Planet Fantasy

By Snorb
Made with "The Black Hack: First Edition" by David Black

use pre-fab Table of Contents tool and fix some of the odd indenting it does later ;_;

readme.txt


This is a work in progress hack. Some things may be updated, added to, changed, rearranged, or removed between today (February 24, 2019) and the final copy.

Right under this is a section of stuff that still needs doing before this is in any kind of shape I'd consider "final." Or "complete."

So, as always, read, enjoy, and chat me on The Black Hack MeWe group page or at r/theblackhack! Feedback and comments are, as always, welcome and encouraged!


Science: Finish the science stuff in that section. Add list of recipes to the Scientist class.

Mystic powers need writeups.

Import Shared Experiences and Carousing table from TBH2e.

Bestiary needs completing.

Add rules for Pertorian skyships!

The Core Mechanic


Whenever your character wants to do anything that has a chance of failure, that requires you to make an ability check. To make an ability check, roll 1d20; if your roll is less than the appropriate ability score, you succeed on the check. If you have training in the task you're trying to accomplish, you have advantage on the ability check.

Regardless of your ability score, a natural 1 is always a success and a natural 20 is always a failure.

Creating Characters


Each character in the world of Planet Fantasy has five ability scores: Cunning, Finesse, Might, Presence, and Reason. In order to generate ability scores, roll 3d6 starting with Cunning and work your way down the list. If one of your rolls gives you a result of 15 or higher, your next ability score is only 2d6 + 2 instead. Continue rolling 3d6 until you have all five stats or you get another 15+. Once you have all five ability scores, you can swap two of them.

Cunning is your character's insight and perception, as well as their ability to think on their feet.

Finesse is your character's agility. Having a high Finesse score means you're better at dodging attacks, better with ranged weapons, and tend to go first in combat.

Might is how strong and tough your character is physically. A high Might score helps make melee attacks easier, and allows you to carry more in your backpack.

Presence is your character's personal charisma and willpower. Characters with a high Presence attract more followers than those with lower Presence, and find it easier to resist mind-controlling effects.

Reason measures how smart and well-educated your character is.


It's Not the End of the World

Just because you rolled a low ability score or two doesn't mean your character's unplayable. Every time you gain a level, you have a chance to increase each of your ability scores.


The Next Steps

Once your character's ability scores are generated, there's a few more decisions ahead of you before you can start playing.

  • Choose a race. Your character can be a human, Pertorian, quai, samsar, shou, or sylvoi.
  • Choose a class. Your character can be an assassin, berserker, gladiator, mystic, scientist, or warlord.
  • Buy equipment. Your character starts with 3d6 x 10 electrum coins, called tals, to spend on equipment.
  • Create goals and ties. Each character should have a tie with at least one other character.

Races


Pertor and its neighboring planets are home to many different forms of life, in varying degrees of civilization.

  • Humans are the most numerous and widespread race in the system. They are native to Earth.

  • Pertorians are the copper-toned humanoid race native to the planet Pertor.

  • Quai are humanoids with hare-like ears, slightly taller than humans. They're known to be extraordinarily lucky.

  • Samsars are a humanoid race with blue hair, blue eyes, and slightly blue skin.

  • Shou are green-skinned humanoids with massive tempers and six limbs-- two arms, two legs, and two quasi-vestigal intermediate limbs.

  • Sylvoi are a race of winged humanoids, agile but frail.

Humans

words about humans here ;_;

Stats: Humans do not have any adjustments to their stats.

Skills: Humans are practiced in four skills of their choice.

Pertorian

words about the copper Pertorians here ;_;

Stats: +1 Cunning and Presence, -1 Finesse

Skills: All Pertorians are practiced in Lore (Pertorian) and Survival. Male Pertorians are practiced in Tactics, while female Pertorians are practiced in Performance (Dance).

Determination: Up to three times per session, a Pertorian may reroll a failed ability check or saving throw. The new result is final.

Quai

words about the quai here ;_;

Stats: +1 Finesse and Reason, -1 Presence

Skills: Quai are practiced in Alchemy, Lore (Quai), and either Acrobatics or Lore (Academic).

Extraordinary Luck: Up to three times per session, a quai can roll an additional d20 when making an attack roll, saving throw, or ability check, and choose whichever d20 result they wish.

Samsar

words about the blue exar here ;_;

Stats: +1 Reason and Presence, -1 Might

Skills: Samsars are practiced in Lore (Samsar), Persuasion, and either Bullshit! or Lore (Mystic).

Collected Wisdom: Up to three times per session, a samsar can use Reason in place of any other attribute when making a task roll. (The player has to justify why they're using Reason.)


Shou

words about the green shou here ;_;

Stats: +1 Might and Presence, -1 Reason

Skills: Shou are practiced in Athletics, Intimidation, and Lore (Shou).

Intermediate Limbs: Shou have two primary arms, used to wield weapons, and two intermediate limbs, used for less delicate tasks. These limbs can hold one extra item per limb, and a shou can switch which items are held in which hand at any time.

Shou Toughness: Shou have an additional HP per level.

Sylvoi

words about the gray sylvoi here ;_;

Stats: +1 Finesse and Cunning, -1 Might

Skills: Sylvoi are practiced in Acrobatics, Lore (Sylvoi), and Sky-Sailing.

Flight: Sylvoi can fly. They can't fly in armor heavier than a battle harness or metal bikini.

Classes

Assassin


Starting HP: 1d6 + 4


HP per Level/Rest: 1d6


Weapon Damage: d6 (d4 for Improvised/Unarmed)

Alternate Identity

No true assassin would dare operate under their actual name; instead, she works under an assumed identity during their "night job." This alternate identity can be assumed with a successful Presence check; any attempts to connect your true identity to your alternate identity are at disadvantage. Even then, any checks made to gather information on your alter ego will not reveal your true identity, and vice versa, unless there is irrefutable proof that you and your alternate identity are the same person.

