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	<id>http://bamomaki.flamingtorchgames.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FTG</id>
	<title>Bamomaki Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Special:Contributions/FTG"/>
	<updated>2026-06-04T01:21:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Ava&amp;diff=532</id>
		<title>Ava</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Ava&amp;diff=532"/>
		<updated>2025-12-28T16:37:19Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Races]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Ava are avian humanoids.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Ava are bird people who have the innate ability to fly, and among other things, have acted as couriers and explorers for centuries.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
&lt;br /&gt;
Ava have +1 to Light element rolls and +1 to Dexterity.&lt;br /&gt;
&lt;br /&gt;
==Additional Spells and Abilities==&lt;br /&gt;
&lt;br /&gt;
As long as an Ava is not next to a non-Ava creature at the start of their turn, moving costs 1 action point per unit instead of 2.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Avali&amp;diff=531</id>
		<title>Avali</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Avali&amp;diff=531"/>
		<updated>2025-12-28T16:36:32Z</updated>

		<summary type="html">&lt;p&gt;FTG: FTG moved page Avali to Ava: Causing confusion with Starbound&amp;#039;s race name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ava]]&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Ava&amp;diff=530</id>
		<title>Ava</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Ava&amp;diff=530"/>
		<updated>2025-12-28T16:36:32Z</updated>

		<summary type="html">&lt;p&gt;FTG: FTG moved page Avali to Ava: Causing confusion with Starbound&amp;#039;s race name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Races]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Avali are avian humanoids.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Avali are bird people who have the innate ability to fly, and among other things, have acted as couriers and explorers for centuries.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
&lt;br /&gt;
Avali have +1 to Light element rolls and +1 to Dexterity.&lt;br /&gt;
&lt;br /&gt;
==Additional Spells and Abilities==&lt;br /&gt;
&lt;br /&gt;
As long as an Avali is not surrounded by an enemy at the start of their turn, moving costs 1 action point per unit instead of 2.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Lemon_Nade&amp;diff=529</id>
		<title>Lemon Nade</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Lemon_Nade&amp;diff=529"/>
		<updated>2025-06-13T17:24:10Z</updated>

		<summary type="html">&lt;p&gt;FTG: Created page with &amp;quot;Category:Food and Drink =Introduction= A Lemon Nade is a lemon that has been magically enchanted to explode when thrown, causing everyone within a radius of 2 units to gain a Curse that causes their mouths to flood with lemon juice for 2 turns. While afflicted, the user has to roll an Easy Endurance check at the start of their turn. If they fail, their turn is skipped.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Food and Drink]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
A Lemon Nade is a lemon that has been magically enchanted to explode when thrown, causing everyone within a radius of 2 units to gain a Curse that causes their mouths to flood with lemon juice for 2 turns. While afflicted, the user has to roll an Easy Endurance check at the start of their turn. If they fail, their turn is skipped.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=528</id>
		<title>Dungeons And Dumplings</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=528"/>
		<updated>2024-02-04T19:37:36Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:In-Universe_Lore]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
Dungeons &amp;amp; Dumplings is a tabletop game series that the students of Bamomaki enjoy playing on their downtime, where they pretend to be adventurers slaying ferocious dumpling-breathing spice-dragons.&lt;br /&gt;
&lt;br /&gt;
=Known Spice Dragons=&lt;br /&gt;
&lt;br /&gt;
* Ghost Pepper Dragon&lt;br /&gt;
* Paprika Dragon&lt;br /&gt;
* Pepper Dragon&lt;br /&gt;
* Salt Dragon&lt;br /&gt;
* Onion Dragon&lt;br /&gt;
* Garlic Dragon&lt;br /&gt;
* Coriander Dragon&lt;br /&gt;
* Catnip Dragon&lt;br /&gt;
* Chili Pepper Dragon&lt;br /&gt;
* Cinnamon Dragon&lt;br /&gt;
* Curry Dragon&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=527</id>
		<title>Dungeons And Dumplings</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=527"/>
		<updated>2024-02-04T19:33:56Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:In-Universe_Lore]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
Dungeons &amp;amp; Dumplings is a tabletop game series that the students of Bamomaki enjoy playing on their downtime, where they pretend to be adventurers slaying ferocious dumpling-breathing spice-dragons.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=526</id>
		<title>Dungeons And Dumplings</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=526"/>
		<updated>2024-02-04T19:33:32Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:In-Universe_Lore]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
Dungeons &amp;amp; Dumplings is a tabletop game series that the students of Bamomaki enjoy playing on their downtime, where they pretend to be adventurers slaying ferocious spicy dumpling-breathing dragons.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=525</id>
		<title>Dungeons And Dumplings</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Dungeons_And_Dumplings&amp;diff=525"/>
		<updated>2024-02-04T19:32:28Z</updated>

		<summary type="html">&lt;p&gt;FTG: Created page with &amp;quot;Category:In-Universe_Lore =Introduction= Dungeons &amp;amp; Dumplings is a tabletop game series that the students of Bamomaki enjoy playing on their downtime, where they pretend to be adventurers slaying ferocious dumpling-breathing dragons.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:In-Universe_Lore]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
Dungeons &amp;amp; Dumplings is a tabletop game series that the students of Bamomaki enjoy playing on their downtime, where they pretend to be adventurers slaying ferocious dumpling-breathing dragons.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Category:In-Universe_Lore&amp;diff=524</id>
		<title>Category:In-Universe Lore</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Category:In-Universe_Lore&amp;diff=524"/>
		<updated>2024-02-04T19:31:00Z</updated>

