Wielder Core Rules
For those new players who wish to understand the core rules and mechanics of Wielder and begin playing immediately, the following sections lay out each of the essential aspects of the game required to create new characters, explore the world and engage in combat with other party members and allow the Narrator to create engaging, exciting and original campaign experiences.
Wielder is designed to incorporate brisk, easy to understand and manage core mechanics and systems that are all integrated and synergize with a single, uncluttered game document; the TAB > Trait, Attribute Block. The TAB includes a character’s 5 central Attributes of their experience as a unique, living, thinking being and the 20 related Traits, each of which represent the various tools, emotions, social skills, and physiological aspects that make each new character dynamic and original.
TAB > Trait/Attribute Block
CAS > Collective Attribute Score
CATS > Collective Attribute/Trait Score
NOD > Number of Difficulty
TAP > Turn Action Points
Life > HP, numerical value of a player’s survivability. At a Life score of 0, a character is unable to take actions and is considered inert/unconscious. Raising HP above 0 will restore a character’s ability to take actions. Inert/unconscious beings may use one of their daily healing uses to raise their HP. Allies may heal an inert/unconscious being using Compassion or Faith. (See Healing section)
Those beings who remain at 0 beyond 1 combat cycle (10 combatant turns/1 minute) will be unable to heal themselves using their daily healing uses. After that point, allies must revive them.
Beyond 3 combat cycles (30 combatant turns) allies can no longer heal them using their Compassion or Faith. At this point they are Lifeless and must be brought to a healer, shrine, temple, Deity site where they may be revived over time dependent on the abilities and services of the healers.
Dominant Traits > A player’s 10 traits of importance that have a score of 1 at character creation.
Lesser Traits > A player’s 10 traits of lesser importance that have a score of 0 at character creation. The aspects of a character’s build that are the accepted deficient parts of their abilities, skills and makeup. A coin toss is used in place of trait scores for lesser traits. Actions tied to lesser traits are generally 50/50 succeed or fail.
Trait Points > Points a player may use to increase their dominant trait scores. 1 at tier 1, 2 at tier 2, 3 at tier 3
Stress Points > Points the Narrator references when they consider what kinds of challenges, traps, misfortune may befall a party member. Stress points are gained by accruing 3 failed coin tosses when using lesser traits.(Lesser traits have no score value, rather a player must make a coin toss when they are asked to use a lesser trait. Heads: Success / Tails: Fails.
Classes align with the core attributes >
Physical > Thrasher, Breaker
Mental > Collector, Fielder
Soul > Hortic, Vessel
Motivation > Ego, Lance
Sensory > Delver, Xeno
Attribute/Trait Usage
Wielder’s Attribute/Trait mechanic is tied to every aspect of the game. Understanding how a character’s 20 traits under the 5 Attributes affects their actions, abilities and connection to the world is essential.
Foremost, Wielder’s TAB system is designed to make learning and beginning gameplay as easy as possible while allowing synergy with all other systems in the game so players who wish to fully build out their characters and maximize their character’s stats may do so with equal ease of use.
Attributes function as 5 core aspects of a being’s experience.
Physical represents the being’s body, physiology, dynamic athletic movement, health and heartiness.
Physical also represents a being’s ability to withstand physical attacks. Their Physical CATS (collective attribute/trait score) is used as their defense score when taking physical damage. Subtract this number from the total damage of an attack that deals physical damage.
Mental represents a being’s mind, thought process, ability to gain insight and knowledge and create new ideas based on what they perceive and take in.
Mental also represents a being’s ability to withstand psychic attacks. Their Mental CATS (collective attribute/trait score) is used as their defense score when taking psychic damage. Subtract this number from the total damage of an attack that deals psychic damage.
Soul represents a being’s connection to the mysterious, enigmatic aspects of the world. There is great power in a being’s dreams, in their connection to the collective unconscious, and the underlying flowing energy that sustains magic.
Soul also represents a being’s ability to withstand magic attacks. Their Soul CATS (collective attribute/trait score) is used as their defense score when taking magic damage. Subtract this number from the total damage of an attack that deals magic damage.
Motivation represents a being’s focus and drive during critical times and tests of their abilities in the world. In particular, motivation is used during social encounters, debate, strategic planning with NPCs, parlaying with potential adversaries, and attempting to influence other beings in the world.
