Mechanics [System] Epicurean Caretaking!: A Guide to Life - RPG Crossing
RPG Crossing Home Forums Create An Account! Site Rules & Help

RPG Crossing
Follow RPG Crossing! facebook bluesky

Notices

Closed Thread
 
Thread Tools
  #1  
Old May 31st, 2023, 02:46 AM
briar's Avatar
briar briar is online now
🌸 Kitsune Oracle 🦊
 
Tools
User Statistics
Last Visit: Mar 15th, 2025
RPXP: 11607
briar briar briar briar briar briar briar briar briar briar briar
Posts: 4,402
[System] Epicurean Caretaking!: A Guide to Life

Epicurean Caretaking!

right-aligned image
A Guide to Life
Companionship. Everyone and everything that has ever lived has sought it, needed it, nurtured it, and lost it. And though the bonds we share with others are sometimes fleeting and sometimes eternal, the Cultivator knows that there is power within such bonds, the likes of which can overcome any obstacle if only given the chance to do so. One could say that Cultivators are little more than farmers or gardeners, animal caretakers and so forth, the truth is that they do much more than raise animals or plants, or brew fine drinks.

The true strength of a Cultivator lies in their ability to forge bonds, and build bridges across the divides in one's heart. Through their endeavors, they bring about an infectious sense of understanding and community and create a feeling of unity and camaraderie.

Through persistence and hard work, Cultivators use their talents to draw upon the natural world, infusing their charges with an essence of appreciation and endearment. This effect is called Community (❤️), a special resource that powers many of their capabilities and allows them to form Bonds with others, and even aid those of other Epicurean professions!.
Roleplaying the Art of Caretaking
If you are familiar with the term 'support', then you will certainly understand the general concept behind being a Cultivator. Unlike other Epicurean professions whose payoff comes relatively quickly in the grand scheme of things, a Cultivator's rewards are reaped in the long-term, and while they have the power to speed up the process to some extent, you can expect some accomplishments to be days or even weeks in the making.

However, it is putting that work in that defines the role-play strategy of a Cultivator, allowing you to delve into the personalities of your charges, the magic of taking care of things and forming bonds. If your media involves growing plants, consider describing the plant's growth or some unusual circumstance, or if you're raising an animal, you might consider focusing on its mood and personality. Every living thing is itself a unique being, and exemplifying those differences allows you to bring it to life even beyond the confines of this page.


Community ( ❤️ ) and How to Use It
Community, which is represented by the ❤️ symbol, is a manifestation of feelings like loyalty, admiration, love, and endearment towards another. In the case of a Cultivator, it is a created by their bonds with their charges, and can be used as an expendable resource in order to power their abilities, which tend to revolve around empathy, camaraderie, and unity.

Cultivators have a maximum available ❤️ pool, equal to 10 + half their Cultivator Rank (minimum of +1). They begin each day with an empty pool and can never earn more than their pool maximum. At the end of the day excess ❤️ is lost. Earning ❤️ can happen several ways, including the following:
🌸 Caring for Charges: A Cultivator's primary and most reliable source of ❤️ are their charges. Each charge whose Condition is Average or better at the start of the day generates ❤️, and going up a level in your Relationship with your charge also generates ❤️. Finally, performing Dedicated Actions sometimes award ❤️, particularly if they are used to boost Low Spirits.

🌸 Sharing Moments: Cultivators can draw upon their friendship with others to accumulate ❤️ by being a part of, instigating, or witnessing Moments. Moments are a broad term for any time two or more characters share a bonding moment, such as someone expressing their feelings, revealing something important about themselves, or the simple act of enjoying a moment of closeness together. The GM has the final say in whether or not something defines a Moment, and the amount of ❤️ awarded for it.

🌸 Good Vibes: Cultivators are empowered by their experiences, and by the positive feelings around them, especially when they have a hand in bringing them about. As such, Cultivators can draw ❤️ from various events in which they were involved that turned out positive ending, such as resolving a quest to help someone in need, saving someone or something that is being threatened, resolving misunderstandings, or when a character experience a positive growth or change. Like Moments, what determines a Good Vibe and how much ❤️ is awards is decided by the GM.
Like the Forager, one of the ways a Cultivator can use ❤️ is to 'purchase' resources from their producing charges, such as milking a cow or picking the fruits from a tree. In this way, however, only one charge can be 'purchased' from daily, and some might even have tighter restrictions depending on the charge's species, its Relationship with its Cultivator, and its Condition.

