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<title>The DepthRangers RPG System</title>
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<body>
<h1 id="depthrangers-rpg-system-handbook">DepthRangers RPG System Handbook</h1>
<center><img src="./images/portrait.png" alt="A group of adventurers begin their journey into the depths."></center>
<p><em><strong><center><a href="https://bajainnotech.github.io/bit-mysteries/">A BIT-Mysteries Product</a></center></strong></em></p>
<p><strong><center>Authors</strong></center>
<em><center>Eduardo del Corral, Ehira A. Lira & Hyunjin Oh</center></em></p>
<p><em><strong><center>Illustrations</center></strong></em></p>
<center>Ehira A. Lira</center>
<p><strong><center>v 1.1</center></strong></p>
<p>Welcome to the <strong>DepthRangers</strong> guild, where we handle all sorts of underground exploration requests. From a lost pet, to making contact with an unknown plane of existence. This job is its own reward, though the riches found along the way provide an extra motivation.</p>
<p>This short book describes the <strong>DepthRangers</strong> system. This is a rules-light combat heavy system that focuses on fast paced gameplay. On this book you'll find the necessary resources to create your character, and some of the dangers you'll find along the way. You may excuse the succinctness of this manuscript but our staff seem to have most of their attention on the hunt of a much lauded treasure, the details of which they've kept to themselves...</p>
<p><b>TABLE OF CONTENTS</b></p>
<ul>
<ul>
<li><a href="#getting-started">Getting Started</a></li>
<li><a href="#character-creation">Character Creation</a>
<ul>
<li><a href="#base-stats">Base Stats</a>
<ul>
<li><a href="#hp">HP</a></li>
<li><a href="#armor-class">Armor Class</a></li>
<li><a href="#saves">Saves</a></li>
<li><a href="#money">Money</a></li>
<li><a href="#inventory">Inventory</a></li>
<li><a href="#starting-gear">Starting Gear</a></li>
</ul>
</li>
<li><a href="#races">Races</a>
<ul>
<li><a href="#human">Human</a>
<ul>
<li><a href="#human-saves">Human Saves</a></li>
<li><a href="#human-classes">Human Classes</a></li>
<li><a href="#human-gear">Human Gear</a></li>
<li><a href="#human-special-feature---manifestation-of-will-power">Human Special Feature - Manifestation Of Will Power</a>
<ul>
<li><a href="#re-roll-dice">Re-Roll Dice</a></li>
</ul>
</li>
<li><a href="#human-special-feature---mind-over-body">Human Special Feature - Mind Over Body</a></li>
<li><a href="#human-special-feature---human-perseverance">Human Special Feature - Human Perseverance</a></li>
<li><a href="#human-special-feature---human-intuition">Human Special Feature - Human Intuition</a></li>
<li><a href="#human-special-feature---inspiring-determination">Human Special Feature - Inspiring Determination</a></li>
</ul>
</li>
<li><a href="#elf">Elf</a>
<ul>
<li><a href="#elf-saves">Elf Saves</a></li>
<li><a href="#elf-classes">Elf Classes</a></li>
<li><a href="#elf-gear">Elf Gear</a></li>
<li><a href="#elf-special-feature---resist-mental-manipulation">Elf Special Feature - Resist Mental Manipulation</a></li>
<li><a href="#elf-special-feature---keen-senses">Elf Special Feature - Keen Senses</a></li>
<li><a href="#elf-special-feature---keen-marksmanship">Elf Special Feature - Keen Marksmanship</a></li>
</ul>
</li>
<li><a href="#dwarf">Dwarf</a>
<ul>
<li><a href="#dwarf-saves">Dwarf Saves</a></li>
<li><a href="#dwarf-classes">Dwarf Classes</a></li>
<li><a href="#dwarf-gear">Dwarf Gear</a></li>
<li><a href="#dwarf-special-feature---poison-immunity">Dwarf Special Feature - Poison Immunity</a></li>
<li><a href="#dwarf-special-feature---dwarven-resilience">Dwarf Special Feature - Dwarven Resilience</a></li>
<li><a href="#dwarf-special-feature---see-in-the-dark">Dwarf Special Feature - See In The Dark</a></li>
</ul>
</li>
<li><a href="#brownie">Brownie</a>
<ul>
<li><a href="#brownie-saves">Brownie Saves</a></li>
<li><a href="#brownie-classes">Brownie Classes</a></li>
<li><a href="#brownie-gear">Brownie Gear</a></li>
<li><a href="#brownie-special-feature---lock-picking">Brownie Special Feature - Lock Picking</a></li>
<li><a href="#brownie-special-feature---talk-to-animals">Brownie Special Feature - Talk To Animals</a></li>
<li><a href="#brownie-special-feature---frail-body">Brownie Special Feature - Frail Body</a></li>
<li><a href="#brownie-special-feature---hard-to-hit">Brownie Special Feature - Hard To Hit</a></li>
<li><a href="#brownie-special-feature---attack-at-a-distance">Brownie Special Feature - Attack At A Distance</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#classes">Classes</a>
