Durzan
2016-02-26, 10:48 PM
Hey guys, My name is Durzan, and I have the first build of my new D20 Tabletop RPG ready for you guys to critique and to alpha test.
Keep in mind, this isn't the final product, and I got a long way to go before it is finished. Right now its in its first testing stages. All I really got right now is what I call the Skeleton System: its got just enough rules to allow people to play, but GM Fiat is practically required in order for this game to run as it is currently. Creating home-brew content based on the Skeleton System is also required.
Players are encouraged to come up with their own ideas for talents, feats, and spells, and to use them while playing. Of course, all this is subject to GM approval.
A note on spells: Players should describe the effect they want, and the GM should rule what level the spell should be, as well as what Domain it fits under. Keep in mind, spells should also be able to scale levels. I don't want 100 different spells that do different levels of the same effect. If this happens, MERGE THE SPELLS. Trust me, it saves paper work.
Those who do choose to play-test: Please keep notes over what you do to flesh the system out. I will be collecting the notes, considering them, and then updating the system based on those notes. I plan to make these updates fairly regularly, so have some type of folder or something to store them in.
Summary:
Initial Alpha Release:
⁃ Skeletal System defined via Basic Combat System and Skill System
⁃ Core Races established, 5 of them should be playable (Tal’Dori potentially broken, needs work)
⁃ Sub-Races also established.
⁃ Playable Races are: Human, Orc (Green Klingon type), Halfling, Dwarf, and Elf. Tal’Dori added, but could probably use some tweaking and more detail before playing.
⁃ Orcs have the most detail in the files.
⁃ Most races lack a whole lot of description, the exception being the Orcs. For 5 of these races, that shouldn’t be too much of a problem. They are standard Fantasy Races.
⁃ 4 Core Classes established: The Warrior (Tank/Melee DPR, Fighter Equivalent), Ranger (Ranged DPR/Wilderness Specialist, Ranger Equivalent), Thief (Skill Monkey/Sneak Attack, Rouge Equivalent), Magic User (Support/Healing/Magic DPR, Wizard or Cleric Equivalent)
⁃ Note: No Class Abilities established yet. See Talent section for more instructions.
⁃ Talent Trees Established: Choose 1 at every odd level. 2 Sample Talent Trees created for reference.
⁃ Combat Talents: Weapon Mastery Talent Tree
⁃ Magic Talents: Improved Spellcasting Talent Tree
⁃ Backgrounds established: Choose 1 at character creation
⁃ 3 backgrounds created as samples, some with options for customization.
⁃ Skill System Implemented: 31 skills established with general function. How the skill system works in general is also established. Specifics need to be developed.
⁃ Combat System Implemented: in its early stages. Combat should be fairly simple to pull off. Grappling falls under the Brawl skill. Other special combat maneuvers should be ruled on a case by case basis, but should be treated in as simple a manner as possible. Remember, this game is built under the KISS formula (Keep It Simple, Stupid!).
⁃ Magic Implemented: Most notes on how it works mechanically is listed under the Magic User Class.
⁃ Lore is in its own sheet in the Magic Folder
⁃ Encounters/Monsters: Not Implemented
⁃ GMs, make stuff up and take notes on what you do and how you do it.
⁃ Equipment: Not Implemented
⁃ GMs, make stuff up and take notes on what you do and how you do it.
⁃ Note that damage scales for weapons will probably scale up from D&D 3.5
⁃ Character Sheet: Sort of Implemented. Actual Character Sheet is really just a Text file with list of stats and some useful notes on them. Use caution when implementing.
Testing Rules:
1. Players start at 1st level.
2. Character Creation:
⁃ Choose a Race and a sub-race.
⁃ Players place their stats first. All players create characters using my custom point buy system:
⁃ All stats start at 10.
⁃ Each player has 15 points to split between all 6 stats.
⁃ Increasing a stat is on a 1 to 1 basis.
⁃ Limitations: When spending Ability Points, you can’t increase a stat above 16, nor lower a stat less than 8. Racial modifiers can push an ability above 16, or below 8.
⁃ Pick 1 Background
⁃ Feats haven’t been implemented yet (So don’t worry about it.)
⁃ Pick 1 Class
⁃ Distribute Class Skills and Place Skill Points
⁃ 1st level: Characters Receive a number of skill points equal to their Intelligence score.
⁃ Choose a Talent.
⁃ Get Gear
⁃ Characters start out with money based on their background, which they can spend on items
⁃ Equipment hasn’t been implemented yet, so items don’t give specific benefits or penalties, nor are their prices set. (WIP)
⁃ Begin Game
3. Level up:
⁃ The amount of XP needed to reach Target Level A is [10 x (A — 1)] worth of XP.
⁃ Example: you need 10 XP to reach level 2.
⁃ Every time you level up, you receive:
⁃ A number of skill points equal to half your Intelligence Score.
⁃ Players receive 1st Talent at every odd numbered level.
⁃ Players receive 2 points to add to any ability score of their choice every 4 levels.
⁃ Level Cap for alpha testing is Level 5.
4. Gameplay:
⁃ Because this game is in its Alpha Stages, extensive GM Fiat is required in order for this game to function.
