Heroes of Rûl (WIP) is another mini-project that spun-off from Action Card RPG, of which there is some design overlap. Legends of Rul is inspired primarily by Zelda, JPRGs, and Adventure RPGs. It aims to provide a somewhat simpler version of ICRPG, magic excepted. Types, for example, have been reduced to three - Combat, Skill, Magic - each with a single ability. This was done to further emphasize loot.
Touchstones
Television and Movies: The Dark Crystal (Dark Crystal: Age of Resistance), Vision of Escaflowne
Games: Legend of Zelda, Hyper Light Drifter, Octopath Traveler, Ryuutama
Create a Hero
- Assign Hero Points: place 2, 1, 1, 0 in any STATS
- Assign Effort: 4 points
- Assign +1 to any STAT or EFFORT
- Select 1 Hero Type
- Select 1 piece of Heroic Loot
- Select 4 pieces of Basic Loot
Assign Hero Points
Stats
Players place 2, 1, 1, 0 in any order for their hero character’s STATS
Strength (STR): physical power, might, and stamina. It’s used for melee attacks and hit point recovery.
Dexterity (DEX): agility, precision, nimbleness, and speed. It’s used for ranged and light melee attacks and DEFENSE.
Insight (INS): wits, cunning, memory, deception, and sensory perception. It’s used for utilizing arcane magic and initiative.
Willpower (WIL): spirit, courage, resolve, empathy, and charisma. It’s also used for light magic and mana point recovery.
Effort
Players can assign up to 4 points to their hero character’s EFFORT
Basic (d4): No Weapons or Tools
Light (d6): Light Weapons and Tools
Heavy (d8): Heavy Weapons and Tools
Magic (d10): Magic and Energy
Ultimate (d12): Critical Hits
Bonus Point
The player can place an additional +1 point in any STAT or EFFORT of the player’s choice
Option: Biotypes of Rûl
If players would like to play a hero character from one of the peoples in Rûl whose biotype has more specialized adaptations or abilities (e.g., wings, gills, fire-breath, etc.), they can trade their Bonus Point to do so
Other Hero Info
Hearts: 1 Heart = 10 Hit Points (HP)
Stars: 1 Star = 10 Mana Points (MP)
Defense: Your DEFENSE score is equal to 10 + AGI + your LOOT bonus
HP Recovery: d20 + STR STAT ≥ TARGET, regain STR STAT + 1 in HP
MP Recovery: d20 + WIL STAT ≥ TARGET, regain WIL STAT + 1 in MP
Hero Type (Choose 1)
Combat Type
- Tough: +1 to HP Recovery rolls and regained HP
- Martial Training: Weapons you wield inflict HEAVY EFFORT
Magic Type
- Attuned: +1 to MP Recovery rolls and regained MP
- Spell Savant: choose either Arcane or Spiritual magic and gain 3 spells from this tradition. This tradition’s spells are never HARD for you to cast
Skillful Type
- Adaptive: +2 additional equipped item spaces
- Expertise: all Tools you utilize do HEAVY EFFORT
Heroic Loot (Choose 1)
Heroic Loot is organized in terms of Type for those who want Loot fitting their Type. Regardless of their type, heroes can choose any 1 piece of heroic loot of their choice.
Combat Loot
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Magic Loot
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Skillful Loot
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Basic Loot (Choose 4)
Select Basic Loot for your character. This list is not exhaustive. It only reflects common adventuring gear. Unless noted, each piece of LOOT occupies 1 INVENTORY space.
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Magic and Spells
Three types of magic: Spiritual, Arcane, and Sorcery. Sorcery is blighted magic that corrupts those who wield it. Heroes don’t cast sorcery.
Spiritual (WIL) >> Natural World Magic
Mystics invoke the forces of the natural world and call upon its spirits for guidance. Mystics channel their sacred power to perform magical deeds of light, protection, healing, nature, and even psychic mentalism. The power of spirit magic, however, must not be abused as it can cause spell burn.
Mana Cost: 2 MP per spell
Inventory: None. Spirit Magic does not use Inventory slots
Spell Burn: Place a D4, 1 up, on your sheet. For each Spirit spell cast, increase the Spell Burn die by 1. When it reaches 4, magical power overloads the caster, and they must make a WIL Check on the current TARGET to continue casting. If they succeed, reset the die to 1. If they fail, roll the Spell Burn die: the player cannot use any Spells for that many ROUNDS.
Arcana (INS) >> Ancient Eldritch Magitech
Arcanists wield the esoteric magitech of the Ancients known as ‘Arcana.’ Arcana are the remnants of the Ancients’ eldritch science that delved into manipulating energy, time, teleportation, and alchemy through magitech devices. Arcanists do not suffer spell burn from Arcana; however, Arcana does take up valuable INVENTORY space and risks a GLITCH.
Mana Cost: 2 MP per spell
Inventory: 1 slot per spell
Glitch: Any Arcana cast roll of a Natural 1 activates a Glitch. Roll 1D20 and consult the chart.
- Fumble: the arcana you are using falls to the ground
- Busted: your arcana is broken until repaired
- Gibberish: you cannot speak intelligibly for 1D4 rounds
- Burn Out: suffer 1D4 ROUNDS of Spell Burn
- Dazed: casting your next INS or WIL check becomes HARD
- Recharged: you regain 1d4 HP and MP
- Zap: you take MAGIC damage
- Lag: your spell activates 1D4 ROUNDS later
- Freeze: you are frozen for 1 ROUND
- OOM: you are drained to 0 MP
- Bugged: you summon 1D4 Void Moths (1 HP, +0 all rolls)
- Warp: you teleport to a random NEAR location you can see
- Magnetic: you attract all CLOSE metallic objects
- Phasing: you become immaterial for 1D4 ROUNDS
- Dust: you need 1 TURN to blow the dust out of your arcana
- Reboot: your arcana needs 1 day to reboot
- Shock: everyone NEAR takes BASIC damage
- Jammed: you cannot use that arcana again for 1D4 rounds
- Virus: your next STR or DEX STAT check becomes HARD
- Nothing: the glitch effect is too subtle or insignificant
Sorcery (STR) >> Blighted Dark Magic
Sorcerers harness the powerful corruption of the Blight to perform the dark magic of sorcery. Sorcery spells require 2 HP to cast, whether from the caster or some other unwilling subject.
Paths of Power
Paths provide further ways to customize your hero through thematic abilities. These are often gained through achieving great deeds, unlocking them at shrines or dungeons, and defeating indomitable foes.
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Shrines of Power
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Minor Shrine
Lesser Shrine
Greater Shrine