Basic Rules
Basic Rules
Basic Rules
Power: Magic, raw strength, or supernatural abilities. Used mainly in combat Range. Is your typical bow and arrow like weapons used to deal damage at
(Smack enemy and deal damage). farther distance for safety. Usually have a Load Points of 1, needs a kind of
ammunition, occupies both hands, deals d3 damage starting from short range
Life. Total lifeforce your body have, is not useful during actions. Below 0 Life then +1 for each consecutive ranges.
means your PC died.
Threats. Monsters alike that poses threat to the players and peaceful NPCs. If
Background. This will dictate the characters motivation, history, appearance,
players are unable to deal damage or do actions that will prevent an attack,
traits, behavior. (mostly Roleplay materials)
the gamemaster will take on the role of the enemy with their behavior in
Inventory. Players can carry up to the load of 5 + body as items and tools mind. They may attack or do certain actions as it is just about the imagination
have Load Points. This can be modified through the use of backpacks, of the gamemaster.
exceeding the carry load will result to burdening your body, -1 to your body
related action rolls. Players must start with a weapon and 3 Load Points of Minions. Are your typical goblins, thugs, snakes, undead and rat alike
items. enemies that may pose a threat in most times to the players. Usually have
low Intelligence and wild, have a power of 1-5, Life of d3 + d6, and damage of
Difficulty Scale and Action Roll. When players encountered situations that d3. May have certain behavior and actions unique to them.
have actions that will result to uncertainty, the Gamemaster will process on
which difficulty rate the player’s action belongs to. Players must roll higher or
equal to the Difficulty Scale. Tips: Difficulty Rate should be seen from an Bosses. Are your typical troll, orc, vampire, savaged and witch alike enemies
average person’s perspective. that may pose greater threat to the players. Usually have higher intelligence
and wise, have a power of 6-10, Life of 10-20, and damage of d6. May have
Easy: +3 Medium: +4 certain skills, behavior and minions to call upon.
Lending a Hand. Some Situations requires Actions that are so difficult, Gold nuggets. Used for transactions. Usually have a Load Points of 1/5.
lending your help to another PC will result to -1 DS, but all players involve
should do the action roll. Max of -3 DR on which 3 players helping another 1 Match. Used to lit objects. Usually have a Load Points of 1/10.
player. Applicable to Combat if it makes sense.
Combat. Conflict is inevitable here in Mam’ra, if still not resolved through a Lantern. Used to bestow light much longer. Usually have a Load Points of 2.
talked then try to resolve it through force. The stat Power will be used when
it comes to attacking, roll higher than the enemy’s Power and you have hit
Arrow. Used as an Ammunition. Usually have a Load Points of 1/6.
them (What left of your power during that roll will add as an extra damage.)
Resting. Players may rest when they are inside of an Inn as the night time in Scrolls. May vary of types, uses mind to evoke. Have a Load Points of 1.
Mam’ra is too dangerous for any outside sleep. Healing to Full Life. Players
may use items to heal and restore their Life.
Elixir. May vary of types and uses like scrolls. Usually have a Load Points of 1.
Range. During any situation, the players may ask and the gamemaster may
remind each other that certain actions are not available due to range limit Gamemaster. Will introduce their players into their imaginative stories in
such of attacks or reaching for something. Range is divided into 4 categories. Mar’ma. Planning and making campaigns with their own set of challenges,
threats, loots, NPCs and twists that are weaved into the plot of the
Short. In front of you. story/session.
Medium. Reachable by your hand at its maximum length limit.
Players. Should always interact and widen their imagination for the plot.
Far. Cannot be reached by hand. Ensuring that both players and the Gamemaster are having fun.
Extremely distant. Much farther than the Far range a couple of times.
Feel Free to adjust and add new concepts in your own session to make it fun.
Campaign Title: The Shattered Tome of Mam’ra the heart of the temple. It is said to be guarded by an intelligent creature, the
Aetherian Warden, a being formed of both magic and stone.
Setting:
Threats:
The land of Mam’ra is a place of ancient magic and forgotten history, where
powerful artifacts are scattered throughout the wilderness. Among these Minion Threat: Elementals of stone and fire (Power: 4, Life: d3+4,
relics is a legendary tome known as the Tome of Eldritch Secrets, an artifact Damage: d3)
so powerful it could reshape reality itself. Its shattered pieces have been Boss: The Aetherian Warden (Power: 8, Life: 15, Damage: d6,
scattered across Mam'ra, and only those brave enough to search for them Special Ability: Can control stone to form barriers or throw rocks).
can hope to piece it back together. But beware, for the tome's fragments are
guarded by dark forces, ancient monsters, and wicked cults who seek to
unlock its full potential. NPCs:
Act 1: The Whispering Market Kaela the Seeker: A wandering adventurer who arrived before the
players but has become trapped within the ruins. She warns them
of the temple’s shifting nature.