In Wielder, players should consider what aspects of their personality, ego, intellect and emotion are guiding their decisions. We wish to bring these critical components of an individual to the forefront. How does emotion influence decisions and relationships? How does one react when one’s oaths are tested and tempted or made to act in ways that go against their creed and beliefs? If your character is a bestial being whose existence is entirely founded on a connection to nature and the physical environment, how would instinct guide your actions?
When interacting with other beings during intense, meaningful social encounters, players may add their motivation CATS to trait rolls and compare rolls.
Sensory represents a being’s array of sensations specific to their species. Sensory traits and the Sensory CATS is used during trait rolls to explore the environment, perceive and take in environmental information.
During combat in degraded, low light environments, all combatants add their Sensory CATS to the other 4 CATS. This creates a more critical, dangerous encounter where the beings who have heightened sensory stats will benefit and those who are lacking will be at a disadvantage. The adding of Sensory CATS to the Physical, Mental, Soul and Motivation CATS will allow for better defense against stronger attacks.
Also, each attack by all combatants will add their sensory CATS to the total damage they deal.
Dominant Traits / Trait Score > Each player will begin at tier 1 with 10 Dominant traits and 10 Lesser traits. Each Dominant trait begins with a base score of 1. Lesser traits have no score and instead make use of a coin toss when these traits are required. At character creation, when players select a class, they will be given 5 dominant traits required by the class. The player will select the remaining 5 dominant traits. At each tier, players are granted free trait points equal to the tier level. These points may be used to raise dominant traits as the player sees fit. At tier 1, players receive 1 trait point. > At character creation, after assigning the 10 dominant traits and raising 1 trait by 1, each new character should have a base TAB Score of 11. The TAB Score is the total score of the TAB and is used as a base score for a character’s HP.
Gaining Trait Points > Your Dominant trait scores fuel most aspects of gameplay. It is essential to pursue trait point awards which allow you to raise dominant trait scores. As you increase your trait scores, this will increase your CATS which will strengthen your defense.
You may gain trait points as bonuses from gear, species, size, class, skills and items.
Completion of certain goals during gameplay will award trait points. The Narrator may establish a set of goals to complete during a campaign which will be awarded with trait points. Defeating high level foes and bosses are examples of campaign goals which result in trait points. Foe stat blocks list how many trait points are gained when defeated.
Lesser Traits > Lesser traits represent the deficiencies of a character’s makeup and experience. Each being has their specialties, the things they excel at and the abilities they are most proud of. No being is perfect. There will always be certain areas that a being understands to be their weak points and the things they struggle with. Lesser Traits represent these lacking, unfinished parts of a being’s makeup.
Each lesser trait can never have a score, rather, a coin toss is granted in substitution of a score. The coin toss in Wielder represents an idea of random chance and uncertainty. The coin toss could be a success or a failure, each as likely as the other. When a player is asked to make a trait roll, or a compare roll using a lesser trait, they will make a coin toss to determine the outcome. Heads is a success. Tails is a failure. When making a compare roll using a lesser trait, the player will be comparing against another being that is using the same trait. If the other being’s trait is also a lesser, they will make a coin toss as well. > if both succeed or fail it is a draw and conditions remain the same.
3 successful coin tosses awards a player 1 Chance point.
3 failed coin tosses awards a player 1 Stress point.
Chance Points > 1 chance point allows a player to add one additional reasonable trait score to a trait roll. This represents a character’s ability to make use of other supporting aspects of their makeup when they are in need, such as when they are making a trait roll to avoid mortal injury from a fall. If the player has a chance point, they may add an additional reasonable trait score to their roll. That trait used must be explained by the player to the Narrator, describing how the character is making use of that trait as a supporting aspect of their abilities.
Stress Points > Stress points represent burn out, exhaustion, or something like bad luck. Stress points are used by Narrators to determine which characters in the party may be tested by way of traps, riddles, or misfortune. How the Narrator decides to interpret the stress points by testing a character is to be determined. Once the Narrator has initiated a reasonable test of a character, 1 stress point is removed.
Tier Advancement
Advancing to a new tier requires a minimum TAB Score (The collective trait scores).
Once a character has reached the threshold, they will be able to advance to the next tier and gain the benefits of new abilities, skills, and gear. The Narrator should designate aspects of the campaign which will provide chances for tier advancement. These should be thought of as party goals or campaign goals. > Defeating high level foes and bosses, completing bounties and quests, or completing a checklist of tasks are examples of specific goals that a Narrator may designate as ways to advance tiers.
