Scape

Scape

A fantasy roleplaying game for the Planescape setting.

Central Tenets of Scape

  1. Player characters are not superheroes. They are denizens of the planes just like everyone else. What separates them from the rest is their choices.
  2. Even mighty heores can fall to a single stroke of a weapon. Mortals are mortal. They are fragile. Even the mighty Achilles or Ajax is slain with a single arrow or spear stroke. The trick is to avoid getting hit, or even better avoid letting anyone want to hit you in the first place.
  3. Roleplay is not about combat, narrative, numbers, nor personality, but about choices. The important things that happen are the ways the player characters affect the world around them.
  4. Character growth is not a growth in numbers. Don’t expect STR or HP to alter dramatically. Expect a growth in what you are capable of.
  5. Ideas and extraordinary abliities are represented as items. Among the planes, the abstract tends to be represented as the physical. Your character’s “class” is the items that give them abilities. Your level up abilities are tattoos you collect. Even your XP is represented as chips, to be traded and spent.
  6. The referee is there to challege the characters’ viewpoints as much as their safety. This is more about perspective and philosophy than it is about killing monsters. The strange creatures are to be feared for their ideas more than fang and claw.
  7. Rules are for skipping ahead in time. We don’t include rules for the important parts of the game: choices, ethics, planar travel. That’s because we want you to take your time on those areas and explore them fully through roleplay and a dialogue between each other and the referee. We include rules for parts we want to get over quickly: combat, skill checks, powers, even making characters and leveling up. We made them simple and quick so they can make room for the important parts. Similarly, saves made out of combat are for skipping past unimportant bits.

Character Creation

  1. Roll 3d6. This is your max STR score.
  2. Roll 3d6. This is your max DEX score.
  3. Roll 3d6. This is your max WIL score.
  4. Record your STR, DEX and WIL edge as 0.
  5. Roll 1d6. This is your max HP.
  6. Add 3 days' rations to your inventory. This takes only one equipment slot.
  7. Pick a starting equipment set. Add these to your inventory.
  8. Record your worn items and your weapon damage.
  9. Record your AC based on your worn armor.
  10. Roll 3d6. This is your starting jink.
  11. Write a sentence or two about your character’s profession before heading out to adventure the planes.
  12. Pick a name.

Rules

  1. Basic interaction Describe your actions to the referee. They will decide if you succeed or fail. They may ask you to roll a save to determine success.
  2. Ability scores You have three ability scores. They act as hit points. They start as the same value as your max ability scores, and may not exceed the max. Applying effort, using special equipment, or taking damage while critically injured can result in lowering your ability scores.
  1. Saves To avoid a negative effect, roll 1d20. If the number is less than or equal to your relevant ability, you succeed.
  2. Advantage/Disadvantage If an action is particularly easy, the referee may request a roll be made with advantage, meaning the player rolls twice and takes the more favorable roll. Conversely, if an action is particularly difficult, the referee may request a roll be made with disadvantage, meaning the player rolls twice and takes the less favorable roll.
  3. Effort A player may turn a roll with disadvantage into a normal roll, or turn a normal roll into a roll with advantage, by applying effort. Applying effort gives the ability score for that roll 3 damage after the effect of the roll is applied. A player can only apply effort once per roll.
  4. Edge Activating ability in equipment or applying effort will lower ability scores by a fixed cost. Having an edge decreases the cost by the amount of edge for that ability score. For example, if an ability costs 3 STR, and your STR edge is 1, you lose 2 STR to use that ability. The minimum cost is 0.
  5. Profession If the referee determines that the character’s profession would result in them being more skilled than usual at that task, the player may assume a minimum edge of 1 for effort applied to that action.
  6. AC and HP Any damage received is first reduced by your AC score. If AC cannot reduce it to 0, then the remainder is taken from your HP. Once HP is 0, the remaining damage dealt is taken from the relevant ability score. Physical damage reduces STR, while other effects like magic or poisons may affect DEX or WIL instead.
  7. Critical Damage The moment your HP reaches 0 as a result of taking damage, roll a STR save. On a failure, you gain 1 fatigue, you are disabled and can only moan for help and try to crawl to safety.
  8. Equipment Slots You have 10 equipment slots to start, 4 of which are considered to be worn or carried. Each piece of equipment you take with you (except coins) takes up equipment slots. Most equipment takes up 1 slot. Small items can be grouped into a single slot. Bulky items use 2 slots. If you have no unused equipment slots, you cannot carry any more equipment and are considered deprived. Carrying a person is considered bulky. Equipment abilities can only be activated while wearing or carrying them.
  9. Fatigue You may gain fatigue from various sources such as extreme heat or cold, multiple days without sleep, critical damage, or being downed from ability score damage. Each point of fatigue gained renders a single inventory slot unusable. If this leaves you with no usable inventory slots, you are fatigued. If you have more items equipped than you have usable slots, you must drop the remaining equipment. A full day of rest in a safe location with food and drink removes 1 fatigue.
  10. Deprivation Extreme environments, magical effects, and having all usable equipment slots filled causes you to be deprived. While deprived, you cannot restore HP, STR, DEX, nor WIL by resting.
  11. Healing Resting allows damage to be recovered to the max score. HP can be restored with a few minutes of rest. STR, DEX, and WIL need a full day of rest in a safe location with food and drink to be restored. Temporary injuries can only have their effects removed with a week of bedrest and a skilled healer.

