Post by garham on Feb 7, 2013 12:12:17 GMT -6
I'm not sure if anyone will be able to get anything out of this. It's (obviously) still incomplete at this point, but maybe someone may have a helpful suggestion here or there or be able to steal ideas from it for their own.
The idea is sort of a sword-and-planet/post-apoc mashup, like the remnants of a once advanced civilization on distant planet colonized by humans or something.
Combat uses a "blackjack" mechanic mostly for novelty: Roll under your stat but over target AC. Armour Classes aren't listed here as I haven't made an equipment guide yet, but they would probably range from 0 (no armour) to 9 (ImperviPlast or something similar).
*****HOME BREW HACK/SLASH RPG OF SWORDS AND SIENSE*********
CHARACTER CREATION
>>>Choose character species. Mostly characters will be human, although the term "human" here covers more genetic variation than it does in its' normal usage: years of inter-breeding with other species, genetic engineering, radiation... explain it however you want. Any major genetic variation needs only be elaborated upon briefly by the player and if they so choose they can come up with a name for an identifiable subspecies. Try and avoid stuff that will make the game less fun for the other players.
>>>Choose character class: ADVENTURER or DRUID. Roll attributes: STR DEX AGI CON INT KNO PSY. No re-rolls. DRUIDS are versed in the ancient rites of siense and can use ancient technology, pilot vehicles, work with ancient materials, use ancient healing "magic" etc. All of these subjects are considered taboo to non-druids. Druids must perform daily ritual observances.
>>>Anyone who isn't a DRUID is classed as an ADVENTURER. ADVENTURERS' use of ancient technology is restricted to weapons and armour; specifically those of limited complexity. An ADVENTURER may choose one mundane subject of special knowledge eg: graverobbing, sailing, cooking, foraging. An ADVENTURER may choose to remain agnostic or either follow siense (as a non-initiate) or a rival cult (make one up). DRUID alignment is restricted to Siense.
*DERIVED STATS*
(STR + DEX)/2 = MELEE and also PARRY
(DEX + INT)/2 = MISSILE
(AGI + CON)/2 = DODGE
AGI + CON = MOVE
Initial HitPoints = CON/2 + 1
>>>Roll for random psychic powers. % chance of getting a psychic power is = to PSY. If your roll succeeds keep rolling until you fail. # of successes = how many powers you get to start. Players can try for random psychic powers again every time their PSY increases (which will not be very often), or are exposed to significant quantities of radiation (if they survive).
OUTFITTING YOUR CHARACTER, WEAPONS, GEAR ETC.
>>>All characters start with basic weaponry of their choice & 3d6 pp (Plastika Pieces) to purchase adventuring gear.
>>>Weapon damage is specific to particular weapons. Only small weapons, or a single medium weapon paired with a single small weapon may be dual wielded.
>>>How a player character is outfitted for battle is a choice which will effect (to a certain extent) their options for combat actions. See the COMBAT section. Characters using a shield get to add 1 to their PARRY score.
>>>Many basic weapons are fragile. For these: when a 20 is rolled for either a parry or an attack facing a parry the weapon/sheild breaks. Ancient weapons are more resilient and will have a saving throw to avoid breaking.
COMBAT
>>>Combat rounds represent 6 seconds-ish. This may change if the PCs enter a black hole but you get the drift.
>>>If neither party is surprised roll for initiative. 1d6 for monsters and 1d6 for players.
>>>Player characters (and most humanoid NPCs) get 1 move action and 1 other action per combat round. This is true even if they have 4 arms or something. Typical actions: attack, parry, dodge, switch weapons, push, use item, set something on fire, push something over, use psychic power, throw something, stare someone down etc. Dual wielders may forfeit a move to make an extra attack, and shield users may forfeit a move to (make an extra) parry.
>>>Player Characters may move up to their MOVE in feet as one action. They can move twice if they're not doing anything else.
>>>Roll d20 equal/under your MELEE or MISSILE score but over the target's AC to hit. If successful roll damage.
>>>Players may elect to take damage to their armour (AC) instead of HP. This must be announced before damage is rolled. Armour damage is permanent until the armour is repaired, which requires appropriate materials/tools/skills. If AC reaches 0 it is destroyed. Any leftover damage spills over to HP.
>>>Make opposed DODGE or PARRY check to avoid attack. This is done spontaneously and out of initiative order but costs an action. Whichever party (attacker or defender) rolls highest while still under their relevant stat succeeds. If both parties roll over then both the attack and defense missed entirely. Parrying or Dodging requires a suitable weapon/shield or enough room to evade the attack, respectively.
>>>MELEE or MISSILE may be modified + or - for situational (dis)advantages before an attack/parry is made.
