Pesimismrocks
2013-08-08, 10:16 AM
My younger brother wanted to play a game in which the players would play a party of semi-sentient animals constantly mutating in a world which required them too. This should work in a method similar to d&d although no race system would exist. Here's my take on this:
Rules:
Each player has a character sheet, which has their character abilities and capabilities. The Game master will create creatures to fight the players as well as other environmental hazards.
Modifier:To get a modifier for any stat divide the stat by two and take away 5.
Character sheets: In addition to that listed below a player must also note down their combat as well as their block party and dodge. To determine this you add together all combat bonuses from all the roles your creature has an add your Str modifier. You add all block bonuses together and add your Tgh modifier to get block. Add parry bonuses and add your Spd modifier to get parry. To get dodge add your bonuses to your Prc modifier.
Combat: Firstly in combat everyone rolls D20 an adds their perception modifier. Whoever rolls highest gets first turn. On your turn you can move a distance determined by your movement. You may also make an action. Generally this will be an attack or an evolution but can also be picking up a rock or breaking off a branch. To make an attack you select a creature you are within 5ft of.You then roll a d20 and add your combat for each natural attack. The opponent ten rolls a d20 and adds either their block or parry for each attack. If the attacker wins the victim subtexts a number of Hp from their maximum by the attacker Str modifier (you never regain Hp if the attackers modifier is less then 0) and additional damage depending on their natural weapon.
Character Creation
To make a character you need to first roll statistics and then select a role, a movement form, a size and a number of evolutions.
Statistics:
Firstly roll d10 3 times and select the best 2 6 times. You must take these 6 numbers and apply them to the 6 stats. These are
Evolution or EVO: A creatures capacity to evolve. This stat determine the complexity of evolutions you can evolve as well as how many you begin with.
Power or PWR: A creatures physical strength. This stat determines you ability to fight in combat a well as add to the damage your attacks do.
Toughness or TGH: A creatures ability to resist damage. This stat determines your Block defence a well as add to your hit points
Speed or SPD: A creatures quickness. This determines your parry defence as well as movement
Perception or PRC: A creatures senses and reaction time. This determines your dodge defence as well as your perception skills.
Mind or MND: A creatures brain power. This stat determines a creatures capacity for some mutations, but mainly his tool use and tactical ability.
Roles
Brute [STR]
{table=head]
Level|CB|Block|Parry|Dodge|Evolution
1|1|1|0.5|0.75|2
2|2|2|1|1.5|1
3|3|3|1.5|2.25|2
4|4|4|2|3|1
5|5|5|2.5|3.75|2
6|6|6|3|4.5|1
7|7|7|3.5|5.25|2
8|8|8|4|6|1
9|9|9|4.5|6.75|2
10|10|10|5|7.5|3[/table]
Your creature is a mighty brute, relying on str to crush its opponents whether predator or prey.
Real world examples: Lion, Gorilla
Tank [TGH]
{table=head]
Level|CB|Block|Parry|Dodge|Evolution
1|0.75|1|0.75|0.5|1
2|1.5|2|1.5|1|1
3|2.25|3|2.25|1.5|1
4|3|4|3|2|1
5|3.75|5|3.75|2.5|1
6|4.5|6|4.5|3|1
7|5.25|7|5.25|3.5|1
8|6|8|6|4|1
9|6.75|9|6.75|4.5|1
10|7.5|10|7.5|5|2[/table]
Your creature is an indestructible tank, relying in it thick hide to deter predators.
Real life examples: Hippo, Tortoise
Striker [SPD]
{table=head]
Level|CB|Block|Parry|Dodge|Evolution
1|0.75|0.75|1|0.5|2
2|1.5|1.5|2|1|1
3|2.25|2.25|3|1.5|2
4|3|3|4|2|1
5|3.75|3.75|5|2.5|2
6|4.5|4.5|6|3|1
7|5.25|5.25|7|3.5|2
8|6|6|8|4|1
9|6.75|6.75|9|4.5|2
10|7.5|7.5|10|5|3[/table]
Your creature is fast and agile, leaping out of harm's way and stalking animals with deadly precision.
