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Copia de TTPRPG
Copia de TTPRPG
TO THE POINT
Table of contents.
Introduction .1 Scenario Table .13
Tables .12
T
o The Point is a game that doesn't If your Luck reaches zero then you will be
use all of the polyhedral dice as living dangerously.
most of the traditional roleplaying
games do. It instead, relies more on the The next set of points are used for your
strategic use of skill points. It does use a Weapons and Armor. These points will
few six sided dice rolls as needed. determine the power of your attacks and
defense.
In this game, Skill Points are used to help
accomplish all of the various actions that Then we have points assigned to items.
occur during an adventure. Inanimate objects have deplete able
points. In other words things that are
You will decide what points are to be used quickly used up.
for the completion of a given task. All of
the various points are limited so you must You will begin the game with a large pool
choose wisely or you may run out, just of Skill Points and be free to assign them
when you need them most. in any way that you choose.
There is also another Skill called Luck. On the following pages, more detail will
be given about each type of point and how
These Skills make up your life force. they are to be used in the game.
Page 1
B
efore we assign any skill points to a Example:
character we need to take a more
detailed look at how the various Going from here to there on a days
points will be used in the game. journey traveling eight hours and resting
for an hour mid travel.
Mind points: You will be using your
mind points on anything that requires You would use a mind and perhaps a
thought, which is just about everything. spirit point to plan the trip. You would
use four body points to travel a half day
Body points: You will be using your and possibly a few luck points to avoid
body for anything that requires a physical problems. Your rest at mid journey would
action. restore one of the spent body points and
one spirit point.
Spirit points: You will be using your
spirit points any time you need to gain Complications in travel. Should you come
some inspiration, encouragement or if to an obstacle or encounter a hazard on
you are feeling discouraged. your journey, you would lose a sprit point
for confronting an obstacle or hazard, but
Luck points: You will use luck points to would gain it back when you solved the
make the odds more favorable as needed. problem that the obstacle or hazard has
presented. You would probably also use a
Before you take an action, you will first body point or two, due to the physical
decide how many of your points that you requirements of navigating the obstacle.
will spend on that action and subtract Perhaps if you had used more luck you
them from the appropriate source. would have avoided the situation.
Some of the actions and events may be Discovery usually has a positive effect. If
preassigned and in that case you will just you should discover something during the
subtract or add points as directed. journey, then you would gain some
knowledge, so your Mind points would
The main thing about points, is to make increase by 1. If it's a good thing, then
sure you don run out of Mind, Body and your Spirit would also gain a point as
Spirit. You can run out of Luck and that’s well. However, if it is something bad,
not good, but it will not be the end of your then you would still gain knowledge so
characters adventure. the mind would gain 1, but the spirit
would lose 1.
Traveling:
Confrontations can often arise during a
When you travel you will naturally use journey. You may be confronted by an
some of the mind, body and spirit. And if adversary. Maybe a human or animal.
you want a safer journey you may decide You will need to use your points to battle
to spend some of your luck points too. accordingly. We will go over how to battle
separately.
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Paper and pencil work just fine, or if you You then roll the die.
prefer to use an electronic device, you can
do that as well. A one would be, no it is not raining.
Two would be there is a slight sprinkle,
It will be your choice for tracking your mist or fog. Three would be a light gentle
skill points and they will be changing with rain. Four would be heavy rain. Five
every action. So use whatever you are would be a hard rain and Six would be
comfortable with. Other actions will add torrential rain or even a thunder storm.
and subtract items and such from your
inventory. So you will be doing quite a bit Don’t forget that you can also simply
of journaling in one form or another. apply the answer you think is best for
the situation, instead of letting a random
Randomness: number decide for you. The choice is
yours.
There is always a need for some form of
randomness in every game to keep the
excitement of the unknown going.