*When a character advances to a new tier due to successful completion of goals, they will be granted the total trait points that will bring their TAB Score to the minimum tier score for the new tier. The Narrator may award the points and the player may assign the points to their dominant traits as they wish.
Life HP
> A character’s total life force, or their life energy represented as a numerical value is called their Life HP (Hit Points). At each tier, players receive 10 points to add to their TAB Score which will give them their character’s Life HP. Add any additional bonuses granted by species, size, class, skills, gear, consumables or items.
*Players should be sure to frequently update their Life HP as it will fluctuate throughout gameplay. Use a pencil when marking your character sheet and trackers. The same is true for a character’s TAB as trait scores, CATS, and TAB score will be sure to change as well.
Healing / Regaining Life HP > Each character is able to heal 1X per daily cycle using 2D6. (Use roll or average if roll is low. > 8 Life HP average. > Players may make additional healing rolls equal to their Health, Faith, Will, Creation, Spirit or Instinct scores. Each character should select only 1 of the healing traits they will rely on during gameplay. These 6 different healing traits represent different class-specific means of summoning an inner reserve of life energy. Those players who wish to build up their healing ability may continue to invest trait points in their healing trait. They may do so at the risk of overlooking other essential aspects of their build though.
Characters may make use of consumables, skills, class abilities, and support features to heal as well.
Each daily cycle follows a 24 hour schedule. Every 10 - 12 hours, the party may rest to restore their Life HP, abilities, magical energies, and resources. During this rest period, each character may regain their maximum Life HP. The restoration of Life HP is dependent on conditions and effects which may be imposed on characters during the rest period.
Healing others > Those who have Compassion or Faith as dominant traits may heal another being a number of times equal to their Compassion or Faith trait score. * Each character may only make use of one of the two traits to heal others. > Roll 2D6 + Soul CATS > The being who is healed regains this number of HP. > The healer may heal equal to their Compassion OR Faith trait score only that many times per daily cycle. Any unused healing uses does not carry over to the next daily cycle. Each daily cycle, the healer regains the number equal to the trait score of their Compassion or Faith.
Life HP maximum > As a general rule, at the start of a daily cycle, each character should have a maximum Life HP restored to them after resting and healing. During the events of the day while the party is active (12 hrs. until next rest/healing period) any changes to a character’s CATS that is temporary, such as from inflicted conditions and effects will not affect the character’s Life HP number.
· Each player should be aware of this and make alterations to their scores, numbers and notes on the character sheet.
· It is advised to refer to the descriptions of conditions, effects, spells, class abilities, gear etc. when determining how changes to CATS affect a character’s Life HP.
Building a new character
When you begin building a new character in Wielder, there are two recommended ways to begin. The first is to set in your mind a theme and a concept for what kind of individual this character will be. Their species, size, background, profession or specialty, their style and type of dress, their attitude and demeanor and their moral principles. This seems a lot, though there are many players who do come to the character build process wishing to fully invest their creation with every facet of waking life. One may find the pieces within the character build process to realize their vision.
The other way is to jump into the process, giving oneself up entirely to random chance, selecting class, species, size at random and allowing the resultant new being to guide the player as the story unfolds. Of course, this method still requires the player to assign dominant traits and make reasonable choices in regards to gear, magic spells, skills and the like, though allowing chance to influence the outcome of a character’s development and evolution will allow whimsy and humor into the process.
In essence: intentional concept or chance choice. Each player must exercise their will and follow their creative impulse.
1. Select Class
2. Select Species
3. Select Size
4. Determine 10 Dominant Traits > 5 are Class required Traits, Choose the remaining 5
5. Add bonuses to Dominant trait scores > Trait Points > At lev 1, take 1 free Trait point. Add any bonuses from class, species, size, gear.
6. Fill out CATS on TAB > 5 core Collective Attribute/Trait scores > Physical, Mental, Soul, Motivation, Sensory > Each of the 5 scores listed become the character’s DS (defense score) against physical attack, psychic attack, magic/spiritual attack, inflicting conditions/effects, combat in degraded conditions.