Introduction: The Aetherian Warden: The temple’s guardian, bound to the ruins.
The adventure begins in a bustling trade town known as The Whispering It seeks to prevent the players from taking the tome fragment,
Market, named for its constant low hum of strange, magical energy. The claiming they are unworthy.
townspeople are on edge, rumors of a dangerous cult known as The Order of
the Obsidian Flame have spread. The Order is said to be seeking fragments of
the Tome of Eldritch Secrets to unleash a calamity upon the land. Twist:
When the players find the second fragment, they are confronted by Kaela,
who reveals herself as a former member of the Order of the Obsidian Flame.
Objective: She offers a choice: take the fragment, or join her in resurrecting an ancient
The players are hired by a mysterious figure, Balthar, a scholar with god whose power would make them rulers of Mam’ra. She attempts to use
knowledge of the ancient tome, to retrieve the first fragment rumored to be the temple’s magic to control the party with an enchantment.
located in a nearby ruin. Balthar believes that one of the town's prominent
citizens, Lady Morwen, is secretly involved with the cult and has been
stockpiling dangerous magical artifacts.
Balthar the Scholar: Mysterious and cryptic, his motives are Objective:
unclear, but he offers useful information on the tome. Defeat Lady Morwen and her cultists before they can complete the ritual. The
Lady Morwen: Wealthy noblewoman, secretly the leader of the town’s defenses are collapsing, and only the players can save it.
cult, and a collector of dangerous artifacts.
Harmon: A town guard who provides a tip that Lady Morwen has Threats:
been seen meeting with cultists in secret.
Minion Threat: Cultists and summoned Shadow Demons (Power:
Twist: 5, Life: d3+5, Damage: d3)
As the players investigate, they discover that Lady Morwen is not merely a Boss: Lady Morwen, now fully possessed by the spirit (Power: 10,
cultist but has been possessed by an ancient spirit bound within one of the Life: 20, Damage: d6, Special Ability: Can summon fire and
tome fragments. She offers the players a deal—join her, and together they shadows to deal damage and warp reality).
will unlock the tome's secrets. Refuse, and she will summon a terrible
Guardian Beast to hunt them down.
NPCs:
Balthar: Reveals he has been working with the Order all along,
intending to use the players to find the pieces of the tome so he
Act 2: The Shattered Ruins can seize control for himself. He tries to manipulate the players
into helping him in the final stages.
Mayor Alistair: A sympathetic figure trying to defend the town but
Introduction: overwhelmed by the Order’s forces. He gives the players a map to
After learning the location of the fragment from Lady Morwen’s hidden the heart of the ritual site.
library, the adventurers journey into the wilderness to find the Shattered
Ruins, an ancient temple long abandoned by the gods. Its halls are said to be
filled with forgotten traps and magical creatures that will test the players’ skill Twist:
and resolve. As the players engage in the battle against Lady Morwen, they learn that the
ritual she is performing is not just to gain power—it is an attempt to resurrect
her long-lost child, who died long ago. Her true motivation is desperation,
Objective: and there is a chance to reason with her or destroy the ritual at the cost of
Find the second fragment of the Tome of Eldritch Secrets, rumored to be in the child’s soul.
The Ancient Guardians: Spirits bound to the tome fragments who
reveal themselves to the players in their final moments, offering
assistance or warnings about the consequences of using the tome.
Act 4: The Caverns Beneath the World Lady Morwen’s Spirit: She may attempt to redeem herself in her
final moments, providing an ally or seeking vengeance against
Introduction: Balthar.
With Lady Morwen defeated or the ritual halted, the players learn that the
final fragment of the Tome of Eldritch Secrets lies deep within an ancient Twist:
underground cavern, hidden beneath the land of Mam’ra. These caverns The players must choose between using the tome’s power to reshape the
were once the site of a great battle between gods and demons, and they are world in their vision or destroying it once and for all, which could have
now home to unspeakable horrors. unforeseen consequences on the land of Mam’ra and its people.
Objective:
Find and secure the final fragment, but beware—the caverns are filled with
dangerous creatures, both natural and unnatural.