<ul>
<li><a href="#fighter">Fighter</a>
<ul>
<li><a href="#fighter-gear">Fighter Gear</a></li>
<li><a href="#fighter-boon---enhanced-swordsmanship">Fighter Boon - Enhanced Swordsmanship</a></li>
<li><a href="#fighter-boon---deadlier-combat">Fighter Boon - Deadlier Combat</a></li>
<li><a href="#fighter-boon---attack-frenzy">Fighter Boon - Attack Frenzy</a></li>
<li><a href="#fighter-boon---battlefield-resilience">Fighter Boon - Battlefield Resilience</a></li>
<li><a href="#fighter-boon---overwhelming-tactics">Fighter Boon - Overwhelming Tactics</a></li>
</ul>
</li>
<li><a href="#mage">Mage</a>
<ul>
<li><a href="#mage-gear">Mage Gear</a></li>
<li><a href="#mage-boon---universal-scroll--wand-casting">Mage Boon - Universal Scroll & Wand Casting</a></li>
<li><a href="#mage-boon---magic-scholar">Mage Boon - Magic Scholar</a></li>
<li><a href="#mage-boon---magical-attunement">Mage Boon - Magical Attunement</a></li>
<li><a href="#mage-spell-list">Mage Spell List</a></li>
</ul>
</li>
<li><a href="#healer">Healer</a>
<ul>
<li><a href="#healer-gear">Healer Gear</a></li>
<li><a href="#healer-boon---innate-use-of-magic">Healer Boon - Innate Use Of Magic</a></li>
<li><a href="#healer-boon---party-focused-scroll--wand-casting">Healer Boon - Party Focused Scroll & Wand Casting</a></li>
<li><a href="#healer-boon---improved-mending">Healer Boon - Improved Mending</a></li>
<li><a href="#healer-boon---enhanced-antibodies">Healer Boon - Enhanced Antibodies</a></li>
<li><a href="#healer-boon---potion-mixer">Healer Boon - Potion Mixer</a></li>
<li><a href="#healer-boon---expert-field-medic">Healer Boon - Expert Field Medic</a></li>
</ul>
</li>
<li><a href="#healer-spell-list">Healer Spell List</a></li>
<li><a href="#rogue">Rogue</a>
<ul>
<li><a href="#rogue-gear">Rogue Gear</a></li>
<li><a href="#rogue-boon---expert-explorer">Rogue Boon - Expert Explorer</a></li>
<li><a href="#rogue-boon---sneak-attack">Rogue Boon - Sneak Attack</a></li>
<li><a href="#rogue-boon---deadly-sniper">Rogue Boon - Deadly Sniper</a></li>
<li><a href="#rogue-boon---magical-item-use">Rogue Boon - Magical Item Use</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li><a href="#game-mechanics">Game Mechanics</a>
<ul>
<li><a href="#marketplace-wares">Marketplace Wares</a></li>
<li><a href="#selling-gear--items">Selling Gear & Items</a></li>
<li><a href="#exchanging-items-between-party-members">Exchanging Items Between Party Members</a></li>
<li><a href="#important-terminology">Important Terminology</a>
<ul>
<li><a href="#dungeon-level">Dungeon Level</a></li>
<li><a href="#monster-level">Monster Level</a></li>
<li><a href="#character-level">Character Level</a></li>
<li><a href="#party-size">Party Size</a></li>
</ul>
</li>
<li><a href="#combat">Combat</a>
<ul>
<li><a href="#melee-weapons">Melee Weapons</a></li>
<li><a href="#ranged-weapons">Ranged Weapons</a></li>
<li><a href="#empty-handed-fighting">Empty Handed Fighting</a></li>
<li><a href="#attacking">Attacking</a>
<ul>
<li><a href="#critical-attack">Critical Attack</a>
<ul>
<li><a href="#critical-attack-table">Critical Attack Table</a></li>
</ul>
</li>
<li><a href="#normal-attack">Normal Attack</a></li>
<li><a href="#attack-accuracy">Attack Accuracy</a>
<ul>
<li><a href="#single-handed-and-ranged-weapon-accuracy">Single Handed and Ranged Weapon Accuracy</a></li>
<li><a href="#two-handed-weapons-accuracy">Two Handed Weapons Accuracy</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#retreating-from-an-encounter">Retreating From An Encounter</a></li>
</ul>
</li>
<li><a href="#hazard-dice-and-non-combat-events">Hazard Dice And Non Combat Events</a>
<ul>
<li><a href="#non-combat-event">Non Combat Event</a></li>
<li><a href="#hazard-die-roll">Hazard Die Roll</a></li>
</ul>
</li>
<li><a href="#searching">Searching</a></li>
<li><a href="#lock-picking">Lock-picking</a></li>
<li><a href="#trap-deactivation">Trap Deactivation</a></li>
<li><a href="#lingering-status-effects">Lingering Status Effects</a>
<ul>
<li><a href="#bleeding-status">Bleeding Status</a></li>
<li><a href="#diseased-status">Diseased Status</a></li>
<li><a href="#poisoned-status">Poisoned Status</a></li>
<li><a href="#sprained">Sprained</a></li>
<li><a href="#fatigue">Fatigue</a></li>
</ul>
</li>
<li><a href="#resting">Resting</a></li>
<li><a href="#illumination">Illumination</a></li>
<li><a href="#leveling-up">Leveling Up</a></li>
</ul>
</li>
<li><a href="#bestiary">Bestiary</a>
<ul>
<li><a href="#calculating-monster-stats">Calculating Monster Stats</a></li>
<li><a href="#monsters">Monsters</a>
