Friday, June 7, 2013

For NTRPGCON.com tomorrow.


Occupation_____________ Religion_______
Race _______________ Origin ___________
Parents occupation_______ Age___________
Titles_________________________________
Appearance____________________________
Distinguishing marks/mannerisms__________
Family/next of kin______________________
Affiliations/Alliances/Enemies____________
Other
Agility   dex/5 
Boat       1                 ___o 
Climb     4                 ___o
Jump      4                 ___o
Ride        5                 ___o
Swim      3                 ___o
Throw    3                 ___o
Run        5                 ___o
___________         ___o
Perception  int+will/5
Listen     5              ___o
Scan       5              ___o
Search    5              ___o
Track     5              ___o
Scout      1              ___o
___________      ___o
Melee Weapon  str+siz/5
    Attack ___________          ___o
    Parry   ___________           ___o

    Attack ___________          ___o
    Parry   ___________           ___o

Missile Weapon str+dex/5
    Attack ___________          ___o
    Attack ___________          ___o

Communication int+cha/5
Fast-talk   1               ___o
Orate          1             ___o
Sing            1             ___o
Speak Languages:
     Own       2               ___o
     Common 4           ___o
      Read     0              ___o
 Write   0                     ___o
   ___________        ___o
Stealth   dex/5    
Hide       2              ___o
Sneak     2              ___o
Pick Pockets         ___o
___________      ___o
___________      ___o
___________      ___o
Magic int+will/5

    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
    Cast (   )_____________   ___o
Knowledge int+will/5     
Lore
  Animal  1                ___o
  Human  1                ___o
  Mineral  0               ___o
   Plant      0               ___o
   World    0               ___o
Craft         2              ___o
Smith        1              ___o
     __________        ___o
     ___________      ___o
     Armourer               ___o
     Brewer                   ___o
Cooking  2                ___o
Evaluate      1            ___o
First aid      2             ___o
Armor str+con/5
___________      ___o
___________      ___o
___________      ___o

Shield dex+str/5
___________      ___o

Hit points con+siz/2
Manipulation dex/5          
Conceal 1                  ___o
Devise   1                  ___o
Sleight   1                  ___o
Play instrument
___________           ___o


Runeskills  will/5
_____________   ___o
_____________   ___o
_____________   ___o
_____________   ___o
_____________   ___o
_____________   ___o
Traits
________/__/_______/__
________/__/________/__
________/__/_______/__
________/__/________/__
________/__/_______/__
________/__/________/__


                                                               

               
                You live in a world infused with magic.  The sun in the sky cycles through a rainbow of colors, each of the seven moons in the sky is home to a hero-saint, and magic is real.

                The world itself, seen from a distance, looks like a ball of frayed steel wool, floating in seas of mist.  People live on islands that thrust themselves out of the mist, they travel between islands on flying boats, magical pathways and trade routes that do not go too far into the mist.

                Deep below, where the light of the seven moons does not reach, in the perpetual dark, are undead, of seven kinds.  There are mysteries of mastery that one can reach after a lifetime of study, or, one can gain access to matrix magic by being initiated to one of the pathways of the seven saints.  In return, the initiate has a duty, a compulsion, to travel and strive against evil for a season.  Many people choose the "easy" path to magical enlightenment, wear the colored magical shirt of their patron saint, and travel for somewhere between eighteen months and two years.

This is your world, this is Mistworld.  Rather than just "fill in a character sheet" you ask yourself:
  • "Where do you come from and what was it like?"
  • "What do you do"
  • "Who do you worship"
  • "What do people first notice about you?"
  • "What do people who get to know you discover about you?"
  • "Who are your friends and why?"
  • "Who do you love and do they love you?"
  • "Who are your enemies?"
  • "What are your prized possessions?"
  • "What secrets do you have?"
  • "What ambitions do you have"
  • "What do you fear most?"
  • "What is your catch-phrase?" (makes me think of  Get Fuzzy the comic strip).
Pick five traits.  The available trait pairs are:
                   Chaste ......./.....Lustful     
                   Energetic..../.....Lazy        
                   Forgiving..../.....Vengeful    
                   Generous..../.....Selfish     
                   Honest......../.....Deceitful   
                   Just    ........./.....Arbitrary   
                   Merciful...../.....Cruel       
                   Modest......./.....Proud       
                   Pious   ......../.....Worldly     
                   Temperate.../.....Indulgent   
                   Trusting  ...../.....Suspicious  
                   Valorous...../.....Cowardly    
Hero/Saints are:
  • Smith/Maker
  • Gardener
  • Herdsman
  • Harpist/Loremaster
  • Sailor/Trader/Scout
  • Builder/Architect
  • Peacemaker/Purifier


