Orrys: Survivors in a Shattered World
All rules are subject to change!
Characters can be made using any races and classes for the 5th edition Players Handbook. Stats are rolls using 4d6 and dropping the lowest dice 6 times. Two blocks of stats can be rolled, and the player chooses which they would like to use. If they roll poorly and do not wish to choose either of these two blocks, they can roll a third stat block, but must use the new stat block once rolled. Scores can be assigned to whichever characteristic the player chooses.
PCs start play with up to two weapons of their choice, choosing from the Simple Melee or Simple Ranged weapon table on p.149 of the PHB, regardless of their proficiency with martial weapons. Because of the lack of resources in Orrys, all starting weapons are made of simple materials, such as wood, stone, or bone.
PCs start with 3 pieces of adventuring gear or tools of their choice, choosing from the Adventuring Gear table on p.150 of the PHB, or the Tools table on p. 154. Your background may provide additional starting items and coinage, as decided by the DM.
Gold is all but worthless in Orrys, with trade being done via barter system, or with iron or steel shillings. The ‘steel value’ of an item is equivalent to its gold piece value in the PHB, with 1 steel = 1 gp. PCs can barter with merchants or other NPCs using the gp/steel value to assess its worth; for example, a Longsword has a value of 15gp, so a PC wishing to barter for it could offer to trade 3 Handaxes (worth 5gp each), or any other combination of items, for the Longsword. In some cases, the PC may have to offer a higher overall value of many several items for a single high-value item; for example, a merchant may not be willing to trade 15 Sickles (worth 1gp each) for a single Longsword. In these situations, a successful Persuasion (Charisma) check may be necessary to complete the transaction.
Most weapons in Orrys are made of primitive materials, such as stone, bone, and treated wood. Statistically, these are treated as baseline, mundane weapons and have no positive or negative modifiers. Weapons made of metal, like iron and steel, are treated as +1 weapons and add +1 to attack and damage rolls, though they are not considered magical weapons if a creature is resistant to non-magical weapons, unless the weapon has in fact been enchanted. Metal armour is treated the same as normal, though is much rarer than it was before the Cataclysm. All metal items are treated as having double the regularly listed gp value.
Weapons that are not made of metal are susceptible to breaking. On rolling a natural 1 on an attack roll with a weapon made of wood, stone, or bone, the player must roll a second d20. On a 5 or lower, the weapon shatters. The weapon may still be usable, though in a different way, depending on the weapon; a broken longsword could still be used a shortsword, a broken quarterstaff may be used as a club, or a great axe may still function as a battleaxe. Otherwise, a broken weapon is treated as an improvised weapon, dealing 1d4 damage.
PCs travel between locations on a hex map of the area, travelling a distance per day (the party’s Movement) that is dependant on the party’s movement speed. The party’s overland Movement is equal to the slowest character’s base speed multiplied by 0.8. For example, if the slowest character has a base speed of 30 ft, the party has 24 Movement, as 30 × 0.8 = 24. If the slowest character’s base speed is 25 ft, the party’s Movement is 20 (25 × 0.8 = 20).
Each hex on the map represents 6 miles of distance. However, terrain can effect how much of your party’s Movement is used to move through that area. Average overland travel uses 6 Movement per hex, but environmental conditions can increase or decrease the amount of Movement required to move to that area (see table below). Normal overland travel uses up 8 hours per day, factoring in appropriate time to rest, camp, etc.
PCs can opt to travel up to 16 hours per day (a forced march), doubling their movement, but doing so will require a Constitution saving throw from all members of the party at the end of the march. The difficulty of this saving throw depends on the terrain the party has travelled through the most throughout the day (determined by the DM). Any characters that fail this saving throw suffer one level of Exhaustion (p. 291 of the PHB) that takes effect until taking another long rest the following day. If the characters do not rest immediately after a forced march, they must make a Constitution saving throw, and will immediately suffer one level of exhaustion on a successful roll, and two levels on a failed roll (this exhaustion is healed by one level once the characters finish a long rest). As in the PHB, a long rest reduces a character’s exhaustion level by 1.
Some factors, such as moving at a faster or slower pace, can effect movement cost. Travelling at a fast pace can reduce Movement cost by 1/4, but requires a CON save at the end of the day, with the same save DCs and effects as a forced march. Travelling slowly and carefully increases movement cost by 1/2, but the party will have advantage on Stealth (Dexterity) checks to remain inconspicuous and does not require a CON save. If the party is travelling by mount, Movement cost is determined by the base speed of the mount rather than the PC, and the other rules for a forced march/exhaustion/fast movement apply to the mount as well.
The party must have the required Movement to move into the next hex. For example, if the party has 4 Movement remaining at the end of the day, and wishes to move into an adjoining hex of grassland that requires 6 Movement, the movement would then be considered a forced march and would require a Constitution saving throw.
Survival and Food
The PCs can carry up to 4 day’s worth of food and water with them (referred to hereafter as rations). Each day of overland travel uses up one unit of rations. Once per day, the PCs can attempt to hunt, forage or scavenge for food in the wilderness to supplement their ration supply. Each PC that is foraging can make a Survival (Wisdom) check to see how successful they are. The difficulty to find food depends on the terrain, and is determined by the DM (see table below). A successful check will yield 1d6 rations, which can be distributed to the party members as they see fit. A failed save produces 1d3 rations, a natural 1 produces no rations, and a natural 20 produces 2d6 rations.