Login to your account

Quantum's Homebrew Playtest

Fantasy Roleplay with a basic plot. Playtest with emphasis on PLAY.......

Tags: fantasy, feedback, test

Character Approval: Yes

Player Level: Beginner

New Players: Open

Creator: Quantum Jack

Created: 07-19-2012, 04:55 PM

 

Overview
Characters
Game World
Game Log
Recent Posts
Journals
OOC

Overview

Introduction

Basic Fantasy storyline.  Seriously, no depth, just playing to test out my system.


Rules

In order to perform an action:

First, write it. Describe what you are doing.
If whatever you are doing requires any skill on the part of your character, has any chance of failing hilariously, or any need of random determination, you will need to roll dice.

The basic formula for dice rolling in this game is rolling a d12 (12 sided die) and adding applicable modifiers.
Some examples of when dice need to be rolled, and the appropriate modifiers are as follows:

Attack:  Fight Token Finesse + Attack + ½ Weapon Skill – Size + d12

Melee/Thrown Damage:  Fight Token Power + Amount hit by + Damage Dice

               Projectile Damage:  ½ Fight Token Finesse + Amount hit by + Damage Dice

Defense:  Fight Token Finesse + Defense + Armor Skill – Size + d12

Run:  3xMove Token Finesse + 2xSpeed + d12 = Yards

Reflex:  Move Token Finesse + Reflex + d12

Arcane:  Spell Token Finesse + Spell + d12

Arcane Defense:  Spell Token Finesse + Spell Defense + d12

Divine:   Divine Token Finesse + Spell + d12

Divine Defense:   Divine Token Finesse + Spell Defense + d12

Minor Skill:   Skill Lvl + ½ Ability +d12

Critical Success:   On Natural 12. Roll d% target 100-Weapon/Spell Skill or higher.  Double damage or special effect. 100/100 always wins.

Critical Failure:    On Natural 1 Roll d% target 50-Weapon/Spell Skill or higher succeeds.  Damage self or special effect on failure. 1/100 always fails.

A few notes on the above:

d(whatever) means roll a (whatever) sided die.

d% = d100 or "percentage dice"

on a tie, Attacker Wins.

natural (whatever) means rolling a d12 and getting (whatever)


COMBAT/DRAMATIC TIMING

When it matters to micromanage things, such as in a chase, in a fight, or a very tense situation which could erupt at any moment, we will go into turn order.

In order to determine turn order, roll d12+Initiative.  The highest goes first. Everybody goes twice in a turn. Once on their initiative check, and once at Half (not rounded) of their initiative check.  In the case of ties, those who have not yet gone get to go first, then we go with the character with highest Initiative stat, and then determine randomly/GM's choice (sometimes dramatic/storyline reasons may override turn order, just go with it, we do not need rule lawyers slowing things down).

1 turn is a total of 5 seconds long.  This is for both actions for every character involved. So, while we resolve each in sequence, for theatrical purposes things are basically happening all at once.

If a character decides to only take one action, they can choose to take it at their first or second action.

If some are surprised, they lose their first action.  This means that someone who is ambushed may actually still go first, if their initiative check is more than double the ambusher's.  This fits high fantasy-style reflexes very well.

Also, during combat, the direction you are facing matters.  Most systems glaze over this, and assume people are circles that see in every direction.  For our purposes, we arent using a map, so mainly, if you are facing someone directly, its fighting as normal.  If they are to your sides, they get a bonus against you, and if they are directly behind you, they get a bigger bonus against you (and can use the Backstab Talent).  These bonuses/penalties also apply to relevant skill checks, like intimidating, if there is a visual component, spotting someone who is hiding, etc.  Basically, just keep in mind who you are facing, and know that those behind you get bonuses.  Use it to your advantage as well.  You can change the direction you change once with every action, either before or after you act.

ACTIONS/TOKENS:

When using tokens to perform actions, as in combat and magic casting, you must consider fatigue.  If you use ** worth of effort in tokens in the same turn, and perform 2 actions, you will fatigue.  This means that you make one of your tokens unusable until you have rested.  You may choose which one.  If you use ** on a single action, and do not act for the other, or you use * or (none) while performing 2 actions, you do not fatigue. 

 IMPORTANT: When you recieve damage equal to your resilience vs damage, you must wound a token, similarly making it unusable. You MAY choose to wound your fatigued tokens.  

If at any point, you have no active tokens, meaning they are all either fatigued or wounded, you lose consciousness.  If they are all wounded, you are dying, taking 1 damage per turn (bleeding out) and if you take damage equal to your resilience, you die.

Once a token has been used in a turn for offense, it cannot be used again for offense until the next turn.  It can, however, be used for defensive rolls without accruing any extra effort/fatigue.  

You may choose to not use a token for defense, or may be forced not to due to not having one, you can use 1/2 of 1/2 of the appropriate ability score as the effective finesse, for no effort.  


MAGIC:

Before we get into mechanics, magic is personal.  Be creative. Your fire spell might look like firey hellcats leaping at your targets, or just a sheet of flame.  When manifesting your powers, please feel free to do all that you want with it.  If you want to only have a flash in your eyes to make things happen, then so be it. If you feel like throwing around ruby dust, then do it.  If you want to recite incantations from a spellbook, then, please, do it.  Make it your own.  Magic, even more than other aspects of roleplaying, should be individualised.

The total Spell Level of a spell that has been cast is Spell Skill + Power of the token used.

Each spell has a basic thing that it does.  It has several variables, and they can each changed by using the Spell Level.  For instance, a basic fire spell does 1 damage at melee range, on a single target, and happens instantly.  A level 7 (2 in the skill + 5 Power) might do 1d2 damage each turn for 3 turns, or 1 damage on each of 3 spaces that are 4 yards away maximum.  Each spell will have rules on what levels can add.  A spell can be cast at an intentionally lower level, in order to reduce cost, or because the extra effects are not needed (sometimes, even the MIGHTY ARCHMAGE OF CALIRANT just needs a spark, instead of a meteor swarm that consumes the countryside).

Arcane Spells cost 1 mana per spell skill of the spell cast.  the above fire spell, would cost 2 mana if cast at level 7 (the Token effectively adds power without adding cost) or 1 mana if cast at level 6 (only using 1 level of the skill) but can never be reduced to less than 1.  You can also spend 2 additional mana when casting a spell to increase the total level of the spell by 1.  You may do this as much as you would like.  Expending all of your mana on one spell might be seen as rash, but can sometimes come in handy.

Divine spells are always cast at maximum level, but do not cost differently depending on cost.  You simply have so many divine favors in a day.

Ranged spells still expend mana/uses if they miss.

Melee spells still expend mana/uses, but if they miss can try to re-hit the target, as it does not leave the caster (think of a firey hand that only explodes over on contact).



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •