Author: Dale

  • Items above avatar tier

    Touching or holding an item that is above a avatar’s tier will cause pain for the avatar. Irregular intervals and loss are defined by rolling two d4 dice. The higher number rolled is the number of minutes for the interval and the other die is the number of hit points lost. This continues until death.…

  • Item Rank

    This is not fixed tiers but suggested as the tier on the item may not follow this… (Tiers) In other games the rarity of items was originally based on classic character levels: Level 1-4: Common and Uncommon items. These are relatively basic items that provide minor enhancements or utility to the character’s abilities. Level 5-10:…

  • Item Health Points (HP)

    Items can be broken or destroyed. Items can also be resistant or immune to damage. Damage to an item can be caused by wear or being attacked. Items do not gain health over time; they must be repaired to get their HP back. Items that have half of their HP or less are broken. Broken…

  •  Brief outline on How to play Gear Ascendancy

    Pre-session Zero; Planning:The Guide Manager (GM) decides on the core details of the campaign – who the protagonists are, what the central conflict or goal is, where in the vast world of Saṃsāra it takes place, when it is set chronologically, and why these events are unfolding. With 73 island nations and countless other locales…

  • Hearthstones

    Description: A hearthstone is a small, intricately carved gemstone, typically the size of a coin. It emits a soft, comforting purple glow and feels warm to the touch. The gemstone may be set in a piece of jewelry like a pendant or a ring, allowing an avatar to wear it wherever they go but does…

  • Health points

    Health points (HP) represent the amount of health that an avatar possesses, and they act as a buffer against incoming damage. When a possessed avatar’s HP reach zero, the avatar perishes dramatically and leaves behind a crystal. Any items carried by the avatar remain near the crystal. See Mana Boost for ways not to die.…

  • Guide Manager and their Roleplay

    In this tabletop role-playing game (TTRPG), the term “Guide Manager” (GM) refers to a role or position within the game that is responsible for managing and facilitating the overall gameplay experience. The Guide Manager, sometimes also known as the Game Master, Dungeon Master, or Storyteller, acts as the primary narrator and referee for the game.…

  • Gear Enhancement

    When adding runes to armor, weapons, or equipment the tier level of the item being enhanced goes up by one tier. There are no copyright laws or patents (in the World of Saṃsāra) so the only thing that keeps someone from recreating or improving an item is their ability to do so. If they are…

  • Faction membership Advantage

    Any avatar can be a member of multiple factions. Avatars always start at the lowest level in a faction and should roleplay how they joined the faction to the other players. If they wear the faction badge openly, they receive 1 corresponding skill point of temporary training for the character for each rank they have…

  • Does Not Follow Other Rules

    The world of Saṃsāra does not follow the rules of any other tabletop role-playing game systems. You may find a lot of similarities to other games you may have played. Just keep in mind that this system is completely different and has its own set of rules to follow. Also remember that the rules are…

  • Difficulty Class

    Difficulty Class (DC) is a numerical value that represents the level of difficulty or challenge associated with an action attempted by a player character (PC) or non-player character (NPC). The DC is typically determined by the guide manager (GM) or other rules. When a player wants to perform a specific action, such as picking a…

  • Curses active

    Like the classical “Hunters Mark”, “Foes Mark” is used to mark a target. This tells the character that marked the target where their target is. It also removes one action from the targeted avatar. Even if more “Foes Marks” are added to a character only one action can be removed for all marks.

  • Conduits of Magic

    Magic requires a conduit which is used as a focus for the power of thought to flow through. This conduit is in the form of an object that must exist in the world. In most cases this is in the form of an item that may be carried by an avatar. A “rule breaker” is:…

  • Conditions in the World of Saṃsāra

    These conditions provide unique challenges and benefits for beings in Saṃsāra, reflecting the world’s rich tapestry of magic, memories, and mechanics.

