Dunes and Doomgiants

Started by Walrus Warwagon, January 23, 2025, 02:45:25 PM

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Walrus Warwagon

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TABLE OF CONTENTS


Introduction

Character Creation
2.1. Choose a Class & Branch
2.2. Distribute Talents
2.3. Pick Proficiencies
2.4. Define Your Concept

Core Rules
3.1. Dice & Target Numbers
3.2. Tokens & Resource Management
3.3. Handling Bonuses & Penalties
3.4. (Optional) Partial Success
3.5. Magic

Classes & Branch Abilities
4.1. Warrior
4.2. Scoundrel
4.3. Adept
4.4. Speaker
4.5. Explorer
4.6. Stranger

Prominence & Progression
5.1. Prominence Levels
5.2. Character Growth & Limits
5.3. Reaching the Final Showdown

Adventures & Campaigns
6.1. Structure of Play
6.2. The Role of the Dunemaster
6.3. Designing Adventures
6.4. Concluding the Campaign

Combat
7.1. Overview
7.2. Rows & Turn Structure
7.3. Hits & Defeat
7.4. Actions in Detail
7.5. Boss Powers & Large/Special Enemies
7.6. Balancing Battles
7.7. Example Combat Round

Combat
8.1. Meaningful items
8.2. Item Bonuses & Special Powers
8.3. Creating & Distributing Magic Items
8.4. More Examples of Magic Items



DUNES & DOOMGIANTS

A roleplaying game of daring heroics and subtle mysticism, where adventurers brave the danger, challenge the mighty, and chase legendary fortunes. This rulebook outlines how to create characters, resolve actions, and explore campaigns culminating in epic showdowns.



1. INTRODUCTION
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Dunes & Doomgiants is a Role-Playing Game centered on bold deeds, mysterious magic, and perilous challenges. Up to six players take on the roles of intrepid adventurers, forging alliances and confronting powerful foes in short but impactful campaigns.

Short Campaigns: Designed to wrap up in just 3–5 adventures (missions/scenarios), reaching a climactic showdown by the time characters achieve high Prominence (their measure of renown and power).

Soft Magic: Spells, rituals, and otherworldly abilities have a mysterious flair, potent yet governed more by story logic than by exhaustive spell lists.

Narrative Focus: Each class brings a unique story-driving ability that can bypass or twist one major obstacle per adventure, ensuring rich moments without bogging down the system.
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2. CHARACTER CREATION
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Follow these steps to bring your adventurer to life.


2.1 Choose a Class & Branch

There are six classes - each has three distinct branches with a unique once-per-adventure power.

Warrior: Physical might and battlefield prowess. 
Scoundrel: Stealth, cunning, and underhanded tactics. 
Adept: Wielders of magic and supernatural forces. 
Speaker: Social virtuosos and negotiators. 
Explorer: Survivors, scholars, and resourceful travelers. 
Stranger: Outsiders, wanderers, or hermits with unusual talents.


2.2 Distribute Talents

You have five Talents: 
Brawn: Strength, endurance, toughness 
Brains: Reasoning, knowledge, analysis 
Finesse: Dexterity, agility, reaction 
Swagger: Confidence, charisma, presence 
Weirdness: Supernatural affinity, mystery, magic

All Talents start at +0. 
You have 2 points to allocate - raise two of your Talents to +1. (Later, Prominence gains can push a Talent to +2.)


2.3 Pick Proficiencies

Select three Proficiencies at +1 and one Proficiency at +2. Possible Proficiencies:

Athletics: Physical feats (climbing, running, swimming). 
Stealth: Sneaking, hiding, disguising. 
Investigation: Searching for clues, traps, hidden things. 
Insight: Reading emotions, intentions, atmosphere. 
Suggestion: Influencing others, be it diplomacy, negotiation or even blackmail. 
Survival: Tracking, foraging, navigation, pursuits. 
Craft: Making, repairing, disarming tools, traps, and locks. 
Lore: Knowledge of history, magic, culture, creatures. 
Ritualism: Performing rituals, casting magic, interacting with the supernatural.