Contacts

Assassins have the support of certain persons who can help them out in rough times. Once per day, you can call upon your contacts by making a Presence check. On a successful check, you can get one of the following:

  • 4d6 tals (don't ask where your contact got the money)
  • Information about a person, place, or object
  • Personal assistance; this can be anything from distracting guards to helping you fight in a combat

Your contacts have a d6 Use Die; calling in a favor from them requires you to roll the Use Die, whether or not you succeed. If the Use Die decreases past d4, you can't reach your contacts. Your contacts' Use Die increases one step (to a maximum of d12) when you gain a level, or when you spend 1d6 x 10 tals on them.

Sneak Attack

Assassins can sneak up behind an opponent and strike when he least expects it. When you sneak attack an opponent, you deal an additional 1d6 + level damage. A Finesse check may be required to sneak up to an opponent.

Skill Training

Assassins are practiced in Acrobatics, Stealth, and Thievery.

Leveling Up

When rolling to increase your stats, roll twice for Cunning and Finesse.

Berserker

Starting HP: 1d12 + 4


HP per Level/Rest: 1d12


Weapon Damage: d8 (d6 for Improvised/Unarmed), see below

Rage

A berserker can unleash his inner primal fury and go berserk. While berserk, you have advantage on melee attack rolls and Might saving throws, but you have disadvantage on defense rolls. While you are berserk, you deal d12 damage with melee weapons and thrown weapons.

To enter rage, the berserker simply declares "I go berserk" on his turn (this is not an action.) At the end of each of his turns, he rolls a Rage Die (a d6.) If he rolls a 1 or 2, the Rage Die decreases one size as if it were a Use Die. If the Rage Die is dropped below a d4, the berserker can't rage.

The Rage Die returns to its normal size with a night's rest.


Calming Down

You remain in your berserker rage until one of the following happens:

  • You succumb to an effect that calms you down.
  • You are dropped Out of Action.
  • You succeed on a Reason roll made at the end of your turn. (Don't forget to roll your Rage Die, too.)
  • Your Rage Die is reduced below d4.

When you drop out of rage, you have disadvantage on attack and defense rolls for the remainder of the fight.

At third, sixth, and ninth levels, your Rage Die increases one die step (to a d8 at third level, a d10 at sixth level, and a d12 at ninth level.)

Blood Rage

While a berserker has less than half his total hit points (rounded down), he deals an additional d6 damage while raging.

Undefeatable

When a berserker is reduced to 0 hit points, he isn't automatically knocked Out of Action. Instead, he must make a Might check at the start of each of his turns. If he succeeds, he remains standing at 1 hit point and can take his turn as normal.

If the check fails, he loses consciousness and is Out of Action as normal.

Skill Training

Berserkers are practiced in Animal Ken, Lore (Natural), and Survival.


Leveling Up

When rolling to increase your stats, roll twice for Might and Presence.

Gladiator

Starting HP: 1d8 + 4


HP per Level/Rest: 1d8


Weapon Damage: d8 (d6 for Improvised/Unarmed)

Minimal Armor

Gladiators have an additional Armor Point while wearing a battle harness or metal bikini. This bonus increases to 2 Armor Points at 4th level and 3 Armor Points at 7th level. This bonus only applies if you're wearing a battle harness or metal bikini-- better armor does not grant this bonus.


How Minimal is "Minimal?"

You can wear a battle harness with arm and leg bracers and still get the benefit of this talent.

Stance

Gladiators may not have the versatility of a warlord, but they still know a few tricks. At the start of a combat round, the gladiator can choose a fighting stance.

  • Aggressive Stance: Disadvantage on defense rolls, advantage on attack rolls.
  • Defensive Stance: Disadvantage on attack rolls, advantage on defense rolls.
  • Neutral Stance: Fight as normal.

Weapon Training

Choose one kind of weapon at first level (such as swords, irradium rifles, or unarmed attacks.) You gain a -1 bonus on attack rolls and a +1 bonus on damage rolls made with that kind of weapon. You get additional specialization choices at 3rd, 6th, and 9th levels-- you can either choose a new weapon to give the same bonuses to, or pick a weapon you're already specialized in to increase the bonuses.


Training Only Goes So Far

You can choose the same weapon up to three times, for a total bonus of -3 to hit/+3 damage.

Skill Training

Gladiators are practiced in Athletics, Intimidation, and Tactics.

Leveling Up

When rolling to increase your stats, roll twice for Cunning and Might.

Mystic

Starting HP: 1d4 + 4


HP per Level/Rest: 1d4


Weapon Damage: d4 (1 for Improvised/Unarmed)

Technicks

Mystics are the only class in Planet Fantasy capable of manifesting mental powers, referred to on Pertor as "technicks."

You know three technicks of your choice, as detailed in the Technicks section. When you gain a level, you learn one new technick.

Though a mystic has many technicks available to her, she can only focus so much in one day. Whenever the mystic uses one of her technicks, successfully or not, roll a d4. If it comes up 1 or 2, that power slot is expended. (You regain all of your expended power dice when you rest.)

Other mystics can teach you technicks; this will cost 1000 tals per mystic level and requires a successful Reason check.

Skill Training

Mystics are practiced in Alchemy, Chirurgery, and Lore (Mystic).

Leveling Up

When rolling to increase your stats, roll twice for Cunning and Reason.


The Mystic
Level Technicks Known Power Slots Power Level
1st 3 1 1st
2nd 4 2 1st
3rd 5 2 2nd
4th 6 3 2nd
5th 7 3 3rd
6th 8 3 3rd
7th 9 4 4th
8th 10 4 4th
9th 11 4 5th
10th 12 4 5th

Scientist

Starting HP: 1d8 + 4


HP per Level/Rest: 1d8


Weapon Damage: d6 (d4 for Improvised/Unarmed)

Science!

Most of Pertor's people know how to repair and maintain the tools related to their jobs. Scientists are those who can create interesting things for adventurers, explorers, and those who wander Pertor. Specifically, you can create and repair:

  • Drugs: Powders and liquids that can temporarily aid an adventurer.
  • Resonant Items: Weaponry and armor that's just a touch better than usual.
  • Skyships: Skyfaring vessels from barges to battlers.