Possible Loots:
Threats:
Cloak of Shadows: Allows the wearer to blend into the shadows,
Minion Threat: Cavern Horrors (Power: 6, Life: d3+6, Damage: d6, giving a +1 to stealth rolls. (Load: 2)
Special Ability: Can cause blindness or confusion with their Amulet of Binding: A magical artifact that allows the wearer to
shrieks) bind a creature’s soul to an object, useful for controlling demons
Boss: The Forgotten Titan (Power: 12, Life: 25, Damage: d6, or dangerous entities. (Load: 3)
Special Ability: Can cause massive tremors that affect the players’ Potion of Transmutation: Turns one object into another, though
movements and attacks). the results are unpredictable. (Load: 1)
Aetherian Shard: A powerful magical crystal that can be used to
increase one’s Power stat temporarily. (Load: 1)
NPCs:
Twist:
Upon finding the final fragment, the players are confronted by the true 1. Encounter Prompts
mastermind behind the cult—Balthar, who seeks to reassemble the tome
and use its power to become an immortal god. He will stop at nothing to d6
achieve this goal, even if it means destroying the players. Prompt
Roll
Strange Traveler: A mysterious stranger approaches. They seem to
1 know something about the Tome of Eldritch Secrets. Do they offer
help, or do they have their own agenda?
Ruined Artifact: The party finds an ancient, broken relic that hums
Act 5: The Final Confrontation 2 with magic. Does it hold a clue to the next fragment’s location, or is it a
trap?
Introduction: Sudden Quake: The ground shakes violently. Something beneath the
With the Tome of Eldritch Secrets fully assembled, the players must decide 3 earth stirs. Is it a sleeping giant, or the first signs of an underground
what to do with its power. The final confrontation will decide the fate of cult ritual?
Mam’ra and perhaps the world itself. Unwelcome Guests: A group of hostile creatures (goblins, bandits,
4 etc.) arrives at the scene. Do they want to steal, attack, or form an
alliance?
Objective:
Defeat Balthar and prevent him from using the tome’s power. Alternatively, Hidden Passage: A hidden door or tunnel is discovered. Is it a safe
5
the players could choose to harness the tome’s power themselves, but doing shortcut, or does it lead to dangerous unknowns?
so may come with dangerous consequences. Dark Omen: A supernatural event happens nearby (a black raven caws
6 thrice, a strange storm forms in the distance). Does it forewarn
disaster, or guide the party to a hidden truth?
Threats:
Boss: Balthar the Immortal (Power: 15, Life: 30, Damage: d6+1,
Special Ability: Can manipulate reality itself, warping the
environment and the players’ abilities).
2. NPC Prompts
NPCs:
d6 d6
Prompt Prompt
Roll Roll
The Outcast: An NPC who has been ostracized from society appears. Sudden Ambush: The players are ambushed by enemies (cultists,
1 They know vital information, but at what cost? Will they betray or aid 1 beasts, or bandits) from an unexpected direction. What traps or
the party? obstacles make the encounter more dangerous?
Cursed Merchant: A seemingly kind merchant offers items for sale, but Magical Disturbance: A magical anomaly distorts the battlefield,
2 something about them feels off. Are they under a curse, or are they 2 making spells unpredictable or altering the environment (increasing or
just a trap for the unwary? decreasing power, shifting terrain).
Old Friend or Enemy? A familiar face from the past reappears. Are Escalating Threats: As the battle goes on, reinforcements arrive for the
3 3
they a long-lost ally, or have they turned into a dangerous foe? enemy. Does the player’s side gain any backup or reinforcements?
Mysterious Helper: A stranger offers to guide the players to a nearby Environmental Danger: The environment becomes a hazard (collapsing
4 destination. Are they trustworthy, or are they leading the players into a 4 ceiling, sudden fire, flooding, etc.), forcing the players to split their
trap? focus between combat and survival.
The Wise Elder: An elderly sage who has information about the Tome Morale Shift: The players’ enemies lose or gain morale mid-battle. One
5 of Eldritch Secrets but refuses to share unless the players complete a 5 side may retreat or become enraged and more dangerous. How will
difficult task. this affect the flow of combat?
The Betrayer: A trusted NPC secretly works against the party. Will they A Dire Choice: The players face an enemy who presents a difficult
6
be revealed, or will their actions go unnoticed until it’s too late? 6 moral choice. Do they kill a helpless foe to gain an advantage, or show
mercy at great risk to themselves?