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You will need to buy Armor and Weapons You will need some form of wealth for the
for your adventures. They too will have adventuring. It will depend on the setting
points. These points will inflict and you choose as to what you will call it. For
deflect damage from an opponent. this game we will simply call it coins.
Every adventure will need some supplies. There is a Standard Items Table you can
Common adventuring equipment would use to get started. You can add in items
be things such as rope, hammer, pitons, that are not listed and assign them a cost.
torch, axe, lock picks, pickaxe, etc.
You may find wealth during an adventure
You will need food and water in the form or you may gain wealth for completing
of rations. You may take some form of quests or selling treasures you have
first aid such as healing potions or anti- collected during the adventure.
venom. Maybe bandages, thread needle,
should you need stitches. Each item has a value, so be sure to
adjust your wealth when you find, buy or
You will need a pack, bed roll, and other sell items and or services. Give created
such things to cary what you think you items a fair price.
will need, based on the adventure you
selected to go on.
Example:
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Your World:
So your character sheet will have the
The first thing to decide, is what the following things that you will need to fill
world is like that you want to adventure in before you can start your adventure.
in. Is it in the past, present or future?
This will help you create the names for Character Name:
everything in your game.
Character Description:
Your Character:
Character Level:
Decide what character you want to play as
and then give the character a name and a Character Skill points:
brief description of what stands out to
you. Who are they in your world. Mind, Body, Spirit, Luck
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COST IN BUY
ITEM POINT VALUE
COINS FROM YOU
Clothes 1 Defense 25 10
Robes 2 Defense 50 20
Poison 1d6+2 20 5
Page 6
Character Sheet
Name:__________________ Description:_________________
Level:___________________ Wealth:_____________________
Armor:________________ Weapons:____________________
Supplies:__________________________________________________
__________________________________________________
Treasure:________________________________________________
Other Items:_____________________________________________
Mind:____|____Body:_____|____Spirit:____|_____Luck:____|____
Notes:____________________________________________________
__________________________________________________________
__________________________________________________________
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Battle Mechanics: The Cost:
To keep the game simple some items and Spells cost 25, 50 and 75 coins each.
events are divided into threes.
To cast a Low level Spell you have to use 1
Weapons: Mind and 1 Spirit point to cast the spell.
We are not giving them names here It will do 1d6+2 damage. And you can
because we are not declaring a setting. cast a magic shield adding 1d6+2 to your
A setting could be the past, present or defense, costing 1 Mind and 1 Spirit point.
future and would require too many
different type of weapon descriptions. To cast a Medium level Spell you have to
use 2 Mind and 2 Spirit points to cast the
Weapons are one hand, light, medium spell.
and two handed heavy. Range weapons
should also be set at three levels as well. It will do 1d6+4 damage. And you can
cast a magic shield adding 1d6+4 to your
A light weapon does 1d6+2 points of defense, costing 2 Mind and 2 Spirit
damage. A medium weapon does 1d6+4 points to cast the spell.
and a heavy weapon does 1d6+6 points
of damage to an opponent. Your attacks To cast a High level Spell you have to use
always hit. 3 Mind and 3 Spirit points to cast the
spell.
Armor:
It will do 1d6+6 damage. And you can
Again, we are not giving names here cast a magic shield adding 1d6+6 to your
because we are not declaring a setting. defense, costing 3 Mind and 3 Spirit
A setting could be the past, present or points to cast the spell.
future and would require too many
different type of armor descriptions. Attackers:
Like weapons, all armor is divided into a The opponent will attack based on its
few types. Clothing, Robe, Light, Medium defined stats. It will have + attack points
and Heavy armors. It will give 1 to 5 and + defense points, along with x life
defense point protection from attacks. points. Its Attacks will always hit.
So be ready to defend.
With heavy use it may need repair.
You will decide how it is holding up and Combat:
make repairs as needed.
When combat occurs. You have the
Magic: option of using your Skill points.