⁃ Players may suggest new Talents, Spells, Races, etc. Subject to GM approval of course
Character Sheet:
Character Sheet
Name:
Owner:
Classes:
Experience:
Race:
Gender:
Size:
Physical Description: <Eye Color, Hair Color, Skin Color, Height, Weight, Clothing, etc.>
Speed:
Strength:
Agility:
Constitution:
Intelligence:
Wisdom:
Charisma:
Combat:
Wounds: <10 + Constitution Score + Misc. Modifiers>
Vitality: <(Vitality Dice) + (Level x Constitution Mod.)>
Mana: <See Mana Description under the Magic User Class>
⁃ Body:
⁃ Mana Battery:
Defense: <Same as Passive Reflex Skill>
Toughness: <Same as Passive Fortitude>
Willpower: <Same as Passive Willpower>
Damage Reduction: <Not Implemented Yet.>
Brawl Attacks: <Brawl Attack Bonus + Modifiers / Weapon Info>
Melee Attacks: : <Melee Attack Bonus + Modifiers / Weapon Info>
Ranged Attacks: : <Ranged Attack Bonus + Modifiers / Weapon Info>
Magic Attacks: : <Magic Attack Bonus + Modifiers / Spell Info>
Skills:
• <Skill = Ranks + Ability Modifier + Equipment Bonus + Misc. Modifers>
• Passive Skill = 10 + Skill
• Offensive Combat:
⁃ Initative (Dex):
⁃ Brawl (Str):
⁃ Melee (Str):
⁃ Magic (Int, Wis, or Cha.):
• Defensive Combat:
⁃ Reflex (Dex):
⁃ Toughness (Con):
⁃ Willpower (Wis):
• Social Skills:
⁃ Bluff (Cha. or Wis.):
⁃ Negotiation (Cha. or Int.):
⁃ Composure (Cha.):
⁃ Intimidate (Cha.):
⁃ Investigation (Int.):
⁃ Insight (Wis.):
⁃ Perform (Cha):
• Physical Skills:
⁃ Acrobatics (Dex):
⁃ Athletics (Str):
⁃ Perception (Wis):
⁃ Stealth (Dex):
⁃ Thievery (Dex. or Int.):
• Knowledge Skills:
⁃ Craft (Int. Or Dex.):
⁃ Nature (Int.):
⁃ Religion (Int.):
⁃ History (Int.):
⁃ Local (Int.):
⁃ Political (Int.):
⁃ Engineering (Int.):
⁃ Arcana (Int.):
⁃ Healing (Wis.):
• Custom Skills:
⁃ Example (Varies): <Depends on GM Approval and player Desire>\
• Backgrounds:
⁃ <Example>
• Talents/Feats:
⁃ <Example:>
• Magic:
⁃ Spelcasting Ability: <Intellegence, Wisdom, or Charisma>
⁃ Domains/Spells Known:
⁃ Organization (If Any):
• Money:
• Gear:
• Backstory/Useful Notes:
The Skeleton System (Skills and Combat):
Skill System
Ranks: Ranks represent how much raw training or practice you have put into a skill. The maximum ranks you can put into a skill equals {Level + Relevant Ability Modifier}; if it is a trained skill, then the maximum number of ranks you can place in the skill equals {1+ Level + Relevant Ability Modifier}. At first level, this maximum is {1 + Relevant Ability Modifier} or {2 + Relevant Ability Modifier} if it is a trained skill. If the relevant ability modifier is a penalty, then it cannot reduce the maximum number of ranks you can put in a skill below 2. Of course, as you level up, your maximum number of ranks in any particular skill also increases, up to a fixed maximum of 10 ranks, or 12 ranks for trained skills.
Trained Skills: Trained skills are a limited list of skills that you have specifically devoted extra time to learning. A list of trained skills is given under your class, while additional trained skills are granted by backgrounds. You may choose a number of skills from the list and add an extra rank to them at first level. Should backgrounds or classes give you the same skill, then you can get an additional rank up.
Difficulty Class (DC): A number that tells you how easy or how hard a skill check is.
Why are you even rolling?: DC <5
So Simple, a Caveman could do it: DC 5
Easy: DC 10
Average: DC 15
Challenging: DC 20
Hard: DC 25
You probably shouldn’t be doing this: DC 30
Your Screwed: DC 35
Inconceivable: DC 40 (absolute maximum)
Skill Check: When attempting to use a skill you roll 1d20 + (Total Relevant Skill). If it equals or exceeds the DC set by the GM, then you succeed in using the skill successfully. If not, then you fail.
Passive Checks: Basically, when your not threatened, you can use your passive skill to determine success. A passive skill check is equal to 10 + (Total Relevant Skill).
Opposed checks: Sometimes you aren’t facing against a specific difficulty, but rather pitting your skills against another person. In that case, the GM determines the skills used, and whoever has the highest roll succeeds. (Example Bluff vs. Insight). Sometimes the GM may elect to have the NPC or opponent use a passive skill instead, or you use a passive skill while the opponent rolls. This happens all the time in combat.
Advantage/Disadvantage: As determined by by character conditions, or the GM, players/NPCs could have advantage or disadvantage on a skill check or attack roll. When this happens, the player rolls an additional D20, taking the higher of the two rolls when at an advantage, or the lower of the two when at a disadvantage. In the case of more than one Advantage or Disadvantage for a single player, Advantages and Disadvantages cancel out. Whichever one is left over is what you apply. Only 2d20’s can be rolled.
Equipment: Various pieces of equipment can add bonuses or penalties to various skills. Enchanted weapons, for example may add bonuses to attacks and damage, when using them.
