XaiJu
Freyja Chronicles
Freyja Chronicles

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Doods&Dices&Freyja 1º Edition Rulebook!

Introduction.


The game is played in a similar manner to any Role Playing Game, you can interpret your Dood (or Doodette) to dewlve through dungeons, bond with locals or fight in epic wars against evil.

Of course, ALL actions have consequences in the world, depending on how your Dood behave and your achievements your reputation will preceed you and some NPCs may be more willing (or not) to talk to you or help you out.

NPCs can be Friendly, Neutral or Hostile towards the Doods/Doodettes but this information would not be available to you unless, of course, you find the Magical Item "Moodlet Glasses" lying around somewhere!


Status Explanation.

The Status are:

HP / Stamina

Strength - For Bulky Doods

Dexterity - For Doods with great reflexes

Agitility - For Doods quick on their feet

Inteligence - For Doods who loves Explosions

Faith - For Holy and Support Doods

Luck - For Doods who Find Stuff on the Ground Easily


HP and Stamina are somewhat special Status because they SHARE the same AMOUNT/BAR.

You need to spend Stamina to perform Battle Actions, such as attacking, casting a spell and dodging. At the same time, Enemies who successfully hit you will do Damage to your HP. So you will need to think carefully about how much Stamina you will Spend to attack because Enemie's turn will soon follow and it may be risky if you only have a few HP/Stamina Points left, at the same time, your Dood Regenerate a few Stamina Points per Battle Round.

IF your HP/STAMINA is Completly USED your Dood will enter Dying State and they will need the Help of their teammates to get back up on their feet! If they were alone or their friends could not reach out to them in time, it will be the end of the line for your Dood... Sadly, they Died

The Amount of HP/Stamina your Dood have will improve Automatically WITH LEVELING UP. All Other Status must be developed by Spending XP Points on them so they can grow. A Status can reach a Maximum of 20 Points

The Luck Status is exactly as described, it will not affect you equipment but it will silightly raise your chance of finding items and money!

EXCEPT for HP / Stamina and Luck, the Status of your Dood only implies on the KIND OF EQUIPMENT they can use/wear! So for your Dood to wield that POWERFUL METEOR MAGIC they will need a lot of Inteligence and if you want your Dood to be a HOLY SEER they will certainly be in the line for Faith Points!

Each Piece of Equipment will have it's Status Requirement that is how much your Dood must have developed that Status to be able to use it.



Doods Creation.

At the Start of the Dood/Doodette Creation ALL are lvl 1 and you need to choose a Base Class for them, the Base Class can be interpreted as the Natural Status of your Dood, but you are free to develop your Dood/Doodette in any way or proficiency you want! So, even if you choose a  Fighter Base Class, you can lean your Dood toward Magic as they level up, it's your Choice!

The Base Classes and their Starting Statuses are:

Front-Line Dood

STR - 3

DEX -  2

AGI - 1

INT - 1

FAITH - 1 

LUCK - 2


Sly Dood

STR - 1

DEX - 2

AGI - 3

INT - 1

FAITH - 1 

LUCK - 2


Wise Dood

STR - 1

DEX - 2

AGI - 1

INT - 3

FAITH - 2

LUCK - 1 


Cleric Dood

STR - 2

DEX -  2

AGI - 1

INT - 1

FAITH - 3

LUCK - 1


Naked Dood

STR - 1

DEX - 1

AGI - 1

INT - 1

FAITH - 1

LUCK - 5


All Doods will start with a Neutral Allignment! As Such:

Evil -------------- Neutral -------------- Good

Depending on your Dood's Actions their Allignment will develop further towards a certain direction (If your Dood does a Good Action, it will grow on the Good Allignment, for example) and the World of Doods&Dices&Freyja will react about your Dood depending on it! So if your Dood is too Evil, common people will fear them, some will try to kill them, or if they are Good, people will look for them for advise/help.


The Next IMPORTANT Feature to Choose when Creating your Dood is Unique Features! 

Unique Features can be Advantageous Trait your Dood has or Drawbacks! Why would you choose a Drawback for your Dood? Well, if you need more reason than simply "because it's fun" it's because EACH Unique Feature has a COST, Advantages have Negative Cost, which means you need to Spend you Points to get them but Drawbacks have Positive cost! So whenever you get a Drawback for your Dood you will receive more points to spend on that awesome trait you want!