Combat

When combat starts, the game gets a little more structured. Combat happens in the following sequence:

  1. Roll initiative Everyone makes a DEX save.
  2. Surprise Turn Everyone who passed the save takes their turn.
  3. Morale Referee rolls to see if the characters under their control flee.
  4. Enemy Turn Characters under referee control take their turn.
  5. Party Turn Everyone who failed the save takes their turn.
  6. End of Round If combat is still ongoing, go to step 1.

On a turn

Each character on their turn gets to move and perform an action.

Actions include, but are not limited to:

Morale

Each round the referee makes a determination on whether the creatures flee and end the combat. This can be done “by feel”, or by doing the following procedure.

Character Advancement

Experience

XP is gained for attaining goals, discovering new places, and making critical decisions. XP is represented as poker chips. 1 XP is given to each player in a group when the group as a whole is being rewarded. If a single player is being rewarded, the referee gives 2 XP to the player: 1 XP the player keeps for themself, 1 XP is given to another player while stating a reason they deserve it. XP can be traded freely among players. XP can also be spent to “grease the wheels” of roleplaying, obtaining some minor goal without having to roleplay it or risk failure. Doing so costs the party 4XP.

XP can be spent to reverse the effects of a bad roll. The player may choose to surrender 1 XP to the referee after failing the save, and avoids whatever the most recent roll’s bad effect as if it never happened.

XP can also be spent to make the character stronger by purchasing tattoos. A player can spend 4 XP to gain any one of the following tattoos. A player may not take a particular tattoo if it was one of their 3 most recently purchased tattoos. That means at most the same tattoo can only be gained for every 4 tattoo purchases.

Tattoos

The referee should expand this list as a campaign goes on to reflect the experiences of the characters. This way the characters wear their own stories and experiences on their skin. These additional tattoos should be permanent abilities, such as gaining an ability from a certain item. Tattoos which improve numeric superiority should not be added.

Equipment and Jink

The monetary currency of the planes is jink. Values listed in the equipment tables is their sale value. Trading in unwanted equipment typically nets half the sale value.

Starting Equipment

Pick one of these when first creating a character. They are not otherwise for sale as a unit.

Armor

Armor typeACInventory slotsSale Value (jink)
Plain clothes00-
Light1110
Heavy2250

Weapons

Weapon typeSTR DamageInventory slotsAbility (STR cost)Sale Value (jink)
Unarmed10-
Light31Sneak Attack: +3 damage (2)2
Medium41Critical: Ignore HP, damage STR directly (3)8
Heavy52Cleave: Target all enemies within reach (4)21
Ranged32Cover: Attacks against the party must pass a DEX save or miss (2)13

Tools

ToolInventory SlotsAbility (DEX cost)Sale Value (jink)
Shield1Parry: +1 AC until next turn (2)5
Climbing Gear1Scale walls and overhangs overwise unclimbable by skilled climbers (3)5
Thieves’ tools1Open locks and disarm traps that are not crackable by an a skilled lockpicker (2)8
Cloak of Shadows1Hide in dim light in ways a normal person can’t (2)8
Sneaky boots1Move more silently than a cat (3)5

Magical and Ceremonial Gear

GearInventory SlotsAbility (WIL cost)Sale Value (jink)
Scroll1Cast Spell: the spell written on it takes effect (3)50
Holy Symbol1Turn Undead: Weak undead are chased away (2)50
Prayer Beads1Lay on Hands: Heal 1 STR, DEX, or WIL damage on touched creature per WIL spent (varies)30