Category / Weapon / Damage  Required STR/DEX   ENC  Armor  Strike Rank

   2H Axe / Bardiche 2d6+1                       11/8           2.5     11         1 (no shield) 
   1H Axe / Battle Ax d6+2                          9/9          1.5       5          2
   Dagger  / Dagger d3+1                             1/2            .5        3          3
   Dagger  /Long knife d4+1                         4/6           .3        4          3
   Spear    / 1HSpear  d6                               6/7            1.5      3          2
   Spear    / 2H  d6+2                                    8/9            2.0     10         1 (no shield)
   Sword   / d8+1                                           9/7           1.2       7          2
   Staff     / d6+1                                           9/9            1.5      11         2 (no shield)
   Bow     /  d6                                               7/10          1.5       0          0
   Pilum  /   d6+1                                           8/10          1.0       0          0

Spells:  (maximum points = max level of skill in spell)

    First Aid:            Cost one point, Range touch
                                No target resistance.
                               Heal d3+1 over ten minutes, 1 point per day there after on success.

   Heal:                  Cost = points healed, Range touch
                             No target resistance
                             Heal = points.

  Blade Magic:      Cost = points, Range touch
                                No target resistance
                                +1/+1 to damage and skill for Will minutes

  StaffBlunt:         Cost = points of blunt, Range touch.
                                No target resistance
                                +1 to damage, +1 to armor/parry for Will minutes

   Mistwall:            Cost = one per 10x10' wall section, Range = will in yards with shirt, will in feet without.
                                No target resistance
                                Obscures an area with mist for Will minutes (creates a wall of mist).

   Detect:                Cost = one per +10 to detect, Range = will in yards with shirt, will in feet without.
                                No target resistance
                                Detects the condition/substance specified.  (usually different spells for each).

  Fire Dart:             Cost = one per d6 damage dart, Range = will in yards with shirt, will in feet without
                                Target resistance = Will of Target
                                Does d6 damage per point.  Armor absorbs damage.

                                               


Resolving skill contests;
Every time the rules day roll d20 you may roll 1d20 or 2d10 or 3d6.  A berserker always uses a d20, a typical fighter usually uses 2d10.  A typical man at arms uses 3d6 for all tasks.
Roll d20 + skill - defense.  Positive number = a hit.  Net positive points = damage hit does. Negative number = a fumble.  Negative number = damage done to weapon.  Default defense =  5.
Skill = skill + bonuses + magic + weapon
Defense = skill + bonuses + magic + armor
So, if a skill of 7 in fist (a d0 weapon), vs. 4 points of armor, 10 points of defense (default amount) 5 points of parry it is 7+d20 - 19.  or d20-12  On a rol1 of 13 or more, it is a hit, on a rol1 of 12 or less a miss.
A weapon would make a difference, since it is added to the attack chance of success.  The amount of damage is the amount by which a hit occurs, with special effects (poison, etc.) applying on only if damage occurs.  In our example, if a 20 were rolled it would be 20-12 for damage (8 points).
In greater depth:
                     Most tasks are determined by (skill + d20) - base (the base is usually the average value of the randomizer).  If the matter is not random it may be skill - 0, or skill +d6 -3; or skill + d10 - 5; etc.
 
                    For example, running at level 12.  Running on a track is a minimal level difficulty task.  Running on a track would usually be a 12 (skill)  to determine progress. 
 
                    Running cross country might be a skill + 10 + d10 task - 5.  Without a path, it might be a skill +3d6 - 11 for progress.
 
                    Tools would add something.  Good shoes might be a +1.  Magical leggings might be +3 or more.  Brambles might add 5 or 10 to difficulty.
 
                    You can see the system in full force in combat, per the above.
 
                    You can also apply it to other tasks.
 
                    Take Eregorn at level 6 skill sailing when he is sailing the Wavestalker out of port.  It is enchanted (+3) a superior ship (+1) and leaving the port with the wind is a simple task.  The task is simple and requires overcoming three points a round.  To successfully leave the harbor, Eregorn has to earn 3 points a round until he is out.
 
