The Sanctuary Core Gaming System is a new style story driven tabletop game where the core components are simple and easy to setup so you, the player can enjoy the plotting, fighting and glory you are after! There are no Classes in this system. Through choosing Personalities, your Virtue and the cards you want to surround your character with will give them a unique place in any world.
This project will fund the core rule system behind the SCGS. With your help, I can further produce this game and make it better than it is now with updated art and campaign settings. If the project succeeds, the idea is full steam ahead on hiring writers to write and help publish modules and cards that Relic Star Games will be delivering to you through various outlets.
The system uses your Character Sheet and cards which players will use to become stronger throughout a module. A Module is a premade story that Relic Star Games will create and publish for everyone. Some of these will be one night adventures, some will be more in depth and will require multiple sessions to complete. The best part is you can make anything you want! The SCGS is simple enough to adapt to any genre you wish to play.
StoryLINES are advanced methods for the Game Master to use to help progress the group of players smoothly through the adventure. Players are given the utmost flexibility in what they choose to do. While modules written will have some sort of guidance to complete the adventure, players ultimately have control over their decisions (Character Paths.)
EVENTS AND OCCURENCES
Different events or occurrences may happen during a Characters journey and all have an impact on the end of the adventure. Many of these are card based and must be played when a player has looted the card.
Modules can be replayed over and over with different outcomes that can take course, which creates different outcomes each time a module is played.
CHARACTER SHEET LAYOUT
This is a Generic Character Sheet. Each card as an assigned spot on the sheet and any extra cards a player has looted or finds can be retained in a players bag. But let me break down the Character Sheet for you.
Card Slots - Players will be able to equip cards they find or buy from the Market and will place them in one of the six card slots available. One slot is reserved for your Bag. This pile is played face down as if it were in a bag.
Character Information - A players name and current status are located in the center of the sheet (this includes Health and Armor.) Players build their characters around their Personalities and the weapons and abilities you wish to use.
Basic Skills - All players contain four basic skills. Strength, Intellect, Endurance, and Expertise. These govern all Advanced skills. This allows for a player to be proficient in 4 Advanced Skills.
Advanced Skills - Advanced skills are traits that are selected from a list of 9 skills. These skills range from Acrobatics to Crafting. Players will become proficient in 4 Advanced Skills. Players can rely on the other skills if asked to perform a check. The player who is not proficient in a skill receives a -2 modifier.
There are two card template designs that SCGS uses. Attack Cards and Equipment Cards. Every card has basic Card Information that is displayed on the top left of each card that tells a player information that they will need to know for each of these card types.
Barter Value (BV) - The Barter Value tells a player the value of the particular card. These cards are then used for trading to a vendor for other items.
Tier - Each card has a tier rating that associates the quality of the card. The higher the tier rating the better the card.
Ammo - Some cards will show a player if there are a set amount of shots or uses before the card requires a reload. Any card that can't be reused is considered a consumable and will be marked in the Card Description.
Reload - Each time a player reloads they are required to use that much fatigue. Reloading consumes a phase during combat.
As more modules release, new cards will be created to fit into the world. These cards bring new sets of Icons that will be added to the core icons currently in place.
Attack Cards are Weapons and Abilities that allow a player to do damage to creatures they encounter. Attack die are used to attack and are generated by adding Fatigue to your pool per use. These cards allow a player to progress and get better at using them. Once a player hits the last tier or level they have maxed the cards potential out and must craft or find a newer Weapon or Ability card.
When a player equips a new Attack Card, they start their progression from the Top to the Bottom (as you progress in skill you slide to the bar below where the card properties change for the better.)
Fatigue is generated during combat and players should heed how much they use during each phase. If you become exhausted, penalties apply.
Damage happens when successful hits land on your target.
Equipment Cards consist of Armor, Item, Consumables and Unique Cards. You will use these cards to equip Armor, Craft Items or even trigger various Unique occurrences.
Each card has a color denoted to it identifying what card type it is. These are only two cards shown.
Armor: These cards will provide players with reduced damage and may provide additional Defense Die (See Combat.)
Items: Items are used and found for many components of crafting or various types of gear players will require in a campaign such as a torch, or flashlight.
Consumables: This card types allows for a player to eat, or drink various types of things. You may require a potion to recoup some life or fatigue. Once something has been consumed, the card is discarded from play.
Unique: Unique cards are items that players could be required to have on their person during parts of a mission. Unique cards are also cards that may trigger an occurrence that will force the players and the Game Master to adhere to a event in game.
Cards are gathered from two main piles. The Market and Loot piles are stacked in reach of all the players. Cards can be traded from the Market pile when players are in towns or cities. The Loot pile is drawn from when a player discovers a hidden cove of items or items received from combat.
Combat is completed through a process called Delay & Reaction. There are 3 phases that the Game Master will bring groups through a round of Combat.
Delay Phase I: Where a player can move when their turn starts. Players decide initiative before the Round begins (rolling a D6 and the highest value will determine who goes first.)
Reaction Phase II: Phase II allows for players to attack and do actions that allow them to get creative while fighting. Determining who attacks first is based on a D6 roll. The lowest value to 1 will attack first as the character has a faster reaction allowing them to strike first.
Attacking and Defending requires both parties involved to roll D6. The attacking party determines how much fatigue they wish to exhaust when using the card and the defending party determines the base value of defense + the additional Armor cards they may have currently equipped.
Once the number of die being rolled are determined, each party rolls. The values are compared to each other and all ties go to the defender. Any attack that is unblocked by a die is automatically considered a hit (though armor may reduce damage.)
Recovery Phase III: During this phase a player is eligible to move if they reserved any movement points. Players are also eligible to recover a small amounts of fatigue back as well as some health if a player wishes to be still for a round.
Our F.A.Q will constantly be updated throughout the course of the campaign. Please check back and please don't hesitate to ask questions!
Why a February Launch Date?
This is our first campaign. We are giving ourselves some extra time in case something pops up unexpectedly.
What dice are used in SCGS?
SCGS relies heavily on D6 for Combat, while skill checks will require a D8, a D12 and a D20 for skill checks.
How does my Character increase in skill?
Skill points are gained when a character successfully passes a skill check or from skill points earned from combat.
What's the Overall Skill Level mean?
The Overall Skill Level or OSL is a players combines skill point total. Add them up, see where it falls on the level chart and a players OSL is known.
What makes Delay & Reaction unique?
Each round of combat is different. Sometimes you get to watch where your opponents are position themselves and predict a particular tactic, and sometimes they have the upper hand. Teamwork is often required to take down a mob.
I am using Kickstarter as a means to start a publication run of this game to backers with the goal of putting it in Comic stores while providing backers with a chance to get access to an early release along with some exclusive SCGS gear! If this campaign is successful I will be able to deliver a better looking game and future content faster.
With Everyone's help, I can make this game better through additional artwork as well as providing a quality that will please everyone and make the game official. You can make this happen and be the first to receive our core rules and even get your name in our book!
Risks and challenges
Production of SCGS relies on multiple parties to make the game. One of these is outside of the country. While I have been working closely with the vendors involved to ensure a smooth production system is involved, there are chances there could be potential delays in production, shipping, or anything else that may creep up.
To ensure this doesn't happen I have placed my deadline out further to ensure adequate time for delays and problems to avoid any unforeseen issues that may arise.
One of the things that I believe is the most important part in this process is communication to the people who back us. Whenever something happens or changes I feel that informing everyone will make the process smoother and will allow people to get the answers they need sooner.Learn about accountability on Kickstarter
- (60 days)