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Overlord RPG but works off character sheets and is lazy

Nov 11th, 2019 (edited)
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  1. Ideas for an Overlord CYOA inspired system, that is really simple and only uses the character sheet.
  2.  
  3. The design premise: Make a game that people can play using nothing more than an Overlord style character sheet, this set of rules, dice, and maybe some small notes to keep track of what’s happening in play.
  4.  
  5. Before going on, obligatory mention of rule 0; basically if there is a rule that doesn't work, or a rule you think should be added, change it; and if there is a disagreement, either go with what the GM sais, or by table consensus if there is no GM.
  6.  
  7.  
  8. >>>Character sheets look like these:
  9. https://imgur.com/a/HnMa6wz
  10.  
  11.  
  12. >>>Where do I get this sheet?
  13. Use this link from the /CYOAG/ OP pastebin:
  14. https://mega.nz/#!CxdSyJgS
  15. Key: !iYswiQcp7D6olXoPk4Sv_91ncvkgCysOXED1YlMc-zc
  16.  
  17.  
  18. >>>How do I fill it in?
  19. It’s pretty easy, you usually just click on the parts you want to edit, and a text box magically opens for you. When you are done, you click “generate image” up the top to make it a picture, then you can right click and save to your PC. Don’t worry if something is listed as [missing] when empty; it won’t appear on the final image
  20. If you make a mistake and you can’t fix it just by clicking and editing, you can save it as a picture, then edit the final details using your photo-editing software of choice.
  21.  
  22.  
  23. >>>What classes do I put in?
  24. If you are in the process of making a character and haven’t added them in yet, put some classes on your character sheet. Classes can be used in game to modify your dice rolls, see “>What about my classes” below for details.
  25. Classes tend to be something like what you might find in DnD, like 'Wizard', 'Fighter' or 'Rogue'. There are no classes with more than 15 levels in them. Usually, base classes can be up to level 15, specialised classes up to 10, and really specific specialisations up to level 5. Try to follow something of a theme with your classes: most Overlord character's tend to focus on doing a few things really well, rather than trying to do many things simultaneously.
  26. They can also be racial levels, although humanoids (humans, dwarves and elves) will almost always have no racial classes; very rarely they might have 1 or 2 of no more than 5 levels. Demi-humanoids always have 1 racial class of up to 10, and may have up to 2 or so more racial classes. Heteromorphs always have 1 racial class and can have as many as they like, and their racial classes can go up to level 15.
  27. The combined total of all your characters is your character level. Most of this ruleset is made assuming that you will be playing a character of at least level 30 and up to level 100. Trying to play this game as written with a character that is less than level 30 may be difficult, so if you intend to play in a lower level game, read " >but I really want to play a low level campaign! " section after going through the rest of the rules.
  28.  
  29.  
  30. >>>What should my ability scores look like?
  31. This is hotly debated within /OCYOAG/ at the moment, and a clear number has yet to be reached.
  32. In the interim, my method: For a level 100 character, you get more or less about 630 points to distribute between your abilities; that’s 70 per stat on average. you’ve got 9 stats, and you need to assign numbers to them. Try to assign numbers in a way that fits your character.
  33. For other levels, try [level]*6+30. So a level 80 character has 80*6+30 points, which is 510.
  34. No single attribute can be higher than your level +15.
  35. For some alternative rules for playing with a low level character, see the " >but I really want to play a low level campaign! " section below.
  36.  
  37.  
  38. >>>What do I do with all these numbers?
  39. As for the other stats, Yggdrasil is an unholy union of DnD, MMOs, and Weeb. As such, the main thing you will be doing most of the time is trying to punch things. The rules for doing such are below.
  40. But before continuing on, there are a few stats that are derived from ability numbers. A character’s Vitality- how much damage they can take before being incapacitated- is equal to 10 + HP/5, rounded down. And a character’s Mana- how much magical energy they can expend- is equal to MP + 10.
  41.  
  42.  
  43. >>>How do I punch things? What do I do to attack?
  44. Take a percentile dice (2 ten-sided-die, with one being the first digit and the other being the second); roll it, and try to roll under your atk stat. If you roll under, you succeed.
  45. For every 10 by which you roll under, you succeed with an additional ‘degree of success’; usually this that the attack is harder to dodge- see " >What if something tries to punch me, how do I dodge? ".
  46. If you are punching things with a physical attack, use your ‘Phys Atk’ score. If you are punching something with magic, use your ‘Mag Atk’ score.
