Darksword
2009-11-30, 07:52 PM
Introduction
Earlier this year me and some friends had an idea for an interesting game. It started out as mere stories we thought of individually and started intertwine together. We started with D&D and that was fine for a few levels. However what we imagined was starting to push the system. Now normally we were fine with that but we deiced to tweak the rules and it eventually turned into a new system. The game is coming to an end, and we are planning on playing another campaign starting in 2010. However we wanted to get a published version because a lot of what we have is not written down but just memorized. We also want to fix some mechanic problems and get the rules out if others want to say. A lot of what we used were made complete from scratch and combined they form the core rules. (similar to the core in dnd). You will also notice a lot allusions, similarities and direct reference to dnd (3.5). This is because as noted above this started as a D&D game.
The Game: Saints and Sinners
The original campaign of SS, takes place in modern day earth, and that is meant to be the setting for all games. However you place the setting anywhere and any time you want. The original characters where in highschool but characters of all ages joined in.. It is about humans fighting the war of good and evil. However the game is not as black and white as it seems. Through out time certain humans make contact with devils and demons. Often called witches in the past and Satanist in the present neither title is true. Along with a variety of powers and developing super human abilities, Demonst can channel fiends in combat to gain great powers for a limited time. To combat them the Knight Templar wielding similar powers rose to power, channeling the power of angels. Eventually Demonst, unable to organize against the powerful orgianstation of Templars, was pushed underground. However throughout time people have channeled the power of the devil in desperate times, forever becoming demonst. These people however are not always bad but the Templars do not see this. Many blinded with piety, and holiness see Demonst as the only human enemy. In this day some Templars seeing the weakness of their comrades’ plot and scheam using the Holy power for bad while the innocent and possibly good and holy Demonst are hunted down. It is here where two highscool students, fans of Death metal, who go to a Holy private school become Demonst. Using their powers of evil they fight against the evil Demons and Demonst that threatens their area. However, their school is a major headquarters (in the region) to Knights Templar. As more kids (from other schools) and adults join the two students in their fight, the knights start to boost recruitment specifically in the region (the kids are located in), many friends quickly become foes. In the recruitment many charters are misjudged as kids who are fake when adults are around join. Using their new found positions they bully their way into greater power. This is a fight of good and evil, with twists and turn, corruption and salvation at every second. This is Saints and Sinners.
Note: There is a bit of anime influence.
The game goes from lv 1-lv 50. It could go higher but anything above 30 would be the equivalent to epic.
Overview
The game started as D&D and eventually became similar to a classless system and then this.
Scores (abilities in Dnd)
Power pwr (Str)
Coordination Crd: (hand eyes, similar to dex but a bit difference)
Endurance End (Con)
Agility (Agl): The other half of DEx, focus on leg power reaction and speeds.
Intelligent (INT): Books smart
Wisdom (WIS): Thinking, and not what you know and not book knowledge.
Charm (CHA)
Spirit (Sprt): Connection to other world it is one faiths and beliefs.
Charter Creation:
When you create a level one character all stats are at 15. You can decrease one to increase another at a one for one ratio with a minimum score of 10 in any. You also get 30 extra points to spend to increase your stats.
Combat Skills
Similar to BAB and saves. Combat skills are the basic offense and defense of fighting. When you start, all CSk’s are at zero. When you level up you get a bonus in each one based on your class. You have points (not sure how much and what determines the number). That you can put into a skill at a one on one basis. The maximum amount you can put into a skill is determined by your class at well (for each skill the max is = to the amount times level in that class+ amount times level of all other classes). The amount of points plus class bonus is called your plus in that skill. Each skill has a score modifier as well.
Melee fighting
Rang Fighting
UnArmed Fighting
Defense
Evasion (REF)
Will
Blood (FORT)
Control ( see below): Control might not be a free Csk. You might only get a bonus with points, but you would get less of a limit. However with out certain feat(s) it might cost twice as much
Weapon Skills
Instead of weapon profiecency and feats like weapon focus, you get weapon points for your class. Each class gives so many and you can spend it on any weapon but some weapons would be cross class. A higher ranking (more points), gives advangte in combat with that weapon.
Talents
Talents are basically dnd 3.5 skills.
Sleights
Sleights are feats. However they are more important sense class features are more general. At level one you get the normal amount a level plus 2. Every time you level up you can pick three sleights. You also get points (number determined by class). You can invest these points in Sleights you have to get a stronger benefit or use them to buy stronger version of Sleights.
