Evoker
2017-11-03, 01:53 PM
This is a home-brew system that I developed with the intention of using it to run hilariously lethal games and adventures e.g. Grimtooth's Traps. It is very experimental, and balance will likely be an issue. I would appreciate the community's input on this.
Character Creation.
Characters in Red-shirt are represented by 3 statistics, a class, and equipment.
The statistics are Strength, Agility, and Willpower. Strength is used for attacking in close combat, and for defending against attacks. Agility is used for attacking in ranged combat, defending against attacks, and locating and disarming traps. Willpower is used when activating magical abilities, and when defending against magical attack. Statistics will take damage in combat. If any one of your statistics reaches zero or lower, that character is dead. To generate stats, roll 1d6 in order, or organize one of the following arrays as you see fit: 4,3,3. 5,3,2. Then, choose a class.
Classes provide stat adjustments, gil(money), and abilities in some cases.
Fighter. Fighters are the simplest class, having no special ability other than a large amount of stat adjustments, and the most money. +2 to Str, +1 to Agi. 10 gil.
Thief. Thieves are the second most simple class, as they get less stat plusses and money in exchange for the ability to locate and disable traps. +2 to Agi, Trap finding, 6 gil.
Wizards. Wizards are the most complex of the three classes, getting the least money and stat adjustments, in exchange for two magical abilities. +1 to int, 2 magic abilities, 4 gil.
Magical Abilities. Wizards are allowed to choose two of these. They range from utility to damaging abilities. Abilities denoted with a number of uses can only be used that many times per adventure. Using a magical ability in combat uses that characters chance to attack that round.
Sense Magic: This ability allows the user to automatically detect any magic traps. In addition, it can be used to determine whether or not a given enemy has magic abilities themselves or not.
Magic dart: This ability allows the user to make a magic attack. It gives no modification to their Willpower when attacking. 3 uses
Will Blast: This ability allows the user to make a magic attack. It multiplies their Willpower by two when attacking. 1 use.
Heal: This ability allows the user to restore Willpower/2 points to the statistics of another character, up to a max of their original value. 2 uses.
Charge attack: add Willpower -1 to the appropriate statistic for the next attack made by target character. 3 uses
Light: this character can generate light equivalent to that of a torch at will.
Equipment. A character may purchase as much equipment as they like, up to the maximum gil indicated by their class. Only one armor may be used at a time.
Dagger. Close weapon. subtract 1 from the roll of any character attacking with this weapon. 1 gil
Sword. Close weapon. no modification to the attacking character. 2 gil
Claymore. Close weapon. add 1 to the roll of any character attacking with this weapon. 4 gil
Bow. Range Weapon. subtract 1 from the roll of any character attacking with this weapon. 2 gil
Longbow. Range Weapon. no modification to the attacking character. 4 gil
Leather armor. Armor. Add one to any Str or Agi defense roll of the character using this. 3 gil
Metal armor. Armor. Add two to any Str defense roll of the character using this. 6 gil
Torch. Utility. Provides light. Usable only once. 3 for 1 gil
Healing potion. Utility. Restore 3 points to the users statistics, up to the original value. usable only once. 3 gil.
Example of character creation:
Wyatt is crating a character, and he uses the standard 4,3,3 array, putting his four into Agi and his threes into Str and Will. he chooses to create a thief, so he adds 2 to his Agi of 4, getting 6. he has no magical abilities, so he skips that step and moves on to equipment. He has 6 gil, so he spends two of it on a bow for his weapon. He then buys leather armor, and 3 torches with his remaining 4 gil. His character can be written as follows:
Str: 3, Agi: 6, Will: 3. Thief. Bow, Leather Armor, 3 torches.
Enemies: enemies in redshirt are represented by three stats, Str, Agi, and Will, along with any modifications to their attacks, any modifications to their defense, what type of attack they use, and any magical abilities they have. Enemies also have a number representing the approximate amount of characters that will be required to defeat it
Example monsters:
Goblin: Str: 3. Agi: 3. Will: 2. Attack: Close. Defense modifiers: None. Magic: none. Characters: 1/2
Orc: Str: 5. Agi: 4. Will: 3. Attack: Close +1. Defense modifiers: Str +1. Magic: none. Characters: 1
Orc Archer: Str: 4. Agi: 5, Will: 3. Attack: Range. Defense modifires: None. Magic: none. Characters: 1
Sorcerer: Str: 3. Agi: 3, Will: 4. Attack: Close -1. Defense modifiers: none. Magic: Heal, Magic Dart. Characters: 1
Demon: Str 6, Dex: 5, Will: 4. Attack: Close +1. Defense modifiers: Str +1, Dex +1. Magic: Magic dart. Characters: 2
Combat.
Redshirt uses a system of turn based combat.