Skill List:
Attacks:
Initiative (Dexterity or Wisdom): Ability to React.
Brawl (Strength): Fighting with your fists, kicks, knees, elbows, exc.
Melee (Strength): Using a Melee weapon.
Ranged (Dexterity): Use Ranged Weapons.
Magic (Intelligence, Wisdom, OR Charisma): Cast A spell/ Attack with Magic. (Restricted: Only those with Proficiency in Magic can put ranks into or use this skill.)
Defensive:
Reflex (Dexterity): Ability to dodge and avoid physical attacks.
Toughness (Constitution): Ability to resist poison, disease, overcome critical injury that would incapacitate or kill a normal person, or otherwise physically endure. This increases damage reduction.
Willpower (Wisdom): Your Character’s strength of mind. Represents character’s ability to resist mind-affecting attacks.
Social Skills:
Bluff (Cha. Or Wis.): Lying to or deceiving people in some manner, Nuff said.
Negotiation (Cha. or Int.): Influence someone through charm, wit, and diplomacy.
Composure (Cha.): How likely you are to keep a straight face.
Intimidate (Cha): Influence someone by scaring them.
Investigation (Int): The ability to find gather information, and put two and two together.
Insight (Wis): Think someone is trying to lie to you? See if you can determine his motives.
Perform (Cha): Play an instrument, sing a song, dance, etc. Usually for the entertainment of others!
Handle Animal (Cha.): The ability to deal with animals, including riding them or influencing them.
Physical Skills:
Acrobatics (Dex): Agility based physical skills such as Jumping, Balancing, Tumbling, etc.
Athletics (Str): Physical skills based on bodily strength, such as swimming and climbing
Perception (Wis): How likely you are to notice something via sight, smell, hearing, etc.
Stealth (Dex): To move quietly, or move without causing suspicion or drawing attention to yourself.
Thievery (Dex. or Int.): Picking locks, pickpocketing, slight of hand, conning someone, etc.
Knowledge Skills:
Profession (Varies):
Craft (Int. or Dex): Craft items.
Nature (Int): Knowledge of the wilderness. Use this to survive in the wilderness, identify monsters, track etc.
Religion (Int): Knowledge about religions.
History (Int): Knowledge of History.
Local (int.): Knowing about or being able to find out local information.
Politics (Int): Knowledge about political information, such as nobility, kingdoms, trade etc.
Engineering (Int.): Mechanical knowledge, how machines work, etc.
Arcana (Int.) Knowledge about magic.
Healing (Wis): Allows you to tend to the sick and injured.
Combat System:
Initiative:
All Players and the GM roll initiative.
The Player with the highest initiative goes first. Play continues around the table clockwise, or if using a virtual tabletop, then play continues according to the initiative roll from highest roll to lowest roll.
When all players have completed their turn, then the round ends and a new round begins.
1 Round = 6 seconds in-game.
During their turn:
Each Player Gets:
1 Swift Action: Basically, a split-second action. (Examples: Swift Combat Maneuver, swift spell-casting, Swift Special Ability, Drawing a weapon, Opening/Closing a door, etc.)
2 Standard Actions: Your standard action. (Examples: Switching Weapons, Standard Action Special Ability, A Single Attack, Cast a single spell, Move a number of feet equal to your move speed, any swift action ability, etc.)
OR
1 Swift Action (can’t be used to move)
1 Full-Round Action: (Full Attack Action, Full Move Action, Full Round Spell-casting, or a special ability that requires a full round action.)
Attacking:
Roll 1d20 + (Relevant Skill Total):
Use Melee if your attacking with a Melee Weapon (Such as a sword or axe).
Use Brawl if attacking with your natural weapons (Ex: fists, elbows, kicks, etc.), or when performing a combat maneuver.
Use Ranged when using a Ranged Weapon (such as a bow or throwing dagger)
Use Magic when casting a spell.
Compare to targets appropriate passive defensive skill (10 + Relevant Skill Score):
Use Reflex Skill for physical attacks
Use Willpower for mental attacks
If successful, roll damage [Weapon’s Damage Dice + Strength Modifier (If Melee/Brawl) OR Dexterity Modifier (If Ranged)].
Damage for spells depends upon the spell, and typically bypasses Damage Reduction.
Damage Reduction:
Players receive a flat amount of damage reduction equal to their Fortitude Skill Bonus. If there is damage reduction, subtract this number from the damage dealt.
Armor, certain spells, and Natural armor add bonuses to Fortitude, increasing this damage reduction.
Health and Vitality:
All Characters and players have two pools of Hit Points:
Vitality represents your ability to narrowly dodge or roll with a blow enough to prevent serious damage.
Health represents how much physical damage you can take before you die.
When Vitality Reaches zero, you start taking damage to your wounds instead.
When Wounds equal 10 or less, player is unconscious and dying, and loses 1 wound per round.
When Wounds reach 0 you die.
Critical Hits:
Occur on a natural 20 attack roll.
Damage automatically dealt to wound points instead of vitality first. Damage Reduction Still applies
Some classes will get bonus damage on critical hits.
Some weapons and enchantments will increase the critical hit range.
Conditions:
Most Conditions will be applied into the Advantage/Disadvantage mechanic, or into a Condition Track mechanic.
Massive Damage:
Not yet implemented.