ADVENTURING/EXPLORATION ACTIONS, HEALING ETC.
>>>Use relevant ability checks where appropriate. Roll under attribute on d20. Situational modifiers may apply. If characters are able to team up on an action it will give them better odds of success.
>>>For saving throws, make a relevant ability check. Roll under attribute on d20. Situational modifiers may apply.
>>>The DM should take special areas of knowledge into account when making judgments. Sometimes relevant knowledge will be required to perform an action at all (this is only for really complex stuff).
>>>Druidic Siense healing requires a medi-kit or other sientific medical supplies. A medi-kit is usually good for 2d6 uses and each healing attempt heals 1d6 HP, requiring a short period of rest afterwards. Medi-kits may be obtained from the Druidic Order of Mystic Siense (TM).
USING PSYCHIC POWERS
>>>Using Psychic powers costs HP. Exact HP cost depends on the magnitude of the intended effects. The DM may choose to randomize the cost in some cases. PSY checks may be required also.
>>>Psycho-radiation is used to augment existing waves. It can be used in conjunction with physical wave sources, and bear in mind that there's background radiation pretty much everywhere.
>>>For Psychic-Healing, each 1d6 of healing costs the Psychic 1 HP and requires 1 hour to perform.
CHARACTER ADVANCEMENT
>>>Player characters will receive experience points for killing stuff and achieving quest objectives. Character Advancement can only be done during an extended period of party rest.
>>>XP can be spent to increase basic attributes. The cost is 1000XP per point. An attribute can only be increased by 1 point per in-game month. Re-derive secondary stats when this occurs.
>>>XP can also be spent to add a bonus to HP (above and beyond its' CON derivation). The cost here is 500XP per +. There is no limit on how many XP can be spent in this way at a time. Make a note somewhere that says "HP bonus: +++++" etc. so that you can re-derive HP if your CON changes.
>>>Simple commodities, various gems and "salts" are all used for barter and exchange. Ancient Plastika coins are also used for commerce and melted down to make stuff. City states may also mint their own currency. Player Characters will want to collect loot in order to buy better stuff, as well as pay for beer and space-sleepers.
The idea is sort of a sword-and-planet/post-apoc mashup, like the remnants of a once advanced civilization on distant planet colonized by humans or something.
Combat uses a "blackjack" mechanic mostly for novelty: Roll under your stat but over target AC. Armour Classes aren't listed here as I haven't made an equipment guide yet, but they would probably range from 0 (no armour) to 9 (ImperviPlast or something similar).
*****HOME BREW HACK/SLASH RPG OF SWORDS AND SIENSE*********
CHARACTER CREATION
>>>Choose character species. Mostly characters will be human, although the term "human" here covers more genetic variation than it does in its' normal usage: years of inter-breeding with other species, genetic engineering, radiation... explain it however you want. Any major genetic variation needs only be elaborated upon briefly by the player and if they so choose they can come up with a name for an identifiable subspecies. Try and avoid stuff that will make the game less fun for the other players.
>>>Choose character class: ADVENTURER or DRUID. Roll attributes: STR DEX AGI CON INT KNO PSY. No re-rolls. DRUIDS are versed in the ancient rites of siense and can use ancient technology, pilot vehicles, work with ancient materials, use ancient healing "magic" etc. All of these subjects are considered taboo to non-druids. Druids must perform daily ritual observances.
>>>Anyone who isn't a DRUID is classed as an ADVENTURER. ADVENTURERS' use of ancient technology is restricted to weapons and armour; specifically those of limited complexity. An ADVENTURER may choose one mundane subject of special knowledge eg: graverobbing, sailing, cooking, foraging. An ADVENTURER may choose to remain agnostic or either follow siense (as a non-initiate) or a rival cult (make one up). DRUID alignment is restricted to Siense.
adventurer: druid:
STR 2d6+1d8 2d6+d4
DEX 3d6 3d6
AGI 2d6+1d8 2d6+d4
CON 2d6+1d8 3d6
INT 3d6 3d6
KNO 2d6+1d4 2d6+d8
PSY 3d6 3d6
*DERIVED STATS*
(STR + DEX)/2 = MELEE and also PARRY
(DEX + INT)/2 = MISSILE
(AGI + CON)/2 = DODGE
AGI + CON = MOVE
Initial HitPoints = CON/2 + 1
>>>Roll for random psychic powers. % chance of getting a psychic power is = to PSY. If your roll succeeds keep rolling until you fail. # of successes = how many powers you get to start. Players can try for random psychic powers again every time their PSY increases (which will not be very often), or are exposed to significant quantities of radiation (if they survive).
psychic powers: *psycho-radiation spectrum
1 telepathy 1 radio
2 psychokinesis 2 infrared
3 psychic healing 3 visible
4 second sight 4 UV
5 were-shifting 5 x-ray
6 psycho-radiation* (roll on spectrum chart) 6 gamma
OUTFITTING YOUR CHARACTER, WEAPONS, GEAR ETC.