Real life examples: Rabbit, Cheetah
3 more classes to come: Spotter, Mastermind and Masterpiece
Movement
At 1st level a creature must select a form of movement He may replace his movement with evolutions.
Quadrilateral:You have a land speed equal to your SPD*2.5ft
Aquatic: You have a swim speed of SPD*5ft
Amphibious: You have a swim speed of SPD*1ft an a land speed of SPD*2ft
Terrestrial: You have a land speed if SPD*1ft and a burrow speed of SPD*3ft
Flight:You have a land speed of SPD*0.5ft and a fly speed of SPD*5ft. If you select flight you have one less evolution at character generation. You also take a -2 penalty to TGH
Size
At 1st level a creature must select a size category. This can be changed with certain evolutions. Certain size categories may cost you 1 or more of your mutations. Th size categories give you a bonus to Str and Spd but a minus to combat and dodge.
1: Miniscule: -8 to Str and Spd +8 to combat and dodge. This size costs 2 evolutions. Examples: Insects
2:Tiny: -4 to Str and Spd. +4 to combat and dodge. This size costs 1 evolution. Examples: Mouse, Frog
3: Small: -2 to Str and Spd. +2 to combat and dodge. Examples: Cat, Pidgeon
4:Medium: No bonuses. Examples: Dogs, Chimps
5:Large: +2 Str and Spd. -2 combat and dodge
6: Enormous: +4 Str and Spd. -4 combat and dodge. This costs 1 evolution. Examples: Elephant.
7: Titan: +8 Str and Spd. -8 combat and dodge. This size costs 2 evolutions. Examples: Whale.
Evolutions
A creature starts with a number of evolutions as shown on their class table. If previous options like size or flight has lowered this number to zero you receive no evolutions this level. If the previous choices reduce it below zero you must continue having no evolutions until additional evolutions from other levels add up to give you a positive number.
When levelling up you gain a number of evolutions as shown on your class table.You may spend these on any evolutions you meet the prequesites for.
In addition to evolution listed and irrelevant of previous options each creature gains a natural weapon evolution or they can opt to not have one, meaning their combat does 1 damage.
Appearance
Your creature can look like anything you want, but keep in mind your chosen evolutions, stats, and movement forms.
Rules:
Each player has a character sheet, which has their character abilities and capabilities. The Game master will create creatures to fight the players as well as other environmental hazards.
Modifier:To get a modifier for any stat divide the stat by two and take away 5.
Character sheets: In addition to that listed below a player must also note down their combat as well as their block party and dodge. To determine this you add together all combat bonuses from all the roles your creature has an add your Str modifier. You add all block bonuses together and add your Tgh modifier to get block. Add parry bonuses and add your Spd modifier to get parry. To get dodge add your bonuses to your Prc modifier.
Combat: Firstly in combat everyone rolls D20 an adds their perception modifier. Whoever rolls highest gets first turn. On your turn you can move a distance determined by your movement. You may also make an action. Generally this will be an attack or an evolution but can also be picking up a rock or breaking off a branch. To make an attack you select a creature you are within 5ft of.You then roll a d20 and add your combat for each natural attack. The opponent ten rolls a d20 and adds either their block or parry for each attack. If the attacker wins the victim subtexts a number of Hp from their maximum by the attacker Str modifier (you never regain Hp if the attackers modifier is less then 0) and additional damage depending on their natural weapon.
Character Creation
To make a character you need to first roll statistics and then select a role, a movement form, a size and a number of evolutions.
Statistics:
Firstly roll d10 3 times and select the best 2 6 times. You must take these 6 numbers and apply them to the 6 stats. These are
Evolution or EVO: A creatures capacity to evolve. This stat determine the complexity of evolutions you can evolve as well as how many you begin with.
Power or PWR: A creatures physical strength. This stat determines you ability to fight in combat a well as add to the damage your attacks do.
Toughness or TGH: A creatures ability to resist damage. This stat determines your Block defence a well as add to your hit points
Speed or SPD: A creatures quickness. This determines your parry defence as well as movement
Perception or PRC: A creatures senses and reaction time. This determines your dodge defence as well as your perception skills.