<ul>
<li><a href="#bat">Bat</a></li>
<li><a href="#black-ooze">Black Ooze</a></li>
<li><a href="#dragon">Dragon</a></li>
<li><a href="#goblin">Goblin</a></li>
<li><a href="#mimic">Mimic</a></li>
<li><a href="#orc">Orc</a></li>
<li><a href="#skeleton">Skeleton</a></li>
<li><a href="#spider">Spider</a></li>
<li><a href="#snake">Snake</a></li>
</ul>
</li>
<li><a href="#enemy-reactions">Enemy Reactions</a></li>
</ul>
</li>
<li><a href="#traps">Traps</a>
<ul>
<li><a href="#pit-trap">Pit Trap</a></li>
<li><a href="#poison-darts">Poison Darts</a></li>
<li><a href="#tongues-of-flame">Tongues of Flame</a></li>
<li><a href="#toxic-gas">Toxic Gas</a></li>
</ul>
</li>
<li><a href="#treasure">Treasure</a>
<ul>
<li><a href="#treasure-contents-table">Treasure Contents Table</a>
<ul>
<li><a href="#weapons-table">Weapons Table</a></li>
<li><a href="#armor-table">Armor Table</a></li>
<li><a href="#scrolls-table">Scrolls Table</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#hazard-die-roll-outcome">Hazard Die Roll Outcome</a>
<ul>
<li><a href="#hazard-dice-table">Hazard Dice Table</a>
<ul>
<li><a href="#expiration-table">Expiration Table</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2 id="getting-started">Getting Started</h2>
<p><strong>DepthRangers</strong> is a Rules-Light Open Source TableTop RPG System designed for fast paced action focused gameplay. However, its rules allow for a wide variety of adventure experiences and it has enough character creation depth for some light roleplaying. The game uses <em>d6</em> exclusively, so besides your character sheet all you need is a set of dice <a href="https://www.online-stopwatch.com/online-dice/">or virtual dice</a>.</p>
<p>While we are working hard to ensure that the game is as polished as possible, this must be considered a Work In Progress.</p>
<p>To play this game, you must create a series of characters using the mechanics described in <a href="#character-creation">Character Creation</a>, read up on the <a href="#game-mechanics">Game Mechanics</a> then ask your GM to manage the <a href="#monsters">Monsters</a> and assign the <a href="#treasure">Treasures</a> found at the end of the book.</p>
<h2 id="character-creation">Character Creation</h2>
<p>This section provides an explanation on how to create your own characters. Following the wisdom of the late great sage <em>Mr. Gigax</em>, you will select your party by reviewing the many specialties of explorers and the particulars of the species who've decided to participate in this profession (in other words the <a href="#races">Races</a> & <a href="#classes">Classes</a>).</p>
<p>As you can imagine, all of them provide a lot of value and have many chances to shine. The key is to balance your party so that they as a whole benefit from their combined strengths.</p>
<figure>
<center><img src="./images/two-depthrangers.png" height="500" alt="Two adventurers walking towards the guild."></center>
<i><center><figcaption>Despite their competitive nature, adventurers often exchange notes and tactics.</figcaption></center></i>
</figure>
<h3 id="base-stats">Base Stats</h3>
<p>These generic stats are what you use when creating different characters, some <a href="#races">races</a> & <a href="#classes">classes</a> will require adjusting these values.</p>
<h4 id="hp">HP</h4>
<p>How resilient to damage your character is. The base HP for characters is <em>(2d6+3)</em> HP on their first level plus an additional <em>1d6</em> HP each level.</p>
<h4 id="armor-class">Armor Class</h4>
<p>Equipping armor is vital to surviving your adventures. You subtract the damage you receive by the total amount of armor class or "<em>AC</em>" you have. Your maximum armor is determined by the armor you can equip yourself with. Though there are some restrictions on who can use certain gear (see <a href="#races">races</a> & <a href="#classes">classes</a>).</p>
<h4 id="saves">Saves</h4>
<figure>
<center><img src="./images/brownie-dex-save.png" height="400" alt="A brownie is joyously avoiding a dangerous hazard."></center>
<i><center><figcaption>There are many dangers that require extraordinary maneuvers to overcome.</figcaption></center></i>
</figure>
<p>A save is thrown when an extraordinary feat must be accomplished (such as avoiding a deadly trap).<br>
All characters have 3 types of saves:</p>
<ul>
<li><strong>Body</strong>: Used for resisting (fort), as well as raw physical prowess (strength).</li>
<li><strong>Dex</strong>: Dexterity saves are used for acrobatics, fine motor skills, sneaking and other skills that require fine control over the body or quick reaction.</li>