Choose three recipes from the Alchemy section; you know how to make these drugs. When you gain a level, you can learn one additional recipe. Other scientists can teach your recipes; this will costs 1000 tals per scientist level and requires a successful Reason check.

Skill Training

Scientists are trained in Crafting and two Lore fields of your choice.

Leveling Up

When rolling to increase your stats, roll twice for Finesse and Reason.

Warlord

Starting HP: 1d10 + 4


HP per Level/Rest: 1d10


Weapon Damage: d8 (d6 for Improvised/Unarmed)

Fighting Style

Warlords are trained in a variety of fighting maneuvers, which they combine to form a unique fighting style. Choose three of the following abilities from the list below to create your style.


Awesomeing Up

Whenever you level up, you can forget one move you know and replace it with a different move. You gain an additional move at 3rd, 5th, 7th, 9th, and 10th level.

Cleave

If you drop an opponent to 0 HP, you can immediately make another attack against another opponent within range. You can use this ability with both melee and ranged weapons.

Deadly Aim

You deliver a powerful shot with a ranged weapon, aimed at your target's vitals. You have disadvantage on the attack roll, but you deal an additional d6 of damage. (You cannot use this ability at Close or Distant range.)

Destruct-O-Spin

Once per battle, you may attack every opponent in Close range with a melee attack. (Make a separate attack roll against each opponent. You cannot use any other warlord abilites with this one.)

Finishing Blow

Reroll any damage dice that come up as a natural 1. The new results are final, even if they're another natural 1.

Glancing Blow

Once per battle, deal damage equal to your level against a target you miss with a melee attack. Your target's Armor applies as normal.

Improved Initiative

You have advantage on all initiative rolls.

Jab

You make a quick thrust to catch an opponent off guard. You have -2 to both the attack roll and the damage roll. (You deal a minimum of 1 damage.)

Power Attack

You deliver a powerful, probably overhand, blow with a melee weapon. You have disadvantage on the attack roll, but you deal an additional d6 of damage.


Second Wind

Once per hour, you can recover 1d8 HP while in combat. This improves to 2d8 at 5th level and 3d8 at 9th level.

Sentinel

If an ally within Close range is successfully attacked, you can choose to take the blow in his place. Your armor applies as normal to the damage.

Shield Slice

If you roll a natural 1 on a melee defense roll, you deal damage to your opponent equal to your level. You must be wielding a shield to use this ability.

Shield Sunder

If you fail a defense roll and would take damage from an attack, you can choose to have the attack sunder your shield. You take no damage, but your shield is completely destroyed. You must be wielding a shield to use this ability.

Snap Shot

You make a quick, unaimed shot with a ranged weapon. You have a -2 to both the attack roll and the damage roll. (You cannot use this ability at Close or Distant range.)

Spray and Slay

You can forgo making an attack roll with a ranged weapon and automatically roll damage. If you do so, roll your ammunition's Use Die immediately instead of at the end of the combat.

Winged Him

Once per battle, deal damage equal to your level against a target you miss with a ranged attack. Your target's Armor applies as normal.


That's Not How That Works

You can't use Deadly Aim, Snap Shot, and Spray and Slay at the same time, nor can you use Jab and Power Attack together. Sheesh.

Skill Training

Warlords are trained in Acrobatics or Athletics (their choice), Intimidation, and Tactics.

Leveling Up

When rolling to increase your stats, roll twice for Might and Finesse.

Skills


Characters are trained in three skills determined by their race (four skills for humans) and in three skills determined by their class. Skills have four levels to them:

  • Inability: You have disadvantage on this skill's ability check. Unless otherwise stated, this is the default ability level for a skill.

  • Practiced: Make an ability check as normal.

  • Trained: You have advantage on this skill's ability check.

  • Specialized: As trained, except that your ability score is considered 2 higher for purposes of succeeding on a skill check. (You still fail on a natural 20.)


Doubling Down on Skills

If your race and your class each practice the same skill, you are trained in that skill.

Starting Skills

Besides the pretermined racial and class skill training you receive, you are practiced in four skills of your choice for free at first level. (You can use these skill picks to become trained in a skill you're practiced in, but you cannot specialize at first level.)

Improving Skills

When you gain a level, you gain two skill ranks. You can spend one rank to become trained in a skill you aren't trained in already, or both ranks to become specialized in a skill you are trained in.

If you have inability with a skill, you can spend one rank to become practiced in it. You cannot increase a skill two ranks in one level.

Acrobatics (Finesse)

This is your character's ability to balance on narrow ledges, wriggle out of ropes or into tight spaces, and dive-roll through small gaps.

Alchemy (Reason)

This is your character's ability to create unusual alchemical concoctions and poisons... assuming you have the recipes, ingredients, and time to do so.

Animal Ken (Presence)

This is your character's ability to handle, raise, and train an animal. Some animals may be too stubborn, stupid, or ferocious to train.


Athletics (Might)

This is your character's ability to climb rock walls, jump a long distance, swim, and hold their breath.

Bullshit! (Presence)

This is your character's ability to flat-out lie to people. This also covers little white lies, lies by omission, and half-truths.

Chirurgery (Cunning)

This skill aids your character in dealing with adventuring-related occupational hazards first aid and minor surgeries, as well as diagnosing and treating various ills and ailments.

Treat Wounds

Resting characters can have their wounds treated by a character with this skill. A successful check restores additional Health equal to the chirurgeon's level.

Crafting (Reason)

This is your character's ability to craft objects from fabric, metal, stone, and jewels. Crafting can also serve as a means of creating art, as well as repairing armor.

Intimidation (Presence)

Your character's ability to coerce others through the threat of violence, strong words, and imposing body language. It may not win friends long-term, but if you're in a hurry, this can get you a friend for a fight.

Lore (Reason)

Lore is comprised of several fields of study, below. Each is a separate skill.