Cultivators can also use their ❤️ as a source of interpersonal, empathic magic to Empower others with inspiration and motivation, discern the True Feelings of someone, and forges Bonds, as well as other capabilities gained through Secret Arts.

Finally, Cultivators can also use ❤️ to create Sanctuaries, imbuing whole areas with powerful magical effects temporarily to evade attacks, fend off the elements, or empower those within it. The details for creating Sanctuaries is discussed later in this chapter.

Last edited by briar; Jun 3rd, 2023 at 03:21 AM.
  #2  
Old Jun 1st, 2023, 11:14 AM
briar's Avatar
briar briar is online now
🌸 Kitsune Oracle 🦊
 
Tools
User Statistics
Last Visit: Mar 15th, 2025
RPXP: 11607
briar briar briar briar briar briar briar briar briar briar briar
Posts: 4,402
A Cultivator's Charges

right-aligned image
Everyone has one of 'those' friends.
As one might expect given the name much of a Cultivator's capabilities and daily life centers around caring for living things under their burden. Called 'charges', they represent important obligations for Cultivators in exchange for a long term investment of goods, services, and most of all, happiness and a sense of accomplishment.

Charges, like characters, have a set of statistics that help define aspects of their persona, health, and relationship with their Cultivator, as well as their individual capabilities. These statistics are generally apart from a creature's stat block--supposing it has one--and are largely only used when it comes to caring for them as a Cultivator.
🌸 Condition: A measure of a creature's daily health and well-being, it is rolled each day after a Cultivator completes their Daily Care Routine (see below). A high Condition result means that the charge in question is in High Spirits and thus more apt to produce or accept training, while a low Condition result means that something is wrong and Cultivators may have to expend extra resources or complete a Dedicated Action in order to care for their charge properly.

🌸 Personality Traits: Some charges, particularly animals or monsters, have personality traits that influence how they must be treated in order to handle properly each day. For Wild creatures that a Cultivator is trying to tame, it defines what kind of taming process they might respond to, while Domestic creatures' traits define how the Cultivator needs to respond when their Conditions are low. They also come into play when defining what skills or tricks a creature can learn, as well as what personalities they pair with when it comes to breeding.
Natural Traits: Natural personality traits are intrinsic to the animal's nature, and are randomly assigned when it comes under the Cultivator's charge for the first time. It defines what sort of taming process a Cultivator needs to follow in order to reach an understanding with it. Natural traits are typically paired with like statistics. An inquisitive charge, for instance, responds best to Intelligence, whereas a friendly charge responds best to Dexterity.

Natural Traits
1Inquisitive (INT)2Docile (CHA)3Playful (CON)
4Friendly (DEX)5Aggressive (STR)6Simple (WIS)

Learned Traits: Learned personality traits are assigned when an animal becomes domesticated or tamed, and are used to define what caretaking methods a Cultivator has to use to get the creature back into good health or spirits when it has a low Condition result. Learned traits are paired with ability scores that are opposite in order to keep attention. An excitable charge might require a little Strength-based wrangling, whereas it might take some creative Wisdom to motivate a lazy charge.

Learned Traits
1Pampered (CON)2Sweet (DEX)3Excitable (STR)
4Lazy (WIS)5Affectionate (CHA)6Haughty (INT)
🌸 Relationship: A 'sliding bar' mechanic that defines a creature's relationship with its caretaker, it reads from -6 (Hostile), to -3 (Unruly), to 0 (Neutral), to 3 (Friendly), and finally, to 6 (Devoted). A creature's Relationship rises and falls throughout its lifespan, typically in response to three major things: its Condition, how it is treated by its Cultivator, and special circumstances, typically brought on by stressful surroundings or events that transpire around it. Relationship defines how difficult it is to manage a creature, especially during the initial taming process.

🌸 Maturity: A measure of how far along its lifespan a charge is and at what points it reaches a level of Maturity so as to allow to to undergo training or start providing harvestable materials. Maturity typically comes into play more for taming wild creatures, as well as for harvesting plants and animal products.

