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  1. steven universe rpg v.05 “needing playtest”
  2. Bold sections are under work, always feel free to contact me with suggestions or fixes.
  3. By: Plebtierdrawings
  4. Stats
  5. Sub-stats
  6. race
  7. character creation
  8. Gem Magic
  9. Human resolve
  10. Combat
  11. initiative
  12. movement
  13. Equipment
  14. weapons
  15. defense
  16.  
  17. To add:
  18. Sample enemies
  19. sample campaign
  20.  
  21. To do:
  22. finish typing
  23. test runs
  24. organize
  25. add art
  26.  
  27. Character Creation
  28. ==================
  29.  
  30. --Stats--
  31. :: Players have a pool of 5 point to spend on their stats at character creation. And at every level after::
  32. There are 4 Basic stats for this system. They are
  33. * Skill
  34. * Strength
  35. * Speed
  36. * Smarts
  37. Skill is the stat used for trying to hit a monster or Defending yourself. It could also be used for could be anything using dexterity, but if we called it dexterity we wouldn't have the onomonopia.
  38.  
  39. Strength is used for doing damage to monster or other activites that include strength, jumping, lifting, and also dictates how much health you have.
  40.  
  41. Speed is for determining how far you can move in a turn, how fast you can sprint and your order in a fight.
  42.  
  43. Smarts is how much the character knows about certain things. It could be how much a character knows about human or gem history or how to hack into a computer system.
  44.  
  45. --Sub-stats--
  46.  
  47.  
  48. A character can only use half a skill for something they do not have a sub-stat in. The GM should feel free to let players make up sub-skills. After all each character could have wildly different backgrounds. Below are a few examples for sub-stats. Player characters are not required to take these sub-stats but they may find them useful.
  49.  
  50. Skill (Attack)
  51. Skill (Defend)
  52. Skill (Conversation)
  53.  
  54. Strength (Lift)
  55. Strength (Jump)
  56. Strength (Arm Wrestling)
  57.  
  58. Speed (Sprint)
  59. Speed (Initiative)
  60. Speed (Card dealing)
  61.  
  62. Smarts (Gem history)
  63. Smarts (Human history)
  64. Smarts (Dwarf Fortres)
  65.  
  66. These are just a few examples and the players can invent new ones.
  67.  
  68. :: Players have a pool of 5 point to spend on their stats at character creation. And at every level after:: Each point they spend in a stat lets them take another sub-stat in that stat. For example if a human character puts a point in speed they can choose to take the (Sprint) sub-stat. So now when the character tries to triple their movement they can get a bonus to the roll. Without the sub-stat they would only get to use half of their speed stat when trying to sprint. With the sub-stat they can use their full Speed stat.
  69.  
  70. If they player has training in a sub-stat for the skill they are trying to use the they can use their full stat for the roll. We encourage the GM to reward specific skills and role playing. For example if a character has smarts (history); this is a very broad field, maybe the character knows a little bit about a lot of subjects. If the character has Smarts (human history 1900-2000); this is a very specific field, the character knows a lot about just that time in history. So if the question was about human history in 1935 the second character may get a +2 and the first one may not get any bonus. I feel it may be best represented by the table below.
  71.  
  72.  
  73. untrained = -50% penalty
  74. (history) = +0
  75. (human history) = +1
  76. (human history 1900-2000) = +2
  77. (human history 1900-2000 in northern europe) = +3
  78. and so on.
  79.  
  80. Ultimately I feel as if it is up to the GM to decide when to apply bonuses to rolls, or penalties if they desire. The role of GM though, is to tell a story and make sure the players have fun, and can make changes whenever they want. This is meant to be a Role-play system not a roll-play system.
  81.  
  82. --Races--
  83.  
  84. There are two main races in this game, Gems(Like Pearl or Peridot) and Humans(Like Greg or Jenny), and a GM optional third race, Half-gems (Like Steven, more information found in experimental section at the end).
  85.  
  86. Humans can be any age, but typically in their late teens at the earliest (this isn't pokemon, letting children out on dangerous adventures isn't normal) and no older than 30 or 40 (though they can be but they should start taking certain penalties due to age). Humans are normal people but are much better at adapting to new situations and are, in general, much better at finding new solutions to difficult situations. They have a myriad of personalities not dictated by any gemstone mythos. Humans are also quick learners and have finer skills due to not having magic to rely on. Humans start with a natural base 2 in their skill and smart stats.
  87.  
  88. Gems.
  89. Gems are magical beings with the ability to summon weapons as well as having superior speed and strength. A good gem character's’ personality is based upon the their gemstone mythos, and they are not very “forward thinkers” Gem character typically are always new born, fresh from whatever cliff face some virus machine created them from. It doesn't have to be earth either. Seeing as information is limited on how gems are born maybe they were created on the moon, or mars. Gems start with a natural boost to their strength and speed, starting with 2 in each. Gems are immortal and when they drop to zero hp they “poof”. When a gem poofs they retreat into their gem for d20 days. Please include where the gem is located when you create the character.
