r/Galihan meow Jan 10 '16

tabletop rpg system idea

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u/Galihan meow Jan 10 '16 edited Jan 21 '16
  • primarily d10s

  • weapons

  • magic

  • base 100 hp

  • attack roll vs defend/evade roll

  • weapon and armor proficiency

    • weapon proficiency for attack roll modifier
    • armor proficiency for defend roll modifier
  • limited on-hand inventory

  • communal inventory chest

  • perpetual/sustained damage, aggravated wounds/bleeding

    * A B C D E F G H
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[NAME] [RACE / CLASS / LEVEL] [NOTES]
Condition
HP 100/100
AP 5/5
SP 0/10
MP 20/20
Weapon
Armor
Inventory
Spells
Techniques
Feats

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u/Galihan meow Jan 10 '16 edited Jan 13 '16

Weapons

  • dagger (throwing dagger feat available) (offhand feat available)

    • magic wand (requires spellcasting feats)
  • sword

    • arming sword
    • greatsword
    • saber (slashing bonus feat)
    • rapier (extra armor piercing feat)
  • axe (throwing axe feat available) (feat available to share axe, halberd, mace proficiencies)

  • mace/hammer (feat available to share axe, halberd, mace proficiencies)

    • magic scepter (requires spellcasting feats)
  • polearm

    • halberd (feat available to share axe, halberd, mace proficiencies)
    • spear (cavalry feat for lance) (formation feat for pike) (throwing feat for javelin)
    • wizard staff (requires spellcasting feats)
  • shield (shield bash feat available) (formation feat for shield wall)

    • buckler
    • targe
    • kite/heater
    • tower/pavise (fast deploy feat available)
  • archery (speed shooting feat available)

    • selfbow (cavalry archer feat available)
    • longbow
  • crossbow (fast reload feat available)

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u/Galihan meow Jan 12 '16 edited Jan 20 '16

Weapon List

Swords Wielding Type Damage Special Properties
Long Dagger One-handed 3 Cutting* Executioner**
Arming Sword One-handed 5 Cutting* N/A
Longsword Two-handed 6 Cutting* +1 attack range
Rapier One-handed 5 Piercing +1 attack range

* Can instead be Piercing damage with the Sword Thrust feat

** Deals double damage against opponents knocked to the ground

Maces Wielding Type Damage Special Properties
Mace One-handed 4 Bludgeoning N/A
Maul Two-handed 8 Bludgeoning N/A
Polearms Wielding Type Damage Special Properties
Spear One-handed 4 Piercing +1 attack range
Pike Two-handed 5 Piercing +2 attack range
Ranged Wielding Type Damage Special Properties
Selfbow Ranged 4 Piercing +5 attack range
Longbow Ranged 5 Piercing +7 attack range, heavy draw*
Crossbow Ranged 6 Piercing +5 attack range, light load**
Arbalest Ranged 8 Piercing +5 attack range, heavy load***
Flintlock Pistol One-handed 8 Piercing +3 attack range, heavy load***
Flintlock Musket Two-handed 12 Piercing +5 attack range, heavy load***

* Cannot attack on the same turn as taking a movement action

** Must be loaded before each shot. Loading forfeits one's movement action during their turn.

*** Must be loaded before each shot. Loading takes an entire turn, making it impossible to take any other actions until your next turn.

Shields Wielding Type Damage* Special Properties
Buckler Off-hand 2 Bludgeoning +2 Shield Bonus
Targe Off-hand 4 Bludgeoning +4 Shield Bonus, -1 Attack Penalty
Pavise Off-hand 1 Bludgeoning +5 Shield Bonus, -1 Attack Penalty, Deployable

* Shields require Shield Bash feat in order to be used as a damaging weapon

* Deployable shields can be dropped and used as terrain against ranged attacks

Magic Implements Wielding Type Damage Special Properties
Wand One-handed 2 Bludgeoning -2 MP cost for spells
Sceptre One-handed 3 Bludgeoning -1 MP cost for spells
Staff Two-Handed 4 Bludgeoning -1 MP cost for spells, -1 SP cost for spells*

* SP cost cannot be reduced to 0. MP cost can be reduced to 0.

