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Unurthed Vaarncana
Unurthed Vaarncana
Unurthed Vaarncana
vaarncana
Unurthed Vaarncana is a set of rules
that can be bolted unto the rules
found in the Vaarn deluxe edition
(VDE) book.
This is mostly for those that want a
little more “crunch” in their gaming
systems,
If you enjoy combat on a grid, apply Ranged weapons cant be used when
the following general guides: a lightly engaged in melee.
armored creature can move 40ft per If an attacker has advantage or
combat round. A creature wearing disadvantage roll 2d20 and use the
medium armor (3-4 slots) moves 30ft, highest/lowest result.
while a creature in heavy armor (5-6
slots) move 20ft per combat round. On a hit, the attacker rolls their
weapon's damage die to determine
An encumbered creature moves at half how many hit points (HP) the defender
their normal rate. Some creatures may loses.
move faster or slower (whatever makes
sense to the Referee, just be
consistent).
SHOOTING INTO MELEE Area of effect
Firing into melee is dangerous but attacks
sometimes necessary. Roll randomly to When being targeted by attacks that
determine who is hit. If the shooter have an area of effect or blast, one can
takes a Round to aim enemy targets roll a successful DEX save to receive
count as two combatants for the half the damage.
purposes of randomly determining
who is hit. Enemies count as three Leaving melee
combatants if the shooter does this Leaving an opponents melee range lets
and has the Trick Shot talent. them make a free attack on you.
If you spend your entire turn
SHIELDS WILL BE disengaging, you may move out of
BROKEN! melee range without provoking a free
A player may choose to absorb a hit, attack, but you cant take any other
no matter how much damage it does, actions this turn.
by sacrificing their shield. Obviously,
they must be wielding a shield at the CRITICAL SUCCESS &
time.
FAILURES IN COMBAT
When you achieve a critical success in
FLANKING combat your attack deals double
This rule is optional for those who
damage (roll twice the number of dice
want fights to be a bit more tactical.
and add any bonuses twice) and you
Creatures who can bracket an enemy
have advantage on your next attack or
(draw a straight line to each other
combat maneuver. The same applies to
through the foe) gain advantage to
monsters.
attacks against that enemy.
When you suffer a critical failure the
Cover attack automatically misses. Your
When shooting at a targets that’s in enemy has advantage on their next
cover, the target receives and Armor attack.
defense bonus. The amount of cover is
measured in how many percent of the Further penalties may apply to a
targets body is covered by the cover. critical failure if the situation is risky. A
25%: +2 critical failure in a one-on-one fight in
50%: +4 a clear meadow might just be a miss. A
75%: +6 critical failure in a tight corridor, with
allies and enemies jostling together,
might result in an ally being hit, a
weapon bei g dropped, or the attacker
falling prone.
Hitpoints & wounds Shield Bash. Must be wielding a shield.
Hitpoints and wounds work just like in Attack and exchange your damage to
VDE. shove an enemy 5’ backwards. You and
your allies have advantage on attacks
COMBAT MANEUVERS made against that enemy until the end
Stunning, shoving, disarming, tripping, of your next turn.
and so on. Maneuvers can be
Trip. Attack and exchange your
attempted in melee combat by a PC to
damage to try to knock your enemy
grant themselves, or an ally, an
prone. You have to make a STR save
advantage. Just remember that
opposed by their CON defense. If they
monsters can do the same.
fail, they fall over and melee attacks
Feint. Attack and exchange your against them have advantage until the
damage to make 2 attacks next round end of your next turn. Target may
with advantage. stand up but this counts as their
action. They may move normally.
Fight Defensively. Attacks against you
have disadvantage for one round. You Morale
cannot attack or take other aggressive Morale works like written in VDE.
actions, but you may move normally.
Healing
Grapple. Attack and exchange your Healing works like written in VDE.
damage to hold your opponent. Make a
STR save each round thereafter to
maintain the grapple. Allies have
advantage to attack and deal +2
damage to your target. If the target
breaks free, that counts as their action
for the round. They may move
normally.