7. Determine your TAB score > Determine your Life HP (TAB score + 10 per tier)
8. Select Gear > Offensive, Defensive, Deployables, Consumables, Items, Artifacts
Ø Characters may select 3 weapons, 1 defensive piece, 1 accessory, 2 artifacts
*Magic Casters must equip their Catalyst as their Main weapon
Combat mechanics
Turn order / Party order/ Foe order / Combined order > When combat is declared, there will be a certain number of combatants on the field of combat made up of the party, and the foes they face. Before players and Narrator begin engaging in combat it must be determined an order for each combatant to take their turn once combat begins. The Narrator is responsible for determining a reasonable order for the foes and the party may determine a reasonable order for the party. When doing so, the party may elect a combat strategist to arrange the order. (See party roles ) The Narrator then combines the party and foe turn orders.
Combat trackers > Players and Narrator should keep orderly combat tracker documents. Trackers are simple charts that contain rows and columns for party and foe turn order, points spent and saved, abilities used, and a blank TAB for inputting altered stats.
Offense > On a player’s turn they will have 4 turn action points to spend on actions, class abilities, skills, and trait rolls. A player may make use of their weapons, class abilities, magic casting to attack foes.
Defense > Defensive actions may be used by spending unused turn action points between turns. On a player’s turn they will have 4 turn action points to spend on actions, class abilities, skills, and trait rolls. Players may intentionally save points to spend during combat on defensive actions, skills, class abilities and supporting actions. At the start of a player’s following turn, all unspent points from the previous turn are lost and they receive 4 fresh points.
Environments / Visibility / Environmental Conditions
*Combat at night and in darkened conditions > The Narrator will determine when combat encounters call for Sensory CATS stacking.
- Add your Sensory CATS (Collective Attribute/Trait Score) to melee, ranged or magic attack damage. Combat at night is more lethal and dangerous. You added Sensory Attributes while in degraded conditions represents your character’s heightened or reduced senses in relation to your combat effectiveness.
- Add your Sensory CATS (Collective Attribute/Trait Score) to your Physical, Mental, Soul DS (The amount you subtract from damaging physical, psychic, magic attacks > Essentially, your Physical, Mental, Soul CATS.) When in combat in degraded, darkened environments, all combatants will add their Sensory CATS to offense and defense > This represents how each combatant’s sensory array (vision, hearing, smell, touch) adjusts to degraded, darkened conditions and how their senses compensate for changes in the environment.
Damage types
Physical Cut, Chop, Crush, Spike, Blast (Cut: Blades / Chop: Axe edge / Crush: Blunt / Spike: Pointed / Blast: Explosive)
Mental Psychic, Shock, Distortion, Entropy, Atrophy
Soul Rot, Divine, Elemental (Fire, Frost, Geo, Hydro, Wind, Phlogiston, Ether)
Motivation Fear, Rage, Stress, Grief,
Sensory Light, Sound, Nerve, Repulse
Effects
Elemental Ignis/Fire > Burn Hydro/Water > Flood Geo/Earth > Quake Aether/Air > Swept
Phenomena Electric > Shock Smoke > Choke Bloom > Rooted Radiation > Mutation Rot > Decay
Conditions 20 conditions, 4 per core attribute
Physical Hold, Lag, Weak, Pain
Mental Restraint, Confusion, Amnesia, Compell
Soul Repelled, Hollow, Marked, Cursed
Motivation Thrall, Domination, Anxiety, Jinxed (1D6, on 1, fail action)
Sensory Blinded, Deafened, Numb, Deprived (-2 sensory CATS, 2 mins)
Priming / Triggering Damage type combinations, effects and conditions
When a target is primed, the Wielder inflicts an effect on them that will trigger a follow up attack with another type of damage which inflicts a resultant effect, condition or phenomenon.
Elemental Damage priming/triggering combinations
Ignis/Fire > Burn effect > Blast dam. = Double blast damage
Hydro/Water > Flood effect > Electric dam. = Numb condition > Reduced dam/-2 per attack
Ice > Frost Effect > Hydra/Water dam. = Lag condition > 1/2 movement)
Geo/Earth > Quake effect > Blast dam. = Thrown > 10’ > Grounded (1turn action point to stand)
Aether/Air > Swept effect > Distortion dam. = Blinded / Deafened
Magic/Casting
Those classes that offer magic casting as an aspect and focus require players to keep a catalyst in place of a weapon. Those classes that do not focus on magic casting will generally offer 3 weapons to be carried at a time. 1 main weapon, 1 secondary weapon and 1 backup weapon. A magic caster will carry their magic catalyst in place of their main weapon. They may make an attack with their catalyst as one would with their main weapon. Each of the 5 types of magic line catalysts has a different type of attack that can be made with them.