<li><strong>Magic</strong>: Magic saves are used for magical attunement when resisting or tapping into magic as well as transcendental experiences such as spiritual, will power, intellectual, etc.</li>
</ul>
<p><em>The baseline for all saves is 4.</em></p>
<p>When asked to roll for a save a <em>d6</em> is thrown, if the value is equal to or greater than the character's save the save is successful otherwise it fails.</p>
<p>While saves generally require a roll of 4 or greater, some races have bonuses and penalties that will change this amount. So be sure to account for these bonuses and penalties in your character sheet.</p>
<h4 id="money">Money</h4>
<p>The currency of this game is gold, and "g" is the unit. Your character starts out with <em>1d6*20</em>g and will gain more gold from completing quests and selling items. You'll use this to purchase items, use services and even bribe receptive monsters into giving you information.</p>
<h4 id="inventory">Inventory</h4>
<p>Your cargo capacity. Each character has 10 available inventory slots, so long as they don't fatigue.</p>
<h4 id="starting-gear">Starting Gear</h4>
<p>You start out with 5 torches and rations.</p>
<h3 id="races">Races</h3>
<p>There are 4 races of adventurers available:</p>
<ul>
<li>Human</li>
<li>Elf</li>
<li>Dwarf</li>
<li>Brownie</li>
</ul>
<p>Each has its own strengths and weaknesses and all have something valuable to contribute.</p>
<h4 id="human">Human</h4>
<figure>
<center><img src="./images/human_adventurer.png" height="400" alt="A human adventurer is considering its next steps."></center>
<i><center><figcaption>Ingenious and determined, humans can turn the tide of events at the last minute.</figcaption></center></i>
</figure>
<p>Humans are set apart by their sheer willpower.</p>
<h5 id="human-saves">Human Saves</h5>
<p>They have no bonuses or penalties.</p>
<h5 id="human-classes">Human Classes</h5>
<p>They can be any class.</p>
<h5 id="human-gear">Human Gear</h5>
<p>They are limited only by their class.</p>
<h5 id="human-special-feature---manifestation-of-will-power">Human Special Feature - Manifestation Of Will Power</h5>
<p>Human determination and sheer force of will can have a direct impact on the outcome of an adventure. It can help overcome what seem to be insurmountable odds. Human will manifests itself in the form of "<em>re-roll</em>" dice.</p>
<h6 id="re-roll-dice">Re-Roll Dice</h6>
<p>"<em>re-roll</em>" dice allow changing the roll of any dice, at any moment in the game, for any reason. However its influence is limited:</p>
<center>Expending 1 <em>re-roll</em> dice only changes the outcome of a roll of <em>1d6</em>.</center>
<p>For example if a save requires two dice, you can expend 1 <em>re-roll</em> dice to attempt to change either one of those two dice, but you must leave the other intact. In order to change both dice, you must expend 2 <em>re-roll</em> dice.</p>
<p>Humans start with a single <em>re-roll</em> dice, but gain an additional dice every two levels.</p>
<p>Once a <em>re-roll</em> dice dice has been expended, you can recover them in two ways:</p>
<ul>
<li><em>resting</em>: recovers 1 spent <em>re-roll</em> dice.</li>
<li><em>leaving the dungeon</em>: returning to the surface recovers all spent dice.</li>
</ul>
<h5 id="human-special-feature---mind-over-body">Human Special Feature - Mind Over Body</h5>
<p>Humans can expend one of their <em>re-roll</em> dice to cure any status ailment.</p>
<h5 id="human-special-feature---human-perseverance">Human Special Feature - Human Perseverance</h5>
<p>When a human character's HP goes down to 0, and they have remaining <em>re-roll</em> dice, they can expend one re-roll dice and recover <em>1d6</em> HP to keep going. They can choose to expend additional <em>re-roll</em> dice and recover additional <em>d6</em> HP during this process of recovery.</p>
<h5 id="human-special-feature---human-intuition">Human Special Feature - Human Intuition</h5>
<p>When a human makes a save roll of 6, they have a +1 to saves of that nature until the encounter or event is over.</p>
<h5 id="human-special-feature---inspiring-determination">Human Special Feature - Inspiring Determination</h5>
<p>When a human lands a <a href="#critical-attack">critical attack</a>, for the rest of round other characters add a +1 to <em>(character_level)</em> die they roll.</p>
<h4 id="elf">Elf</h4>
<p>Dexterous and magically inclined but not as resilient as humans.</p>
<h5 id="elf-saves">Elf Saves</h5>
