Ten Thousand Wonders/Alpha
This is a previous version of Ten Thousand Wonders, archived for reference.
Contents
The Setting
Every good campaign needs an equally good setting - the world that will be where the story told by the players takes place. The GM can choose to create this world entirely, an option that lets the other players be pleasantly (or occasionally unpleasantly) surprised by what happens, or it can be a group effort where everyone suggests what they would like to include. Either way, GMs must remember to consider the preferences of others. Do not focus heavily on something if everyone else has expressed no interest in it, or worse, if they have actively voted against it.
Themes
The setting has, like an entity, its own Aspects, which are called Themes. These themes may change during the course of the campaign, as things may redefine the nature of the world, but like any aspect they can be compelled and invoked.
Remember that 10,000 Wonders works best with settings full of mystery and, of course, wonder. A good setting will provide the players with a lot to explore and discover for themselves. It will also be dangerous, because discovery without danger is rarely adventure. Try to stick with three basic themes, but do not be afraid to use more (or less) if you think best.
Examples of good themes would be The Black Temple Controls the Crown, It's Not Safe After Dark, Never Tempt Fate, and Crows Can Speak. All of these themes not only would help to elicit a good feel for their respective settings, but also provide a number of interesting opportunities for compels and invokes. Themes are not meant to list everything about a setting that needs to be said, but the parts that the players (and the GM) can exploit on a regular basis.
Examples of bad themes would be The King Rules the Kingdom, Magic is Real, and Water is Green. The king ruling the kingdom is a safe assumption, and shouldn't need to be stated, nor does it have any particularly interesting possibilities that couldn't be covered by common sense. In a similar fashion, magic being real shouldn't need to be stated if it's an accepted part of the genre, not to mention this aspect is very ambiguous and seems to have no obvious purpose other than to remind the players that the setting has magic. Water being green is unusual, but has little to no relevance other than an interesting cosmetic quirk.
When making a theme, ask yourself: what sort of compels or invokes could this theme be used for? Does it have any bearing on the actions of the player characters and other residents of the setting?
Inhabitants
Most of a setting's usual inhabitants - the everyday people - are built along similar lines to the players (see below). However they may have less aspects, and less overall skills, especially if they are not someone of note. Even most animals can be built along the same lines. When things stray into the fantastical and wondrous, however, there are other rules to note.
Certain creatures may be classed as behemoths, which are any creatures of great size, enough to dwarf a reasonably-sized dwelling. Examples of behemoths include giants, rocs, dragons, and so forth. In addition to being a creature, a behemoth also counts as a zone. Much like any other zone, the players (or other characters) may enter the zone during combat, although this may require a test of skill. It is not easy to climb upon the back of a dragon or giant, after all. The behemoth's aspects can also count as the zone's aspects, so beware. Also remember that unlike most zones, the behemoth can move, so leaving may not take you back to where you started. Behemoths can, of course, force characters out of their zone through an attack.
Some of the most gargantuan behemoths may be several zones in size, perhaps as many as one for each leg, although these should be used somewhat sparingly. Once a behemoth becomes that large, it can be hard for mere mortals to find a way to deal with it. All behemoths should either have reasonable way to deal with attacks: either through high defenses, armor rating, or simply by being allowed to check each stress box twice.
On the other end of the spectrum, there are swarms, which have the reverse ability to behemoths. They can treat any other character as a zone, and may sometimes have strong defenses against being dislodged. Certain attacks made against swarms when they are within the "zone" of a character might do damage to that character, so allies should be aware not to be careless when trying to "help" an ally. In other words, don't set someone on fire if they're covered in insects. Since swarms represent a lot of tiny creatures, rather than one singular whole, they take a penalty to their actions equal to their highest stress box.
To further differentiate creatures and mark their special abilities, use stunts when designing them. Perhaps a behemoth can attack everything within a neighboring zone at once, at the hazard of leaving itself vulnerable, like a dragon's flame breath or a giant bringing down both fists in a devastating crushing blow. Perhaps a swarm can clear its lowest checked stress box when attacking a character it is infesting, like blood-sucking insects or ravenous flesh-eating rats.
Don't be afraid to use your imagination when designing the inhabitants of the setting, but also don't be afraid to reuse aspects and abilities if they prove useful. There's no need to reinvent the wheel if you've already done the job right once, but remember to keep things varied.
The Group
The player (those who are not the GM) have characters, which are collectively known as the group. The group also has its own unique abilities, which represent unity and are intended to inspire teamwork. It also allows for the group to interact with other groups without depending on the presence or skills of a single member.