  • Academic: Your character's general basic knowledge.
  • Historical: Your character's understanding of history.
  • Mystic: Your character's knowledge of the mystic arts.
  • Natural: Your character's knowledge of flora and fauna.
  • Pertorian: Knowledge about the planet Pertor and her people.
  • Quai: Knowledge about the quai.
  • Religious: Study of the faith of Aeon the Creator.
  • Samsar: Knowledge about the blue-skinned samsars.
  • Science: General knowledge about the scientific arts.
  • Shou: Knowledge of the green-skinned shou culture.
  • Sylvoi: Knowledge of the gray-winged sylvoi.

Perception (Cunning)

Your character's five senses. Some species are better with certain senses than others; quai are better at hearing than others, while shou have more sensitive noses.

Performance (Presence)

Like Lore, Performance is broken into a group of subskills, each of which are separate skills.

  • Brass: Your character's ability to play brass instruments, such as trumpets.
  • Dance: Your character's ability to perform Pertorian war dances.
  • Oration: Your character's ability to act, recite, or deliver speeches.
  • Percussion: Your character's ability to play drums, gongs, and marimba-like instruments.
  • Singing: How able your character can hit high notes or sing continuously.
  • Stringed: Your character's ability to play harps, lyres, and mandolins.
  • Wind: Your character's ability to play flutes.

Persuasion (Presence)

This is your character's ability to (politely) resolve differences, gather information, negotiate, and get along with others. (This is telling people the truth; the Bullshit! skill is what you need to lie to people.)

Riding (Finesse)

This is your character's ability to ride a suitable animal, whether for entertainment, for war, or for travel. (This is not the same as Animal Ken; that skill is for raising animals.)

Sky-Sailing (Might)

This is your character's ability to pilot skyships, from one-man flyers to large ships of war. (The general use of this skill, flying from one city to another, is tied to Might. If you wish to pilot a skyship between two buildings, that would be a Finesse roll.)

Stealth (Finesse)

This is your ability to hide, move silently, and avoid detection.

Survival (Cunning)

This is your ability to survive outside of Pertor's cities, finding food, water, and shelter in her barren wilds.

Tactics (Cunning)

This is your character's understanding of ground and air-based warfare, tactical theories and practices, and knowledge of their enemies' weaknesses and strengths.

Thievery (Finesse)

This is your ability to pick locks, lift coin from pockets, appraise and fence stolen property, case a location, and identify fellow thieves.

Equipment


Adventurers can't just get by on their good looks and quick wits forever. This chapter talks about the various weapons, armor, tools, and other sundries available to help your character survive their adventures.

Weapons

Weapons are divided into two groups: melee and ranged. Melee weapons usually allow a character to attack an opponent at Close range, while ranged weapons are meant for targets at Nearby or Far Away range. (Ranged attacks at Close or Distant range have disadvantage.)


Weapon Proficiency

Characters who use a weapon they aren't proficient with have disadvantage on the attack roll.

Melee Weapons

Attacks with melee weapons are usually a Might roll.

Great Weapons
  • 50 tals

These weapons include polearms (the glaive is a common polearm on Pertor), two-handed swords, shou axes, and massive clubs. Add +2 to attack and damage rolls made with these weapons due to their bulk. Wielding a great weapon requires both of your hands to use-- you can't use a shield and a great weapon at the same time.

One-Handed Weapons
  • 25 tals

These weapons include one-handed swords, spears, battleaxes, and heavy maces. As the name implies, you only need one hand to wield a one-handed weapon.

Light Weapons
  • 12 tals

These weapons include daggers, whips, and shortspears. You can roll Finesse instead of Might when you make a melee attack with a light weapon; either way, your damage die is reduced one step (a d4 becomes a 1.)


Ranged Weapons

Attacks with ranged weapons are always a Finesse roll. This roll has disadvantage against targets that are Close or Distant.

Bows
  • 50 tals

The traditional weapon of the quai and the sylvoi, bows can easily make attacks against targets that are Nearby or Far Away. Bows require two hands to wield properly.

Crossbows
  • 75 tals

Combining the power of the bow with Pertorian engineering, crossbows can deliver a devastating blow to a Nearby or Far Away target. Add +2 to attack and damage rolls made with a crossbow, just like a great weapon.

Like bows, crossbows require both hands to wield. Reloading a crossbow after firing it requires an action.


What About Spray and Slay?

Warlords who have Spray and Slay can use it with crossbows.

Thrown Weapons
  • 25 tals

Thrown weapons, such as throwing darts and chakrams, are accurate to Nearby range, unlike other ranged weapons. Throwing a weapon at a Close or Far Away target grants disadvantage on the attack roll; targets at Distant range are too far away to attack with a thrown weapon. Thrown weapons have a d6 Use Die.

Irradium Weapons

Like ranged weapons, irradium weapon attacks are always a Finesse roll that has disadvantage against targets at Distant range.

Irradium Pistol
  • 100 tals

Irradium pistols always inflict d8 damage, regardless of your class. Their Ammo Die is a d8. Unlike other ranged weapons, irradium pistols do not grant disadvantage at Close range.

Irradium Rifle
  • 200 tals

Irradium rifles are two-handed weapons that always inflict d12 damage, regardless of your class. Their Ammo Die is a d6.

Armor

Armor saves lives! Every time you take damage, reduce the damage taken by your armor's Armor Points (this can reduce damage to 0.) At the end of the fight, roll your armor's Use Die. If it comes up as a 1 or 2, your armor's AP and Use Die downgrade one step. If your armor's Use Die is a d4 when it downgrades, your armor is destroyed-- remove it from your character sheet.

Armor
Armor Armor Points Use Die Tals
Battle Harness 1 d4 50
Leather Jack 2 d6 100
Brigandine 3 d8 350
Squamata 4 d10 600
Breastplate 5 d12 1000
Arm & Leg Bracers 1 d4 100
Shield +1 when defending d4 50
Battle Harness

The battle harness is the most commonly-seen form of armor on Pertor, consisting of a cross-shaped leather harness worn across the chest. Human, Pertorian, quai, samsar, and sylvoi women prefer to wear metal and jeweled bikinis instead; they function identically to a battle harness.

