Dice rolls are 1d10 + Stat + Proficiency + any applicable bonuses, such as Boons.
You may spend 3 Tension to Overdrive for a retroactive +5 to your roll (a Determination Overdrive), or +3 to an ally's roll (a Teamwork Overdrive). I will also automatically overdrive to avoid exhaustion or unconsciousness.
It is possible to critically succeed (on +5 on skill checks and +10 on combat rolls) or critically fail (by the same margins), but rolling a 1 or a 10 does not automatically crit in either case. It is possible to crit retroactively by Overdriving.
Your stat bonuses have names:
Vigor grants a Strength bonus.
Agility grants a Dexterity bonus.
Spirit grants an Aura bonus.
Mind grants an Intuition bonus.
Resolve grants a Guts bonus.
Dice are rolled on a first come, first serve bonus. You only roll for Deedee.
To my understanding historically even if taxes were technically owed in one specific crop or good there would be an official exchange rate so other things could also be used to make the appropriate payment, it's simply easier on the entire system for people to pay in what they produce rather than having to sell what they produce to then buy what they need to pay taxes in.
As for this being well-intentioned revolutionaries? It's… not actually that unlikely just because of the method. It being an incredibly dumb way to go about it is actually pretty normal. Revolutionaries are not necessarily very smart. Or politically savvy. And tend to have more violent capabilities than sense. (And when you have a hammer…)
It's also possible that a distinction is made between consumer debt and venture debt, or between debt and equity. The IRL Bronze Age kingdoms which used debt jubilees (albeit not on a predictable cadence) tended to do the former; merchant voyages were still financed with debt to the temples, and that debt would generally survive a blanket amnesty - just in a form that wouldn't doom the merchants in their personal capacities if a voyage happened to fail. And the medieval Islamic world, where lending money at interest was prohibited entirely, still allowed the buying of shares in an enterprise and didn't consider it a debt relation, because shareholders were taking on the risk as well as the reward.
The distinction between personal and commercial debt was not yet brought up because it did not yet matter, but Qo has hit on the difference here and it is personal debt wiped clean by the jubilees.
Oh yikes. I mean that's great for a functioning society which uses investment structures, but I can see that making this particular situation even more complicated.
Oh. Oh. That opens up another potential motive. If something about how farmer injuries are handled causes their debts to switch categories or forces them / their families to take on jubilee-immune debt, this could be a simple cash grab by debt holders and/or land owners.
More generic thoughts about jubilee-immune debt: I'd be concerned that in a world where jubilees are a regular predictable thing, there'd be a lot of incentive for debt-holders to get their debts classified as jubilee immune. Arranging for indebted rents on ox-team, for instance, to be classified as a venture improvement rather than a subsistence debt.
Of course maybe that's part of how you still end up with sharecroppers.
First off: if the entire feudal supply chain is threatened by these monster incursions, then a spite motive from someone not connected to it is the obvious place for suspicion to go. For example, the Espinosas being described as "drovers" implies itinerant shepherds, not ranchers - in other words, not actually tied to any given plot of land, and thus relatively unaffected by the fallout of all this. If (as implied by Iustina) there's already ill will drovers and farmers, this is likely to put them in the suspicion hotseat, whether or not they deserve it.
But beyond that, the discussion of manorial economics gives me an idea of what a group of playerbase griefers would stand to gain from all this beyond simple mayhem. Recall that, at least for the group we're aware of, their first move after getting isekai'd was to join up with an Echidnist pirate gang trying to get into the slave trade. If their medium-term goal is "getting away with domination" - finding a way to effectively take slaves and not automatically draw the world's aggro for it - then the crisis envisioned by Sio would be an opportunity for them, because with the Molinaros financially destabilized and the Quinyones unable to make quotas for the forseeable future, they could potentially step in, as an apparently uninvolved third party, and offer to buy the debt. Due to the market in monster parts, adventurers have abundant amounts of coin to throw around; the only problem is how to convert it into power as a social outsider in a world where slavery is taboo and wage labor hasn't caught on yet... a problem which this situation might handily solve, for someone.
We're probably going to find out the real whys of this before long, but it occurs to me that "high-ranking Flammite habitually pretends to be drunk" confers an interesting niche benefit beyond hiding her powerlevel: it means that she can Master of Passions herself without anyone noticing. Y'know, just in case she has some reason to worry about coming under non-wine-related mind-altering effects.
For example, the Espinosas being described as "drovers" implies itinerant shepherds, not ranchers - in other words, not actually tied to any given plot of land, and thus relatively unaffected by the fallout of all this.
Of course they'd also be more vulnerable to monsters being driven into the area. But then again, let's say they already weren't being protected by the adventurers the manor turns out, and forced to protect themselves. They might resent being taxed without benefitting from the protection it's supposed to fund. That could be a motive I suppose.