First, determine initiative. Ranged weapon users always go before close weapon users. Magic attacks go before Ranged. Within Magic, Ranged and Close combat weapons, roll a d6 and add Agi. In the event of a tie, the character with the higher natural Agi goes first. in the event of equal Agi, resolve attacks simultaneously.
Next, make the attack roll. this consists of rolling a d6 and adding the appropriate stat(Str in the case of a close attack, Agi in the case of a ranged attack, and Will in the case of Magic attack) and any modifications for weapon or spell. Then, the character being attacked will make a defense roll, consisting of a d6 plus any modification for armor and their choice of Str or Agi if it is a non Magic attack, or Will in the case of a magic attack. If the defense roll equals or exceeds the attack roll, then the attack failed. Otherwise, subtract the difference from the stat used to defend. If this results in the stat hitting zero or lower, the character defending is dead. If the character defending survives, the damage is still permanent.
Finally, once all attacks have been resolved, move to the top of the initiative order and start again until all of the combatants on every side but one have been killed.
Example of combat. Bob is attacking a goblin. He is attacking with a sword, and he has a Str of 4. He rolls a 5 on his attack, so he has a total attack roll of 9. The goblin will defend with strength. Unfortunately, it rolls a 2. it adds 3 for it's strength, for a total of 5. The difference between it's defense and Bob's attack is 4, so the goblin takes 4 damage to it's Str. Unfortunately, that reduces it to -1 Str, so it dies.
Traps: When activated, traps make a single attack, then go dormant until triggered again. Traps can be detected and disarmed by thieves. Traps can be presented by three numbers and a type: Concealment, Disarm, and attack value. The type specifies whether it is magic or not. A wizard with the Sense Magic ability will automatically detect magical traps, and magic traps target Will instead of the target's choice of Str or Agi. Concealment is the number that a thief must reach on a roll of 1d6 + Agi to notice the trap if they declare that they are searching for traps. Disarm is the number that a thief must reach on a roll of 1d6 + Agi to disarm the trap if they are aware of it. Attack is the number that the trap adds to a roll of 1d6 when it is triggered as it's attack. Traps are triggered on a pre set condition EG: opening a door. In addition, if a disarm check is failed, the trap will trigger.
Example traps:
Arrow launcher: Con: 7, Dis: 7, Attack: 5. Non-magical
Gas burst: Con: 8, Dis: 8, Attack: 7. Non-magical
Magic Blast: Con: 7, Dis: 9, Attack: 7. Magical
So, what does the playground think?
Character Creation.
Characters in Red-shirt are represented by 3 statistics, a class, and equipment.
The statistics are Strength, Agility, and Willpower. Strength is used for attacking in close combat, and for defending against attacks. Agility is used for attacking in ranged combat, defending against attacks, and locating and disarming traps. Willpower is used when activating magical abilities, and when defending against magical attack. Statistics will take damage in combat. If any one of your statistics reaches zero or lower, that character is dead. To generate stats, roll 1d6 in order, or organize one of the following arrays as you see fit: 4,3,3. 5,3,2. Then, choose a class.
Classes provide stat adjustments, gil(money), and abilities in some cases.
Fighter. Fighters are the simplest class, having no special ability other than a large amount of stat adjustments, and the most money. +2 to Str, +1 to Agi. 10 gil.
Thief. Thieves are the second most simple class, as they get less stat plusses and money in exchange for the ability to locate and disable traps. +2 to Agi, Trap finding, 6 gil.
Wizards. Wizards are the most complex of the three classes, getting the least money and stat adjustments, in exchange for two magical abilities. +1 to int, 2 magic abilities, 4 gil.
Magical Abilities. Wizards are allowed to choose two of these. They range from utility to damaging abilities. Abilities denoted with a number of uses can only be used that many times per adventure. Using a magical ability in combat uses that characters chance to attack that round.
Sense Magic: This ability allows the user to automatically detect any magic traps. In addition, it can be used to determine whether or not a given enemy has magic abilities themselves or not.
Magic dart: This ability allows the user to make a magic attack. It gives no modification to their Willpower when attacking. 3 uses
Will Blast: This ability allows the user to make a magic attack. It multiplies their Willpower by two when attacking. 1 use.
Heal: This ability allows the user to restore Willpower/2 points to the statistics of another character, up to a max of their original value. 2 uses.
Charge attack: add Willpower -1 to the appropriate statistic for the next attack made by target character. 3 uses
Light: this character can generate light equivalent to that of a torch at will.
Equipment. A character may purchase as much equipment as they like, up to the maximum gil indicated by their class. Only one armor may be used at a time.