🌸 Products & Training: A listing of each charge's products or trained capabilities. Products can be harvested by expending Stamina when the charge reaches the correct maturity level for producing, and how much it produces is defines by a set base amount, then modified by its Condition. Training shows skills and tricks that the creature has learned through Cultivator's training efforts.
Example of a Charge Sheet

Charge Details
Name:---------------Species:---------------Maturity:---------------
Condition:---------------Natural Trait:---------------Learned Trait:---------------

-ˋˏ ─────────────────────────────── ─────────────────────────────── ˎˊ-

Relationship
-6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
------🌸------
HostileAggressiveNeutralFriendlyDevoted

-ˋˏ ─────────────────────────────── ─────────────────────────────── ˎˊ-

Products, Tricks & Training
Products

Item 1(0), Item 2 (0)
Tricks

Item 1(0), Item 2 (0)
Training

Item 1(0), Item 2 (0)

Last edited by briar; Jun 5th, 2023 at 09:54 AM.
  #3  
Old Jun 2nd, 2023, 03:56 PM
briar's Avatar
briar briar is online now
🌸 Kitsune Oracle 🦊
 
Tools
User Statistics
Last Visit: Mar 15th, 2025
RPXP: 11607
briar briar briar briar briar briar briar briar briar briar briar
Posts: 4,402
Sanctuaries
A Sanctuary is an area in which a Cultivator is able to influence the essence of their Community, influencing its atmosphere. A sanctuary, when set, can provide various different kinds of effects, such as dissuading would-be attackers, raising spirits or morale among its occupants, or even causing crops to grow, flowers to bloom, or food to be made faster.

Whenever the party establishes a base camp, a Cultivator can spend time making this space a Sanctuary. Each Cultivator may only have one Sanctuary effect active at a given time, and two instances of the same Sanctuary effect can coexist, but bonuses do not stack with one another. While their Sanctuary remains active, the Cultivator's maximum Community (❤️) pool decreases by 2.
Defensive Sanctuary: This type of Sanctuary pervades an effect that masks scents and odors coming from within, as well as uses nearby foliage and terrain to make it more difficult to find (increase Perception check DCs by the Cultivator's total Epicurean rank). In addition, the spell alarm is immediately cast on the surrounding area, and any creature that has intentions to harm anyone or anything within the Sanctuary has their speed halved for the first three rounds of an encounter.

Sanctuary of Diligence: This type of Sanctuary pervades a sense of unity in endeavors, capitalizing on feelings of inspiration, motivation, and accomplishment. By spending at least 4 hours in a Sanctuary of Diligence, those friendly to the Cultivator regenerate a single point of Stamina. This can be done no more than three times per day. In addition, any time a Cultivator expends ❤️ to grant others advantage on checks, it costs one less ❤️ (to a minimum of 1 ❤️).

Sanctuary of Friendship: This type of Sanctuary pervades an aura of calm and joviality, cuteness, or other such feelings that make one feel at home when entering it. All social skill checks made by the party while they are within the Sanctuary have advantage, including a Cultivator's social-based checks when enacting Dedicated Actions with their charges. NPCs within the Sanctuary can never become Hostile as a result of a bad social check and they will always respectfully treat this Sanctuary like a home, hearth, or other domicile.
Daily Care Routine & Charge Conditions
At the start of each day, a Cultivator must see to the daily care of their charges. This typically covers seeing to their base needs, which vary depending on the nature of the charges and the intensity of the work. In general, however, a simple expenditure of Stamina (usually 1 Stamina for every 5 charges), along with a relative measure of time, which usually takes no longer than it would normally take a wizard to study their spellbook or a cleric to see to their morning prayers.

In general terms, 'base needs' typically refers to providing water, sustenance, sunlight and so on depending on the unique needs of the charge in question.

After the Daily Care Routine, each charge must roll a Condition check for the day. Unless circumstances change, a Condition check is always 2d6, and a result of 4-9 is considered 'average'. Rolling a 3 or lower, however, means that somethings wrong and they are in Low Spirits, requiring a Dedicated Action (described in a later post) to resolve the issue. On the other hand, rolling a 10 or better means that the charge is in High Spirits, which means that they more susceptible to taming or training methods, or might produce more or higher quality products.

A charge's Condition, if left unattended, lasts for the rest of the day unless subjected to special circumstances, like being injured in a conflict or encountering an environmental hazard.

Last edited by briar; Jun 3rd, 2023 at 03:16 AM.
  #4  
Old Jun 2nd, 2023, 03:57 PM
briar's Avatar
briar briar is online now
🌸 Kitsune Oracle 🦊
 
Tools
User Statistics
Last Visit: Mar 15th, 2025
RPXP: 11607
briar briar briar briar briar briar briar briar briar briar briar
Posts: 4,402
Dedicated Actions
A Dedicated Action are special interactions in which a Cultivator attends to a specific need, either in response to charge that is in Low Spirits, or to progress a charge's training or taming, as well as some other miscellaneous activities. These actions are called Dedicated Actions.

