Rules

General

Goal of the game

Starting off

Starting items

Challenges

Participation and Difficulty

Keepers

Ascending

Reward System

Rewards

Loot

Morbs

Gold

Experience

Fame

Downtime

New Rules

Champion Ring

Dying

Death

Called Shots

Prestige

Corruption

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General Gameplay

Intro:

You finally arrive to the city of Kaskkari. The long lost city on the conintent of Casmaron was was thought to be forgotten. Many people doubted the existence of it after the kingdom fell into ruin a long time ago. It appears now to be this young vibrant city. The buildings appear to be of ancient design, but are well kept.

One of the port representatives sees you and greets you fondly. Welcome to the city of Kaskkari. You must be here to participate in Sepultra! I don't mean to judge. I say that because you don't necessarily look like a trader coming to buy and sell. Your reasons are obviously your own, so please come with me and I will get you settled.

Your guide, without asking you, begins telling you a brief history of the city. He tells you that the city was once a very great kingdom, but was continually attacked from other kingdoms and forces alike. Eventually the city turned to ruin as much had been pillaged or destroyed. The lone royal family the Dari were the only to remain and did their best to rebuild. The city kept quite for a long time. It wasn't until the great prince Khazir came of age and helped catapult the city back into relevance. It was Khazir who found the portal to Sepultra. Him and his family helped create what Kaskkari is today.

The challenges of Sepultra are dangerous, but rewarding. A maximum of 5 people can enter at a time. Your first time is free, but the rest of the challenges will cost gold.

Starting a new champion

Everyone will roll a character starting at level 1. Only core races are available for your first champion. Ability stats will be rolled with GM (4d6 style, drop lowest die). Add racial ability modifiers. Standard/alternate racial traits apply, but the player will NOT add the two additional traits per Advanced Player Guide rules.

Starting items

Start with your average starting gold or 150g if not specified. Any non magical or common item is available.

Challenges

Champions will work together to face challenges within the fields of Sepultra. While the fields may look familiar over time, their challenges presented will vary. Every challenge will offer a different type of reward based on GM theme choices, and the Keeper within the field. Challenges all cost a certain amount of gold to play. The cost will vary depending the difficulty of the challenge.

Challenge Participation and Difficulty

Champions can participate in any challenge that’s within 5 CR of their level. The price to play in the challenge will be set by the GM. Champions will pool their gold to pay for the challenge. At a minimum, every champion must pay at least 10% of the total cost of the challenge. For example, if the cost of the challenge is 500 gold, every champion must cover at least 50 gold to participate. The remain gold can be split amongst the remaining party members.

Difficulties will be labeled as Minor, Normal, and Major. Rewards for these difficulties are discussed here. At the beginning of each week, there will always be at least one of each difficulty challenge to pick from. Minor challenges will present a challenge rating(CR) of equal to or lower than the party. Normal challenges will always be with 1-2 CR of the party. Major challenges will obviously be higher.

Keepers

Keepers are former champions that ascended to keeper status. Upon gaining enough wealth and fame, any champion can become a keeper. These former champions have evolved in a particular way that distinctly separates them from everyone else. In the land of Sepultra, they now serve as field keepers. Their purpose is their own. Some keep to their fields for more wealth and fame. Others have been driven to madness with only the desire to kill.

Ascending to Keeper Status

Upon ascending to keeper status, the champion is given a gift by their deity or source of power. This gift is normally given in the form of an ability or mutation. The gift is significant in terms of power, and may continue to evolve through experience and experimentation..


Reward System

Challenge Rewards

Minor challenges will offer the least amount of loot such as gold and minor magical items.

Normal challenges will be played the most as the CR should be within scale of the champions. Rewards will scale to the CR of the challenge, and will come in the form of gold and common magic items.

Major presents a bigger challenge, but returns a special reward in addition to the nomal challenge rewards.

Loot Found in Chests and off Keepers

1. Some loot is random, but at least one magic item is known by the players to drop from the Keeper if deafeated.

2. Magic items from chests can be from a loot table or pre-set by the GM. Each item is automatically

3. A MORB looks like a pokemon ball, that has magical writing on it indicating what effect will occur if opened. These can be traded to another champion at any time.

MORBS

RARE MORB

Upon opening, the champion holding the ORB will automatically be boosted to next level. (After level 10, the affect give 50% of next nevel xp)

Champion starts off with base xp amount for the newly acquired level.

UNCOMMON MORB

Upon opening, the champion gains a random bonus reward (roll 1d4).

Gold

Gold will not drop from mobs, but can be found in chests and off Keepers. Gold found is automatically divided up between party members based on beginning contribution percentage.

Experience

Every champion that participates in a challenge is awarded an amount of experience. The amount distributed is based on how long the champion survives during the challenge

Fame

Fame is a reward type very much like experience, except that fame is given only for deeds that are worthy. Fame is given by the GM for accomplishing rare acts of bravery or doing something that seems noteworthy. Please note there are many things that affect fame. The list below does not cover everything. It is just meant to be an example.


New Rules

Champion Ring (New)

Every champion will eventually earn a champion ring. Once per challenge, a champion can roll a saving throw twice and take the better result. This is considered an immediate reaction.

Dying (Changed)

In the world of Sepultra mobs trained by the Keeper to keep attacking until their prey are dead. Pathfinder dying rules apply in order to recover.

Death (Changed)

Death on the fields of Sepultra is the same for every champion. If the champion dies, it will eventually be removed from the field. Experience for the challenge stops that this point. It is considered a loss for the champion that dies.

Called Shots (New)

Champions can now make Called Shots. Please see Ultimate Combat for details.

Prestige (New)

Prestige points can be generated once per week. Points are not guaranteed as the chances are affected by your current fame. Selected abilities are cleared at the end of the week.

Corruption (New)

Corruption is gained when attemtping to gather prestige. The effects of adding corruption are not immediately visible. Perhaps you have to experience it.


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