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Tales Of Sayari

Murderhobos – Pinky Remix
Original material by Brent P. Newhall, featuring some material by Andrew Shields.
(Link to Original Game/Rules Creator)
Tales Of Sayari
A Murderhobos Remix
Original mechanics by Brent P. Newhall, featuring some material by Andrew Shields, rearranged, edited and added to by myself, Jessica Pink.
Character Generation

• Pick a class.
Choose class, pick a skill, note down your starting hits, equal to ½ maximum result of class die.
• Abilities. (Abilities and resist/avoid/detect traits are detailed after the character classes section)
You get 4 points in one trait, 2 in another, and 1 each in 2 more, leaving 2 traits at 0.
• Resist, Avoid, And Detect.
You get 4 points in one trait, 2 in another, and 1 each in 2 more, leaving 2 traits at 0.
•Name and describe your character.
Choose a suitable name, describe them, and note down any quirks and possessions the character may have.

Starting Classes
Class skills (the points) can be used once per day unless stated otherwise.
The class skill can be used again if the character is willing to take a hit for the strain, or rests for 6 hours.

Fighter
Barbarians, Duelists, and Mercenaries.
Class Die: d8.
Skills;
•Brutal.
When you succeed on an attack, deal 2 hits.
•Death Blossom.
Attack up to 3 enemies at once. Roll for each, deal with each counter-attack separately.
•Duck!
Automatically dodge a hit.
•Expert.
Add your fighter level as a bonus to a roll.
•Relentless.
Your attack automatically hits.

Sorcerer
Wizards, and Magi.
Class Die: d4.
Skills;
•Black Fire.
Roll class die, add sorcerer level, and do 2 hits to that many targets in line of sight.
•Fist of Fury.
Make a fist for the next hour, spectral, twice the size of yours. It has mass, takes no damage, can carry up to 150 lbs. It can move up to 50 feet higher than you. It can move fast enough to count as a ranged weapon, inflicting 1 hit.
•Spectral Head.
Create an incorporeal copy of your head that lasts for an hour. It can move up to 100feet away from you. You can see, hear, smell, and taste through the head, making it visible or not at will. It cannot be hit.
You can nod, shake your head, or make expressions, but not speak through it (you can speak fine.)
•Wall of Ice.
Create a 20’ x10’ wall of ice. If you catch enemies in it, they are encased, and they must burst it or die (a task beyond the reach of humans.) The wall has the strength of a heavy wood door.
•Mystical Weapon.
You can use magic to form a melee or ranged weapon made of glowing light, and add up to +1 per your sorcerer level. If you add a bonus, you need to roll higher than the bonus on a D10, otherwise the spell degrades. If it degrades, you cannot use this again until you rest.

Rogue
Thieves, Pirates, and Dungeoneers.
Class Die: d6.
Skills;
•Acrobatics.
Move up to 20 feet through or around people or obstacles. If not directly watched, do it unobserved.
•Backstab.
If you attack someone who did something else this round already, or is not aware of you, get +1 to kill roll per rogue level.
•Clever.
Roll your class die and add it as a bonus. You can do this after seeing how the original roll went.
•Plan B.
Reroll a failed roll.
(If you used Clever on the original roll, you can keep the bonus for the reroll.)
•Sticky Fingers.
Pickpocket, sleight-of-hand, or steal. Works on an item the size of an apple or smaller.

