You are on page 1of 4

RPG Game (Lite – test edition)

Major changes – consolidated some skills (craft) while separating others (gladiator)

Talents/flaws rebranded to Potentials/Follies, bringing changes to which skills they interact with and
what additional bonuses they give.

Removed training

Removed weapon proficiencies.

Reworked combat

- Removed competition for group fights. (can still be used in duels)


- Added static defence
- Changed damage/weapon/armour types: (Blades, Blunt, Magic) *Removed piercing
- Changed armour from damage reduction to temporary HP (some damage reduction
remains)
- Changed attack manoeuvres
- Weak and strong defences reduce damage based on STR

Changed body parts (still deciding if it’s changing from 20 down to 6 or 10, kind of leaning towards
10)

## Need to look at damage and whole-body points balance ##

## Reduce magic spells down to a playtest level? ##

Added rules for repairing weapons and items.

Reduced races to only human.

Removed pathways.

Potentials.

Each player gets 3 Potentials, these potentials help to shape a character’s skill set, although a player
is completely within their rights to go against their characters potential. Each potential has 5 skills
attributed to it which reduce the experience needed to level up those skills. Each potential also has a
unique bonus that it gives the character.
List of potentials: strong defences (or double lose by margins
for defences.)
1) Berserker
Skills: Blunt, Craft metal, Athletics (lift), Pilot 10) Sage
sea, Unarmed Skills: unarmed, magic, social rogue, athletics
Unique: -1 cost for additional manoeuvres (move), programming
Unique: reduce energy cost of spells by 50%
2) Devout
(min 1) (or; can give energy to other players?)
Skills: magic, pilot sea, craft metal, medic,
athletics (lift) 11) Sailor (crewman)
Unique: natural healing is doubled when body Skills: marksman, athletic (move), Craft wood,
part or energy is below 0 (for that part/energy pilot sea, athletic (lift)
only). Unique: double movement while swimming,
+2 to pilot sea rolls
3) Doctor
Skills: blade, chemistry, medic, programming, 12) Scholar
craft leather Skills: magic, pilot sky, programming, creative
Unique: add an extra dice to medic rolls rogue, social rogue
Unique: spells and languages cost -2 exp to
4) Enforcer
learn (min 1)
Skills: blunt, athletic (lift), pilot land, craft
leather, craft metal 13) Scoundrel
Unique: reduce opponent damage negate by - Skills: blade, athletics (move), physical rogue,
2 on defences. pilot sea, programming
Unique: Surprised enemies cannot attack on
5) Merchant
their next turn.
Skills: marksman, pilot sea, craft wood, social
rogue, creative rogue 14) Socialite
Unique: -25% resource costs. Skills: unarmed, social rogue, pilot land,
creative rogue, blades
6) Noble
Unique: social difficulty is not reduced when
Skills: blade, social rogue, pilot land,
in a group or crowd. (too underpowered?)
programming, marksman
Unique: Energy is not reduced by damage 15) Soother
during duels Skills: magic, medic, chemistry, craft leather,
social rogue
7) Occultist
Unique: heal +1 point on successful heal roll.
Skills: magic, chemistry, creative rogue, pilot
sky, craft leather 16) Thug
Unique: increase chemistry effectiveness by Skills: blunt, physical rogue, craft wood,
50% (on self-made compounds) chemistry, blades
Unique: Fighting dirty does not remove a D6
8) Performer
from the combat roll.
Skills: marksman, creative rogue, physical
rogue, Athletic move, Pilot sky 17) Tinker
Unique: increase ‘Potential’ related skill rolls Skills: blunt, pilot sky, craft metal, craft wood,
by +2 when you have an audience (3+). programming
Unique: reduce repair time by 50%
9) Protector
Skills: blade, pilot land, craft metal, athletics 18) Traveller
lift, medic Skills: unarmed, physical rogue, pilot land,
Unique: weak defences negate the same as pilot sea, athletic (move)
Unique: increase movement speed on land by Unique: treat fleeing targets as moving
50%, +2 to pilot land rolls targets for marksman.

19) Woodsman 20) Wildcard


Skills: marksman, animal handling, craft Skills: unarmed, 1 rogue of choice,1 pilot of
wood, chemistry, craft leather choice, 1 craft of choice. Unique: None

New Skills:

1 Unarmed
2 Blade
Combat
3 Blunt
Skills
4 Marksman
5 Magic
6 Athletics (move) includes running and jumping
Athletics
7 Athletics (lift) Includes swimming and weightlifting
8 Rogue Physical Includes: stealth, legerdemain and escapology
9 Rogue Social Rogue skills Includes: disguise, animal handling, communication.
10 Rogue creative Includes: artistic, musical, rune mastery
11 Pilot land
12 Pilot sea Pilot Skills
13 Pilot air/space
14 Craft Metal & Stone
15 Craft Wood and Plant Craft Skills
16 Craft Leather and Animal
17 Medic
18 Chemistry
19 Programming (Puzzles and
Patterns)

New body points and energy:

New body parts

1 – Head (med health)


2 – Body (high health)
3 – Left Shoulder (Med health
4 – Left Hand (Low health)
5 – Right Shoulder (med health)
6 – Right Hand (low health)
7 – Left Thigh (medium health)
8 – Left Foot (low health)
9 – Right Thigh (medium health)
10 – Right Foot (low health)

Low health: 1d4 + STR bonus


Medium health: 2d4 + STR bonus

High Health: 3d4 + STR bonus

Armour:

Individual armour makes up the suit that a character wear. Each piece can be different.

Armour classes:

Foundation (can be worn under heavy armour)

- Heavy cloth
- Quilt
-

Medium

- Leather based armours


- Chain mail
- Furs / hides
-

Heavy

- Plate
- Scale
- Bone

Armour pieces have 3 stats:

Durability: how much damage the armour piece can take before being ineffective. If an armour
piece’s durability is reduced to 0 then its Glance is negated.

Glance: how much damage the armour can negate (damage negate occurs before durability. There
are separate glance umbers for each damage type.

Burden: How much your speed and combat skills are reduced by. Also affects physical rogue skills.

Repair: Armour can be repaired through a related craft skill. The crafter can repair a number of
Durability points on a single piece of armour equal to their skill level per day. Repair time is equal to
10min per durability point repaired. The cost for repair is determined by the type of armour;
1g/durability for foundation, 10g/durability for medium, and 25g/durability for heavy.

You might also like