sheriffdance

Badlands Misadventure X (WIP v2)

Jan 24th, 2022
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  1. BADLANDS MISADVENTURE X
  2.  
  3. Grid-based game with very basic characters. Characters have
  4. pre-determined weapons, equipment and abilities, gaining more
  5. tiny adjustments every level.
  6.  
  7. ---
  8. BASICS
  9. ---
  10.  
  11. 3d6 to get paired results/loners above the target roll (TR)
  12. and choose the highest of the two to represent their effort.
  13. Only a roll with a paired result is valid. You can gain +Edge
  14. or -Edge to set loner before rolling to 6 or 1, three matches
  15. (treys) auto-succeed on roll as critical results unless -Edge
  16. gives a 1-1-1 result.
  17.  
  18. Skills give +Edge to all actions associated with the skill;
  19. when the player takes an action, the GM can decide if one of
  20. their skills should apply to the roll and gives them the
  21. benefit. The player defines the skills when they choose their
  22. character as long as they aren't explicitly combat-related.
  23.  
  24. Characters universally have Hit Points (HP) for measuring
  25. health and damge taken, and Focus Points (FP) for casting
  26. spells or using special abilities. HP have to be healed by
  27. eating food or by a healing effect while FP restores after
  28. every battle.
  29.  
  30. ---
  31. COMBAT
  32. ---
  33.  
  34. Turn order of players and enemies is determined by each side
  35. rolling for initiative at the start of combat. Whichever side's
  36. result is more successful gets to go first, with players and GM
  37. deciding amongst themselves who goes next. Initiative can be
  38. pre-determined by one side ambushing another successfully, or
  39. by taking a hostile action before combat is declared.
  40.  
  41. Combat is based on a grid, with each square representing 5 feet.
  42. Characters can move an amount of times stated on their sheet in
  43. any of 8 directions on their turn, and make one action such as
  44. an attack or to ready for defense. Characters can't enter spaces
  45. occupied by an enemy, but can be grappled and brought into
  46. their space.
  47.  
  48. An attack is like any other roll but to match or exceed the
  49. target's Defense. Attack rolls that make a pair but do not exceed
  50. the Defense deal 1 damage (this is called a Glance), while
  51. attacks that beat the target's Defense deal their full amount
  52. (this is called a Hit). On a trey result, you deal twice your
  53. weapon's damage.
  54.  
  55. Melee attacks must be made in a square adjacent to the target
  56. unless stated otherwise. A ranged attack can be made up to 30
  57. feet away from a target, but gains -Edge when attacking
  58. from more than 15 feet.
  59.  
  60. Readying defense on your turn uses your action but halves all
  61. damage dealt to you, with Glances being reduced to 0 damage.
  62.  
  63. Actors that reach 0 HP are KO'd (Knocked Out). Actors that are
  64. KO'd or stunned are automatically hit by attacks, and if a player
  65. loses twice their HP from being damaged, they die. NPCs die if
  66. they're simply attacked again after being KO'd. A KO'd character
  67. revives after combat is over with half their health.
  68.  
  69. ---
  70. EQUIPMENT
  71. ---
  72.  
  73. Equipment can only effectively be used by the character it was made
  74. for; using another character's weapon, such as a knight using a
  75. submachine gun, will halve the damage dealt as if the enemy used
  76. their action to defend themself, and armor will only
  77. be half as effective.
  78.  
  79. ---
  80. CHARACTERS
  81. ---
  82.  
  83. - KI FIGHTER -
  84. HP/FP: 5HP / 5FP
  85. ARMOR: Ki Defense (DEF 3)
  86. SPEED: 20 feet
  87.  
  88. WEAPONS:
  89. - Ki Strike (Melee, 2 Damage, empty hands)
  90. - Staff (Melee, 3 damage, two hands)
  91.  
  92. PASSIVE ABILITY: Lightning Fast
  93. You can attack up to character level + 1 in one turn
  94. when using Ki Strike to attack.
  95.  
  96. SPECIAL ACTION: Ki Blast [1+ FP]
  97. You unleash a beam of pure ki energy that attacks all
  98. enemies in a 15-foot line without making an attack roll.
  99. You deal 1 damage for every FP you put into the attack,
  100. with a maximum of up to 5 FP.
  101. ---
  102.  
  103. - PANTOMIME -
  104. HP/FP: 6HP / 4FP
  105. ARMOR: Basic Armor (DEF 2)
  106. SPEED: 15 feet
  107.  
  108. WEAPONS:
  109. - Shortsword (Melee, 2 Damage, one hand)
  110.  