>>>All characters start with basic weaponry of their choice & 3d6 pp (Plastika Pieces) to purchase adventuring gear.
>>>Weapon damage is specific to particular weapons. Only small weapons, or a single medium weapon paired with a single small weapon may be dual wielded.
>>>How a player character is outfitted for battle is a choice which will effect (to a certain extent) their options for combat actions. See the COMBAT section. Characters using a shield get to add 1 to their PARRY score.
>>>Many basic weapons are fragile. For these: when a 20 is rolled for either a parry or an attack facing a parry the weapon/sheild breaks. Ancient weapons are more resilient and will have a saving throw to avoid breaking.
COMBAT
>>>Combat rounds represent 6 seconds-ish. This may change if the PCs enter a black hole but you get the drift.
>>>If neither party is surprised roll for initiative. 1d6 for monsters and 1d6 for players.
>>>Player characters (and most humanoid NPCs) get 1 move action and 1 other action per combat round. This is true even if they have 4 arms or something. Typical actions: attack, parry, dodge, switch weapons, push, use item, set something on fire, push something over, use psychic power, throw something, stare someone down etc. Dual wielders may forfeit a move to make an extra attack, and shield users may forfeit a move to (make an extra) parry.
>>>Player Characters may move up to their MOVE in feet as one action. They can move twice if they're not doing anything else.
>>>Roll d20 equal/under your MELEE or MISSILE score but over the target's AC to hit. If successful roll damage.
>>>Players may elect to take damage to their armour (AC) instead of HP. This must be announced before damage is rolled. Armour damage is permanent until the armour is repaired, which requires appropriate materials/tools/skills. If AC reaches 0 it is destroyed. Any leftover damage spills over to HP.
>>>Make opposed DODGE or PARRY check to avoid attack. This is done spontaneously and out of initiative order but costs an action. Whichever party (attacker or defender) rolls highest while still under their relevant stat succeeds. If both parties roll over then both the attack and defense missed entirely. Parrying or Dodging requires a suitable weapon/shield or enough room to evade the attack, respectively.
>>>MELEE or MISSILE may be modified + or - for situational (dis)advantages before an attack/parry is made.
ADVENTURING/EXPLORATION ACTIONS, HEALING ETC.
>>>Use relevant ability checks where appropriate. Roll under attribute on d20. Situational modifiers may apply. If characters are able to team up on an action it will give them better odds of success.
>>>For saving throws, make a relevant ability check. Roll under attribute on d20. Situational modifiers may apply.
>>>The DM should take special areas of knowledge into account when making judgments. Sometimes relevant knowledge will be required to perform an action at all (this is only for really complex stuff).
>>>Druidic Siense healing requires a medi-kit or other sientific medical supplies. A medi-kit is usually good for 2d6 uses and each healing attempt heals 1d6 HP, requiring a short period of rest afterwards. Medi-kits may be obtained from the Druidic Order of Mystic Siense (TM).
USING PSYCHIC POWERS
>>>Using Psychic powers costs HP. Exact HP cost depends on the magnitude of the intended effects. The DM may choose to randomize the cost in some cases. PSY checks may be required also.
>>>Psycho-radiation is used to augment existing waves. It can be used in conjunction with physical wave sources, and bear in mind that there's background radiation pretty much everywhere.
>>>For Psychic-Healing, each 1d6 of healing costs the Psychic 1 HP and requires 1 hour to perform.
CHARACTER ADVANCEMENT
>>>Player characters will receive experience points for killing stuff and achieving quest objectives. Character Advancement can only be done during an extended period of party rest.
>>>XP can be spent to increase basic attributes. The cost is 1000XP per point. An attribute can only be increased by 1 point per in-game month. Re-derive secondary stats when this occurs.
>>>XP can also be spent to add a bonus to HP (above and beyond its' CON derivation). The cost here is 500XP per +. There is no limit on how many XP can be spent in this way at a time. Make a note somewhere that says "HP bonus: +++++" etc. so that you can re-derive HP if your CON changes.
>>>Simple commodities, various gems and "salts" are all used for barter and exchange. Ancient Plastika coins are also used for commerce and melted down to make stuff. City states may also mint their own currency. Player Characters will want to collect loot in order to buy better stuff, as well as pay for beer and space-sleepers.