Hospitaller. Outside of combat, using Two Weapon Fighter. When you hit an
a combination of prayers, herbs, and Opponent while wielding two
medical knowledge you may heal weapons, roll the damage for both and
others for 1d6 + INT bonus hit points. apply the higher value.
Requires a healer's kit (Ud6, 2 slots,
can forage or purchase replacement Berserker. You can choose to enter a
components). rage at the start of your turn, or in
response to taking damage. While in a
The Old Tongue. You speak the secret rage, you have +1 to attack, all your
language of rocks, plants, and animals. melee attacks inflict +2 damage, and
You have advantage on reaction rolls you are immune to pain and fear. You
when speaking to an animal, a copse of might froth, or stare in battle-focus, or
trees, mushroom colony, or mountain merely let a facade drop and give in to
for the first time. your ancient urges, brutal warrior
training, or religious fanaticism.
These things can answer questions you
may ask assuming they know what you While raging, you cannot do anything
are talking about, but any knowledge defensive, curative, or tactical with
they share will be from an alien your allies. All you can do is attempt to
perspective that is hard for humanoids kill things.
to make sense of
While raging, you cannot stop fighting
Pouches. Three of your “regular” item until you kill, subdue, or drive off all
slots are now also quick slots. enemies. If one of your allies has
injured you this fight, they count as an
Savage enemy.
Great Weapon Fighter. Reroll damage
less than 3 when wielding a two- You can make a PSY save at the start
handed weapon (2-3 slots). You must of your turn as a free action to end the
use the new roll, even if it is less than Rage.
3.
Mystic Glimmer hunter. You can sense
The Apprentice. Gain 1 random Mystic creatures that radiate with the
gift. glimmer from mystic gifts. How visible
and from how far depends on how
The Master (requires The Apprentice). much they glimmer.
Gain 1 random Mystic gift. If you devour their brains, gain 1
random mystic gift.
Mental Strength. When rolling for HP
loss from using Mystic gifts, roll two Defender
dice and choose one. Bulwark. When an adjacent ally is hit,
you may choose to take the damage
Mental shield. When an enemy targets for them. You must be wielding a
you with a Mystic gift, make an EGO shield. Not possible against Mystic
save as a free reaction to direct the gifts. Make a Strength save to reduce
effect back at the caster. the damage by ½.
Obscure Knowledge. Once per session, Tough (Requires Bulwark). Reduce all
you can declare something true incoming damage by 2 points
because you saw it in a vision. The (minimum 1). You gain advantage on
base chance of the thing actually being saves vs mind-altering and fear effects.
true is 50%. You do not know whether
it is true right away; the GM will roll Shield Basher. When wielding a shield,
when it matters. You might only be the maneuver “Shield bash” also deals
partially correct, but you will never be 1D4 damage. Wielding a shield also
catastrophically wrong. grants you an additional +1 bonus to
AC.
Weird Herbs. You can consume a
special ration to regain 25% of your Shield Master (requires Shield
total HP. This takes 1 round. Basher). When an effect allows a
Ingredients can be purchased in any Dexterity save for ½ damage take no
trading city. 3 "doses" fit in a single damage if you succeed -your shield
item slot. You don’t share, and your absorbs the blow.
companions are in no hurry to sample
your weird herbs.
Items and Trading & reactions.
Vaarn has no universally accepted
barter currency, so interactions with
While a standard monetary system shopkeepers and merchants will
does not exist in the Vaarn, items are require the players to intuit what the
generally given a Water-dept token seller is willing to accept in exchange
(WT) value to determine their worth in for their goods.
trade.
However, the trade in Vaarn is mostly Allow players to make trades that
driven by trading goods with each seem reasonable at a glance, assuming
other. that an item slots’ worth of goods can
The most common currency is Water- be exchanged for
debt tokens from the city Gnomon, similar. The referee can use the table
issued by the Water baron Ancamulla. of approximate prices on the right to
aid their judgement. If they are still
Most items take up one Equipment
uncertain whether a trade would be
slot.
acceptable, they may roll d20
Very light or small items take up no
and refer to the table below, modifying
items lots.
with the PC’s EGO bonus.
Heavier or bulkier items take up more
than one items lot.