Miscellaneous Items

ItemInventory SlotsAbilitySale Value (jink)
Burglar’s goggles1Evasion: STR damage is first taken from DEX50
Cloak of the War Mage1Mage Armor: STR damage is first taken from WIL50
War pipes2Heavy weapon, deals WIL damage rather than STR, Cleave costs 4 WIL``30
Bolas1Light weapon, deals DEX damage rather than STR, Sneak attack costs 2 DEX``
Net1Medium weapon, deals DEX damage rather than STR, Critical costs 3 DEX``

1d100 Spell Scrolls

d100Spell NameDescription
1Lantern MothA soft-winged moth leads you or those near you toward breathable air or safer ground.
2Whisper ThreadTie a thread between objects to hear distant whispers.
3FlickerformYour shape, or that of those near you, shimmers unpredictably, harder to notice unless stared at directly.
4WatermarkLeaves faint glowing footprints only you or chosen others can follow.
5Silt VisionEyes adjust to see clearly through murky, foggy, or shimmering air.
6Echo BottleA bottle captures the last sound made near it.
7Ember WardSkin flickers with heatless flame, shielding you or those close to you from burning air.
8Paper EyeA paper charm unfolds to show who last passed through a doorway.
9Silent SigilA symbol drawn on a surface muffles noise nearby.
10Ghost ScentLets you detect where something once lingered by following a fading scent.
11Far WhisperYour voice travels to someone far from you, heard only by them.
12Phantom GripYour hand or that of a nearby ally can grip or tap from a distance, but only lightly.
13Mirror DustA pinch of dust shows reflections that aren’t quite real.
14Anchor ThoughtFix a single memory or truth in the mind of yourself or an ally nearby that cannot be shaken or stolen.
15SoftstepFootsteps make no noise, even on broken glass or creaking wood.
16Light HookCast a hook of light to pull small objects toward you or someone near you.
17Wind StitchBind two pieces of cloth or rope using passing breezes.
18Illusory DoubtProject a faint echo of uncertainty into someone’s perception.
19Glimmer WardFaint shimmering light wards off minor nuisances from you or a nearby person.
20FrostskinBreath frosts over, and skin resists bitter cold and biting wind—for you or those close by.
21Soul EchoHear emotional traces left in an item or place.
22Lantern SeedPlant a glowing orb that floats and lights the area faintly.
23Ink DriftWords written drift across the page as if alive, revealing hidden messages.
24Void WhisperSilence fills your ears or those near you, helping thought in overwhelming places.
25DriftmarkLeave glowing motes in the air that others can follow later.
26Hollow VoiceYour voice echoes from somewhere else nearby.
27DustscriptSand or dust moves to write words you focus on.
28Memory ShellHold a brief memory in a shell or stone, which can later be shared.
29Candle ClockA candle burns in fixed time to help track time passage.
30Phantom KeyCreates a temporary spectral copy of a key you’ve seen.
31Living RopeA rope slithers where directed, helpful in climbing or tying things down.
32Veil StitchCloaks you or a companion in dull shadow that blurs your outline slightly.
33Lantern of FocusWhile lit, the lantern keeps stray thoughts and outside influences at bay for those nearby.
34Gentle GripFloat a small object toward someone with a breeze.
35Hollow CoinWhen flipped, always lands the way the caster desires.
36Whistle DriftA whistle call rides the wind until heard by a chosen recipient.
37Still LightLight from your source doesn’t flicker or reveal movement.
38Iron PathSteps leave firm ground behind for others to cross unstable terrain.
39Mirror ScentSmell what the last visitor to a place carried with them.
40NightcallA voice only audible in dreams delivers your message.
41AshmapBurn a map and recall its contents clearly in your mind.
42SoundpinPin a sound in place, so it plays when someone walks near.
43BreathstoneA stone held in the mouth lets you or a chosen nearby companion breathe in thin or noxious air.