Influence
When it comes time for the group to engage in actions with other groups (or certain individuals with power), they must rely on their collective Influence to assist them. Consider it as giving the group a rank on the ladder, which can advance with due exploits.
A group will start with low Influence, usually no higher than Mediocre (+0). The rate at which Influence increases is dependent on the game's themes, but one step up on the ladder is typically quite a significant boost.
It is primarily the difference between levels of Influence that matter. For example: when interacting with another group or entity with Great (+4) Influence, a group with Superb (+5) Influence would view that as a difference of -1, but a group with Average (+1) Influence would view it as a difference of +3.
Influence can be affected by location as well: a king might have Fantastic (+6) Influence within his own country, but only Great (+4) Influence when abroad, perhaps less depending on the size and power of that country.
Resources
The group's material wealth and access to supplies is pooled into the Resources capacity. It is used as a skill, to roll one of the four actions (although attacking is generally restrained to trying to financially ruin another party). However, there are some differences in how it is used.
If you succeed with style on a Resources roll, you purchase whatever goods or services you are in need of, and your Resources stays the same. Purchases that are trivial are considered to automatically succeed with style and do not have to be rolled for, such as buying a night at an inn with Good (+3) Resources.
If you merely succeed on a Resources roll, it takes a temporary penalty that takes it one step down the ladder, lasting until the end of the scene. So if your group has Great (+4) Resources, a successful use will put the group at Good (+3) Resources until the end of the scene.
If you fail, you can choose to still go through with the purchase, but for the cost of a permanent reduction in resources, to denote a loss of wealth.
Resources can increase during play, through methods like finding treasure (and returning with it safely), being rewarded for services, or selling off something of no further use. The GM gets to determine the return based on the effort involved to obtain it.
The starting level of Resources varies on the campaign's tone and setting, but Fair (+2) is a reasonable assumption for a small group of independent agents pooling their individual resources.
Possessions
Important possessions, such as land holdings (inns, castles, whole cities), vehicles (ships, wagons, diving bells), or items of extreme significance (a map to Hyperborea, a magic lamp, the heart of a dragon) are all considered to be part of the group's Resources. Make a note of them on the group sheet.
Certain possessions may have Aspects and Skills of their own, even stress boxes for taking damage during combat. Remember that not every attack can physically damage an object: a city cannot be damaged by a single mortal opponent with nothing but their bare hands. If that opponent is a giant, however, things may be different!
Projects
Characters can embark upon a project, either as a group or by themselves, which is laid out like a fight against a single opponent. The opponent this time, however, is the work that must be done to complete the project. Whether physical, mental, or social, each successful "attack" made on the project signifies moving closer to completion.
Each project has stress boxes and complications, which are the skills it uses to "defend". Once all the stress boxes are checked off, the project is complete. Characters can work on a project using skills that normally wouldn't be considered attack skills, such as those with an emphasis on knowledge or craft.
A construction project might have complications like Materials Aren't Easy to Come By or Unsuitable Terrain. A research project could have The Knowledge is Long-Lost or What Language is This? instead. The more complex a project, the more complications it might have, and at higher ranks.
Very challenging projects will "fight back", tiring out those working on them in some way with physical or mental fatigue, or draining the group's Resources. They may even have an Armor rank if they are especially difficult. Projects typically do not recover stress, but they can if another party makes a sabotage attempt.
Projects do they take precedence over other actions, meaning characters can continue to do other things while a project is underway. Sometimes there may be limits on how often a character can contribute to a project: constructing a building could be a project, but one unlikely to be completed within a single day.
The Characters
The "main cast" of the story are the player's characters, who are a cut above the typical inhabitant of the setting. They can be stronger, faster, more skilled, more daring, or just have a touch of destiny about them. They are not unique, nor are they necessarily better than anyone else. They are still people, mortal and flawed, which is why their stories are still adventurous, rather than everyday occurrences.
Aspects
The Aspects which make up a character are separated into three areas: Reputation, Origin, and Traits.
A character's Reputation is how they are seen by others, and also by themselves. It is their outward identity and their sense of self combined. Think about prefacing it with "I am (a)" or at least "I am considered to be (a)" in order to get it right. Good Reputations include Skilful Sea Captain, Master of the Alchemical Arts, and The Street Urchin Who Cannot Be Caught.
The Origin of a character is where they are from, either by the environment that produced them, their personal history, or any strong familial relations. Think about prefacing it with "I was", "I am from", or "I used to be" for the best effect. Good Origins include Born Poor and Alone, Seventh Son of a Seventh Son, and Island Native.
