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        • Disease
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  • Madness
  • Dungeon Storm
  • R3L1C

Running the Game

The task of arbitrating the rules, keeping the story moving, and juggling all the moving parts in a game of Sphere falls to the GM. It's a big job, but one that is incredibly rewarding. While the Adventure section has a wealth of advice for GMing a game along with loads of resources and adventure hooks for doing such, this page is dedicated more to helping arbitrate some of the lesser-known rules associated with each of the four main parts of an RPG.
Every RPG is made up of four major parts. How much time the players spend doing each of these things depends largely on the GM and the kind of story he or she is telling, but at some point or another, the players are likely to spend some amount of time doing each of these things. Likewise, this section is organized to show many of the more obscure rules and guidelines related to these four pillars. They are: 
  • Discovery: exploring a new area, learning about the world, finding new adventures
  • Social Interaction: meeting people and getting involved with their stories
  • Combat: fighting for glory, treasure, and the thrill of victory
  • Problem-Solving: overcoming obstacles through wit and creativity

Task Resolution

Game Flow

Combat

Movement

Health & Status

Destiny

Running the Game

House Rules

While the rules to Sphere have been carefully thought out and playtested, you and your players are free to tweak any of them to suit the needs of your game and your group. You may even decide to add some of your own House Rules to make the game play differently for your group.

Discovery

Being an adventurer is about, well, adventure...entering a new town and seeing what they have to offer, exploring a new area, and seeing what lies around the next bend in the road are all the hallmarks of Discovery. Discovery moves players from one area to another, unveiling the world the GM has created piece by piece. As players discover new parts of the world, they'll also find new stories, challenges, and rewards waiting for them.
Stealth & Hiding
When you want to hide, you'll need to break line of sight to those you are hiding from. Once they can no longer see you, make a Skill Feat to become Hidden. While you remain hidden or move quietly, the Difficulty to find you is equal to your Skill + Level and Bumps made to locate you are cumulative. Your Hidden status ends after: 
  • You are discovered by a creature searching for you
  • You move more than 2 meters per Movement
  • You finish making an attack
  • You cause a creature to Fixate on you
  • You make a loud noise or otherwise draw attention to yourself
  • You voluntarily stop hiding
Note that your Hidden status ends after any of the above effects, meaning you still gain whatever bonuses are associated with being Hidden until whatever action or effect that reveals you is resolved (for example, you still have Advantage on an attack made while Hidden, even if doing so reveals your position after the attack is made).
Supply
Each character has a Supply rating, which indicates how well-prepared they are for their adventure. Any time a character needs something, be it rations, a compass, a torch, or any other item from the Supplies list, the player may tick an appropriate number of Supply boxes on their character sheet to say the character has it in their pack or on their person, in-hand and ready for use. Once all available Supply boxes are ticked, the character can't acquire any more new items until they have a chance to replenish their supplies, at which point an appropriate amount of Supply boxes are reset (based on what is available and how much coin is spent).

It isn't necessary for players to pre-purchase supplies. This method saves on meticulous book-keeping, inventory management, and keeping up with how much weight everyone is carrying.

Once an item is acquired by expending Supply slots, the character has it on-hand and may use it with impunity. Some items can be used over and over again (a bed roll or a climbing kit) while others are limited use (like rations, which are gone once consumed or an oil lamp which stops working once it runs out of oil).

Characters can replenish (untick) their Supply boxes by hunting/foraging, looting enemies and treasure chests, or purchasing supplies in town (though how many Supply boxes can be reset may depend on what is available). The GM is the decider of how many Supplies are regained through such actions.
Overland Travel
There comes a point in every adventure where the heroes must travel some distance to reach their next objective. When traveling over open country, the party may choose which of the following speeds they are moving at: 
  • Relaxed: moving at an unhurried pace, plenty of breaks for food and rest, sleeping 8 or more hours each night
  • Normal: moving at a modest pace, one or two breaks for food and rest, sleeping at least 6 hours each night
  • Hurried: moving at a fast pace, one or no stops for food and rest, sleeping the bare minimum each night
  • Rushed: moving at a breakneck pace, no stops for food or rest, running intermittently with very little sleep

