I'm working on a tabletop RPG system, and I hope to run a test game on Wednesday. I'm looking to add more skills, come up with how religion works, and add in a list of items. Other than that, it's come together quite nicely. Comments appreciated. Also, if you're interested in the test run, let me know. I'll leave five openings; first come, first served.
Core Stats
This system is built on the idea that people consist of a body, mind, and soul. There are more attributes, but they are determined by these three superstats, as well as race and profession. So while these numbers are seldom used after this point, they are vitally important to character creation and serve as a template for the rest of the system. You get 5 points to spend, and then you can remove points from one to add to another. You cannot have less than -5 or more than 5. I don’t recommend bringing anything below -3, if possible.
Body
This determines health, durability, speed, strength, and endurance.
Mind
This determines knowledge, wisdom, and various mental processes, and your ability to cast spells.
Soul
This detrmines ability to interact with people, as well as luck, intuition, and magical ability.
Race
Race is possibly the most important factor in character creation. Some races are barred from certain professions, as per their culture. They may have unique skills available that change what they can do, such as not claws. They also decide many of the stats.
Humans
Humans are a proud, sometimes arrogant people who have a tendency to favor the body over the mind. T. They are known for their prowess as warriors, though there are some who seek knowledge instead. They are not known particularly for magic, as few of them have the gift. They are the most widespread of the races.
Hit Points: 125
Energy: 25
Carrying Capacity: 150
Physical Resistance: 3
Magical Resistance: 0
Movement Speed: 4
Learning Speed: 1
Initiative: 1
Prohibited professions: none
+1 in choice of strength or Intelligence, +1 endurance, +1 willpower, +2 in choice of weapon skill, +1 blocking, +1 dodging, +1 persuasion
Dwarves
Dwarves live in the mountains, and are small and nimble but typically very fit. They have very little wasted body mass and are very strong for their size. They are fiery tempered, preferring to be up close and personal. They are fond of drink. They make good warriors, though they generally dislike bows.
Hit Points: 150
Energy: 35
Carrying Capacity: 175
Physical Resistance: 5
Magical Resistance: -5
Movement Speed: 3
Learning Speed: -2
Initiative: 2
Prohibited professions: Huntsman, Mage
+3 strength, +1 endurance, -1 precision, -1 focus, +1 willpower, +2 in choice of hammers or axes, +2 drinking, +1 blocking
Elves
Elves are a mysterious people which live in forests and valleys into which they seldom permit outsiders. They do engage in some interaction with other races, mainly for trade. They have much respect for nature, are skilled with both bows, and always have a natural affinity for magic to some degree or other. They are generally somewhat fragile, however.
Hit Points: 100
Energy: 45
Carrying Capacity: 120
Physical Resistance: 0
Magical Resistance: 10
Movement Speed: 5
Learning Speed: 3
Initiative: 2
Prohibited professions: Brawler
-2 strength, +1 speed, -1 endurance, +2 intelligence, +1 precision, +1 focus, +1 intuition, +2 casting, +1 running, +1 taming, +1 tracking, +1 herbalism
Meditation
Serpentines
Serpentines resemble a man or woman crossed with a snake. Their faces are much like that of the former, though sleeker and scaled. Their lower bodies are that of the latter, and they slither around as such. They are generally recognized as being one of the most beautiful races, rivaled only by elves. They make good diplomats and decent warriors, although they pride themselves on speed and not strength. For some reason, they cannot perform magic.
Hit Points: 125
Energy: 20
Carrying Capacity: 150
Physical Resistance: 7
Magical Resistance: -8
Movement Speed: 6
Learning Speed: 2
Initiative: 3
Prohibited professions: Magic, Mystic, Sorcerer
+2 speed, +1 intelligence, +2 influence, -2 willpower, +1 in choice of weapon skill, +1 blocking, +2 persuasion, +1 sneaking
Poisoned bite
Tarkins
Tarkins are humanoids which were once mistaken as demons. They have skin which resembles rough mud or tar in both texture and color, and both wings and a tail, but other than that they are startlingly similar in appearance to humans. They also have claws and fangs, which make them excellent fighters. They were once unreachably vicious, but in the past 100 years they have rapidly developed into a highly intelligent if somewhat disagreeable race. They are also a very practical and skeptical people.
