
So here's the thing for the RPG. NOTE THAT EVERYTHING IS VERY ROUGHLY WRITTEN. So if it doesn't make sense, that's why.
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Actions: Players gain 3 actions, GM gains 1 action, +1 action per Player (max of his current creatures), +1 for Boss fights (the "Boss Action" is one which only Bosses are allowed to use)
Players all go first unless ambushed (roll of Ambush vs. Perception)
Stats: Body, Mind, Spirit
Body is the stat of might and stamina
Mind is the stat of reflex and intellect
Spirit is the stat of charm and magic
Baseline Characters start with a 5, a 3, and a 2 to assign to Stats
HP: Equal to lowest two of B, M, and S totaled
Natural healing is a 2-B roll every 8 hours of rest, or 3-B if you rest 1 full day, or 4-B if you rest a full week in a safe environment.
MP: Equal to skill points in Magic
Endurance: used to resist magic drain (magic drain is Endurance-B to resist taking 1 MP or 1 HP hit); Healing Magic costs 2 MP or HP hits (may split between each)
Skills: Start at 1, 12 skill points to spend, increase skills by 1 per point spent, up to 6 (d8 system)
If you roll all 8s, you take 1 extra point of damage if defending; Endurance for that spell drops by 1 if Magic-ing; and if attacking, you lose one action recovering
Format for Skills: (Skill Rating)-(Stat Rating)
Examples:
Longsword 3-B: roll (Body) dice, target 3 or less
Healing Magic 4-S: roll (Spirit) dice, target 4 or less
Enemy HP:
Mooks get 2
Minors get 1/2 total Stats
Majors get total Stats – 1
Bosses and PCs get total Stats
Magic can do things besides damage, depending on type of magic, and they can split effects between targets. Examples:
Fire Magic: On Fire (4-1 to take damage, 3-1 to put out, +1 roll to put out by spending an action)
Wind Magic: Stunned (remove 1 action)
Earth Magic: Dizzy (-1 die to Parry or Dodge actions)
Ice Magic: Cold (-1 die to Armor actions)
Light Magic: Glow (+1 die to hit target)
Dark Magic: Blind (-1 die to Attack actions)
Healing Magic: Restores HP
Experience is spent as follows:
+1d8+1 gold: 1 Experience
+1 Stat: 4 + (the new stat number) Experience
+1 Skill: 4 + (double the new skill number) Experience
Experience is gained as follows:
Immediate Goal: 1 Experience
Short-Term Goal: 3 Experience
Long-Term Goal: 6 Experience
Epic Goal: 10 Experience, and +1 to a Stat for free
Add 2d8+3 gold to starting characters
Equipment follows the following formulae:
Skill Enhancements: +1 die = 4 gold, +1 Skill = 15 gold
Armor: Value = ({double skill level} x dice) x (number of damage types) / 2
Enchants: Grant the use of new Skills, unique powers, or extra HP/MP
New Skill: Value = skill level x dice x 2
Extra MP: 3 gold = +1 MP
Extra HP: 5 gold = +1 HP
Unique Powers; Value = Bonus successes x 5 / Power's MP cost (count as 1/2 if 0 MP), round up; halve cost if situational bonus; double cost if effect uses Magic
Invisibility: Costs 0 MP to activate, +2 successes on Stealth; 20 gold
Shielding: Costs 2 MP to activate, +2 successes on Armor; 5 gold
Fire Resistance: Costs 0 MP to activate, +2 successes on Armor; vs. Fire only; 10 gold
Regeneration: Costs 1 MP to activate, +6 successes on Healing Magic; 60 gold
Damage Types: There are generally 3 damage types: Ranged, Melee, and Magic. One can divide these types further, if desired for your game, and if so you should increase the divisor for armor values.
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Game's Conceit: Everyone has a Mecha; humans are Scale 1, Mecha are Scale 8; no magic
For every point of higher scale the attacker is over the defender, add a number of dice equal to the base stat to the attacker. For every point of lower scale the attacker is below the defender, remove a number of dice equal to half the base stat. Thus, a Scale 1 cannot damage a Scale 3 without special equipment (which counts as the new Scale) or powerful weapons.
Mecha for most NPCs have a number of experience (referred to as Build Points) equal to 40 to spend; PCs have 70 Build Points instead. The character using a mecha uses its Skills, referred to as Systems, and Stats when piloting. Leftover Build Points are kept.
Mecha have the following Stats, all starting at 0:
Power: A measure of force created by melee attacks.
Aim: A measure of force created by ranged attacks.
Energy: A measure of energy that can be allocated to Systems. Gives EP equal to its number.
EP: A measure of how much power the machine can actually put out. A machine may only assign one EP to one System. Having 1 EP in a system allows it to be used at normal value; every EP above that adds +1 die and requires the Mecha to make a Cooling-Energy roll or take 1 HP of damage per added die from EP. It takes 1 action to allocate all EP.
