...coming soon to a hangout near you in late Summer.
-FLAILSNAILS allowed: non-native PCs arrive naked. Not one stitch of equipment from outside this setting.
-Native PCs start with a loincloth and tunic (if they desire), and two things from the list below (roll).
1. Spear, hide/wood/bone or stone
2. berries (healing)
3. stone/bone dagger
4. berries (poison)
6. water skin
9. leather strap
10. piece of jerky
12. carving stone (for making other things)
13. berry paint
15. strong stick (10ft pole/staff)
16. Sorcerous Rune
17. companion animal
18. 2d4 arrows
19. leather armor
20. tanned hide
All beginning weapons have a 5 in 6 chance of breaking when a 1 or 20 is rolled to hit. Weapons can be master crafted to get rid of this flaw.
Basic 6 D&D Ability Scores, with a set of percentage-based "Learned Skills", including Sorcery and Shamanism magic.
*To get your starting percentages in Skills, I'm going to use one of the following methods - help me decide which!
-Everything starts at 5%, then you get a number of points to distribute. Add all ability scores, then SUBTRACT ability bonuses, and ADD ability penalties. Distribute that number among your Skills.
-OR, everything starts at 0%, then add all ability scores, then SUBTRACT ability bonuses, and ADD ability penalties. Multiply by 4. Distribute that many points.
*HP = CON. Check CON as a percentage when being healed to full, if successful, HP improves by 1.
*Things not covered by Learned Skills are d20 ability checks.
*The Sorcery Skill gives one access to the Wizard Spell list from D&D books - you gotta have the text or tell me what book it's in. Your spells are in the form of runes carved into rocks or power gained from trafficking with demons - but demon magic is visible as an imp on your shoulder or hazy mist around your head.
You can cast as many spells as you find - in the form of defined spells you find completed runes for, or new ones you construct from component runes you find (or demons). Sorcery is rolled both to learn a rune/spell and to cast it. Subtract the level of the spell from your percentage when rolling.
Ranged Attacks (+1 to hit for every 10 points)
Melee Attacks (same)
Hardiness (+1 to all saves for every 10 points)
Architecture (mostly tents and hunting blinds)
Pass Undetected (both leaving no trails and hiding in shadows)
Animal Tending/Taming (could work for monsters, too)
Spirit Stealing (attempt to temporarily steal an ability of a recently felled foe, you must have seen them use it)
Other ideas? What am I missing? Comment below or on Google Plus.