		<summary type="html">&lt;p&gt;FTG: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Main_Page&amp;diff=523</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Main_Page&amp;diff=523"/>
		<updated>2024-02-04T19:30:50Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bamomaki Wiki==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[:Category:Characters|Characters]]&lt;br /&gt;
|[[:Category:Locations|Locations]]&lt;br /&gt;
|[[:Category:Founders|Founders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Races|Races]]&lt;br /&gt;
|[[:Category:Magical_Creatures|Magical Creatures]]&lt;br /&gt;
|[[:Category:Magic_Items|Magic Items]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Familiars|Familiars]]&lt;br /&gt;
|[[:Category:Videogame|Videogame]]&lt;br /&gt;
|[[:Category:Classes|Classes]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Food_and_Drink|Food and Drink]]&lt;br /&gt;
|[[:Category:Cooked_Creatures|Cooked Creatures]]&lt;br /&gt;
|[[:Category:Spells|Spells]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:In-Universe_Lore|In-Universe Lore]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tabletop Game ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[Player&#039;s Guide]]&lt;br /&gt;
|[[Game Master&#039;s Guide]]&lt;br /&gt;
|[[Bamomaki Character Sheet|Character Sheet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bamomaki Tabletop System]]&lt;br /&gt;
|[[:Category:Maps|Maps]]&lt;br /&gt;
|[[:Category:Year_1|Year 1 Book]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lore Testing ==&lt;br /&gt;
&lt;br /&gt;
[[Prototype Board Game]]&lt;br /&gt;
&lt;br /&gt;
[[Tabletop RPG Sessions]]&lt;br /&gt;
&lt;br /&gt;
== Internal ==&lt;br /&gt;
&#039;&#039;These are for internal documentation, both players and game masters should not read these&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Internal:High Level Plot|High Level Plot]]&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=522</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=522"/>
		<updated>2024-01-30T20:01:00Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| style=&amp;quot;text-align: center; float:right; margin-left: 10px;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Young Cloudram&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|250px]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mature Cloudram&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:2024-01-18Bamomaki Sketch Cloudram.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [[Bamomaki_Tabletop_System#Slippery|slippery]], and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls, and can float above regular sized characters, so it doesn&#039;t need to go around them.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=521</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=521"/>
		<updated>2024-01-30T19:57:45Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Young Cloudram [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|250px]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mature Cloudram [[File:2024-01-18Bamomaki Sketch Cloudram.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [[Bamomaki_Tabletop_System#Slippery|slippery]], and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls, and can float above regular sized characters, so it doesn&#039;t need to go around them.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Emberslicker&amp;diff=520</id>
		<title>Emberslicker</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Emberslicker&amp;diff=520"/>
		<updated>2024-01-30T19:30:18Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:2024-01-18Bamomaki Sketch Emberslicker.jpg|250px]]&lt;br /&gt;
|}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Emberslickers are small lizard creatures that are able to surface flames from within their bodies.&lt;br /&gt;
&lt;br /&gt;
Alongside being small, they&#039;re also quite agile and move quickly, making them hard to target or tame.&lt;br /&gt;
&lt;br /&gt;
Emberslickers like to go near warm places, where they nest in while absorbing heat for themselves. They often come close to fireplaces, sometimes even sleeping while under the fire.&lt;br /&gt;
&lt;br /&gt;
When an Emberslicker is asleep, it turns dark, looking like a common piece of coal.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 3&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 2&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
== Fire Flick ==&lt;br /&gt;
&lt;br /&gt;
AP Cost: 2&lt;br /&gt;
&lt;br /&gt;
Range: 2 units (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: The Emberslicker puffs up and shoots a tiny fire ball, which deals 1 damage to a character, +1 for each time it cast this spell this combat.&lt;br /&gt;
&lt;br /&gt;
== Charge (Fire) ==&lt;br /&gt;
&lt;br /&gt;
AP Cost: 0&lt;br /&gt;
&lt;br /&gt;
Range: 0 (Self)&lt;br /&gt;
&lt;br /&gt;
Effect: If the Emberslicker is on top of a fire surface, it gains +2 to attack damage and rolls until end of combat. Cannot be used more than once each turn.&lt;br /&gt;
&lt;br /&gt;
== Fire Nature (Passive) ==&lt;br /&gt;
&lt;br /&gt;
The Emberslicker is immune to fire damage and can walk into fire surfaces with no disadvantage.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
As a familiar, an Emberslicker gives its owner +1 to attack damage and rolls and all physical attributes (dexterity, endurance, strength), however giving -2 to charisma and diplomacy.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=519</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=519"/>
		<updated>2024-01-30T19:29:56Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [[Bamomaki_Tabletop_System#Slippery|slippery]], and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls, and can float above regular sized characters, so it doesn&#039;t need to go around them.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=518</id>
		<title>Root Weasel</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=518"/>
		<updated>2024-01-30T19:29:51Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:2024-01-18Bamomaki Sketch Rootweasel.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Root Weasels are small rodents that appear similar to ferrets that inhabit the roots of trees.&lt;br /&gt;
&lt;br /&gt;
They usually bury themselves underground to obtain nutrients from the earth.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 18&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
== Command Roots ==&lt;br /&gt;
&lt;br /&gt;
AP: 3&lt;br /&gt;
&lt;br /&gt;