  47. To find out how much damage your attack dealt, see " >If the attack hits, How much Damage does it do? "
  48. Don’t worry about spending mana unless you are doing a fancy attack. If you do want a fancy attack, see below.
  49.  
  50. >>>When does the punching happen? How does Initiative work?
  51. Things go in rounds, and everyone gets a single turn per round.
  52. At the start of the turn, If you plan on taking a physical action, declare your Evasion stat; otherwise, declare your Special stat.
  53. Turns are taking in order from highest declared stat to lowest.
  54.  
  55. >>>What if something tries to punch me, how do I dodge? How do I avoid Attacks?
  56. You can try to avoid the attack. You do this with either Evasion or Resistance. Roll a percentile; if you roll under the relevant attribute, you avoid the attack. You use Evasion on most physical and projectile attacks, and resistance for the things that can’t really be dodged.
  57. However, you don’t always use flat ability. Notably, if the thing fighting you made an attack roll and hit with degrees of success, then for every degree of success they get on the attack roll, you treat your Evasion as 10 lower. Other factors may make it more difficult to dodge.
  58.  
  59. >>>If the attack hits, How much Damage does it do?
  60. If you are hit, you take damage, which you subtract from your vitality; vitality is equal to your HP+10. The damage dealt is equal to [attacking stat]/10 + 2d10.
  61. Your def stat can be used to protect you from the damage; reduce any damage you take by an amount equal to your [resistance stat]/10, rounded up. By default, the resistance stat you use is the same as the stat that was used to attack.
  62. Some attacks might have different effects, rather than or in addition to causing damage. See below* [spoiler]*The additional effects are not done[/spoiler].
  63.  
  64. >>>Speaking of Damage, how much health do I have?
  65. There are a few stats that are derived from ability numbers. A character’s Vitality- how much damage they can take before being incapacitated- is equal to HP + 10.
  66.  
  67. >>>What if my Vitality goes to 0?
  68. That depends on the ‘death rules’ in play:
  69. Casual mode: your character is ‘knocked out’ and can’t take actions anymore. They can probably be healed.
  70. Hardcore mode: Your character dies. He’s probably out for atleast the rest of the adventure, but don’t worry; people can get resurrected. Who knows, your team-mates might even still share the rewards with you.
  71.  
  72. >>>How do I heal my Vitality?
  73. Mana can be used for healing. Mana can be converted into Vitality on a 5:1 ratio. It takes an action to heal yourself, or someone else.
  74.  
  75.  
  76. >>>How much Mana does a character have?
  77. A character’s Mana- how much magical energy they can expend before running out and having to recharge- is equal to MP + 10.
  78.  
  79.  
  80. >>>What if I want to hit more than one target at once? Can my attack also freeze the target? Can I empower my attack by shouting something weeb?
  81. For this, you will need to dip into you mana pool.
  82. Using 10 mana gives your attack a ‘boost’; this is something on the lines of giving you a small AOE, or perhaps channeling ki to let you hit a ghost.
  83. Using 20 mana gives you a big effect, like hitting every enemy at once, or attacking twice.
  84. Additionally, you can also boost your stats for a single turn by spending mana on a 2:1 basis.
  85. If you want to use a special attack, ask the other players around the table, or your GM, how much mana a special attack should cost. If asking other players, go with whatever is the most popular value; if GM, follow the decision De Novo.
  86. [spoiler] a list of example special effect may come about when I confirm the rest of the system works [/spoiler]
  87.  
  88. >>>How do I recover my Mana?
  89. Usually, character’s will have a chance to recover their mana, but not necessarily after every encounter. Usually to recover mana, your character will have to either take some amount of rest away from combat to recover mana. What counts as rest, and how much rest is necessary, is decided either by your GM or by table consensus.
  90.  
  91. >>>What does the ‘Special’ stat do?
  92. Pretty much anything that isn’t to do with punching things or being punched. Want to try to hide from someone with invisibility? Escape with flight? Weave baskets with basket-weaving? Then try to roll under your Special stat with a percentile dice. Generally speaking, if an action doesn’t involve directly dealing or avoiding damage, you use your special stat.
  93. There may be a mana cost if you do something especially potent, like turning ethereal so you can be hit, which might range from 5-30 mana; decide with either the people around the table or your GM what a fair price might be.
