Introduction

A simplified generic roleplaying game that can fit into any setting or story. The emphasis is on making a fun, interactive character-driven storytelling experience that makes interactions straightforward through a robust and logical statistics system.

Domains

There are fundamentally three domains: Physical, Magical, and Spiritual.

Quest Master

The quest master or QM is the controller of non-player characters and author of the world.

Characters

A character is a unique entity capable of taking actions. They consist of a collection of attributes, skills, and property. Note that in order for a character to function, they need at least one point in each attribute.

Each character has three Attribute scores that correspond to the three Domains: Body, Mind, and Will. During creation, each character begins with a number of points that are split between each of these scores according to how the player prefers, with a minimum of 1 point per score. During combat, a relevant sounding attack can target one of these scores and reduce it by 1. Conversely, a relevant sounding recovery action can restore it by 1. Once a score is reduced to 0, the character is incapacitated in a related way. For instance, if Will reaches 0, a particular character might immediately surrender or give in to diplomacy.

A character is made up of Strengths and Weaknesses. When a character is created they begin with at least one pair of Strengths and Weaknesses. They may have additional Strengths and Weaknesses added in pairs for balance during creation, up to a number of pairs equal to their Character Level. A given Strength or Weakness may actually count as either a Bonus or a Penalty in different circumstances, but for the purpose of description, a Strength word must have a normally positive connotation, and a Weakness word must have a normally negative connotation.

It is recommended to create characters at Level 10. This allows them to begin with 10 points that can either be used to fill Domain scores, or to purchase a free Strength without a corresponding Weakness.

Equipment

Equipment represents a wieldable or wearable item that is required to use a skill and has the potential effect of providing some bonus, depending on circumstances. Each piece of Equipment has a Domain. A character may begin with one piece of Equipment with a +0 Bonus to use with a Skill and may be rewarded with Equipment as the story progresses or may purchase new Equipment by trading in old Equipment with the same Bonus. Equipment with the same effect do not overlap and are considered redundant.

You may only carry equipment if your attributes allow it. For instance a Body of 4 would allow you to only carry 4 pieces of physical equipment.

 PhysicalMagicalSpiritual
DeviceWeaponSpellPrayer
EquipmentArmourEnchantmentBlessing

Skills

A character can have any number of skills at skill level 1. When creating a new character, you may assign additional skill levels according to their overall character level.

Skills allow action rolls. This involves rolling a die, and multiplying the resulting number with the relevant attribute score and bonus. The action roll succeeds if it equals or exceeds the challenge score, which is based on the target's skill level multiplied by their relevant attribute score and bonus.

Action Roll = dX * (Attribute Score + Bonus - Penalty) Challenge Score = Skill Level * (Attribute Score + Bonus - Penalty)

Assuming that an action succeeds, the effect of the action is determined by its impact, which is the difference between the sums of the relevant attributes and Equipment bonuses of the actor and target. All skills have a domain and a device. The domain can be physical, magical, or spiritual. The domain determines what attributes are involved in the use of the skill. The device is the form of equipment that the skill needs equipped to use.

Skill level determines the type of dice you can roll. You can roll a die with twice as many sides as your skill level. Whenever you roll the maximum possible dice roll, regardless of success or failure, you increase the skill level by 1.

An action roll can be modified by Bonuses or Penalties. A Bonus is something that helps the character achieve success, whether it be circumstances, relevant Strength (or even Weakness), or something else. Each relevant Strength counts as a separate Bonus. A Penalty is something that hinders the character in some way.

Whenever a character takes an Action roll, take into account all relevant Bonuses and Penalties by adding the number of Bonuses relevant to the number they multiply the roll by, and subtracting the number of Penalties relevant to the number the Challenge score is multiplied by. If the Action roll is double or more the Challenge score, an additional Benefit occurs. If the Action roll is less than half the Challenge score, an additional Cost occurs.

Benefits are positive side effects, while Costs are negative side effects. These are determined by the QM. For instance, in combat a Benefit might be stunning the target for a turn, while a Cost might be taking an immediate counterattack.

For instance, Darsic has the skill Level 2 Swordsmanship (Physical) [Sword] and a Steel Sword +1. This allows him to make attacks on the Body attribute of foes if he is equipped with his sword (as well as perhaps parry attacks targeting his Body attribute with it). A particular foe, Goblin, has the skill Level 1 Dodge (Physical) [Boots] and is wearing Leather Boots +0, and so can attempt to challenge the effects of Swordsmanship. When Darsic attacks Goblin he takes his Body attribute of 5 and adds 1 from his Sword +1 to make 6, and then makes an action roll with a d4 because his skill level is 1 and multiplies the result of 2 with 6 to make 12. This is higher than Goblin's challenge score, which multiplies his Body attribute of 4 with his skill level of 1, and is thus 4. The attack thus hits and Goblin loses 1 point of Body. Since the roll result of 12 is more than double the 4, Darsic gets the Benefit stunning Goblin, preventing a counterattack.

Experience

Each time a skill level is increased, the character also earns 1 point of experience. When a character has experience points equal to their Character Level, the character can level by either gaining an additional point in one Attribute score and adding one Strength and one Weakness, or by adding one Strength without a corresponding Weakness.

Character Level = Body + Mind + Will + Strengths - Weaknesses

Class

Character class is a way to categorize characters rather than a limitation of possible roles and skills. A given character’s Class is determined primarily by what skills they are most proficient in, and can change accordingly. Treat it more as a label than as a restriction of options.

Treasure

Frequently various items such as Gold +1 or other Treasure can be found. They take up weight and inventory space, such that they count as Equipment, and also can be sold and effectively traded for Equipment of equivalent value in terms of Bonus. Note that some forms of treasure exist in different domains from the Physical. Magical treasure could include a secret formula, while a Spiritual treasure could be some kind of divine prophecy.

Page last modified on January 14, 2021, at 07:44 PM
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