  • While traveling at a relaxed pace, you can cover 10 miles per day and gain one extra Resolve.
  • While traveling at a normal pace, you can cover 20 miles per day.
  • While traveling at a hurried pace, you can cover 30 miles per day.
  • While traveling at a rushed pace, you can cover 40 miles per day but lose one Resolve.
Outdoor Visibility
On a clear day, characters can see about 2 miles in any direction, provided there are no obstructions in the way like trees, hills, and buildings. If looking down from a great height (such as from a mountain or high hill), this view is expanded to about 40 miles. Rain cuts visible distance in half. Fog cuts it down to only about 20 meters.
Wilderness Survival
Navigating through and surviving the unpredictable wilderness requires preparation, caution, keen instincts, and a certain respect for the beauty and danger of the natural world. Those with the Survival Proficiency can perform any of the following actions to make their sojourn through the wilderness easier: 
  • Find Direction: Roll Intellect to find the quickest way to get where you want to go. 
  • Find Shelter: Roll Awareness to find a safe place to rest.
  • Find Water: Roll Awareness to find potable water for drinking and hygiene. 
  • Forage for Supplies: Roll Brawn to locate and transport supplies back to camp.
  • Calm Animal: Roll Charisma to calm a wild animal or ward it away.
  • Hunt Wild Game: Roll Skill to track and kill an animal for food.
  • Predict Weather: Roll Intellect to accurately predict what the weather is going to do next.
Lore
When a player wants to learn more about a place, a magical item, a historical event, or a person of renown and their character has the requisite Proficiency, they may roll Intellect to see if they can recall any stories about it. Depending on the result...
  • 0 Bumps: Nothing comes to mind
  • 1 Bump: You recall an interesting tidbit
  • 2 Bumps: You actually remember quite a bit about the subject
  • 3 Bumps: You just so happen to be an expert on the matter
Players may make another attempt at Lore when they're exposed to new information about the topic, such as a dusty tome that mentions more about the subject or a sage who's willing to share some of her knowledge. The GM may offer a bonus to their roll based on how knowledgeable to source is (or if it's necessary for the story to progress, just give them the information).
Illumination
While exploring the heights and depths of the Sphere, adventurers are bound to run into some places that are brighter and some places that are darker than others - literally. There are four levels of lighting heroes will encounter on their journey: 
​
BRIGHT LIGHT
Outdoors on a mid-summer day. Light is abundant, almost blinding. Those with normal vision get a +1 bonus to Feats that rely on vision and visibility. Those with low-light vision or darkvision are Blinded.
NORMAL LIGHT
Outdoors on a partly cloudy day. Indoors with sufficient lighting. This is the degree of light Mortals are most suited for. There are no special rules for those with normal or low-light vision, but those with darkvision are Blinded.
DIM LIGHT
Outdoors on a moonlit night. Indoors by torchlight. Light is scarce, but not completely absent. Those with normal vision cannot see further than 10 meters ahead, their non-melee attacks have Disadvantage, and they suffer a -1 penalty to Feats that rely on vision and visibility. Those with low-light vision and darkvision can see normally.


DARKNESS
A windowless basement. Indoors at night. The bottom of a cavernous pit. Visibility is zero and those with normal vision are Blinded. If you have low-light vision, treat darkness like those with normal vision treat dim light. If you have darkvision, you can see normally.

Travel Modifiers
Many hardships and hindrances along the road can slow a party's travel time if they are not prepared for them. Conversely, there are a number of factors that can help speed the party along. Increase or decrease your group's travel speed based on the following factors. Even if your speed is reduced to 0 miles per day (or a negative number), you'll still cover 1d6 miles just by sticking it out.
FACTOR
SPEED MODIFIER
Paved Road
+10 miles per day
Mounted
+25 miles per day
Wagon/Carriage
+30 miles per day
Light Forest
-5 miles per day
Dense Forest
-10 miles per day
Jungle
-15 miles per day
Marsh
-20 miles per day
Hills
-10 miles per day
Mountains
-20 miles per day
Sand
-10 miles per day
Tundra
-5 miles per day
Rainy
-5 miles per day
Storming
-20 miles per day
Snowing
-10 miles per day
Blizzard
-50 miles per day
Picture
Artwork by Gordon Johnson at Pixabay
Holding Your Breath
A character can hold their breath a number of rounds equal to their Brawn score (or Brawn x 30 seconds). After this, they'll need to start making Brawn Feats for each additional round/30 seconds they go without breathing.