Clarifications:
Spell Casting: Roll 1d20 + (Magic Skill Total) vs Target DC (or against Opponent’s passive Reflex or Will, when applicable and depending on the situation)
Swift Movement: You can move a number of feet equal to 1/6 your move speed in a swift action.
Standard Movement: In a standard action you can move a number of feet equal to your move speed. Some actions (such as opening a door or climbing up) might use up some of your move speed in 5 ft increments.
Full Movement: In a full-round action, you can move a number of feet equal to 4x your move speed (3x in heavy armor).
Standard Attack: A single attack uses up a standard action
Full Attack: A full round action can be spent on making multiple attacks.
Classes:
Warrior
Many have heard the call of battle over the years and have taken up arms in defense of themselves or others, for glory, for revenge, to prove themselves, or for any number of other reasons. Either way, these brave souls have spent their lives under intense physical training and practice with many different weapons, armor, and equipment, pushing themselves to their physical limits. Those who endured through the trials came out of the furnace with their entire body trained as a honed weapon, revealing the true deadliness of their weaponry in the hands of someone who is properly trained to use them.
Woe unto any who oppose the lord of the battlefields, for they will find that Warriors are a force to be reckoned with.
Class Features:
Important Stats: Strength, Agility, and Constitution
Vitality Die: d6
Starting Feats: A warrior receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Martial Weapons Proficiency (All)
Armor Proficiency (All)
Shield Proficiency (All)
Talents: The Warrior chooses any Bonus Talents from Combat Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive: Reflex and Toughness
Offensive: Initiative, Melee, and 1 other Attack Skills of your choice.
Social: Intimidate, and 2 others of your choice.
Physical: Athletics, Perception, and 1 other of your choice
Knowledge: Any 2 Knowledge Skills.
Ranger
For some, the life of a wandering hermit is the path to adventure. Living in the wilderness, the Ranger has gained skills needed to survive, and has spent many an hour training and hunting.
Class Features:
Important Stats: Agility, Constitution, and Wisdom
Vitality Die: d6
Starting Feats: A Ranger receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Martial Weapons Proficiency (All)
Armor Proficiency (Light and Medium)
One of the Following:
Shield Proficiency (One shield of the Player’s choice)
Exotic Weapon Proficiency (One Exotic weapon of the Player’s choice)
Talents: The Ranger receives chooses bonus Talents from either Combat Talent Trees or Wilderness Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive:Reflex and Willpower
Offensive Initiative, Ranged and 1 other Attack Skill of your choice.
Social: Handle Animal, Composure, and 1 Other Skill of their choice.
Physical: Perception, Stealth, and 1 other of their choice.
Knowledge: Nature, local, History, Engineering, and 1 Profession or Craft of their choice.
Thief
For some, life is an endless adventure, with the only way to survive is by relying on ones own wits and cunning. Thieves are such folk, relying on their own abilities to stay one step ahead of their enemies. Pickpockets, swindlers, smugglers, you name it, they are all thieves, always staying one step ahead of their enemies and always looking for the chance to swindle the unsuspecting citizen.
Class Features:
Important Stats: Agility, Intelligence, and Charisma
Vitality Die: d6
Starting Feats: A Thief receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Martial Weapons Proficiency (Rapier, Short Sword, Sap, Shortbow, and All Crossbows)
Armor Proficiency (Light)
Talents: The Thief chooses bonus Talents from Combat Talent Trees or Thievery Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive: Reflex, and either Toughness or Willpower.
Attack: Initiative, and either Melee or Ranged.
Social: Bluff, Negotiation, Investigation, and Insight, and 1 other of their choice.
Physical: Thievery, Stealth, Perception, and 1 other of their choice.
Knowledge: Any 3 Knowledge Skills.
Magic User
Noble Shaman of a Orcish Tribe, village healers, Clerics, self-taught Renegades, Members of the Order of the Magi, all were born with the ability to use magic.
Class Features:
Important Stats: Intelligence, Wisdom, and Charisma
Vitality Die: d6
Prerequisite: Magic users are rare in the world, and have to be born with the ability to use magic. As such this class has a required prerequisite in order to multiclass into it from any other class
Talent: Magical Blood - You have the potential to use magic.
Normal: A character without this feat cannot cast spells, use the Magic skill, sense nearby magic users and the casting of spells, or even see the flows of magical energy in the world
Special: This prerequisite is only required if a character is multi-classing into the Magic User class. The character receives this feat for free if he/she is a 1st level character who’s primary class is mage, otherwise it must be selected as a normal feat before the character can take this class.
Starting Feats: Mage receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Armor Proficiency (Light)
Magical Blood (Only received upon conditions stated above.))
Talents: Magic users choose bonus talents from Magical Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive: Willpower and Toughness.
Attack: Initiative and Magic, and 1 other Attack skill of their choice.
Social: Bluff, Negotiation, Insight, and 2 others of your choice.
Physical: Perception and 1 other of their choice.
Knowledge: Arcana, History, Religion, and any 3 others.
All Spell Casters Start Knowing: 1 Domain, 5 1st level spells within their Domain, and a number of bonus spells equal to their Intelligence Modifier. The bonus spells can come from any Domain.
Spell-Casting Ability: Choose either Intelligence, Wisdom, or Charisma to base your spell casting skill off of. Which one you choose determines where you are drawing your power from, and how you cast your spells. This is what determines what ability you use for your Magic Skill.
See the Magic section for further details.
