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KusoGame basics

Jun 15th, 2020
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  1. KusoGame
  2. KusoGame is a d6-based system for quick and easy rules-lite fantasy roleplay. The game uses dice pools corresponding to your stats to arbitrate difficult or uncertain events and actions.
  3. The stats are as follows:
  4. Strength- Physical might, power, muscularity.
  5. Dexterity- Agility and ability to perform subtle or delicate tasks.
  6. Constitution- Physical health and resistance.
  7. Intelligence- Arcane magic and memorization.
  8. Wisdom- Divine magic and understanding.
  9. Charisma- Willful Magic and personality.
  10.  
  11. Character creation is as follows:
  12. Roll 1d6 for each stat down the line. Divide the number in half, round up, and write down the result with the corresponding stat. Roll a d6 again and write that down as your HP, or Hit Points.
  13. When your starting stats are done, choose your class. Each class gives an increase to certain stats, and some give a decrease. All classes give an extra feature specific to that class. If any of your stats are reduced to 0, you will be unable to resist or use actions with those stats, so it is suggested to choose a class which will allow you to have at least 1 in each stat. If you don't understand the phrasing or terminology in a feature, or what these stats are for in the first place, it's recommended to continue reading so you understand, then come back to this section later.
  14.  
  15. FIGHTER: +2 Strength, +1 Constitution. Feat of Strength- Allows you to perform superhuman feats of strength a number of times equal to your total Strength score, while adding half your Strength score to your results. +1 HP per level
  16. THIEF: +2 Dexterity, +1 Wisdom. Hit and Run- After a successful attack, you may move from the current zone to an adjacent one regardless of movement remaining. +1 HP every 2 levels
  17. MULE: +1 Strength, +2 Constitution. Strong Back- Allows you to carry an additional slot of equipment for every 2 Constitution you have. +2 HP per level
  18. MAGIC-USER: +1 Dexterity, -1 Constitution, +2 Intelligence. Arcane Magic- Allows you to learn Arcane Magic from spellbooks and spell scrolls. +1 HP every 3 levels.
  19. CLERIC: +1 Strength, -1 Intelligence, +2 Wisdom. Divine Magic- Allows you to channel Divine Magic from a god of your devotion. +1 HP every 2 levels.
  20. SORCERER: +1 Constitution, -1 Wisdom, +2 Charisma. Willful Magic- Allows you to develop Willful Magic, copying Arcane and Divine magic in doing so. +1 HP every 2 levels
  21. MONK: +1 Strength, +1 Dexterity, +1 Wisdom. Ki Power- Allows you to channel Ki Power, a mystical energy that comes from your own body. Unarmored- You cannot wear armor of any kind. +1 HP per level
  22. PALADIN: +2 Strength, +1 Charisma. Divine Smite- Allows you to cleave evil creatures and tame evil men. Paladin Code- A code of ethics you must follow, lest you lose your powers as a Paladin. +1 HP per level.
  23. COMMONER: +1 to 2 stats of your choosing. Potential: You can multiclass into any other class after 1 level in Commoner. +1 HP every other level.
  24.  
  25. CONFLICT RESOLUTION
  26. Now that you have your stats, you need to know what to do with them. The basic mechanic of KusoGame is rolling dice to determine the outcome of a difficult situation. When you come to a situation or problem that requires rolling to be solved, the GM will identify the stat to use. The DM may tell you what is required to roll, but if it is a secret then they may refrain from doing so. Refer to the stat on your character sheet, pick up a number of d6s equal to the stat's number, and roll them. Generally speaking, you want to roll high so you can meet or exceed the Difficulty Score that grades the challenge. Depending on other factors, you may need to roll more than one success in order to succeed at the task. Let's look at an example.
  27.  
  28. BILLY is a FIGHTER who is in combat with a CREEP. Hitting the Creep has a DIFFICULTY SCORE of 3, which means Billy needs to roll at least one 3 to hit the Creep. However the Creep also has the trait of Evasion 1. Evasion is a modifying factor that requires an additional success to hit it each time. This means Billy needs to roll at least two 3s to hit. Billy has a Strength score of 4, so he rolls 4d6 to hit. Billy rolls 1, 3, 3, 4 on his dice. Billy has three successful rolls, but it only counts as a hit for every two successes thanks to Evasion 1. Thus, Billy hits once. Billy rolls his damage die and applies the damage to the Creep.