Priest
Witches, Druids and Clerics.
Class Die: d6.
Skills;
•Mental Assault.
Deal 2 hits to an enemy in line of sight. If the target dies, its skull explodes.
•Heal
touch target and heal them to their full hits.
•Aura of Pain.
Roll your class die. Deal a hit to that many enemies within 50 feet of you.
•Cosmic Choke.
Focus on an enemy in line of sight, and roll higher than (15+1 per target’s hits.)
You get +1 per your priest level. If you succeed, then each consecutive round you concentrate the target can take no action, and takes 1 hit choking damage.
•Overwhelm Mind.
Focus on an enemy in whispering range, and roll to overcome a difficulty set by the DM based on how tough the target’s mind is. Add your priest level to the roll, roll your class die and add the result as a bonus. If you succeed, the target will do anything you say for the next 10 minutes.
Ninja
Monks, Ninjas, and Assassins.
Class Die: d6.
Skills;
•Acrobatics.
Move up to 20 feet through or around people or obstacles. If not directly watched, do it unobserved.
•Backstab.
If you attack someone who did something else this round already, or is not aware of you, get +1 to kill roll per Ninja Level.
•Death Blossom.
Attack up to 3 enemies at once. Roll for each, deal with each counter-attack separately.
•Duck!
Automatically dodge a hit.
•Relentless.
Your attack automatically hits.
Deadeye Shot
Pistoleers, Hunters, and Archers.
Class Die: d6.
Skills;
•Clever.
Roll your class die and add it as a bonus. You can do this after seeing how the original roll went.
•Critical Shot.
When you succeed on a ranged attack, deal 2 hits.
•Death Blossom.
Attack up to 3 enemies at once. Roll for each, deal with each counter-attack separately.
•Plan B.
Reroll a failed roll.
(If you used Clever on the original roll, you can keep the bonus for the reroll.)
•Sniper.
Your ranged attack automatically hits.

Abilities and Trait Roles
Roll d20 and add the trait bonus. Roll high. Score examples would be 5 is stupidly easy, 10 is moderate, 15 is challenging and 20 is end boss, hardcore, “run the other way!” difficult!
Additionally, in circumstances where a ‘1’ is rolled, the task may fail atrociously, characters trip up, lose grip of weapons, accidentally spill wine on the countess… etc… 1’s are bad, botches, dramatic fails, describe the effects of them as such.

Abilities
Kill – Used to attack or maim opponents.
Survive – Used to defend against attacks, dodge arrows and falling rocks, etc.
Know – Used for recalling facts, understanding new information,
Deceive – Used to generally lie, swindle, cheat, and be a nuisance.
Charm – Used to tempt, tease, get information from people and present yourself well.
Scare – Used to intimidate, surprise, and bully.

Resist/Avoid/Detect
Magic – Used to detect magic (by magic users)/detect evil/good (by priests) and defend against magic and similar things.
Poison – Used to resist poison, illness, etc and also by those well versed in poisons, to detect poison.
Persuasion – Used to resist temptation, and detect motives.
Fear – Used to keep calm, and not be freaked out by horrific acts and creatures.
Traps – Used to detect, disarm and dodge traps, especially hidden ones…
Senses – Used to check general awareness of surroundings, search for things, and determine initiative when required.

It may be apparent, that there isn’t anything much in the way of craft skills, hiding checks or tracking…
These are things that for the most part should be described and played out by the players, if the GM feels a check should be made, use the following suggestions as guides and always use the players highest trait out of any suggested.

Hiding – Survive, Deceive, Senses.
Climbing – Survive.
Tracking – Survive, Senses.
Disguise – Deceive, Charm.

If the above suggestions seem too abstract for a particular situation, get the player to roll a D20 and apply modifiers for the environment, circumstances of act and/or if they have correct tools.

Examples;
Scaling a cliff face – D20 +1 for rope.
Scaling a cliff face in rain, or if the surface is slippery – D20 +1 for rope, -1 for slippery, wet surface.

Combat
At the start of a scene of combat players roll Initiative (score of a D20 roll + their senses trait score). The GM rolls the same for each major NPC and for any group or groups of lesser NPCS.
Note down from highest to lowest the results and let each player/npc act in order of the results.
Any player/npc may hold their action, when they choose to act they will take the initiative position below that of last acting individual/group.
If a player doesn’t act before the end of the round, they are from this point onwards considered to be at zero and act last until the combat scene is over. If multiple players end up on zero initiative, the character with highest senses trait goes first, or roll off to see who goes first of the zero initiative characters.

For a player to attack roll a D20 and add their Kill score, if either equal to, or over the enemies difficulty a hit is inflicted. If under the required score, the player misses. If the D20 roll is a ‘1’ then the player has fumbled and must roll a survive roll against the creatures difficulty score +1 per hit the creature has, to avoid losing their balance, dropping a weapon, or being struck by the opponent.

If a character is ambushed, then a survive roll must be made against the attackers difficulty on the first round, as the character is caught off guard. There may be a modifier to the difficulty if the ambush was set up well enough, from +1 to +3 to the difficulty of the survive roll.

