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Embark!

A Classless Fantasy RPG System

Embark! by C. Lor (originally titled Classless Legends) is a d20 based fantasy TTRPG ruleset where players build and develop legendary characters through skill usage. The rules are brief and clear yet widely encompassing and open for creativity. Distance and other aspects of the system are abstracted to encourage play solely within the theatre of the mind.

The system is intended for a wide variety of settings, genres, and moods. They are equally suitable for medieval fantasies, whimsical fairylands, supernatural westerns, time-traveling exploits, and galactic space operas. Sessions can feature dungeon crawls, exploration, political intrigue, monster slaying, murder mystery, or puzzle solving. While there are rules for combat, entire campaigns can be played without the need to physically fight.

Fully classless, characters are not bound by typical classes or pre-ordained tropes, their actions will define who they become. Players can play as traditional fantasy ancestries, yet they are also given freedoms to create their own. Fully customized characters can be created in 10-20 minutes.

Simpler than D&D or Pathfinder, yet a touch heavier than a rules-lite OSR, its intended to provide enough depth to realize complex characters with their own skillsets, quirks, and faults. 

When a skill is utilized, characters gain experience points within that skill. As their skills advance they will be able to acquire certain feats: legendary abilities and talents that will make them unique within the group. They may also choose to focus on spellcasting through the five different magic skills: Arcane, Augment, Occult, Primal, and Psionic. Feats and spells are activated using focus points and are scalable with the caster's level. 

Embark! is almost complete, yet I would consider it still in development as it needs a bit more playtesting. And artwork! Artwork will come... eventually. Yet as it stands, you can start playing and have some wonderful adventures. Feedback, suggestions, and playtest accounts are always appreciated!

Currently available: version 0.9 of the Player's Guide & Character Sheet

Player's Guide

  • Content
    • Character creation guide
    • 6 classic fantasy ancestries & 25 custom ancestries
    • 110 Feats for the 9 different adventure skills
    • 126 Spells for the 5 unique magic skills
    • Items, weapons, and armor for classic, industrial, and galactic fantasy.
  • Format
    • PDF
    • 80 pages
    • 5.5" x 8.5"
    • Can be printed out on 11"x8.5" paper and folded in half to make your own booklet. 

FAQs

Do you plan on printing these as books?

Most likely, yes, there is a lot of playtesting that needs to get done before that is an option. It will also depend upon the amount of interest from the community.

If I do, I'll expand some of the sections, get a designer to make it look real pretty, and then squeeze in as many illustrations as I can.

How does this compare to 5e?

You have your six basic abilities: CHA, CON, DEX, INT, STR, WIS. Yet, there are no scores, only modifiers.

You also have skills: 9 adventure skills, 2 combat skills, and 5 magic skills. However, the adventure and combat skills are not bound to the any one ability.  So you may be asked to roll Stealth + DEX for a sleight of hand action, while you may be asked to roll Stealth + CHA if you are attempting to deceive someone.

Races are called ancestries. And there are rules for building custom ancestries. 

There are no classes. Gone are the days of the squishy wizard and sneaky thief. Granted you can be those tropes, but only if you utilize the skills that make them so. You may have an idea for a character at the beginning but may find them becoming something else entirely through gameplay.

Characters gain XP through utilizing their skills. You can still be a murderhobo or you can be a complete pacifist, you'll get the same amount of XP. It'll just be in very different skills.

Feats are the equivalent of Class Features, but you must have enough experience within a skill to gain certain ones. 

Spells use focus points, are scalable based upon your level, and do not have to be memorized or prayed for the night before.

Each day players roll a Daily Alertness, which is similar to 5e's passive perception. This creates variety amongst players as to who gleans additional information that day.

Did you write these FAQs before anyone asked any questions?

Yes. Yes, I did. But let me know if you have more.

Roadmap

  • Game Moderator's Guide - an expansion on the Player's Guide with additional tools for creating adventures and running sessions.
  • Feat Cards - playing card sized descriptions of each feat for easy reference.
  • Mini Spell Books - one for each magic skill.
  • Animals and Vehicles sections.

At the moment, there is no intention of creating a bestiary or monster guide. If there are any adventures published for this system, monsters will be included in those.

StatusIn development
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorC.Lor
GenreRole Playing
TagsDice, Dungeons & Dragons, Fantasy, Indie, rules, Sci-fi, Steampunk, Tabletop, Tabletop role-playing game
Average sessionA few hours
LanguagesEnglish

Download

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Click download now to get access to the following files:

Embark! - Character Sheet v0.9.9.pdf 285 kB
Embark! - Feats & Spells v0.9.9.pdf 424 kB
Embark! - Players Guide v0.9.9.pdf 557 kB

Development log