A character who Fails this Feat before taking a breath begins Suffocating (see below).
The Rule of Threes
As a general rule of thumb, a person can survive for 3 weeks without food, 3 days without water, 3 hours without shelter from extreme conditions, and 3 minutes without air. After crossing these thresholds, permanent damage and death soon follow. PCs who cross these thresholds suffer whichever of the following Traumas is appropriate for their situation: 
  • Starving: You have Disadvantage on any Feat that requires strength, endurance, or general physicality. Lose one Resolve every time you end a Full Rest without eating; at 0 Resolve, you die of starvation. Remove this Trauma after eating a full meal.
  • Dehydrated: You are Staggered and lose consciousness for 1d20 minutes if you run out of Actions during a round. Lose one Resolve every time you end a Full Rest without drinking water; at 0 Resolve, you die of dehydration. Remove this Trauma after drinking 8 oz of water.
  • Freezing/Overheated: You cannot gain Advantage. All Feats that require focus, concentration, or a steady hand fail automatically. Lose one Resolve every hour you spend in extreme temperatures; at 0 Resolve, you die from exposure. Remove this Trauma after spending a Short Rest being warmed or cooled off.
  • Suffocating: Lose 1d6 HP at the start of your turn each round. Lose one Resolve every time you start your turn without having taken a breath. At 0 Resolve, you die of suffocation. Remove this Trauma after breathing for 10 seconds.
Hunting and Tracking
To track a creature to its current location, the hunter will need to find its trail. Unless magic is involved or the being is incorporeal, all creatures leave a trail as they pass. The challenge in finding and following this trail depends mostly on the environment and the skill of the hunter.

Following a trail is a Narrative Action whose Difficulty is based on the ground the trail was made in, how old the trail is, and other factors like weather or the tracks of other creatures crossing over the trail. There are three Milestones in tracking
  • wherein the hunter finds the trail and starts following it
  • wherein the trail takes an unexpected turn
  • wherein the trail ends (hopefully with quarry in sight)
Use the following chart to determine the Difficulty of tracking
ENVIRONMENT
DIFFICULTY +/-
Soft ground like snow, sand, or mud
+2
Ground with twigs & brush like a forest
+4
Normal ground like plains or farmland
+6
Bare rock like caverns, hills, mountains
+8
Each day passed since trail was made
+2
Rained or snowed since trail was made
+10
Currently raining or snowing
+5
Foggy
+4
Quarry left a trail like blood
-20
Quarry made an effort to hide trail
+quarry's roll
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Social Interaction

In discovering new places, the players will encounter new and interesting people to interact with. These NPCs have lives, dreams, and stories of their own which may put them in alliance or at odds with the players. Social Interaction covers everything from bartering with the local fishmonger to negotiating with a vengeful dragon and it's the perfect opportunity for players to put the quirks and personality of their character on display.

Social interaction as back and forth "battle" (Roll to Persuade)
Conversation as a Narrative Action
  • wherein an introduction or greeting is made and pleasantries are exchanged
  • wherein key information is disclosed
  • wherein a request is made and concerns/rebuttals are addressed
    • All characters in the Scene can contribute by rolling at each Milestone...but only the highest roll is accepted.
Types of persuasion (for flavor?)
  • Manipulation: changing someone's mind to want what you want
  • Deception: tricking someone into doing or believing what you want
  • Intimidation: getting someone to comply using threats or blackmail
  • Seduction: using carnal desires to trick or cajole someone into compliance
  • Transaction: tit for tat, quid pro quo; a fair exchange of favors for favors
Bias
When new characters encounter the party of player characters, they'll form a Bias based on their first impression of the group. Bias is a sliding scale from friendly to hostile that indicates how one character treats another, how much they are willing to compromise, and to what degree they'll cooperate. A character's Bias is based on a lot of things; how someone is dressed, what they're doing, who they're with, and so on. But Bias is rarely static and can change over time based on future interactions. A nobleman who starts out despising the PCs may come to see them as useful allies the more they prove themselves. A friendly farmer might turn on the PCs after they accidentally set his barn on fire. It is up to the GM to decide where a character's Bias starts and what it takes to move it one way or another.
Picture
Friendly: You may consider this character a friend and an ally, if not a close life-long companion. Your mutual bond of trust and camaraderie means they are willing to go out on a limb for you, believing that you will do the same for them if they ever need it. It's rare to reach this level of trust with a stranger, but some trusting souls may take you into their confidence right away.

