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BeleagueredQM

Beleaguered Prince Quest Rules

Mar 25th, 2016
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  1. BELEAGUERED PRINCE QUEST
  2. Last Update: Thread 81
  3.  
  4. [SKILLS]
  5.  
  6. These skills represent a general area of knowledge rather than a specific ability. All skills begin at level 1 and there is no level cap.
  7.  
  8. Sovereign: This skill is your ability to engage in diplomacy, command your subordinates, apply your laws, and manage your lands.
  9.  
  10. Military: This skill represents your ability with firearms, melee weapons, tactics, strategy, and logistics.
  11.  
  12. Intrigue: This skill represents your ability to lie, deceive, hide, and act through underhanded means.
  13.  
  14. Merchant: This skill represents your ability to buy and sell goods, generate profits, and earn money.
  15.  
  16. Dilettante: This skill represents your knowledge of culture, science, philosophy, and the arts.
  17.  
  18. Enchantment: This skill represents your talent for enchantment, the ability to imbue items with special energies or powers.
  19.  
  20. Alchemy: This skill represents your talent with alchemy, the ability to synthesize strange metals or medicinal potions.
  21.  
  22. [DICE ROLLS]
  23.  
  24. Dice rolls scale according to the difference between the Skill Level and Task Difficulty.
  25.  
  26. Difference 3+: Automatic Success
  27. Difference 2: 1d12
  28. Difference 1: 1d10
  29. Difference 0: 1d8
  30. Difference -1: 1d6
  31. Difference -2: 1d4
  32. Difference -3+: Automatic Failure
  33.  
  34. In other words, if the Task Difficulty is equal to the Skill Level, you roll 1d8. If the Task Difficulty is two levels higher than the Skill Level, you roll 1d4. If the Task Difficulty is two levels lower than the Skill Level, you roll 1d12.
  35.  
  36. No matter which dice you use, you need to roll at least a 4 in order to succeed.
  37.  
  38. The dice rolls use a simple best of three system.
  39.  
  40. [CRITICALS]
  41.  
  42. Critical Failure: If all dice fail and the players roll a one, their next roll with the skill they used is at +1 Task Difficulty.
  43.  
  44. Critical Success: If the players succeed by rolling a 10, their next roll with the skill they used is at -1 Task Difficulty.
  45.  
  46. Super Critical Success: If the players succeed by rolling an 11, their next roll is at -1 Task Difficulty regardless of the skill used.
  47.  
  48. Mega Critical Success: If the players succeed by rolling a 12, their next roll is automatically successful regardless of the skill used.
  49.  
  50. Critical failures and successes do not affect experience gain.
  51.  
  52. [EXPERIENCE]
  53.  
  54. Skills gain experienced after a successful roll. The amount of experience gained depends on the dice rolled. Thus, there is an incentive to attempt more difficult tasks in order to obtain additional experience.
  55.  
  56. 1d4: 36XP
  57. 1d6: 18XP
  58. 1d8: 12XP
  59. 1d10: 7XP
  60. 1d12: 5XP
  61.  
  62. In order to level up, a skill must accumulate (Current Level x 100) experience points.
  63.  
  64. [CHARACTER SHEET]
  65.  
  66. Prince Meirion auk Gwyrren
  67.  
  68. Sovereign: Level 4 (301/320 XP)
  69. Military: Level 5 (181/450 XP)
  70. Intrigue: Level 6 (26/420 XP)
  71. Merchant: Level 4 (312/320 XP)
  72. Dilettante: Level 4 (243/360 XP)
  73. Enchantment: Level 3 (78/300 XP)
  74. Alchemy: Level 2 (161/180XP)
  75.  
  76. Wife: Reagan mac Connaught (Sovereign/Intrigue)
  77. Consort: Olwen auk Vaughan (Military/Sovereign)
  78. Consort: Seren auk Caunys (Alchemy/Merchant)
  79. Concubine: Eleri Lloyd (Dilettante/Intrigue)
  80. Concubine: Esyllt Coleran (Merchant/Intrigue)
  81. Concubine: Delyth
  82.  
  83. [DEGFFORD]
  84.  
  85. Sovereign: D6
  86. Military: D6
  87. Intrigue: D8
  88. Merchant: D8
  89. Dilettante: D6
  90. Enchantment: D6
  91. Alchemy: D8
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