44Lantern AntA tiny, glowing insect leads you toward shelter or safety.
45Light SnareTrap a light source inside a small gem.
46Parchment PulseA scroll briefly glows if it’s missing pages or parts.
47Ink EchoWriting reappears on destroyed or washed-away pages.
48Heartfire ThreadA warm thread keeps the core temperature steady for you or those close by.
49WhispershroudDampen your voice to a private hum only one person can hear.
50Tunnel HumHum into stone to sense nearby hollows or voids.
51Dream ShellTrap a brief dream or vision inside a seashell, which plays when opened.
52Tethered WillSpirit remains grounded for you or a chosen companion nearby.
53Salt CircleA ring of salt hums gently, keeping out what doesn’t belong.
54Gossamer NetA net catches falling objects without damage.
55Echo WardA ringing shield guards those nearby against disorienting whispers.
56Mask of the Last GuestAppear as the last person to leave a room.
57Flame EchoA candle flickers with sound and motion.
58LightbloomGlowing spores stick to surfaces and glow softly.
59OathmarkA sigil on the palm seals a promise.
60Eye of StillnessYour gaze, or that of an ally near you, sees clearly through distortion.
61Gate MothA glowing moth flutters around hidden exits.
62Skybound ThreadA thread floats up and tugs toward a stable surface.
63Memory FogA faint cloud causes others to lose a recent detail.
64Word TetherA word repeats softly until dismissed.
65Lantern of RestEnsures the sleeper nearby wakes gently and unharmed.
66Mind StitchRepairs scattered memory for you or someone nearby.
67Shell of SilenceA thin barrier mutes sounds within.
68EmberwalkFeet stay cool even across lava-glow stone or frozen seas—for all within reach.
69Flame in the VeinsBlood runs warm in you or those near, resisting cold and numbness.
70Stone ListenerFeel movement through stone by touch.
71Candle’s MemoryA candle replays sounds heard while burning.
72Chalk of PassageDraw a symbol that makes a wall briefly intangible.
73Mirror-TwinA mirror shows what you or another nearby person might have become.
74Soul AnchorResist time loops or psychic unraveling for yourself or someone close.
75Oracle’s EmberBurn a feather to see fleeting smoke images.
76Vein SenseFeel airflow or pressure changes through earth or stone.
77Cloak of the Hollow WindEnvelops you or chosen allies in air that resists heat and chill.
78Rune NestMark an area to sense when it’s disturbed.
79Mental LatticeA mental pattern grants clarity to you or nearby companions.
80Iron TrailIron dust glows where a person has recently passed.
81Mask of EchoesCopy someone’s voice or sound briefly.
82Glass RippleTurn glass into a rippling surface.
83ShellwindWhisper into a shell; wind carries it to a chosen listener.
84Lantern of LurkersBrightens when hidden things are nearby.
85Bookbinder’s CharmMends and copies written texts.
86MothcloakWrap yourself or an ally in wings that vanish in dim light.
87One-Way MirrorReflects only in one direction.
88Glass OrchardGrow illusory fruit from glass-like branches.
89Whisper BarkTrees recall whispers and repeat them later.
90Echo CompassA sound you make returns warped if the area is twisted or unstable.
91Flame StitchBind two objects with heated thread.
92Cloak of EchoesYour voice always echoes behind you or a chosen nearby person.
93GravetideThe ground flows like water, muffling steps for you and your group.
94Thought ThreadTie your mind to another’s to help one remember when the other forgets.
95Lantern of the LostLeads you or others toward something important that was forgotten.
96Bone MirrorShows the last thing that looked into it.
97Silk StepWalk silently, even over brittle or creaking surfaces.
98False TrailYour tracks—or those of a nearby companion—double back in strange ways.
99Dreamroot CharmA charm guards your or an ally’s mind from dreamslip and confusion.
100Gravity ThreadA thread shifts gravity slightly for anyone near its anchor.