The rest has been added to the next post...
Keep in mind, this isn't the final product, and I got a long way to go before it is finished. Right now its in its first testing stages. All I really got right now is what I call the Skeleton System: its got just enough rules to allow people to play, but GM Fiat is practically required in order for this game to run as it is currently. Creating home-brew content based on the Skeleton System is also required.
Players are encouraged to come up with their own ideas for talents, feats, and spells, and to use them while playing. Of course, all this is subject to GM approval.
A note on spells: Players should describe the effect they want, and the GM should rule what level the spell should be, as well as what Domain it fits under. Keep in mind, spells should also be able to scale levels. I don't want 100 different spells that do different levels of the same effect. If this happens, MERGE THE SPELLS. Trust me, it saves paper work.
Those who do choose to play-test: Please keep notes over what you do to flesh the system out. I will be collecting the notes, considering them, and then updating the system based on those notes. I plan to make these updates fairly regularly, so have some type of folder or something to store them in.
Summary:
Initial Alpha Release:
⁃ Skeletal System defined via Basic Combat System and Skill System
⁃ Core Races established, 5 of them should be playable (Tal’Dori potentially broken, needs work)
⁃ Sub-Races also established.
⁃ Playable Races are: Human, Orc (Green Klingon type), Halfling, Dwarf, and Elf. Tal’Dori added, but could probably use some tweaking and more detail before playing.
⁃ Orcs have the most detail in the files.
⁃ Most races lack a whole lot of description, the exception being the Orcs. For 5 of these races, that shouldn’t be too much of a problem. They are standard Fantasy Races.
⁃ 4 Core Classes established: The Warrior (Tank/Melee DPR, Fighter Equivalent), Ranger (Ranged DPR/Wilderness Specialist, Ranger Equivalent), Thief (Skill Monkey/Sneak Attack, Rouge Equivalent), Magic User (Support/Healing/Magic DPR, Wizard or Cleric Equivalent)
⁃ Note: No Class Abilities established yet. See Talent section for more instructions.
⁃ Talent Trees Established: Choose 1 at every odd level. 2 Sample Talent Trees created for reference.
⁃ Combat Talents: Weapon Mastery Talent Tree
⁃ Magic Talents: Improved Spellcasting Talent Tree
⁃ Backgrounds established: Choose 1 at character creation
⁃ 3 backgrounds created as samples, some with options for customization.
⁃ Skill System Implemented: 31 skills established with general function. How the skill system works in general is also established. Specifics need to be developed.
⁃ Combat System Implemented: in its early stages. Combat should be fairly simple to pull off. Grappling falls under the Brawl skill. Other special combat maneuvers should be ruled on a case by case basis, but should be treated in as simple a manner as possible. Remember, this game is built under the KISS formula (Keep It Simple, Stupid!).
⁃ Magic Implemented: Most notes on how it works mechanically is listed under the Magic User Class.
⁃ Lore is in its own sheet in the Magic Folder
⁃ Encounters/Monsters: Not Implemented
⁃ GMs, make stuff up and take notes on what you do and how you do it.
⁃ Equipment: Not Implemented
⁃ GMs, make stuff up and take notes on what you do and how you do it.
⁃ Note that damage scales for weapons will probably scale up from D&D 3.5
⁃ Character Sheet: Sort of Implemented. Actual Character Sheet is really just a Text file with list of stats and some useful notes on them. Use caution when implementing.
Testing Rules:
1. Players start at 1st level.
2. Character Creation:
⁃ Choose a Race and a sub-race.
⁃ Players place their stats first. All players create characters using my custom point buy system:
⁃ All stats start at 10.
⁃ Each player has 15 points to split between all 6 stats.
⁃ Increasing a stat is on a 1 to 1 basis.
⁃ Limitations: When spending Ability Points, you can’t increase a stat above 16, nor lower a stat less than 8. Racial modifiers can push an ability above 16, or below 8.
⁃ Pick 1 Background
⁃ Feats haven’t been implemented yet (So don’t worry about it.)
⁃ Pick 1 Class
⁃ Distribute Class Skills and Place Skill Points
⁃ 1st level: Characters Receive a number of skill points equal to their Intelligence score.
⁃ Choose a Talent.
⁃ Get Gear
⁃ Characters start out with money based on their background, which they can spend on items
⁃ Equipment hasn’t been implemented yet, so items don’t give specific benefits or penalties, nor are their prices set. (WIP)
⁃ Begin Game
3. Level up:
⁃ The amount of XP needed to reach Target Level A is [10 x (A — 1)] worth of XP.
⁃ Example: you need 10 XP to reach level 2.
⁃ Every time you level up, you receive:
⁃ A number of skill points equal to half your Intelligence Score.
⁃ Players receive 1st Talent at every odd numbered level.
⁃ Players receive 2 points to add to any ability score of their choice every 4 levels.
⁃ Level Cap for alpha testing is Level 5.
4. Gameplay:
⁃ Because this game is in its Alpha Stages, extensive GM Fiat is required in order for this game to function.