But beyond that, the discussion of manorial economics gives me an idea of what a group of playerbase griefers would stand to gain from all this beyond simple mayhem.
the crisis envisioned by Sio would be an opportunity for them, because with the Molinaros financially destabilized and the Quinyones unable to make quotas for the forseeable future, they could potentially step in, as an apparently uninvolved third party, and offer to buy the debt.
That's disturbingly plausible. The one kink in that plan though is that it requires intimate knowledge of Mundus' debt system. And I can't see "lol fuck it, let's do some slavery" players caring enough about this world and its people to ferret out this kind of knowledge. Which doesn't mean it's not right, it just means that they'd probably need a backer or partner among the locals.
Another option is complicated but would do wonders for whoever pulls it off - the attacks and all that exist to be 'thwarted' by the instigated at a pinnacle moment. In a way no one can deny it was them, and not the local lord, that saved the day. Consider how worried he was about being undermined by the contessa sending help and imagine the situation being engineered so a local could claim that same credit. It would be very effective at flipping the power structure.
The question then is what the adventurers get out of this. Promises from the lord-to-be, perhaps? Or do they have more control over the desired replacement than that?
Though, come to think of it, all these explanations assume rational actors in tune with the local political climate. For all we know the players are just being inconsiderate in their monster hunting and failing to track down and finish off the wounded monsters they've displaced, or think they can swing in and "save the day!" they ruined for a main street parade from the credulous locals.
Though, come to think of it, all these explanations assume rational actors in tune with the local political climate. For all we know the players are just being inconsiderate in their monster hunting and failing to track down and finish off the wounded monsters they've displaced, or think they can swing in and "save the day!" they ruined for a main street parade from the credulous locals.
Possible, but unlikely. The timing and location are suspect for that - the first doesn't make much sense because it would take concerted effort to have driven the monsters this far from their natural habitat, if it's even possible to keep them on track that long and have them arrive healthy enough to still kick up a fuss.
The second one is more reasonable, and ties into the theory I have except that rather than having a grand plan to take over they just want accolades without having to put in any real risk.
The one kink in that plan though is that it requires intimate knowledge of Mundus' debt system. And I can't see "lol fuck it, let's do some slavery" players caring enough about this world and its people to ferret out this kind of knowledge. Which doesn't mean it's not right, it just means that they'd probably need a backer or partner among the locals.
There are many types of asshole player. What if we've seen "lol fuck it, let's do some slavery" but we're about to encounter [pushes glasses up nose] "I HAVE SOLVED THIS SOCIAL STRUCTURE"?
That said, the fact that we're looking at a threat to a chunk of the Adventurer-producing infrastructure of this area feels worth considering. We've looked at political reasons, but there's space here for some practical or ideological forms of benefit from the Contessa and her lords having fewer knights around - rival lords we've mentioned, but I could also see (again) our rogue players, if wise to it, looking to undercut the biggest local threat to their... call it 'competitive advantage' of being an unusually cohesive gang of experienced Adventurers in the longer term; alternatively, and here we're back into "we don't have the whole picture yet," I can imagine that if someone thinks the state of Adventurerdom is a problem (maybe on "no individual should have that kind of power" type grounds, idk) this could be aimed at that.
A: Because I want to publish Mundus and the I/O background as a campaign setting someday, and realistically, it needs to be Valor/5e dualstatted if it's ever going to Make Numbers. I'm not a huge fan of D&D 5e, but I recognize it's a lot more popular than Valor. Who knows? Maybe seeing the way Valor approaches things in the dualstatted book will convince some gamers to give it a shot.
Q: Okay but why are you doing this now
A: I'm going to have the opportunity to playtest this crap next month as part of my startplaying.games pro GM service. (Let me know if you'd prefer giving it a go in Valor, and I'll set up that game, too.)
Q: How will this effect the story tho
A: I'll probably have to revise book 1 and 2, but honestly, it won't do much. Assume that the letter codes people have been using are for subclasses where it makes sense, so Siobhan snarking about being an RNG is her being a Ranger subclass of the Archer main class.