A player who selects a class that offers magic casting should select their Line of Magic. Each of the 5 lines is centered on one of the 5 attributes. Each of the classes also centers on one of the attributes as a kind of focusing aspect. Those players who wish to fully maximize their character’s abilities and stats may wish to investigate the synergy between classes/attributes/magic lines/damage types.
Five Lines of Magic Catalysts/Totem/
Physical > Warding > Gauntlets, Bars, Staves, Rods
Mental > Memia > Brows, Circlets, Diadems, Crows, Helms
Soul > Torthis > Effigies, Figureheads, Statuettes
Motivation > Emotis > Medallions, Masks, Rings
Sensory > Spage > Wet Toadstool, fungus
Magic, spellcasting in Wielder
Levels > Difficulty, power of spell/casting/incantation/charm.
Means > The energy, catalyst, or method used to bring the magic into being.
Lines > The various categories, houses, types of magic, sorcery being cast.
Levels:
1> Initiate : Essential, early spells, casting, incantations, and charms that are in most student’s spellbooks.
2> Core : The mid – level spells that comprise the focus of a caster’s craft. These may be wide ranged in use and utility, and they make up the bulk of the caster’s knowledge.
3> Master : The prized spells, castings, incantations, and charms of a learned mage. The Master spells are fewer in number, yet they have required a great deal of training, patience, and will to master and replicate.
Means:
1> Physics /Physical : Magic which is explained by natural laws of science and physics, yet which are magical and fantastic in nature.. The majesty of the grandest natural order; magnetic fields, the mass and gravity of the spheres, the press and pull of temperatures and pressure to form cyclones of wind, debris, and destruction.
2> Alchemy / Mental : The craft of developing, formulating, and putting to use those powerful energies and magics of the alchemist’s laboratory, kiln, and crucible. The stuff of transmutation, transfiguration, merging, and bringing the true essence of matter into their various forms. A practitioner of this Line of magic must come to understand the explosive aspect of combined, combustible chemicals expressed through radiant light, fire and the understanding of its properties and potential to damage and create.
3> Divine/ Soul : The timeless, unknowable realms of Gods, Demiurge and Deities where mighty deeds and wonderous sights are seen; those who walk this line and are granted a fragment of the immortal power may see their inner worth magnified.
4> Chaos/ Motivation : The spectacle of fireworks, warfare, raging masses, revelry, and the novelty and whimsy of the universe expressed through the casters’ craft. Emotion and those deeply buried, repressed ideas may fuel this line of magic.
5> Phenomena / Sensory : The unexplainable, powerful enigmas of alien worlds, fantastic natural ability, and the mutation that comes of its own free will to show us what we might be capable of though we may not ever understand it. This Line of magic is dependent on those whose every sense is open and perceptive.
Lines: /
1> Spagis : Long considered the ‘bad’, ‘evil’, ‘destructive’ line in the realm of Twain. Much of that view is formed from a long history of persecution of the great old Homes in the Land and the kin and coven of Spage. Spagis is likely the oldest magic casting line of most human lineages in the Realm and beyond. The Spagis magic is derived of living close with the land, the creatures and environments of the world and the myriad folk remedies, cures, charms, and spells learned in this culture. /Growing Plants, Flowers, Fungus, conduit/catalyst/projector. > Sensory
2> Torthis : High, sacred, light / The miracle of faith, prayer, meditation expressed in the favor of the great olden powers. The casting of magic that seeks purity, and expelling the decay, corruption, and evil. While the outward image of the Torthis is righteous and incorruptible, there is much of the line that is dedicated to absolute devastation and domination. There are some of most powerful offensive Mastery spells in this line. / Effigies, Figureheads, Statuettes conduit/catalyst/projector > Soul
3> Emotis : Magic that cures, heals, binds, and seeks to understand the return to a balanced form. The Medis Line detests a system of imbalance and a body or mind that is out of order. The line that also deals with horticultural practices, mineral lore, the myriad practices and craft of healing practice and tools. / Medallions, Masks, Rings conduit/catalyst/projector > Motivation
4> Warding : The craft of boundaries, barriers, seals, wards, protection, and preservation. The Warding line deals with portals, planetary, moon, planar transit, and traversal. / Gauntlet, Staves, Rods, Bars conduit/catalyst/projector > Physical
5> Memia : Memory, psychic realm, the mind, dreams, and influence over individuals, the masses and oneself through the mastery of the workings of the brain, memory, the collective memory, the subconscious, and what can be derived from sensory information. / Brows, Diadems, Crowns, Helms conduit/catalyst/projector > Mental
*See Magic Lines documents for spell lists.