You can increase another +1 Proficiency to +2 later through Prominence gains.


2.4 Define Your Concept

Name & Appearance: Briefly describe your character's race, look, and persona. 
Starting Gear: Briefly describe basic equipment matching your background, and choose one Meaningful item (weapons, tools, etc. - more in chapter 8). 
Motivation & Goal: What drives your character? What ultimate dream do they pursue?
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3. CORE RULES

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3.1 Dice & Target Numbers

Roll 1d9 when the outcome is uncertain or risky. 
Add the relevant Talent (+0 to +2) and Proficiency (+0 to +2), Item bonus (+1 if applicable), Situational Bonus or Penalty (+1 or -1). 
Compare the total to a TN set by the Dunemaster: 
Easy (4), Normal (6), Hard (8), Extreme (10), Doomful (12) 

If your roll meets or exceeds the TN then this is a Success. Otherwise this is a Failure.

Critical Checks: 
- If you roll 1 on the d9, roll another d9. If it's 1 or 2, it's an automatic failure. 
- If you roll 9 on the d9, roll another d9. If it's 8 or 9, it's an automatic success.


3.2 Tokens & Resource Management

Each character begins an adventure with 2 tokens. 
Spending 1 token grants +1 on a single roll (no stacking with other +1). 
The Dunemaster may rarely award bonus tokens if the party's actions merit it or if the adventure extends.


3.3 Handling Bonuses & Penalties

No Stacking: When affected by multiple conditional +1 bonuses, total remain +1. Same applies to -1. 
Bonuses and Penalties: A +1 and a -1 cancel each other, resulting in net +0. Additional +1 or -1 could shift total to +1 or -1. 
Re-rolls: always incur one -1 penalty. 
Magic Items: May grant +1 to certain rolls, but do not stack +1 from other magic items.


3.4 (Optional) Partial Success

If the Dunemaster wants more nuance, consider the difference between the roll result and the TN (winning/losing by 1–2 vs. 3+). You can define more specific outcomes or complications to reflect near-misses or truly spectacular successes or failures.


3.5 Magic

Spells and rituals and interactions with Weird are resolved by normal rolls (usually Weirdness + Ritualism, but not always) with story-based constraints. Magic is often subtle outside of a class branch power, and unreliable if you rely on it too much. With magic one of the main rules is - less is more.

Costs: Might attract supernatural attention or exhaust the caster. 
Rewards: May grant narrative leverage or a chance to re-roll (at -1).

Magic is a narrative force - consequences might be unpredictable.
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4. CLASSES & BRANCH ABILITIES
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Each class has three branches. You pick one at creation, gaining its signature once-per-adventure power.

Partial Success for Major Obstacles: If the target is extremely fortified or beyond normal scope, you only achieve a partial success or strong advantage, not an outright bypass.


4.1 Warrior

Soldier – Tactical Mind 
Bypass one significant obstacle (guarded gate, ambush, or disadvantage) by analyzing terrain or enemy layout.

Strongman – Mighty Heave 
Perform an incredible feat of strength (smash gates, bend bars, heft massive weight).

Raider – Savage Display 
Unleash a fearsome roar or display that shatters enemies resolve or intimidates onlookers.


4.2 Scoundrel

Spy – Master of Disguise 
Don a quick disguise fooling regular observers with ease, unless trying to fool someone who intimately knows your target.

Smuggler – Underworld Contact 
Secure illicit goods, safe passage, or crucial intel from shady allies. Large favors could incur a cost of moderate requests.

Killer – Assassin's Mark 
Instantly take out an unsuspecting target (like a lone guard). Stronger targets resist but are still severely disadvantaged.


4.3 Adept

Magi – Arcane Ploy 
Improvise a moderate magical effect (illusion, small elemental burst, sealing a door).