Hit Points: 110
Energy: 35
Carrying Capacity: 140
Physical Resistance: 0
Magical Resistance: 4
Movement Speed: 5
Learning Speed: 5
Initiative: 1
Prohibited professions: Mystic
+1 Speed, +1 endurance, +1 intelligence, +1 Precision, -3 influence, +2 willpower, +1 unarmed, +1 casting, +2 dodging, +1 finesse
Flight
Professions
Professions determine what sort of role you will play in the game.
Archer
You’ve been trained in the use of a bow from an early age, and as a result you’ve sharpened your eyes and your aim. Or perhaps you used a crossbow instead, and learned how to operate it quickly and efficiently. But whatever the case, you are certain of your aim and you can hit targets dead-center at great distances. You generally try to avoid heavy combat, since you are more of an asset at range.
+2 precision, +1 focus, +3 in choice of bows or crossbows, +1 in dodging, +1 in choice of knives or swords
Bladesman
Others may spend their time training in axes and hammers, or even try their hand at swordsmanship, but they do not carry the grace or precision that you do. To you swordsmanship is not merely a skill, but an art. You exercise great control over your blade, and when you strike, you strike swiftly and smoothly. You know little else besides the blade, but you are a master at this one deadly art.
+1 speed, +1 precision, +1 intuition, +2 swords, +2 blocking, +1 dodging
Brawler
Diplomacy? Bah! You’ve never had time for that nonsense. Your blood runs hot, fire burns in your eyes, and every bruise they give you is another two which you return to them. Your body is a weapon and a suit of armor in itself, which you can only improve with a hammer or chainmail hauberk. You fear nothing, and you enjoy fighting almost as much as you enjoy drinking.
+2 strength, +1 endurance, +3 in choice of hammers or axes, +1 unarmed, +1 drinking
Chemist
Chemistry is an art that few understand, but you know the world is better with. You look to create new remedies for illnesses and ailments, find new concoctions to enhance the body and mind, and perhaps even devise poisons which impair your enemies. Some people don’t see eye to eye with you, and call your trade witchcraft, but you’re not afraid to get into a fight with the ignorant. Your body is healthy, partly due to your efforts and partly because if you were sickly you couldn’t have survived your failed experiments.
+1 endurance, +1 intelligence, +1 intuition, +3 chemistry, +1 unarmed, +1 reading, +1 writing
Huntsman
You grew up in the woods, learning the ways of the woods to survive. You were taught how to shoot a bow, and how to set traps. You learned how to stalk your prey silently—or alternately, to not get caught poaching when the law came around. You picked up basic cooking, and a small repertoire of knowledge about poultices and remedies not taught in any university. You never lived well, but you know better than anyone else how to stay alive.
+1 endurance, +1 precision, +1 intuition, +1 to choice of bows or crossbows, +1 tracking, +1 trapping, +1 cooking, +1 herbalism
Mage
Magic. The arcane arts. Sorcery. It has many names and forms, but whatever it may be, you have dedicated your life to better understanding it. You have a list of spells which you know how to cast, and you’ve studied each of them in great detail. Sorcery is not always understood by every culture or race, but it is widely accepted and always respected. You know that the pursuit of knowledge is never complete, but that hasn’t kept you from pursuing it.
+2 focus, +1 intelligence, +3 casting, +2 reading, +1 writing
5 spells to start
Mystic
You are an agent of one of the gods or goddesses, and that gives you the duty to spread your religion to the world. When you fight, you fight in the name of your god, and when you are victorious, you know who to thank. They have rewarded your faith with the ability of magic, a gift which one must otherwise be born with to practice, and you use this as but another tool of faith. Some may find you to be narrow minded, but others will respect your power and join you or call you to their cause.
+1 Strength, +1 influence, +1 willpower, +2 in choice of melee weapon, +1 casting
1 spell to start
Thief
You were born poor, grew up the hard way, and took up a trade that society frowns on. But you survived, and that’s what’s important. You may not like your profession, but you’re pretty much stuck with it at this point because it’s all you know. Hell, maybe you even get a kick out of it. As a thief, you’ve learned all the tricks of the trade, and you can move through the city with your victims none the wiser until you’re already gone.
