[DM Hub] Chanlye's Lair

Chanlye

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Chanlye's Lair - Where Everything Connects


UNDERGOING THROUGH UPDATE


Homebrew

Introduction to Chanlye's mechanics

I personally like to take every aspect of the world and try to use it as both flavor and mechanic. From Racial Traits to Mastery and even Tags. Some of them do not have any official mechanical difference, so whenever viable, I will be trying to apply some.

Of course, you are still free to flavor things as you wish.

And do not feel restrained by mechanics when you are thinking about your actions in my challenges, I will give you some tools to tinker with your own deal if you ever wish to.


Chanlye's Manual


 
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Chanlye

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A Different Approach


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DEFAULT RULES

Heal Changes

When using the Heal Action, you may use a Bonus Action to Cleanse 1 Stack of Condition, or 2 Stacks if using Power Heal.

This ability can be boosted by picking up the 'Cure' skill, that cures 1d4+2 Stacks and can be used with Buff/Power Buff.

Death Roll

Upon reaching 0 HP, any leftover damage becomes negative HP, and you must choose Fortitude, Reflex or/and Will Bonuses to roll a DC (50 + Negative HP) Save. If you succeed, you don't die, stay with the negative HP and can't act until you are healed back to 1 HP or more. If you are damaged while with negative HP, you need to roll a Death Roll again, with the new values.

Once you have used one of the Save types to do the Death Roll, you are afflicted with an incurable ‘Weakened’ Condition based on the Save Bonuses you’ve chosen to use.

Regardless of bonuses, at nat-1 you die instantly, and at nat-100 you get back to your feet with 1 HP.




NEW ACTIONS & ALTERNATIVES

In this Homebrew, Pull, Push and Carry are Base Bonus Actions (Everyone has access to them, by default).


Cover
Base, Bonus or Standard

You cover your an ally in the same zone as you from an incoming damage. When covering an ally, you take part or all of the damage the targeted ally would take as flat damage. You may choose two options when using this bonus action:

Partial Cover. You split the damage in half between the you and your covered ally. (They receive normal damage, and you receive flat damage).

Full Cover. You take all the damage your ally would receive on their place.


Carry
Base, Bonus or Standard

You may carry a target that is in the same zone as you. Carrying a target costs the double of your movement and your carried target is not affected by the zone hazards (unless specified otherwise). When using on an unwilling target, you may carry them at the cost of 1 CC per Zone. Some creatures, especially bosses, can be immune from being forcibly moved.

If the target is in a condition where they are stuck, be it by restraints or obstacles, you may also make a Mastery or Expertise Check against the DC of whatever has them stuck, to successfully be able to move them.

A target can only be affected by a carry once per Cycle.

Bonus Action. You carry 1 target.

Main Action. You carry 2 targets.



Taunt
Base, Free or Bonus or Standard

Roll a 1d100 + (Defense Mastery Bonus) + (Defense Mastery Bonus OR Relevant Expertise Bonus), the result is how much extra Threat you generate in the Cycle on top of the rest of your generated Threat (through damage, healing, buffing and other actions).

Bonus Action. Triple the extra Threat.

Main Action. Quintuplicate the extra Threat.


Check
Base, Free or Bonus or Standard

You can make one Mastery/Expertise Check of your choice as a FA per cycle. This Check can be used to achieve objectives available, interact with special mechanics that require Mastery/Expertise Checks or make Actions that aren't conveyed in the base Mechanics (You may discuss the DM regarding what you want to do, or act and leave completely to the DM's device and analysis).

More complex Actions may require more than one Mastery/Expertise Check.

Bonus Action. You make one extra Check.

Main Action. You make one extra Check.



Crowd Control
Base, Free or Bonus or Standard

You generate Crowd Control (CC) that can be spent to active all sort of disruptive actions on a target. All the CC you generate in a Cycle disappears by the end of it.

Free Action. Apply Condition.

Bonus Action. Generate 1 CC.

Main Action. Generate 3 CC.


Trait
Base, Free or Bonus or Standard

You activate a single Racial Trait, Tag, Primon, Curio or Title. (You may discuss the DM regarding what you want to do, or act and leave completely to the DM's device and analysis).

Bonus Action. You make one extra activation.

Main Action. You make one extra activation.