Bear in mind that, some Unique Features, such as Occult Power or Telepathy will be affected by the Roll of the Dice! 

All Doods/Doodettes start with 2 Slots for Unique Features and 1 Point!

Each 5 levels you get 1 Unique Feature Point!

Each 10 levels you get 1 Unique Feature Slot!


For the Doods&Dices&Freyja First Edition, the Maximum Dood Level is 20


List of Unique Features:

For this list, you will have Feature NAME [COST] - DESCRIPTION

I) Advantages:

- Opportunism [-2] - You can Recognize good opportunities to make Money (Not Always legaly)

- Cheerleading Fans [-1]  - You have Fans! They inspire your fights and cheer for your success. Sometimes having a Fan Club may be a bother, following you everywhere, impeding you from acting stealthly.

- Telepathy [-2] - This Advantage ONLY work with the LIVING and with Someone you can SEE, with it  you can try to:

Read a person's thought to obtain information

Reveal Pockets - You can find out which valuables a person/creature   is carrying

- Sharpened Senses [-2] - You have ONE Sense that is keener than other Doods, choose ONE:

Sharp Hearing - You can hear distant or low sounds

Sharp Smelling - You can sniff stuff as good as a dog

Sharp Eyesight - You can see further away and have a good night  vision

- Regeneration [-3] - You are Hard to Kill! Your body regenerates faster than usual, healing 1 HP every two Battle Rounds

- Occult Power [-1] - You are Stronger than you look. In some Emergency or Harsh Combat Situation you can try to manifest your superior strength.

- Mentor [-1] - You are still in touch with the person who taught you EVERYTHING you know and even if they are distant or dead, on difficult times you can either remember some of their important teaching or receive a telepathic message with their wise advise

- Elastic Members [-1] - Your Arms, Legs or Tentacles an streach farther than usual, allowing you to have more reach when making an unarmed strike.

- Invulnerability [-3] - You are pratically imune from certain types of debuffs, choose ONE:

Poison, Paralize, Sleep, Silence, Confusion

- Know your Enemy [-2] - You are specially trained to fight a certain type of creature, choose a Creature type

- Genius [-1] - Well, you are a genius! You Logic is in another level and you can easily use machinery, you will probably be the puzzle guy of the group too.

- Good Reputation [-1] - You are respected among other adventurers and some of the common people, maybe because of your Family Legacy or you fight really well. It may be harder for you to go by unnoticed but everyone likes a little bit of praise right?

- Baby Face [-1] - For some reason you don't look too dangerous, maybe you are little or cute. You can pass by protected areas without raising suspicion but you can never fool the same people twice.

- Acceleration [-1] - You can run faster than usual! Great skill to have if you pretend to flee at light speed or simply like to have an upper hand at chasing people.


II) Drawbacks:


- Allergy [+1] - Contact with the object of your Allergy causes you pain, you take 1 HP Damage when it happens

- Haunted [+3] - There is a Spirit, Ghost or something of the sorts tormenting your Dood 24h/7 , Adiving, annoying, sreaming at you 

- Honor Code [+2] - Your Dood follow a strict code that prevents or obliges them to act. Choose one:

Hunter Code: Never kill, nor Capture nor Battle, pups and pregnant females of any specie. Never leave behind a hunted prey. ALWAYS choose as an opponent the most dangerous creature around.

Defeat Code: Never allow yourself to lose an 1 on 1 honorable batter or be captured by the enemy, if it happens you HAVE to take up you own life.

Pacifism Code: You can only fight using your own fists, on self-defense and will never kill another creature.

Hero Code: Always keep your promises and protect any person or creature weaker than you, never let down a request for help.

Honesty Code: Never steal, cheat, lie and never allow your comrades to do that either.

- Big Bones [+1] - You are heavy and big, you can't fit into small spaces and need to watch out for crumbling floors.

- Destined Foe [+2] - Your Dood have an enemy who is always trying to defeat or kill him. This enemy is an NPC controlled by Freyja and you never know when they will appear.