  29.  
  30. WHAT DO MY STATS DO?
  31. Besides be used for conflict resolution, your stats determine various aspects of your character.
  32. STRENGTH- Increases damage done with weapons that use Strength. Can be used to help with intimidation.
  33. DEXTERITY- Helps you be sneaky and quiet. Increases skill with assembly and fine details.
  34. CONSTITUTION- Increases the number of inventory slots you have. Your slots are equal to your Constitution score, except for Mules who get an extra slot for every 2 Constitution they have. Increases your health, +1 point for every 3 points of Constitution you have.
  35. INTELLIGENCE- You can memorize spells from sources equal to your Intelligence. Increases your number of languages known, 1 for every 2 Intelligence you have.
  36. WISDOM- Increases number of Divine Magic spells known. Increases number of Prayers you may have active per day, 1 for every 2 WISDOM you have.
  37. CHARISMA- Increases number of Willful Magic spells known at a time, equal to half your Charisma. Improves rolls for NPC followers, allowing them to substitute or add your Charisma to their applied stat.
  38.  
  39. LEVEL ADVANCEMENT
  40. Level advancement is achieved by acquiring Wealth and returning to a safe place with it, such as an inn, a stronghold belonging to yourself or an ally, an estate belonging to someone in the party, or the guildhouse which one of you belongs to. After splitting up the Wealth, you may choose to use it to convert it to XP or keep it as a resource. Converting it to XP represents time spent between going out on adventures or dungeon delves, wherein you spend time practicing, training, and improving your skills. It will take at least a week to level up in a class you already have a level in, and at most six months to take a level in a class you don't have a level in.
  41. The level advancement chart is as follows-
  42. Level 1- 0 Wealth
  43. Level 2- 1 Wealth
  44. Level 3- 5 Wealth
  45. Level 4- 10 Wealth
  46. Level 5- 15 Wealth
  47. Level 6- 20 Wealth
  48. Level 7- 30 Wealth
  49. Level 8- 40 Wealth
  50. Level 9- 50 Wealth
  51. Level 10- 75 Wealth
  52. Level 11-15- 100 Wealth each
  53. Level 16-20- 200 Wealth each
  54. Level 21 and above- 500 Wealth each
  55. As you can see, there is a point where your starting dungeon delves and adventures will not cut the mustard in an efficient manner to continue accruing wealth, and you must either invest heavily over time or go for bigger scores.
  56.  
  57. WHAT HAPPENS WHEN YOU LEVEL UP?
  58. Each time you level up, you add 1 to any of your stats. In addition, you roll a d6 and add the result to your health, plus the bonus listed with the class.
  59. CAN I MULTICLASS?
  60. Multiclassing is a common feature in various RPGs. You may do so in this game. To multiclass, look at the class you want to multiclass into from the one you're in already and look at the stat bonuses. You must invest in these stat bonuses if you wish to start leveling in this new class, as well as fulfill character-based requisites to do so. For example, if a Thief wanted to become a Magic-User, they must have put one point into Dexterity and two points into Intelligence. This must be repeated for each class you want to multiclass into. If this Thief-Magic-User wanted to become a Monk, then they have to put one point into Strength, Dexterity, and Wisdom each. The point of Dexterity they invested in earlier does not count towards Monk.
  61.  
  62. WHAT'S MY EQUIPMENT?
  63. Equipment is an important aspect that determines the fiction and aesthetic of a character, as well as the difficulty to hit and what you're trying to hit with. After all, not everyone can be a Monk- unless it's that kind of game.
  64. SLOTS
  65. Slots represent your character's carrying capacity. This isn't representive of the actual weight of such equipment, but the point is not simulationism, rather simplification, and to prevent one from having to add up and write down the various weights of multiple bits and bobs they're carrying around.
  66. ARMOR
  67. Listed here are the different kinds of armor, followed by the Difficulty Score, plus any additional traits if they have any.
  68. Light Armor- Difficulty 3, +1 per 4 Dexterity. 1 Slot.
  69. Medium Armor- Difficulty 4, Damage Reduction +1 per 4 Constitution. 2 Slots.
  70. Heavy Armor- Difficulty 5, Damage Reduction +2 per 4 Constitution. 4 Slots.
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