5 experience may be spent to add 1 Build Point.
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Actions: Players gain 3 actions, GM gains 1 action, +1 action per Player (max of his current creatures), +1 for Boss fights (the "Boss Action" is one which only Bosses are allowed to use)
Players all go first unless ambushed (roll of Ambush vs. Perception)
Stats: Body, Mind, Spirit
Body is the stat of might and stamina
Mind is the stat of reflex and intellect
Spirit is the stat of charm and magic
Baseline Characters start with a 5, a 3, and a 2 to assign to Stats
HP: Equal to lowest two of B, M, and S totaled
Natural healing is a 2-B roll every 8 hours of rest, or 3-B if you rest 1 full day, or 4-B if you rest a full week in a safe environment.
MP: Equal to skill points in Magic
Endurance: used to resist magic drain (magic drain is Endurance-B to resist taking 1 MP or 1 HP hit); Healing Magic costs 2 MP or HP hits (may split between each)
Skills: Start at 1, 12 skill points to spend, increase skills by 1 per point spent, up to 6 (d8 system)
If you roll all 8s, you take 1 extra point of damage if defending; Endurance for that spell drops by 1 if Magic-ing; and if attacking, you lose one action recovering
Format for Skills: (Skill Rating)-(Stat Rating)
Examples:
Longsword 3-B: roll (Body) dice, target 3 or less
Healing Magic 4-S: roll (Spirit) dice, target 4 or less
Enemy HP:
Mooks get 2
Minors get 1/2 total Stats
Majors get total Stats – 1
Bosses and PCs get total Stats
Magic can do things besides damage, depending on type of magic, and they can split effects between targets. Examples:
Fire Magic: On Fire (4-1 to take damage, 3-1 to put out, +1 roll to put out by spending an action)
Wind Magic: Stunned (remove 1 action)
Earth Magic: Dizzy (-1 die to Parry or Dodge actions)
Ice Magic: Cold (-1 die to Armor actions)
Light Magic: Glow (+1 die to hit target)
Dark Magic: Blind (-1 die to Attack actions)
Healing Magic: Restores HP
Experience is spent as follows:
+1d8+1 gold: 1 Experience
+1 Stat: 4 + (the new stat number) Experience
+1 Skill: 4 + (double the new skill number) Experience
Experience is gained as follows:
Immediate Goal: 1 Experience
Short-Term Goal: 3 Experience
Long-Term Goal: 6 Experience
Epic Goal: 10 Experience, and +1 to a Stat for free
Add 2d8+3 gold to starting characters
Equipment follows the following formulae:
Skill Enhancements: +1 die = 4 gold, +1 Skill = 15 gold
Armor: Value = ({double skill level} x dice) x (number of damage types) / 2
Enchants: Grant the use of new Skills, unique powers, or extra HP/MP
New Skill: Value = skill level x dice x 2
Extra MP: 3 gold = +1 MP
Extra HP: 5 gold = +1 HP
Unique Powers; Value = Bonus successes x 5 / Power's MP cost (count as 1/2 if 0 MP), round up; halve cost if situational bonus; double cost if effect uses Magic
Invisibility: Costs 0 MP to activate, +2 successes on Stealth; 20 gold
Shielding: Costs 2 MP to activate, +2 successes on Armor; 5 gold
Fire Resistance: Costs 0 MP to activate, +2 successes on Armor; vs. Fire only; 10 gold
Regeneration: Costs 1 MP to activate, +6 successes on Healing Magic; 60 gold
Damage Types: There are generally 3 damage types: Ranged, Melee, and Magic. One can divide these types further, if desired for your game, and if so you should increase the divisor for armor values.
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Game's Conceit: Everyone has a Mecha; humans are Scale 1, Mecha are Scale 8; no magic
For every point of higher scale the attacker is over the defender, add a number of dice equal to the base stat to the attacker. For every point of lower scale the attacker is below the defender, remove a number of dice equal to half the base stat. Thus, a Scale 1 cannot damage a Scale 3 without special equipment (which counts as the new Scale) or powerful weapons.
Mecha for most NPCs have a number of experience (referred to as Build Points) equal to 40 to spend; PCs have 70 Build Points instead. The character using a mecha uses its Skills, referred to as Systems, and Stats when piloting. Leftover Build Points are kept.
Mecha have the following Stats, all starting at 0:
Power: A measure of force created by melee attacks.
Aim: A measure of force created by ranged attacks.
Energy: A measure of energy that can be allocated to Systems. Gives EP equal to its number.
EP: A measure of how much power the machine can actually put out. A machine may only assign one EP to one System. Having 1 EP in a system allows it to be used at normal value; every EP above that adds +1 die and requires the Mecha to make a Cooling-Energy roll or take 1 HP of damage per added die from EP. It takes 1 action to allocate all EP.
5 experience may be spent to add 1 Build Point.
Category Story / Abstract
Species Unspecified / Any
Size 50 x 50px
File Size 21.6 kB
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