Help/Harm
Defense
Weakness / Resilience / Impervious >
Weakness to a damage type > A being attacked with a damage type they have a weakness to will take an additional 2 points of damage on an attack. (2 points added to the full attack turn, not to each individual hit.)
Resilience to a damage type > A being attacked with a damage type they are resilient to will take -2 points less damage on an attack.
Impervious to a damage type > A being attacked with a damage type they are impervious to will take no damage on an attack.
Impervious : 0 damage dealt on attack. / Resilient : -2 damage from attack. / Protection : ½ rolled damage.
Weak : +2 extra damage / Vulnerable: Max damage from attack. / Bypass : Damage cannot be reduced by defense.
Combatant Conditions
Strong / Active / Wounded / Critical / Defeated
Strong: Full health/HP Active: Approx 75% HP Wounded: Below ½ health Critical: Approx 5-10% HP Defeated: 0 HP
Trait Rolls/Compare Rolls
As a character who is alive in the world, who interacts with other beings, creatures and the environment and who must make decisions, both mundane and critical, they must rely on the various aspects of their makeup to react to the myriad events that may happen in the world. Understanding how to interact with the environment and beings in the world using trait rolls and compare rolls is essential.
Trait rolls > A trait roll is made when a player explains actions, reactions, efforts and decisions they wish to make to the Narrator. The Narrator will suggest to the player what type of roll they would need to make to succeed in their efforts. The roll would constitute 2D6 + the trait required in the effort. The Narrator will recommend the trait. The result of the roll + the trait score is compared to an NOD (number of difficulty) for that effort. If the resultant score meets or beats the NOD, the player succeeds at the effort, and the Narrator would describe the result.
Split Rolls > Similar to a simple trait roll, though the player would roll 2D6 + 1 trait of their choice and 1 trait of the Narrator’s choice. > In split rolls when a lesser trait is required, the player would have to add a coin toss to the attempt. > Face: make two rolls and use the better of the two. Tails: make two rolls and use the worst of the two.
Compare Rolls > A compare roll represents a player’s character competing against another being to succeed in an action or to resist having effects or conditions inflicted on the character by the opponent. > The player and the Narrator would both roll 2D6 + the same trait score. If the trait is a lesser on the part of the player or opponent, the coin toss would be used. > Face: make two rolls and use the better of the two. Tails: make two rolls and use the worst of the two. The resultant rolls are compared to determine who succeeds. A tie result is a draw and conditions remain the same.
Exploration Mechanics
The Realms of Twain are comprised of various environments, each of which represents different challenges and requirements. Narrators should inform the party what type of environment they are in when appropriate. The Environments Chart provides the details of each environment. Examples: Woodland, Beach, Hill, Mountain, Bog, Tunnel, Town, City. As an example, Woodland aspects are: Soil, rock and grass, brush, medium to dense trees.
For parties, it is important to know which environments offer access to soil which is required for growing plants. When parties are seeking food and resources, it is important to know what is available, particularly for species that require certain nutrients and specific food sources.
Many abilities, skills, magic, phenomena, gear and items function in different ways dependent on the environment. It is important to note these aspects of your character’s build and gear.
The physical environments in Wielder should be thought of as elaborate puzzles that may require strategic planning and resource management to properly navigate and traverse. Narrators have the ability to impose their particular style and taste when describing environments and leading parties through the world. The world is multi-faceted and dynamic so not all areas are likely to be the same in relation to complexity and challenge.
In addition to environment types, there are structure types, natural features, vehicles, and objects that each have particular stats and features.
Example: Heavy stone wall > Breach: Physical, Blunt dam., Crush dam., Blast dam., Geo Elem. dam., Magic that deals these dam. types / Impervious to burn, flood, swept elemental effects. / Breaching this structure type grants minimum 5’ X 5’ gap in structure material.
In relation to exploration of the world and environments, there are specific verbs that players and Narrator should become acquainted with.