 
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Chanlye

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Disrupting your Enemies


UNDERGOING THROUGH UPDATE


Conditions

Conditions can be applied by using CC, points that can be acquired by using the Crowd Control Action. The Conditions can come from any sources in terms of Flavor, be it Spells to Charm or Weaken your enemy, Poisons to Infect and Blind those who oppose you, or Traps that will Restrain your victims.

When applying a Condition to an enemy, the Player will spend CC and use the list to apply it. Multiple Conditions can be applied, and the way the enemy will avoid the Condition will vary (either they will get rid of it in their turn, will get help from one of their allies, or will simply fail to cure themselves and will stay in their predicament).

When enemies or the environment are applying a Condition to Players, generally Saves are going to be used (but not always), and generally a simple Cleanse will be able to cure the Player from the Condition (but again, not always).

Some Conditions also have Follow Ups, which means they are requirements for other, more complicated Conditions. Either way, each Condition will work in a specific way, but bellow you can see a list of them and how they usually act.


ConditionEffectCostCureFollow Up
Bleed-5 to every roll per Stack at every Action and Move taken in the Cycle.1 CC per StackCleanse or 1 Stack per HealNo
Infection20 Healing negation per Stack3 CC per StackCleanseNo
WeakenedYou can't use the bonuses of a particular Mastery, Expertise, Save, Weapon or Armor Rank3 CC per StackCleanseNo
Deaf-20 Taunt DC and Saves. Fully deaf at 3 stacks.1 CC per StackCleanseNo
Blind-1 Range per stack. Fully blind at 0 Range.2 CC per StackCleanseNo
Slow-1 Movement per stack. Can't make Movement go to 0.1 CC per StackCleanseNo
MuteDisable one passive you know of your enemy. Fully mute at 2 stacks.3 CC per StackCleanseNo
GrappledBoth the target and the Grappler are forced to stay in the same Zone. Both can drag each other by 1 Zone or hit each other, but the Grappler ignores all of their negative Conditions when dealing with the Grappled target.1 CCSave or Check to EscapeYes
RestrainedA Restrained target can't make Special Actions. Any damage dice roll on a Restrained target can't be less than half of its full value. (e.g. if the roll is under 50 in a d100, the roll becomes 50)2 CCSave or Check to EscapeYes
CharmedA Charmed target can't damage the Charmer directly. Any collateral damage on the Charmed caused by the Charmer is halved. Someone can't be Charmed by someone who damaged or taunted them in the same Day.1 CCCleanse; Wears off after a CycleYes
OblivionDisable one action you know of your enemy for the rest of the Encounter.4 CCWears off after the EncounterNo
SolidifiedCan't move4 CCCleanse with SaveYes
Push/PullPush a target away from you or Pull a target toward you1 CC per Zone pulled/pushedNoNo


Follow Ups
ConditionEffectCostCureFollow Up
ImmobilizeReduce the Grappled's Movement to 0. The Grappler can carry the Grappled more freely (Moving like this spends double the movement).1 CCRemoving Grappled ConditionNo
ThrowThe Grappler throws the target somewhere adjacent to them. If the Grappler is attacking using them, half of the total damage the Grappler deal to their target is dealt to the one target were thrown at.1 CCNo, removes Grappled ConditionNo
HostageThe Grappler put the target in harm's way. The target takes damage equal to half of any damage the Grappler receive (the damage the Grappler receive isn't mitigated, it simply serves as a meter).1 CCRemoving Grappled ConditionNo
RestrainedA Restrained target can't make Special Actions. Any damage dice roll on a Restrained target can't be less than half of its full value. (e.g. if the roll is under 50 in a d100, the roll becomes 50)1 CCNoYes


ConditionEffectCostCureFollow Up
Pin DownThe Restrained Target can't move out of the Zone it was pinned by its own volition.1 CCRemoving Restrained ConditionNo
HelplessA Helpless Target is completely unable to defend themselves. If they become Helpless and remain like that until the following Cycle, they become Doomed.3 CCRemoving Restrained ConditionYes
DoomedEvery damage on the Target is a Critical Hit and triggers Death Roll.Helpless + 1 CycleRemoving Restrained ConditionNo


ConditionEffectCostCureFollow Up
FearMoving to a Zone closer to the Charmer costs the double of Movement.1 CCRemoving Charmed ConditionNo
ControlForces the Charmed to take one specific action, that can't be harmful to them.3 CCRemoving Charmed ConditionYes



ConditionEffectCostCureFollow Up
EncaseMoving to a Zone closer to the Charmer costs the double of Movement.4 CCRemoving Solidified ConditionNo
Rigor MortisCan't move or take any actions.Encased + 1 CycleRemoving Solidified ConditionYes


Special Conditions

Some Conditions aren't listed for being unique to a specific Monster, Environment, Scenario or even is part of a Player's Signature. In these situations, the Condition is specified in the thread.


