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theian

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Aug 22nd, 2017
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  1. The Engine
  2.  
  3. A quasi-original D8 system by me
  4.  
  5. The engine works on a dice buy system.
  6.  
  7. This game system is inspired by elements of Octane, Fudge, Monsters & Other Childish Things and Human Occupied Landfill. It uses 8-sided dice. You will need many dice for each player, a secret place for the GM to roll dice and imagination.
  8. Character Generation-
  9. Each player starts with 13d8
  10. These dice are invested in base stats and specific skills the player wishes his character to excel at. Additional dice may be earned during the course of play as experience
  11.  
  12.  
  13. Magic
  14. .
  15. .
  16. skill ……………………….quick
  17. .
  18. .
  19. .
  20. physical
  21.  
  22. All Character attributes are divided along these axes.
  23. A character sets a certain number of dice to each of these base attributes based on the power level of the individual campaign. The GM determines how many successes are needed for each action. Any roll of 4 or over is considered a success. If you roll an 8 on any die it is considered a critical success and you can roll an extra die.
  24. If you roll a 1 A success is subtracted From both the action and your take 4 pool
  25.  
  26. Physical is brute strength characters have hit points equal to physical X 2
  27. Quick is speed and reflexes also determines initiative
  28. Skill is how good that you are your chosen skills and how smart you are
  29. Example the Skill dungeon crawling Grants
  30. better knowledge of traps and monsters
  31. But secret history Would tell you how things really happened
  32. And who's really in charge
  33. Magic is anything extraordinary
  34. Each player selects an archetype and distributes dice according to how they want for base stats and skills.
  35. Examples of stats and their axes.
  36. Gadgeteering and any thing that can’t happen ‘realistically’ is considered magic.
  37. And another secondary axes is determined based on what fantastic action you are attempting. A success on both axes are needed for the action to be successful.
  38. i.e. fantastic Japanese swordsman (crouching tiger, hidden dragon or hero would be magic/skill or magic/quick Whereas a lifting or enduring the impact of a car would be magic/physical.
  39.  
  40. Skills
  41. Each Character Gets three skill categories As chosen by the player
  42. categories should be broad but not overlapping and should not be able to cover everything possible
  43. Skills our Archetype Does not have are used based on your stat minus a penalty determined by the gm.
  44. Interpersonal and charisma based interactions are physical or skill
  45. example
  46. archetypes:
  47.  
  48.  
  49. Name of Archetype
  50. Fictional examples
  51. Primary attribution
  52. Secondary attribution
  53. Tertiary Attribution
  54. Flying Brick
  55. Superman,
  56. Physical
  57. magic
  58. skill
  59. Magic man
  60. Human torch
  61. Magic
  62. N/a
  63. N/a
  64. Gadgeteer
  65. Bond, James Bond
  66. magic
  67. skill
  68.  
  69. Adventurer
  70. Grey Mouser, Robin hood
  71. skill
  72. quick
  73.  
  74. Warrior
  75. Lone Wolf, Red Sonja
  76. Physical
  77. skill
  78.  
  79. Magical Trickster
  80. Puck
  81. Magic
  82. Skill
  83.  
  84. Bruiser
  85. The hulk,
  86. physical
  87. magical
  88.  
  89. Smart Guy
  90. The Dr., Sherlock Holmes
  91. Skill
  92. Magic
  93.  
  94. Speedster
  95. Flash
  96. Quick
  97. Magic
  98. Physical
  99.  
  100. Magic system: effects that are purely magical and do not involve the character taking a physical action are considered magic only. I.e creating a purely magical effect such as a ball of fire or turning someone into a frog, voodoo curses, circles of protection.
  101. Actions like punching thru a cinder block are considered magic physical. Having knowledge of all topics or arcane knowledge is considered magic skill. Dodging a bullet would be magic quick.. If you are primarily a magic user, you cannot be a general practioner. You much choose a category of magic that you specialize in. Example healer,
  102. Type
  103. Defination
  104. Limitations
  105. Strength
  106. Healer
  107. Restores health by magic
  108. Offensive spells,
  109. Healing, protective spells, curse removal
  110.  
  111.  
  112. Conflict resolution is achieved by using opposed checks in the stats of the two opposed parties. Whoever has the higher number of successes wins. If there is an even number of successes, each party rolls an extra die. This process continues until the conflict is resolved.
  113.  
  114.  
  115. Character advancement During the course
  116. Of play The GM awards Experience points 25 experience our points are
  117. needed. For level II 50 for level III and so on
  118. at level I you gain three dice at level 2 six dice at level3 9 dice
  119. Taking 4 Is normally impossible however each critical success
  120. puts a point that can be used to take 4 once 5 experience points X character level
  121. can be spent to put a point in this pool
  122. note that using experience points does not go down cause you to go down levels merely make it harder to reach the next one
  123.  
  124. combat
  125.  
  126. to hit*Exponentially scalable
  127.  
  128. Defense vs. Distance
  129. No defense
  130. shielded
  131. Behind a brick wall
  132. Magic wall
  133. impossible
  134. Close
  135. i.e 1 foot
  136. Plus 1
  137. 0
  138. -1
  139. -2
  140. -3
  141. Near
  142. i.e 1 yard
  143. 0
  144. -1
  145. -2
  146. -3
  147. -4
  148. Far I.e. 1 mile
  149. -1
  150. -2
  151. -3
  152. -4
  153. -5
  154. Very far I,e orbit to ground
  155. -2
  156. -3
  157. -4
  158. -5
  159. -6
  160. Extremely far I.e
  161. interstellar distance
  162. -2
  163. -3
  164. -5
  165. -6
  166. -7
  167. Impossible i.e one end of the universe to the other
  168. -3
  169. -4
  170. -5
  171. -7
  172. -8
  173. Also exponentially scalable
  174. damage
  175.  
  176. Paper cut
  177. 1
  178. Stab wound
  179. 5
  180. Claw hammer to the forebrain
  181. 15
  182. Covered in napalm
  183. 30
  184. Atomic blast
  185. 100
  186. annihilated by a vengeful God
  187. 1000
  188. Combat is resolved by If the number of the Attack successes Inspired the number of defense Successes doing damage equal to the number of Attack successes
  189. +1 for each critical
  190.  
  191. Items
  192. items work by granting a Character a ability they would not normally have
  193. I.e Grappling hooks enable you to climb walls And Scuba gear breathe underwater
  194. This works by your skill dice
  195. Or by giving bonuses to roles
  196. A beginning character starts with six pieces of equipment None of which have more than two abilities Or a bonus more than three
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