Believer – Blessing 
Remove or negate one affliction (poison, minor curse, corruption) from a person, place or object.

Occultist – Forbidden Insight 
Commune with spirits or dark knowledge to uncover a hidden secret about a person, place, or artifact.


4.4 Speaker

Bard – Ballad of Renown 
Deliver a public piece (praise, satire) that influences local sentiment about a person or situation.

Philosopher – Revelatory Argument 
Engage a person, or group in a compelling debate, forcing them to question a core assumption.

Merchant – Purse of Plenty 
Instantly produce or secure exact funds or trade goods for a moderate deal, bribe, or purchase.


4.5 Explorer

Handyman – Ingenious Tinkering 
Swiftly disarm, fix, modify, or repurpose a mechanical device or unusual object (trap, lock).

Scholar – Instant Recall 
Immediately recall or reference a crucial piece of knowledge from your notes when the situation calls.

Scout – Pathfinder's Eye 
Spot a hidden resource, safe route, or vantage point in the environment (natural water source, secret alley, concealed lookout).


4.6 Stranger

Bushi – Swift Slash 
In a focused one-on-one clash, strike or disarm the foe instantly, or focus and cut an uncuttable object. A superior opponent might only be wounded or off-guard.

Ascetic – Pure Will 
Enter a deep meditative state to cleanse or block a mental/spiritual hindrance from yourself, or another, or break a supernatural effect (fear, possession, illusions).

Mystic – Mysterious Ways 
Phase partly into another plane, slipping through a barrier or restraint.
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5. PROMINENCE & PROGRESSION
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5.1 Prominence Levels
Characters begin at Prominence 1. 
After each adventure, +1 Prominence (capping around 5).

5.2 Character Growth & Limits
Prominence 2: Increase a +1 Proficiency to +2. Gain 1 free re-roll of a failed check once per adventure. 
Prominence 3: Raise one +1 Talent to +2. 
Prominence 4: Gain +1 Hit for combat 
Prominence 5: No further mechanical bonus, but your branch ability is now at its peak, and its effects will be far more dramatic. Don't hold back in the final showdown!

5.3 Reaching the Final Showdown
By Prominence 5, characters are typically at their peak, ready to face the endgame - toppling an overlord, sealing an ancient evil, or putting an end to war.
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6. ADVENTURES & CAMPAIGNS
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6.1 Structure of Play
A Campaign is an overarching story, containing multiple Adventures (scenarios). 
Each Adventure focuses on a major challenge or plot. 
Completing an Adventure grants +1 Prominence until you reach your campaign's final showdown.

6.2 The Role of the Dunemaster
Sets TNs (4 Easy, 6 Normal, 8 Hard, 10 Extreme, 12 Doomful). 
Adjudicates partial successes for class powers on epic tasks. 
Distributes tokens at adventure start, occasionally rewarding extra tokens for dramatic actions.

6.3 Designing Adventures
Emphasize exciting scenarios that let class powers shine (stealth infiltration, heroic feats, social showdowns). 
Balance resource usage - tokens and once-per-adventure abilities help shape pivotal scenes.

6.4 Concluding the Campaign
At Prominence 5, the party faces their ultimate rival or destiny. 
Triumph or defeat, the story ends on a climactic note - your legend is forged for all to remember.
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7. COMBAT
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Though Dunes & Doomgiants emphasizes narrative solutions, conflicts inevitably arise. The rules below provide a tactical framework for battles - simple, meaningful, and dramatic. Rules below, while applying to regular combat, could be reused for social showdowns. For example a city oriented campaign could use these rules by simply re-flavoring attacks and defenses into arguments and counterarguments.

7.1 Overview
Rare & Meaningful: Combat should feel important, not routine. 
Rows: Each side has a Front Row (melee) and a Back Row (ranged/support). No crossing into the opposing side's rows. 
Hits: Each participant has Hits, losing 1 Hit on a successful attack. Usually, participants begin combat with their full hits, and restoration of their condition before combat is implied. This might change for both character and enemies at Dunemaster discretion, if narrative leads to such a situation.