Dagger. Close weapon. subtract 1 from the roll of any character attacking with this weapon. 1 gil
Sword. Close weapon. no modification to the attacking character. 2 gil
Claymore. Close weapon. add 1 to the roll of any character attacking with this weapon. 4 gil
Bow. Range Weapon. subtract 1 from the roll of any character attacking with this weapon. 2 gil
Longbow. Range Weapon. no modification to the attacking character. 4 gil
Leather armor. Armor. Add one to any Str or Agi defense roll of the character using this. 3 gil
Metal armor. Armor. Add two to any Str defense roll of the character using this. 6 gil
Torch. Utility. Provides light. Usable only once. 3 for 1 gil
Healing potion. Utility. Restore 3 points to the users statistics, up to the original value. usable only once. 3 gil.
Example of character creation:
Wyatt is crating a character, and he uses the standard 4,3,3 array, putting his four into Agi and his threes into Str and Will. he chooses to create a thief, so he adds 2 to his Agi of 4, getting 6. he has no magical abilities, so he skips that step and moves on to equipment. He has 6 gil, so he spends two of it on a bow for his weapon. He then buys leather armor, and 3 torches with his remaining 4 gil. His character can be written as follows:
Str: 3, Agi: 6, Will: 3. Thief. Bow, Leather Armor, 3 torches.
Enemies: enemies in redshirt are represented by three stats, Str, Agi, and Will, along with any modifications to their attacks, any modifications to their defense, what type of attack they use, and any magical abilities they have. Enemies also have a number representing the approximate amount of characters that will be required to defeat it
Example monsters:
Goblin: Str: 3. Agi: 3. Will: 2. Attack: Close. Defense modifiers: None. Magic: none. Characters: 1/2
Orc: Str: 5. Agi: 4. Will: 3. Attack: Close +1. Defense modifiers: Str +1. Magic: none. Characters: 1
Orc Archer: Str: 4. Agi: 5, Will: 3. Attack: Range. Defense modifires: None. Magic: none. Characters: 1
Sorcerer: Str: 3. Agi: 3, Will: 4. Attack: Close -1. Defense modifiers: none. Magic: Heal, Magic Dart. Characters: 1
Demon: Str 6, Dex: 5, Will: 4. Attack: Close +1. Defense modifiers: Str +1, Dex +1. Magic: Magic dart. Characters: 2
Combat.
Redshirt uses a system of turn based combat.
First, determine initiative. Ranged weapon users always go before close weapon users. Magic attacks go before Ranged. Within Magic, Ranged and Close combat weapons, roll a d6 and add Agi. In the event of a tie, the character with the higher natural Agi goes first. in the event of equal Agi, resolve attacks simultaneously.
Next, make the attack roll. this consists of rolling a d6 and adding the appropriate stat(Str in the case of a close attack, Agi in the case of a ranged attack, and Will in the case of Magic attack) and any modifications for weapon or spell. Then, the character being attacked will make a defense roll, consisting of a d6 plus any modification for armor and their choice of Str or Agi if it is a non Magic attack, or Will in the case of a magic attack. If the defense roll equals or exceeds the attack roll, then the attack failed. Otherwise, subtract the difference from the stat used to defend. If this results in the stat hitting zero or lower, the character defending is dead. If the character defending survives, the damage is still permanent.
Finally, once all attacks have been resolved, move to the top of the initiative order and start again until all of the combatants on every side but one have been killed.
Example of combat. Bob is attacking a goblin. He is attacking with a sword, and he has a Str of 4. He rolls a 5 on his attack, so he has a total attack roll of 9. The goblin will defend with strength. Unfortunately, it rolls a 2. it adds 3 for it's strength, for a total of 5. The difference between it's defense and Bob's attack is 4, so the goblin takes 4 damage to it's Str. Unfortunately, that reduces it to -1 Str, so it dies.
Traps: When activated, traps make a single attack, then go dormant until triggered again. Traps can be detected and disarmed by thieves. Traps can be presented by three numbers and a type: Concealment, Disarm, and attack value. The type specifies whether it is magic or not. A wizard with the Sense Magic ability will automatically detect magical traps, and magic traps target Will instead of the target's choice of Str or Agi. Concealment is the number that a thief must reach on a roll of 1d6 + Agi to notice the trap if they declare that they are searching for traps. Disarm is the number that a thief must reach on a roll of 1d6 + Agi to disarm the trap if they are aware of it. Attack is the number that the trap adds to a roll of 1d6 when it is triggered as it's attack. Traps are triggered on a pre set condition EG: opening a door. In addition, if a disarm check is failed, the trap will trigger.
Example traps:
Arrow launcher: Con: 7, Dis: 7, Attack: 5. Non-magical
Gas burst: Con: 8, Dis: 8, Attack: 7. Non-magical
Magic Blast: Con: 7, Dis: 9, Attack: 7. Magical
So, what does the playground think?