3. Location Prompts
d6 Usage:
Prompt
Roll
Ancient Library: The party finds an old, dusty library. The air smells of
1 Roll a d6 and select the appropriate prompt to inspire a random
forgotten knowledge. What secret does it hold, and who guards it?
event, encounter, or situation.
Flooded Cavern: The party must cross a cavern filled with water. Adjust the tone or complexity based on your narrative needs.
2 Strange creatures lurk beneath the surface. Is the water hiding
Prompts can be altered or combined for more varied situations.
treasures or threats?
Use the oracle as a tool to guide improvisation or to expand on
Haunted Ruins: The ruins of an old temple or settlement. Ghostly the established storyline.
3 apparitions and eerie sounds fill the air. Are they benign spirits, or
dangerous entities?
Deserted Village: An abandoned village, with empty houses and signs
4 of a sudden departure. What caused the villagers to flee, and is there
anything left worth salvaging? Oracles & Story Prompts
Magical Oasis: A serene oasis, though something feels wrong. Are the
5 waters enchanted or cursed, and is the oasis truly a place of peace or a GM’s Role:
trap? The GM determines which Domain is used for actions and sets
Forgotten Tomb: An ancient burial site, perhaps holding the body of a difficulty levels.
6 long-dead hero—or a dark entity waiting to be awakened. What lies Use the oracles for story ideas or when players are unsure of what
inside, and what dangers await? to do.
Story Prompts:
4. Plot Twist Prompts o Environment: Where is the action taking place?
(Forest, Dungeon, Town, etc.)
o What stands in your way? (Locked door, monster,
d6 puzzle)
Prompt
Roll o What can players do? (Fight, talk, sneak, search)
Shifting Allegiances: An ally unexpectedly betrays the party, or an o What’s at stake? (Treasure, lives, information)
1 enemy unexpectedly offers assistance. What drives this sudden change
of heart?
GM Tips:
o Ask players to describe their actions.
Unexpected Discovery: The players uncover an unexpected truth: a
2 seemingly minor NPC is tied to the Tome of Eldritch Secrets in a way o Assign a Domain and difficulty based on the action.
that changes the course of the quest. o Use story prompts to keep the game flowing and create
A Lost Fragment: A fragment of the tome has been hidden in plain interesting scenarios.
3 sight all along—possibly in a place already visited. What overlooked
detail holds the key?
A Friend Returns: A character thought lost or dead reappears, but
4 their appearance raises more questions than answers. Are they the
same person, or have they changed?
The God Awakens: The players learn that the Tome of Eldritch Secrets
5 is not just a book but a key to unlocking the return of an ancient god. GM SCREEN
How will the players handle this knowledge?
The True Enemy: The cult or the powerful figure hunting the party
6 turns out to be a puppet of something far more dangerous. The real
enemy has yet to reveal itself.
1. Difficulty Scale
5. Combat Scenario Prompts
(For determining success in actions based on difficulty)
Difficulty Level Required Roll (≥) Item Load Special Notes
Easy 3 Elixir 1 Healing or magical properties, various types
Medium 4
Hard 6
Extremely Hard 7
Impossible 9 7. Threats
Threat
Power Life Damage Special Notes
Type
2. Action Types d3 +
Minions 1-5 d3 Basic enemies, often weak, numerous
d6
Body: Strength, Agility, Speed, Physique. Powerful, may have special abilities or
Bosses 6-10 10-20 d6
Mind: Intelligence, Wisdom, Charisma. minions
Power: Magic or Supernatural Abilities.
Life: Health and vitality (non-action related, only for healing and survival).
8. NPC Prompts
d6
Hazard Prompt
Roll
5. Combat and Damage Rules
Sudden Collapse: The ground shakes, and part of the environment
1
crumbles (a cliff, building, or bridge). How will the players react?
Attacking: To hit, roll Power vs enemy's Power. If you roll Magical Anomaly: A strange magical event occurs (distorted gravity,
2
higher, the attack hits and the remaining difference is extra time distortion, etc.). It could help or hinder the players.
damage. Hostile Creatures: A pack of wild creatures (rats, wolves, or other
Damage Roll: The weapon’s damage die is rolled (d3 or d6 3
beasts) appears and charges at the players.
depending on the weapon). Unstable Terrain: Slippery, shifting, or fragile ground. Could cause
On Death’s Door: If a character drops to 0 Life, they are 4
falls or make combat tricky.
incapacitated but still alive. They can be healed back to 1 Life, Elemental Disturbance: A sudden storm, fire, or other environmental
after which they resume normal functionality. 5
hazard that complicates the situation.