7.2 Rows & Turn Structure
Front & Back Rows:
Up to 3 characters per row (front or back). 
Front Row: Melee engagement with the enemy's front row. 
Back Row: Ranged/support. Ranged attacks are penalized with -1. 
A character may spend an action to switch rows on their side, possibly swapping with an ally who agrees.

Initiative:
Roll a d9 twice for each participant. Combine the digits (e.g., 2 and 8 result 28). 
Higher totals act first, then next highest, etc.

Actions:
Each character takes one main action (attack, defend, support, impose, move rows). Minor speech is free. 
After all participants act, proceed to the next round in the same initiative order.

7.3 Hits & Defeat
1–2 Hits: Minor foes. 
3 Hits: Standard characters or stronger enemies. 
4 Hits: Veteran heroes or elite officers. 
5 Hits: Epic bosses or monstrous threats.

When a participant's Hits reach 0, they're Defeated - out of the fight.

7.4 Actions in Detail
(A) Attack 
-- Front vs. Front: An opposed roll - Attacker (1d9 + Prominence + Item bonus if applicable) vs. Defender (1d9 + enemy's Danger), or vice versa if enemies attack. If attacker wins, defender loses 1 Hit. 
-- Ranged from Back: Attack a front/back row enemy Same rules apply, but attacks from back row are always penalized with -1.

(B) Defend / Shield Ally 
-- Defend (Self): Protective Stance - re-roll failed defenses with -1 until your next round. 
-- Shield an Ally: Roll your defense in place of theirs, taking the hit on failure. Back row could only protect others from the back row.

(C) Support / Impose 
-- Support: Grant +1 to an ally (roll of 1d9 + Prominence + Item bonus if applicable, usually against TN 6, unless conditions are harsh). Ally gains +1 on their next action.
--Impose: Inflict -1 on an enemy (roll of 1d9 + Prominence + Item bonus if applicable, TN depends on enemy power). That enemy suffers -1 on their next action. Bosses may resist or require an even higher TN.

(D) Move Rows 
Switch from front to back (or vice versa) as your action, useful for retreating or stepping into guard duty. While swapping places, only initiating character spends an action.

(E) Special Maneuvers 
Some bosses have special powers. But this doesn't mean that you are powerless! With proper setup, at Dunemaster discretion, you too could affect the battlefield or course of battle in a way typical actions cannot. Or, maybe, you came into possession of a magic item, granting you an ability. These conditions might require an action of your own to activate.

7.5 Boss Powers & Large/Special Enemies
Major foes often have:
- 4–5 Hits (or more).
- Special Moves (attack multiple targets, or attempts to affect whole rows, support multiple minions, etc.).
- Protective Barriers: Some are immune until you meet a condition (e.g., dispel the shield by successful Impose).
- Unusual shape: Large enemies could occupy two spaces within a row, or even four spaces, two per row! For being large targets and allowing less allies their actions are more severe. Hive enemies could occupy an entire row. Each occupied spot is considered one hit, but you could only get rid of a hive if you remove all of their spots, else they could grow back as a free action.

These are just examples! A formidable foe could attack two targets at once, or unleash a roar that attempts to impose -1 on all front-row opponents. A ghost could ignore any non-supported attack, a cruel master could inflict a battlefield-wide penalty of -1 upon everyone (including the minions), but himself . Use these abilities sparingly but effectively to make boss fights challenging and require cooperation. These are just examples - be creative!

7.6 Balancing Battles
Numbers & Hits: 4 characters at 3 Hits each can face ~2 minions plus a 4-Hit boss. 
Synergy: Buffs/debuffs shine in longer fights or vs. tough foes. Harsh battle might require seeking an advantage beforehand. 
Ambush: The surprised side might suffer -1 for the first round. 
Rare Fights: If the party steamrolls, add a second wave. If they struggle, let them discover an escape or turning point. Such opportunities might come at a narrative cost, but do not hesitate to provide them until you get a solid grasp of the balance.

