Orzel
2010-05-01, 04:00 AM
I think my simplistic RPG is on it way. This is what I got so far. Thanks to anyone who helped.
The Core Rolls
Accuracy: 3d6 vs the target Difficulty
Damage: Xd6, where x is to Offense Skill's Discipline.
Disciplines:
There are 4 Disciplines: Martial, Magic, Mind, and Might.
Each Discipline has 5 skills.
Skills are normally Normal rank and therefore are the same tier as the discipline.
Each time, a character's discipline increase, he may change the rank of 2 skills.
Normal rank skills are the same tier as the discipline
High rank skills are one tier higher the discipline
Stunted rank are one tier lower the discipline
Favored rank skills are 2 tiers higher the discipline. Each Favored rank skill must have a Stunted rank skill in the discipline.
Martial
-Melee: Your ability to fight enemies at close range, with weapons or unarmed.
-Ranged: Your ability to fight enemies at long range
-Armor: Your ability to cover your weak spots.
-Cunning: Your ability to fight intelligently, use tactics, or cheat.
-Command- Your ability to lead others
Magic
-Conjuration: Your ability to transport matter and energy via magic
-Psychic: Your ability to transport and create mental images via magic
-Creation: Your ability to create matter and energy via magic
-Resistance: Your ability to halt magic
-Arcana: Your magical Knowledge.
Might
-Strength: Your physical prowess and athleticism
-Health: Your fortitude and toughness
-Acrobatics: Your reflexes and dexterity
-Speed: Your quickness and... speed.
-Stealth: Your ability to stay unnoticed.
Mind
-Intelligence: Your ability gather info and general knowledge.
-Personality: Your charisma
-Technology: Your ability to understand and use technology.
-Awareness: Your perception and ability to find things
-Willpower: Your mental strength.
Tiers, Life, and Spirit:
The sum of a character's Disciplines is its tier. A human child or small animal is Tier 1. An adult human is Tier 2. An ogre with 4 Might is Tier 4.
A character has Life equal to the sum of their Might and Martial tiers times 5 (minimum of 5). When a person Life reaches 0, they die.
A character can heal Life with the Creation or Technology skill. A character can heal twice the skill's tier of Life.
A character has Spirit equal to the sum of their Mind and Magic tiers times 5 (minimum of 5). When a person Spirit reaches 0, they die.
A character can heal Spirit with the Command or Personality skill. A character can heal twice the skill's tier of Spirit.
A character with Arcana of 5 or more or Intelligence 6 or more, can resurrect the dead to 5 Life and Spirit
10 minutes of rest restores Life and Spirit equal to the sum of all Discipline.
The Accuracy Roll.
In this system where the difference of ability of the characters and obstacles matter more than the active character's ability. When Stan the trained swordsman fight another trained swordsman, his chance of hitting is about 50%. Against Grandmaster Liu, his chances drops to about 16%. But if he was working as a town guard and meet up with a simple unskilled street urchin, hits might be guaranteed.
Compare the difference of the defender's Defense tier or the obstacle's tier with the attacker's Offense skill. This determines the Target Difficulty. Roll 3 six sided dice and if the sum matches or exceed the Target Difficulty, you hit and deal damage or succeed the skill check.
{table=head] Difference | Target Difficulty
Offense greater by 1 | Target Difficulty= 3
Offense greater by 1 | Target Difficulty= 5
Offense greater by 1 | Target Difficulty= 6
Offense greater by 2 | Target Difficulty= 8
Offense greater by 1 | Target Difficulty= 9
Offense = Defense | Target Difficulty= 10
Defense greater by 1 | Target Difficulty= 11
Defense greater by 2 | Target Difficulty= 12
Defense greater by 3 | Target Difficulty= 14
Defense greater by 4 | Target Difficulty= 16
Defense greater by 5 or more | Target Difficulty= 18 [/table]
The Damage Roll.
Damage rolls are simple. Roll a number of d6s equal to the Offense Skill's Discipline and subtract that from your target's Life.
But sometimes you may not want to deal full damage. Before rolling damage, you may choose to sacrifice a die or two and spend 3 Spirit to cause special effects. Dice created by sacrifice cannot be sacrificed.
Accuracy (repeatable): Sacrifice a die of damage to add an extra die to your Accuracy roll.
Relax: Sacrifice a die of damage to heal 1d6 damage.
Extra damage (repeatable): Sacrifice a die of damage to add 2 extra dice to your Damage roll.
Stun: Sacrifice 2 dice of damage to destroy 1d6 of the target's spirit
Defend (repeatable): Sacrifice 3 dice of damage to create a perfect defense.
Penetrate (repeatable): Sacrifice 3 dice of damage to ignore a perfect defense.
Break: Sacrifice 3 dice of damage to destroy 2 perfect defenses.
Perfect Defense:
If you are hit; you may spend 1 Spirit, activate a perfect defense (if you have any), and all damage deals by the attack. Perfect Defense can be ignored by the Penetrate action.
Combat:
There are 3 rounds of combat:
The Initiative phase. This is only done once, normally. Roll 1d6 + Speed. This is your initiative. Higher Speed breaks tie.
The Support phase. Lowest Initiative goes first. All actions in this phrase cost 1 spirit. During this phase you may:
Reroll everyone Initiative.
Switch the tier of skill for another in the same discipline.
Prevent the switch of one skill by another character (if your tier for the skill is equal of higher).
Heal Life or Spirit.
The Attack phase. Make accuracy and damage rolls. Highest Initiative goes first
Martial arts:
Close attack: Melee vs Armor
Ranged attack: Ranged vs Acrobatics
Sneak attack: Stealth vs Awareness
Power attack: Strength vs Armor
Grapple: Strength vs Acrobatics
Tactical attack: Cunning vs Intelligence
Poison attack: Technology vs Health
Kung fu: Acrobatics vs Melee
Mounted attack: Command vs Armor
Bull Rush: Strength vs Melee
Intimidating attack: Personality vs Willpower
Keep Away: Ranged vs Speed
Snipe: Ranged vs Armor
Spells:
Magic blast: Conjuration vs Resistance
Magic hazard: Creation vs Resistance
Illusion: Psychic versus Willpower
Mind control: Psychic versus Health
Fear: Creation versus Willpower
Summoned Creature: Conjuration vs Armor
Created Creature: Creation vs Armor
Transformation: Arcana vs Acrobatics
Curse: Conjuration vs Health
Breath attack: Conjuration vs Acrobatics
The Core Rolls
Accuracy: 3d6 vs the target Difficulty
Damage: Xd6, where x is to Offense Skill's Discipline.
Disciplines:
There are 4 Disciplines: Martial, Magic, Mind, and Might.
Each Discipline has 5 skills.
Skills are normally Normal rank and therefore are the same tier as the discipline.
Each time, a character's discipline increase, he may change the rank of 2 skills.
Normal rank skills are the same tier as the discipline
High rank skills are one tier higher the discipline
Stunted rank are one tier lower the discipline
Favored rank skills are 2 tiers higher the discipline. Each Favored rank skill must have a Stunted rank skill in the discipline.
Martial
-Melee: Your ability to fight enemies at close range, with weapons or unarmed.
-Ranged: Your ability to fight enemies at long range
-Armor: Your ability to cover your weak spots.
-Cunning: Your ability to fight intelligently, use tactics, or cheat.
-Command- Your ability to lead others
Magic
-Conjuration: Your ability to transport matter and energy via magic
-Psychic: Your ability to transport and create mental images via magic
-Creation: Your ability to create matter and energy via magic
-Resistance: Your ability to halt magic
-Arcana: Your magical Knowledge.
Might
-Strength: Your physical prowess and athleticism
-Health: Your fortitude and toughness
-Acrobatics: Your reflexes and dexterity
-Speed: Your quickness and... speed.
-Stealth: Your ability to stay unnoticed.
Mind
-Intelligence: Your ability gather info and general knowledge.
-Personality: Your charisma
-Technology: Your ability to understand and use technology.
-Awareness: Your perception and ability to find things
-Willpower: Your mental strength.
Tiers, Life, and Spirit:
The sum of a character's Disciplines is its tier. A human child or small animal is Tier 1. An adult human is Tier 2. An ogre with 4 Might is Tier 4.
A character has Life equal to the sum of their Might and Martial tiers times 5 (minimum of 5). When a person Life reaches 0, they die.
A character can heal Life with the Creation or Technology skill. A character can heal twice the skill's tier of Life.
A character has Spirit equal to the sum of their Mind and Magic tiers times 5 (minimum of 5). When a person Spirit reaches 0, they die.
A character can heal Spirit with the Command or Personality skill. A character can heal twice the skill's tier of Spirit.
A character with Arcana of 5 or more or Intelligence 6 or more, can resurrect the dead to 5 Life and Spirit
10 minutes of rest restores Life and Spirit equal to the sum of all Discipline.
The Accuracy Roll.
In this system where the difference of ability of the characters and obstacles matter more than the active character's ability. When Stan the trained swordsman fight another trained swordsman, his chance of hitting is about 50%. Against Grandmaster Liu, his chances drops to about 16%. But if he was working as a town guard and meet up with a simple unskilled street urchin, hits might be guaranteed.
Compare the difference of the defender's Defense tier or the obstacle's tier with the attacker's Offense skill. This determines the Target Difficulty. Roll 3 six sided dice and if the sum matches or exceed the Target Difficulty, you hit and deal damage or succeed the skill check.
{table=head] Difference | Target Difficulty
Offense greater by 1 | Target Difficulty= 3
Offense greater by 1 | Target Difficulty= 5
Offense greater by 1 | Target Difficulty= 6
Offense greater by 2 | Target Difficulty= 8
Offense greater by 1 | Target Difficulty= 9
Offense = Defense | Target Difficulty= 10
Defense greater by 1 | Target Difficulty= 11
Defense greater by 2 | Target Difficulty= 12
Defense greater by 3 | Target Difficulty= 14
Defense greater by 4 | Target Difficulty= 16
Defense greater by 5 or more | Target Difficulty= 18 [/table]
The Damage Roll.
Damage rolls are simple. Roll a number of d6s equal to the Offense Skill's Discipline and subtract that from your target's Life.
But sometimes you may not want to deal full damage. Before rolling damage, you may choose to sacrifice a die or two and spend 3 Spirit to cause special effects. Dice created by sacrifice cannot be sacrificed.
Accuracy (repeatable): Sacrifice a die of damage to add an extra die to your Accuracy roll.
Relax: Sacrifice a die of damage to heal 1d6 damage.
Extra damage (repeatable): Sacrifice a die of damage to add 2 extra dice to your Damage roll.
Stun: Sacrifice 2 dice of damage to destroy 1d6 of the target's spirit
Defend (repeatable): Sacrifice 3 dice of damage to create a perfect defense.
Penetrate (repeatable): Sacrifice 3 dice of damage to ignore a perfect defense.
Break: Sacrifice 3 dice of damage to destroy 2 perfect defenses.
Perfect Defense:
If you are hit; you may spend 1 Spirit, activate a perfect defense (if you have any), and all damage deals by the attack. Perfect Defense can be ignored by the Penetrate action.
Combat:
There are 3 rounds of combat:
The Initiative phase. This is only done once, normally. Roll 1d6 + Speed. This is your initiative. Higher Speed breaks tie.
The Support phase. Lowest Initiative goes first. All actions in this phrase cost 1 spirit. During this phase you may:
Reroll everyone Initiative.
Switch the tier of skill for another in the same discipline.
Prevent the switch of one skill by another character (if your tier for the skill is equal of higher).
Heal Life or Spirit.
The Attack phase. Make accuracy and damage rolls. Highest Initiative goes first
Martial arts:
Close attack: Melee vs Armor
Ranged attack: Ranged vs Acrobatics
Sneak attack: Stealth vs Awareness
Power attack: Strength vs Armor
Grapple: Strength vs Acrobatics
Tactical attack: Cunning vs Intelligence
Poison attack: Technology vs Health
Kung fu: Acrobatics vs Melee
Mounted attack: Command vs Armor
Bull Rush: Strength vs Melee
Intimidating attack: Personality vs Willpower
Keep Away: Ranged vs Speed
Snipe: Ranged vs Armor
Spells:
Magic blast: Conjuration vs Resistance
Magic hazard: Creation vs Resistance
Illusion: Psychic versus Willpower
Mind control: Psychic versus Health
Fear: Creation versus Willpower
Summoned Creature: Conjuration vs Armor
Created Creature: Creation vs Armor
Transformation: Arcana vs Acrobatics
Curse: Conjuration vs Health
Breath attack: Conjuration vs Acrobatics