Merchnats reaction
Some items can be bundled together
They are enraged to the
to only take one slot. For example, 3/1 1-3
means that up to 3 of the items takes
point of physical violence
up one slot. Time-waster, get out of
4-8
Bundle items are bought in bundles, their sight
and the value listed is for a bundle. They shrug and look at the
9-12
sky
Items marked with a *, are rare and
They want a different
should only be found at specialized 13-15
merchants. item instead
They’re willing to make
16-19
Items with a quantity inside () or a UD, the trade
is bought in that quantity. They like you enough
20+ to throw something extra
in
ITEM SLOTS WT ITEM SLOTS WT
Torches UD8 1 1/4 Padlock & key 1 1
Glass marbles Saw 1 1
(10) 2/1 1/4 Shovel 1 1
Nails (12) 3/1 1/4 Animal trap 1 1
Pole (10ft) 1 1/4 Tar (pot) 1 1
Pencil 3/1 1/4 Bedroll 1 1
Waterskin 1 1/4 Chain (10ft) 1 1
Bottle/Vial 3/1 1/4 Cook pot 1 1
Bucket 1 1/4 Ammunition UD10 1 2
Chalk (10) 3/1 1/4 Omni-glue tube 3/1 2
Candles UD10 1 1/2 Light weapon 1 2
Tinderbox 1 1/2 Flash-bangs (5) 1 2
Crowbar 1 1/2 Flare (5) 1 2
Drill 1 1/2 Magnifying glass 3/1 2
Fishing pole 1 1/2 Lock-picks 1 2
Lamp oil UD12 3/1 1/2 Tent 1 2
Pick 1 1/2 Motion sensor* 1 2
Rope (50ft) 1 1/2 Autoglot translator* 1 2
Sack 1 1/2 Shield 1 2
Sponge 3/1 1/2 Hologram projector* 1 2
Caltrops (10) 1 1/2
Lantern 1 2
Bellows 1 1/2 Medium weapon 2 3
Iron spike (12) 1 1/2 Light armor (12 AD) 2 3
Ration (Food & water) 3/1 1 Rare book* 1 4
Shield 1 1 Luxury clothes 2/1 4
Sturdy boots 2/1 1 Pack camel - 5
Mortal & pestle 1 1 Replacement limb* 1 5
Hourglass 1 1 Heavy weapon* 3 5
Grappling hook 1 1 Heavy armor
Manacles 1 1 (AD 16)* 6 6
File 1 1 Auto-chariot* - 50
Mirror, small 3/1 1 Small wind-barge* - 150
Net 1 1 Modest townhouse - 200
Random 2D6 Armor template
2-3 Shield
Exotica
When placing exotica beforhand for 4- 7 Light armor (12 AD, 2 slots)
adventures or rolling up random ones 8-10 Medium armor (14 AD, 4 slots)
in the middle of an adventure you can
11-12 Heavy armor (16 AD, 6 slots)
use these tables.
EXOTICA
Exotica 1d10
ARMOR
1-3 Random armor exotica + Level
STRENGTH
Use the d100 exotica table in 2-7 One beneficial
4-17
VDE Two beneficial, One
8-10
18-20 Random weapon exotica drawback
11-14 Two beneficial
Stealth module: The wearer can turn Antidote injectors: Toxin dice
invisible for 10 minutes, once a day. received downgrades on 1-6 for the
wearer.
Mirror glass: The armor protects
against energy and beam weapons and Enhancers: Boosts an ability score by
attacks. Can also be used as a mirror. +1.
8 Beam
DRAWBACK
9-10 Close
1d12 WEAPON
TAGS 11 Electrical
1 Crystalline 12 Entangling
13 Fire
2 Unstable
14 Fungal
3-4 Heavy 15 Hypergeometric
5 Misaligned 16 Mauling
17 Parasitic
6 Snub nose
18 Piercing
7 Less lethal 19 Sun charged
8 Ammo hog 20 Twin beam
9 One-shot 21 Sweet spot
10 Liquid charge
22 Master crafted
11 Unwieldy
23 Long
12 Brutish
24 Slaying
25 Lethal
26 Acid
27 Pshycic
28 Hypergeometric
29 Heavy weapon
30 Automatic
Beneficial weapon
tags Entangling: Targets hit by this weapon
Toxic: Hit targets must make a CON must DEX save or become Entangled.