A Dedicated Action can be simple or complex, short-term or long-term. They may require a Stamina expenditure, or they might have a resource cost. Dedication Actions depend a lot on the circumstances and scenario being presented. Animals, for instance, will have different needs and training proficiencies than Plants, and what is available for a domesticated creature will differ from that which is available to those that are still wild.

Cultivators can perform Dedicated Actions whenever time, stamina costs, and resource requirements allow them to do so, and are only constrained by location, as Dedicated Actions may only be taken in Camps or Sanctuaries. Performing a Dedicated action typically involves rolling 2d6 and adding proficiency with associate skills or tools. If the charge's Condition is Average, then the DC is 8. However, Condition, Maturity, and Relationship with the Cultivator can adjust this difficulty up or down, as can other outside factors. Rolling a fumble (two 1s) typically worsen Condition, which may prevent a charge from cooperating with the Cultivator entirely.

Some examples of Dedicated Actions, organized by media, include the following. Note that these are just examples, and do not represent the limit of possibilities.
🌸 Animal Products: Harvesting a product from one of your charges, such as shearing a sheep or milking a cow, or processing or refining a previously harvested product into a usable form, like skirting and scouring wool to increase its value or pasteurizing milk so it can be drank, sold, or used in some other form. Tending to animal's needs, like brushing them out, shearing hooves, and so on would constitute actions related to relieving Low Spirits.

🌸 Medicine: Diagnosing and prescribing treatment is typically considered a single Dedicated Action, whereas physical therapy, mixing medicines, and surgery are all considered their own Actions. Low Spirits might be the result of complications in existing problems or sudden developments.

🌸 Rearing: Checking the well-being of newborns, spending time bonding with young creatures, and teaching them skills necessary for Maturity are Dedicated Actions. This requires continuous, daily action to realize. Low Spirits would constitute a special need, like cutting new teeth, or dealing with peers.

🌸 Training: A training or education session to teach new skills, behaviors, or tricks are all considered Dedicated Actions, and often require continuous, daily action to realize. Taming wild creatures also falls into this category. Low Spirits would constitute an unwillingness or inability to learn.

🌸 Brewing: Preparing harvested crops and resources to be consumed, like grinding beans en mass, washing tea leaves, and crushing grapes or preparing them for fermentation. In addition, some ceremonial actions, like performing a tea ceremony or learning about a customer's preferences for what to order, all constitute Dedicated Actions. Low Spirits might constitute a problem with equipment, storage devices, and so on.

🌸 Crops / Non-Food Plants: Harvesting crops, as well as sewing new seeds are both considered Dedicated actions. Low Spirits would include overgrown weeds that need to be pulled, a problem with the soil, or perhaps varmints causing problems for the plant in question.
Common Examples
Cultivation ProjectCultivation Project
Cost: Variable, Try Again?: See Details

A Cultivation Project is any sort of long-term dedication action that involves growing or caring for something new, such as caring for a new plant (or small garden) or rearing a newborn animal to a point where it can sustain itself enough to where you can focus on training or harvesting.

Cultivation projects follow the same basic structure as the Crafting system for Artisans, as presented in the Witch+Craft supplement, starting on page 9, with a few exceptions.

In particular is the fact that all Cultivation Projects have a longer Maturation, and will regularly require Special Care (the Cultivation equivalent of a Repair action) when their Condition falls below 'average'.

A Cultivator may have as many active Cultivation Projects as their Stamina allows for, and Cultivation Projects count as a charge in terms of a Cultivator's Daily Care Routine. If a Cultivator misses a day of their Routine, the Condition of their Cultivation Project is automatically a 2 the next day, and consistently neglecting the Routine may lead to tragic results.

Taming CreaturesTaming Creatures
Cost: 1 Stamina, 1 Hour, Try Again?: One attempt per day per charge.No

When a Cultivator first obtains a new animal, beast, monster, or spirit charge--or any kind of charge that has some measure of sentience and personality--they must take time to tame the creature before it will produce or respond to any form of training.

The GM sets the charge's initial Relationship between -6 and 6 according to how friendly the creature is on the onset. If the creature was captured in the wilds against its will, or came under the Cultivator's care by forceful means, it will likely be hostile. Other charges, like those that willingly follow the Cultivator or were raised under their care, may begin at a higher Relationship factor.

To tame a creature, the Cultivator rolls 2d6 and adds their proficiency bonus from using tools (supposing they have one), as well as adds their Ability score modifier that matches the creature's Natural personality traits. Finally, they add the creature's Relationship score. If the final result is equal to or greater than 8, then interactions for that day are positive, and starting the next day the Cultivator's Relationship with the charge increases. If it is less than 8, the Cultivator's makes no progress, and a Fumble (two 1's), means that the Relationship score decreases by 1.