Range: 1 (melee)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands a nearby tree or plant to root a target and deal 1d6 damage to it. Each turn the target can&#039;t move and must pass an easy (plant) or medium (tree) dexterity roll to get out or take 1d4 damage when failing.&lt;br /&gt;
&lt;br /&gt;
== Minor Nature&#039;s Bounty ==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 2 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands the target tree or plant to give fruit if able, imbuing said fruit with a restorative effect, healing 2d6 when eaten.&lt;br /&gt;
&lt;br /&gt;
== Underground Burrow ==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 0 (self)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel burrows under a nearby tree or dirt surface, absorbing nutrients and gaining +2 to attack damage and rolls until end of combat. Can only use once a turn.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
Root Weasel gives its owner +2 to Healing, Herbalism, Farming, and Care for Creatures skills. It also heals its owner for 1d4 each time block.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=517</id>
		<title>Root Weasel</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=517"/>
		<updated>2024-01-30T19:28:52Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:2024-01-18Bamomaki Sketch Rootweasel.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Root Weasels are small rodents that appear similar to ferrets that inhabit the roots of trees.&lt;br /&gt;
&lt;br /&gt;
They usually bury themselves underground to obtain nutrients from the earth.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 18&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
== Command Roots ==&lt;br /&gt;
&lt;br /&gt;
AP: 3&lt;br /&gt;
&lt;br /&gt;
Range: 1 (melee)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands a nearby tree or plant to root a target and deal 1d6 damage to it. Each turn the target can&#039;t move and must pass an easy (plant) or medium (tree) dexterity roll to get out or take 1d4 damage when failing.&lt;br /&gt;
&lt;br /&gt;
== Minor Nature&#039;s Bounty ==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 2 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands the target tree or plant to give fruit if able, imbuing said fruit with a restorative effect, healing 2d6 when eaten.&lt;br /&gt;
&lt;br /&gt;
== Underground Burrow ==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 0 (self)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel burrows under a nearby tree or dirt surface, absorbing nutrients and gaining +2 to attack damage and rolls until end of combat. Can only use once a turn.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
Root Weasel gives its owner +2 to Healing, Herbalism, Farming, and Care for Creatures skills. It also heals its owner for 1d4 each time block.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=File:2024-01-18Bamomaki_Sketch_Rootweasel.png&amp;diff=516</id>
		<title>File:2024-01-18Bamomaki Sketch Rootweasel.png</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=File:2024-01-18Bamomaki_Sketch_Rootweasel.png&amp;diff=516"/>
		<updated>2024-01-30T19:08:35Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=File:2024-01-18Bamomaki_Sketch_Cloudram.png&amp;diff=515</id>
		<title>File:2024-01-18Bamomaki Sketch Cloudram.png</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=File:2024-01-18Bamomaki_Sketch_Cloudram.png&amp;diff=515"/>
		<updated>2024-01-30T19:08:25Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=514</id>
		<title>Glowing Mushroom</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=514"/>
		<updated>2024-01-28T16:46:02Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Magical_Creatures]]&lt;br /&gt;
Glowing Mushroom is a magical creature.&lt;br /&gt;
&lt;br /&gt;
It appears as a normal mushroom that seems to be oozing with magic, but when players interact with it, it stuns the players that touched it for a turn and it pops out as an angry mushroom creature.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 3&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Brute of Nature  (Passive)==&lt;br /&gt;
&lt;br /&gt;
Effect: Can only perform physical attacks.&lt;br /&gt;
&lt;br /&gt;
==Stunning Spores (Head, Passive)==&lt;br /&gt;
&lt;br /&gt;
Effect: Touching its head causes the target to be stunned for a turn.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=513</id>
		<title>Glowing Mushroom</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=513"/>
		<updated>2024-01-28T16:44:36Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Magical_Creatures]]&lt;br /&gt;
Glowing Mushroom is a magical creature.&lt;br /&gt;
&lt;br /&gt;
It appears as a normal mushroom that seems to be oozing with magic, but when players interact with it, it stuns the players that touched it for a turn and it pops out as an angry mushroom creature.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 3&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Physical Attack only&lt;br /&gt;
&lt;br /&gt;
Touching its head causes the target to be stunned for a turn.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=512</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=512"/>
		<updated>2024-01-28T16:41:33Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Attribute Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking and casting spells requires rolling a d20. When the character gets a 20, the potency (spells) or damage (attacks) is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Wet==&lt;br /&gt;
The character is wet and is weak to Nature damage. At the start of the character&#039;s turn, if it passes an easy dexterity roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while slippery (dexterity, endurance, strength), as well as -1 to all attack and defense rolls. At the start of the character&#039;s turn, if it passes an easy dexterity roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable. At the start of the character&#039;s turn, if it passes a medium will roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status. At the start of the character&#039;s turn, if it fails a medium will roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=511</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=511"/>
		<updated>2024-01-28T16:35:00Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking and casting spells requires rolling a d20. When the character gets a 20, the potency (spells) or damage (attacks) is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Wet==&lt;br /&gt;
