an indicator of a queue in a fight. All the participants of the fight roll d20 to establish a turn order. The person with highest score begins, and the lower scores follow in order, from the highest to lowest. When two people have the same score, they roll again until the scores are different. Sometimes a player or a creature can have certain bonuses or items that change the order of initiative in their favor.


CHAPTER IV DRAGON CHARACTER SHEETS


Bear-clawed Thornback Ursisentis Draconis Bear-clawed Thornback is a large and burly dragon of Behemoth class. This enormous reptile is known for it's thick hide and sturdy scales, which are able to withstand massive ammounts of physical damage and elemental stress. Despite it's imposing appearance, Thornbacks are usually gentle giants that are known for their great strength and patience. These creatures are not easy to startle and are great draft animals that are usually found in field works and caravans. These dragons are omnivores that are known of their love for sweet treats.


Vigor Stamina Agility Resistance 10 5 5 15 Thornback's base statistics Thornback's statistic focus mainly on it's resistances. As a Behemoth class dragon, this animal shows it's talents in close encounters and melee combat. Starting at the level 1, you have 2 free skill slots and 10 statistic points to distribute. Passive Thornbacks take their name from a peculiar ability they possess. When threathened, they raise their sharp scales along their backs, making incoming attacks for potential opponent difficult and sometimes outright dangerous. Thorn spines When Thornback's VIGOR falls below 50% (rounding the score up), they deflect certain ammount of incoming damage back into the attacking opponent. When the attacker throws multiple dices for indicating damage, Thornback can deflect the lowest thrown dice score into the attacking enemy as a piercing damage, ignoring the Resistance statistic. When attacker uses one dice for damage score, Thornback rolls a d6, indicating the ammount of damage deflected. Abilities Level 1 abilities Crushing Bite Cost: 3 Stamina Range: 2 Units Thornback clamps its jaws onto an enemy, dealing 2k6 points of damage.


Level 3 ability Defensive stance Cost: 4 Stamina Thornback readies itself for an incoming attack. In the next turn, Thornback gains +2 to its next AGAILITY check. Roar of an alpha Cost: 4 Stamina Range: 5 Units Thornback chooses one enemy in range of 5 units. Thornback challanges its opponent with a roar, making the said enemy focus its next attack on Thornback. Iron Hide Cost: 6 Stamina Thornback senses icoming blow and tenses its body. In the next turn, it gains +5 to its RESISTANCE. Iron Hide Cost: 6 Stamina Thornback senses icoming blow and tenses its body. In the next turn, it gains +5 to its RESISTANCE. Level 2 ability Level 4 ability


Crested Harpion Cristatus Harpagonis Crested Harpion is a dragon from the Stoker class. Despite their cuddly appearance and smaller size, Harpions are truly chaotic and mischevious beasts. They take a great liking in everything that is shiny or colorfull. Harpions are known for their great and destructive elemental powers. They are an embodiment of living lighters, that can easily burn anything wooden in their presence. They are usually not scared of humans, and their demeanor is full of curiosity, but that shouldn't lower one's caution. They are great flyers that can stay in active flight for quite a long time.


Vigor Stamina Agility Resistance 5 15 10 5 Harpion's base statistics One Harpion can stay in the air and spew fire for long time withouot getting tired. These dragons are excellent in distance combat, having an ability to attack an enemy, without getting closer. Starting at the level 1, you have 2 free skill slots and 10 statistic points to distribute. Passive Crested Harpions are known for their great energy levels and immense elemental powers. Their keen eyes allow these dragons for great aim and ability to launch a powerful elemental attack that can pierce through armor. Piercing bolt The further the Harpion is shooting, the greater the damage becomes, but its aim may worsen. When Harpion is positioned at least 10 units away from an enemy, its has -3 to the AGILITY test score, but it can launch a projectile that deals additional 1d6 piercing damage, and ignores the enemies Resistance statistic. Abilities Level 1 abilities Thorn spines When Thornback's Vigor falls below 50% (rounding the score up), they deflect certain ammount of incoming damage back into the attacking opponent.


Thorn spines When Thornback's Vigor falls below 50% (rounding the score up), they deflect certain ammount of incoming damage back into the attacking opponent. When the attacker throws multiple dices for indicating damage, Thornback can reflect the lowest thrown dice score into the attacking enemy as a piercing damage, ignoring the Resistance statistic. Level 2 ability Thorn spines When Thornback's Vigor falls below 50% (rounding the score up), they deflect certain ammount of incoming damage back into the attacking opponent. When the attacker throws multiple dices for indicating damage, Thornback can reflect the lowest thrown dice score into the attacking enemy as a piercing damage, ignoring the Resistance statistic. Level 3 ability Thorn spines When Thornback's Vigor falls below 50% (rounding the score up), they deflect certain ammount of incoming damage back into the attacking opponent. Level 4 ability Thorn spines When Thornback's Vigor falls below 50% (rounding the score up), they deflect certain ammount of incoming damage back into the attacking opponent.


Green-bellied Fisher Viridipectus Piscator Green-bellied Fisher is truly a sight to see. This strikingly colored predator is a member of a Raptor class, known for its agility and great aerial maneuvers. Its long and narrow wings allow this dragon to gain immense speed while its nosediving into the water for its favourite eels. Fisher's body is covered in small smooth scales, giving it an aerodynamic appearance, that allows it to move swiftly across the sky and below the surface of the water. These dragons are most often seen near the shoreline, perching on marine cliffs or using the warm air currents to glide above the water. Despite their rather weak elemental powers, green-bellied fishers are excellent hunters and should't be underestimated.


Vigor Stamina Agility Resistance 10 5 15 5 Fisher's base statistics Green-bellied Fishers are specialized in short clashes and impactful attacks. As a Raptor, Fisher is known for entering combat with singular strikes and then quickly disengaging. Starting at the level 1, you have 2 free skill slots and 10 statistic points to distribute. Passive Hunter's agility When Fisher lands an attack on an enemy, it can roll a d6. The rolled score is a number of units Fisher can additionaly move, even despite the lack of STAMINA. When Fisher uses “Hunter’s agility”, in its next round it cannot perform any attacking actions. Abilities Level 1 abilities Fisher's are known for their strong hunting instincts. Their speed and agility is unmatched in a combat, but sometimes these dragons can underestimate their own speed. When they land with prey in their claws, they can use the momentum of their dive to fly up again. Ripping claws Cost: 3 Stamina Range: 2 Units Green-bellied Fisher uses its long talons to slice at the target, dealing 1k6 points of damage. If the target was previously injured and missing any hitpoints, this attack deals instead 1k10 points of damage.


Level 2 ability Level 3 ability Level 4 ability Eyes of a hawk Cost: None Green-bellied Fisher locks its eyes onto a singular target. In the next round during an attack, Fisher gains +3 to AGILITY score against the locked target. Eyes of a hawk Cost: None Green-bellied Fisher locks its eyes onto a singular target. In the next round during an attack, Fisher gains +3 to AGILITY score against the locked target. Eyes of a hawk Cost: None Green-bellied Fisher locks its eyes onto a singular target. In the next round during an attack, Fisher gains +3 to AGILITY score against the locked target. Death from above Cost: 12 Stamina Range: Green-bellied Fisher locks its eyes onto a singular target. In the next round during an attack, Fisher gains +3 to AGILITY score against the locked target.


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