⁃ Players may suggest new Talents, Spells, Races, etc. Subject to GM approval of course
Character Sheet:
Character Sheet
Name:
Owner:
Classes:
Experience:
Race:
Gender:
Size:
Physical Description: <Eye Color, Hair Color, Skin Color, Height, Weight, Clothing, etc.>
Speed:
Strength:
Agility:
Constitution:
Intelligence:
Wisdom:
Charisma:
Combat:
Wounds: <10 + Constitution Score + Misc. Modifiers>
Vitality: <(Vitality Dice) + (Level x Constitution Mod.)>
Mana: <See Mana Description under the Magic User Class>
⁃ Body:
⁃ Mana Battery:
Defense: <Same as Passive Reflex Skill>
Toughness: <Same as Passive Fortitude>
Willpower: <Same as Passive Willpower>
Damage Reduction: <Not Implemented Yet.>
Brawl Attacks: <Brawl Attack Bonus + Modifiers / Weapon Info>
Melee Attacks: : <Melee Attack Bonus + Modifiers / Weapon Info>
Ranged Attacks: : <Ranged Attack Bonus + Modifiers / Weapon Info>
Magic Attacks: : <Magic Attack Bonus + Modifiers / Spell Info>
Skills:
• <Skill = Ranks + Ability Modifier + Equipment Bonus + Misc. Modifers>
• Passive Skill = 10 + Skill
• Offensive Combat:
⁃ Initative (Dex):
⁃ Brawl (Str):
⁃ Melee (Str):
⁃ Magic (Int, Wis, or Cha.):
• Defensive Combat:
⁃ Reflex (Dex):
⁃ Toughness (Con):
⁃ Willpower (Wis):
• Social Skills:
⁃ Bluff (Cha. or Wis.):
⁃ Negotiation (Cha. or Int.):
⁃ Composure (Cha.):
⁃ Intimidate (Cha.):
⁃ Investigation (Int.):
⁃ Insight (Wis.):
⁃ Perform (Cha):
• Physical Skills:
⁃ Acrobatics (Dex):
⁃ Athletics (Str):
⁃ Perception (Wis):
⁃ Stealth (Dex):
⁃ Thievery (Dex. or Int.):
• Knowledge Skills:
⁃ Craft (Int. Or Dex.):
⁃ Nature (Int.):
⁃ Religion (Int.):
⁃ History (Int.):
⁃ Local (Int.):
⁃ Political (Int.):
⁃ Engineering (Int.):
⁃ Arcana (Int.):
⁃ Healing (Wis.):
• Custom Skills:
⁃ Example (Varies): <Depends on GM Approval and player Desire>\
• Backgrounds:
⁃ <Example>
• Talents/Feats:
⁃ <Example:>
• Magic:
⁃ Spelcasting Ability: <Intellegence, Wisdom, or Charisma>
⁃ Domains/Spells Known:
⁃ Organization (If Any):
• Money:
• Gear:
• Backstory/Useful Notes:
The Skeleton System (Skills and Combat):
Skill System
Ranks: Ranks represent how much raw training or practice you have put into a skill. The maximum ranks you can put into a skill equals {Level + Relevant Ability Modifier}; if it is a trained skill, then the maximum number of ranks you can place in the skill equals {1+ Level + Relevant Ability Modifier}. At first level, this maximum is {1 + Relevant Ability Modifier} or {2 + Relevant Ability Modifier} if it is a trained skill. If the relevant ability modifier is a penalty, then it cannot reduce the maximum number of ranks you can put in a skill below 2. Of course, as you level up, your maximum number of ranks in any particular skill also increases, up to a fixed maximum of 10 ranks, or 12 ranks for trained skills.
Trained Skills: Trained skills are a limited list of skills that you have specifically devoted extra time to learning. A list of trained skills is given under your class, while additional trained skills are granted by backgrounds. You may choose a number of skills from the list and add an extra rank to them at first level. Should backgrounds or classes give you the same skill, then you can get an additional rank up.
Difficulty Class (DC): A number that tells you how easy or how hard a skill check is.
Why are you even rolling?: DC <5
So Simple, a Caveman could do it: DC 5
Easy: DC 10
Average: DC 15
Challenging: DC 20
Hard: DC 25
You probably shouldn’t be doing this: DC 30
Your Screwed: DC 35
Inconceivable: DC 40 (absolute maximum)
Skill Check: When attempting to use a skill you roll 1d20 + (Total Relevant Skill). If it equals or exceeds the DC set by the GM, then you succeed in using the skill successfully. If not, then you fail.
Passive Checks: Basically, when your not threatened, you can use your passive skill to determine success. A passive skill check is equal to 10 + (Total Relevant Skill).
Opposed checks: Sometimes you aren’t facing against a specific difficulty, but rather pitting your skills against another person. In that case, the GM determines the skills used, and whoever has the highest roll succeeds. (Example Bluff vs. Insight). Sometimes the GM may elect to have the NPC or opponent use a passive skill instead, or you use a passive skill while the opponent rolls. This happens all the time in combat.
Advantage/Disadvantage: As determined by by character conditions, or the GM, players/NPCs could have advantage or disadvantage on a skill check or attack roll. When this happens, the player rolls an additional D20, taking the higher of the two rolls when at an advantage, or the lower of the two when at a disadvantage. In the case of more than one Advantage or Disadvantage for a single player, Advantages and Disadvantages cancel out. Whichever one is left over is what you apply. Only 2d20’s can be rolled.
Equipment: Various pieces of equipment can add bonuses or penalties to various skills. Enchanted weapons, for example may add bonuses to attacks and damage, when using them.
Skill List:
Attacks:
Initiative (Dexterity or Wisdom): Ability to React.