Without further ado, the rejiggered classes and their mechanical inspiration in D&D:
Martial:
ARMsman - Barb, a class that excels at war as an artform, unparalleled in melee
EXOrcist (eXORcist?) - Fighter, a class that drives monsters before them with pistol and blade
OaTHsworn - Paladin, a class that protects and heals their charges from the frontline
Fringe:
ARCher - Ranger, a class that excels at long range combat and ranged attacks of opportunity
ROGue - Rogue, a class with brutal sneak attacks and massive noncombat utility
SHaMan - Druid, a class that fights in melee with forbidden ancient magic
Arcane:
WIZard - Wizard, a class that shapes and controls the battlefield with a spell for every occasion
ENChanter - Sorcerer???, a class that uses magic to become a target that no one can hit, punishing those that try
warLOCk -Warlock, a class that makes unwise pacts to channel power overwhelming into the ultimate burst attacker
Sacred:
CLeRic - Cleric, a class that heals and supports from the front line with powerful miraculous spells
PSYchic - Pathfinder Seer Oracle, a class that makes a psychic gestalt that drains foes to heal themselves as they lend life to allies
INVoker - monk?, a class that summons spirits to fight and bolsters themselves
Craft:
ALChemist - Pathfinder Alchemist, A class that brews potions and bombs to harm and heal
ENTertainer - Bard, a class that weaves magic into performances to support allies
TiNKer - Artificer, a class that creates weapons, armor, and machines to bolster allies and fight alongside them
As of next month, I'll be codifying these with the help of @Mattnificent, certified Wizard of Midworld.
... You know, if you're using Pathfinder classes, the one that fits best is probably the Pathfinder 1E Shaman. That, or the Summoner, depending on the balance you want between 'bolster self' and 'summon'.
This is a surprisingly awkward thing to do in D&D. You're probably going to have to homebrew most of it, but apparently Fiend Warlock/Phoenix Sorceror multiclass can make for a good damage reflection build with Hellish Rebuke and Armor of Agathys, so that might have some useful ideas?
... You know, if you're using Pathfinder classes, the one that fits best is probably the Pathfinder 1E Shaman. That, or the Summoner, depending on the balance you want between 'bolster self' and 'summon'.
This is a surprisingly awkward thing to do in D&D. You're probably going to have to homebrew most of it, but apparently Fiend Warlock/Phoenix Sorceror multiclass can make for a good damage reflection build with Hellish Rebuke and Armor of Agathys, so that might have some useful ideas?
Hellish Rebuke effects and perma-Mage Armor are the sort of thing I had in mind, as well as a ton of nomininally Enchantment, Illusion and Alteration effects.
Oooooh, if you want Jojo shit specifically you definitely want to be looking at the Summoner, their default setting is basically 'my main class feature is a Stand'. (edit: Okay, that's maybe overselling it a bit, in *practice* it's 'incredibly customisable animal companion'. But still.)
Mutan The Ever-Changing, Chandler of the Firmament, Navigator of the Dark Depths, Who You See In The Mirror
Deity of the Moon, the Night, Rest, Dreams, Healing, Liminality, Navigation by the Stars,
Storytellers, Dramatists, Poets, Lampmakers and Chandlers
Consort to Aurora, Father of Sylphan, Mother of Meredar
concept art by Ruka
Ever was it's Mutan's lot to make the night safe; not a time of terror, but the time of rest and respite, dreams and insight, space to think. As the moon waxes, she becomes the Mother of Stars; as it wanes, he becomes the Contemplative Lord. Every face of Mutan bids those that honor and worship them to provide rest and succor; to stand guard between the night and those that stalk it; to act as a mirror for others to see themselves more clearly, and a guiding star for them to follow; and above all else to know thyself, and help others know themselves.
- Character Creation Summary
SUMMARY
Mutan, the lunar deity, is a god of healing, light, and psychic insight who grants their followers Boons useful for healing, guidance and reading the intentions of friend and foe alike. Very useful for coordinators and anyone seeking to add more utility to their kit, the Ever-Changing One favors Psychics, Summoners and Clerics - but also the "E3 Combo" of Entertainers, Enchanters and Exorcists - not to mention any Mind build that wants to read their opponents weaknesses and strengths like a book.
LEAST BOON - Blessed Respite
The Least Boon of Mutan seems deceptively weak on paper; how strong can the ability to sleep soundly in the wilderness really be? As it turns out: extremely. Not only does this protect you from ambush in the darkness, granting a +3 to sense danger at night even while sleeping, but the 'prophetic dreams' Mutan grants as a bonus aren't just interesting cutscenes; they make it easier to level up in the wilderness. While some things on your character sheet always require training to unlock, being able to assign your stat-ups after a long rest in the field can be a considerable time savings, so much so that many speedruns consider it mandatory - or a useful safety strat.
VALUABLE BOONS Polestar is a support boon that applies a consumable Mark to a target that enables Damage Increment shenanigans - extremely handy with assassins or pinball wizards in your party. Mirror of Heaven reflects a small portion of spell damage - and healing - from you to whoever cast it, a versatile anti-mage tool. The midlevel Growing Awareness and it's endgame counterpart Waning Strength demand use of the Mind stat, as they allow you the chance to no-sell powerful attacks and then make your attacks land, once a fight. The Waxing Power buff changes the formula for damage over time and buff effects so that they start weak but ramp up considerably as they near the end of their lifespan; sadly, this has anti-synergy with Erandan Perrenial Growth, which also resets this clock. Hurl Into The Night is a powerful control option that prevents a foe from leaving a small area of darkness; it's as good here as it is when Meredar calls it Hurl Into The Depths. Mutan also has a large array of Stamina recovery abilities, from the flat increase to your maximum from Breathe Deep to the ability to Lend Strength to the capstone stamina-regenerating skill Lucidity.
