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Her Odyssey

A Caltrop Core Game

by S. Kaiya J.
@mirror_lock

Her Odyssey is a solo journaling RPG about a wanderer


trying to return home… or find a new home.

You Will Need: Who Is Your Wanderer?


▶ At least one d4 (for the base game, five are Take some time to answer the following
recommended) questions before playing:
▶ A standard deck of 54 playing cards ▶ What is your wanderer’s name?
(including jokers)
▶ What are her pronouns? (While this text
▶ Somewhere to record the story uses she/her, a wanderer may use any
pronouns.)
▶ What does your wanderer seek?
Creating Your Wanderer:
▶ What has your wanderer left behind?
You have eleven stat points to distribute as you
like between these three stats. Assign numbers ▶ Was your wanderer well prepared to set off
between 1 and 5 to each. on the road?

▶ Vitality: A principle of fire. Bodily strength, ▶ There is someone or something that your
the force of one’s presence. Roughly maps to wanderer loves and has lost. What is it?
Strength and Charisma. ▶ There is a shadow that follows your
▶ Quickness: A principle of air. A cunning wit, wanderer and haunts her steps. What is it?
a deft and dexterous body. Roughly maps to
Dexterity and Intelligence.
▶ Fortitude: A principle of earth. Calm,
steadfastness, self-belief. Roughly maps to
Constitution and Wisdom.

1
Gameplay Overview Making Stat Checks
Gameplay consists of drawing cards from the In order to overcome the Hazard, your wanderer
deck, determining what Hazard lies before your needs to use a stat appropriate to the method by
wanderer, using your stats to meet the which she wants to address the problem. To
challenges presented, and writing about the make a stat check, roll a number of d4s equal to
experience. You may choose to write in a first- the value of the stat you’re using, and take the
person journal format or a third-person highest roll (discard the other rolls).
narrative. After you have written about what
your wanderer has faced and suffered - or This value will determine whether the wanderer
overcome - place the card in the discard pile and succeeds at what she was trying to do, per the
prepare to draw again. Caltrop Core base rules:

Ideally, you should draw a Hazard card from the ▶ 1: Absolute failure. You don’t get what you
deck each morning, spend the day considering want and things get a lot worse.
your wanderer’s journey and letting the story
passively develop in your mind, then return to ▶ 2: Partial failure. You don’t get what you
the game in the evening to make your stat checks want.
and record the results. ▶ 3: Partial success. You get what you want,
but things get complicated.
▶ 4: Absolute success. You get what you want -
Drawing a Card and more.
When you draw a card, the numerical value of the Based on the outcome of your first stat check,
card, or the Omen Score, determines how determine what kinds of new complications and
difficult the day ahead will be. (A = 1, J = 11, Q = 12, developments might arise related to the day’s
K = 13.) The suit determines what kind of Hazard Hazard. Your wanderer may want to use her
your wanderer faces; choose one or more from other stats to address these story developments.
the following prompts: You may choose to make a stat check with one,
two, or all of your stats each day, but each stat
▶ Diamonds: Villages, towns, cities. An illness. may only be used for one stat check per day.
An abandoned dwelling. A false friend. A
mirage or illusion. Mistrust. Rumors and At the end of the day, total up the stat checks your
lies. An accident. A revelation. wanderer made for the day’s Hazard, and
compare the sum against the Omen Score. If
▶ Hearts: Farmland, meadows, moors. A key. your wanderer meets or exceeds the Omen Score,
Curiosity. Delayed consequences. An army. it is an Auspicious day: she is able to overcome
A trap. An accusation. A malfunction. A the Hazard and pass through on favorable terms,
reflection of the wanderer’s lost love. refreshed, under her own power, and possibly
with new friends. If your wanderer does not
▶ Spades: Forests, cliffs, deserts. A sudden exceed the Omen Score, it is an Inauspicious day:
change in weather. Ruins. An ambush. An she may be chased away, suffer indignities, be
oath. A misunderstanding. Doubts and injured, or escape the Hazard only at the cost of
despair. A strange beast. A confrontation something important to her. Keep a tally of the
with the wanderer’s shadow. number of Auspicious and Inauspicious days
▶ Clubs: Wastelands, mountains, the sea. A your wanderer has encountered.
curse. A sudden change in terrain. A crime.
A threshold. Greed. A stranger in need. An Some Omen Scores are not attainable under the
unknown language. A natural disaster. base system at the beginning of the game. This is
intentional.

