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The Rules:
Basic Character Sheet
Essentially, the system uses skills to do everything, and the more you use the skill the more it improves. For example:
The way to determine if a skill use is successful is to roll 2d6 and add the skill value. If the character is using the skill against another person, that person makes an opposing skill check with their skills. However, if the skill is just in general and not against a person, the gm assigns a target difficulty. Good values are:
All players start out with 50 gold, 5 stat points, and 50 xp divided as they choose among skills.
It is important to note that, while xp required to level up does not change, xp to increase a skill does change.
The xp required to increase a skill is:
(Current Skill Level + 1)*10
So the amounts needed, for example, for the first five levels are:
Armor and Weapon Costs
Armor Defense Bonuses
They will also have hitpoints:
Repairing armor costs 1/10 of the total cost of the armor per point
Everything armor except leather provides defense against erotic attacks and all weapons and armor break once theyre hp reaches zero
Magic Points: These can be used to purchase special abilities such as a force field, levitation, lightning bolts, fireballs, invisibility and healing. Every PC starts out with 10 MP.
The Character starts with MD/2 rounded up spells.
In this, Dodge is calculated as the character's dex+their skill. The '1/20' means that the character has used the skill once at level 1 and requires 19 more uses to increase it to level 2.Dodge(Dex):2+1=3 1/20
The way to determine if a skill use is successful is to roll 2d6 and add the skill value. If the character is using the skill against another person, that person makes an opposing skill check with their skills. However, if the skill is just in general and not against a person, the gm assigns a target difficulty. Good values are:
Code:
6: Very Easy
9:Easy
12:Medium
15:Difficult*
18:Very Difficult
It is important to note that, while xp required to level up does not change, xp to increase a skill does change.
The xp required to increase a skill is:
(Current Skill Level + 1)*10
So the amounts needed, for example, for the first five levels are:
Code:
Level 0 -> Level 1 :: 10xp
Level 1 -> Level 2 :: 20xp
Level 2 -> Level 3 :: 30xp
Level 3 -> Level 4 :: 40xp
Level 4 -> Level 5 :: 50xp
Code:
Leather Armor 10 gold
Wooden Armor 20 gold
Copper Armor 50 gold
Iron Armor 100 gold
Steel Armor 170 gold
Mithril Armor 260 gold
Orihalcon Armor 370 gold
Code:
Leather + 0
Wood +0
Copper+1
Iron +2
Steel +3
Mithril +4
Orihalcon +5
Code:
Leather 6hp
Wood 8hp
copper 10hp
Iron 12hp not available until level 2
Steel 15hp not available until level 3
Mithril 20hp not available until level 4
Orihalcon 30hp not available until level 5
Code:
Weapon Damage Modifiers
Staff (dex) +1 (wood)10 gold, + 1 (copper)10 gold, +2 (Iron)40 gold, +4 (steel)160 gold, +6 (Mithril)360 gold, +6 (Orihalcon)360 gold
Dagger (dex) +1 (copper)10 gold, +2 (Iron)40 gold, +4 (steel)160 gold, + 6 (Mithril)360 gold, +8 (Orihalcon)640 gold
Longsword (str) +2 (Copper)40 gold, +3 (Iron)90 gold, +4 (steel)160 gold, +8 (mithril)640 gold, +10 (Orihalcon)1000 gold
Bastard Sword (str+dex)/2 +3 (copper)90 gold, +4 (Iron)160 gold, +8 (Steel)640 gold, +9 (Mithril)810 gold, +10 (Orihalcon)1000 gold
GreatSword (str) +4 (copper)160 gold, +4 (Iron)160 gold, +6 (steel)360 gold, +8 (Mithril)640 gold +12 (orihalcon)1000 gold
Axe (str) +2 (copper)40 gold, +3 (Iron)90 gold, +4 (Steel)160 gold, +6 (Mithril)360 gold, +8 (Orihalcon)640 gold
Greataxe (str) +4 (copper)160 gold, +6 (Iron)360 gold, +8 (Steel)640 gold, +10 (Mithril)1000 gold, +12 (Orihalcon)1440 gold
Short bow (dex) +1 (wood)10 gold +1 (copper)10 gold, +2 (iron)40 gold, +3 (steel)90 gold, +4 (mithril)160 gold, +6 (Orihalcon)360 gold
Longbow (dex) +2 (wood)40 gold, +2 (copper)40 gold, +3 (iron)90 gold, +4 (steel)160 gold, +6 (mithril)360 gold, +8 (orihalcon)640 gold
Light crossbow (not available until level 3) (dex) +3 (wood)90 gold, +3 (copper)90 gold, +4 (iron)160 gold, +6 (steel)360 gold +8 (Mithril)640 gold, +10 (Orihalcon)100 gold
Heavy Crossbow (not available until level 4) (dex) +4 (wood)160 gold +4 (Copper)160 gold +6 (Iron)360 gold +8 (steel)640 gold +10 (mithril)1000 gold, +12 (orihalcon)1440 gold
Throwing Knives (dex) +1 (Copper)10 gold, +2 (Iron)40 gold, +3 (Steel)90 gold, +4 (Mithril)160 gold, +5 (Orihalcon)250 gold
Whip ((dex+str)/2) +0 (leather)10 gold, +1 (Copper)10 gold, +2 (Iron)40 gold, +3 (Steel)90 gold, +4 (Mithril)160 gold, +5 (Orihalcon)250 gold, -1 when using to disarm
Magic Points: These can be used to purchase special abilities such as a force field, levitation, lightning bolts, fireballs, invisibility and healing. Every PC starts out with 10 MP.
The Character starts with MD/2 rounded up spells.
Code:
Abilities:
Lightning - Sends a bolt of lightning towards the foe causing X damage where X= MD+level(s) of Knowledge [Magic] - 3 MP
Force Field - generates a barrier stopping 4+(MD+Knowledge [Magic]) damage - 4MP
Fireball - Fires a fireball at the foe causing 4+ character level damage - 3MP
Healing - heals MD+Magic Knowledge level damage to from an ally - 10 MP
Levitation - Allows the character to fly X yards where X= MD+level(s) of Magic Knowledge - 3MP
Invisibility - Allows the character to become completely invisible for X minutes where X= MD+level(s) of Magic Knowledge - 7MP
The Number of spells a player can have are limited to (MD/2) rounded up.
You gain 1MP every level. MP= 6+(2*Mind)
Basic Character Sheet
Code:
Name:
Stats:
Str: 1
Dex: 1
MD: 1
Vit: 1
Secondary Stats:
HP:2 (2*Vit)
FP:4 (2*(Vit+MD)
Pleasure:2 (2*MD)
MP: 8 (6+2*MD)
XP 0/10
Saves:
Reflex(Dex):1+0=1
Fortitude(VIT):1+0=1
Will(MD):1+0=1
Skills:
Escape(Dex):1+0=1
Escape(Str):1+0=1
Run(Dex):1+0=1
Hide(Dex):1+0=1
Notice(MD):1+0=1
Fight(Unarmed,Str):1+0=1
Fight (Melee, Str): 1+0=1
Fight(Bow, Dex):1+0=1
Diplomacy(MD):1+0=1
Dodge(Dex):1+0=1
Sneak(Dex):1+0=1
Lockpick(Dex):1+0=1
Knowledge[Magic](MD):1+0=1
Equiped Items:
Items:
Magic Spells:
Description:
Bio:
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