  94. To a limited extent, special abilities can be used to represent attacks in an indirect manner- for instance, transforming into a battle form or summoning a monster. In these cases, Special is still used, however it will invariably require a mana cost at least equal to the Special stat/10, rounded up. The opponent still uses stats to avoid or resist the attack, and the exact stats used depend on the nature of the Special stat using attack- usually, it will be physical attack.
  95.  
  96. >>>What about my World Items and other gear?
  97. If it is on your sheet (which is to say, on your character portrait), and you reckon it can help you out, you can add +5 to the relevant stat for your action. This bonus does not stack.
  98. Anything not on your sheet doesn’t get used.
  99. There is an optional rule that can be used to simulate the items in your character's possession: ask you table or the GM if the " >Expanded rules: Sasuga! Points " is in use.
  100.  
  101.  
  102. >>>What about my classes?
  103. You can alter the results of a dice roll based on the level in one of your classes. This can only be done once per class per encounter. When you make a roll, you can use an appropriate bonus to treat the dice result as lower or higher before determining success, failure or other results. You can also use this to temporarily modify a stat for the purposes of calculations, especially damage.
  104. If the class is appropriate for the situation- for example, a fighter swinging a sword to attack, or a wizard conjuring a magical fireball- you treat the class level as doubled. If in doubt about which classes are appropriate to which actions, either ask your GM, or go with the consensus around the table. The exception are classes aggregated as ‘Others’, which do not apply a modifier equal to double the level, but instead can be applied to any roll. As long as you can justify it, this can also be applied to other character’s rolls- for instance, a Shielder blocking an enemies attack, or a Cleric buffing a teammate to increase their damage.
  105. You can also modify the results of a stat based calculation, by treating an attribute as higher or lower as appropriate. Most notably, this can be used to treat your attack stat as higher to deal more damage, or your defence stat as higher to reduce the damage you take
  106. Note that classes do not go over level 15, with the exception that classes marked as ‘Others’-which is a term meaning aggregate classes- can be as high as the character wants.
  107.  
  108.  
  109. >>>What about Heteromorph Evolution? Immunities and Resistances? Crafting? What spells and Martial Arts do I have exactly? What about...
  110. Such details a vast and expansive; it would likely be beyond the scope of a mere character sheet, and therefore beyond the scope of this game.
  111. If you want to make an Yggdrasil character that is more detailed, you should try the resources in this pastebin: https://pastebin.com/LDHGWJiE
  112. You could also try the thread at 4chan.org/tg/ocyoag, those guys put in a lot more effort than I do.
  113.  
  114.  
  115. >>>So what kind of adventures can I go on?
  116. It may well be that you have a GM with an adventure in mind for you, or perhaps you want to go free form with everyone around the table.
  117. If you need a place to start from, roll a d5 on the following tables:
  118.  
  119. “Today, we log into Yggdrasil…
  120. 1- To grind some overworld encounters
  121. 2- To run a dungeon
  122. 3- To PVP some scrubs
  123. 4- Craft-and-chill in the guild hall
  124. 5- Compete in a festival event
  125.  
  126. -Because…
  127.  
  128. 1. Rumours say you’ll be isekai’d
  129. 2. To get them epic drops
  130. 3. To level one of the PC’s NPC’s
  131. 4. To revenge ourselves upon THAT Guild
  132. 5. To get Data Crystal to fill for our super cool Guild item
  133.  
  134. -… But then suddenly:
  135.  
  136.  
  137. 1- A shitty dev sets a Vordr upon someone by mistake!"
  138. 2- A world boss shows up!"
  139. 3- One or more NPCs become... self-aware!?"
  140. 4- PCs from THAT guild show up to do some PK!"
  141. 5- Server hiccups send everyone into an unfinished zone!"
  142.  
  143. >>>but I really want to play a low level campaign! How do I play at lower levels?
  144. There are a few issues that come out of using lower levels. The most obvious of these is that if your stat is low characters have low stats, and low stats can be difficult to roll under with a percentile.
  145. The greatest issue with playing at lower levels is the dice system used, so the quickest, easiest fix is to use different dice for the system. Lower characters use different combinations of dice, in different amounts.
  146. Secondly, as the amount between degrees of success and numbers will be slower, so will be the amount required to get a ‘degree of success’.
  147. Thirdly, calculations for damage bonus and damage reduction will be different. Naturally, a lower level character is not going to divide the number by 10 to get an atk damage or a damage reduction attribute, and the same for resistance.
  148.  
  149. Here are the dice rolls used at different levels, along with what difference between score and result is needed per degree of success:
  150.  