<p>Elves have a fragile body, hence they start with <em>+2HP</em> instead of <em>+3HP</em> and gain a <em>+1</em> penalty to their <em>body saves</em> (meaning you must roll 5 or higher to succeed on a body save). However they have unusual dexterity and magical attunement, and gain a <em>-1</em> boon on <em>dex saves</em> and also another <em>-1</em> boon on <em>magic saves</em> (meaning rolling a 3 or higher is a successful dex or magic save).</p>
<h5 id="elf-classes">Elf Classes</h5>
<p>They can be any class.</p>
<h5 id="elf-gear">Elf Gear</h5>
<p>They are limited only by their class.</p>
<h5 id="elf-special-feature---resist-mental-manipulation">Elf Special Feature - Resist Mental Manipulation</h5>
<p>This magical affinity also makes them immune to magical compulsion and mental manipulation (such as being hypnotized).</p>
<h5 id="elf-special-feature---keen-senses">Elf Special Feature - Keen Senses</h5>
<p>Elven keen senses give them an edge when detecting secrets, gaining a <em>+1</em> to searching (particularly useful when detecting secret doors).</p>
<h5 id="elf-special-feature---keen-marksmanship">Elf Special Feature - Keen Marksmanship</h5>
<p>Elven keen senses give them an edge when wielding a ranged weapon gaining <a href="#two-handed-weapons-accuracy">an accuracy on par with two handed weapon wielders</a>.</p>
<h4 id="dwarf">Dwarf</h4>
<p>Dwarfs are hardier than their peers, but not as dexterous.</p>
<h5 id="dwarf-saves">Dwarf Saves</h5>
<p>Their resilient body grants them a <em>-2</em> boon to body saves (meaning they rolling a 2 or greater is a successful body save), but their stubby limbs impose on them a <em>+1</em> penalty to dex (meaning you must roll 5 or higher to succeed on a <em>dex save</em>).</p>
<h5 id="dwarf-classes">Dwarf Classes</h5>
<p>They can be any class.</p>
<h5 id="dwarf-gear">Dwarf Gear</h5>
<p>They are limited only by their class.</p>
<h5 id="dwarf-special-feature---poison-immunity">Dwarf Special Feature - Poison Immunity</h5>
<p>They are almost entirely immune to poison, there are rumors of certain beings able to poison dwarfs but those rumors are generally dismissed.</p>
<h5 id="dwarf-special-feature---dwarven-resilience">Dwarf Special Feature - Dwarven Resilience</h5>
<p>Dwarfs have <em>+1 HP</em> each level.</p>
<h5 id="dwarf-special-feature---see-in-the-dark">Dwarf Special Feature - See In The Dark</h5>
<p>Dwarfs don't need to use torches to see (technically a purely dwarven party would not need torches). This can have some advantages in certain unconventional situations.</p>
<h4 id="brownie">Brownie</h4>
<figure>
<center><img src="./images/brownie_fighter.png" height="400" alt="A fierce brownie fighter."></center>
<i><center><figcaption>Never underestimate a brownie combatant.</figcaption></center></i>
</figure>
<p>Brownies are shorter than dwarfs and about as slender as elves.</p>
<h5 id="brownie-saves">Brownie Saves</h5>
<p>Brownies are more fragile than the other races, they take <em>+1</em> penalty on <em>body saves</em> (meaning you must roll 5 or higher to succeed on a body save), but get a <em>-1</em> boon on <em>dex saves</em> (meaning rolling a 3 or higher is a successful dex save).</p>
<h5 id="brownie-classes">Brownie Classes</h5>
<p>Brownies can't be healers, however they can be any other class.</p>
<h5 id="brownie-gear">Brownie Gear</h5>
<p>Brownies can't use two handed weapons, but they can use single handed weapons or ranged weapons for attack.</p>
<p>For armor, Fighters can use Chainmail, while other classes can only use a Brigandine; but no standard shields or helmets.</p>
<h5 id="brownie-special-feature---lock-picking">Brownie Special Feature - Lock Picking</h5>
<p>Brownies are very nimble with their fingers and have a knack for locks, gaining a <em>+1</em> on <a href="#lock-picking">lock-picking</a> throws.</p>
<h5 id="brownie-special-feature---talk-to-animals">Brownie Special Feature - Talk To Animals</h5>
<p>Additionally they’re able to engage in conversation with animals. If you have a brownie on your party, whenever you meet an animal, it may react in a non-hostile manner. Note that any animal that is "<a href="#enemy-reactions">Persuadable</a>" will accept rations as a bribe instead of money (though some might ask for both).</p>
<h5 id="brownie-special-feature---frail-body">Brownie Special Feature - Frail Body</h5>
<p>Their bodies are somewhat fragile starting with <em>+1 HP</em> instead of <em>+3HP</em>, and deduct a <em>-1 HP</em> from each level up.</p>
<h5 id="brownie-special-feature---hard-to-hit">Brownie Special Feature - Hard To Hit</h5>