                    His base is 6+3+1.  With no hurry, and no opposition, he earns 10 points a round and easily leaves the harbor.  But if he encounters a mild squall, which would be a 3d6 problem with 5 points of armor, he would be rolling d20/3d6/2d10 (depending on his approach)+10 minus 10+5 (base + the additional problem of a squall) or d20+10-15 -- He needs to roll a six or better to avoid problems and a 9 or better every round to avoid losing ground (and to keep making his 3 points necessary a round).  He might want to take the cautious approach (3d6) vs. the berserker approach to life (the d20) roll in this situation.
 
                    He makes it out of the port and docks at Helvetica.  He has a 3 in the language.  To read a menu he needs to earn 3 points.  However, the menu has 3 points of armor, due to the handwriting and format problems.  The randomness level is d6.  So, he rolls d6+3-3 every round.  It takes 2 points of success to read the menu.  In a round or two he has succeeded.
 
 
INT    3D6-1   9.5 average
CHA  3D6-1   9.5 average
SIZ     2d6+6   13 average (-3 for female)
CON  2d6+2   9 average (+3 for female)
DEX  21-Size + (2d6-1d6)
Will         76- total points
Add nine points per player allocation.

A typical male character:
  • SIZ 12
  • STR 13
  • CON 8
  • CHA 9
  • INT 10
  • Will 10
  • DEX 14                 

Total points = 76. The player has 9 points left to allocate to reach the 85 point limit. That is just enough to make a difference in a few areas, perhaps creating a character with extraordinary STR or with good INT and POW.
 
 


Premade Characters:  Addorilla
 
 (all bonuses round down)
  • SIZ         10           12 hit points
  • STR        13           Melee +4; Shield +5
  • CON       14           Armor, can wear up to 5 points of armor
  • CHA       9              Communication Skills +4
  • INT         12           Perception Skills +4; Knowledge Skills +4
  • Will         12           Magic +4
  • DEX       15           Agility skills +3;  Missile Weapons +5;  Stealth +3; Manipulation +3
 
 
Herd lesser Llamas      3+4             Start 7
Ride greater Llama      6+3             Start 9
Throw Pilum                  7+5             Start 12
Shield                              4+5             Start 9 to defense
Sword                             6+4             Start 10
Blade Magic                  3+4             Start level 7
 
Speak         Origin language             Start 6
                    Common                       Start 8
 
Lore            Animal       1+4             Start 5
 
Sneak                             2+3             Start 5
 
First Aid                          1+4             Start 5 (note, first aid requires magic to use).
 
Owns:
 
                    Greater scaled llama
                    Pilum x 4
                    Sword
                    Shield
                    Clothes
 
Other
 


Premade Characters:  FiatLux
 
 (all bonuses round down)
  • SIZ         15           15 hit points
  • STR        15           Melee +6;
  • CON       15           Armor, can wear up to 6 points of armor
  • CHA       11           Communication Skills +4
  • INT         10           Perception Skills +4; Knowledge Skills +4
  • Will         10           Magic +4
  • DEX       10           Agility skills +2;  Missile Weapons +5;  Stealth +2; Manipulation +2
 
 
Throw Pilum                  6+5             Start 11
Armor                             6                  (6 points of armor worn)
Bardiche                        6+6             Start 12
   Parry                            4+6             Start 10
Blade Magic                  3+4             Start level 7
 
Speak         Origin language             Start 6
                    Common                       Start 8
 
Lore            World         1+4             Start 5
 
Climb                              4+2             Start 6
Jump                               4+2             Start 6
 
Heal                                1+4             Start 5
 
Owns:
 
                    Bardiche
                    Armor
                    Heavy Boots
                    Rope
 
Other
 
 


Premade Characters:  Savarian
 
 (all bonuses round down)
  • SIZ         10           10 hit points
  • STR        10           Melee +4;
  • CON       10          
  • CHA       11           Communication Skills +5
  • INT         17           Perception Skills +7; Knowledge Skills +7
  • Will         18           Magic +7
  • DEX       10           Agility skills +2;  Missile Weapons +4;  Stealth +2; Manipulation +2
 
 
Run                                 4+2             Start 6
Climb                              4+2             Start 6
Staff                               2+4             Start 6
                    Parry           2+4             Start 6
 
Speak         Origin language             Start 9
                    Common                       Start 11
Read           Common                       Start 7
Write Common                                 Start 7
 
Lore            Human      1+7             Start 8
Brew                               1+7             Start 8
Cook                               1+7             Start 8
 
First Aid                          1+7             Start 8 (note, first aid requires magic to use).
Fire Arrow                      5+7             Start level 12
Heal                                1+7             Start 8
 
 
Owns:
 
                    Staff
                    Brew/Cook Gear
                    Clothes
 
Other