  111. PASSIVE ABILITY: Prescience
  112. Can ask the GM once per turn about what an enemy's next
  113. attack is going to be, and who will be hit.
  114.  
  115. SPECIAL ACTION: STUDY [1 FP]
  116. You brace yourself to be hit by an attack or hostile
  117. action from a Monster or Beast. When hit, you learn the
  118. action and can remember it for later use. You can
  119. only learn one action per character level, and can only
  120. learn an action if you stay conscious after being hit
  121. by it. A learned action costs 1 FP to use.
  122.  
  123. ---
  124.  
  125. - GUNNER -
  126. HP/FP: 8HP / 2FP
  127. ARMOR: Combat Armor (DEF 3)
  128. SPEED: 15 feet
  129.  
  130. WEAPONS:
  131. - Knife (Melee, 2 Damage, one hand)
  132. - Submachine Gun (Ranged, 6 damage per burst, two hands.
  133. Three bursts, must be reloaded with action when empty.)
  134.  
  135. PASSIVE ABILITY: Hard-hitting
  136. Deals 2 damage on a Glance with submachine gun.
  137.  
  138. SPECIAL ACTION: SUPPRESSIVE FIRE
  139. Player can move an enemy up to 15 feet in one direction
  140. by spending one burst of submachine gun with attack.
  141. Attack has -1 penalty on roll to hit.
  142.  
  143. ---
  144.  
  145. - WIZARD -
  146. HP/FP: 4HP / 6FP
  147. ARMOR: Magic Field (DEF 2)
  148. SPEED: 10 feet
  149.  
  150. WEAPONS:
  151. - Magic Staff (Melee/Ranged, 3 Damage, one hand.
  152. Can hit one enemy for 3 damage or three for 1 damage.
  153. Costs 1 FP to use ranged attack. Uses only one roll.)
  154.  
  155. PASSIVE ABILITY: Magic Defense
  156. Takes half damage from all magic sources and spells.
  157. Enemies have -Edge to succeed on spells against you.
  158.  
  159. SPECIAL ACTION: First Spell
  160. Choose one of the following three spells to keep:
  161.  
  162. - Thunderclap [2FP]: Make a magic attack against
  163. a target. On a success, you deal 3 damage and stun them
  164. until the end of their next turn.
  165.  
  166. - Abracadabra [Non-combat]: You wave your hands and chant
  167. random words in a plea to avert some sudden danger (like
  168. someone falling off a cliff). Make a TR3 roll with
  169. -Edge to succeed in this and describe how it works.
  170.  
  171. - Toad [4 FP]: Choose a target you can see and make a
  172. roll to cast the spell. The TR of the spell's success is
  173. 2 + the size bonus of your enemy. On a success, you turn
  174. them into a talking toad until you choose to end it.
  175.  
  176. ---
  177.  
  178. - NINJA -
  179. HP/FP: 5HP / 5FP
  180. ARMOR: Basic Armor (DEF 2)
  181. SPEED: 25 feet
  182.  
  183. WEAPONS:
  184. - Katana (Melee, 4 Damage, two hands)
  185. - Shuriken (Ranged, 2 damage, one hand)
  186.  
  187. PASSIVE ABILITY: Ninjutsu
  188. Can run across water, scale sheer walls and leap
  189. distances up to moving speed. Gains +2 to Defense after
  190. moving at least 10 feet on your turn, and keep this
  191. benefit until the start of next turn.
  192.  
  193. SPECIAL ACTION: Sealing Strike [2 FP]
  194. Make an attack as normal. On a hit, you deal no damage,
  195. but the target's shadow is pinned to the ground, sealing
  196. them until the end of their next turn. They can't take
  197. any actions or move while sealed.
  198.  
  199. ---
  200.  
  201. - KNIGHT -
  202. HP/FP: 8 / 2
  203. ARMOR: Plate Armor (DEF 4)
  204. SPEED: 15 feet
  205.  
  206. WEAPONS:
  207. - Longsword (Melee, 4 Damage, one hand)
  208. - Shield (Melee, 2 Damage, one hand. Increases Defense
  209. by +1 when held up as an action on turn.)
  210.  
  211. PASSIVE ABILITY: Fortitude
  212. Can survive an attack that would reduce you to 0 HP with
  213. 1 HP instead. You can't survive an attack this way if you
  214. only have 1 HP left.
  215.  
  216. SPECIAL ACTION: Draw Aggression [2 FP]
  217. Make a TR3 roll. On a success, you exude an aura of
  218. killing intent that causes all enemies to target you with
  219. attacks until your death or the end of the enemies' turn.
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