Gameplay

The gameplay in Ame no Woto is built off of the Fifth Edition of Dungeons & Dragons, so except where noted you can generally assume that the same rules apply. Where anything goes unmentioned within the rules of Ame no Woto, you can check the rules for D&D5e and find an equivalent answer. This section focuses on the major differences, most of which are to be found in Ame no Woto's combat systems due to its emphasis on firearm-based combat. If anything is unclear, just ask and it will be clarified and added to the rulebook on this page.

Miscellaneous Rules

Crafting Items

Being proficient in the tools of a particular trade, such as a glassblower, cobbler, or chemic, allows you to craft items. Any item can be crafted with the appropriate tools and knowledge, as well as time and raw materials. The cost of materials is equal to half the cost in crowns of the item you wish to create, and it takes a number of hours equal to the item's cost to craft it. Crafting can be a part of your downtime during long rests, and you divide the hours it takes to craft any item by the number of proficient people working on it - though all items have some maximum number of tradesmen who can functionally work on a single project at the same time; for chemics it is always one.
--To craft, you roll the respective tool proficiency like any Skill check, and do this every time you set down to work at crafting the item.
--If you roll a 20 on your check, you treat the hours worked as double. If you roll a 1, you treat the hours worked as half.
--The average of all your rolls to craft an item determines its Quality, in degrees from Scrap to Masterwork:

  • Masterwork: average over 30; the item's selling price is doubled and it gains enhanced effects based on what kind of item it is, determined by the GM.

  • Great: average over 20; the item's selling price is increased by 50%. The typical result for a skilled and experienced artisan.

  • Normal: average between 10 and 20; the item sells for its normal market value. What can be regularly expected from a good apprentice or journeyman artisan.

  • Poor: average from 6 to 10; the item sells for 50% of its normal value. A bad result but not a terrible failure, akin to an apprentice's early projects.

  • Scrap: average of 5 or below; the item cannot be used or sold on the market, but you can break it down and sell it as raw materials for 25% of its normal value.

Using Chems

Chems, broadly, are drugs and alcohol that make you feel nice and have special effects when you consume them. They all come with some temporary bonuses and penalties as well as an Addiction/Intoxication chance, with some also damaging your Health or Will. While none are illegal per se, people will look down on you for using drugs, and many pubs and inns won't let you do drugs on their premises. Some absolutely will though.
--Chems can be used in combat as a Standard Action, but do not have to be in your hand or an accessible pouch in order to use them - just in your inventory is fine.
--Drugs have an Addiction DC that you roll against as a Psyche save if you've used this specific drug in the past month. If you have used this drug in the past 24 hours, the Addiction DC increases by a cumulative +1 for each time.
--Addiction is specific to each drug, but all cause -1 Physique and -1 Psyche for every three days you go without that drug.
--Churches offer purging sessions and salves to kick addiction, but it will take time.
--The stat bonuses from Chems can push your stats beyond the normal human cap of 20.
--Alcohol can cause you to become Intoxicated; when you consume any alcohol, roll a Physique save against the listed DC, increasing by a cumulative +1 for each drink you imbibe.
--If you fail the save and become Intoxicated, you throw up and gain one level of Exhaustion. If you keep drinking and keep failing, you accumulate more Exhaustion.
--If you take a drug while under already under a chem's effects, you roll the duration die again and extend it if it is the same drug, and if not the first drug's effects end and the new drug takes effect in its place. In either case, you gain one level of Exhaustion.

Exhaustion

This is a mechanic in D&D5e, but has slightly different effects in Ame no Woto. Exhaustion is gained by going a day without any one of food, drink, or sleep, and can also be accumulated through certain other effects or by hazardous weather, like the intense heat of the Withern Sea. There are six levels to Exhaustion, all cumulative:

  1. Disadvantage on Primary Statistic and Skill checks.

  2. Speed halved, and you can no longer Run.

  3. Disadvantage on attack rolls and saving throws.

  4. Maximum Health halved.

  5. Speed reduced to 0 feet, and you suffer -2 to your Resistance.

  6. Death!

Each long rest - and some other abilities - reduces Exhaustion by one level. Unless you deliberately mess yourself up, you will probably not have to worry about Exhaustion. Unless...

The Salt

The Salt is a pseudonatural phenomenon that is not fully understood by current science. There are many theories as to its origins, but its effects are more concretely known: it is deadly, if you are exposed long enough to it. As an adventurer, it is important to know what the Salt can do to you, because as your journeys take you to new and mysterious lands, you will certainly encounter the infamous scourge of the Conflagration.

Scourging

When you are exposed to the Salt for at least ten minutes, you get a choice: make a Physique save, or a Psyche save. If you fail at Physique, you gain one level of Exhaustion (detailed above) and take Health damage. If you fail at Psyche you gain one level of Scourging and take Will damage. If you succeed in either case, you take half damage and suffer no additional penalty. Scourging has a similar structure but different cumulative effects compared to Exhaustion:

  1. You start seeing a particular image (described to you) in the corner of your eye that never goes away. You are convinced it is real, and it appears in the centre of your vision when you close your eyes; you lose any Blindsense or Darkvision you have access to, unless it was granted by a Salt-related ability.

  2. Normal sounds and smells are replaced with completely different ones: firing your rifle might make the sound of an orchestra, a scream might sound like giggling, and corpses might smell like apple pie. Your range with ranged weapons is halved, and you have Disadvantage on all rolls that use your Perception modifier.

  3. At the start of your first turn in a combat, or at the end of a short rest, roll d100. For 1d10 minutes, suffer one of the Madness effects given below.

  4. Your Will is halved, but you can understand all written and spoken language.

  5. You become unable to tell friend from foe, and you feel like everyone is secretly plotting against you.

  6. You lose your mind forever.

Levels of Scourged can be removed or ignored through rare items (in varying amounts), or by starting and finishing a long rest while at maximum Will. The long rest method removes one level of Exhaustion.

Madness

The result of too much exposure to the Salt, or on other occasions an effect of Will-based attacks. The result is determined by a d100 roll and lasts 1d10 minutes unless otherwise specified:

01-20: The character retreats into their mind and becomes paralyzed. The effect ends if the character takes any damage.
21-30: The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40: The character becomes frightened and must use their Full Action each round to flee from the source of the fear.
41-50: The character begins babbling and is incapable of normal speech.
51-60: The character must use their action each round to attack the nearest person or creature.
61-70: The character experiences vivid hallucinations and has Disadvantage on ability checks.
71-75: The character does whatever anyone tells them to do that isn't obviously self-destructive.
76-80: The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90: The character is stunned.
91-100: The character falls unconscious with a blissful look on their face.

Salt Damage

Some weapons, enemies, and of course exposure to the Salt itself will deal damage to your Health or Will. This damage has no type: it is pure damage and goes through all Protections and Armour Ratings, with no way to reduce it directly. Different levels of Salt exposure deal different amounts of damage; low-level exposure to the Salt can be survivable for hours depending on your Psyche or Physique.

Avoiding the Salt

The Salt is invisible, and you generally do not notice it until you're already in it, feeling it scratch against your skin and fall like bitter ash on your tongue. By this point it's too late. However, you can sense the general presence of the Salt - if not its exact location - with Psyche, acting as a form of Perception but for Salt, rolling it to tell where areas of Salt are, but not their concentration or if they are moving. You can also sense the Salt using Blindsense or similar abilities, knowing where the Salt is within the range of your nonvisual sight.

Some equipment and items you will come across can also give you protection against the Salt, not by reducing its damage but by giving bonuses to your saving throws against it and by increasing the amount of time you can remain exposed to the Salt without having to make a saving throw.