 
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Chanlye

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The Tools for your Desires


UNDERGOING THROUGH UPDATE


Signature

By default, at the start of a challenge, each character will have 3 Signature Slots (this value can be more, less, or even none depending on the challenge). The character will be able to use these Slots to add, on top of their usual Build Sheet, extra skills to complement their build. There are two type of Signatures:

Unique Signatures - These unique signatures are special Skills, Abilities or even Items acquired through adventuring, challenges, DM spices and even events.

You may also submit unique signatures from other contents (for example Pan’s OS, or the brand new WW mirror blessings), or request Unique Signatures yourself by pointing out particular Tags, Traits, Skills, Titles or even threads or notable situations. These requests cost Tales Points, and are specified in the Chanlye's Forge.

Each Signature will have a Slot value assigned to them, so they won’t necessarily share the same power level.

General Signatures - These are available for everyone to pick up. Not everyone will have Unique Signatures right off the bat, and sometimes your Unique Signatures aren’t fitting for what you want in a particular challenge. In some occasions, new General Signatures may be added:
  • Specialist (1 Slot): +10 to Main Actions of a specific Mastery Type (Defense, Offense or Support).

  • Healthy (1 Slot): +25 Max HP.

  • Alert (1 Slot): +10 to all Saves.

  • Wary (1 Slot): +20 to a specific Save (Fortitude, Reflex or Will).

  • Mobile (1 Slot): +1 Movement.

  • Farsight (1 Slot): +1 Range.

  • Crowd Controller (1 Slot): You generate 1 CC for Free per Cycle.

  • Pack Mule (1 Slot): You can Carry a target with a FA, add one extra target with BA, and a third one with a MA.

  • Meat Shield (1 Slot): You can Cover a target with a FA, add one extra target with BA, and a third one with a MA.

  • Ultra Taunt (2 Slots - Must have Taunt): Once per Encounter, you can force a Taunt even if the enemy is invulnerable to it. All the damage the enemy would deal in the damage cycle will all go to you.

  • Enhanced Buff (2 Slots - Must have Buff): Upon using Buff/Power Buff Action, you may use Inspire or Haste to your Buff targets as part of the Main Action.

  • Lucky (3 Slots): You may reroll up to three rolls through the Thread.
 
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Chanlye

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Battle Unfolding



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Non-Lethal Damage

You may also deal Non-Lethal Damage. You just need to signal to the DM that you do not intend to attack the target with killing intent. Enemies, similarly, can try to cause you Non-Lethal Damage in order to knock you out instead of killing you.

SP Damage

Dealing damage to the SP of an enemy will generally disrupt their abilities (on top of having the chance to apply conditions through Hinder/Ultra Hinder). When an SP reaches 0, the enemy will lose part of its strength. A secondary SP bar may also appear when the enemy is charging up an Special Attack.

They may also choose to use part of their SP to enhance their power, and use even more powerful moves.

The enemy may have ways to regenerate their SP, but you opt to overdamage their SP to negatives to buy yourself more time or even counter the regeneration.




ITEMS

Unless specified otherwise, using items is a Bonus Action.

When an item is allowed to be used as a Free Action and you use it, you can't use any other Free Action item in the cycle.




CYCLES & PHASES

The following explanation is followed in this exact order:



CYCLE 1

PLAYERS PHASE


- You roll the forced Saves, Checks, and Damages related to the ENVIROMENT / DAMAGE PHASE, considering your status during the ENVIROMENT / DAMAGE PHASE.
- After rolling everything, Buffs/Inspires/Bonuses/PenaltiesProtection/Vulnerable/Mitigation etc etc you receive this CYCLE starts counting from now and on.
- Actions happens, along with the immediate consequences it has (Hazard Terrains, Beneficial Terrains, etc etc).
- Healings and Protection are Retroactive.

ENVIRONMENT / DAMAGE PHASE

- Shit happens.
- Consequences happens (Damage/Effects/ETC).
- Forced Saves and Checks related to it happens.
- Vulnerable/Protect/any condition you had in PLAYERS PHASE affect everything above and ends here (unless the condition has more than one Cycle or Phase of duration).