Each character will have at least one Trait, sometimes two or three, and these are other facts about them that are different to, or not covered by, their Reputation. They can be anything from relationships with others to strange qualities they might be keeping secret. Good Traits include Friend to All Animals, Cast-Iron Gut, Trained by a Master, and Prince-in-Hiding.
Sometimes characters will begin with only one Trait and gain the others through play, or they may be allowed to alter or replace their Traits after significant narrative events.
Refresh
Every character begins with four points of refresh. At the start of a new scene, they will gain as many Fate points as it takes to bring them back up to their refresh value. If they already have Fate points equal to (or exceeding) their refresh, they get nothing, so it is always best to spend Fate points during a scene.
Points of refresh can be exchanged for additional character elements, such as proficiencies (see below).
Stress
Each character has a Stress track, comprised of four checkboxes numbered 1-4. When you take a hit and check a stress box, the box absorbs a number of shifts equal to its number: one shift for Box 1, two for Box 2, etc.
Characters also have three consequence slots numbered 2, 4, and 6. Consequences are new aspects that represent serious injury in some way. Consequences can be invoked like any other aspect, and grant a free invocation to whatever caused it, which is typically whatever caused the damage initially.
Players can only check one stress box for any single hit, but can check a stress box and take one or more consequences at the same time. You cannot check a stress box that has already been checked.
Once every box is checked, the character is out - unconscious or, under some circumstances, dead. Typically a character will be unconscious, sometimes inconvenienced (imprisoned, weakened, separated from the rest of the group) for emphasis, and come back into play at the start of the next scene.
Character deaths should be big, important affairs. At any point, the player can opt to let their character be taken permanently out of play, rather than temporarily. If that happens, they can create a new character, and continue playing with the group after being introduced. But the option to bring back a character still exists, because the world is full of wonders, and bringing the dead back to life may be one of them.
At the start of each new scene, the lowest checked box on a character's Stress track is cleared. For every day between scenes, players can clear an additional checked box, always the lowest remaining value.
Consequences take more effort to remove. They require a Fair Prize (see below) to "step down" to a more stable state. So a Broken Arm may be stepped down to Stiff Joints with plenty of medical treatment. After a consequence has been stepped down once, it can be stepped down again and removed completely.
Skills
Every character has a set of skills which determine what the character is good at, without limiting what they can attempt. They are the areas of expertise that they are talented at, or at least experienced with. Each skill has a place on the ladder, and is named by the player that the character belongs to. Skills do not have to be unique: the GM can assign any number of non-player characters the same skill if it is useful enough, such as animals with a Tooth & Claw skill, or every cultist having a Versed in the Forbidden Text skill.
Players have a default of 10 points to assign to their character's skills at creation, but cannot go higher than +5, and can only have one +5 skill to begin with. Try and balance the number of skills with their effectiveness: having 10 skills at +1 is both unwieldy and unlikely to help in most situations. Some campaigns may have a higher (or even lower) starting count, at the GM's discretion.
Skills need to occupy a sweet spot between "too specific" and "too general". A skill called Knowledge would be too open, and a skill called Ring-Making would be too specific to see common use. When you need to narrow down your skill, think about what particular avenues your character would have taken to gain this skill. Maybe the Knowledge is actually more of a Student of the Natural Sciences. To become more general, think about what broader disciplines apply to the specific skill. To be good at Ring-Making, perhaps it requires a basis in Metalworking first?
Putting a skill related to your profession or vocation into the highest slot is reasonable, but not always applicable. Some characters might have the Reputation of Deadliest Fighter in the Free Cities but actually be best at Drinking and Carousing. Remember that a character's Reputation can be how they are seen, and might not necessarily be who they actually are.
Stunts
There are some things which characters can do with their skills which are not covered by skills as they are. These are Stunts, and making an effective stunt can sometimes be tricky to pin down. However, you can rarely go wrong if you just follow this basic template:
- Under certain circumstances, this character can do something that bends or disregards a single game rule, without breaking the rules entirely.
So an example of a good stunt would be: When I succeed with style while using my Seamanship skill to pilot a vessel, I can move through two zones at once. This has a definitive set of circumstances (must be piloting a vessel and succeeding with style) and has a benefit that would otherwise be outside the game rules but does not break them entirely. It also applies to something the character can do, because it would be pointless for a stunt to refer to skills that a character does not have.
Other good stunts for demonstration:
- When I take Stress in a combat situation, I get a boost to my next defense or attack action. This would be a good stunt for a warrior or soldier sort of character, who has experience in reading the flow of battle. The character can choose to spend their boost defensively, to avoid further shifts of Stress, or aggressively, to try and end the threat faster.
