Previous Post

SUNDANG LANGIT Core Rules 3 and Printable Character Sheet

Next Post
SUNDANG LANGIT Core Rules 3 and Printable Character Sheet
DESCRIPTION

Hey all! I'm already underway to revisions for Playtest 3 materials. Will be setting up a discord for Sundang Langit soon to hold public playtests there in a bit. Here's the working printable character sheet I'm planning to use for the upcoming IRL game session I'm going to run!

Also attached here are the working Core Rules for Playtest 3. With just these rules, you can play an entire campaign of Sundang Langit!

Core Rules

Ultraweird Realism

The world of Hingsajagra functions similar to ours, save for the following:

Magick is real. It is anything that cannot be reproduced or explained. Perhaps it can be explained eventually, but at its core it's anything that lets the Laws of Nature as we know it be surpassed and revised.

Death brings reincarnation. This is known as the Six Paths of Woe.

Karma is real. Currently harnessed as energy. So is Wisdom. So is eventual Enlightenment. So is Ultimacy. So is Revolution.

Supernatural Martial Arts are real: they have become the main form of power-production.

Guns need Force (Inner Power) to fire. Mass production is impossible.

Gods, demons, conspiracies, mystery cults, spirits, demigods, ghosts, etc. are all real.

Time

A turn is 10 seconds. A round is 10 minutes. A phase is 4 hours. A day is 24 hours. A moon is 30 days. A year is 360 days. You can take a round to explore a room or a small area.

Combat can be taken in turn. Each turn, go from highest Speed to lowest. Break ties with a d6.

Movement

Most average sized beings have a movement rate of 5m/turn. Overland takes 8hrs/km. Increased and decreased by terrain, weather, and mounts.

Falling deals 2 Smash Harm per meter fallen.

Turn The Wheel

When you do something where the outcome is uncertain, you must Turn The Wheel: roll 2d6 and add your most relevant WHEEL. When you must call for a wheel to be turned (that is, to roll), say "...turn the X Wheel" with X being the Wheel being rolled (i.e., Turn The Speech Wheel). There are five Wheels:

Body, the Crown Chakra, governs bodily functions, strength, and musculature. Roll for physical actions.

Speech, the Throat Chakra, governs social interactions, presence, force of will, and charisma. Roll for social actions.

Mind, the Heart Chakra, governs mental activity, reasoning, intellect. Roll for mental actions.

Soul, the Navel Chakra. Governs the unseen, the unexplainable, sagacity, and the unconscious. Roll for spiritual actions.

Grace, the Secret Chakra. Governs primordial power and energy, awareness, instinct, dexterity, quickness of movement. Rolled for actions requiring manual dexterity, quickness, and reaction.

Wheels start at 0. When you Discover A Character, start with 3 points to spread. Choose one as your Prime Wheel (can go up to 5) and another as your Secondary Wheel (can go up to 4). All other Wheels can only go up to 3.

If you roll a 10+, you Succeed. Double-6s are a Critical Success: you succeed with flying colors: you get what you want and an additional benefit on top as well.

If you roll a 9-, you Fail. Double-1s are a Critical Miss. You fail at what you're trying to do and something else fucks you up.

Aggregates

Aggregates are attributes and statistics made up of Attributes, Gear, and Environmental factors. There are 6: Health, Evade, Resist, Speed, Harm, Armor.

HEALTH. 3 + BODY. Health is how much punishment you can take before giving into your wounds.

EVADE. 3 + GRACE or MIND. The measure of your skill in avoidance and maneuvering out of the way.

RESIST. 3 + SOUL. The measure of your bodily haleness, how you can resist harm and trauma both mental and magick.

SPEED. 1d6 + GRACE. The measure of how quickly you can react to things, the measure of your mental awareness. Yes, you roll this during Character Discovery. Speed is measured whenever it is important to determine the turn order of something, to find out who goes first and when.HARM. Weapon Harm + BODY. How much harm you deal. Harm reduces Health. Most weapons deal 2, 4, or 6 harm.