<p>Given their smaller stature they are very hard to actually hit by an opponent, starting with a <em>+1 AC</em> and gaining an additional <em>+1 AC</em> per level.</p>
<h5 id="brownie-special-feature---attack-at-a-distance">Brownie Special Feature - Attack At A Distance</h5>
<p>Using a bow grants them an additional <em>1 AC</em> on top of ranged weapon bonuses.</p>
<h3 id="classes">Classes</h3>
<p>These are the areas each character specializes in.</p>
<h4 id="fighter">Fighter</h4>
<p>Fierce and resilient damage dealing combatants.</p>
<h5 id="fighter-gear">Fighter Gear</h5>
<p>Fighters are able to equip any weapons and armors they find.</p>
<h5 id="fighter-boon---enhanced-swordsmanship">Fighter Boon - Enhanced Swordsmanship</h5>
<p>When engaged in melee combat, Fighters can ignore one <em>d6</em> roll of <em>1</em> for calculating accuracy, see <a href="#attack-accuracy">attack accuracy</a>.</p>
<h5 id="fighter-boon---deadlier-combat">Fighter Boon - Deadlier Combat</h5>
<p>When landing a successful hit, they re-roll any damage die on <em>1</em>s.</p>
<h5 id="fighter-boon---attack-frenzy">Fighter Boon - Attack Frenzy</h5>
<p>Upon defeating an enemy they can strike another target that same round (two attacks on that turn).</p>
<h5 id="fighter-boon---battlefield-resilience">Fighter Boon - Battlefield Resilience</h5>
<p>Fighters gain an additional <em>+3 HP</em> on level 1, and an additional <em>+1 HP</em> every odd level (3, 5, etc).</p>
<h5 id="fighter-boon---overwhelming-tactics">Fighter Boon - Overwhelming Tactics</h5>
<p>When engaged in melee combat, and landing a critical attack. If the target is a "regular sized" & "non-undead" humanoid, Fighters will overwhelm their opponent knocking them violently to the ground. The target remains stunned and inactive for one round.</p>
<h4 id="mage">Mage</h4>
<figure>
<center><img src="./images/mage.png" height="400" alt="An experienced mage lost in thought."></center>
<i><center><figcaption>Mages can help turn the tide of a battle.</figcaption></center></i>
</figure>
<p>Mages are versatile casters capable of offensive and defensive magic. They start with two spell slots and gain an additional spell per level. As mages level up, not only do they gain more spell slots, some of the spells in their possession also become more powerful. When casting, the slot used does not matter, what matters is the Mage’s level.</p>
<p>While extremely versatile and powerful, Mages require preparing ahead of time. They must first assign a known spell to a slot before it can be cast. Upon resting, Mages recover all their spells and can reassign known spells to their slots.</p>
<h5 id="mage-gear">Mage Gear</h5>
<p>Mages are unable to use 2 handed weapons, and they can only equip Bringadines as armor.</p>
<h5 id="mage-boon---universal-scroll--wand-casting">Mage Boon - Universal Scroll & Wand Casting</h5>
<p>Mages can use any scroll to cast a spell. However using a scroll consumes it.</p>
<p>Similarly, a Mage is able to use a wand if found.</p>
<h5 id="mage-boon---magic-scholar">Mage Boon - Magic Scholar</h5>
<p>Mages can learn new spells from scrolls found in their adventures (unfortunately, the ones sold in the market are only good enough for casting not studying). They learn new spells when they bring a scroll of an unknown spell to the surface.</p>
<h5 id="mage-boon---magical-attunement">Mage Boon - Magical Attunement</h5>
<p>Due to their mastery of magic, mages can re-roll magic save die that land on one.</p>
<h5 id="mage-spell-list">Mage Spell List</h5>
<ul>
<li><strong>Invigorate</strong>: Increases the party's melee & ranged combat output by +<em>character_level</em> for the rest of the battle.
<ul>
<li>Both Mages & Healers can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Protection</strong>: Increases the party's Armor Class by +<em>character_level</em> for the rest of the battle.
<ul>
<li>Both Mages & Healers can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Restore Vitality</strong>: Target recovers <em>(character_level)d6</em> HP.
<ul>
<li>Both Mages & Healers can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Revive</strong>: Resurrects a fallen character to <em>(1d6+character_level+1)</em> HP.
<ul>
<li>Unless the party is at a rest spot, it requires a magic save to succeed.</li>
<li>Scrolls of this spell are rare, and can only be found in special chests and sold by magical/special item vendors.</li>
<li>Both Mages & Healers can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Fireball</strong>: Launches an exploding ball of fire damaging all monsters in the room by <em>((1+character_level)d6)/2+character_level</em>.
