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- The Engine
- A quasi-original D8 system by me
- The engine works on a dice buy system.
- 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.
- Character Generation-
- Each player starts with 13d8
- 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
- Magic
- .
- .
- skill ……………………….quick
- .
- .
- .
- physical
- All Character attributes are divided along these axes.
- 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.
- If you roll a 1 A success is subtracted From both the action and your take 4 pool
- Physical is brute strength characters have hit points equal to physical X 2
- Quick is speed and reflexes also determines initiative
- Skill is how good that you are your chosen skills and how smart you are
- Example the Skill dungeon crawling Grants
- better knowledge of traps and monsters
- But secret history Would tell you how things really happened
- And who's really in charge
- Magic is anything extraordinary
- Each player selects an archetype and distributes dice according to how they want for base stats and skills.
- Examples of stats and their axes.
- Gadgeteering and any thing that can’t happen ‘realistically’ is considered magic.
- 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.
- 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.
- Skills
- Each Character Gets three skill categories As chosen by the player
- categories should be broad but not overlapping and should not be able to cover everything possible
- Skills our Archetype Does not have are used based on your stat minus a penalty determined by the gm.
- Interpersonal and charisma based interactions are physical or skill
- example
- archetypes:
- Name of Archetype
- Fictional examples
- Primary attribution
- Secondary attribution
- Tertiary Attribution
- Flying Brick
- Superman,
- Physical
- magic
- skill
- Magic man
- Human torch
- Magic
- N/a
- N/a
- Gadgeteer
- Bond, James Bond
- magic
- skill
- Adventurer
- Grey Mouser, Robin hood
- skill
- quick
- Warrior
- Lone Wolf, Red Sonja
- Physical
- skill
- Magical Trickster
- Puck
- Magic
- Skill
- Bruiser
- The hulk,
- physical
- magical
- Smart Guy
- The Dr., Sherlock Holmes
- Skill
- Magic
- Speedster
- Flash
- Quick
- Magic
- Physical
- 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.
- 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,
- Type
- Defination
- Limitations
- Strength
- Healer
- Restores health by magic
- Offensive spells,
- Healing, protective spells, curse removal
- 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.
- Character advancement During the course
- Of play The GM awards Experience points 25 experience our points are
- needed. For level II 50 for level III and so on
- at level I you gain three dice at level 2 six dice at level3 9 dice
- Taking 4 Is normally impossible however each critical success
- puts a point that can be used to take 4 once 5 experience points X character level
- can be spent to put a point in this pool
- note that using experience points does not go down cause you to go down levels merely make it harder to reach the next one
- combat
- to hit*Exponentially scalable
- Defense vs. Distance
- No defense
- shielded
- Behind a brick wall
- Magic wall
- impossible
- Close
- i.e 1 foot
- Plus 1
- 0
- -1
- -2
- -3
- Near
- i.e 1 yard
- 0
- -1
- -2
- -3
- -4
- Far I.e. 1 mile
- -1
- -2
- -3
- -4
- -5
- Very far I,e orbit to ground
- -2
- -3
- -4
- -5
- -6
- Extremely far I.e
- interstellar distance
- -2
- -3
- -5
- -6
- -7
- Impossible i.e one end of the universe to the other
- -3
- -4
- -5
- -7
- -8
- Also exponentially scalable
- damage
- Paper cut
- 1
- Stab wound
- 5
- Claw hammer to the forebrain
- 15
- Covered in napalm
- 30
- Atomic blast
- 100
- annihilated by a vengeful God
- 1000
- 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
- +1 for each critical
- Items
- items work by granting a Character a ability they would not normally have
- I.e Grappling hooks enable you to climb walls And Scuba gear breathe underwater
- This works by your skill dice
- Or by giving bonuses to roles
- 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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