Combat should be narratively lead. Describing how your character acts or reacts to an attack paints a better picture in the mind of what is going on, and can give a sense of action and heroics that is way more awesome than simply saying “I hit the wolf” or “I attack the troll”
“I swing my sword at the creatures neck” or “I try to grab the soldiers spear and pull him towards me, to stab him through his chest” not too much description, but enough to get everyone sat at the table a picture in their mind, of the melee around them.

Mob Rules
In combats where a character is fighting against multiple opponents, the difficulty score to beat is +1 per attacker in combat with the character.

Resisting, Avoiding And Detecting Things
If a character might notice something ‘off’ or interesting about their surroundings, get affected by magic, traps, poison, fear, or someone try persuading them to see things their way, then roll 1d20 + the bonus for the relevant stat, against a difficulty assigned by GM. If successful, consequences of the immediate problem are avoided or in the case of perception the awareness required is used.

Player vs Player
In any circumstances where a player’s character is attempting an action against another player, violently or otherwise, they roll off against each other. Who-ever gets the highest roll succeeds in their action, and the other fails to resist/dodge. If the roll is a draw, so it is in game, neither gaining the upper hand (this time!)

Hits
Rest for 6 hours and get all hits back. A character reaching 0 hits dies. (alternate rules at Gm discretion, if taken below 0 counts as knocked out until hit points are above 0 again, will die if they get taken below their survive stat below 0.)

Leveling Up
Every monster is worth 1d20 experience points per hit it can take. (A monster that can take 3 hits gives 3d20 kill points.)
GM may decide to split the points across the party.
When a character levels, gain 1 class skill, 1 to spend on ‘Abilities’, 1 to spend on ‘Resisting, Avoiding And Detecting Things’, and roll the class die once, the result getting added to your maximum hits.

Level 2: 100 kp.
Level 3: 200 more kp (300).
Level 4: 400 more kp (700).
Level 5: 800 more kp (1,500).

GM Section
The basics: don’t roll for things, make the players roll. For difficulty examples, 5 is easy, 10 is moderate, 15 is hard. To scale it, add the hits a creature can take to the difficulty, or incremental difficulties of +2. And, if it strikes your fancy, let monsters break the rules. That’s pretty much it.
Monsters typically have a difficulty to hit them equal to 5, added to the total hits they can take. So, regular soldiers would be 6 difficulty to hit, and a dragon with 10 wounds is difficulty 15 to hit. You can add or subtract if you feel like it, but that’s the baseline. If you have the spare effort to spend, you can use the gear rules for NPCs and monsters if you like. And if players attack each other, that’s a quick way to tell how hard it is for them to kill each other.

Monsters, Generic Humanoid Examples;
Generic Farmer/Scout = 1hit Difficulty 6.
Average Brawler/Unarmoured Warrior = 2 hits difficulty 8.
Armoured Soldier = 2 hits Difficulty 10.
Armoured Soldier Sergeant = 3 hits Difficulty 12 if a sergeant hits they make a second attack.
Lumbering Troll/Ogre = 5 hits Difficulty 10, each hit it causes is worth two hits.

Monsters, Random Species Examples;
Goblin Scrounger = 1 hit
Difficulty 7.
Goblin Warrior = 2 hits
Difficulty 8

Monster Skills
Automatic aura-style damage, save vs. magic to negate. Area attacks. Free dodge. Gear-destroying attacks, like roll 5 or more or the gear degrades. Extra kinds of movement (flying, fast swimming, teleportation, etc.) Sensory awareness (seeing in the dark, tasting the air, track by scent, etc.) Breath weapons. Sticky goo. Mind control. Vampiric attacks restore hits.
Basically decide how tough their attack is, defaulting to the difficulty to hit the monster. For scaling attacks and such, let the attack degrade as they lose hits.

Magic Items
Sword of Slaying – Upon impact it makes a sound like a thunder crack. Causes D4 hits.
Distraction Shields – -2 difficulty to kill rolls +2 to survive rolls in combat and against ambushes.
Crown of Thorns – The wearer may use this item to gain upto +2 to any rolls using either scare or fear.
Kinship Bracelet – Bestows the wearer with an aura of warmth and friendship, gifts the bearer +1 to any charm rolls.
Memory Masks

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