CYCLE 2

PLAYERS PHASE


- You roll the forced Saves, Checks, and Damages related to the ENVIROMENT / DAMAGE PHASE, considering your status during the ENVIROMENT / DAMAGE PHASE.
- After rolling everything, Buffs/Inspires/Bonuses/PenaltiesProtection/Vulnerable/Mitigation etc etc you receive this CYCLE starts counting from now and on.
- Actions happens, along with the immediate consequences it has (Hazard Terrains, Beneficial Terrains, etc etc).
- Healings and Protection are Retroactive.

ENVIRONMENT / DAMAGE PHASE

- Shit happens.
- Consequences happens (Damage/Effects/ETC).
- Forced Saves and Checks related to it happens (But are rolled on the following PLAYER PHASE).
- Vulnerable/Protect/any condition you had activated/applied in the previous PLAYERS PHASE affect everything above and ends here (unless the condition has more than one Cycle or Phase of duration).

... AND SO GOES ON...


Exceptions to these rules and order are:

- Actions/Signatures/etc that explicity says so.
- Interjection (they can happen at any time).
- Environment situations (that are generally part of Interjection).
- Special Cycle Mechanics.
- Some NPCs and Monsters.
- DM ruling/intervention in general.
- And Immortal, that always lasts 2 phases (that includes the one it was activated)



Which Homebrews from other DMs are accepted?

Currently, the Homebrews from Tarkya and @Warwolfer are accepted. This includes abilities gained from them.

Some may need to go through balance adjustment, but I will be telling beforehand for each situation if I find it necessary.

 
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Chanlye

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Memories to not be Forgotten


Introduction

This is the place where every change in the System and every DM Challenge and DM Spice is created. This is a way to keep a good timeline of when and where things are happening.

Log

September 24, 2022. First DM Spice is posted. Roots from Beyond.

October 1, 2022. Chanlye's Homebrew is created.

October 22, 2022. The First DM Challenge starts. Heroic Tales: Gaze of Eternity.

October 24, 2022. Second DM Spice is posted. (EX) Roots from Beyond.

November 4, 2022. Heroic Tales: Gaze of Eternity DM Challenge ends. The Marketplace and the Forger's Workshop are created.

November 5, 2022. Homebrew Patch 1.0 has occurred.

* Inspire can be used on yourself now. Harmonic Magic's Inspiration is now halved when used as Bonus Action.

* Hemomancy and Arcanamancy passives now are on one damage source, once per cycle and before modifiers.

* Protector title damage mitigation is now before modifiers.

* Astramancy still rolls 3d100 at the start of the Challenge, but they can only their Prophecy Once per Challenge, and the flexibility of uses increased.

* Dark Arts ability now can only be used Once per Challenge.

* Divine Mastery ability was clarified to be a low-tier Gambit.

* Magitech action mimicry now only works a number of times equal to your Mastery Rank.

* Paralyze no longer gives 50% of chance of crit rate. Crit rate increase has been given its own Condition (Read Exposed).

November 10, 2022. Third DM Spice is posted. The Greedy Blade.

December 18, 2022. Fourth DM Spice is posted. Temple Maze.

December 19, 2022. The Second DM Challenge starts. Abominable Skating.

April 17, 2023. Homebrew Patch 2.0 has occurred

* Homebrew overhaul occurred.

* Now Signature Save, Expertise and Mastery replace the old 'passive for each Mastery' Homebrew.

* Each topic was reorganized into other threads.

October 2, 2025. Homebrew Patch 3.0 has occurred

* Complete Homebrew remake.

* Removed Signature Save, Expertise and Mastery.

* Changed the way Conditions work.

* Changed the way Loot work.

* Simplified the application of certain mechanics (such as Creative Action and Conditions)

* Added 'What to Expect' field to explain how I, as a DM, handle some of the mechanics and decisions.



Addendum

When playing my challenges, you are free to ignore all of these extra mechanics and play as normal. Maaaybe you will fall a bit behind, but I will balance it accordingly and may even do some of the search work for you. It may look like there are a lot of things happening above, but in reality, you only need to worry about what you will use.

Also, all of the things above are subjected to change and readjust according to the site mechanics updates.

Thanks to @Dez, @Vesuvyan, @Warwolfer, @RizuChan, @Wolfy, and @BlancBlack for some suggestions!

Also thanks for Terrasphere 1.0 system for giving inspiration for a lot of abilities!

 
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