Classes
Classes are pretty simple. You can multi class no penalty. Follow the layout (when I get it out) to see how to read a class. When you start out you choose Demonst or Templar. When you reach level three additional classes for both options become available. Also there are special classes called unique classes that are composed of only a couple levels and have perquisites. These are dnd prc’s.
Spells and Spell casting
Magic is a powerful source found through out the universe. Used by Angels and Demons alike, magic is a versatile substance.
Using magic.
To cast magic you must first prepare your slots. A character can know as many spells as possible (see below), and can cast as many times as mp allows. However you must choose which spells you can use on a given day. If you know or have access to 5 spells of a given level but only have 2 slots of that level you can only use two of them. However you can use these two spells as long as you have enough mp.
Learning Spells
Before you can prepare a spell you must “learn” it. A learned spell is one that you can prepared. You don’t neserely have to know but have access to it. For example if you carry around a spell book and have the appropriate sleight (Book Caster), you can prepare spells from your book. Some templars can also pray for spells.
Control/ Psionics.
Control along with psionics is the ability to manipulate space around you and the elements. Options are learned through sleights and you choose which options with a control Csk roll. You can also learn powers when you meet preqs.
Techs
Techs are all other special attack forms that do not fit in above. They are composed of a lot of physical attacks. They also have some spirit exclusive techs.
Spirits
Channeling Spirits
is one of a characters most powerful traits. When you start out you have are a level one chanenleer with two Spirits. Usually when you level up your channel level increases by one, but some classes increase it by more and other by none. Also, while channel level, represents your ability to forge a connection each spirit have its own individual level that is your own skill with that Spirits. Each spirit gets a part of your exp when used. Also as you level up you gain bonus spirits and their level can be increased by class effects. Also leveling them up give more options and you can learn techs and other things by training a spirit.
Energy and points.
One of the last important topics is energy and points. Using speacail attacks takes energy coming from different pools
Hp: not energy but health points. Hp equals 30+end+class benfit (rolled like in dnd with hd)+end/lv
Mp: for magic, magical energy
=???
Fp: for control/ psionic: focus points
=???
SP: Spirit points for channeling spirits and other speacail abilites
=??
TP/En: Tech points or energy general energy and physical energy, or energy that does not fit in above.
=??
Earlier this year me and some friends had an idea for an interesting game. It started out as mere stories we thought of individually and started intertwine together. We started with D&D and that was fine for a few levels. However what we imagined was starting to push the system. Now normally we were fine with that but we deiced to tweak the rules and it eventually turned into a new system. The game is coming to an end, and we are planning on playing another campaign starting in 2010. However we wanted to get a published version because a lot of what we have is not written down but just memorized. We also want to fix some mechanic problems and get the rules out if others want to say. A lot of what we used were made complete from scratch and combined they form the core rules. (similar to the core in dnd). You will also notice a lot allusions, similarities and direct reference to dnd (3.5). This is because as noted above this started as a D&D game.
The Game: Saints and Sinners
The original campaign of SS, takes place in modern day earth, and that is meant to be the setting for all games. However you place the setting anywhere and any time you want. The original characters where in highschool but characters of all ages joined in.. It is about humans fighting the war of good and evil. However the game is not as black and white as it seems. Through out time certain humans make contact with devils and demons. Often called witches in the past and Satanist in the present neither title is true. Along with a variety of powers and developing super human abilities, Demonst can channel fiends in combat to gain great powers for a limited time. To combat them the Knight Templar wielding similar powers rose to power, channeling the power of angels. Eventually Demonst, unable to organize against the powerful orgianstation of Templars, was pushed underground. However throughout time people have channeled the power of the devil in desperate times, forever becoming demonst. These people however are not always bad but the Templars do not see this. Many blinded with piety, and holiness see Demonst as the only human enemy. In this day some Templars seeing the weakness of their comrades’ plot and scheam using the Holy power for bad while the innocent and possibly good and holy Demonst are hunted down. It is here where two highscool students, fans of Death metal, who go to a Holy private school become Demonst. Using their powers of evil they fight against the evil Demons and Demonst that threatens their area. However, their school is a major headquarters (in the region) to Knights Templar. As more kids (from other schools) and adults join the two students in their fight, the knights start to boost recruitment specifically in the region (the kids are located in), many friends quickly become foes. In the recruitment many charters are misjudged as kids who are fake when adults are around join. Using their new found positions they bully their way into greater power. This is a fight of good and evil, with twists and turn, corruption and salvation at every second. This is Saints and Sinners.