Lending a Hand: When players help each other, it reduces the Illusory Trap: The environment is distorted, and some features might
Difficulty Scale by 1 per player helping, up to a maximum of -3. 6
not be as they seem (false doors, hidden pitfalls).
d6
Encounter
Roll
1 Goblin Raiders: A small group of goblins attacks for supplies.
6. Loot and Items Enigmatic Healer: A mysterious healer offers a powerful elixir but
2
asks for something in return.
Traveling Caravan: A group of traders or performers, with both
Item Load Special Notes 3
helpful and suspicious individuals.
Gold Nuggets 1/5 Transactional currency, valuable Wild Magic Surge: A nearby area radiates unstable magic. Spells cast
Match 1/10 Used to light fires, small and easily carried 4
here may have unexpected effects.
Lantern 2 Provides light, can be used to illuminate areas Hostile Cultists: A group of cultists from the Order of the Obsidian
5
Arrow 1/6 Ammunition for bows, one per arrow Flame is on a mission. Do they notice the players?
Scroll 1 Contains magic, evoked by using Mind 6 Ancient Guardian: A magical construct or beast appears, protecting a
d6
Encounter
Roll
hidden treasure or important site.
Individual Practice: Allow participants to practice the basic By providing clear instructions, offering support, and keeping the
strikes, blocks, and footwork by themselves. As they practice, environment positive, you’ll help ensure that everyone enjoys the experience
move around the group and offer individual corrections and while being evaluated in a fair and constructive way.
guidance.
Evaluate Form Understanding: Once everyone seems When selecting team members for Arnis Anyo (the forms or patterns in
comfortable with the basics, ask them to demonstrate the Filipino Martial Arts), it's important to establish clear and objective criteria to
movements or short sequence in front of the group. Assess their assess participants' skills, attitude, and potential. This ensures that the
body control, ability to execute the movements correctly, and selection process is fair, and also that the chosen members can grow and
attention to detail. You can also include their ability to remember represent the team effectively. Below are some key criteria you can use to
the sequence. rate participants:
o For example: Ask participants to demonstrate a simple
"8-count" movement or another beginner-friendly form. 1. Technical Skill and Execution (40%)
Focus on the Basics: For beginners, the goal is not perfection but
understanding the fundamentals and showing a willingness to
learn. Make sure to praise effort, and encourage improvement. Accuracy of Movements: Are the participant’s strikes, blocks,
and transitions executed with correct form, precision, and timing?
Flow and Fluidity: Does the participant maintain smooth
5. Assessment Criteria (15-20 minutes) transitions between movements, demonstrating proper coordination
and rhythm?
After participants have had a chance to practice and demonstrate the basic Footwork: Is the participant’s footwork stable and precise? Are
movements, assess them based on several criteria: they able to move efficiently and effectively within the sequence?
Speed and Control: Do they execute movements with the
appropriate speed, ensuring control and not rushing through the
Physical Ability: Are they able to perform basic movements
techniques?
(strikes, blocks, footwork) with proper form?
Posture and Alignment: Is the body positioned correctly (e.g., Example of How to Apply the Criteria:
head up, back straight, feet aligned) throughout the forms?
Participant 1:
2. Learning Ability and Retention (20%)
Technical Skill and Execution (40%): 4 (Good form, smooth
Adaptability to Instruction: How well does the participant transitions, but could work on footwork precision)
respond to feedback and make adjustments to their technique? Learning Ability and Retention (20%): 5 (Learns quickly,
Memory of Sequences: Can the participant remember and retains the sequence well, adjusts based on feedback)
perform the sequence or form correctly after brief instruction? Attitude and Effort (20%): 5 (Positive, focused, and
Even beginners should be able to retain the basics, while more hardworking)
experienced students should demonstrate an understanding of more Team Spirit and Cooperation (10%): 4 (Works well with others,
complex forms. but not overly proactive in helping teammates)
Progression: Does the participant show improvement over the Physical Fitness and Stamina (10%): 4 (Has good energy and
course of the tryout? Are they able to build upon the basics and conditioning, could improve stamina for longer sessions)
perform with greater accuracy over time?
Total Score: 22/25 = 88% – Above Average / Good Fit for the Team
3. Attitude and Effort (20%)
For each of the above criteria, you can use a 1-5 rating scale to score
participants: