Innis Cabal
2011-04-25, 08:42 AM
At the moment there is no name for the current system so until then it will go by the simple PbP System. The PbP system uses d12’s exclusively for rolls and all scores range from 1 to 12. The purpose of this system is to create a streamlined system that can be used in place of the other system which are roll and rule heavy. A setting will not be tied to the rules to allow Game Masters (Referred to as GM’s here after) to create their own and because of this no additional races other then “generic race” will be used. The system will focus on rules light, roll light highly descriptive combat and intensive Role Playing storytelling intended for two (2) to four (four) players. A setting may come out later after the system is better fleshed out.
Many will probably see a few similarities with other systems, and that was mostly on purpose. I took what I felt were some good general idea's from other systems such as White Wolfs focus on telling a story and rewarding their players for doing so, a single die like the Uni-System and White Wolf for ease of stream lining this whole mess. I chose the d12 because I felt it gave a wider variance of results and because the d10 was taken. This is a classless system where players pick and choose what they want from a list not unlike feats from D&D 3.5. Hopefully it will all come out as planned though with that said, let’s get to why you came here. And thank you one and all for reading my system.
Lexicon: Sorting through the Text
Attack: A roll against a character or monsters Defense in order to deal damage.
Ability Bonus: A flat bonus based on your stats
Attack Order: The order in which attacks are handled.
Armor Score: The score that determines how hard you are to hit.
Armor Value: The base number a roll must meet before an attack lands
Attribute: Commonly referred as Elements in other systems, an Attribute is an additional aspect of an attack ranging from Fire to Physical.
Combat Phase: One of Three Phases, the Combat Phase focuses on combat between enemies and the characters
Combat Slot: A slot that a character may place another move or spell into. Each Character as a Physical Slot, Spell Slot and Ranged Slot that cannot be changed.
Condition: A negative effect on a player or enemy
Enemy: Anything not the player
Equipment Stat: A stat that is determined by your equipment
Game Master: The storyteller and the person who plays anything not the Player
Move: A physical attack either with a personal range or at a distance
Movement Score: How fast your character can move
Perk: Additional abilities, talents and skills your characters have.
Player: One of the main characters in the story
Pool: A stat that can decrease or increase over the course of combat or storytelling
Run: A combat action that lets you move fast
Side Step: A quick move that lets you avoid getting punched in the
face
Skill Challenge: Any task outside Combat and Roleplaying that must be rolled for to see if it succeeds.
Spell: A magical attack either with a personal range or at a distance
Spell Armor Score: A special Enemy Stat, acts much like the Armor Score only for Spells
Stat: One of the parameters that display what your character can do
The Trinity: The three most common Attributes
Character Creation: Step 1- Rinse and Repeat
Character creation is the most important aspect of a single game system; the following section covers how to make a character from start to finish.
Stats: Stats are a general range of what your character is capable of and a measure of many factors that will become important in your journey like your intellect or how strong you are. All stats range from one (1) to twelve (12). Stats at one are considered above average while twelve is considered peerless. Players roll a d12 four times and places the results in the following stats. A player cannot have more than one stat over 12, any rolls that would cause this to happen must be re-rolled though only the second 12 and after must be re-rolled.
Strength: The stat that determines how much damage you deal with personal ranged physical attacks and is the stat used to save against Frozen and Staggered Conditions
Intellect: The stat that determines the damage of magic attacks and is the stat used to save against the Charmed Condition.
Dexterity: The stat that determines the damage ranged physical attacks deal and acts as the save stat against Paralysis
Haleness: The stat that covers all other saves not listed. Haleness also determines how well you can be healed or drained from the Darkness Attribute.
Stats each have a bonus attributed to them based on the score you have in each.
{table]Stat Score|Ability Bonus
1-3|+0
4-6|+2
6-9|+4
10-12|+6[/table]
Pools: Pools are a set of sub-stats that chart expendable resources in and out of combat. The three Pools are Health, Magic and Stamina and each is important to the character in almost equal measure. Characters get five points to spend between their pools. Pools are determined by multiplying the base score by ten (10).
Health: The total health your character has, when it drops to 0 your character is unconscious. Anything lower then a 0 Health is death.
Stamina: The Pool which determines how many Ranged Attacks you can perform in a combat.
Magic: The Pool which determines how many Spells you can cast in a combat.
Equipment Stats: Called thus because they are determined by what you’re wearing, Equipment Stats can fluctuate wildly over the course of the game.
Armor Score: The combined stat of all equipment that grants Armor Points, this Score can also be influenced by Perks
Movement Score: The Movement Equipment Stat is your base Dexterity minus any points removed by your Armor. Your Movement Score cannot ever be less than one (1)
Combat Slots: All characters have three combat slots which are Physical, Magic and Ranged which they may use in combat and may never replace over the course of their adventuring career.
Attributes: All attacks have an Attribute associated with them though many things ranging from magic to magical weapons can alter Attributes and will be noted in Perks if they change them. Some attacks or items can provide additional Attributes on top of the weapon or spell being used. Along with all this, a character must pick an attribute from below at character creation.
{table]Attribute|Description
Fire|The Fire Attribute is one of the three common Attributes known as the Trinity and can set combustible objects ablaze on critical hits
Ice|The Ice Attribute is another of the more common Attributes and a member of the Trinity. The Ice Attribute can freeze objects or people on critical hits.
Lightning|The third of the AttributeTrinity, the Lightning Attribute can cause paralysis in enemies on a critical hit
Poison|The Poison Attribute often deals no additional damage but cause enemies to suffer from the Poisoned Condition
Darkness|A rare Attribute, the Darkness Attribute often steals health from enemies though often has a cost
Light|The counter to Darkness, the Light Attribute focuses on healing and has no offensive capabilities
Sound|The Sound Attribute deals more damage against objects though makes the user noticeable to enemies. The Sound Attribute can also cause enemies to suffer the Staggered Condition.[/table]
Perks: Perks are additional talents, skills or quirks to your character that define them and make him more unique against other adventurers. These range from granting you other Combat Slots to attacks that can replace or fill in free Combat Slots. Perks can also be skills such as lock picking or tracking. A full list of Perks can be found later in this write up.
Leveling and Experience: Step 2- Harder, Better, Faster, Stronger
As characters grow stronger and learn more on the road, they gain experience towards gaining another level. Once a character levels up they gain one point (1) to place in their pool. Every three levels a character may take another perk they meet the pre-requisites for. A character gains a single point to add to their states every five levels. Player levels cannot exceed thirty at any time. Experience points, unlike many pen and paper RPGS, is a flat number of one thousand points for each level. Enemies give a flat number of Experience Points based on the level of the Players.
Finishing Character Creation: Step 3- Work It, Make It, Do It, Makes Us
So you’ve picked your perks, rolled your stats and picked your attributes and bought all your gear and you think you’re ready to start, but wait! There’s one last thing you need to do before the game can get underway and is easily the most important piece for what’s to come. Tell the people present a little bit about yourself. What do you look like, where did you come from and what do you hope to accomplish on the road of the Adventurer. Where did you get shiny sword, who taught you your first magic spell? These are all important aspects of the character the GM should know, and that your fellow members should learn as the course of the game goes on.
Many will probably see a few similarities with other systems, and that was mostly on purpose. I took what I felt were some good general idea's from other systems such as White Wolfs focus on telling a story and rewarding their players for doing so, a single die like the Uni-System and White Wolf for ease of stream lining this whole mess. I chose the d12 because I felt it gave a wider variance of results and because the d10 was taken. This is a classless system where players pick and choose what they want from a list not unlike feats from D&D 3.5. Hopefully it will all come out as planned though with that said, let’s get to why you came here. And thank you one and all for reading my system.
Lexicon: Sorting through the Text
Attack: A roll against a character or monsters Defense in order to deal damage.
Ability Bonus: A flat bonus based on your stats
Attack Order: The order in which attacks are handled.
Armor Score: The score that determines how hard you are to hit.
Armor Value: The base number a roll must meet before an attack lands
Attribute: Commonly referred as Elements in other systems, an Attribute is an additional aspect of an attack ranging from Fire to Physical.
Combat Phase: One of Three Phases, the Combat Phase focuses on combat between enemies and the characters
Combat Slot: A slot that a character may place another move or spell into. Each Character as a Physical Slot, Spell Slot and Ranged Slot that cannot be changed.
Condition: A negative effect on a player or enemy
Enemy: Anything not the player
Equipment Stat: A stat that is determined by your equipment
Game Master: The storyteller and the person who plays anything not the Player
Move: A physical attack either with a personal range or at a distance
Movement Score: How fast your character can move
Perk: Additional abilities, talents and skills your characters have.
Player: One of the main characters in the story
Pool: A stat that can decrease or increase over the course of combat or storytelling
Run: A combat action that lets you move fast
Side Step: A quick move that lets you avoid getting punched in the
face
Skill Challenge: Any task outside Combat and Roleplaying that must be rolled for to see if it succeeds.
Spell: A magical attack either with a personal range or at a distance
Spell Armor Score: A special Enemy Stat, acts much like the Armor Score only for Spells
Stat: One of the parameters that display what your character can do
The Trinity: The three most common Attributes
Character Creation: Step 1- Rinse and Repeat
Character creation is the most important aspect of a single game system; the following section covers how to make a character from start to finish.