The character is wet and is weak to Nature damage. At the start of the character&#039;s turn, if it passes an easy dexterity roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while slippery (dexterity, endurance, strength), as well as -1 to all attack and defense rolls. At the start of the character&#039;s turn, if it passes an easy dexterity roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable. At the start of the character&#039;s turn, if it passes a medium will roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status. At the start of the character&#039;s turn, if it fails a medium will roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=510</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=510"/>
		<updated>2024-01-28T16:32:58Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Slippery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking and casting spells requires rolling a d20. When the character gets a 20, the potency (spells) or damage (attacks) is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while slippery (dexterity, endurance, strength), as well as -1 to all attack and defense rolls. At the start of your turn, if you pass an easy dexterity roll, remove this status.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=509</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=509"/>
		<updated>2024-01-28T16:32:24Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Slippery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking and casting spells requires rolling a d20. When the character gets a 20, the potency (spells) or damage (attacks) is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while slippery (dexterity, endurance, strength), as well as -1 to all attack and defense rolls. Rmeove a stack every two turns.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=508</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=508"/>
		<updated>2024-01-28T16:23:17Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Floaty Nature (Passive) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [[Bamomaki_Tabletop_System#Slippery|slippery]], and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls, and can float above regular sized characters, so it doesn&#039;t need to go around them.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=507</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=507"/>
		<updated>2024-01-28T16:21:14Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking and casting spells requires rolling a d20. When the character gets a 20, the potency (spells) or damage (attacks) is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while wet (dexterity, endurance, strength), as well as -1 to all attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=506</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=506"/>
		<updated>2024-01-28T16:20:45Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Attacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking and casting spells requires rolling a d20. When the character gets a 20, the damage (if any) is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while wet (dexterity, endurance, strength), as well as -1 to all attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=505</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=505"/>
		<updated>2024-01-28T16:18:08Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [[Bamomaki_Tabletop_System#Slippery|slippery]], and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=504</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=504"/>
		<updated>2024-01-28T16:17:08Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Endurance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 3 hit points. Therefore, the maximum HP a student can have is 60.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking requires rolling a d20. When the character gets a 20, the damage is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while wet (dexterity, endurance, strength), as well as -1 to all attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=503</id>
		<title>Glowing Mushroom</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=503"/>
		<updated>2024-01-28T16:16:12Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Magical_Creatures]]&lt;br /&gt;
Glowing Mushroom is a magical creature.&lt;br /&gt;
&lt;br /&gt;
It appears as a normal mushroom that seems to be oozing with magic, but when players interact with it, it stuns the players that touched it for a turn and it pops out as an angry mushroom creature.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
15 HP&lt;br /&gt;
&lt;br /&gt;
3 ATK&lt;br /&gt;
&lt;br /&gt;
Physical Attack only&lt;br /&gt;
&lt;br /&gt;
8 AP per turn&lt;br /&gt;
&lt;br /&gt;
Touching its head causes the target to be stunned for a turn.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=502</id>
		<title>Glowing Mushroom</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=502"/>
		<updated>2024-01-28T16:15:30Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Magical_Creatures]]&lt;br /&gt;
Glowing Mushroom is a magical creature.&lt;br /&gt;
&lt;br /&gt;
It appears as a normal mushroom that seems to be oozing with magic, but when players interact with it, it stuns the players that touched it for a turn and it pops out as an angry mushroom creature.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
15 HP&lt;br /&gt;
&lt;br /&gt;
3 ATK&lt;br /&gt;
&lt;br /&gt;
Physical Attack only&lt;br /&gt;
&lt;br /&gt;
10 AP per turn&lt;br /&gt;
&lt;br /&gt;
Touching its head causes the target to be stunned for a turn.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=501</id>
		<title>Glowing Mushroom</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Glowing_Mushroom&amp;diff=501"/>
		<updated>2024-01-28T16:15:21Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Magical_Creatures]]&lt;br /&gt;
Glowing Mushroom is a magical creature.&lt;br /&gt;
&lt;br /&gt;
It appears as a normal mushroom that seems to be oozing with magic, but when players interact with it, it stuns the players that touched it for a turn and it pops out as an angry mushroom creature.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
15 HP&lt;br /&gt;
&lt;br /&gt;
5 ATK&lt;br /&gt;
&lt;br /&gt;
Physical Attack only&lt;br /&gt;
&lt;br /&gt;
10 AP per turn&lt;br /&gt;
&lt;br /&gt;
Touching its head causes the target to be stunned for a turn.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=500</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=500"/>
		<updated>2024-01-28T16:14:48Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [[Bamomaki_Tabletop_System#Slippery|slippery]], and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=499</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=499"/>
