Ryuutama – New Rules for Roles
A couple of months ago, an article appeared in Role and Roll magazine with some nifty new rules for Ryuutama. They add another layer to character creation beyond class and type: roles. There are already some informal rules in the text, giving advice for each member of the party to take up a role within the party to help play run smoothly. These new rules codifies these, giving new abilities and bonuses. Characters can now be categorized by class/type/role, such as hunter/skill/mapper, or farmer/magic/sub-leader. There are some simple guidelines for the rules, as follows:
- Roles can be chosen during character creation or anytime during a scenario. Characters that wish to change their roles can do so in-between sessions.
- Unless there are 7 or more players, two characters may not be the same role.
- As long as two characters don’t have the same role, characters may take on more than 1 role at a time.
Leader: In the interest of safety, the leader listens to the opinions of the party and decides on the best course of action. The leader is the face of the party and deals with all of the important negotiations. The leader decides where to go next and rolls the checks that affect the entire party (such as finding hidden things, gathering information, etc.)
- Rules to know: Check Rules
- Special rules: Once during a scenario, you can have a member of the party reroll a check with a +2 bonus. This can occur after the outcome of the roll is known. This can not be used for Condition, Initiative Checks or Damage rolls.
Sub-leader: The sub-leader takes charge when the leader is absent, and helps to enforce the leader’s decisions. The sub-leader is also in charge of helping each character tally experience points and level up after each session.
- Rules to know: level up, condition checks
- Special rules: Three times in a scenario, the sub-leader can add a +1 bonus to any rolls by a party member. This can occur after the outcome of the roll is known. Although this can’t be applied to Initiative checks or damage rolls, it can be applied to Condition Checks.
Fighter: The fighter takes charge during a fight. They help to make sure that each journey goes smoothly. They are in charge of the battlefield sheet and make sure that combat flows in the correct initiative order.
- Rules to know: combat rules
- Special rules: During battle, once each round this character can choose to take damage in the place of a party member in the same area. Also, during combat, any dice that come up ones during a damage roll can be rerolled.
Mapper: The mapper makes sure the party is on the right track and makes sure that the map is up to date. They fill in the map sheet and makes sure that the travel checks go smoothly.
- Rules to know: travel rules
- Special rules: The mapper can gain money by selling their map at towns. For each square that the party has filled in the map sheet, they may gain (topography level x 200) in gold. No gold is awarded for squares already sold or for squares filled with towns or people.
Purveyor: The purveyor is in charge of obtaining food, water, and other traveling goods while in town. They are in charge of keeping track of the water and food the party has with the Water and Rations sheet.
- Rules to know: water and food rules, item rules
- Special rules: Once per town, the purveyor is able to obtain a number of Delicious Rations equal to the number of party members, at a rate of 10 gold each. However, the ingredients of these rations is determined randomly for each town: 1) Looks gross but is delicious 2) Looks boring but is delicious 3) Smells but is delicious 4) Broken, but delicious 5) Cursed but delicious 6) Tough and delicious.
Recorder: The recorder records the deeds of the party. They are able to recall what has happened before, and are in charge of reminding the party of important information. The recorder player is in charge of filling out the travel log in their character’s point of view.
- Rules to know: none
- Special rules: The recorder can sell their travel log at town. For each page of the travel log, they earn (recorder level x 300) gold. At any town, a recorder can only sell 5 pages. Any page that has been sold at a town may no longer be sold for money in this way. The recorder is free to write the travel log in any way that they wish, but if the writing is excessively large, the GM may choose to pay the recorder at their discretion.