Stats: Stats are a general range of what your character is capable of and a measure of many factors that will become important in your journey like your intellect or how strong you are. All stats range from one (1) to twelve (12). Stats at one are considered above average while twelve is considered peerless. Players roll a d12 four times and places the results in the following stats. A player cannot have more than one stat over 12, any rolls that would cause this to happen must be re-rolled though only the second 12 and after must be re-rolled.
Strength: The stat that determines how much damage you deal with personal ranged physical attacks and is the stat used to save against Frozen and Staggered Conditions
Intellect: The stat that determines the damage of magic attacks and is the stat used to save against the Charmed Condition.
Dexterity: The stat that determines the damage ranged physical attacks deal and acts as the save stat against Paralysis
Haleness: The stat that covers all other saves not listed. Haleness also determines how well you can be healed or drained from the Darkness Attribute.
Stats each have a bonus attributed to them based on the score you have in each.
{table]Stat Score|Ability Bonus
1-3|+0
4-6|+2
6-9|+4
10-12|+6[/table]
Pools: Pools are a set of sub-stats that chart expendable resources in and out of combat. The three Pools are Health, Magic and Stamina and each is important to the character in almost equal measure. Characters get five points to spend between their pools. Pools are determined by multiplying the base score by ten (10).
Health: The total health your character has, when it drops to 0 your character is unconscious. Anything lower then a 0 Health is death.
Stamina: The Pool which determines how many Ranged Attacks you can perform in a combat.
Magic: The Pool which determines how many Spells you can cast in a combat.
Equipment Stats: Called thus because they are determined by what you’re wearing, Equipment Stats can fluctuate wildly over the course of the game.
Armor Score: The combined stat of all equipment that grants Armor Points, this Score can also be influenced by Perks
Movement Score: The Movement Equipment Stat is your base Dexterity minus any points removed by your Armor. Your Movement Score cannot ever be less than one (1)
Combat Slots: All characters have three combat slots which are Physical, Magic and Ranged which they may use in combat and may never replace over the course of their adventuring career.
Attributes: All attacks have an Attribute associated with them though many things ranging from magic to magical weapons can alter Attributes and will be noted in Perks if they change them. Some attacks or items can provide additional Attributes on top of the weapon or spell being used. Along with all this, a character must pick an attribute from below at character creation.
{table]Attribute|Description
Fire|The Fire Attribute is one of the three common Attributes known as the Trinity and can set combustible objects ablaze on critical hits
Ice|The Ice Attribute is another of the more common Attributes and a member of the Trinity. The Ice Attribute can freeze objects or people on critical hits.
Lightning|The third of the AttributeTrinity, the Lightning Attribute can cause paralysis in enemies on a critical hit
Poison|The Poison Attribute often deals no additional damage but cause enemies to suffer from the Poisoned Condition
Darkness|A rare Attribute, the Darkness Attribute often steals health from enemies though often has a cost
Light|The counter to Darkness, the Light Attribute focuses on healing and has no offensive capabilities
Sound|The Sound Attribute deals more damage against objects though makes the user noticeable to enemies. The Sound Attribute can also cause enemies to suffer the Staggered Condition.[/table]
Perks: Perks are additional talents, skills or quirks to your character that define them and make him more unique against other adventurers. These range from granting you other Combat Slots to attacks that can replace or fill in free Combat Slots. Perks can also be skills such as lock picking or tracking. A full list of Perks can be found later in this write up.
Leveling and Experience: Step 2- Harder, Better, Faster, Stronger
As characters grow stronger and learn more on the road, they gain experience towards gaining another level. Once a character levels up they gain one point (1) to place in their pool. Every three levels a character may take another perk they meet the pre-requisites for. A character gains a single point to add to their states every five levels. Player levels cannot exceed thirty at any time. Experience points, unlike many pen and paper RPGS, is a flat number of one thousand points for each level. Enemies give a flat number of Experience Points based on the level of the Players.
Finishing Character Creation: Step 3- Work It, Make It, Do It, Makes Us
So you’ve picked your perks, rolled your stats and picked your attributes and bought all your gear and you think you’re ready to start, but wait! There’s one last thing you need to do before the game can get underway and is easily the most important piece for what’s to come. Tell the people present a little bit about yourself. What do you look like, where did you come from and what do you hope to accomplish on the road of the Adventurer. Where did you get shiny sword, who taught you your first magic spell? These are all important aspects of the character the GM should know, and that your fellow members should learn as the course of the game goes on.