		<updated>2024-01-28T16:14:22Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Minor Rain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target becomes wet and [slippery](Bamomaki_Tabletop_System#Slippery), and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=498</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=498"/>
		<updated>2024-01-28T16:11:55Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Wet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 5 hit points. Therefore, the maximum HP a student can have is 100.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking requires rolling a d20. When the character gets a 20, the damage is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Slippery==&lt;br /&gt;
The character has -1 to all physical attribute rolls while wet (dexterity, endurance, strength), as well as -1 to all attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=497</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=497"/>
		<updated>2024-01-28T16:11:43Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 5 hit points. Therefore, the maximum HP a student can have is 100.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking requires rolling a d20. When the character gets a 20, the damage is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Wet==&lt;br /&gt;
The character has -1 to all physical attribute rolls while wet (dexterity, endurance, strength), as well as -1 to all attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=496</id>
		<title>Root Weasel</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=496"/>
		<updated>2024-01-21T20:58:46Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Root Weasels are small rodents that appear similar to ferrets that inhabit the roots of trees.&lt;br /&gt;
&lt;br /&gt;
They usually bury themselves underground to obtain nutrients from the earth.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 18&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
== Command Roots ==&lt;br /&gt;
&lt;br /&gt;
AP: 3&lt;br /&gt;
&lt;br /&gt;
Range: 1 (melee)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands a nearby tree or plant to root a target and deal 1d6 damage to it. Each turn the target can&#039;t move and must pass an easy (plant) or medium (tree) dexterity roll to get out or take 1d4 damage when failing.&lt;br /&gt;
&lt;br /&gt;
== Minor Nature&#039;s Bounty ==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 2 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands the target tree or plant to give fruit if able, imbuing said fruit with a restorative effect, healing 2d6 when eaten.&lt;br /&gt;
&lt;br /&gt;
== Underground Burrow ==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 0 (self)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel burrows under a nearby tree or dirt surface, absorbing nutrients and gaining +2 to attack damage and rolls until end of combat. Can only use once a turn.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
Root Weasel gives its owner +2 to Healing, Herbalism, Farming, and Care for Creatures skills. It also heals its owner for 1d4 each time block.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=495</id>
		<title>Root Weasel</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Root_Weasel&amp;diff=495"/>
		<updated>2024-01-21T20:58:33Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Root Weasels are small rodents that appear similar to ferrets that inhabit the roots of trees.&lt;br /&gt;
&lt;br /&gt;
They usually bury themselves underground to obtain nutrients from the earth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 18&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
== Command Roots ==&lt;br /&gt;
&lt;br /&gt;
AP: 3&lt;br /&gt;
&lt;br /&gt;
Range: 1 (melee)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands a nearby tree or plant to root a target and deal 1d6 damage to it. Each turn the target can&#039;t move and must pass an easy (plant) or medium (tree) dexterity roll to get out or take 1d4 damage when failing.&lt;br /&gt;
&lt;br /&gt;
== Minor Nature&#039;s Bounty ==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 2 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel commands the target tree or plant to give fruit if able, imbuing said fruit with a restorative effect, healing 2d6 when eaten.&lt;br /&gt;
&lt;br /&gt;
== Underground Burrow ==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 0 (self)&lt;br /&gt;
&lt;br /&gt;
Effect: The Root Weasel burrows under a nearby tree or dirt surface, absorbing nutrients and gaining +2 to attack damage and rolls until end of combat. Can only use once a turn.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
Root Weasel gives its owner +2 to Healing, Herbalism, Farming, and Care for Creatures skills. It also heals its owner for 1d4 each time block.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=494</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=494"/>
		<updated>2024-01-21T20:46:49Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Effects as Familiars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target gets wet, and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their owner to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=493</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=493"/>
		<updated>2024-01-21T20:46:41Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Effects as Familiars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target gets wet, and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows its owner to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=492</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=492"/>
		<updated>2024-01-21T20:44:05Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Shoot water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target gets wet, and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=491</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=491"/>
		<updated>2024-01-21T20:43:46Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Minor Rain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target gets wet, and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target, or 2d6 if the cloudram is mature.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is already mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=490</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=490"/>
		<updated>2024-01-21T20:43:26Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Shoot water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target gets wet, and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target, or 3d6 if the cloudram is already mature. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=489</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=489"/>