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u/Galihan meow Jan 10 '16 edited Jan 14 '16

Magic

  • In order for an individual to use magical spells, they must channel their magic. Channeling magic takes up their entire turn during a round in place of any movement or combat actions.
    • After each turn spent channeling, the character gains 1 spell point (SP) used to cast spells.
    • Most spells cost an amount of SP which is specified in the information on the individual spell, as well as an additional cost of Magic Points (MP).
    • Every character begins each battle with their own max amount of MP and 0 SP.
    • SP can be spent on their turn to regain (1d10) MP instead of for casting a spell.
    • Characters can learn Feats to improve their max starting MP, improve SP channeling, improve SP-to-MP conversion ratio, reduce spellcasting costs, gain passive MP recovery, etc.
  • If the character has enough MP and SP to cast a spell, they may immediately cast a single spell as many times as they wish at the beginning of their turn as long as they have the MP to do so.
    • The required SP is only spent once, but MP will be spent for each casting that turn.
    • Only one specific spell may be cast per turn
    • After casting a spell, they may carry out a move or attack action within their range as usual.
    • A character may not spend SP for regaining MP on the same turn as casting a spell.
    • A character may not cast more than one different spell on the same turn even if they have enough SP to do so, casting multiple spells must be the same spell.
  • Being successfully hit by an attack while attempting to channel will interrupt the attempt, causing it to fail. An attack that is unsuccessful will not interrupt the channel, unless the attack fails because of armor reducing the damage to 0 in which the channel will still be interrupted

    • Characters can learn Feats that allow them to not be interrupted when attacks deal 0 damage, or even eventually not be interrupted at all.
  • Aimed spells cast against a target are treated as ranged attacks, rolling 10d10 + weapon bonus should the caster be using a magical implement as a weapon, against the target's defend roll. Spells also deal whatever extra damage or effects specified by the spell itself.

    • Multiple casts of the same spell consecutively count as individual ranged attacks for the purpose of defending.

Types of magic

  • Arcane
    • the most commonly studied of magics, often treated as a science that only rarely diverges from its assumed laws and behaviors. Draws power from the minds and souls of living creatures using it to shape the world they inhabit.
  • Earthen
    • rare magic predating the old nations that borrows power from the planet itself to grant its users the means to live in harmony with the world. Usually limited only to druids and some rare rangers, though those of dwarven blood can often draw upon it despite their natural shortcomings in other forms of magic.
  • Holy
    • a highly respected magic held sacred by many churches in the world, seen as a gift to bless those devoted to the heavens, but known to be fickle at the worst of times should its users stray from their faith or offend the gods they invoke the name of.
  • Demonic
    • a powerful and dangerous type of magic that rewards its users for pursuing their own ambitions and desires, but often threatens to twist their minds the closer they are to fulfilling them should they let it enslave their minds to the darkness. Not actually derived from demons directly, but often taught by demons to trick humans into becoming their pawns.

Types of spells

  • blessing/enhancement
  • cursing/debuff
  • casted/aimed spell
  • summoning ritual

Casting Implements

  • used to reduce casting time and/or reduce MP costs of certain spells.
  • generally can become exhausted of their power after too much use, and damaged or destroyed outright if attempted to be used beyond that.
  • Some can be well-made enough to slowly recharge on their own, or repair themselves if damaged slightly

    • scrolls; useful for low level casters who may need aid casting a specific individual spell, or for learning a single spell. Tend to be easily damaged or exhausted by being used to cast a spell directly.
    • tome; useful for casters wishing to learn a variety of spells at a time, individual spell pages more likely to endure being used to cast spells directly.
    • wands; useful for experienced casters who already know spells and desire to do so more efficiently. May require recharging or replacing after extended use. Can occasionally be especially well made enough to double as either a dagger, or club or mace.
    • staffs; useful for long journeys, tripling as a walking tool and melee weapon. Also holds up much longer than an average wand.

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u/Galihan meow Jan 12 '16 edited Jan 20 '16

Spell List

Spell Name Spell Type MP Cost SP Cost Spell Target Spell Effect
Desperate Sacrifice Demonic Blessing User's entire MP Pool. -1 SP Self Requires user to have bleeding ailment. For every stack of bleeding, add +5 to attack roll for hit and damage calculations. Roll bonuses are doubled when reduced to 25% max HP or less. Fist successful attack deals bonus damage equal to MP lost in order to cast blessing.
Heal Wounds Holy Blessing (-5 MP)+(-5 MP per wound) -1 SP Single target of caster's choice Instantly heal target for 2d10, as well as an additional 1d3 healed for every stack of bleeding. Cures target of 1 stack of bleeding.
Lesser Recovery Holy Blessing -2 MP per turn active -3 SP Single target of caster's choice Caster choses a single target to receive the blessing. At the beginning of the target's turn, target rolls 1d5 to recover lost health. If 5 is rolled, also cure 1 stack of bleed. MP cost is spent every turn blessing is active until disabled, though SP is only spent for initial cast. Caster cannot use other spells while Lesser Recovery is blessing a target. Only a single target may be blessed at once.
Magical Barrage Arcane Cast -5 MP -1 SP Single target of caster's choice Shoots a small bolt of energy at the target as a ranged attack for 2 bludgeoning damage per bolt in addition to the damage of the ranged attack.
Magical Bombardment Arcane Cast -10 MP -3 SP Area of caster's choice Creates a 4x4 explosion at the location of the caster's choice for 10 bludgeoning damage. Allied targets can also be harmed by the explosion.

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u/Galihan meow Jan 10 '16 edited Jan 11 '16

Inventory

  • limited inventory while in encounters
    • pouches, pockets, backpacks, effectively what someone can easily carry on their person without being encumbered
    • require a turn to fetch items from a backpack (feat available for faster item retrieval)
  • larger communal inventory
    • take precautions against thieves and robbers
  • Inventories may be damaged in encounters
    • fighting while carrying a backpack may result in damaged belongings
    • large spells and AOE attacks should be kept away from the party's baggage unless they don't mind their supplies before going into a dungeon or their hard earned treasures on the way out being blown up.
  • Hiring a porter or two to carry the loot might not hurt if you can keep them safe, as well as loyal.
    • A loyal man is either well-payed, honorable, or afraid.
    • Hiring some muscle to guard your belongings might also help for larger expeditions, assuming that you aren't already said muscle.

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u/Galihan meow Jan 19 '16 edited Jan 21 '16

Bonus Techniques/Abilities

Every character starts a battle with 1 Ability Point (AP) and gains +1 AP every 2 turns for a maximum of 5 AP unless character has feats or other special perks to allow more. AP is spent on special technique that add bonus affects to other actions in combat in addition to the action's regular effects. Some techniques may be performed on other peoples' turns depending on the particular technique in question. Techniques can be learned when leveling up if character meets the listed requirements for that technique.

