View Full Version : GASP! yet another new RPG system

2013-09-05, 12:18 AM
Well, I've been working on an RPG system of my own and I've been looking for playtesters and/or feedback for a while.
So, hopefully you like.

RPG System

Every character made has the following attributes:

Body – Strength, Toughness, and overall physical fitness.

Mind – Intellect, Willpower, and overall mental alacrity.

Voice – Charisma and Social Skills.

You start with 1 point in all 3 attributes, with 5 points to allocate within these attributes.

To make an attribute check, you roll 2d6 (2 6-sided die) and add the respective attribute’s score to the roll, to meet TNs (Target Numbers) set by the GM.
The maximum that a character can have in any attribute is 12 (disregarding bonuses and penalties from size).

Also, you start with an amount of Heart Points (HP) equal to your Body Score, increasing by 1 point per level after 1st.

(OPTIONAL RULES) Races and Classes
Races are humanoids that give “flavor” to your character, from both culture and background. It is not a measure of skin color, but represents differing physical and mental forms.
Classes are professions that your character has trained in before he/she started to adventure, giving abilities that others probably couldn’t have.

Note: It is the GM’s right to use races and/or classes. Ask your GM if he is using the Race and/or Class rules for your SEQUENCE game.
If your game does not use classes, all starting characters gain 2 extra starting Heart Points.


Human (Default Race)
Avg. Height: 5’5” – 6’3”
Avg. Weight: 135 – 210 lb.
Size: Medium
Speed: 15 feet / 3 Squares

Racial Traits (Only applied if using Races)
You gain 1 discretionary character point to put into any one of the three attributes: Body, Mind, Voice.
You gain 4 extra weapon experience points whenever weapon experience points are earned.

Avg. Height: 5’ – 6’
Avg. Weight: 120 – 190 lbs.
Size: Medium
Speed: 20 feet / 4 squares

Racial Traits
Weapon Familiarity
Whenever you make a weapon roll with longbows, shortbows, and greatbows, you gain a +1 bonus to the total roll.

Avg. Height: 3’7” – 4’10”
Avg. Weight: 140 – 220 lb.
Size: Medium
Speed: 10 feet / 2 squares

Racial Traits
Weapon Familiarity
Whenever you make a weapon roll with a warhammer, waraxe, or greataxe, you gain a +1 bonus to the total roll
You gain +3 Heart Points at 1st level. In addition, you are considered large for all forced movement against you.


Heart Point Bonus: +6

Class Traits
Weapon Mastery
All weapon rolls that you make gain a +1 bonus to the total roll.
Armor Mastery
You do not take any penalties from wearing armor.

Heart Point Bonus: +2

Class Traits
Sneak Attack
Whenever you hit an enemy that is unaware of you, you deal 1 extra point of damage. This extra damage increases by 1 every 5 levels (5, 10, 15, 20, etc.)
Skill Mastery
When making an attribute check, you gain a +1 bonus to the total roll.

Heart Point Bonus: -

Class Traits
Mage Training
Whenever you roll a weapon with the “Arcane” type, you gain a +1 bonus to the total roll. Also, you gain 2 extra weapon experience points whenever you gain weapon experience points.

Heart Point Bonus: +4

Class Traits
You gain 1 Faith Point at 1st level, increasing by 1 for every 10 levels (10, 20, 30, 40, etc.) You can spend a Faith Point to reroll your current weapon roll, or a Body, Mind, or Voice check. They come back after 1 day. You can use more Faith Points to make more rerolls. You must accept the result of the final reroll, even if it is lower.
Channel Energy
Choose whether you want to channel Positive or Negative energy. You automatically gain that choice as a weapon that starts at 2nd level. With positive energy, you can heal any living creature, while harming any undead creature, all within a range of 15 feet / 3 squares. With negative energy, it is the opposite, within the same range.

Character Leveling
Note: After level up, the EXP pool starts at 0.