		<updated>2024-01-21T20:42:46Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
==Minor Rain==&lt;br /&gt;
&lt;br /&gt;
AP: 2&lt;br /&gt;
&lt;br /&gt;
Range: 1 (Melee)&lt;br /&gt;
&lt;br /&gt;
Continuous (Will be interrupted when attacked or does another action, spend AP cost each turn)&lt;br /&gt;
&lt;br /&gt;
Effect: Shoots water (rain) upon the target. The target gets wet, and must do an easy dexterity roll each turn, which if failed causes 1d4 damage to the target.&lt;br /&gt;
&lt;br /&gt;
==Shoot water==&lt;br /&gt;
&lt;br /&gt;
AP: 4&lt;br /&gt;
&lt;br /&gt;
Range: 3 (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: Deal 2d4 damage to the target. On hit, the target gets wet.&lt;br /&gt;
&lt;br /&gt;
==Floaty Nature (Passive)==&lt;br /&gt;
&lt;br /&gt;
AP: 0&lt;br /&gt;
&lt;br /&gt;
Effect: Has +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=488</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=488"/>
		<updated>2024-01-21T20:38:47Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=487</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=487"/>
		<updated>2024-01-21T20:38:07Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 6&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=486</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=486"/>
		<updated>2024-01-21T20:36:22Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
Cloudram also tend to rest on its owner&#039;s head, almost like a hat.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 3 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=485</id>
		<title>Bamomaki Tabletop System</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Bamomaki_Tabletop_System&amp;diff=485"/>
		<updated>2024-01-21T20:35:27Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Characters=&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
* Charisma&lt;br /&gt;
* Dexterity&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intellect&lt;br /&gt;
* Luck&lt;br /&gt;
* Strength&lt;br /&gt;
* Will&lt;br /&gt;
&lt;br /&gt;
Players will roll 8 d20 dice and set their values to the order they prefer.&lt;br /&gt;
&lt;br /&gt;
===Attribute Descriptions===&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
The ability to persuade characters.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when attempting to convince characters of your arguments (but it does not guarantee success even if you pass!).&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
The ability to evade and perform precise moves.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when dodging attacks and when doing actions that require high precision.&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
The ability to resolve situations peacefully.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when negotiating with other characters.&lt;br /&gt;
&lt;br /&gt;
====Endurance====&lt;br /&gt;
The ability to carry things and handle physical activity.&lt;br /&gt;
&lt;br /&gt;
Each point grants 2kg of carrying weight. Therefore, the maximum weight a student can carry is 40kg&lt;br /&gt;
&lt;br /&gt;
Each point grants 5 hit points. Therefore, the maximum HP a student can have is 100.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical resistance actions.&lt;br /&gt;
&lt;br /&gt;
====Intellect====&lt;br /&gt;
The ability to learn and to solve problems.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute to advance in class, or when solving more advanced challenges.&lt;br /&gt;
&lt;br /&gt;
====Luck====&lt;br /&gt;
You roll this attribute when exploring areas and investigating, as well as during special events.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
The ability to use physical strength against something. Each point grants 1 melee attack power. Therefore, the maximum melee attack a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing physical strength actions.&lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
The ability to form flow into spells. Each point grants one action point in combat. Therefore, the maximum AP a student can have is 20.&lt;br /&gt;
&lt;br /&gt;
You roll this attribute when doing intense magical actions.&lt;br /&gt;
&lt;br /&gt;
===Attribute Roll Modifiers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 2-5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-13&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 14-17&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Checks===&lt;br /&gt;
&lt;br /&gt;
The character rolls a d20 and adds that value to their attribute value plus the attribute modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Element==&lt;br /&gt;
&lt;br /&gt;
Each character may have an element associated to it, and may change it eventually over the course of the campaign if they&#039;re not happy with it.&lt;br /&gt;
&lt;br /&gt;
===Elements===&lt;br /&gt;
&lt;br /&gt;
Available Elements are:&lt;br /&gt;
&lt;br /&gt;
* Flames&lt;br /&gt;
* Nature&lt;br /&gt;
* Water&lt;br /&gt;
* Light&lt;br /&gt;
* Darkness&lt;br /&gt;
&lt;br /&gt;
Elements can deal extra damage to elements they counter, typically dealing twice as much damage in that case. There are no resistances.&lt;br /&gt;
&lt;br /&gt;
The element weaknesses are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Flames || Water&lt;br /&gt;
|-&lt;br /&gt;
| Nature || Flames&lt;br /&gt;
|-&lt;br /&gt;
| Water || Nature&lt;br /&gt;
|-&lt;br /&gt;
| Light || Darkness&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Players have 20 points to distribute among skills. They each start at 10. The maximum skill level is 100.&lt;br /&gt;
&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Artificing&lt;br /&gt;
* Care for Creatures&lt;br /&gt;
* Cooking&lt;br /&gt;
* Curses&lt;br /&gt;
* Destruction&lt;br /&gt;
* Enchantment&lt;br /&gt;
* Farming&lt;br /&gt;
* Healing&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Infusion&lt;br /&gt;
* Transportation&lt;br /&gt;
&lt;br /&gt;
Players earn skill points for doing actions related to a skill. The Game Master decides when a player should gain a skill point. Skill Points are kept in an imaginary pool and may be spent to improve a specific skill.&lt;br /&gt;
&lt;br /&gt;
The skill points cost depends on the rate at which the skill has been raised:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| 10-30 &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-50&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 51-70&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-90&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 90-100&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The skill to create potions and shakes&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