save or suffer a D6 toxin dice Entangled creatures have an AD of 9,
and attack with disadvantage. They
Brutal: The weapons damage dice now must make a DEX save to break free.
explodes. When a damage die shows
its highest value, roll another die of the Fire: The weapon deals fire damage
same size and add it to the damage and will ignite flammable objects. It
total. There is no limit on the amount deals double damage to Fungal
of damage dice that can explode in one creatures and no damage to Mineral
roll. creatures. It cannot be used
underwater or against submerged
Accurate: This weapon always fires opponents.
with advantage on attack rolls.
Fungal: The weapon deals no damage
Agonizing: The weapon is
to Fungal creatures. Its re-gains an
excruciatingly painful. Biological
Ammo die step of its usage die when
creatures must make a Morale save if
fed decaying animal or vegetable
they are damaged by the weapon.
matter.
Beam: The weapon fires a beam of
Hypergeometric: The weapon exists
energy. This weapon never suffers
partially outside of Euclidean space.
negative modifiers for shooting over
Double the rolled damage against
50ft Beam attacks are deflected by
Hypergeometric creatures.
mirrored surfaces and are not effective
during sandstorms. Mauling: The weapon is especially
effective against lightly armored
Blast: This tag will have a number after
opponents. It deals an extra dice of
it. The number is how many 5ft
damage against targets with AD 14 or
squares on all sides around the target
lower, but half damaged rolls against
that are also hits. Compare your attack
opponents with AD 16 or higher.
result to all effected targets AD, to see
if they are also hit. Parasitic: The weapon is alive and
Targets can always DEX save to receive cannot be unequipped without
half the damage rolled. surgery. The wielder must consume
double rations, or the weapon is
Close: This weapon can be used in
unusable. When this weapon damages
melee and without any penalty.
biological creatures, the wielder
Electrical: Double the rolled damage regains HP equal to half the damage
against Synthetic creatures, opponents inflicted.
in metal armor and targets submerged
in water.
Piercing: The weapon hits opponents Long: An extra-long weapon. This
as though they had -2 to their AD. melee weapon has an extra 5’ of attack
range. Enemies that move into range of
Psychic: The weapon is psychically the weapon can be attacked by the
bonded to the user. It requires a PSY user if they have not used their attack
+6 or more to use. Roll attacks against for the turn. This is an instant attack
targets PSY score instead of AD. that takes place as soon as the target
comes into range and uses up the
Sun Charged: This weapon replenished
wielders attack for that turn.
ammo by sunlight. Replenishes to max
UD if not fired and left out in the sun
Throw: This melee weapon can be
for 8 hours.
thrown. It has a range as regular
Twin Beam: Can fire two smaller ranged weapons, but its only
beams or a big beam. applicable when thrown. Use DEX
You can fire at two targets with the when throwing it. Returns to user after
same attack, roll to-hit against both throw, this takes one combat turn
targets separately. Divide your damage however.
dice by two, so a D6 would become
Master crafted: This weapon also has
two D3’ s for example.
+2 on all damage rolls.
If you fire the big beam, you can only
attack one target, use the regular Sweet spot: This weapon crits on
damage number for the weapon. natural 19 and 20 on to-hit rolls.
Acid: The weapon degrades armor. On Automatic: This weapon can fire more
a hit, the weapon either deals damage than one shot per attack. You can
or reduces the target’s AB by one choose to roll 3 damage dice, but your
(attacker’s choice). ammo UD downgrades one step.
Heavy weapon: This is a huge weapon.
Double the amount of damage dice for
Drawback weapon
the weapon. But the weapon needs a tags
support backpack to be powered or Crystalline: The weapon uses delicate
feed ammo. crystals to function. If the user rolls a
This backpack takes up two extra natural 1, the crystals have broken or
items slots. become misaligned, and the weapon
cannot be used. It must be fixed after
Lethal: Upgrade the weapons damage combat.
on size. A d6 would become a d8, a d8
a d10 etc.