- When I have had at least three days of downtime, everyone gains a boost when using the group's Resources. This stunt would be suitable for a merchant or someone else with a knack for procuring wealth, like a pirate. Because it doesn't permanently raise the rank, it means the group's Resources won't escalate out of control.
- When I have hidden myself from sight, all my successes with my Pickpocketing skill count as succeeding with style. For a thief, this would be a good stunt. It requires them to be hidden (such as creating the advantage In the Shadows on themselves) before it does anything, and the benefit is good without being too good. If it had turned all failures into succeeding with style, that may have been too much.
Examples of bad stunts include:
- When I use my Speechcraft skill to convince others, I get +2 to that roll. This stunt is just a flat bonus and is both vague in its circumstances, and boring in its outcome. It seems more like a dodge to effectively have a higher-ranked skill than would otherwise be possible.
- When I make an attack, I can also create an advantage on the target with an additional free invoke. In one word, this stunt is greedy. It is a ludicrous benefit where the circumstances are so vague it could cover literally any form of attack (physical, social, etc.) and as written, has no chance of not succeeding: it says "when I make an attack", meaning even if the attack misses, that advantage and the free invoke are still available.
- When my Merchant Prince aspect is compelled, the compelling character takes 1 shift of damage. This stunt makes no sense whatsoever, and would disrupt gameplay constantly.
Characters begin with two stunts, although all stunts must be checked by the GM first, to ensure they fit properly. Stunts can be used to alter or bolster proficiencies (see below), and some proficiencies may grant additional stunts (with limited application).
Prizes
As the story progresses, the group will receive Prizes for every significant event that is resolved. They come in two levels: the Fair Prize, which is awarded for every minor resolution, and the Grand Prize, which is for greater resolutions, such as the end of story arcs.
Each player is free to spend these Prizes at their own pace.
One Fair Prize can be exchanged for: increasing a skill one step; creating a new skill at +1; enhancing a proficiency; erasing all stress.
Two Fair Prizes can be exchanged for: renaming an aspect (if appropriate); stepping down a consequence.
One Grand Prize can be exchanged for: a point of refresh; five Fair Prizes.
Proficiencies
A Proficiency is a benefit, ability, or other type of bonus that does not class as a skill. Characters get one proficiency for free at creation, however if they find nothing they can take which fits in with their character concept, they can instead opt for two points of refresh. Each additional proficiency costs one point of refresh, but only if the first proficiency has been taken. In other words, a character cannot opt out of their free proficiency and then buy two with the refresh they have gained.
Alchemy
The Alchemy proficiency is possessing the knowledge and necessary skill to produce fantastic concoctions that many think of only as magic. It requires a relevant skill, such as a knowledge or lore one, of at least a +3 rank.
Alchemy provides a character with access to Creations, which are alchemically created things such as potions, powders, stones, and other useful concoctions. Each creation has its own rank, and a limited number of uses. Every time a creation is used, mark off a use. If there are no uses left to mark off, then the creation cannot be used until they are replenished.
Creations are used like skills, rolled at their given rank, to do things like create advantages, provide boosts, overcome obstacles, or sometimes directly attack or defend. They are limited in their scope by their description, which determines the broad applications of what they can or cannot do.
Sometimes, creations can have their own stunts, called Discoveries, which apply only to the creation. A discovery may be something like "Treat this creation as having Weapon 3 when making attacks" or "You may expend 2 additional uses of this creation to effect every possible target within a zone". Creations can only have 1 discovery each.
Any starting character begins with 3 creations, with a collective rank of no more than +8, and individual rank of no more than +4. This means you can have creations at +3, +3, and +2 to begin with, but not +6, +1, and +1. Each creation starts with 1 use, and you have 5 additional uses to assign as you see fit. Your creations do not begin with any discoveries.
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Having Alchemy provides you with the following benefits:
- You have access to creations, which act like limited-use skills that can do incredible things. Each creation has a rank and a number of uses. You can enhance any creation for 1 additional point in its rank, 1 additional use, or 1 discovery.
- During downtime and between scenes, you can regain uses for your creations by rolling your related skill against a difficulty set by the GM. The number of shifts (ie, how much you succeed by) becomes the number of uses regained.
- You can invent new creations by succeeding in a project (see above) or uncovering them as rewards during play. New creations begin at +1, with 1 use.
In certain campaigns, GMs might write up specific creations that are relevant to the setting, and allow players to choose from this list rather than creating their own.