You may use Magic in the same way you You may use any skill, weapon or item
would use a weapon. You can use three you have, to attack and or defend.
levels for attack and defend spells.
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Your weapons have an + attack and your Two, you roll to see if you are successful.
armor has a + defend set of points, but You can use a 1d6 and do odd and even.
you can use your skills to enhance an
attack or strengthen the defense. Even is successful and odd is a fail. If you
fail, then you have to do one more round
Example: of battle and then you can try to flee
again.
You use a Luck point to do one point
extra damage or dodge one point of
damage. Or you could also use a Body
point to do likewise.
Flee:
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After the battle, you will receive any items If your armor is damaged you may want
that the opponent was carrying. If it is an to find a place for repair, unless you are a
animal you may choose to take the hide, smith and can do it yourself.
claws and meat.
Check your supplies and see if you are in
Animals only have themselves. They do need of anything, before moving on. If
not carry anything outside of their own you are low on food and water, then you
bodies. With one exception. You could should hunt for both, before moving on in
extract the toxins from poisonous your adventure.
creatures and use it on weapons.
Your adventure does not have to be rigid.
Human type foes would possibly have You are free to hunt and fish and explore
armor, weapons and items on them. any surrounding area that you are in.
If so, then they can be scavenged for
personal use or selling. You could find a You may meet NPC’s. Non playing
weapon such as a dagger and if you characters that ask to join you.
already have one you can dual wield or
sell one. If you choose to dual wield, then If they do, then assign them points and
reduce your defense by 1 because you equipment as they can. Then assist in
cannot hold a shield and two weapons. battles etc. They may also ask you to help
them with a side quest. It will up to you to
Resting: accept or reject.
This is a good time to rest and recuperate. Go with what feels right to you. There are
Make sure the area is safe before making no wrong ways to play this game.
camp and going to sleep.
Skill Gain:
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Example Battle:
You have encountered a Thief. You could also use a Luck point as well
and then you are even.
The Thief is armed with a Dagger, that
does 1d6 +2 points of damage to the To move ahead you would instead need to
body. use either 2 Body and 1 Luck or vice
versa. If you had faced this Foe before
The Thief is wearing Light Armor that you could also use a Mind point because
gives +3 Defense. you would know a weakness.
You are also using a Dagger that does 1d6 Now to defend from the Thief’s 1d6 +2
+2 points of damage to the body. point attack, you could reduce the
damage using 1 Body point and use 1
You are wearing armor that only gives Luck to make the strike 2 points less.
you +1 defense.
You can use any combination that is
When the Thief strikes you with the logical, but remember if you run out of
dagger it will do 1d6+2 minus the 1 for Mind Body and Spirit skill points you are
your armor. done.
You strike the Thief with your dagger and As you adventure, you will gain wealth
it will do 1d6 +2 damage minus +3 Thief's and can afford better armor. You will also
armor. be using your points, so beware of them
getting low.
How can we improve our battle with the To make the battle more exciting you
Thief? have the option of the Doubles Rule.
We have Mind, Body, Spirit and Luck One is your normal roll color and the
points that we can use in battle. other off color is used for the possible
bonus.
You will need +2 points to equal the
Thief's armor and +3 to be better. You only get the bonus if the dice match.
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A few random tables have been included The Fate table contains random Blessings
to assist you with your adventuring. or Cursings, should you need one or the
other.
All of these tables have been created with
a typical medieval fantasy time frame. Event Uneventful Table: Pg 18
You may be able to use them for other Random Events or nothing unusual.
settings as well and you can also modify
them to your needs. Discovery & Diversions: Pg 19
The starting scenario table will help you Advantage & Disadvantage: Pg 20
with a the creation of a base plot for an
adventure. Help or hinderance.
You can roll on this table, once for each Friend or Foe: Pg 21
column and then put the outcome
together to form a basic plot for your NPC Good and Evil. Help or Battle.
adventure.