Breach, Scale, Vault, Leap, Defend, Guard, Traverse, Descend, Lift, Operate, Destroy, Damage, Repair, Document, Perceive, Gather, Change, Build
Exploration Maps > As in combat encounters, during exploration scenarios, players and the Narrator should become accustomed to using gridded maps and Wielder environmental assets.
As an option during exploration scenarios, parties and Narrator may wish to create a turn order when navigating puzzle like environments. This ensures that each party member is involved and contributing to strategizing and thoughtfully navigating challenging environments.
Gridded maps and movement > During exploration scenarios using gridded maps, parties may make use of their character’s movement distance during their turn. The Narrator may also wish to make use of the 4 turn order points for each player on their turn. Each player would have access to various options when spending points during exploration. Trait rolls, skills use, class features, magic casting, consumables and deployables are options.
During exploration scenarios using turn order, the party would each take their turns, and the Narrator would take their turn on behalf of the environment. This represents the actions and reactions of the physical environment while the party crosses through the region.
Loot, Gear, Treasure Bounties
Exploration of the worlds in Wielder is sure to bring parties into cities, townships, and fringe settlements, where characters may interact with merchants, shopkeepers, private sellers and artisans, trade factions and orders which will be more than willing to take their money in exchange for all manner of gear, loot, items, medicines, vices, and services. How does one pay for such things in the Realms of Twain. Despite the popularity of gold, silver, copper and so forth throughout the dimensions and planes; in Wielder we make use of trade credits when doing business and making transactions. We may think of 1 trade credit as the equivalent of approximately $4.
5tc = about $20 / 25 tc = $100 / 100tc = $400 / 250tc = $1000 > 1 tc = 1 unit of trade material/goods
In the Realms of Twain, the standard measurement of most trade materials and goods such as salt, firepowder, ink, canvas etc is broken down into units. 1 unit of a material or good for trade is approximately 1tc worth. Every different type of material or goods has a different value equivalency at that size and price. Firepowder is more valuable than simple mushrooms, so one would gather a full basket of mushrooms for 1 tc where 1 tc of firepowder may only equal a spoonfull.
Services, lodging > An average inn found in Joreye in the Strand of Saint would charge 1 TC for a meal and drink and 5tc for 1 night of lodging.
Treasure Bounties > Task Houses throughout the Realms of Twain may provide bounties and contracts to parties and adventurers who wish to seek out lost, valuable treasures, artifacts and great wondrous works. Narrators may incorporate treasure bounties as introductory quests for new players and parties or as ways to claim rare materials and artifacts that may be part if a larger quest.
Crafting > Characters may wish to craft and create their own original gear, items and artifacts. Players who wish to build up their crafting abilities should put trait points into the Creation trait.
Social Encounters Mechanics
As with combat encounters and exploration scenarios, Wielder incorporates social encounters as a focus of intensive, strategic gameplay. Use of the Motivation attribute and traits are used to guide social encounters such as debate, attempts to manipulate and influence others, strategic planning, charismatic performance and conversation.
When the party or individuals engage in meaningful conversation, dialogue, debate, or attempts to influence others, they may use their Motivation CATS rather than making trait rolls.
Party Roles
An effective party will be made up of individuals who each recognize their strengths and weaknesses and allow each individual to play their part by serving a role that may highlight their strengths. In the course of gameplay, it is not possible to always stop to consider which party member should take on which task, as chaos often reigns. It is important though to have a general idea of which roles each party member is best suited to serve. The following are examples of key roles a party should consider as they adventure together.
Combat Strategist (Strat )> Arranging the turn order when combat is announced. This being should be able to get a rough idea of the greatest needs in the moment on the battlefield, ascertain what each party member has to offer and put together a quick turn order at the start of combat. They also should be able to call out quick points of concern in the heat of battle to the rest of the party. Example: The party is fighting off an advancing rank of Bleer Silt Eaters along a passage of canyon walls on the coast. The Strategist sees there are positions high upon the narrow canyon banks that may be used to hide snipers and blasters on as the enemy passes through the area. The strategist calls out to two party members best suited for these positions and suggests the tactic.