Exp Needed to level




1 Character Point




1 Character Point




1 Character Point




1 Character Point




1 Character Point




1 Character Point




1 Character Point




1 Character Point




1 Character Point




- - - - - - - - - - - - -
1 Character Point

Weapon Levelling

Weapon EXP Needed
Die Size






Level 1 (Untrained) – 1d4 (One 4-sided die)
1 point on a roll of a 4

Level 2 (TrainedProficient) – 1d6 (One 6-sided die)
1 point on a roll of a 5
2 points on a roll of a 6

Level 3 (Skilled) – 1d8 (One 8-sided die)
1 point on a roll of a 6
2 points on a roll of a 7
3 points on a roll of a 8

Level 4 (Expert) – 1d10 (One 10-sided die)
1 point on a roll of a 7
2 points on a roll of a 8
3 points on a roll of a 9
4 points on a roll of a 10

Level 5 (Master) – 1d12 (One 12-sided die)
1 point on a roll of a 8
2 points on a roll of a 9
3 points on a roll of a 10
4 points on a roll of a 11
5 points on a roll of a 12

After every level up, the Weapon Experience pool starts at 0.

Even with bonuses, the weapon cannot exceed the maximum you can roll on the dice.
Even with penalties, the weapon cannot roll below 1 on any roll.

Every character starts with their training in either:
2 trainedproficient level weapons.
1 skilled level weapon

Spellcasting classes (if allowed) or spellcasting characters (if allowed) gain another choice of training:
3 untrained level “Spells” or “Powers”
2 trained level “Spells or “Powers”
1 skilled level “Spells” or “Powers”

Note for spellcasters: The Sequence cost for casting spells in combat is equal to 6 – respective Spell/Power level.
E.g. If Steve the Sorcerer has 2 trained spells, the sequence cost to cast those spells is 4.

See the Combat section for details.

Weapons and spells do not gain experience as your character does. If you so choose, you can sacrifice Character Experience points gained by any means for “Practicing” your weapons.
You must give Character Experience as a 1 point = 1/3 Weapon Experience point basis.

Greg has killed a bunch of goblins, gaining 100 exp from the battle (it was against 5 goblins).
He decides to put ½ of his gained Character Experience points into his waraxe.
100 / 2 = 50
50 / 3 (rounded down) = 16.
His Waraxe gained 16 weapon experience.

Examples of Weapons

Note: Cost of any and all weapons is of the GM’s jurisdiction.
Note: Improvised attacks are always considered untrained.

Light Melee Weapons
Throwing Axe, Dagger, Punching Dagger, Spiked Gauntlet, Light Hammer, Handaxe, Kama, Kukri, Light Mace, Nunchaku, Light Pick, sai, Sap, Sianham, Sickle, Sortsword

1-Handed Melee Weapons
Battleaxe, Club, Flail, Longsword, Heavy Mace, Morningstar, Heavy Pick, Rapier, Scimitar, Shortspear, Bastard Sword, Trident, Waraxe, Warhammer, Whip

2-Handed Melee Weapons
Double Axe, Spiked Chain, Falchion, Dire Flail, Heavy Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Lance, Longspear, Quarterstaff, Ranseur, Scythe, Spear, Two-Handed Sword, Urgosh

Ranged Weapons
Bolas, Hand Crossbow, Heavy crossbow, Light Crossbow, Repeating Heavy Crossbow, Repeating Light Crossbow, Dart, Javelin, Longbow, Net, Shortbow, Greatbow, Sling

Unarmed Attacks
Gauntlet, Unarmed Strike

Note: Some ranged weapons are considered “Rapid Fire” weapons, meaning you can spend 1 sequence point to instead do 2 attacks. This obviously takes up more ammo than if you used it with a normal attack.

Examples of Rapid-Fire weapons: Repeating Heavy Crossbow, Repeating Light Crossbow

When you are wearing armor of any kind, all enemies that attack you take a -1 penalty to their weapon rolls, but you take a -5 feet / -1 square penalty to your base movement speed.