Mind or MND: A creatures brain power. This stat determines a creatures capacity for some mutations, but mainly his tool use and tactical ability.
Roles
Brute [STR]
{table=head]
Level|CB|Block|Parry|Dodge|Evolution
1|1|1|0.5|0.75|2
2|2|2|1|1.5|1
3|3|3|1.5|2.25|2
4|4|4|2|3|1
5|5|5|2.5|3.75|2
6|6|6|3|4.5|1
7|7|7|3.5|5.25|2
8|8|8|4|6|1
9|9|9|4.5|6.75|2
10|10|10|5|7.5|3[/table]
Your creature is a mighty brute, relying on str to crush its opponents whether predator or prey.
Real world examples: Lion, Gorilla
Tank [TGH]
{table=head]
Level|CB|Block|Parry|Dodge|Evolution
1|0.75|1|0.75|0.5|1
2|1.5|2|1.5|1|1
3|2.25|3|2.25|1.5|1
4|3|4|3|2|1
5|3.75|5|3.75|2.5|1
6|4.5|6|4.5|3|1
7|5.25|7|5.25|3.5|1
8|6|8|6|4|1
9|6.75|9|6.75|4.5|1
10|7.5|10|7.5|5|2[/table]
Your creature is an indestructible tank, relying in it thick hide to deter predators.
Real life examples: Hippo, Tortoise
Striker [SPD]
{table=head]
Level|CB|Block|Parry|Dodge|Evolution
1|0.75|0.75|1|0.5|2
2|1.5|1.5|2|1|1
3|2.25|2.25|3|1.5|2
4|3|3|4|2|1
5|3.75|3.75|5|2.5|2
6|4.5|4.5|6|3|1
7|5.25|5.25|7|3.5|2
8|6|6|8|4|1
9|6.75|6.75|9|4.5|2
10|7.5|7.5|10|5|3[/table]
Your creature is fast and agile, leaping out of harm's way and stalking animals with deadly precision.
Real life examples: Rabbit, Cheetah
3 more classes to come: Spotter, Mastermind and Masterpiece
Movement
At 1st level a creature must select a form of movement He may replace his movement with evolutions.
Quadrilateral:You have a land speed equal to your SPD*2.5ft
Aquatic: You have a swim speed of SPD*5ft
Amphibious: You have a swim speed of SPD*1ft an a land speed of SPD*2ft
Terrestrial: You have a land speed if SPD*1ft and a burrow speed of SPD*3ft
Flight:You have a land speed of SPD*0.5ft and a fly speed of SPD*5ft. If you select flight you have one less evolution at character generation. You also take a -2 penalty to TGH
Size
At 1st level a creature must select a size category. This can be changed with certain evolutions. Certain size categories may cost you 1 or more of your mutations. Th size categories give you a bonus to Str and Spd but a minus to combat and dodge.
1: Miniscule: -8 to Str and Spd +8 to combat and dodge. This size costs 2 evolutions. Examples: Insects
2:Tiny: -4 to Str and Spd. +4 to combat and dodge. This size costs 1 evolution. Examples: Mouse, Frog
3: Small: -2 to Str and Spd. +2 to combat and dodge. Examples: Cat, Pidgeon
4:Medium: No bonuses. Examples: Dogs, Chimps
5:Large: +2 Str and Spd. -2 combat and dodge
6: Enormous: +4 Str and Spd. -4 combat and dodge. This costs 1 evolution. Examples: Elephant.
7: Titan: +8 Str and Spd. -8 combat and dodge. This size costs 2 evolutions. Examples: Whale.
Evolutions
A creature starts with a number of evolutions as shown on their class table. If previous options like size or flight has lowered this number to zero you receive no evolutions this level. If the previous choices reduce it below zero you must continue having no evolutions until additional evolutions from other levels add up to give you a positive number.
When levelling up you gain a number of evolutions as shown on your class table.You may spend these on any evolutions you meet the prequesites for.
In addition to evolution listed and irrelevant of previous options each creature gains a natural weapon evolution or they can opt to not have one, meaning their combat does 1 damage.
Appearance
Your creature can look like anything you want, but keep in mind your chosen evolutions, stats, and movement forms.