  151. Levels 1 – 10: “The Beginner Experience”
  152. Dice used: 3d10, degrees of success: every 2 difference, damage Formula: D5 + ([Atk Attribute] / 5) - ([Defender's Defence stat] / 5)
  153.  
  154. Level 11-29: “Casual Time Investment”
  155. Dice used: percentile/2, Degrees of Success: Every 4 Difference, Damage Formula: D10 + ([Atk Attribute] / 10) - ([Defender's Defence stat] / 10)
  156.  
  157. Level 30+: “Past the Final Tutorial”
  158. Dice used: Percentile, Degrees of Success: Every 10 difference, Damage Formula: 2D10+ [Atk Attribute] / 10) - ([Defender’s Def Attribute] /10)
  159.  
  160. >>>Expanded Rules: PvE challenges
  161. The rules thus far have mostly dealt with combat, between two or more characters using these sheets as shown. While this makes some sense given the premise of Yggdrasil characters, even in Yggdrasil those characters would face non-combat challenges from time to time; examples of this grow greatly in number in a post isekai context.
  162. These challenges are resolved similarly to the rest of the RPG rules: take the most appropriate stat, and roll under it using a percentile; doing so means you succeed. When two characters oppose each other in a non-combat situation, they each roll under their stat, with the person clearing their stat by the highest amount being the winner. General guidelines for the most appropriate stat are as follows:
  163.  
  164. Physical Attack: Any tests of strength, like busting a door down or winning an arm-wrestling contest
  165. Physical Defence: Any test of physical endurance, like continuous running or winning a drinking contest
  166. Evasion: Any situation where movement or dexterity is required, such as shooting hoops in basketball or winning a footrace
  167. Magical Attack: Clearing or removing an obstacle using magic, like busting down a door with a magic missile or moving a boulder around with telekinesis
  168. Magical Defence: Any tests to withstand or neutralise magic, like negating a magical trap
  169. Resistance: Any tests to recover from magic, like outlasting a polymorph curse
  170. Special: More or less, anything not already covered; crafting, public speaking, summoned monster battles, etc. Note that using Special out of combat in this fashion does not necessarily cost Mana to do.
  171.  
  172. However, not all challenges are equal. In particular, lower level character will tend to be faced with easier challenges, while higher level characters will be faced with appropriately impossible tasks. Because of this, tasks have a difficulty associated with them, which is a direct modifier the to the dice rolled to determine success: this modifier is applied after the dice is rolled, but before success or failure is determined. The lower the modifier, the easier the challenge. The difficulties are as follows:
  173.  
  174. Mundane: -60
  175. Routine: -50
  176. Very Easy: -40
  177. Easy: -30
  178. Routine: -20
  179. Ordinary: -10
  180. Challenging: +0
  181. Difficult: +10
  182. Hard: +20
  183. Very Hard: +30
  184. Absurd: +40
  185. Improbable: +50
  186. Impossible: +60
  187.  
  188.  
  189. >>>Expanded rules: Sasuga! Points
  190.  
  191. Maybe you just happen to have a set of fire-proof clothes in your inventory, just before you enter the dragon’s room? Maybe you know a super spell, that is just the thing for bypassing this magical barrier? Perhaps your martial arts class happens to have a some special mobility techniques, letting you swing from tree to tree to keep up with some flying enemies? ‘Sasuga’, achieved by spending a Sasuga point, represents your character having ‘exactly so’ the right item, skill or ability for the situation!
  192. When you want to pull something from nowhere, you will need to use a Sasuga point. By default, players only begin with 0 Sasuga point, so they’ll usually need to earn some in order to invoke this feature.
  193. Character’s gain Sasuga points by impressing the GM or the table, usually through roleplaying, prose or plain good ideas. They can be thought of as a sort of story enabling reward, a method to let players who engage with a story the ability to better shape that story. However, anyone giving Sasuga points should consider especially carefully giving any one player significantly more Sasuga points than other players, even if that player has better prose than other.
  194. Additionally, while a Sasuga point might make an encounter easier, Sasuga points will almost never actually completely bypass an encounter with an enemy, or win a fight instantly. At best, they might temporarily halve the enemy’s stats or raise one of their own- most enemies will learn how to adapt to a Sasuga usage sooner or later. Such uses of Sasuga last only about 3 turns.
  195. Finally, on occasion an enemy NPC may have their own Sasuga points, which they can use to halve the players stats by some method of making the fight more difficult- perhaps necessitating the players use their own Sasuga point to counter the effects, or else suffer through a more difficult battle!
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