Wednesday, January 14, 2015

Fly by the seat of your pants RPG



Fly by the seat of your pants
RPG

Just a silly mashup idea that I had, wrote it down quickly. 


4 Main Attributes
Strength , Dexterity, Mind, Charm
Roll 4D6 drop the lowest score.

Follow the following table for +/-'s for attributes

Attribute Table
Modifier for attack rolls, damage and skill checks

Attribute Score
Modifier
17 To 18
Plus 2
10 To 16
Plus 1
9 To 12
0
5 To 8
Minus 1
3 To 4
Minus 2

3 Classes

Fighter, Magic User , Thief – All Classes must have atleast a 12 attribute score for there main attribute – Fighter (Strength) Dexterity (Thief) Wizard (Mind)

Fighters – Fighters can use any armour, and receive a D8 on all damage rolls

Wizards – Can wear no armour, the do a d4 on all damage rolls, they must roll 2D6+2 to determine starting magicka pool.

Thieves – Can wear only leather armour, they receive 35% for all thief skill checks, they receive plus two to initial luck score. D6 on damage rolls

Luck – essentially is a saving throw, however it diminishes every time it is used. Any time you need to test your luck to avoid something, or possibly do double damage, you must loose one point of luck. Starting luck is 2D6.


Experience

level exp + to attack and + magika pool + to thief skills (percentage) + hps
Experience is gained by killing monsters, overcoming situations and gold value collected.

Level
Experience
+ To Attack
+ Magicka
+ Thief Skill
Hit Points
Luck
1
0
0
0
0
2D8
0
2
2500
Plus 1
Plus 1
+ 5 Percent
3D8
Plus 1
3
5000
Plus 2
Plus 2
+ 10 Percent
4D8
Plus 2
4
10000
Plus 3
Plus 3
+ 20 Percent
5D8
Plus 3
5
20000
Plus 4
Plus 4
+ 30 Percent
6D8
Plus 4

Races

There are no racial benefits, be whatever type of character you would like, Elf, Dwarf, Halfing, Half Elf, Human

Spells

Each spell costs 2 magicka to use.

Fireball – Does 1D8 damage

Charm – Charms creatures for 1 turn.

Heal – Can heal other characters 1D4 of damage.

Detect Magic

Read Magic

Mage Armor – Changes mages armour class to 15 for one turn.

Summon Monster – Summons a 1HD monster of casters choosing.

Equipment

Each PC starts off with 3D6 x 10 gold pieces. 100 Silver pieces equals 1 gold piece.

Weapons

All weapons wielded by fighters do 1d8 damage, Wizards 1D4 and Thief's 1D6 (plus any modifiers)

Ability Checks/Difficult Table


Any game action is based on the following difficulty table, roll 1D20 and add the appropriate ability modifier.  

Easy!  10
Medium  13
Hard  15
Harder  17
Epic 20
Godlike 23