  90. -> Gems
  91. Base
  92. Skill: 0
  93. Strength: 2
  94. Speed: 2
  95. Smarts: 0
  96. -> Humans
  97. Base
  98. Skill: 2
  99. Strength: 0
  100. Speed: 0
  101. Smarts: 2
  102.  
  103.  
  104. Gem characters can spend points on gem magic powers instead of stats and skills.
  105. In addition a player can make a sub-stat as specific as they want. The more niche a sub-stat the better a bonus the gm should be encouraged to give. As described in the stats section. (It's like a +1 for each descriptor on the sib-stat) Again, GM's, Let the player be creative with it and really describe their character through their stats and sub-stats. Players can have as many sub-stats as is equal to the stat that it falls under. But it is not required
  106.  
  107. --Health--
  108. Health is equal to the characters strength stat + 10. Characters can increase their health with strength sub stats. Though characters only get an additional 10 health from each specialized sub-stat. It could be called Strength (additional health) or Strength (more health) or so on. characters also gain their strength stat to their max health each level.
  109.  
  110.  
  111. Humans stuff(looking for stuff to add):
  112. Humans only take half damage against non-physical gem attacks.
  113. While Gems get poofed when they drop to zero health humans can keep on fighting. Once a human drops at or below 0 hp they continue fighting until the end of their turn. They then fall unconscious, they lose 1 hp per turn they are unconscious . If they fall to -10 hp they die, if given medical attention and stabilized( difficulty depending on severity of wounds) they stop losing hitpoints. They gain 1 hp for each hour spent unconscious without medical attention
  114. Humans also gain the benefit of adrenaline. Once per day a human can gain strength that is above normal. A temporary +5 to strength for one turn.
  115. Resolved Actions- Humans can choose to fail a skill check to gain a point in resolve. A human character cannot fail the same skill check more than once. The human character can then exchange a resolve point later on to pass a different skill check by the bare minimum. Humans can have as many resolve points equal to/up to their level.
  116. *A resolved action can only be used on a similar action that was failed earlier.
  117.  
  118. Gem Magic
  119.  
  120. Gems are magical beings, they have access to magic powers. From magical weapons to the awesome fusion powers (Giant women!). Some of these powers may have one or more prerequisites(indention) and others can be taken multiple times(m). Explanations are presented following. Gem characters start with no magic powers and can choose one power per level or exchange stat points during leveling up for extra magic power.
  121.  
  122. Gem Weapon
  123. Dual Wield
  124. differing size
  125. Special Attack(m)
  126. Strength Boost(m)
  127. Speed Boost(m)
  128. Element Control
  129. lvl1
  130. lvl2
  131. lvl3
  132. flight
  133. lvl4
  134. lvl5
  135. space flight
  136. lvl6
  137. Magic Ability(m)
  138. Fusion
  139.  
  140. Explained-
  141. Gem Weapon: A gem weapon is an ability most all gems have displayed knowing how to use. A gem weapon can be drawn at will. Gem weapons can be made bigger or smaller as needed. Gem weapons don’t really do any more additional damage compared to non-magical versions.
  142.  
  143. Dual wield: A gem can draw an additional weapon, identical to the first, at will. they will need to know how to fight with two weapons though to not incur a -2 penalty to attack rolls for both attacks.
  144. Special Attack: Similar to Pearls energy balls, amethysts spindash or Garnet’s rocketfist. A special attack is some kind of alternative attack using magical powers. Discuss with your Gm on effects and damage.
  145.  
  146. Strength, Speed Boost - Gives a temporary +10 to relative stat when the gem chooses for a turn
  147.  
  148. Element Control - Sometimes gems can control some sort of element, from sand to water to electricity. This can be used for ranged or melee attack, even armor with damage and dt based on the power of the power. They cannot add strength or (whatever you add to ranged dmg) to the damage.
  149. -lvl1- the gem can control a small amount of their chosen element. No more than a cubic at a time. Ranged DMG- 1d4 Melee DMG- 1d4 Armor DT- 0 (Pearl level)
  150. -lvl2- the gem can control more of their chosen element. Though no more than a cubic meter at a time.
  151. Ranged DMG - 1d6 Melee DMg - 1d6 Armor DR-1
  152. -lvl3-the gem can control more of their chosen element. Though no more than a cubic _____
  153. Ranged dmg- 1d8 melee dmg - 1d8 armor DR- 2
  154. - Lvl 4-The gem can control up to an square acre of their chosen element.
  155. ranged/melee dmg - 1d10 dR- 3 (Beach Glass level)
  156. -lvl 5 - The gem can control up to a cubic mile of their chosen element.
  157. ranged/melee dmg - 1d12 Dr-4
  158. -lvl 6 - The gem can control an incredible amount of their chosen element.
  159. ranged/melee dmg - 1d20 dr-5 (lapis level)
  160.  
