Home

ILLICA'S GUIDE TO KARATH

Welcome! This is the Karath System, a system built to be easy to learn and hard to master.
Its main goals are Customizability, Streamlined play, and general Robustness within the world of Karath.
For some description, Karath is a gridless classless TTRPG system modeled after other freeform systems such as Utopia, GURPS, Hunter: The Reckoning, and several others. Featuring in depth and (hopefully) streamlined armor, magic, and weapon mechanics, Karath should feed into both the fast-paced quick combat along with the slow strategic creation of a character.

Quickstart

Go to Basic Ruleset for a guide on the system basics and where to create a character.
Go to Feats for the list of feats and how they work.
Go to Actions for what actions there are and how they work.
Go to Dice & Outcome Determination for the specifics on what dice the system uses and their related mechanics.
Visit Map Scrawling for information on how cover, terrain, and other environmental details are drawn.
Go to Equipment for rules on how armor works, how weapons work, and the list of said armor and weapons.
See Attacks & Damage for how attacks work against armor along with the various different damage types.
Keep note of Injuries & Infections for after-battle medicine mechanics.

Rulebook Basics

There are various terms, assumptions, and pieces of knowledge that the Karath system relies on to function. These are important to know when learning the Karath system.

  1. Action symbols are noted in the Actions page.
  2. Sequential: Sequential (Sometimes noted as NewLevel x #) refers to a type of non linear scaling. It is used for skills, attributes, certain spell components, and a few others. Lets say for example you are buying 5 damage dice for spellcrafting, in sequential scaling, the cost would be 1+2+3+4+5, or 15. Further examples can be found in the Basic Ruleset.
  3. General vs Specific: Many abilities, races, spells, traits, and other mechanics will contradict general rules. In these cases, specific rulings win over general rules of thumb.
  4. Always round down: When something comes out to to a non-whole number, round down!
  5. Meets it Beats it: Meeting a DC with a skillcheck always results in a success. When handling contested skill checks, roll again.

Playtesters:

The system should feel near limitless in its combinations and possibilities.
It should feel easy and simple to use when rolling, playing intense encounters, or otherwise utilizing your skills and abilities.
And it should be able to handle a wide variety of builds and situations in a balanced and fun way, including combat, social encounters, puzzles, investigations, and more.

For a small checklist of what the system aims to do, here it is.

  1. Be able to facilitate Karaths magic system
  2. Facilitate multiple types of non-magical combat
  3. Facilitate various downtime activities, specifically crafting, gathering, and training.
  4. Allow for player collaboration and synergy
  5. Support social encounters
  6. Support vehicle to vehicle encounters (eg. ship combat)

When you're playtesting, I want you to note some things.

  1. The playtest is meant to find flaws and kinks. I want you to try your damn best to make as broken of an unholy build as you can, if you find multiple, send me the ones you chose not to use for later review.
  2. The playtest is meant to see how the system feels to play as well, I want notes and review on such details.
  3. Check for any contradictions, unwritten content, confusions in writing, and note anything you would like to be added or you think should be adjusted.
  4. Finally, the playtest is still play, it should be fun and descriptive like any session (ofc).
Powered by Forestry.md