  • Combat Rules

    When combat starts, roll for initiative. Initiative is the order in which characters take turns. This is done by rolling a d20 and using that number. The order is from lowest to highest. This includes the creatures they are fighting. If there is a tie, each rolls another d20 to see who goes first until…

  • Character Marks

    Character marks are like permanent curses that are placed on avatars. This is always specific to the item that was used to place the curse and is noted on the character. If a character carries a lot of marks, guards are less friendly to them. Examples below: Hunters mark: (includes level and who marked them).This…

  • Chanting Spells

    Spells are actionable abilities included within items. Chanting spells increase the power that is invoked by the spell. There are three types of spell casting: Silent, Normal, and Ritual. Disruption can happen when a spell is chanted because there is a measure of time that a distraction caused by happenstance or a foe that reacts…

  • Bound Items

    Some items are bound to a specific avatar, character, party, location, or nation. This means that it cannot be sold or traded outside of its boundaries. In the case of an item that is bound to an avatar and the avatar dies then the item dissolves into nothingness.

  • Boons to Characters and Avatars

    Non-item enhancements (Boons) in the context of characters and avatars refer to improvements or augmentations that are not directly tied to physical items or equipment. These enhancements can come in various forms and can have a significant impact on the capabilities and attributes of the character or avatar. Boons are (rarely but occasionally) handed out…

  • Avatars

    Once merged with a character, Avatars are sterile which means they cannot have children. An avatar may be an individual, swarms, packs, or groups. Until they are above tier-1 they cannot split into different movement groups. Memories of avatars are combined with the character to form the character. This is like body snatchers where the…

  • Attack Damage

    Damage is the base of the spell or weapon plus the (tier dies times your tier level.) Level 1 = base item damage + 1d4 Level 2 = base item damage + 2d6 Level 3 = base item damage + 3d8 Level 4 = base item damage + 4d10 Level 5 = base item damage…

  • Armor Check

    AC stands for “Armor Check”. It is a numerical representation used to determine how difficult it is for attackers to land a successful blow on a character, avatar, creature, or object. The AC value serves as a threshold that an attacker must exceed with their attack roll to hit the target. The AC is often…

  • Ammunition Rules

    On the world of Saṃsāra, when using a ranged weapon with the ammunition trait, you must have the appropriate ammunition on hand to make an attack. Each attack depletes one unit of ammunition. Accessing this ammunition from a storage device like a quiver or case is considered an integral part of making the attack. After…

  • Advantages and Disadvantages

    Only one level of advantage or disadvantage is allowed for a dice roll. If a second advantage or disadvantage is obtained it is not added or doubled, instead the second advantage or disadvantage is ignored. If an advantage or disadvantage is already in play and the opposite has also been obtained this means it just…

  • Action Economy

    Movement: Movement does not count against the player characters (PCs) or the avatars actions. In the characters turn they may move any of their avatars up to the maximum allowed for each avatar’s speed. This can be broken up into different movements for each avatar. This can be before or after any action. Actions: (mainly…

  • Acquisition of Items

    The acquisition of items can either be through combat rewards, quest rewards, or bought at a vendor. If the recipient of the item does not have their credentials, skills, or capabilities to use the item, they can learn what is necessary through role play. This can also be done during downtime (when the player is…

  • AC Limit on Items

    Armor Checks (AC) are limited on items to a maximum of 3 per item level. If any item carries a higher amount of AC, then it must be reduced to this amount.

  • Baba Yaga 679 of Frenzy

    Lore: The Baba Yaga 679 of Frenzy is a wrought iron pendant infused with the chaotic essence of Baba Yaga herself. Legends say that this pendant was crafted from a shard of iron from Baba Yaga’s cauldron. It is said that whoever wears the pendant will find themselves in a constant state of heightened aggression.…

  • Uncaged Will of the Achy

    Lore: Throughout Saṃsāra, Achy are known for their deep understanding of the Mind’s Eye and the illusions that shape reality. This worn item is a physical manifestation of their ability to see through gilded cages, both metaphorical and literal. It’s said that the item chooses its wearer, granting them fragments of this potent Achy wisdom…

  • Whispered Codex of Embracing Change

    —

    by

    in

    Lore: This seemingly unremarkable book is said to have been penned by an ancient wanderer who traveled Saṃsāra, observing countless cultures and peoples. Disillusioned by the constant conflicts born from differences, the wanderer sought to compile a guide that emphasized the potential for harmony found in understanding and accepting the myriad ways of the world.…