Core Rulebook Version 1.05 Dedications
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Core Rulebook Version 1.05 Dedications: To Mom : Thanks for giving me encouragement in whatever I wanted to do. To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun and lessons about the world of Tabletop Games. To /tg/: Couldn't have done it without the criticisms, advice, suggestions and help. To /k/: Thanks for all the firearm knowledge. Couldn't have created the firearms list without you all. To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great ideas. Couldn't have done it without you. To Moose, for his sharp eyes to point out all of the errors that I’ve made. To Hospes, for his knowledge on bows, and bow accessories, and the rest of the sup/tg/ crew, for those ideas! To Boots, for the modifiers for melee so that melee can be more awesome, And finally to all those that read and enjoy this, and may your games be fun, adventurous, and enjoyable. Written and designed by Alex Mazyck, Sweet Soul Bro !!H5XdMKmBv5G THE BASICS DICE NOTATION These rules use the following die notations: d2 = two sided die or coin d3 = three sided die d4 = four sided die d6 = six sided die d8 = eight sided die d10 = ten sided die d12 = twelve sided die d20 = twenty sided die d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.) Die rolls are expressed in the format: [#] die type [+/- modifiers] Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2." ROUNDING FRACTIONS In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. MULTIPLYING Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding to the value of the original multiplier. Thus, a double (x2) and a double (x2) applied to the same number results in a quadruple (x4, because 2 + 2 = 4). BASIC TASK RESOLUTION SYSTEM These rules assume a standardized system for determining the success or failure of any given task. That system is: 3d6 + Modifiers vs. Target Number The Modifiers and Target Number are determined by the type of task. If the result of the 3d6 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A "natural 18" on the die roll is not an automatic success, unless the rules state otherwise. A "natural 3" on the die roll is not an automatic failure, unless the rules state otherwise. Ability Scores The ability scores are the six scores that are the core of your character. They affect everything else about your character. It is possible for a creature to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a score of "none" is +0. Ability Modifiers Each ability will have a modifier. The modifier can be calculated using this formula: (ability/2) - 5, rounded down. The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. Strength and Dexterity are special skills, in that they have focuses. Ability Focus When a character assigns their score and determines their ability modifiers for their Strength and Dexterity ability score, they then assign the separate ability modifier scores for Focus and Power, and Marksmanship and Agility, equal to their total Ability Modifers(A character with a Strength ability score of 16 could assign a +2 modifier in Focus, and a +1 modifier in Power.) Strength Strength measures your character’s muscle and physical power. Strength also limits the amount of equipment your character can carry. Strength is split into two groups: Focus and Power. You apply your Character's Strength modifier to: • Athletics checks. This skill has Strength as its key ability. • Strength checks (for breaking down doors and the like). Focus: Focus encompasses a character's hand-eye coordination with a melee weapon. You apply your Characters Focus modifier to: • Melee attack rolls Power: Power is the actual strength of the character. You apply your character's Power modifier to: • Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only one-half the character’s Power bonus, while two-handed attacks receive one and a half times the Power bonus.) A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier. Dexterity Dexterity measures hand-eye coordination, agility, reflexes, and balance. Dexterity is split into groups: Marksmanship and Agility. You apply your Character's Dexterity modifier: • Acrobatics, Drive, Pilot and Ride checks. These are the skills that have Dexterity as their key ability Marksmanship: Marksmanship encompasses a character's hand-eye coordination with a ranged weapon. You apply your character’s Marksmanship modifier to: • Ranged attack rolls, including those for attacks made with firearms and thrown weapons Agility: Agility encompasses the character's overall movement. You apply your character’s Agility modifier to: • Defense Score • Reflex saving throws • Initiative Score A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks. Constitution Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s Extended hit points, while a constitution penalty decreases the character's Extended hit points. A character's Core Hit Points is determined by their Constitution score You apply your character’s Constitution modifier to: • Determining the Extended hit points score • Fortitude saving throws If a character’s Constitution score changes , the character’s Core Hit points change as well. If the Character's constitution score changes enough to alter his or her Constitution modifier, the character’s Core Hit points Extended hit points also increase or decrease accordingly, as well. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, and energy drain damage, and always fails Constitution checks. Intelligence Intelligence determines how well your character learns and reasons. Intelligence is important for any character who wants to have a wide assortment of skills. You apply your character’s Intelligence modifier to: • The number of skill points a character gets at first level, and the number of skill points gained each level. (Every character always gets at least 1 skill point per level.) • Craft, Demolitions, Disable Device, Knowledge, and Technology Use checks. These are the skills that have Intelligence as their key ability. Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects and automatically fails Intelligence checks Wisdom Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. You apply your character’s Wisdom modifier to: • Will saving throws • Perception, and Treat Injury checks. These are the skills that have Wisdom as their key ability. Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa. Charisma Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Every creature has a Charisma score. You apply your character’s Charisma modifier to: • Animal Handling, Perform, Presence and Speechcraft checks. These are the skills that have Charisma as their key ability. Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Improving Ability Scores A character's stats can change in a multitude of ways, from poisons and diseases, to training. A character may also improve their ability score by practicing the ability. In order for a character to improve an ability, they must practice it for one week per ability point improvement. After they have practiced the number of weeks they wish to study or practice for, they roll an ability check without modifiers(DC 12 + Number of points they wish to improve + Ability modifier ).