Brawl (Strength): Fighting with your fists, kicks, knees, elbows, exc.
Melee (Strength): Using a Melee weapon.
Ranged (Dexterity): Use Ranged Weapons.
Magic (Intelligence, Wisdom, OR Charisma): Cast A spell/ Attack with Magic. (Restricted: Only those with Proficiency in Magic can put ranks into or use this skill.)
Defensive:
Reflex (Dexterity): Ability to dodge and avoid physical attacks.
Toughness (Constitution): Ability to resist poison, disease, overcome critical injury that would incapacitate or kill a normal person, or otherwise physically endure. This increases damage reduction.
Willpower (Wisdom): Your Character’s strength of mind. Represents character’s ability to resist mind-affecting attacks.
Social Skills:
Bluff (Cha. Or Wis.): Lying to or deceiving people in some manner, Nuff said.
Negotiation (Cha. or Int.): Influence someone through charm, wit, and diplomacy.
Composure (Cha.): How likely you are to keep a straight face.
Intimidate (Cha): Influence someone by scaring them.
Investigation (Int): The ability to find gather information, and put two and two together.
Insight (Wis): Think someone is trying to lie to you? See if you can determine his motives.
Perform (Cha): Play an instrument, sing a song, dance, etc. Usually for the entertainment of others!
Handle Animal (Cha.): The ability to deal with animals, including riding them or influencing them.
Physical Skills:
Acrobatics (Dex): Agility based physical skills such as Jumping, Balancing, Tumbling, etc.
Athletics (Str): Physical skills based on bodily strength, such as swimming and climbing
Perception (Wis): How likely you are to notice something via sight, smell, hearing, etc.
Stealth (Dex): To move quietly, or move without causing suspicion or drawing attention to yourself.
Thievery (Dex. or Int.): Picking locks, pickpocketing, slight of hand, conning someone, etc.
Knowledge Skills:
Profession (Varies):
Craft (Int. or Dex): Craft items.
Nature (Int): Knowledge of the wilderness. Use this to survive in the wilderness, identify monsters, track etc.
Religion (Int): Knowledge about religions.
History (Int): Knowledge of History.
Local (int.): Knowing about or being able to find out local information.
Politics (Int): Knowledge about political information, such as nobility, kingdoms, trade etc.
Engineering (Int.): Mechanical knowledge, how machines work, etc.
Arcana (Int.) Knowledge about magic.
Healing (Wis): Allows you to tend to the sick and injured.
Combat System:
Initiative:
All Players and the GM roll initiative.
The Player with the highest initiative goes first. Play continues around the table clockwise, or if using a virtual tabletop, then play continues according to the initiative roll from highest roll to lowest roll.
When all players have completed their turn, then the round ends and a new round begins.
1 Round = 6 seconds in-game.
During their turn:
Each Player Gets:
1 Swift Action: Basically, a split-second action. (Examples: Swift Combat Maneuver, swift spell-casting, Swift Special Ability, Drawing a weapon, Opening/Closing a door, etc.)
2 Standard Actions: Your standard action. (Examples: Switching Weapons, Standard Action Special Ability, A Single Attack, Cast a single spell, Move a number of feet equal to your move speed, any swift action ability, etc.)
OR
1 Swift Action (can’t be used to move)
1 Full-Round Action: (Full Attack Action, Full Move Action, Full Round Spell-casting, or a special ability that requires a full round action.)
Attacking:
Roll 1d20 + (Relevant Skill Total):
Use Melee if your attacking with a Melee Weapon (Such as a sword or axe).
Use Brawl if attacking with your natural weapons (Ex: fists, elbows, kicks, etc.), or when performing a combat maneuver.
Use Ranged when using a Ranged Weapon (such as a bow or throwing dagger)
Use Magic when casting a spell.
Compare to targets appropriate passive defensive skill (10 + Relevant Skill Score):
Use Reflex Skill for physical attacks
Use Willpower for mental attacks
If successful, roll damage [Weapon’s Damage Dice + Strength Modifier (If Melee/Brawl) OR Dexterity Modifier (If Ranged)].
Damage for spells depends upon the spell, and typically bypasses Damage Reduction.
Damage Reduction:
Players receive a flat amount of damage reduction equal to their Fortitude Skill Bonus. If there is damage reduction, subtract this number from the damage dealt.
Armor, certain spells, and Natural armor add bonuses to Fortitude, increasing this damage reduction.
Health and Vitality:
All Characters and players have two pools of Hit Points:
Vitality represents your ability to narrowly dodge or roll with a blow enough to prevent serious damage.
Health represents how much physical damage you can take before you die.
When Vitality Reaches zero, you start taking damage to your wounds instead.
When Wounds equal 10 or less, player is unconscious and dying, and loses 1 wound per round.
When Wounds reach 0 you die.
Critical Hits:
Occur on a natural 20 attack roll.
Damage automatically dealt to wound points instead of vitality first. Damage Reduction Still applies
Some classes will get bonus damage on critical hits.
Some weapons and enchantments will increase the critical hit range.
Conditions:
Most Conditions will be applied into the Advantage/Disadvantage mechanic, or into a Condition Track mechanic.
Massive Damage:
Not yet implemented.
Clarifications:
Spell Casting: Roll 1d20 + (Magic Skill Total) vs Target DC (or against Opponent’s passive Reflex or Will, when applicable and depending on the situation)
Swift Movement: You can move a number of feet equal to 1/6 your move speed in a swift action.
