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I honestly have to agree a simple system would be preferred here. Honestly I think using the system Rixx suggested could work, with the following changes to allow for a game that will have a lot of non-combat situations.
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=============Combat Stats===========
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-18 points. Max of 10 in any stat. Standard rules. 
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-A 1d10 will be rolled to decide who goes first as 'initiative'. Those with the highest going first This is generally rolled only once per combat.
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-A character may take a penalty to their DEF stat to boost the above 1d10 roll. This penalty is reduced by 1 for every round of combat that passes.
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-Situational modifiers will apply however. Characters that have high ground, surprise, or cover can expect a bonus or penalty to their roll.
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-A character reduced to 0 hp is unconscious not dead.  
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-Every round they must make a BODY check (listed in RP attributes). For every failed check they suffer 1 HP damage. If they succeed two rounds in a row they no longer need to make these checks.
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-If a character is reduced to the negative of their body stat they die.
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-A character may use their turn on an IQ check or 
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=============Special Moves==========
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-All characters will Start with ‘Three’ Special moves.
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-Special moves are treated as automatically ‘charged’ at the start of combat. Though you will need to wait three rounds after using them.
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-If a character choose the ‘Heal’ or ‘Heal other’ Special move he must by default take both. Such a character may ‘heal’ without using up their special move at ½ the normal value.
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-Remember what a special move is style wise is completely up to you. Is multi-attack your hero rushing into battle swinging his sword around in a dramatic arc? Or tossing out a fire ball that hits all his foes? 
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-Original Special moves will be allowed on a case by case bases. Though a character can have no more then one ‘unique’ power.
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===========Role Playing attributes========
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-Are meant to represent the ‘skills’ of the character outside of combat. Who they are rather then their pure fighting ability. Only the BODY stat is used in combat in anyway. This is for things like stealth, lifting heavy objects, figuring out ancient runes or talking your way past guards.
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-Characters have Five such attributes:
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-Body which represents physical strength and resistance to poison/Fatigue. 
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-Agility which represents hand eye coordination and speed. Useful for acrobatic stealthy heroes.
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-IQ which represents book knowledge. Knowing what monsters you face, history, science and magic. A must have for anyone who wants to cast ‘Ritual’ spells and the like.
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-Perception which represents you ability to simply be aware of the world around you, be it hidden threats, or peoples emotions.
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-Charisma Which represents good old fashioned talking skills. How likeable you are, though it has no effect on Stats.
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You have 30 Points to spread between these five stats with 9 being the ‘highest’. When you take an action with a risk of failure the GM will ask for a ‘Skill check’. Unlike Normal attributes you will a 1d10 for the check. If the roll is lower then the attribute in question you succeed.  Naturally penalties and bonuses will apply depending on the situation.
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========Fate Points=========
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All characters will start with two ‘Fate points’ and gain a fate point for every game they take part in be it as a player or GM.
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A character may spend a fate point to re-roll any check, get a hint from a DM, recharge their special power, or use a special power that they don‘t have.
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Three fate points may be spent to automatically get the best possible roll on your next check.
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========Quirks==========
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Give and take aspects of your character that can’t be represented by the above stats. Players are free to discuss their own ideas with Dms. Some examples include.
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* Represents a number between 1 and 4 which is chosen at character creation.
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-Expert: Your character is around more so for his skills then his fighting ability. You loose * number of points in combat stats but gain twice that number for role playing attributes.
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-Archer: Your character prefers to fight at a range. You gain a * bonus to all Attack/Defence checks at a range but the same penalty when in melee or tight situations. Good for focused bow-users and casters.
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-Elemental affinity: You character is attuned to a certain elemental power, such as being a holy knight or a Cold mage. You gain a * Bonus to attack/defence when this element works to your advantage, and a * penalty when it does not.
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-Melee only: The character is incapable of ranged attacks all together, but gains an extra point in combat stats.
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==========Example Character========
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*No I won't be using this character for the game Dummy.
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=Lily=
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=Combat Stats:=
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-Att:4
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-Def:7
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-Vit:5
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=Role play Attributes:=
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Body:5
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Agility:6
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IQ:7
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Per:8 
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Cha:8
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=Special Attacks:=
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Inspire-Do not attack for 3 turns. All allies gain +2 to all attack rolls.
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*Shield-Do not attack for 3 turns. All allies gain +2 to all defence rolls.
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Trap-Your opponent cannot defend against the next Attack Aimed at them.
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=-Quirks-=
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Expert(+2). Looses 2 Combat stats, but gains +4 additional points for RP attributes.