Post by AdamR on Aug 5, 2018 18:55:12 GMT
Steampunk superhumans confronting daemonic threats, extra dimensional incursions, oriental masterminds and alien invaders* in an alternate Victorian Britain. Think Sherlock Holmes meets Dracula and The League of Extraordinary Gentlemen. Jules Verne vs HG Wells, with perhaps a pinch of Lovecraft, Stoker and Conan Doyle.
A somewhat homebrewed RPG extraveganza for 4-8 players.
How to do stuff in a Steampunk world....
Skills - percentage based. Roll under your rating +/- any modifiers to succeed.
Perception - d20 + perception mod vs target number. Some skills give +/-, these have already been included.
FIGHTIN'
At the start of a round roll initiatve on D20 + MOD highest goes first.
You have a set number of actions on your character sheet. Each move, strike, dodge and some other stuff takes 1 action. Some more powerful attacks may take 2 or more.
E.g - your character has 5 actions - he could move, strike, strike, move strike.
Hitting - roll d20 add relevent strike bonuses, a 5+ hits
Parrying - Hand to hand attacks can be blocked with a parry - roll d20, add parry bonuses, if you tie or beat the attackers strike roll you take no damage. However if you try to parry a feiry magic fist with your bare hand, you will probably take some damage.
Note that parries DON'T use up an action in most cases.
Dodge - works mechanically the same as a parry, but usable vs any attack. Gunshots at range are -5 to be dodged, normal in hth. Dodge is an abort action, so it can be attempted at any time, but each dodge uses up one action from your next turn. So if the 5 action dude mentioned earlier dodged twice, he would only get 3 actions. This rolls over from round to round, so you can end up using all your following rounds actions dodging! However you can't make more dodge attempts than you have actions to use.
Roll - If you've failed to dodge or parry and been hit you can abort an action as with the dodge above and try to roll with the damage. d20 + your ROLL mod and you need to equal or beat the strike roll. Success = half damage. Falls can also be rolled with, target number depending on height.
Casting Spells
This is normally a single action, although some spells may take longer. Each spell costs PPE (Potential Psychic Energy) once all your PPE is gone you can't cast any more spells. PPE can be gathered from other sources to - it can be donated - sometimes unwillingly (I'm looking at you human sacrifice) or tapped from ley lines or places of power.
Psychic Powers
Again usually a single action. Psi powers use ISP to fuel them, same deal as PPE and Magic, but without the ability to harvest more points.
Armour Rating - makes you harder to hit comes in two flavours, regular or natural
*Regular - strike rolls that exceed your AR damage you. Strike rolls that are 5+ but equal or lower than your AR damage your armour. Rolls below 5 miss.
*Natural AR - strike rolls over your AR damage you, Strike rolls under your AR DO NO DAMAGE!
Hit Points and SDC
Hit Points are your life points and represent serious injury.
SDC is a buffer representing stamina, resistance to pain, cuts and scrapes etc.
Damage generally comes off SDC first with any overflow coming off Hit Points. At 0 Hit point you lapse into a coma and start dying.
Saving throws - some things allow a save to reduce effects. Roll a D20 + the relative mod and try to beat the target number.
Attributes
IQ - your intellect
Mental Endurance (ME) - your willpower - important for psychics
Mental Affinity (MA) - charisma
Physical Strength (PS) - adds to damage, lifting and carrying
Physical Prowess (PP) - agility and dexterity adds to strike parry and dodge
Physical Endurance (PE) - basis for hit points, adds to saves, important for msgic
Physical Beauty (PB) - what it says on the tin
Speed (SPD) - how fast you can move.
A somewhat homebrewed RPG extraveganza for 4-8 players.
How to do stuff in a Steampunk world....
Skills - percentage based. Roll under your rating +/- any modifiers to succeed.
Perception - d20 + perception mod vs target number. Some skills give +/-, these have already been included.
FIGHTIN'
At the start of a round roll initiatve on D20 + MOD highest goes first.
You have a set number of actions on your character sheet. Each move, strike, dodge and some other stuff takes 1 action. Some more powerful attacks may take 2 or more.
E.g - your character has 5 actions - he could move, strike, strike, move strike.
Hitting - roll d20 add relevent strike bonuses, a 5+ hits
Parrying - Hand to hand attacks can be blocked with a parry - roll d20, add parry bonuses, if you tie or beat the attackers strike roll you take no damage. However if you try to parry a feiry magic fist with your bare hand, you will probably take some damage.
Note that parries DON'T use up an action in most cases.
Dodge - works mechanically the same as a parry, but usable vs any attack. Gunshots at range are -5 to be dodged, normal in hth. Dodge is an abort action, so it can be attempted at any time, but each dodge uses up one action from your next turn. So if the 5 action dude mentioned earlier dodged twice, he would only get 3 actions. This rolls over from round to round, so you can end up using all your following rounds actions dodging! However you can't make more dodge attempts than you have actions to use.
Roll - If you've failed to dodge or parry and been hit you can abort an action as with the dodge above and try to roll with the damage. d20 + your ROLL mod and you need to equal or beat the strike roll. Success = half damage. Falls can also be rolled with, target number depending on height.
Casting Spells
This is normally a single action, although some spells may take longer. Each spell costs PPE (Potential Psychic Energy) once all your PPE is gone you can't cast any more spells. PPE can be gathered from other sources to - it can be donated - sometimes unwillingly (I'm looking at you human sacrifice) or tapped from ley lines or places of power.
Psychic Powers
Again usually a single action. Psi powers use ISP to fuel them, same deal as PPE and Magic, but without the ability to harvest more points.
Armour Rating - makes you harder to hit comes in two flavours, regular or natural
*Regular - strike rolls that exceed your AR damage you. Strike rolls that are 5+ but equal or lower than your AR damage your armour. Rolls below 5 miss.
*Natural AR - strike rolls over your AR damage you, Strike rolls under your AR DO NO DAMAGE!
Hit Points and SDC
Hit Points are your life points and represent serious injury.
SDC is a buffer representing stamina, resistance to pain, cuts and scrapes etc.
Damage generally comes off SDC first with any overflow coming off Hit Points. At 0 Hit point you lapse into a coma and start dying.
Saving throws - some things allow a save to reduce effects. Roll a D20 + the relative mod and try to beat the target number.
Attributes
IQ - your intellect
Mental Endurance (ME) - your willpower - important for psychics
Mental Affinity (MA) - charisma
Physical Strength (PS) - adds to damage, lifting and carrying
Physical Prowess (PP) - agility and dexterity adds to strike parry and dodge
Physical Endurance (PE) - basis for hit points, adds to saves, important for msgic
Physical Beauty (PB) - what it says on the tin
Speed (SPD) - how fast you can move.