Leather Jack

Leather jack is essentially a sleeveless leather jacket. For female humans, Pertorians, quai, samsars, and sylvoi, this probably shows off your midriff.

Brigandine

Brigandine is similar to leather jack, with one difference-- the metal strips riveted to the outside of the leather. It is capable of turning back most attacks.

Squamata

A form of armor made of overlapping coin-sized scales, squamata offers excellent torso protection at a reasonable price.

Breastplate

A breastplate with segmented shoulder guards and a manica, this superbly-crafted breastplate can stand up to even an irradium rifle barrage.

Arm and Leg Bracers

Simple bracers and greaves that go with most armor for additional protection; metal bikinis tend to come with elaborately-detailed bracers.

Shield

Shields don't reduce damage; instead, you add +1 to your effective Might or Finesse when you make a defense roll. (If you make a defense roll, roll your shield's Use Die once the fight is over.)



Armor Proficiency

Characters who wear armor they aren't proficient with add the armor's original Armor Points to all Might and Finesse rolls they make.

A shield counts as 1 Armor Point for purposes of your armor penalty.

Repairing Armor

To repair worn armor, roll its original Use Die and multiply the result by 10. This is the price (in tals) a blacksmith will charge you to repair the armor, increasing its Use Die one step and its AP by +1 (to a maximum of its original value.)

Characters trained in armorcrafting can spend half that amount and make a Crafting roll to repair armor themselves; a natural 20 damages the armor as if its Use Die were downgraded one step.

Tools

Tool Tals Use Die Notes
Backpack 5 +2 carry capacity
Glow Oil 2 d6 Powers glowglobes
Tool Set 2 Various professions
Iron Spike 1 ---
Glowglobe 10 Worn on the wrist
Hand Mirror 5 ---
Ration 15 d8 One day's food and water
Fresh Food 5 d4 Roll Use Die for spoilage
50' Rope 1 ---
Small Sack 1 ---
Large Sack 2 ---
Thieves' Tools 25 Use with Thievery skill
Flint and Steel 3 Starts fires
Torches (6) 1 d6 Each torch has a Use Die
Wineskin 1 d6 Holds water or wine
Kohol 1 Might roll to remain sober
Chirurgeon's Kit 10 d8 Use with Chirurgery skill
Arrows/Bolts 10 d10 Bow/crossbow ammo
Irradium Bolts 10 d8 Irradium pistol ammo
Irradium Slugs 10 d6 Irradium rifle ammo

Mystic Technicks


Mystics have the ability to use strange mental gifts, called technicks on Pertor. To manifest a technick, the mystic must make a successful Reason check, adding the technick's level to the result. Whether or not the technick manifests successfully, she must roll a Use Die as directed in her class writeup.

All of a mystic's power slots refresh after eight hours' rest.


Undercasting

Some technicks can be manifested at a lower level than usual. This is called undercasting. When undercasting, you decide which level you manifest the technick at (up to your maximum.)

Adrenaline

Enter a rage

Battle Sense

Charisma

Charm person

Cloud Minds

Invisibility

Dream Travel

Flight

Hypnosis

Suggestion

Illusions

  • Minor: Create small illusory items

  • Moderate: Create illusory person or beast

  • Moderate: Project self

Kasunda

  • Lethal Strikes
  • Iron Body
  • Disarming Block
  • Fighting Style
  • Deflect Missiles
  • Throw

Meditation

Enter trance (must be drip-fed water daily, can go three months without food)

Mercurial Mind

Mind Control

Mind Reading

Answer yes/no questions

Planther Empathy

Speak with planthers

Project Pain

Psychic Surgery


One ally you touch recovers 1d8 HP.


If manifested as a 3rd level power, your ally recovers 2d8+1 HP instead.


If manifested as a 4th level power, your ally recovers 3d8+3 HP instead.


If manifested as a 5th level power, your ally recovers all but 1d4 HP.


Each time you use psychic surgery you take half as much damage as you heal (rounded down.) You may undercast this power.

Pyrokinesis

Seventh Sense

Alchemy


Each of the alchemical creations below require a suitable workspace, along with at least one day's worth of continuous work to create, raw materials (prices listed in the chart) and a successful Reason (Alchemy) skill roll. If you fail the roll, your alchemical concoction is ruined. If you roll a natural 20 on the roll, not only do you lose the concoction you were working on, your workspace goes up in a massive explosion. (GMs, feel free to have fun with this!)


Drugs

Unless otherwise stated, the effects of most drugs lasts for one hour or until the benefit is no longer relevant. Multiple doses of a drug do not stack, but extend the duration of that drug's benefit.

The raw materials to make any drug cost 50 tals, regardless of drug. It takes one day to make one dose of a drug.

Drug Effect
Blue Pollen +1 Presence
Endurium Slurry +1 Armor Point
Flare of the Sun Advantage on Initiative
Greenwind Powder +1 Finesse
Goldfungus Chew +1 Cunnning
Oil of Razorleaf Causes Berserker Rage
Redleaf Extract +1 Might
Roseate Resin Staves off hunger
Titian Drop Ignore fatigue
Violet Essentia Aids mystics
Warrior's Salve Recover 2d4 HP
White Thought +1 Reason

Most drugs don't have any drawbacks besides the risk of addiction (see the sidebar.) Though most effects are straightforward, certain drugs are explained below.

Oil of Razorleaf

This grants its user a d6 Rage Die. This Rage Die functions as the berserker's Rage ability. If you are a berserker, you choose which Rage Die to roll while you're raging.


If you take damage outside of combat, make a Cunning saving throw. If you succeed, you do not enter your berserker rage. While you are raging under the effects of this drug, you must attack one random creature every round (if possible.) You can bring yourself out of your rage per the berserker's Rage ability.

Roseate Resin

This suppresses its user's appetite. While under the effects of this drug, you do not need to eat, but you still need to drink water. This drug's effects last for one day.


Titian Drop

This orange powder is a mild stimulant. While under its effects, you do not feel tired. This doesn't remove the need to sleep-- it merely postpones it. This drug's effects last for eight hours.