Field Quartermaster > A Quartermaster (QM) is a military role focused on logistics, supplies, and often navigation, but the specific duties vary greatly by service: in land armies, they manage barracks, food, ammo, and gear (supply chain). In Wielder, a Quartemaster role would function as a party member who would ration essential supplies, handle and maintain gear, ammunition, and acquire materials and resources. A Quartermaster may benefit from a charismatic personality and quick witted intellect as they would likely need to interact with merchants, shop keepers, task houses and various faction agents.
Scout > Those party members who are best suited for discreet, rapid surveillance, hiding in the environment and breaking into and back out of sites. Scouts should likely be smaller, less noticeable beings whose physiology is adapted to stealth and quickness.
Scientist > Party members who have a good understanding of the schools of science and physics in the Realms of Twain. These beings would likely guide the party during scenarios that focus on natural, scientific processes, facts and history dealing with the sciences. When conducting experiments, interacting with complex materials and chemical reactions, a scientist party member would be an excellent companion to have in the ranks.
Example: The party is required to navigate through a large laboratory complex. The doors, gates and passages are sealed, and the party only has what they find in the laboratory to use as tools and resources to escape and proceed. A scientist would likely have a couple mental traits as dominant traits and they may be able to use high trait rolls to ascertain which chemicals can be combined to create an explosive material to blast through the doors.
Medic/Doctor > The party would be lucky to have a being among them who excels at healing and medical practices. Medics may possess healing consumables, deployables, items and gear which may heighten their healing potential. Medics may have some Soul traits such as Compassion or Faith which may be used when healing others.
Priest/Faithful > Those party members who are best suited to make contact with divine beings and act as an intermediary between Deities, divine beings, demigods, and mortals. A Priest or Faithful party role would likely act as the face of pious restraint for the party when interacting with other religious officiates, dignitaries, and cult leaders.
Environment Control >
Naturalist /Warden>
Shipmaster > A captain, pilot or engineer who is capable of understanding and operating various vehicle types. This party member would likely be of a size and species that is physiologically adapted to standard sized vehicles in the Realm of Twain. This would likely be Medium sized beings, though bearing multiple sets of arms, legs, appendages is always a benefit.
Defender > Those tanky beings who are able to absorb greater than normal damage and come back for more. Defenders shouldn’t be averse to being on the front lines, standing between the foe and their allies. Ability to wield various weapons, shields, armor, gear. Ability to entrench, erect barricades, and hold down a position are all benefits. Physical and Sensory traits are good to invest in.
Blaster > A party member who is able to cast high damage spells at range and in a large area or beings who are capable of wielding great weapons such as firepots, blasting steeples, phlogiston pipes, cannonades and so forth make for excellent blasters. Much of their ability and trait scores may go into Spirit, Intuition, Stamina, Strength, and Sensory traits.
Breaker >A party member who excels at assaulting multiple targets at once and over a short period of time, particularly with melee, close range damage. Breakers should want to get up close and personal with the foes facing their party. Breakers intend to break the resistance and resolve of the enemy. Will, oath, stamina, dexterity, strength, and all sensory traits are good dominant traits.
Sniper >
Technician / Hacker /Bender >
Hunter >
Crafter /Smith / Alchemist >
Scribe/ Cartographer > Ability to create, memorize, perceive and process information, and make use of one’s intellect, patience, and creativity to document the path of the party through the Realms of Twain. Selling maps particularly of the wilderness and uncharted regions is a great way to make a living in Twain.
The Narrator
A Narrator will create the life and energy that courses through the new world and events that spring up in the moment as players and Narrator engage with the imagined characters, creatures, and environments within Wielder. A Narrator develops the outline for a suitable campaign, short bounty hunt or experimental foray into a dreamworld. Each episode, scene, and dramatic showdown with devious foes comes to life with descriptions and supporting materials provided by the Narrator.
In addition to the performance aspect of what a Narrator does, they will also select foes, creatures, settings, environments and NPCS that the party will interact with. It is up to the Narrator how they wish to set up a new campaign. It is advised that a Narrator creates a definitive Party Goals list with potential awarded trait scores for all applicable completed goals, defeated foes and other aspects that will allow players to advance tiers. While this is important and will make it easier for all players to advance their characters, Narrators should not feel forced to create a plan for progression that will keep the party stuck in a pre-destined course of action. The goals specified should be recommended and should be moveable, meaning a certain goal could be completed in different ways and at different points in the gameplay. As for bosses and foes, it is wise to have alternative foes which could award the same trait points in case some do not materialize during the gameplay.