+1 speed, +1 precision, +1 intuition, +1 lockpick, +1 pickpocket, +1 knives, +1 sneaking, +1 finesse
Sorcerer
Others have devoted their lives to magic in order to learn more about how the world works. You seek power, for personal or other practical use. You worry less about the quantity of knowledge you obtain, and more about how powerful your spells can become. Some may call you obsessive, but you care little for that. You think much more highly of yourself than you do of them.
+1 Intelligence, +1 focus, +1 willpower, +4 casting, +1 reading
3 spells to start
Sentinel
You are ever-watchful, ever vigilant, because you are or were once one of the advance guards at the edge of your kingdom. You have an uncanny sense for trouble, and when it threatens to present itself you are prepared to strike. Your eyes are sharp and your ears sensitive to the slightest noise, and you avoid any weapon which you find to be cumbersome, as you want to travel as light as possible.
+1 focus, +2 intuition, +2 in choice of swords or axes, +1 in choice of bows or throwing, +1 blocking, +1 tracking
Wanderer
You’ve been on the road for a long time, picking up various skills here and there and doing some odd jobs in passing, but never staying anywhere long enough to lay down roots. You live in obscurity, mostly by choice, and you dislike attention. You may not be strictly anti-social, but you don’t like making ties because you know it won’t be long before you say goodbye anyway.
+1 speed, +1 endurance, +1 precision, +1 in choice of weapon skill, +1 sneaking, +1 running, +1 camping, +1 riding
Warrior
You’re trained in a variety of weapons either by yourself or under the instruction of another. You’re well rounded, knowing how to take damage and how to avoid it, how to swing your weapon, and so on. You may or may not have some basic training with a bow or a javelin, but you prefer the frontline and your skills reflect that. You’re still a balanced addition to any party.
+1 strength, +1 speed, +1 endurance, +2 in choice of swords or hammers or axes, +1 in choice of same weapon or throwing or bows, +2 blocking
Attributes
Attributes and proficiencies govern the interactions between characters and the environment. Attributes are fairly broad, and determine health and other such stats. Attributes may be used in certain circumstances when a proficiency is not known. However, attributes are exceedingly difficult to raise, as you only get one point every 5 levels. Attributes cannot go below -10, or above 10. Every point in a core stat adds a point for each of its related attributes.
Strength
Strength determines sheer muscular power. Strength affects carry weight and melee damage.
Speed
Speed determines how quickly you can move. It influences run speed, attack effectiveness, and blocking.
Endurance
Endurance affects your ability to withstand pain, your energy levels, and other physical tolerances.
Intelligence
Intelligence is your ability to think. Affects your ability to contemplate information,
Precision
Precision involves how sharply your mind can make spatial judgments and act on them. It influences aim and dodging.
Focus
Focus is your mental fortitude. It affects your ability to think under extenuating circumstances.
Influence
Influence is your ability to affect other people’s opinions based on your natural charm. This includes certain dialogue types and trading.
Intuition
Intuition is sort of like your sixth sense that allows you to sense things you can’t see. Improves detection and insight.
Willpower
Willpower is your ability to press on when discouraged. Affects ability to surpass fear and to outlast opponents in tests of will.
Other stats
Now that we’ve nailed down base stats and attributes, we can deal with the rest of the player stats. The most obvious of these is health. You also have energy, carrying capacity, physical resistance, magical resistance, movement speed, learning speed, and initiative.
Hit Points
Each race has its own base HP. To find the HP for your character, multiply your body and soul stats by five and add it to your base HP. Add another 5 HP for each level.
Energy
Energy is found by taking the endurance and willpower stats, multiplying them by 5, and adding another 5 for each level, plus the base stat for race.
Carrying Capacity
Carrying capacity is found by taking the race stat and adding 5 times your strength stat.
Physical Resistance
Physical resistance is your natural armor against all physical attacks. Physical resistance is base stat for race, plus 1 for every 4 points in endurance and strength combined.
Magical Resistance
Magical resistance is your natural resistance to magical damage. Take the base stat, and add 1 for every 4 points of combined focus and willpower.
Movement Speed
Movement speed is how many squares you can move during combat. Take the base stat plus 1 for every two points in speed.
Learning Speed
Learning speed affects how quickly you level up, both with skills and overall level. Take the base stat plus 1 for every two points in intelligence.
Initiative
Initiative is your ability to act quickly in combat. Initiative is the base stat plus 1 for every 4 points in intuition and focus combined.
Proficiencies
Proficiencies can be learned, if with some time or difficulty, and apply to certain contexts. While they’re not overarching the way attributes are, they are another bonus in the context where they apply. Players get 3 proficiency points per level (including level 1), but those proficiency points cannot be spent without an appropriate trainer. Alternately, proficiencies can be leveled up by use. Maximum proficiency level in any proficiency is 20.
Archery
Axes
Blocking
Camping
Carpentry
Casting
Chemistry
Climbing
Cooking
Dodging
Drinking
Finesse
Fishing
Grip
Hammers
Herbalism
Knives
Lockpick
Medicine
Persuasion
Pickpocketing
Reading
Riding
Running
Sailing
Singing
Smithing
Sneaking
Swimming
Swords
Taming
Tailoring
Throwing
Tracking
Trapping
Unarmed
Writing
Skills
Skills are unique abilities which your character can be born with or obtain that momentarily affect stats. For skills using a weapon, the difficulty is the same as the normal rating for the weapon unless the skill otherwise specifies. When the difficulty for a spell is not met, the character is assumed to have broken concentration. Characters may take a skill every five levels.
Blizzard (Casting)
Create a flurry of ice shards which deal 30 damage to all affected targets in a five square radius. Bonus rate of 2.
Energy cost: 40
Difficulty: 12
Prerequisites: 5 casting
Cleaving Blow (Axes)
Strike with intent to remove limbs, dealing 5 extra damage and ignoring armor.
Energy cost: 30
Prerequisites: 3 axes
Crushing Blow (Hammers)
Strike with all your weight, stunning the target for a turn and dealing +5 damage.
Energy cost: 25
Prerequisite: 2 hammers
Disease Resistance
Your body rejects illness with fervor, granting a +5 to all rolls.
Energy cost: 10
Prerequisites: 3 willpower
Driven Thrust (Swords)
Thrust forward with greater force, dealing +15 damage and receiving a +4 to hit.
Energy cost: 20
Prerequisite: 2 swords
Fireball (Casting)
Launch a fiery blast, dealing 30 damage to the target and 5 damage for the next 2 turns.
Energy cost: 20
Difficulty: 6
Prerequisites: 3 casting
Flurried strike (Swords)
Strike three times in a short period of time, dealing 4 less damage per strike than normal.
Energy cost: 30
Prerequisites: 3 swords
Frigid Blast (Casting)
Launch a blast of concentrated cold air at the target, dealing 25 damage to the target. 2 bonus rate.
Energy cost: 15
Difficulty: 4
Prerequisites: 2 casting
Inferno (Casting)
Create a blast of fire, dealing 50 damage to all targets in a 3 square radius and 5 damage for the next 3 turns.
Energy cost: 45
Difficulty: 15
Prerequisites: 4 casting
Longshot (Bows)
Focus your aim, increasing range by 5 squares for one shot.
Energy cost: 15
Prerequisites:1 bows
Low Blow (Unarmed)
Thrust your hand into your opponents abdomen, stunning them for a turn.
Energy cost: 20
Prerequisites: 1 unarmed
Poison Resistance
Resist the debilitating effects of poison through a natural immunity.
Energy cost: 15
Prerequisites: 5 Willpower
Quick Loose (Bows)
Draw and release your arrow more quickly, reducing draw cost to 1.
Energy cost: 10
Prerequisites: 2 bows
Quick Loose (Crossbows)
Reload and fire more quickly, reducing draw cost to 3.
Energy cost: 10
Prerequisites: 2 crossbows
Quick Loose (Throwing)
Draw and release your arrow more quickly, reducing draw cost to 0.
Energy cost: 10
Prerequisites: 2 bows
Sun Flash (Casting)
Create a burst of light, giving a -10 to hit for all targets within 3 squares for one turn.
Energy cost: 35
Difficulty: 10
Prerequisites: 2 casting
Swift Strike (Swords)
Strike with greater speed than normal, receiving a +4 to hit.
Energy cost: 10
Prerequisites: 1 swords
Silent Strike (Daggers)
Deal a second strike before the target can properly react, preventing dodging or blocking.