As always, value of worn armor is jurisdiction of the GM.

When you have a shield, enemies take an additional -1 penalty to all weapon rolls against you for that turn (presuming that you choose to go into a Defensive Stance, see Combat Rules). Also, you take a -2 penalty to Body checks to use things with your shield arm.


Determining Initiative
To determine initiative in a battle, you roll 2d6 and then add the highest of your Body, Mind, or Voice attributes.
Whoever rolls the highest initiative goes first in combat, while the reverse is true for the lowest.

On your turn in combat, you begin by rolling your sequence dice, which is a d6 (6-sided die). The number rolled is the number of actions you can take in a single round.
At 10th level, you gain a +1 to your Sequence rolls.
At 20th level, you gain an additional +1 to your Sequence rolls.
At 30th level, you gain an additional +1 to your Sequence rolls.
At 40th level, you gain an additional +1 to your Sequence rolls.

-Attacking (Using a weapon attack)
-Movement (Moving your speed)
-Using an Item (Drinking a potion)
-Defensive Maneuvers
-Making an attribute check (Varies*)

These actions usually cost 1 point of Sequence. When you announce the end of your turn, any remaining Sequence points are removed

*GM decides what the Sequence cost of the action is. Jumping is considered the same as a movement action, for example, but solving a puzzle in combat is 3 points.

Attacking (1 Sequence)
If your target is within range of your weapon, you can make a weapon roll. See “Leveling (weapon)” for details on weapon rolls.

Grappling (2 Sequence)
To grapple a target, you must be adjacent to the target. Both you and the target must make Body checks. If you meet or exceed your target’s check, the grapple is successful, and you must make additional checks to keep a hold of the target.
Also, if you attack an enemy you have grappled (with a 1-handed melee weapon or light melee weapon), you gain a +2 bonus to the weapon roll.

Pushing (1 Sequence)
As Grapple, except that the winner pushes the target 5 feet / 1 square.

Charge, Overrun, and Bull Rush (2 Sequence)
To charge, overrun, or bull rush an enemy, you must be at least 10 feet / 2 squares away from your target.
As a charge, you can move up to 3 times your speed and then make a basic weapon roll (You can even grapple your target).
As an overrun, you can move up to 3 tines your speed, and then make an opposed Body check with the target. Meeting or exceeding the target’s check means that you knock your target prone.
As a bull rush, you can move up to 3 times your speed, and then make an opposed Body check with the target. Meeting or exceeding the target’s check means that you move him 10 feet / 2 squares in any one direction.
You cannot overrun or bull rush a target that is more than one size category larger or smaller than you.

Aiming (1 Sequence)
You can aim a ranged weapon, gaining a +1 bonus to your next ranged weapon roll.

Shield Bash (2 Sequence)
You can make an untrained shield bash attack. Instead of damaging them on a hit, they are instead stunned for a number of rounds equal to the damage done. You must have a shield to perform a shield bash. You can train in shield bashing, just as you can any other weapon.

Power Attack (2 Sequence)
You cab make a power attack with a melee weapon, gaining a +2 bonus to the roll. But, until the end of your next turn, enemies gain a +1 bonus to their weapon rolls against you.

Defensive Maneuver (1 Sequence)
When you go into a defensive maneuver, enemies take a -1 penalty to their weapon rolls against you. But until the beginning of your next turn, you also take a -1 penalty to all weapon rolls.

Trip (1 Sequence)
When you with a melee attack, you can decide to knock the target prone instead of dealing damage. You cannot trip targets that are more than one size larger or smaller than you. Also, you take a -2 to the weapon roll to trip targets with four legs or more.

Second Wind (2 Sequence)
Once per encounter, you can regain HP equal to 5 + ½ your level (5 + 0 at 1st level).

Feinting (3 Sequence)
You can feint an enemy, making an opposed check (Attacker adding his Voice score, while his target adding his Mind score).
If you meet or exceed your target’s check, you then can make a melee attack roll against the target, gaining a +2 bonus to the weapon roll.