2
No wanderer is in full possession of her own fate. Homecomings
It is possible to roll a success for each individual
stat check but fail to meet the Omen Score. It is The first joker you draw is a False Homecoming.
also possible to fail each stat check but have an Your wanderer reaches a place that she believes is
Auspicious day overall. This represents elements her lost home - or can be a new home - but she is
of chance, fate, or the world intervening. Take thwarted in some way. She may find she is a
note of these outside elements, and develop stranger here, her home may no longer be what
them - they may become intriguing recurring she remembers, or her needs and self-
elements of the story in their own right. understanding may have changed beyond
recognition. Reflect on what your wanderer has
Travel is tiring, and exhaustion easily catches been through so far and how her experiences
wanderers on the road. When you attain an have shaped what she desires. Has her journey
Auspicious day, each stat that was used to been mostly Auspicious or Inauspicious so far?
contribute towards stat checks decreases by one. How does she feel about her travels?
Conversely, failure provides opportunity for
learning and growth, and rest is restorative. Then count the number of Auspicious days that
When you attain an Inauspicious day, each stat your wanderer has had. This is now your fourth
that was not used for stat checks that day stat, Hope. From now onward, at any time you
increases by one. Stats cannot exceed 5 or fall may subtract 1 from your Hope stat and add 1 to
below 1. the result of an individual stat check. However, if
your Hope stat ever reaches 0, your wanderer
loses all hope and abandons her journey.

(After the False Homecoming, continue to keep


track of Auspicious and Inauspicious days, but
they will not affect your Hope stat [or your Doom
stat; see variation below].)

The second joker is the True Homecoming. Your


wanderer’s journey comes to an end. Take time
to write about all she has seen and done, and the
joys and scars her experiences have given her.

Example
My wanderer’s stats are currently Vitality 3, Quickness 1, and Fortitude 4. I draw the five of clubs, and
determine that the Hazard is a stranger in need: a young man is trapped under a fallen boulder. My
wanderer rolls Vitality to try to push the boulder away, and rolls 3 d4. The highest of these is a 3 - she
manages to push the boulder off with a great heave, but there’s a complication; the man’s leg is
broken, and he cannot go anywhere on his own. My wanderer decides to try to roll Quickness to see
if she can remember how to splint his leg. She rolls a 1; not only does she not succeed in treating him,
but the pain of the attempt has caused him to pass out. At this point she decides to carry him and
look for a settlement, and she rolls Fortitude to see if she can endure the burden long enough to find
other people. Rolling 4 d4s, she finds a 4 as her highest roll. Not only does she succeed in coming
across a settlement before she grows too weary, but it happens to be the village that the young man
is from, and everyone is overjoyed to see him returned. They readily believe that the wanderer was
trying to help him, and give her food and lodging for free. The total of the day’s rolls was 8, far more
than the Omen Score of 5. It has been an Auspicious day, and each of the stats used goes down by 1.
Vitality is now 2, Quickness remains at 1, and Fortitude is now 3.

3
Variations Credits
You may add any combination of these variations Writer/Designer: S. Kaiya J. (@mirror_lock;
to your game to customize your experience! http://mirror-lock.itch.io)

The heroic journey. When you roll a stat check, Built on Caltrop Core by: @titanomachyRPG
instead of rolling a number of d4s equal to the (https://titanomachyrpg.itch.io/caltropcore),
stat, roll just one d4 and add the value of your stat @aghostofeli, @n_quests
to the result. The outcome of individual stat
checks still depends on the value on the d4, but Playtesters: @Antharal, @CountessCassi,
this variant makes it easier to meet the day’s @ElfSy1, @LordPaido, @Weirdman3214
Omen Score.
Media Used With Commercial Permissions:
The hour of doom. When you reach the False Carmen6969 (https://pixabay.com/users/
Homecoming, in addition to gaining the Hope carmen6969-5357260/)
stat based on Auspicious days, you also gain a Darkmoon Art (https://pixabay.com/users/
Doom stat equal to the number of Inauspicious darkmoon_art-1664300/)
days your wanderer has had. On Auspicious days, ImaArtist (https://pixabay.com/users/
no Doom is expended. On Inauspicious days, imaartist-11400164/)
automatically lose as much Doom as you would
need to meet the Omen Score exactly. If the Additional Photography By: @Antharal
Doom stat reaches 0, your wanderer dies.

The uncertain road. Each day after making your Colophon


daily Hazard draw, instead of placing the card in
the discard pile, return the card to the deck and Body Font: Alegreya
shuffle the deck. Subheading Font: Chromate
Title Font: Cinzel Decorative
The measured path. Remove the jokers from the
deck. The False Homecoming occurs after you PDF layout done in Affinity Publisher.
have drawn 25 cards; the True Homecoming
occurs after you have drawn 40 cards. May lantern-light ever illuminate your way.

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