Energy cost: 30
Prerequisites: 2 knives
Syrn’s Map (Casting)
Read the area around you, and feel the layout of the path ahead.
Energy cost: 20
Difficulty: 12
Prerequisites: 1 casting
Thunderstrike (Casting)
Harness the power of lightning and send a bolt coursing through the target, dealing 80 damage and stunning the target.
Energy cost: 60
Prerequisites: 8 casting
Tyrant’s Collar (Casting)
Take control of the target for 3 turns
Energy cost: 40
Difficulty: 16
Prerequisites: 5 Casting
Actions
Now that you’ve got all your stats nailed down, you can finally take a look at how actions work. Actions have a difficulty rating, and the player is looking to surpass that rating when they roll their d20. The difficulty is lowered by the appropriate base stat combined with the player’s level of proficiency in the appropriate task. Suppose your character is trying to climb a rope, and the difficulty is 10 (In general, any task of moderate difficulty is 10). They have 4 strength and 3 levels of climbing. That means that they have to roll a 4 to successfully climb the rope. Doesn’t seem hard? It shouldn’t be. Generally, a player who has sufficient proficiency will succeed most of the time when trying to do something.
But everything changes when factors act against the player. What does that mean, exactly? To return to the example, we’ll say that you’re busy climbing when a volley of arrows is unleashed upon you. Now, we’ll not worry about who fired the arrows. But you are now forced to climb while evading, and it becomes that much harder to not lose your grip and fall to your death. Since they are climbing a rope, their dodge roll must incorporate that, in addition to the difficulty rating of dodging the attack. Combat will be described in more detail in the following section. But in short, this system centers on interaction as opposed to just actions.
Combat
Initiative
When combat is initiated, the first thing is always to determine turn order. Everyone in the area rolls a d20 and adds their initiative. Contested rolls will be repeated by the people who rolled that number, and the turn order will fill out in this manner. Suppose you have five people participating in a fight. From highest to lowest, they roll a 25, a 20, a 20, a 15, and an 11. The character who rolled 25 goes first. The players who rolled 20s will roll again, and see who gets the higher roll. They will go second and third, and then the player who rolled the 15 will go fourth, and so on.
If one group ambushes another group, then they get a +5 to initiative
Movement
Movement is a number of squares that the player can move during their turn. They do not have to use all of their movement, but they cannot use more than their limit.
Attack
Attacking may occur anywhere in a players turn. The player selects a target, rolls a d20, adds the appropriate stats, and subtracts the weapon’s difficulty rating. The target may respond in several ways, normally either by blocking or by dodging. They roll a d10, and add the appropriate stats for whatever they do. This goes back to how actions work: action vs. opposition. In combat, we favor action over reaction, hence the difference in dice.
Take note of the difference between the roll and the total attack difficulty. Now look at the weapon’s damage and bonus rate. Divide the difference by the bonus rate, rounding down. Add that number to the weapon’s base damage. Now, check the target’s armor rating for that damage type, and be sure to add whichever type of resistance is appropriate. Subtract the armor rating, and then you have the final attack damage—you have dealt that much damage to the target’s HP.
When using ranged weapons, there is always a draw cost. This is a number of movement squares that must be set aside. For all throwing weapons, it is 2. For bows, it is 3. For crossbows, it is 5.
Counters
When someone attacks, you have two options for countering it. One is blocking, while the other is dodging. THERE IS A DIFFERENCE. To dodge, you must have saved a square of movement during your turn and move to another adjacent square when you dodge. To block, you must have either a shield or a melee weapon in your hands.
Skills
Some active skills can be used in combat. These include spells and unique attacks which are not normally available. Using these skills consumes energy, however, and if the character doesn’t have enough energy then they cannot perform the skill.
Pain
When you are reduced to 20% health or less, you are considered to be in pain. Every attack you make or receive, you must roll to avoid blacking out. Take 2 times the damage being dealt or received, subtract your remaining HP, and then use that as a difficulty rating. Apply appropriate stats when you roll. Once combat ends, the character gives in and your party will have to rest. When you black out, you cannot perform actions until you come to.
Healing
Once combat ends, you can automatically restore 10% HP and energy. All other forms of healing will use actions, but can be used in combat.
