If you've seen any of the recent posts, you already know that Vulcanverse is a solo role-playing game set in an open world, meaning that you can play the gamebooks in any order, coming back to earlier books whenever you travel to the region they cover. Instead of a single storyline there are virtually unlimited adventures.
Although it's nominally the fifth and last in the series, Workshop of the Gods is a good place to begin your adventures. You’ll have the advantage of having grown up in the city, so you’ll be familiar with the streets and landmarks, and also there are characters who will task you with quests right from the start. Not only that, they'll give you some hints to help you on your way.
Any one book in the series is enough to get started, as in Fabled Lands, and other books allow you to explore more of the Vulcanverse. You will keep the same adventuring persona throughout the books – starting out as a novice but gradually gaining in power, wealth, prestige and experience throughout the series.
OK, why don't we run through the rules and then you can try it for yourself by launching into the first part of the adventure...
ADVENTURE SHEET
Your Adventure Sheet lists everything you’ll need to keep track of while playing. There's an online Adventure Sheet you can use, but don’t fill it in yet. That will happen as you begin your adventure.
ATTRIBUTES
You have four attributes whose values typically range from −1 to +2 as you’re starting out. You will discover your attribute scores as you play. The attributes are:
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CHARM: Your understanding of people and their motives.
- GRACE: How agile, supple and quick you are.
- INGENUITY: Cunning and reasoning, and your ability to think on your feet.
- STRENGTH: Physical might and endurance.
The maximum possible innate score in an attribute is +5. If you are at maximum and are told to add to your score, it has no effect.
Items that augment attributes
There are items you can acquire that boost your attributes while you have them. These are:
You can only use the bonus from one such item at a time. So if you had a laurel wreath that gives CHARM +1 and a golden lyre that gives CHARM +2, you’d only get the CHARM bonus from the latter. Similarly, two laurel wreaths still only give you a +1.
An item can augment your attribute score above the innate limit of +5. If you have a STRENGTH score of +5 and you possess an iron spear, your total STRENGTH bonus when making a roll counts as +7.
Making an attribute roll
Attribute rolls are made to see if you succeed at a task. These are rolls of two dice with a difficulty that you must equal or beat to succeed. For instance, you might be told: ‘Make a STRENGTH roll at difficulty 7’. You roll two dice, add your STRENGTH score (including the modifiers for any one possession that boosts STRENGTH) and to succeed you need to get 7 or more.
Example: You are at the bottom of a cliff. To climb it you need to make a GRACE roll at difficulty 5. You roll two dice and score 4. Your GRACE attribute is −1 but luckily you have winged sandals which give a +2 GRACE bonus, so your modified GRACE is +1, just enough to make the roll a success.
A roll of double 6 (‘boxcars’) is always a success regardless of difficulty. A roll of double 1 (‘snake eyes’) is always a failure regardless of modifiers.
WOUNDS
The Adventure Sheet has a box labelled Wound. This is unticked at the start of the adventure. From time to time you may be asked to put a tick in it. You only have one Wound tick at a time; if you’re asked to tick the box when it is already ticked, you don’t add another.
While the Wound box is ticked you have injuries, and must deduct 1 from any attribute roll until the box is unticked.
If you have an item such as tincture of healing that allows you to untick the Wound box, you cannot use it to avoid taking a wound, only to remove a wound after you have taken it. So if you do take a wound, apply any effects listed and when you turn to the next section you can then use the item to heal.
SCARS
You begin with no scars, but may acquire them from lasting injuries or from returning from the afterlife. Scars are a mixed blessing. Many people will shun you because of them, but others will admire or fear you more.
POSSESSIONS
Possessions are always marked in bold text, like this: iron spear. If you come across an item marked like this you can pick it up and add it to your list of possessions.
You can carry up to twenty possessions at a time. If you come across an item you want when already at your limit, you’ll have to discard something to make room. There are places in the Vulcanverse where you can leave possessions and come back for them later.
MONEY
You can carry any sum of money (measured in a coinage called pyr). You’ll discover as you play whether you have any money to start off with.
GLORY
Glory starts at 0 but will grow as you perform deeds that increase your renown. With high Glory you will be recognized as a hero and given more respect by those you meet.
CODEWORDS
There is a list of codewords at the back of each book. Sometimes you will be told you have acquired a codeword. When this happens, put a tick in the box next to that codeword. If you later lose the codeword, erase the tick.
TITLES
Titles record the achievements you have earned, marking you as the champion of a city, protector of a temple, admiral of a fleet, or even a monarch. You will be told when you acquire a title.
BLESSINGS
If you fail an attribute roll, you can use up a blessing to roll the dice again. You can only do that once per roll, so you cannot use a second blessing to get another reroll if the first one fails.
You can have up to three blessings at a time. You start the adventure with no blessings. Usually the place to get blessings is at a shrine or temple, but you may find other opportunities to acquire them.
COMPANION
As you travel the Vulcanverse, you will sometimes meet people who are willing to journey with you. You can have one companion at a time. When you pick up a new companion you must remove your current companion, if any, from the Companion box. You can also part company with a companion at any time just by deleting their name from the box. You do not have a companion at the start of the adventure.
CURRENT LOCATION
You’ll use this box from time to time to keep track of where you are. You will be told when to use it. Whenever you are told to record an entry number in your Current Location box, first delete any number that was already there.
Want to try the intro sequence for yourself? It covers your childhood in Vulcan City, generating your character according to the life choices you make, so by the end of it you're ready to set out on your adventures. You can download that demo here.