ARMOR. From worn armor. Reduces harm suffered. Will define what harm it reduces. Example: Slash Armor 1 means it reduces Slash Harm by 1.

Violence

Attempting to deal harm to another being is an Attack. Roll 2d6 vs the target's EVADE or RESIST, as defined by the attack. If you roll equal to or higher than the Defense, deal your Harm. Harm is reduced by your target's Armor before it reduces the target's Health.

The harm types are Slash, Smash, Fire, Water, Earth, Air, Light, Dark, Psychic and Ultima (cannot be reduced).

Anything that gives you an edge (high ground, flanking, etc.) turns the Attack into a Boosted Attack, wherein you roll 3d6 and take the higher 2 results.

A Weakened Attack happens when you attack while at a bad position (outflanked, surrounded, against a cliff), which forces you to roll 3 dice and take the lowest 2.

Death

Falling to 0 Health kills you. Roll on the Reincarnation table or Discover a new Character.

Killing someone reduces Wisdom by d4.

Gear

When you roll Double-1s on an attack, degrade your Weapon Durability by 1. If you roll Double-6s, reduce the target's Armor Durability by 1.

Some Technicks might spend Weapon or Armor Durability.

Technicks

Each Technick has a target, range, effect, and cost to cast. To buy magick in the first place costs Wisdom. Be sure to meet the Wheel requirements.

Magicks

Each magick has a target, range, effect, and Wisdom Cost to cast.

To buy magick in the first place costs Wisdom. Be sure to meet the Wheel requirements.

Joss

Incense sticks turned physico-spiritual currency. integral to the Monsoon Market of the Utter Islands. The main material currency, replacing all other forms of coin in the Post-Calamity Era.

Wisdom

Spiritual currency, starts at 1 + SOUL. Until 99.

Reaching 0 or less means your character becomes debased and they lose all Magicks, Technicks, and suffer -2 to all Wheels until after they regain Wisdom.

At 30+ Wisdom, you start hearing the voices, the spirit of the world, of the city, of the wood. +1 Psychic Harm against you. At 50+, you can see the Unseen (Spirits, Demigods, and the like). At 70+ you can ascertain Divinity (Gods, Creators, Demiurges) and gain +1 Resist.

Reaching 99+ you find Enlightenment and must find a new character.

Gain 1 Wisdom when you...

...experience unexplainable beings or events.

...experience something you've never experienced before.

...find a place of power.

...survive violence.

...learn something that destroys a part of your worldview.

Rest

Has to be a full day and you must eat a full meal (1 protein + 1 carbohydrate + 1 vegetables + 1 side). Heal 2 Health. You can do downtime during a rest.

Cultivation

These are the various Cultivations one can gain from exploring the world. There are no Experience Points nor Levels in this game. Only Cultivation.

There are 5 kinds of Cultivations:

Wheel Improvements improve one of your Wheels by 1. Gain these by spending time training that particular Wheel or as a reward.

Magicks let you transform the world. Gain by learning from a master (living, dead, manuscript, spirit, etc.)

Technicks commit violence upon reality. Gain by learning from a master (living, dead, manuscript, spirit, etc.)

Traits define your character better. One word. Backgrounds, titles, experiences, fears, loves, careers, skills. Gain during a Rest, if it makes sense to, but only once per Rest.

Health Raises. Look for things that will raise your constitution. Heart Containers, spirit blessings, and so on. Raise your Health by 1. The only way to live longer is to explore.

There are 5 Cultivation Stages. Start at Man -> Demigod or Semidevil (6+ Cultivations) -> Divinity (11+ Cultivations -> Sage (16+ Cultivations) <> Truth (20+ Cultivations)

Those that have attained Enlightenment + Truth are considered as having attained Revolution.

May all attain Ultimacy. Until all the hells are empty. Until all beings are free. Until all achieve Revolution.

makapatag PATREON 9 favs
VIEWS1
FILES2 files
POSTEDAug 15, 2025
ARCHIVEDAug 15, 2025