Faith
The Faith proficiency is having a powerful and unshakeable belief. It requires at least one aspect that suggests you have this.
You gain the Faith track, which functions like the Stress track, except it responds to good deeds. When performing an act that upholds the tenets of your faith, you gain a point (or more) of Faith. Much like the Stress track, there are four boxes that can be checked.
At the start of each new scene, the lowest checked box on your Faith track is cleared.
Rather than associated consequences, the Faith track has the Blessing, which is an aspect that can only be invoked or compelled when it is active. The blessing becomes active when all four boxes of the Faith track are full. It should represent some aspect of your saintly nature, since it is only available when you are a paragon of your faith's virtues.
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Having Faith provides you with the following benefits:
- You have a Faith track that you fill by performing holy deeds.
- When your Faith track is full, with every box checked, you gain access to an additional aspect of your choosing that represents your unshaken faith. This aspect will last as long as all boxes remain checked.
- At any point you can "burn" a box, clearing it in exchange for gaining a bonus equal to the value of the box. You can burn up to all four boxes for a single bonus, assuming they are all checked.
Harmony
The Harmony proficiency is mastery over words in all forms, including (but not limited to) songs and poems. It requires a relevant skill of at least a +3 rank.
You gain a Songbook that is a list of all the songs, poems, and so forth that you have committed to memory. Each of these songs has a rank, and at any time you can use your skill to perform one of them. You can only use a song of rank equal to or less than your result. Meaning if you roll a +3, you can only use songs of rank +3 or lower.
While a song is being sung, you cannot roll for another song. You also gain a number of boosts equal to the song's rank. So a +3 song would provide 3 boosts. These boosts can be spent one at a time on either of the following: a +2 bonus to a relevant roll, or a free invoke on a relevant aspect.
Make sure the song applies to the situation at hand. A romantic poem would not be so good at granting bonuses during a fight, but a battle hymn would.
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Having Harmony provides you with the following benefits:
- You have a songbook that contains your best melodies. You begin with three songs of your choice at the following ranks: +3, +2, +1. You can enhance any song for 1 additional point in its rank, or create a new song at +1.
- You can roll to perform, and spend boosts from your chosen song. When the boosts are all spent, the song is done and you are free to perform another. The boosts must be spent in relevant situations.
Sidekick
The Sidekick proficiency is having a close animal (or animal-equivalent) ally who is inseparably bonded to you. It requires at least one Trait that refers to your bond.
Your sidekick is built as its own character, with a shorter and more simple sheet. A sidekick has two aspects, three stress boxes, no consequence slots, and rather than skills has four approaches that represent basic animal ability: Agility, Cunning, Ferocity, and Senses.
Pick each of the following ranks and assign them to one of your sidekick's approaches: +2, +1, +1, +0. Remember to assign them in a way that accurately describes your sidekick. A tortoise would be unlikely to have +2 Agility, for example!
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Having a Sidekick provides you with the following benefits:
- Your sidekick is an independent agent and can go places without you, under your direction.
- Your sidekick starts with the given ranks for its approaches. You can enhance any approach for 1 additional point in its rank.
- By default, your sidekick has 0 Weapon and Armor ranks. You can enhance either rank for 1 additional point.
When a sidekick is taken to a full Stress track, they are knocked out of the scene and cannot return until the next scene, regardless of any sort of Stress reduction.
Technique
The Technique proficiency is a mastery of one (or more) martial arts, which allow a character to be truly exceptional in combat situations. It requires at least one skill relating to fighting, and should have a suitable name (like Iron Hammer Style, or Citadel Training).
A combat situation is defined as: any extended encounter where the character is engaged in physical conflict with one or more opponents. If a character is debating against someone, that is not a combat situation. If a character kicks down a door, that is not a combat situation. If the character throws a surprise punch, that is not a combat situation. If the punched party returns a punch of their own, or draws a weapon, then it becomes a combat situation. Only when they have an opponent who is willing and capable of fighting back does it become a combat situation.
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| When you take have two or more Stress boxes full, you deal one addition shift of Stress on any successful attack. |
Having Technique provides you with the following benefits:
- You have Weapon and Armor ranks, which start at 1 and 0 (pick which gets 1 and which gets 0). You can enhance either rank for 1 additional point.
- You have one additional combat-specific stunt (one that only applies during combat situations). You can enhance by adding an additional stunt.
- Whenever you successfully create an advantage in a combat situation, you gain an additional free invocation.
In certain campaigns, GMs might write up several techniques relevant to the setting and allow players to choose between them. This can be useful if players have a hard time thinking up relevant stunts.