  161. Flight- The gem can fly with wings made out of their element. If the gems element is not a solid element then they cannot benefit from flight.
  162. Space flight- The gem has found out how to fly in the void of space away from gravity, or air or anything that conventional flight needs.
  163.  
  164. Magic ability- Similarly to Garnet future vision, Pearl’s holograms, or amethysts shape shifting. Magic abilities are special utility powers that a Gem poses. Magical abilities do not do damage and are not attacks.
  165.  
  166. Fusion-
  167.  
  168.  
  169. Combat
  170. ======
  171. Monsters are much like the players, they have skills, strength, speed, and smarts. But unlike players monsters probably don't have many points in smart. A GM can custom create monster on the fly as the system should be simple enough. I have attempted to write some monster that you will find at the end of this write up. GM might find it easier on higher level mobs to just give it combat stats, or social stats depending on the encounter.
  172. Combat is based on the attacker vs defender (duh). The attacker declares an attack against one or more opponents. The attacker rolls to hit using a skill (attack) or similar, if the defender is able to then they roll to defend themselves, with a Skill (Defend) or more specific sub-stats like Skill (Block) or Skill (Dodge). Of course sometimes the attacker or defender may get a bonus or penalty if the situation or GM deems it. Trying to block a sword with your bare hand can be basically impossible so unless your character has actual training or is just plain very good at blocking then you will pretty much get hurt. SImilarly dodge would work well in open spaces but in a dungeon with restricted movement or if the characters legs become stuck a dodge could very easily launch the character into the wall or his/her fellow characters. A general Defend skill would have a character try both, but not be particularly great at either one. A certainly safer approach but none the less doesn’t give you as big a bonus as being more specific.
  173. Either way if the attacker rolls higher than the defender the attack hits and you roll for damage. If the defender rolls higher than the attacker, defender wins and no damage/ reduced damage is taken. Again at GM discretion. Damage is based on the damage of the weapon + the strength stat if it’s a melee weapon. Ranged weapons do not gain dmg from the strength sub stat they are based on the damage of the weapon + (something I don’t know, the result of attack roll - defense roll, or the skill stat). Weapon damages can be found in the equipment section.
  174.  
  175. Initiative: Initiative is determined in battle starting with the highest speed. A GM can have players roll a die of their choice,usually a d20, and add the speed stat to the result. Or base it purely on the speed stat.
  176.  
  177. Movement: A character can move the number of squares up to their speed stat. with a minimum of 1 square.
  178.  
  179. Equipment:
  180. Most equipment is taken from d20 modern equipment list. Damage is generally halved until better HP system is figured out and playtesting.
  181.  
  182. Ranged
  183. Small hang gun - 1d4
  184. Medium hand gun - 1d6
  185. large hand gun - 1d8
  186. small rifle - 1d6
  187. medium rifle - 1d8
  188. big rifle - 1d10
  189. really big rifle 1d12
  190.  
  191. Medium bow 1d6
  192. large bow 1d8
  193.  
  194. Melee
  195. light melee weapon 1d4
  196. medium melee weapon 1d6
  197. heavy melee weapon 1d8
  198. Way to big melee weapon 1d10
  199.  
  200. Armor
  201. light armor DR-2
  202. Medium Armor DR- 4
  203. Heavy Armor DR- 6
  204.  
  205. Light vehicle armor DR - 4
  206. Medium vehicle armor DR- 6
  207. Heavy vehicle armor DR- 8
  208. Really heavy vehicle armor - 10
  209.  
  210.  
  211.  
  212.  
  213. Experimental section:
  214. Half-gems are both, they have the free-form thinking of humans and the magic of gems. Though they are more of a middle ground. A half-gem's personality is based on the gem of which they contain. Ex: Steven Quartz Universe, currently the only half-gem in existence, is a very loving individual because Rose Quartz is a gem stone of love. As Pearl would say "You're just like your mother".
  215. Half-Gems are the best of both worlds while master of neither. They start with a base 1 in each stat.
  216. Being only Half-gems their magic powers can be rather, unstable. Half-gems cannot reliably pull out their weapon until level 3. And they learn each new ability a level later than full gems.
  217.  
  218. Half-gems have a yet undetermined Life span and may benefit from the Gems immortality. The same way it is undetermined if they die or retreat into their gems when they lose all their health points. These should be up to the GM to determine.
  219. Half-Gem's are almost always children at lvl 1. A half-gem can still be played, even in combat roles. Steven may have a lot of points in some charisma skills but it's obvious he has almost none in any attack skills and some in defense skills. A half-gem from a different, more violent gem (that somehow was willing to give up their physical form, again GM's can allow or not allow at their discretion) may have no charisma skills and focus just on combat skills.
  220. Since Steven is the only current example of a half-gem, half-gem character could not be allowed at GM's discretion due to lack of examples and information on them.
  221.  
  222. -> Half-Gem
  223. Base
  224. Skill: 1
  225. Strength: 1
  226. Speed: 1
  227. Smarts: 1
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