Standard Movement: In a standard action you can move a number of feet equal to your move speed. Some actions (such as opening a door or climbing up) might use up some of your move speed in 5 ft increments.
Full Movement: In a full-round action, you can move a number of feet equal to 4x your move speed (3x in heavy armor).
Standard Attack: A single attack uses up a standard action
Full Attack: A full round action can be spent on making multiple attacks.
Classes:
Warrior
Many have heard the call of battle over the years and have taken up arms in defense of themselves or others, for glory, for revenge, to prove themselves, or for any number of other reasons. Either way, these brave souls have spent their lives under intense physical training and practice with many different weapons, armor, and equipment, pushing themselves to their physical limits. Those who endured through the trials came out of the furnace with their entire body trained as a honed weapon, revealing the true deadliness of their weaponry in the hands of someone who is properly trained to use them.
Woe unto any who oppose the lord of the battlefields, for they will find that Warriors are a force to be reckoned with.
Class Features:
Important Stats: Strength, Agility, and Constitution
Vitality Die: d6
Starting Feats: A warrior receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Martial Weapons Proficiency (All)
Armor Proficiency (All)
Shield Proficiency (All)
Talents: The Warrior chooses any Bonus Talents from Combat Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive: Reflex and Toughness
Offensive: Initiative, Melee, and 1 other Attack Skills of your choice.
Social: Intimidate, and 2 others of your choice.
Physical: Athletics, Perception, and 1 other of your choice
Knowledge: Any 2 Knowledge Skills.
Ranger
For some, the life of a wandering hermit is the path to adventure. Living in the wilderness, the Ranger has gained skills needed to survive, and has spent many an hour training and hunting.
Class Features:
Important Stats: Agility, Constitution, and Wisdom
Vitality Die: d6
Starting Feats: A Ranger receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Martial Weapons Proficiency (All)
Armor Proficiency (Light and Medium)
One of the Following:
Shield Proficiency (One shield of the Player’s choice)
Exotic Weapon Proficiency (One Exotic weapon of the Player’s choice)
Talents: The Ranger receives chooses bonus Talents from either Combat Talent Trees or Wilderness Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive:Reflex and Willpower
Offensive Initiative, Ranged and 1 other Attack Skill of your choice.
Social: Handle Animal, Composure, and 1 Other Skill of their choice.
Physical: Perception, Stealth, and 1 other of their choice.
Knowledge: Nature, local, History, Engineering, and 1 Profession or Craft of their choice.
Thief
For some, life is an endless adventure, with the only way to survive is by relying on ones own wits and cunning. Thieves are such folk, relying on their own abilities to stay one step ahead of their enemies. Pickpockets, swindlers, smugglers, you name it, they are all thieves, always staying one step ahead of their enemies and always looking for the chance to swindle the unsuspecting citizen.
Class Features:
Important Stats: Agility, Intelligence, and Charisma
Vitality Die: d6
Starting Feats: A Thief receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Martial Weapons Proficiency (Rapier, Short Sword, Sap, Shortbow, and All Crossbows)
Armor Proficiency (Light)
Talents: The Thief chooses bonus Talents from Combat Talent Trees or Thievery Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive: Reflex, and either Toughness or Willpower.
Attack: Initiative, and either Melee or Ranged.
Social: Bluff, Negotiation, Investigation, and Insight, and 1 other of their choice.
Physical: Thievery, Stealth, Perception, and 1 other of their choice.
Knowledge: Any 3 Knowledge Skills.
Magic User
Noble Shaman of a Orcish Tribe, village healers, Clerics, self-taught Renegades, Members of the Order of the Magi, all were born with the ability to use magic.
Class Features:
Important Stats: Intelligence, Wisdom, and Charisma
Vitality Die: d6
Prerequisite: Magic users are rare in the world, and have to be born with the ability to use magic. As such this class has a required prerequisite in order to multiclass into it from any other class
Talent: Magical Blood - You have the potential to use magic.
Normal: A character without this feat cannot cast spells, use the Magic skill, sense nearby magic users and the casting of spells, or even see the flows of magical energy in the world
Special: This prerequisite is only required if a character is multi-classing into the Magic User class. The character receives this feat for free if he/she is a 1st level character who’s primary class is mage, otherwise it must be selected as a normal feat before the character can take this class.
Starting Feats: Mage receives the following feats at 1st level if he does not have them already:
Simple Weapon Proficiency (All)
Armor Proficiency (Light)
Magical Blood (Only received upon conditions stated above.))
Talents: Magic users choose bonus talents from Magical Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.
Class Trained Skills:
Combat:
Defensive: Willpower and Toughness.
Attack: Initiative and Magic, and 1 other Attack skill of their choice.
Social: Bluff, Negotiation, Insight, and 2 others of your choice.
Physical: Perception and 1 other of their choice.
Knowledge: Arcana, History, Religion, and any 3 others.
All Spell Casters Start Knowing: 1 Domain, 5 1st level spells within their Domain, and a number of bonus spells equal to their Intelligence Modifier. The bonus spells can come from any Domain.
Spell-Casting Ability: Choose either Intelligence, Wisdom, or Charisma to base your spell casting skill off of. Which one you choose determines where you are drawing your power from, and how you cast your spells. This is what determines what ability you use for your Magic Skill.
See the Magic section for further details.
The rest has been added to the next post...