Magical spells are similar to weapons in the way that they are used.

The major rule for spellcasting is that to cast a spell, you must spend Sequence equal to 6 minus the level of the spell you use (6 – Level).

E.g. If Martin has a Firebolt spell that is level 2, he must spend 4 Sequence to cast the spell once. Later, his Firebolt spell is level 4, meaning he only needs to spend 2 Sequence to cast the spell once.

Casting a spell from an implement (2 Sequence)

Wand – 8 Charges/ Paragon Wand – 12/ Legendary Wand – 16/ Epic Wand – 32

Rod – 16 Charges/ Paragon Rod – 24 / Legendary Wand – 32/ Epic Rod – 64

Staff – 32 Charges/ Paragon Staff – 48/ Legendary Staff – 64/ Epic Staff – 128

Tome – 64 Charges/ Paragon Tome – 94/ Legendary Tome – 128/ Epic tome – 256

Empower Spell (3 Sequence)
Double range, damage, and any other effects, but take a -1 to the spell roll.

Concentration (Varied Sequence Cost)
When you are grappled, restrained, and/or otherwise distracted, you have to make a check to concentrate on the casting of your spell. This check is a Mind or Body check. You must meet or exceed the DC in order to succeed.
DC 6 + Spell’s Level (Easy) (2 Sequence)
DC 12 + Spell’s Level (Medium) (3 Sequence)
DC 18 + Spell’s Level (Hard) (4 Sequence)

The GM sets the DC, in accordance to the event and his opinion on how difficult the task is.

Misc. Rules
Multiclassing (Only allowed if your GM allows classes in his game)
At 5th level, you can decide to multiclass. To multiclass, you replace one class trait from your first class with a class trait from another class of your choice.
You are considered to be of both classes, you take the highest bonus to HP from either class, BUT you can only multiclass with one class.
If you decide not to multiclass, you can still decide to do so at a later point after every level up. You also gain all bonuses from the new class trait gained, as if you were a member of that class to begin with.

Example Attribute Checks

Feat of Strength (Lifting heavy objects, breaking down a door, jumping) – Body

Knowledge of a specific subject – Mind

Persuasion, Deception – Voice

Intimidation – Body OR Voice

Intuition (Sense Motive, Insight) – Mind OR Voice

Seduction – Body OR Mind

Stealth – Body OR Mind

Thievery (Picking pockets, Picking locks) – Mind

Animal Handling/Training – Mind OR Voice

Perception – Mind

Endurance (Resisting Poisons, Adaption to new environments, Resisting disease) – Body

Willpower (Resisting mental influence, concentration) – Mind

Death and Dying
When you reach 0 HP and lower, you must make a 2d6 (2 6-sided die) roll immediately (and on your turn, when it comes up).
If you roll two 1s, you automatically die, but can be resurrected by certain means.
If you roll two 6s, you are no longer dying, meaning that you gain 1 HP and can get up by spending 1 Sequence.
Otherwise, you bleed, taking a point of damage per round. You die at -5 HP.
Coup de Gras
When your target is unconscious and/or dying, you can attack that target while he is down. They deal damage as normal, but the target gets to roll to see if he survives (See “Death and Dying”, above).

Example DCs for attribute checks

3 Simple
9 Average
15 Hard
21 Difficult
24 Impossible

-1 Task is easier to complete
+1 Task is harder to complete

-2 Task is harder to complete
+2 Task is easier to complete

Enemies and creatures
Creature Level #
Body – Set as appropriate for creature
Mind- Set as appropriate to creature
Voice - Set as appropriate to creature
Hp: (Body + (Level -1) + any other bonuses needed)

Traits (As appropriate for the encounter)

Trained Weapons (As appropriate for the creature)

Equipment (As appropriate for the creature)

Any constructive critisism is good, and sorry for the huge spoilers for the respective rules. Have Fun! :smallcool:

Also note that this is still a work in progress, and is still being worked on.