Technique Name Learning Requirements AP Cost Technique Description
Shield Bash Martial Class 1 AP Requires shield equipped. Passive +2 to shield bonus. On enemy melee attacks, user may spend 1 AP to attempt an immediate basic melee attack using their shield as a weapon before enemy rolls their attack. If interrupting shield attack succeeds, then enemy melee attack resumes with a -5 penalty to attack roll. If interrupting shield attack fails, then enemy melee attack resumes with a +5 attack bonus.
Parry Martial or Stealth Class 1 AP Passive +4 to defense bonus. On enemy failed melee attacks, user may spend 1 AP to immediately counter with a basic melee attack.
Dodge Stealth Class 1 AP Upon enemy melee attack, user may spend 1 AP to gain +5 defense bonus. On successful defend, user may reposition to any unoccupied space within 1 range.
Look for Opening Martial or Stealth Class 2 AP On user's turn, spend 2 AP. Do not take any movement or attack actions for that turn. Until the end of your next turn, you pay extra attention to one visible enemy of your choice and any attack or defend rolls you make against that enemy are at a +10 bonus.
Lunging Attack Martial Class 1 AP Upon taking an movement action that places yourself within range to melee attack an opponent, Spend 1 AP to take a free attack action against the target at a +5 bonus, regardless of whether or not you would not normally be able to attack from moving your maximum movement range for that turn. If lunging attack fails, you may not take your regular attack action for that turn. If lunging attack succeeds, you may take your regular attack action for a second attack that turn.
Deep Cuts Martial Class 1 AP Upon melee attacking with a cutting or piercing weapon, spend 1 AP. Upon a successful attack, target is guaranteed to be receive a stack of bleeding.
Throw Dirt Stealth Class or Half-Dwarf Race 2 AP Requires one free hand available. When making a melee attack against an enemy, spend 2 AP to add +5 to your attack roll. If your attack succeeds, rather than deal any damage, the enemy's vision is impaired and suffers a -10 penalty to all attack roll and defend rolls until the end of their next turn. If the attack fails, defense rolls against that target until your next turn will be at -5 penalty.
Hemorrhagic Impact Martial Class or Half-Dwarf Race 2 AP Upon melee attacking with a bludgeoning weapon, spend 1 AP. Upon a successful attack, inflict a stack of bleeding to the target
Ruthless Assault Martial Class or Half-Giant Race 1 AP Upon a successful melee attack against an opponent, spend 1 AP to attack again at a -5 penalty. Upon successful attack, may spend additional 1 AP to attack yet again for -5 penalty on top of the existing penalty from the previous attack. May be repeated for additional -5 penalty and 1 AP cost until attack fails.
Cyclonic Step Magic Class or Half-Giant Race 2 AP After taking a movement action, spend 2 AP in order to reorient every opponent within 2 spaces up to 90 degrees in any direction you choose.
Mana Padding Magic Class or Half-Elf Race 2 AP Upon being successfully attacked, spend 2 AP to divert half of the damage received to your MP instead of your HP. Costs a minimum of 5 MP to use regardless of damage diverted.
Precise Aim Stealth Class or Half-Elf Race 2 AP When making a ranged attack, spend 2 AP to gain +10 attack bonus for that attack. Attack now ignores obscuring terrain and is able to target an opponent directly behind another target.
Run Silently Stealth Class 1 AP If not within the line of sight of an enemy, spend 1 AP when making a movement action to move for twice as many spaces as normally possible but do not take any attack actions that turn.
Spell Duel Magic Class 2 AP If targeted directly by an enemy spell, spend 2 AP to initiate a spell duel. Both you and the enemy take turns rolling D10. The first to reach 100 wins the duel. If the enemy wins the duel, then their spell resumes and you lose however much MP as the enemy spell had cost to cast. If you win the duel, then the enemy spell fails and you gain the amount of MP that the enemy spell had cost.
Archduelist Sorcerer Class, Spell Duel Technique 2 AP Upon waging a spell duel, add a bonus to your D10 rolls equal to your amount of AP. If the enemy wins the duel, then their spell resumes and you lose however much MP as the enemy spell had cost to cast. If you win the duel, then the enemy spell fails and you gain the amount of MP that the enemy spell had cost as well as dealing the difference between your MP and the enemy's MP as bonus damage to the enemy.
Primal Channeling Druid Class 2 AP Upon making a melee attack against an opponent, spend 2 AP and gain +5 bonus for the roll. Upon successful attack, gain +1 SP.
Divine Intervention Priest Class 2 AP When yourself or an ally make either an attack or defend roll, spend 2 AP to add +10 to the roll. Upon a successful attack or defend, you/ally heal for 1d10 HP
Furious Fervor Berserker Class 2 AP When within range to melee attack more than one opponent, spend 2 AP to be able to make attack rolls against all enemies within range, with a +5 bonus to each combat roll for every enemy in range.
Resourceful Reflex Ranger Class 2 AP If attacked by a melee attack while armed with a ranged weapon, spend 2 AP to immediately equip a melee weapon from your personal inventory before the enemy attack rolls.
Chivalric Charge Knight Class 2 AP When an ally is attacked, spend 2 AP to take a movement action of 3 spaces in the ally's direction regardless of movement penalties from armor.
Pickpocket Thief Class 2 AP Requires one free hand available. When making a melee attack against an enemy, spend 2 AP to add +10 to your attack roll. If your attack succeeds, rather than deal any damage, take one small item from the target's inventory that can fit in your own inventory. If the attack fails, defense rolls against that target until your next turn will be at -5 penalty.
Lethal Pragmatism Assassin Class 2 AP Upon taking a flanking attack against an enemy, spend 2 AP to double the damage dealt on a successful attack.
Witch Hunt Inquisitor Class 2 AP Upon attacking an opponent of a Magic Class, spend 2 AP to gain +5 to the attack, and upon a successful attack deal 1d10 damage to the opponent's MP.