Violet Essentia

This purple powder is useless to most of Pertor's people, but mystics find it useful. While under the effects of violet essentia, mystics have advantage on rolls made to use technicks.


Winners Don't Use Drugs

Using any drug can cause your character to become addicted to it. The GM can have you make a Might saving throw whenever you use a drug, with failure leading to addiction. Alternately, using a drug four times in one day will lead to addiction, no roll required.

While addicted to a drug, you have disadvantage on all Reason and Presence-related rolls until you have your fix. The disadvantage returns at the start of a new dawn.

Detox

The road to recovery ain't pretty. For each day you do not take the drug you're addicted to, reduce either your Reason or Presence (your choice) by 1. (You cannot reduce either score below 3.)

Once both scores hit 3, your character starts showing physical withdrawal symptoms. For each day you do not take the drug you're addicted to, reduce either your Might or Finesse (your choice) by 1. (Again, you cannot reduce either score below 3.)

Once all four stats are reduced to 3, your character is at rock bottom. All four stats remain at their reduced level for one week (seven days), then begin recovering at one point per day. Once all four stats return to their original levels, the addiction is considered cured.

The Moral of the Story

Drugs are bad, mmmkay?

Glassteel

Glassteel is a more durable than usual glass used in the palaces of warlords, as skyship canopies, and as decorative walls in some buildings. Add glassteel's durability to any Might rolls made to break it.

Creating glassteel requires a raw material cost, along with one day's work and a successful Reason (Alchemy) check for each centimeter of thickness. A failed check requires an additional day's work and another check; a natural 20 results in a brittle glass that can easily be crumbled in one hand.


Crafting rolls to create glassteel are subject to the Powerful Opponents rule.

Glassteel Costs (per cm)
Durability "HD" Cost (Tals)
+1 3 HD 100
+2 6 HD 400
+3 9 HD 900

Alchemical Weapons

Certain alchemical compounds, though not drugs, can also help an adventurer in a tight spot.


Poisons and weapon venoms can be applied to melee weapons, thrown weapons, arrows, and crossbow bolts. They cannot be applied to irradium ammo; scientists have never been able to get venom to adhere properly.

Paralytics
Paralytic "HD" Effect
Paralytic A 3 Might save or paralyzed
Paralytic B 5 Might +1 save or paralyzed
Paralytic C 7 Might +2 save or paralyzed
Paralytic D 9 Might +3 save or paralyzed

Paralyzed creatures make a Might saving throw at the start of their turns. Successful saves end the paraylsis effect. Stronger paralytics require you to add +1, +2, or +3 to the die roll.


Poisons
Poison "HD" Effect
Poison A 3 d4 ongoing damage
Poison B 5 d6 ongoing damage
Poison C 7 d8 ongoing damage
Poison D 9 d10 ongoing damage

Poisoned creatures make a Might saving throw at the start of their turns. Successful saves end the poison effect; failed saves cause that creature to take the listed damage.


Explosives
Explosive "HD" Effect
Bomb A 3 d4 damage Nearby
Bomb B 5 d6 damage Nearby
Bomb C 7 d8 damage Nearby
Bomb D 9 d10 damage Nearby

Hand-crafted explosives and grenades count as thrown weapons for purposes of ranged combat.

Resonant Equipment


Resonant weapons and armor are infused with a bit of the scientist's latent psychic potential; this allows them to perform better than their regular counterparts.

A successful Reason (Alchemy) check allows a scientist to infuse a weapon or suit of armor with resonance; this requires a raw material cost (in the table below) and one day's work per thousand tals cost. You must succeed on one Alchemy check per +1 you wish to add to the weapon or armor. A failed check requires another day's work and another check; a natural 20 results in a regular weapon or armor.

The Alchemy check is affected by the Powerful Opponents rule in the Combat section.

A resonant weapon adds its bonus to the stat being tested when wielding the weapon (either Might or Finesse), and to the weapon's damage.

Resonant armor adds its bonus to the total AP armor normally has. For example, +1 chain mail has 4 AP. Resonant armor otherwise acts as normal armor. (Shields are considered disposable and thus never enhanced with resonance.)

For purposes of repairing armor with Crafting rolls, the Powerful Opponents rule applies.


Resonant Equipment Costs
Resonance "HD" Cost (Tals)
+1 3 HD 1000
+2 6 HD 4000
+3 9 HD 9000

Combat

Initiative

When a combat starts, everyone taking part in the fighting (or otherwise drawn into it) makes a Finesse check. Everyone who succeeded acts before the opponents; they decide what order they act on. Characters who failed the Finesse check act after the opponents.

Player Turns

On their turn, a character can move up to a Nearby distance and perform one action; optionally, they may forgo their action and move somewhere Far Away. Anything past Far Away would be Distant and require three moves to get there.


In case you would like a precise measure of distances:

Close Nearby Far Away Distant
0 - 5 feet 5 - 60 feet 60 - 120 feet 120+ feet

Attacking, Defending, & Damage

When a character attacks an opponent, he must make a successful Might check if making a melee attack, or a successful Finesse check if making a ranged attack. When a character is attacked, he must make a successful Might check to defend himself against a melee attack, or a successful Finesse check to defend against a ranged attack. The GM will tell you what ability score to check.

If you are using a shield, add +1 to your Might or Finesse when making the appropriate defense roll. (Don't forget to roll the shield's Use Die after combat!)

To make a melee attack, you must be Close to your target. Ranged attacks against an opponent at Close or Distant range have disadvantage.

Monsters deal damage based on their Hit Dice, as shown on the table in the opposite column.

Killing Blows

If you roll a natural 1 on your attack roll, you deal triple damage to your unlucky target. If you roll a natural 20 when making a defense roll, your opponent inflicts triple damage to you. Armor, thankfully, applies normally.

Powerful Opponents

For every Hit Die above your level, add +1 to every roll you make against that NPC.


Powerful Opponent Example

A level 3 character fighting a monster with 5 HD adds +2 to all attack and defense rolls made against that monster.