7.7 Example Combat Round
Party (3 members):
- Warrior (Front Row, 3 Hits) 
- Adept (Back Row, 3 Hits, -1 on ranged attacks) 
- Bard (Back Row, 3 Hits, -1 on ranged attacks)

Enemies:
- Bandit Captain (Front Row, 4 Hits) 
- 3 Bandits (Front Row, 1 Hit each)

Initiative:
Warrior > Bandit 1 > Adept > Bard > Captain > Bandit 2 > Bandit 3.

- Warrior attacks Bandit 1. Opposed roll - Warrior wins > Bandit is defeated. 
- Adept tries a Debuff (TN 8) on the Captain. Success > Captain gets -1 next action. 
- Bard sets up the Warrior's next attack (TN 6). Success > Warrior gains +1 next time. 
- Captain (at -1) chooses to rally minions, granting +1 to remaining bandits. 
- Bandits attack the Warrior. If they win the roll, Warrior loses 1 Hit each time.
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8. ITEMS
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In the shifting sands of Dunes & Doomgiants, having a meaningful tool might provide an opportunity, while powerful relics and enchanted trinkets are very rare, but can tip the scales. This system doesn't deal with counting gold, oil and other bothersome petty things. Instead it deals with Meaningful Items and Magic Items. Good idea is not to pamper your group too much, this would cause an item bloat and devalue these little but tasteful narrative devices.

8.1 Meaningful Items
Items without magic could be just as decisive in a narrative as a powerful artifact. Meaningful items could be anything. A horse, a rope with a hook, a mirror, or hidden razor. What makes it meaningful is the character who holds it, and you decide how it could affect the story. Point of these items is to highlight opportunities that otherwise wouldn't be there.

Each character gets one Meaningful item during generation. Perhaps they could find more during their adventures, or even lose some.

8.2 Item Bonuses & Special Powers
+1 to Certain Rolls 
- A sword that grants +1 to melee attacks, or armor that grants +1 on defense rolls, an amulet boosting +1 on Ritualism checks, etc. 
- No Stacking: If another item already grants +1, only one item applies.

Unique Narrative Effects 
- A ring allowing its wearer to see invisible spirits. 
- A cloak enabling brief flight. 
- An orb that calms magic, letting you re-roll a failed Weirdness check at -1.

Drawbacks or Requirements 
- Some items might carry a curse, imposing narrative complications (e.g., inflicting nightmares, attracting desert spirits). 
- Others only function for a worthy user and require conditions for activation (e.g., drawing the sword only against the vilest, or being under light of the moon).

8.3 Creating & Distributing Magic Items
Rarity: Magic items are often unique, discovered in ancient tombs or gifted by powerful entities. 
Balance: Keep items from overshadowing class abilities. Usually items offer a situational +1 or a once-per-adventure effect. For some items focused on flat bonuses this might be a good idea to include bonus for both combat and narrative rolls.
Role in the Story: Tying an item's power to a character's personal quest or big campaign theme can deepen immersion (e.g., a star-metal blade that can harm horrors).

8.4 More Examples of Magic Items
Sandcurse Amulet: Once per adventure, cause the opposing side to reroll their success with -1 penalty. 
Beacon of Embers: Emits a light only user can see, weak illusions are disbelieved automatically. 
Desert's Answer: A staff that draws power from the dunes. +1 to Survival and Weirdness checks while near the sand.
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CONCLUSION
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Dunes & Doomgiants merges lightweight mechanics with dramatic storytelling, placing heroic characters amid time of changes, arcane mysteries, and looming threats. By leveraging Talents, Proficiencies, and their own wit, players shape the narrative around daring challenges, cunning schemes, and powerful artifacts. Whether you confront an evil in the final showdown or quell a rising cult, may your legend echo across the Dunes!
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APPENDIX

Character Sheet

Combat Tracker