Note: There is a bit of anime influence.
The game goes from lv 1-lv 50. It could go higher but anything above 30 would be the equivalent to epic.
Overview
The game started as D&D and eventually became similar to a classless system and then this.
Scores (abilities in Dnd)
Power pwr (Str)
Coordination Crd: (hand eyes, similar to dex but a bit difference)
Endurance End (Con)
Agility (Agl): The other half of DEx, focus on leg power reaction and speeds.
Intelligent (INT): Books smart
Wisdom (WIS): Thinking, and not what you know and not book knowledge.
Charm (CHA)
Spirit (Sprt): Connection to other world it is one faiths and beliefs.
Charter Creation:
When you create a level one character all stats are at 15. You can decrease one to increase another at a one for one ratio with a minimum score of 10 in any. You also get 30 extra points to spend to increase your stats.
Combat Skills
Similar to BAB and saves. Combat skills are the basic offense and defense of fighting. When you start, all CSk’s are at zero. When you level up you get a bonus in each one based on your class. You have points (not sure how much and what determines the number). That you can put into a skill at a one on one basis. The maximum amount you can put into a skill is determined by your class at well (for each skill the max is = to the amount times level in that class+ amount times level of all other classes). The amount of points plus class bonus is called your plus in that skill. Each skill has a score modifier as well.
Melee fighting
Rang Fighting
UnArmed Fighting
Defense
Evasion (REF)
Will
Blood (FORT)
Control ( see below): Control might not be a free Csk. You might only get a bonus with points, but you would get less of a limit. However with out certain feat(s) it might cost twice as much
Weapon Skills
Instead of weapon profiecency and feats like weapon focus, you get weapon points for your class. Each class gives so many and you can spend it on any weapon but some weapons would be cross class. A higher ranking (more points), gives advangte in combat with that weapon.
Talents
Talents are basically dnd 3.5 skills.
Sleights
Sleights are feats. However they are more important sense class features are more general. At level one you get the normal amount a level plus 2. Every time you level up you can pick three sleights. You also get points (number determined by class). You can invest these points in Sleights you have to get a stronger benefit or use them to buy stronger version of Sleights.
Classes
Classes are pretty simple. You can multi class no penalty. Follow the layout (when I get it out) to see how to read a class. When you start out you choose Demonst or Templar. When you reach level three additional classes for both options become available. Also there are special classes called unique classes that are composed of only a couple levels and have perquisites. These are dnd prc’s.
Spells and Spell casting
Magic is a powerful source found through out the universe. Used by Angels and Demons alike, magic is a versatile substance.
Using magic.
To cast magic you must first prepare your slots. A character can know as many spells as possible (see below), and can cast as many times as mp allows. However you must choose which spells you can use on a given day. If you know or have access to 5 spells of a given level but only have 2 slots of that level you can only use two of them. However you can use these two spells as long as you have enough mp.
Learning Spells
Before you can prepare a spell you must “learn” it. A learned spell is one that you can prepared. You don’t neserely have to know but have access to it. For example if you carry around a spell book and have the appropriate sleight (Book Caster), you can prepare spells from your book. Some templars can also pray for spells.
Control/ Psionics.
Control along with psionics is the ability to manipulate space around you and the elements. Options are learned through sleights and you choose which options with a control Csk roll. You can also learn powers when you meet preqs.
Techs
Techs are all other special attack forms that do not fit in above. They are composed of a lot of physical attacks. They also have some spirit exclusive techs.
Spirits
Channeling Spirits
is one of a characters most powerful traits. When you start out you have are a level one chanenleer with two Spirits. Usually when you level up your channel level increases by one, but some classes increase it by more and other by none. Also, while channel level, represents your ability to forge a connection each spirit have its own individual level that is your own skill with that Spirits. Each spirit gets a part of your exp when used. Also as you level up you gain bonus spirits and their level can be increased by class effects. Also leveling them up give more options and you can learn techs and other things by training a spirit.
Energy and points.
One of the last important topics is energy and points. Using speacail attacks takes energy coming from different pools
Hp: not energy but health points. Hp equals 30+end+class benfit (rolled like in dnd with hd)+end/lv
Mp: for magic, magical energy
=???
Fp: for control/ psionic: focus points
=???
SP: Spirit points for channeling spirits and other speacail abilites
=??
TP/En: Tech points or energy general energy and physical energy, or energy that does not fit in above.
=??