NPC Interactions: Pg 22
You may also just choose what you like
from each column instead of rolling. Random Interaction and side quests.
Or you can just take a look at the table to
spark your imagination. Then you will be NPC Behavior: Pg 23
able to come up with your own idea for a
good plot for your adventure. How a NPC may behave.
Another option is to take a plot from You can use all of these as needed or only
another game you have played. when then Journey table directs you to.
Other Tables:
Find Table : Pg 16
Page 12
Roll or choose on this table once for each column and then put it together to
form a plot for your adventure. Use 1 to 4 D6 as you wish.
Example: You pick or roll Settlement, Recover, Mystic and Orb. So your plot
is to travel to a settlement to recover an Orb from a Mystic.
SCENARIO TABLE
Page 13
After you have the starting scenario, then You must make a choice as to what you
you will have to decide on how you will find. Is it a coin, a potion, a map? What
travel to the given destination. ever seems to fit the scenario you are
playing. If it is a loss, then you have to
If you have played roleplaying games decide what you will lose from your
before and enjoy making maps, then you inventory.
may want to create a map with various
points of interest and encounters laid out One way to play it, if you can’t decide is to
on that map and follow the story line you Oracle roll it. Roll and use the number as
have created. the value of the item found or lost.
If you haven’t played before or you do not If you cannot decide, there is a Find table
like making maps and or are not sure you can use. For a loss you will have to
what should or could happen during a make the tough choice.
journey, then we have an included an
easy method for travel. Two: Fate. A Blessing or Cursing. You
are free to create the narrative or use the
Distance and Journey Rolls: included table. You roll to see your fate.
Even is a Blessing and Odd is a Curse.
To use this method you will roll a 1D6 to
see how far the destination is. Three: Eventful or Uneventful.
One: You either Find or Lose something. A Diversion would be something that
This seems easy when it’s a find, but hinders your progress. You may have to
much harder if it is a loss. Even is Find go out of your way or deal with a minor
and Odd is a loss. problem with someone or something.
Page 14
A Major advantage could be something Only use Journey rolls when you get
that saves you a lot of time and you can stuck.
drop one journey roll. Perhaps you catch
a ride or find a shortcut. You are creating the adventure story line
as you go and it is unfolding nicely, so you
A Major Obstacle would be anything that may not want or need to roll for every
blocks your progress in a significant increment of the journey.
manner. It could be that the bridge is out
and you have to find another crossing Go with what feels right to you. Use your
point. It may add another day to your own creativity. The idea is to enjoy the
travel and so also another journey roll. adventure.
Six: Encounter Friend or Foe. The rolls and tables are tools designed to
help you when you need it.
Even is for a Friendly NPC interaction
and Odd is a Foe that you will battle.
Foe:
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fi
FIND TABLE
3 Pick Axe
4 Hatchet
5 Shovel
6 A Coin
7 Rope 1D6 X 10
9 Ration 1 Day
13 Ration 2 Days
16 Leather Belt
17 Ration 3 Days
19 Poison 1 Dose
20 Torch 5 hour
22 Poison 3 Doses
Page 16
FATE A BLESSING OR CURSING
24 You nd a Coin
Page 17
fi
fi
fi
fi
fi
EVENTFUL OR UNEVENTFUL
ROLLED
3 It cools o slightly
12 There is an eclipse
18 It is suddenly silent
24 You nd a Body
Page 18
fi
ff
DISCOVERY OR DIVERSION
Page 19
ADVANTAGE OR OBSTICLE
1
1D6 Delay
You nd a shortcut.
2
1 Day saved.
3
1 Day Delay
4
1 Day saved.
5
1 Day Delay
6
1 Day saved.
Page 20
fi
FRIEND OR FOE
Page 21
f
NPC INTERACTIONS
Page 22
fi
NPC BEHAVIOR
Page 23
A note
from the
author
I
hope you enjoyed playing
the game as much as I did
creating it.
Page 24