- Insane [+3] - Your Dood is crazy and very few people believe them. Choose one:

Kleptomaniac: You need to snatch something that isn't yours every now and then.

Cowardice: You never starts a combat and when you have to fight it's aways from a safe distance. You prioritize actions that let you flee, dodge or defend.

Compulsive: There is something you constantly need to do, if you can't do it for a long period of time you have to be successful in a save throw or else you will stop everything you are doing at the moment to do your compulsive behaviour.

Liar: Your Dood never say the truth about something, even when they want to.

- Clumsy [+1] - Your Dood makes everything seems way more complicated than it is, they can't do much by themselves and are often terrible with directions and maps.


Playing the Game:

Everyone from Patreon Tier 3 and onward will be able to Participate in this RPG! At the start of each Adventure Freyja will describe what is happening and where you are so each Dood/Doodette will have the opportunity to reply to her with their own story-telling, but no longer than 2 Paragrafs.

As stated before, your actions may affect many things in the Scenario including the other actions your Adventuring Friends want to take! For example, if everyone is in a tavern and one from the Player's group start a fight, maybe some more peaceful NPCs who were friendly at first will not want to interact with the group anymore because they now believe you are all a thugs.


Combat System:

The Doods can state when they wish to engage an enemy for the battle to start or, it will start from the consequence of a surprise attack/ambush.Either way, for the Doods, each piece of equipment will have it's own parameters, their Attack and Defense value for example. For the Enemies, their Attack and Defense values will be estipulated by Freyja.

In the Doods turn they can do certain actions by spending their Stamina. The Actions to be used on the Doods turn are simple:

Movement - The First Move the Dood make, to better position themselves against the closest foe DO NOT COST ANY STAMINA! But, for all other Movement the Dood wants to make it will cost 1 Stamina Point.

Attack - Each Weapon will bring their own Damage Value and the Stamina Cost for it. When a Dood declares an attack the damage they will inflict will be Weapon's Attack deducted by the Enemy defense.

If a Dood has a weapon on each hand, they can perfom one Attack with each Weapon but they need to watch out for the Stamina Cost! Because after their turn end the Enemy will make their move!

On the Enemy Turn they can choose their target based on Dice Roll and their Attack can either be Defended or Dodged! When a Dood wants to Defend, they simply sum up their Defense from Equipment and the Enemy Damage will be subtracted from it. For Dodging, each Enemy Attack will have a value you MUST pay in Stamina Cost and when a Dood wants to Dodge they must pay that cost as they declare it, then we Roll a Die, if the Dood PASS the test they avoid All Damage! If not, tho, they take full Damage disregarding their Defense.

Every Dood Turn they will heal 2 Points of Stamina, always! So even if you made a risky bet, you can wait it out some turn or another to get your Stamina back.


This is it for Doods&Dices&Freyja 1º Edition Rulebook!

This system was thought to be easy to understand and play, of course, we are ALWAYS open to suggestions and love to hear your great ideas! So feel free to share with us if you want =D 

Have any questions? Don't be shy! Everyone is learning! Ask us and we shall answer *0*




Comments

Those are great question Xeliph =D Answer 1 - When a Dood dies, it dies for good. Answer 2 - All Base Classes Start with 10 HP/Stamina. It's the same amount for both stats because they are actually spent together. Answer 3 - Yes! As stated in the Rulebook, when a Dood reach LVL 10 they get 1 more Slot and yet another one when they reach LVL 20 Answer 4 - You can only register 1 at a time as you can only RP with one at a time, but it doesn't prevent you from creating more than one Dood to have up your sleeve in case your first option kick the bucket XD I am really glad you like the idea! If you have any other questions let us now =D

Asy

A few questions! :D 1. What are the death rules? If an OC dies, is that permadeath? Do they respawn later, or can they not be used again ever? 2. HP values! I might take regeneration... but I'm not sure how much 1 HP is! Is that a lot, a little? How much HP would a front-line dood have at level 1? and how much stamina? 3. About Unique Features! Will there be opportunities to gain more than two slots? 4. Finally! How many characters are we allowed to register for D&D&F? (I assume we can only RP as one at a time and thats ok!) Thank you for any clarification ^^. This already seems so awesome and fun!

Xeliph


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