The skill to create magic and non-magic artifacts&lt;br /&gt;
&lt;br /&gt;
===Care for Creatures===&lt;br /&gt;
The skill to take care of animals and magical creatures&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
The skill to create meals out of ingredients&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
The skill to create curses to afflict creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The skill to cast destructive spells&lt;br /&gt;
&lt;br /&gt;
===Enchantment===&lt;br /&gt;
The skill to enchant creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
The skill to handle farm work&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The skill to cure ailments and heal damage&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
The skill to find and treat herbs&lt;br /&gt;
&lt;br /&gt;
===Infusion===&lt;br /&gt;
The skill to inject a spell into creatures and objects&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The skill to transport things or self around&lt;br /&gt;
&lt;br /&gt;
==Skill Checks==&lt;br /&gt;
When performing a skill check, a player adds a d20 roll to their current skill value.&lt;br /&gt;
&lt;br /&gt;
Skill Check levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 15-40&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 40-65&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 65-85&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 85-100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Time Blocks=&lt;br /&gt;
Days are split into several time blocks, with breaks between them.&lt;br /&gt;
&lt;br /&gt;
This system is flexible and can be changed at the GM&#039;s will.&lt;br /&gt;
&lt;br /&gt;
The regular scheme is:&lt;br /&gt;
&lt;br /&gt;
* Preparation&lt;br /&gt;
* Morning&lt;br /&gt;
* Lunch&lt;br /&gt;
* Afternoon&lt;br /&gt;
* Evening&lt;br /&gt;
* Night&lt;br /&gt;
&lt;br /&gt;
=Maps and Movement=&lt;br /&gt;
Rather than feet, Bamomaki uses grid units, or just units. Each unit is about the size of 2ft.&lt;br /&gt;
&lt;br /&gt;
Maps aren&#039;t supposed to be very large, and should have tiers of detail rather than making a very big map.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Moving costs 2 action points per unit.&lt;br /&gt;
&lt;br /&gt;
Players may run across two units in a single direction for 3 action points instead of 4.&lt;br /&gt;
&lt;br /&gt;
Players may jump across three units in a single direction for an additional cost of 2 action points.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Characters roll a d20 then get sorted highest to lowest for the turn order.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
Characters have a specific amount of action points they can do per turn. This amount can be increased over time as the character grows.&lt;br /&gt;
&lt;br /&gt;
Once all action points are spent or the character skips their turn, the next character performs their turn.&lt;br /&gt;
&lt;br /&gt;
Unused action points are cumulative to the next turn.&lt;br /&gt;
&lt;br /&gt;
Once per turn, a player may do a Hard Will check to gain two additional action points.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Casting spells have an AP cost specific to that spell. Using a card from the Deck of Magic Cards costs 1 point instead.&lt;br /&gt;
&lt;br /&gt;
Attacks cost 4 AP. If a character has no ranged attack yet wants to do one (possibly due to being unable to attack otherwise), they may throw small objects around them such as rocks, with a modifier of -1 ATK.&lt;br /&gt;
&lt;br /&gt;
Attacking requires rolling a d20. When the character gets a 20, the damage is doubled, and it&#039;s considered a critical hit (crit).&lt;br /&gt;
&lt;br /&gt;
When a non-player character is being attacked, the GM rolls a d20 for the defender, and if the value is higher than the attacker, the attack fails (the GM doesn&#039;t reveal the value, only the outcome).&lt;br /&gt;
&lt;br /&gt;
The same is done in reverse when a player character is being attacked.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Default Equipment==&lt;br /&gt;
&lt;br /&gt;
* A wand (0.5kg)&lt;br /&gt;
* School Books (5kg)&lt;br /&gt;
* A familiar and a book on that familiar&#039;s care (1kg)&lt;br /&gt;
* A [[Deck_of_Magic_Cards|deck of beginner magic cards]] (0.5kg)&lt;br /&gt;
* The Recall Bracelet (0kg)&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
==Weight==&lt;br /&gt;
Players keep items in their backpack. Each item has a weight cost.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 90% of their weight limit, they are no longer able to run or dodge.&lt;br /&gt;
&lt;br /&gt;
If a player exceeds their weight limit, they are barely able to walk and all movements cost an additional 2 AP.&lt;br /&gt;
&lt;br /&gt;
==Conjured Items==&lt;br /&gt;
Items can be conjured from a spell.&lt;br /&gt;
&lt;br /&gt;
Conjured items disappear after 24h.&lt;br /&gt;
&lt;br /&gt;
=Rerolling=&lt;br /&gt;
A player will have to perform multiple challenge checks in order to advance an obstacle.&lt;br /&gt;
&lt;br /&gt;
In the case of a failure, the player may reroll that dice once. However, after doing so, they gain an exhaustion modifier that adds -4 to their next dice roll. This modifier is cleared after that roll, resting, or a time block ends.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
A character may be afflicted with a temporary status effect. Typically, these last a certain amount of turns.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
The character takes 2 damage each turn for each stack. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
The character has to take a medium will roll whenever doing any action. Not stackable.&lt;br /&gt;
&lt;br /&gt;
==Bravery==&lt;br /&gt;
Add +2 to each roll the character takes. Not stackable. Getting bravery removes Fear status.&lt;br /&gt;
&lt;br /&gt;
==Rage==&lt;br /&gt;
Increases melee attack by 2 each turn for each stack, and causes a medium will check to perform non-violent actions. Remove a stack at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
=Spell Crafting and Learning=&lt;br /&gt;
&lt;br /&gt;
Spells can be personal and as such, players may suggest a spell to add to their repertoire, if the Game Master allows it.&lt;br /&gt;
&lt;br /&gt;
In order to learn a spell, the players must spend one time block practicing their spell.&lt;br /&gt;
&lt;br /&gt;
That player must roll 2 d20s up to two times in a row. If any of those times, both dice are above the spell&#039;s challenge rating, that player learns the spell, and should note it in their character sheet.&lt;br /&gt;
&lt;br /&gt;