Monster Damage
Monster HD Damage
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)
11+ 2d12 (12)

Getting Your Ass Kicked

If you are reduced to zero Hit Points, your character is Out of Action. While you're Out of Action, your character has been beaten into unconsciousness and can't take any actions until someone rolls you over and checks on you. If you're Out of Action when the fighting stops (or the party is otherwise out of danger) make a Might check. If you succeed, you regain 1d4 HP and are no longer Out of Action.

If you fail this check, your character is dead.

Healing

Characters regain Hit Points from medical care, certain mystic abilities, and simple rest. Characters can't regain more Hit Points over their maximum, and their Hit Points can't drop below zero.

If a character who is Out of Action regains any HP, they are no longer Out of Action.

Resting

If a character rests for about an hour, they may roll their class's Hit Die and regain that many HP. Characters can rest and recover like this once per day.

Characters who rest may have their wounds treated by another character using the Chirurgery skill. A successful check allows that character to recover additional HP equal to their level.

Other Rules

Advantage & Disadvantage

When the GM believes a particular course of action is more or less likely than usual to succeed, he can ask a player to roll an additional d20 when making that particular check. If you have advantage on the check, you use the lowest rolling die. If you have disadvantage, you use the highest rolling die.

Experience

Characters learn, grow, and improve through encountering and defeating obstacles. Putting a goblin to the sword won't exactly bring great insight and knowledge to a character. Surviving a dungeon, completing a quest, or simply being the last survivor to tell the story is what helps a character become legend.

For every dungeon, quest, story arc, or major event the character lives through, she gains a level. The GM will decide which, and it's recommended that:

  • The GM remain consistent on when characters gain levels.
  • The GM be clear and up-front with the players as to where the "goalposts" are.

Gaining a Level

When you gain a level, your maximum hit points increase by rolling your class's Hit Die. You also roll 1d20 for each of your ability scores; if you roll higher than your current ability score, that ability score is permanently increased by +1 (to a maximum of 20.)

Encumbrance

You can carry a number of items equal to your Might with no issue. Carrying more than that means you are encumbered; you can only move to Nearby locations, and all checks you make have disadvantage. You cannot carry more than double your Might in items.

A backpack adds an effective +2 Might for purposes of carrying capacity.

Saving Throws

Planet Fantasy does not have traditional saving throws; you make a stat test when bad things would affect you. The Powerful Opponents rule applies as usual.

Stat Hazard Type
Might Physical harm that cannot be dodged.
Finesse Physical harm that can be dodged.
Cunning Illusions and deceit.
Reason Resisting most mental attacks.
Presence Charming effects.

Random Encounters

If nothing else is going on, the DM should roll a d4 every 15 minutes of real time (you are paying attention, right?) If it comes up as a 1 or 2 the players should run into some randomly-generated trouble.

Use Dice

Some equipment and some character abilities have Use Dice associated with them, making them a consumable, limited-use commodity. When something with a Use Die is used, roll the Use Die on the character's next turn. If the Use Die comes up as a 1 or 2 it is reduced one step in the following chain:

d20 -> d12 -> d10 -> d8 -> d6 -> d4

If you roll a 1 or 2 on a d4 Use Die, you've run out of its associated item or ability.

Pertorian Beasts


Flora and Fauna of Pertor
Creature HD Attacks and Abilities
Airsquid/Groundsquid x MUCH harder to kill on the ground
Ammonoid x Acid-covered tentacles, snail-like shell, groups
Bushalo x Very ugly cross between a rhino, walrus, and tree; herds
Bushrat x Spiked leaves on back, beaklike jaw
Canal Worm x Can swallow whole
Cave Worm x Glows in dark, can throw spikes, underground, acid tentacles
Creeper x D: Ssssss (boom)
Creeping Cactus x Walking cactus that travels in packs
Crawler x Centipede-like creature; eats carrion
Hedgehog x Size of a boar, fanged, horned, tusks
Ironscorpio x Heavily-armored scorpion
Jumping Bean 1 Lizardlike, small, travels in groups
Leviath 11 Tentacles can be destroyed, must kill maw to kill beast
Monsterfly x Really big green fly
Myrmidex x Gi-ants (hehehehehe)
Oxyleech x Oxygen drain
Plantelope x Topiary-like kangaroo
Planther x Travels alone or in prides
Pod Devil x Hatch from red pods; always attack nearest creature in berserker rage
Proto-Pertorian x Can use tools
Rogue Scorpion 4 Lethal poison
Rockworm x Underground, acidic, live near irradium deposits
Sandtrapper x Can spit paralytic venom
Sextelleger x Six-legged dinosaur
Stocusta x Blends in with rocks, large mantis-like creature
Titarian x Lizardmen with crude arms and armor

Monster Rules

Unless otherwise stated, monsters have d8s for their Hit Dice.


Monsters have Armor Points equal to their HD - 1. Some monsters can wear armor and carry shields.

Airsquid/Groundsquid

High Attack, Average Speed (Slow on ground), Very Low damage (High on ground), No armor (Moderate on ground), Easy to Kill (Moderately Hard to kill on ground)

Ammonoid

Average Attack, Slow Speed, Low damage, Very Heavy armor, Easy to kill

Bushalo

Low, Very Slow, High, Very Heavy, Moderately Hard to kill

Bushrat

High, Very Fast, Low, Light armor, Easy to kill

Canal Worm

Average, Average, High, Moderate armor, Fairly easy to kill

Cave Worm

High, Slow, Low, Light armor, Fairly easy to kill

Crawler

Creeper (D: Sssssss)

Avg, slow, avg dmg, light armor, easy to kill

Mountainous, sometimes on plains, strangle; vinelike

Creeping Cactus

Avg, very slow, high dmg, moderate, fairly easy to kill

Hedgehog

Avg, very slow, high dmg, moderate, easy to kill

Ironscorpio

Jumping Bean


1 HD (d4), 0 AP, Claws: d4 (2) damage, packs (2d6)

The Pertorian jumping bean resembles a palm-sized cross between a kangaroo and a lizard. Jumping beans are agile and docile. Though they are usually herbivores, the beans are known to attack and eat other creatures from time to time. They are always encountered in packs of two to twelve in number.