1d100 Planar Trinkets

d100Trinket
1A brass compass that points toward places you’ve never been.
2A glass bead that glows faintly when submerged in silence.
3A knotted cord that tightens near unnatural stillness.
4A key with no teeth and a soft hum when near closed portals.
5A pebble that feels warm when held under open sky.
6A dry leaf that never crumbles and curls toward danger.
7A silver ring that fits only when you’re telling the truth.
8A cracked lens that reveals hidden marks when looked through sideways.
9A wax token stamped with a sigil no one recognizes.
10A small glass orb filled with thick black fog.
11A thread that always unwinds toward water.
12A button that whispers the name of whoever last touched it.
13A tiny hourglass that runs backwards in unsafe places.
14A wooden cube with holes that hum when placed near ley lines.
15A coin-sized disc of bone that always falls etched-side up.
16A quill that only writes the first sentence someone almost says.
17A pouch of ash that never grows cold.
18A black feather that always lands point-first.
19A clay token shaped like an eye, warm when secrets are nearby.
20A silken ribbon that refuses to knot near deception.
21A tiny mirror that shows the viewer from a day ago.
22A bell with no clapper that rings in your hand when you’re being watched.
23A copper tooth with tiny carvings of cities unknown.
24A dried flower that never wilts and grows cold near hidden doors.
25A scrap of paper that rewrites itself with unfamiliar constellations.
26A lump of salt that doesn’t dissolve in water.
27A key-shaped fungus kept in a crystal vial.
28A paper crane that flutters in restless sleep.
29A lantern wick that burns without flame.
30A scrap of tanned hide with a tattoo in a shifting language.
31A forked twig that buzzes faintly when held near forgotten places.
32A moth pinned in glass that shifts its wings on cold nights.
33A small hourglass that flows only under starlight.
34A string of ceramic beads, one of which breaks each time you lie.
35A tiny whistle that only children can hear.
36A twisted spoon that always points to safe food or water.
37A faded ticket stub to an unknowable performance.
38A perfectly smooth stone that darkens under hostile thoughts.
39A tarnished fork that vibrates when it touches metal not of this world.
40A shard of obsidian that hums when buried.
41A coil of hair tied with a scrap of rusted silk.
42A clear crystal that shows brief flashes of nearby emotions.
43A tooth engraved with a spiraling path.
44A thimble that tightens if worn in a place once forgotten.
45A bit of stone that always faces a specific direction—unknown to you.
46A length of chain that loosens or tightens based on unseen tides.
47A piece of chalk that leaves glowing marks.
48A single glove that feels pressure from unseen hands.
49A cork that never dries out.
50A tiny vial labeled “voice,” empty but warm.
51A paper mask that makes others hesitate before speaking.
52A humming crystal shard that pulses near boundaries.
53A steel ring etched with names of the dead in reverse.
54A gear that turns on its own near planar rifts.
55A dried frog bound in silver wire.
56A ribbon that turns transparent when wrapped around something cursed.
57A chunk of soapstone that absorbs sound.
58A child’s marble that glows faintly when held tightly.
59A brass disk with ever-changing symbols.
60A soft red feather that floats upward.
61A tiny pouch that smells like something important you’ve lost.
62A pebble that leaves behind tiny glowing footprints.
63A length of vine that grows an inch when near anger.
64A rusted nail that bends toward true ground.
65A broken key that unlocks only dreams.
66A bit of cracked porcelain shaped like a sleeping face.
67A silver brooch shaped like a moth, warm near illusions.
68A tiny portrait of someone you’ve never seen but feel you once knew.
69A melted candle that never leaves soot.
70A wooden die that always rolls silent.
71A hollow bone whistle that calls no sound, but makes silence feel heavier.
72A thread of copper tied around nothing.
73A small bottle labeled “last breath,” always cold.
74A pinecone that never opens.
75A mirror shard that never shows your reflection clearly.
76A scrap of parchment that smells like ozone.
77A wax stamp that leaves imprints that change with the moon.
78A painted eye on a stone that always seems to be looking left.
79A blue scale from something long dead, humming softly in heat.
80A silver thread that stretches to the place you last dreamed.
81A triangle of glass that refracts places that aren’t there.
82A knot of string with no beginning or end.
83A tarnished locket with a picture that changes each dusk.
84A match that lights only when danger nears.
85A chess piece with no matching set.
86A piece of coal that glows faintly when held in a closed fist.
87A broken music box that sometimes hums while you sleep.
88A candle that smells different every time it’s lit.
89A glass needle that glows faintly near unstable magic.
90A carved bead that whispers a name not yours.
91A feather that’s always damp, even in the desert.
92A shadow preserved in a bottle.
93A coin with no nation, etched with stars.
94A stone ring that hums when worn near stone corridors.
95A smooth nut that always rattles near lies.
96A thimble-sized bell that rings faintly when illusions are nearby.
97A tiny clock with no hands that ticks louder near planar crossings.
98A crystal earring that tingles when someone thinks of you.
99A needle that always points toward something lost.
100A folded paper boat that floats upstream.

License

Scape is licensed under CC-BY-SA 4.0.

Game rules are derived from Cairn by Yochai Gal.