<ul>
<li>Half damage on monster save, which is a roll of <em>(2+character_level-monster_level)</em>.</li>
<li>Only Mages can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Illuminate</strong>: Can be used instead of torches to illuminate your surroundings.
<ul>
<li>Lasts for <em>2*(character_level)</em> hours.</li>
<li>Dispels upon resting.</li>
<li>Only Mages can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Invisibility</strong>: Target is invisible for 3 rounds, meaning they get no damage from melee or ranged enemy attacks.
<ul>
<li>Rogues automatically perform sneak attacks when their target is susceptible.</li>
<li>Only Mages can read a scroll with this spell.</li>
</ul>
</li>
<li><strong>Stop</strong>: Target remains immobilized for <em>(character_level-monster_level+1)</em> turns.
<ul>
<li>Only Mages can read a scroll with this spell.</li>
</ul>
</li>
</ul>
<h4 id="healer">Healer</h4>
<p>Healers are casters focused on defensive magic. Healers start with two spell slots and gain an additional spell per level. As they level up, not only do they gain more spell slots, some spells also become more powerful (what matters is the Healer’s level not the specific slot used). Upon resting, Healers recover all their spell slots.</p>
<h5 id="healer-gear">Healer Gear</h5>
<p>Healers are able to use any armor they find, however they can't use 2 handed weapons.</p>
<h5 id="healer-boon---innate-use-of-magic">Healer Boon - Innate Use Of Magic</h5>
<p>Healers know all Healer spells from the start and can cast them from any slot at any given time.</p>
<h5 id="healer-boon---party-focused-scroll--wand-casting">Healer Boon - Party Focused Scroll & Wand Casting</h5>
<p>Healers can use mage scrolls, however they can only use scrolls that target other party members.</p>
<h5 id="healer-boon---improved-mending">Healer Boon - Improved Mending</h5>
<p>Healers heal <em>(1+character_level)</em> HP each time they use a bandage, and gain a +<em>(character_level)/2</em> bonus when using an antidote to neutralize poison.</p>
<p>Additionally,from level 2 onwards healers heal an additional <em>+(character_level/2)d6</em> HP when using a Healing Potion.</p>
<h5 id="healer-boon---enhanced-antibodies">Healer Boon - Enhanced Antibodies</h5>
<p>Healers are immune to sickness and can't be afflicted by a diseased status.</p>
<h5 id="healer-boon---potion-mixer">Healer Boon - Potion Mixer</h5>
<p>Healers can combine the positive attributes of two bottles into a single bottle, though they must roll a successful magic save each time.</p>
<h5 id="healer-boon---expert-field-medic">Healer Boon - Expert Field Medic</h5>
<p>Healers are the only ones who can freely use curative items on others in the middle of battle.</p>
<h4 id="healer-spell-list">Healer Spell List</h4>
<ul>
<li><strong>Heal party</strong>: Heals all party members in a room <em>(character_level+1)d6/2</em> HP.</li>
<li><strong>Aura of light</strong>: Allows the party to see in the dark for <em>((character_level)/2+1)</em> floors, providing illumination, additionally it grants the party +<em>(character_level/2+1)</em> AC vs undead.</li>
<li><strong>Purify</strong>: Neutralizes poison, heals sickness and reverses expiration to a character's items.</li>
<li><strong>See hidden</strong>: Adds a <em>+2</em> to a search and trap disablement rolls.</li>
<li><strong>Enhanced Alacrity</strong>: Provides the party a <em>+1</em> to dex rolls and reduces miss die roll by one for one encounter (can be used for trap saves or other similar events).</li>
</ul>
<h4 id="rogue">Rogue</h4>
<figure>
<center><img src="./images/brownie_rogue.png" height="400" alt="A crafty looking brownie rogue."></center>
<i><center><figcaption>Rogues can help circumvent some of the deadly perils of your journey.</figcaption></center></i>
</figure>
<p>Rogues are equally dexterous and deadly. They bring an equally valuable set of skills to weapon combat and to exploration.</p>
<h5 id="rogue-gear">Rogue Gear</h5>
<p>Rogues are able to use anything they find except for plate armor.</p>
<h5 id="rogue-boon---expert-explorer">Rogue Boon - Expert Explorer</h5>
<p>Rogues get a <em>+1</em> to rolls when searching, dealing with traps and picking locks.</p>
<h5 id="rogue-boon---sneak-attack">Rogue Boon - Sneak Attack</h5>
<p>Rogues deliver devastating sneak attacks to susceptible enemies (enemies such as undead may be immune, receiving a normal attack instead). To inflict them they must first hide, by spending a turn inactive and succeeding a dex save, then they produce a <em>(6*character_level)d6</em> damage. Basically they gain full damage die plus an additional <em>1d6</em> roll of damage.</p>
