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Sorcerers, Adventurers, Kings, And Economics Basic RulesClick to magnify
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Sorcerers, Adventurers, Kings, And Economics Basic Rules

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Suggested Price $20.00

SAKE is a modular point-buy TTRPG that blends strategy game elements and gives you the opportunity to embody powerful rulers, savvy merchants, fearless adventurers, mad sorcerers, or priests with pacts with strange gods. All at the same time!

SAKE is perfect for those who love to build and create, as you can transform your dungeon loot into grand castles and establish your own domains, fleets, or armies alongside your unique characters.

Basic Rules is a simplified edition of the SAKE Core Rulebook, similar to a Quickstart but longer (245 pages) as SAKE is a crunchy game with several modules. This book allows you to experience the full game, including rules for domain building and playing the domain game, rules for dungeon crawling, adventuring in the wilds, chases, and fights. It also covers rules for magic and otherworld, as well as making pacts with gods to channel spells from them.

Several of these modules use their own Character Sheet like sheets (e.g., Domain Sheet for the Domain Game). Those are all linked inside of the pdf. 

Basic_Book_and_Sheets_v2iksem.jpg

SAKE includes:

  • A robust system for managing domains and generating adventures around them.
  • A system for engaging in trade and shipping, complete with all the associated intrigues and risks.
  • A system for large-scale battles, complete with troops, sieges and more.
  • An abundance of random tables for generating events, dungeons and adventures, ensuring that each game session is unique.
  • and of course, magic, exciting early modern equipment (katanas, muskets, plate armour, and grenades, all in the same battle), undead, insane gods, and all the other elements one would expect from an adventure.

Core mechanics

  • SAKE uses a standard 7-dice set (d4, d6, d8, d10, d%, d12, d20).
  • Most rolls are made with a d20 (skill checks, attack rolls, spell rolls, etc.).
  • Point buy. During play, PCs can earn Experience Points (EXP), which they can use to purchase Skill Ranks, abilities, Health Points, spells, etc.
  • Experience Points can be gained through gameplay events and the personality traits of a player character. At the end of each game session, the Game Master (GM) and the players evaluate how much EXP was earned. The amount of EXP earned is individual.
  • Hex crawls and dungeon crawls are divided into turns. During each turn, each PC has one action. In addition, the skills and abilities of the PCs combine to form the group’s overall capability, from which Opportunities and Hazards arise.
  • Opportunities and Hazards are rolled using a percentile dice (d100).
  • Depending on the actions of the PCs, and/or the results of the Opportunity and Hazard rolls, encounters occur.
  • To prepare a dungeon or hex crawl, the GM fills out a dungeon or region sheet. These sheets have several parts that are already pre-filled with general ideas of what may happen during the adventure, which speeds up and simplifies the GM’s work.
  • Combat is divided into 10-second rounds, during which each character has one Action and one Reaction. The order of Actions is determined at the beginning of combat.
  • Actions can be used during a character’s turn for movement, casting spells, attacking, etc.
  • Reactions can only be used during an opponent’s Action to disrupt them (for example shooting when an opponent moves).
  • Attack and Parrying are determined by opposing rolls.
  • Armour provides Damage Reduction, which is subtracted from Damage.
  • When fleeing from combat, a separate system is used in which distance is not measured in meters or time in 10-second rounds. The fleeing character must accumulate 5 Escape Points. During the escape, it is possible to attack with ranged weapons or to completely avoid being hit by sacrificing Escape Points.
  • Player characters (PCs) may attempt to persuade non-player characters (NPCs) to do something, change their opinion, or believe something. If the Game Master (GM) determines that the NPC is unwilling to comply with the PC’s request, they will set static Difficulty Levels based on the reasons for the NPC’s unwillingness. The PCs can remove these reasons by taking certain actions or arguing with the NPC.
  • Arguing can involve using various skills depending on the nature of the argument. For example, Theology can be used to argue about matters of faith, Social Skills can always be used.
  • Magic functions similarly to other skills. You can advance your mastery in magic schools (skills) by acquiring ranks, spells are individual Abilities that must be obtained individually.

The core principles of the rules also apply to other modules. For example, the percentile of Opportunities and Hazards is rolled during each turn of dungeon exploration, while in domain play, a similar system of group percentile value is used to roll for Prosperity, Discontent and Corruption. Additionally, just as individual characters have Actions and Reactions during each round of combat, military units also have Actions and Reactions during each turn of battle. Furthermore, just as individual characters accumulate escape points to flee, army units and ships do so when battles take place on a larger scale or on water.

As SAKE is modular, it is easy to utilize only the necessary modules, preventing the game from overwhelming players. If you prefer classical dungeon crawling, you don’t need to worry about world economics or domain ruling. Conversely, you can play SAKE as a domain strategy game, utilizing the random events system in the King module to create content and playing by Domain Turns, never engaging in hand-to-hand combat and only fighting as an army when launching campaigns against neighbouring kingdoms.

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Reviews (0)
Discussions (1)
Customer avatar
December 16, 2023 9:27 pm UTC
Is this game specifically set on the Asteanic World, or is it a toolkit for creating one’s own homebrew world?
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Customer avatar
Rainer K December 17, 2023 8:20 am UTC
PUBLISHER
It works best for Asteanic World, but it can be played in any fantasy world assuming that the world has early-modern technology level. Also, the game defines otherworld and afterlife, so there is no total freedom to design them yourself. Of course magic and otherworld can just be left out from the game if wanted.

Domain building part can be used as a toolkit for building a early-modern state with serfdom and samurai bureaucracy.
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Customer avatar
Tobias H December 22, 2023 10:03 am UTC
This looks very interesting & cool, but "Artist: Midjourney AI" is just a categorical no for me.
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Product Information
Rule System(s)
Pages
246
ISBN
978-9916-4-2196-3
File Size:
27.89 MB
Format
Original electronic Click for more information
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File Last Updated:
December 12, 2023
This title was added to our catalog on December 12, 2023.
Publisher
Seventh Son Publishing, LLC
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