Copyright © 2019 The RPG Lab. All Rights Reserved.
With the focus of chaos and madness in this setting. Characters and campaigns are encouraged to include a Sanity score, described in chapter 9 of the Dungeons Master’s Guide. As with any ability score, it is determined during character generation and can only be improved through Ability Score increases or feats.
When your character’s Sanity score is determined, make sure to make a permanent note of it. Your character will experience changes in this score and the degree of madness is affected by your current level.
Sanity saving throws are generally identified if an event is not considered an everyday occurrence by a character and the event causes that character to question their reality in some way.
When you fail a Sanity saving throw, you lose 1 point of sanity and suffer the effects of madness. On a critical fail you lose 2 points and on a critical success you regain 1. If you lose more than half your score in a period between sunrise and sunset you gain one permanent madness effect. If your score drops below 10, you gain one permanent madness effect. If your score drops to 0, your character becomes indefinitely mad and becomes an NPC. You regain 1 + Wisdom Modifier points in sanity per long rest.
Madness effects can be restricted and customised to suit the campaign but generally a madness effect ends after a short rest.
Reputation is similar to other skills but occurs in two forms personal, and party. Personal reputation comes from individual renown such as events in backgrounds or acts within a campaign that was achieved by a single character. Party reputation is the exact same but through acts as a group.
This score can be increased or decreased due to backgrounds, party interactions or other factors as determined by your GM. You should work out a suitable individual score and if your adventuring party is established, your group score as well.
Reputation works in both passively and actively. Passively, a high reputation score increases the likelihood of social encounters starting to the benefit of the player such as advantage on Charisma skills or being offered discounts or restricted information.
Actively, a reputation skill check can be used to provide quicker access to the character or party goal. When an a character would roll a Persuasion or Deception check to access restricted areas or items, the character or party can roll a Reputation skill check instead. If successful, the character or party also gain advantage on Charisma skill checks during the encounter.
Conversely a low reputation will cause hostility and and passive aggressive attitudes towards the players and party. Players will notice an increase in prices, denial of services, suffer disadvantage on all Persuasion and Deception checks but will benefit from advantage on Charisma (Intimidation) checks.
Reputation = Base 10 + Modifiers
Etiquette covers all forms of behavioral customs from knowing how to act around a figure of authority or knowing how to behave in an unknown temple. You Insight people, you etiquette check situations.
Deduction is the basis of concluding thoughts, information and evidence into a coherent theory. As a player, they may know the solution, or they may believe they have enough information to make some sort of conclusion but do not recognize what that would be, a deduction check would allow that player to formalize and collate their knowledge into a working theory. From the GM’s side, if a player has all the information they need but are struggling to reach the conclusion, you may call for a deduction check to see if their character is capable of putting the pieces together.
Mechanist is full of jarring utterances and artificial and inorganic sounds, and is hard to comprehend as a language and some that understand the language find themselves unintentionally swapping a word with a Mechanist variant causing concern and dismay in those that do not know the language and mistake it for distress or illness.
Metricious language is sometimes hard to distinguish from babbling incoherently in a seemingly dynamic and incredibly fast paced. The language in itself is considered to be a variant of Thieves Cant with the language itself focused on shorthand for bartering, appraisal and general trade terms. The degree of skill and proficiency in those that learn the language of traders is measured speed and accuracy of their conversational skills.
Parlé is a very simple, yet coded language that trades references and idioms for sentence structure and common understandings. Both the Corsairs and the Pirates speak Parlé as well as most dockyards, ports and other coastal communities. Some call it the Theive’s Cant of the waves but there is no additional pictograph or other forms of lexicon apart from speech.