Favorable: The character likes you and is willing to help you out without expecting too much in return. They may not consider you a close friend or confidante, but the potential for a strong relationship is there. Whether you've earned a small amount of trust over time or you simply have good chemistry with them, a Favorable Bias means they're willing to give you a chance.

Neutral: The character couldn't care one way or another about you. It's not that they're an uncaring person, they just don't know whether or not you are worthy of their time and trust. They're not likely to treat you badly, though they're equally as unlikely to do you any favors without expecting something in return.

Contentious: This character does not like you. You may have made a bad first impression, done something to offend them, or started off on good terms only to cause them undue stress and harm. Not only is this character unwilling to do you any favors, they will oppose you when given the chance (though they may not go out of their way to do so). 

Hostile: This character hates your guts. Whatever you did, you have made a bitter enemy of them. Not only will they oppose you at every turn (and go out of their way to do so), they will seek revenge for every perceived sleight against them, even going so far as to attack you or threaten your life if they become angry enough.

To summarize, Bias...
  • ...describes how one character treats another
  • ...is determined when characters first meet
  • ...only changes when time and deeds merit a change in the relationship
Mood
A character's Mood can have a powerful impact on their social interactions, affecting whether or not they cooperate with PCs, provide necessary information, or do something they might otherwise be inclined to do, simply because they are or are not in the mood right now. Unlike Bias, Mood can shift quite easily (and does, quite frequently). 

If a persuasion, request, manipulation, or some other interaction-based Feat roll could benefit from the subject's current mood, the roll has Advantage. However, if an interaction-based roll would suffer because of the subject's current mood, the roll has Disadvantage. The GM can also rule that the subject isn't feeling any particular mood currently, so the roll proceeds normally.

To summarize, Mood...
  • ...changes all the time
  • ...gives Advantage if it would positively impact the social interaction
  • ...gives Disadvantage if it would negatively impact the social interaction
  • ...does nothing if it would have no affect on the social interaction or if the subject isn't feeling any mood strongly
Adventurous
​Afraid
Amazed
Amorous
Amused
Angry
Ashamed
Bored
​Cautious
Confused
Disappointed
Disgusted
Drunk
Excited
​Grateful
​Greedy
Happy
Hurt
Ill
Indignant
Inspired
Intrigued
Jealous
Lonely
Melancholic
Proud
Sad
Satisfied
Stressed
Surprised
Tired
Violent
Worried
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Combat

Sometimes talking just isn't enough to keep the peace. When talk fails and blades are drawn, combat begins. Combat is a tense and high-risk moment where tactical thinking, luck, and courage are (hopefully) met with victory. Most of the rules in Sphere are associated with combat, for it is in the heat of battle that heroes display their true mettle and in the aftermath of battle, as the dust settles, that great potential for drama and story progression is revealed.

Using a game board
Area of Effect
 - Zone vs AoE
Initiating Combat
 - Surprise rounds
Running Away and Giving Chase
Mounted Combat

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Problem-Solving

In the course of their exploration, battles, and social foibles, adventurers often find themselves in some pretty precarious situations. Whether they're hired to help with someone's dilemma or encounter a puzzle in the depths of some ancient ruin, the players will often be tasked with using their intellect and creativity to come up with a solution to a problem. Problem-solving puts the players in the position to overcome an obstacle not through wit or charm, but by thinking their way to a solution.

Traps
 - Spotting
 - Triggering
 - Disarming
 - Example
What if my character is smarter than I am? Hints and clues

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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C