Spells might have worse scaling based on the Game Master&#039;s appreciation of the character&#039;s ability. So, even if a player is able to learn a spell, it doesn&#039;t mean they&#039;ll be able to do much with it at first.&lt;br /&gt;
&lt;br /&gt;
Scaling might improve based on skill increases and character maturity, depending on the Game Master&#039;s interpretation.&lt;br /&gt;
&lt;br /&gt;
A player should give a spell a keyword, which is a personal name for the spell, which acts as its focus.&lt;br /&gt;
&lt;br /&gt;
Class spells are more similar across students and still require rolling to learn the spell. If a player succeeds, they may proceed with the class and perform additional tasks. Otherwise, they spend the entire class practicing (and still learn it).&lt;br /&gt;
&lt;br /&gt;
When creating spells, keep in mind skill scaling in some way: You may not want that spell to stay the same forever.&lt;br /&gt;
&lt;br /&gt;
==Casting a spell==&lt;br /&gt;
&lt;br /&gt;
Spell Components have a cost, both in action points and in turns. AP and Turns can be rebalanced in order to give more flexibility: A spell may be cast instantly for a higher multiplier of the APs required to cast it, for instance.&lt;br /&gt;
&lt;br /&gt;
Spell Components also may have an element (or no element), and combining components of opposing elements requires a wisdom roll for successful casting. A failed roll will cause the spell to fail to cast.&lt;br /&gt;
&lt;br /&gt;
==Cost Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! AP Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
! Turn Cost&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hard&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
&lt;br /&gt;
==Going to Class==&lt;br /&gt;
&lt;br /&gt;
Students have a schedule to attend to and will need to go to class at times.&lt;br /&gt;
&lt;br /&gt;
There can be some roleplaying as the class proceeds, but the general idea is for each student to roll four medium intellect rolls to finish the class.&lt;br /&gt;
&lt;br /&gt;
Each successful roll might have an additional reward, as defined by the GM.&lt;br /&gt;
&lt;br /&gt;
==Rewards from Class==&lt;br /&gt;
At the end of a class, teachers may award each student with a new spell, a skill point, or both.&lt;br /&gt;
Teachers may award more than 1 skill point if the student performed exceptionally well.&lt;br /&gt;
Follow the Class page&#039;s Lessons section to know what happens each lesson and the rewards to give.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=484</id>
		<title>Cloudram</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Cloudram&amp;diff=484"/>
		<updated>2024-01-21T20:34:18Z</updated>

		<summary type="html">&lt;p&gt;FTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:717B90A5-E2DC-4D10-A945-A5447FFF912C.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Cloudrams are shapeshifting creatures very similar looking to clouds shaped like sheep/rams.&lt;br /&gt;
&lt;br /&gt;
They make for good starting familiars since they are non-hostile and easy to care for, as all they need to eat and drink is water.&lt;br /&gt;
&lt;br /&gt;
They are very energetic and tend to follow their companions all the time, but will run away as a group if they are surprised.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
A Cloudram gives its owner a minor levitation enchantment, making the first two units of movement each turn cost 0 AP, and making jumping cost 1 less AP.&lt;br /&gt;
&lt;br /&gt;
Mature Cloudrams allow their companion to access the [[Cloud Skyway]], which allows the companion to fast travel through the sky.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
	</entry>
	<entry>
		<id>http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Emberslicker&amp;diff=483</id>
		<title>Emberslicker</title>
		<link rel="alternate" type="text/html" href="http://bamomaki.flamingtorchgames.com/wiki/index.php?title=Emberslicker&amp;diff=483"/>
		<updated>2024-01-21T20:28:04Z</updated>

		<summary type="html">&lt;p&gt;FTG: /* Effects as Familiars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Familiars]]&lt;br /&gt;
[[Category:Magical_Creatures]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:2024-01-18Bamomaki Sketch Emberslicker.jpg|200px]]&lt;br /&gt;
|}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Emberslickers are small lizard creatures that are able to surface flames from within their bodies.&lt;br /&gt;
&lt;br /&gt;
Alongside being small, they&#039;re also quite agile and move quickly, making them hard to target or tame.&lt;br /&gt;
&lt;br /&gt;
Emberslickers like to go near warm places, where they nest in while absorbing heat for themselves. They often come close to fireplaces, sometimes even sleeping while under the fire.&lt;br /&gt;
&lt;br /&gt;
When an Emberslicker is asleep, it turns dark, looking like a common piece of coal.&lt;br /&gt;
&lt;br /&gt;
= Attributes =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Charisma&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Endurance&lt;br /&gt;
| 3&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Intellect&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Luck&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 2&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 8&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Stats =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Melee Attack Power&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| AP&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
&lt;br /&gt;
== Fire Flick ==&lt;br /&gt;
&lt;br /&gt;
AP Cost: 2&lt;br /&gt;
&lt;br /&gt;
Range: 2 units (Ranged)&lt;br /&gt;
&lt;br /&gt;
Effect: The Emberslicker puffs up and shoots a tiny fire ball, which deals 1 damage to a character, +1 for each time it cast this spell this combat.&lt;br /&gt;
&lt;br /&gt;
== Charge (Fire) ==&lt;br /&gt;
&lt;br /&gt;
AP Cost: 0&lt;br /&gt;
&lt;br /&gt;
Range: 0 (Self)&lt;br /&gt;
&lt;br /&gt;
Effect: If the Emberslicker is on top of a fire surface, it gains +2 to attack damage and rolls until end of combat. Cannot be used more than once each turn.&lt;br /&gt;
&lt;br /&gt;
== Fire Nature (Passive) ==&lt;br /&gt;
&lt;br /&gt;
The Emberslicker is immune to fire damage and can walk into fire surfaces with no disadvantage.&lt;br /&gt;
&lt;br /&gt;
= Effects as Familiars =&lt;br /&gt;
&lt;br /&gt;
As a familiar, an Emberslicker gives its owner +1 to attack damage and rolls and all physical attributes (dexterity, endurance, strength), however giving -2 to charisma and diplomacy.&lt;/div&gt;</summary>
		<author><name>FTG</name></author>
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