Leviath


Body: 11 HD, 10 AP, Bite: 2d12 (12) damage, solo


Tentacles: 3 HD, 2 AP, Slam: 2d4 (4) damage and grab, 10 tentacles

Leviaths are terrifying beasts that dwell in Pertor's canals and oceans. They resemble massive versions of Earth's squids, but the similarity ends there.

Creatures hit by a leviath tentacle must make a Finesse roll or be grabbed by the tentacle. If they do not get out of the tentacle's grasp by the leviath's next turn, the leviath automatically deals its bite damage to the grabbed creature. A leviath can only bite one creature per round.

Killing a tentacle reduces the leviath body's AP by 1 and frees a creature grabbed by it. Killing the body immediately kills all remaining tentacles.

Monsterfly

Myrmidex

Gi-ants (hehehehe)

Oxyleech

Avg, very fast, very low dmg, light, easy to kill

Plantelope

Very low, fast, low, light, easy to kill

Planther

Average, fast, high dmg, moderate armor, fairly easy to kill

Pod Devil

Avg, avg, low dmg, moderate armor, fairly easy to kill

Proto-Pertorian

High, avg, very low, lgiht, fairly easy to kill

Rogue Scorpion


HD: 4, 3 AP, Pincers: 2d4 (4) damage, Sting: 1d6 (3) damage and poison, solo

Rogue scorpions are, as the name implies, blood red and blend in well with the red rocks of Pertor, despite their size. These ten-foot long scorpions carry a potent venom within their stingers, capable of incapacitating prey for later consumption.

Creatures hit by a rogue scorpion's sting must make a Might saving throw or immediately become Out of Action.

Rockworm

Avg, slow, high dmg, Very heavy armor, moderately hard to kill

Sandtrapper

Avg, very fast, avg dmg, moderate armor, moderately hard to kill

Sextelleger

Avg, avg, veru high dmg, moderate armor, hard to kill

Stocusta

Titarian

City-States of Pertor


Copper Valley, City of Ruins

Ebonscarp, the Twin City

Helene, the Queendom

Meridian

Pertor's largest city-state.

Midnight, the First City

Port Cerice

Port Cerice is a major hub for skyships.

Proxima, City of Rings

A three-tiered city famous for its fighting arena.

Rampart, the Learned City

Titian, the Forge and Anvil

Minor City-States

Amethyst

Crescent

Dawn

Morning

Star Hill

Vermilion Winds

Other Worlds


This is a quick look at the other planets in the same solar system.

Aktor

The first planet of the system, Aktor is a nightplanet. One side perpetually faces the sun, while the other is wrapped in eternal night. The hot side is even hotter than Pertor, while the night side is deathly cold. Travelers to Aktor are well advised to remain very close to the ring gates on the planet's terminator.

Pertor

The second planet of the system, Pertor is the main setting of the Planet Fantasy roleplaying game. It has two moons, Caeda and Tana.

Drimtor

The third planet of the system, Drimtor is a surprisingly warm oceanic world dotted with tens of thousands of small islands. It has one small moon.

Byltor

The fourth planet of the system, Byltor is covered entirely in tropical rainforests. It's believed that the quai originated from Byltor, traveling to Pertor by way of ring gate.

Asteroid Belt

A large asteroid belt surrounds the first four planets of the solar system.

Sormtor

The fifth planet of the system, Sormtor is a Saturnian planet. Pertorian scientists speculate as to whether the rings of Sormtor can be harvested for use in alchemical projects, or as a new source of irradium.

Jitor

The sixth planet of the system, Jitor is a Jovian planet. Though it has many moons, only three of them are believed to have indigenous life.

Butor

The seventh planet of the system, Butor is a small, cold, dead world. Some Pertorian scientists don't even believe it to be a true planet.


What About Earth?

Earth isn't part of the Pertorian solar system. It's currently unknown how humans from Earth arrive on Pertor, but one thing is certain: They don't have a way to travel back.

The Open Gaming License


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Old - Mystic Technicks


Mystics have the ability to use strange mental gifts, called technicks on Pertor. To manifest a technick, the mystic must make a successful Reason check, adding the technick's level to the result. Whether or not the technick manifests successfully, she must roll a Use Die as directed in her class writeup.

All of a mystic's power slots refresh after eight hours' rest.


Undercasting

Some technicks can be manifested at a lower level than usual. This is called undercasting. When undercasting, you decide which level you manifest the technick at (up to your maximum.)

Battle Strike

Your next attack roll has advantage. If you successfully attack an opponent, your attack deals an additional Xd6 damage, X being the level the power was manifested at.

Dark Rage

You immediately enter a berserker rage, as per the berserker's class writeup. Your Rage Die is a d4, and you are not exhausted as a berserker is when your rage ends.

Farseeing

Can sense what one person you've met before's location, actions, and alive/dead status

Force Disarm

Can disarm one opponent of one weapon

Force Grip

Deal Xd6 damage/round with successful checks

Force Lightning

Electrocutes one target massively

Force Slam

Damage and knock down nearby creatures

Force Stun

Cause one opponent to lose turn

Force Thrust

Push target away from you

Mind Trick

Cause target to flee, suggestion, or lose track of you


Move Object

Move increasingly-larger and heavier objects

Negate Energy

Deflects one incoming projectile.

Rebuke

Counters one mental power directed at you.

Sever Force

Impedes target's ability to use mental powers (if it has any)

Surge

You may move to a Nearby location once per round for free. This effect lasts a number of rounds equal to the level it was manifested at. You may undercast this power.

Psychic Surgery


One ally you touch recovers 1d8 HP.


If manifested as a 3rd level power, your ally recovers 2d8+1 HP instead.


If manifested as a 4th level power, your ally recovers 3d8+3 HP instead.


If manifested as a 5th level power, your ally recovers all but 1d4 HP.


Each time you use psychic surgery you take half as much damage as you heal (rounded down.) You may undercast this power.