<h5 id="rogue-boon---deadly-sniper">Rogue Boon - Deadly Sniper</h5>
<p>When equipped with a ranged weapon, Rogues get a <em>+1</em> to their dex save when rolling for sneak attacking.</p>
<h5 id="rogue-boon---magical-item-use">Rogue Boon - Magical Item Use</h5>
<p>Starting at level 2, Rogues are able to use scrolls or wands with a proficiency of 1/2 their <em>character_level</em>. Though to use one, they must cast a successful <em>magic save</em>.</p>
<p>Revive scrolls require 2 consecutive successful <em>magic saves</em> to succeed.</p>
<h2 id="game-mechanics">Game Mechanics</h2>
<p>The world of the <strong>DepthRangers</strong> is one fraught with peril, and opportunity. Some of the most important things to keep in mind are detailed below...</p>
<h3 id="marketplace-wares">Marketplace Wares</h3>
<figure>
<center><img src="./images/merchant.png" height="400" alt="A kind looking merchant."></center>
<i><center><figcaption>One of the marketplace merchants.</figcaption></center></i>
</figure>
<p>This is a list of all the items you can find across the market's many shops. This should be more than enough for an eager explorer, though there are many things not found here which you may find beneath the surface.</p>
<ul>
<li><strong>One-handed Weapons</strong>: From blades to clubs, these are weapons that can be wielded with one hand alone. They inflict <em>(character_level)d6</em> damage, and cost 20g
<ul>
<li>Single handed Melee weapons can be used while holding a shield or a torch on the other hand.</li>
<li>One-handed Weapons take up 1 inventory slot.</li>
</ul>
</li>
<li><strong>Two-handed Weapons</strong>: Larger weapons that require both hands to use, the wielder must be someone who can withstand both the weight and size of the weapon. They inflict <em>(character_level)d6+(character_level)</em> damage, and cost 50g
<ul>
<li>Can't equip a two handed weapon and a shield or hold a torch at the same time.</li>
<li>Two-handed Weapons take up 2 inventory slots.</li>
</ul>
</li>
<li><strong>Ranged Weapons</strong>: Weapons that can be used to attack at a distance, they require both hands to use and consume ammunition. They inflict <em>(character_level)d6</em> damage, and cost 30g
<ul>
<li>Ranged Weapons take up 1 inventory slot.</li>
</ul>
</li>
<li><strong>Arrows</strong>: Ammunition for your ranged weapon the cost per unit is 2g
<ul>
<li>You can store 10 arrows per slot.</li>
</ul>
</li>
<li><strong>Rations</strong>: Edible if not flavorful; they can be stored for a considerable amount of time and will be needed should you find a place safe enough to rest within your travels. Rations are sold for single person lasting 1 day, they cost 3g
<ul>
<li>Each character must consume one set of rations per rest to gain its benefits.</li>
<li>Brownies can use rations to persuade animals.</li>
<li>You can store 5 rations per slot.</li>
</ul>
</li>
<li><strong>Torches</strong>: They are used to see at a distance (30 ft radius), though monsters can see you as well. Torches are sold in sets of 3 and cost 5g
<ul>
<li>One character in your party must carry a torch instead of a shield or two handed weapon.</li>
<li>You can store 5 torches per slot.</li>
</ul>
</li>
<li><strong>Brigandine</strong>: Light padded armor with minor steel plate reinforcements. It allows for ease of movement providing light protection. It offers +1 AC, and costs 50g
<ul>
<li>Light armor, can be used by all.</li>
<li>Takes up 2 inventory slots.</li>
</ul>
</li>
<li><strong>Chainmail</strong>: Fortified armor made of interlocking metal rings, while it still offers protection and some mobility only someone with strong physical endurance can be comfortable with prolonged use. It offers +2 AC, and costs 100g
<ul>
<li>Fortified armor, can be used by most save Mages and non warrior brownies.</li>
<li>Takes up 2 inventory slots.</li>
</ul>
</li>
<li><strong>Platemail</strong>: A particularly heavy armor made of metal plates. While well balanced, the wearer must be trained to use this outside an exhibition room. It offers +3 AC, and costs 200g
<ul>
<li>Strongest conventional armor, can be used by non brownie warriors and healers.</li>
<li>Takes up 3 inventory slots.</li>
</ul>
</li>
<li><strong>Helmet</strong>: Head protection, while not too ornamented it sure is better than a bucket. It offers +1 AC, and costs 60g
<ul>
<li>Can be used by non brownies / mages.</li>
<li>Takes up 1 inventory slot.</li>
</ul>
</li>
<li><strong>Shield</strong>: Made out of wood with iron supports. Bulky but able to take a couple of blows. It offers +1 AC, and an additional +1 AC against ranged attacks, and costs 30g
<ul>
<li>Can be used by non brownies / mages.</li>
<li>Takes up 1 inventory slot.</li>