Once a charge reaches a Friendly relationship, they are considered 'tamed'. For charges that are bred under the Cultivator's care, they will never drop below 0 (Neutral) except under the circumstance that the Cultivator stops caring for them or willfully harms them. Creatures that are initially wild, however, revert more easily to their baser instincts when stressed by outside events or factors that occur around them.

TrainingTraining
Cost: 1 Stamina, 1 Hour, Try Again?: One attempt per day per charge.No

Once a Cultivator's charge has reached a 'tamed' status, the Cultivator may attempt to train their charge. Charges may be trained to do a variety of things, but the overall length of training a creature varies depending on what it is being trained for. Simple skills or tasks, called Tricks, can be taught over the course of seven days of successful training sessions, while Professional Skills, like teaching a horse to vault over barriers for shows or teaching a camel to be ridden without throwing its rider require a full month.

To train a creature, the Cultivator must select what kind of training they wish to teach, then rolls 2d6, adding any bonuses from tool proficiency and the creature's relationship score. In addition, they add their Ability modifier which matches the creature's Learned personality trait (see above). The DC to succeed is determined by the complexity of the training, though the GM may rule that the creature in question may or may not be especially suited, either physically or in temperament, to the training, and increase or decrease the DC from there. A dog, for instance, is more likely to learn the Fetch command more easily, while a cat would be much more difficult to train in the same action.

A success means that a charge's training advances one day, and critical results for training checks advances by two days. However, failing the check means that the charge is rejecting the training and makes no progress, while a fumble result means that their Relationship with the Cultivator is decreased by 1. If the charge rejects their training for more than 3 days in a row, then they become unable to learn the appointed skill, and any further attempts to train them in that skill automatically fail and reduce their Relationship by 1.

Tricks: A trick is a simple skill, usually something that requires minimal effort or doesn't last longer than 10-15 seconds, that some charges can be taught to do. Examples include fetching something that is thrown or seeking out a specific thing, then bringing it back, turning a handle, pushing a button, and so forth. Unless otherwise modified by the GM, teaching an animal a Trick takes around 7 days of successful training, and the DC for training checks is 6.

Basic Skills: Basic skills are largely used for charges that haven't reached maturity, but are necessary for their development. This might include learning to fly, walk, potty in a specific place, or it might be training to dissuade certain behaviors, like natural aggression. Unless otherwise modified by the GM, Basic Skills take around 30 days of successful training, and the DC for training checks is 6. In most cases, animals require Basic Skills before they can learn any other kind of training.

Professional Skills (Simple): Simple professional skills are those that allow a creature to perform work, but require minimal effort, or are otherwise part of the creature's normal faculties, just with extra guidance. This might include teaching a horse to be ridden and respond to directional commands, or a donkey to allow itself to be hitched to a wagon or farming device to pull. Unless otherwise modified by the GM, Simple Professional Skills take around 15 days of successful training, and the DC for training checks is 8.

Professional Skills (Complex): Complex professional skills are those that allow a creature to perform highly specialized jobs, often requiring them to act autonomously under set directives. This might include teaching a hawk to hunt, a dog to run through an obstacle course, or a raven to carry messages across long distances. Unless otherwise modified by the GM, Complex Professional Skills take around 30 days of successful training, and the DC for training checks is 10.

Combat: Combat training can be given to charges to assist or engage in battle, making use of their natural advantages to claw, bite, ram, sting, or whatever else they might be capable of in order to dissuade attackers. A charge that is combat trained will not instinctively run from a fight, and will respond to commands by their trainer. Unless otherwise modified by the GM, Combat Training takes around 30 days of successful training, and the DC for training checks is 8. Furthermore, some creatures with special capabilities, like the ability to use magic, might require additional training.

Magic: Though they are few and far in between, some creatures are intelligent enough to be taught some rudimentary magical spells or abilities. In most cases, creatures require an Intelligence score of 9 or higher. Work with the GM to decide what kind of magic you want the creature to be able to use and to what extent. The GM will set a DC (likely around 10-12, depending on the magic) and a length of time (most likely around 30 days) required to learn the magic.

Last edited by briar; Oct 21st, 2023 at 12:37 PM.
Closed Thread

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 08:08 PM.
Skin by Birched, making use of original art by paiute.(© 2009-2012)


RPG Crossing, Copyright ©2003 - 2025, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd. Template-Modifications by TMB