TECHNIQUE CONSIDERATIONS
Mutan's easy access to Darkness modifiers and the Psychic, Radiant and Water elements put Mutants in the strange position of being able to enable allied skirmishers and assassins without greatly increasing your DPS yourself. In addition, his DoTs and buffs ramping up in effectiveness over time with the Waxing Power Boon, which makes them uniquely suited to powerful timing pushes - lay buffs on an ally, then wait for 10 seconds before they cut loose for incredibly powerful pushes.
DIVINE BEAST: Carcinos, the Mirrorshelled
You're not going to be able to run out the clock on this crabby fellow; it will always run out of Health before it runs out of Stamina, so don't drag things out unless you have a plan to make the lost time count. The longer you fight this thing the stronger it gets, so move decisively, and make sure you have physical attackers in your party because if the mirror sheen to it's shell didn't tip you off, it reflects a portion of magical damage back at you. Strangely, the techniques granted to you by Mutan seem to work extremely well against Carcinos; while it can see just fine in the dark, Waxing Power debuffs will help to deal with it's waxing buffs, and Polestar will help your foes crack that shell...
LORE NOTES:
Mutan, the Ever-Changing One, is sometimes the husband of Aurora and sometimes her wife, but always they are said to reflect her radiance. The Navigator of the Dark Depths watches over the others while they sleep, bringing Aurora by canoe through the dark sea that is the night sky, lighting his way with that candle Polaris, and protecting her from ambush by the enemies of the World. Their augurs, dream interpreters and oracles helped the young pantheon avoid the fangs of the Tyrant-Queen's minions more than once, and Mutan has been able to calm, if not cure, the melancholies and paranoia of Delvar and the manias of Flamma - making them sort of a patron god of psychology and the mentally ill, prayed to for guidance in discerning the real from the imagined.
It is said that Mutan gave the Namers the gift of imagination, the ability to dream of situations that are not fact but yet contain truth, and that this was the birth of literature, drama and poetry on Mundus; hosting plays by moon and candlelight are an Omphalan traditions, and the distinctive crescent moon shape of occidental theatres are in Mutan's honor, though this is also an efficient ampitheatre design.
They wear dark silk that makes their pale face pop out of the void, and that swells to accommodate when they grow into a broader and more feminine form with the waxing moon. When the moon wanes, Mutan thins and takes on a masculine aspect. They could not well advise the dreams of their charges without understanding what all of them dream of, after all...
God, it's been a week. My goddamn bed fell apart and I've only just been able to order a new one. But I couldn't leave you hanging without SOMETHING, so, godposting. Enjoy.
The irony of it being THIS god when I so desperately want his Least Boon right now is not lost on me.
To facilitate the next story snippet and get me off my ass, I would like some dice rolls:
Initiative (Dex+2) - 1, total 8 vs 17
Dex Defense vs ??? - failed
Vigor or Aura defense, 16 vs Dex attack 16
Vigor Attack, 15 vs Dex defense 15
Dex Defense - 15 vs feint 12
Vigor defense, 11 vs Dex attack 18
Aura Attack, 15 vs Aura defense 12
Dex Defense - 15 vs feint 11
Aura defense, 14 vs Aura attack 18
Vigor Attack - 10 vs Dex defense 17
Fun fact, in alpha builds there wasn't a per-encounter limit on Growing Awareness/Waning Strength, so Mind builds were just unstoppable combat gods once they hit tier 3. The devs had a good laugh and then nerfed the hell out of it.
Fun fact, in alpha builds there wasn't a per-encounter limit on Growing Awareness/Waning Strength, so Mind builds were just unstoppable combat gods once they hit tier 3. The devs had a good laugh and then nerfed the hell out of it.
Basically anything I say about mechanics is a Valor dev joke.
Also just based on personal experience GMs still have to be careful with Battle Analysis/Exploit Weakness - it's fine on player characters, but give a boss encounter a squad of Soldiers with one or both and they're spammable to the point of being a problem. Which I bring up because it could be an interesting raid mechanic.
Basically anything I say about mechanics is a Valor dev joke.
Also just based on personal experience GMs still have to be careful with Battle Analysis/Exploit Weakness - it's fine on player characters, but give a boss encounter a squad of Soldiers with one or both and they're spammable to the point of being a problem. Which I bring up because it could be an interesting raid mechanic.