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brhoten edited this page May 5, 2014 · 18 revisions

A game system based on the idea that all things being equal you should have a 50/50 chance of success.

Characters

Characters are expressed as a collection of your fight, steal, and cast levels; your health; armor rating; base damage from your weapon slot; and the effects of the three ornament slots. You may only equip one of any given type of ornament.

Base Attributes

FIGHT
Physical combat ability. If you want to fight things then you use this skill. It also protects you when other things want to fight you. It's also used for a measure of general physical prowess.

The path ahead is blocked by a boulder. You can move it with a Fight(20) check.

STEAL
Thievery and finesse skill. If you want to take something that belongs to others or protect your belongings from the prying hands of others then you use this skill. It is also used for setting and disarming traps and general checks of finesse and perception.

This locked door requires a successful Steal(15) check to unlock.

CAST
Magicking trait. When you want to shoot fire out of your eyes or summon a goblin to do your dirty work then this is the skill you'd use. It also determines the spells you can learn and how many you can have armed at a time. It is also used for general checks related to magical things.

The magical glyph can be deciphered with a successful Cast(27) check.

Derived Attributes

HEALTH
The amount of damage you can sustain. This is calculated from a base number (we're saying 50) plus all your combined levels. This is all the life you have, don't waste it. If this number is reduced to 0 then you are dead.

A character with Fight(8), Steal(12), and Cast(7) would have 77 health.

Health is regained through potions, spells, food, and rest.

MAGIC
The amount of magic energy you have available to you. This is a square of your cast level. This is how you pay for the spells you cast. If this number is reduced to 0 you are really bummed out.

A character with Fight(8), Steal(12), and Cast(7) would have 49 magic.

Magic is regained through potions, spells, food, and rest.

Checks, Contests, and Combat

Basic ability checks are a straight up comparison between the relevant skill and a target number. If your ability is greater than or equal to the target number then you succeed.

The boulder requires a Fight(20) check to move it. You have Fight(15). You fail.

You may expend an amount of health up to level of the ability being used for the check and add that number to your ability for the purposes of the check.

The boulder requires a Fight(20) check to move it. You have Fight(15). You can expend Health(5) to succeed. Otherwise you fail.

SUCCESS
Determined by subtracting the difficulty of the task at hand from the appropriate skill, adding a random number from 1 to 100 and comparing it to a target number. This number is often 50. If your number is greater than the target number then you have succeeded. Otherwise you have failed.

(skill - opposing skill) + [1-100] > 50 = success

or

(skill + [1-100]) > (50 + opposing skill) = success

You attempt to pick the pocket of the goblin. You have a steal rating of 12. The goblin has a steal rating of 8. You roll a 47. (12 - 8) + 47 is greater than 50. You have succeeded.

COMBAT
Based on the success rules with the added result of damage.

DAMAGE
Whenever you make a successful attack roll you deal damage. You start with your base damage and subtract your target number (often 50) from the skill check result and apply that amount as additional damage.

base damage + ([1-100] + skill - 50)

A character with Fight(20) swings his axe(8) and rolled a 57 against a goblin. The modified roll is 77. The attack succeeded. The attack deals 35 damage. (8 + 27)

ARMOR
Mitigates damage in a flat-off-the-top manner. If someone hits you for 15 damage and your armor reduces 10 of that then you only take 5 damage total.

EXPERIENCE
You gain new levels to spend on your base attributes by earning experience. Usually it is awarded through defeating monsters, but it can also be awarded for successful skill checks, completing quests, or solving puzzles.

To advance your character you need a number of experience equal to your total number of levels plus one times 100. If you're level zero then you need 100 experience points to get to level 1. If you're level 15 you need 1600 additional experience points to get to level 16 for a total of 13,600 experience points.

Level XP for next level Total XP at this level
0 100 0
1 200 100
2 300 300
3 400 600
4 500 1000
5 600 1500
6 700 2100
7 800 2800
8 900 3600
9 1000 4500
10 1100 5500
11 1200 6600
12 1300 7800
13 1400 9100
14 1500 10500
15 1600 12000
16 1700 13600
17 1800 15300
18 1900 17100
19 2000 19000
20 2100 21000
21 2200 23100
22 2300 25300
23 2400 27600
24 2500 30000
25 2600 32500
26 2700 35100
27 2800 37800
28 2900 40600
29 3000 43500
30 3100 46500
31 3200 49600
32 3300 52800
33 3400 56100
34 3500 59500
35 3600 63000
36 3700 66600
37 3800 70300
38 3900 74100
39 4000 78000
40 4100 82000
41 4200 86100
42 4300 90300
43 4400 94600
44 4500 99000
45 4600 103500
46 4700 108100
47 4800 112800
48 4900 117600
49 5000 122500
50 5100 127500
51 5200 132600
52 5300 137800
53 5400 143100
54 5500 148500
55 5600 154000
56 5700 159600
57 5800 165300
58 5900 171100
59 6000 177000
60 6100 183000
61 6200 189100
62 6300 195300
63 6400 201600
64 6500 208000
65 6600 214500
66 6700 221100
67 6800 227800
68 6900 234600
69 7000 241500
70 7100 248500
71 7200 255600
72 7300 262800
73 7400 270100
74 7500 277500
75 7600 285000
76 7700 292600
77 7800 300300
78 7900 308100
79 8000 316000
80 8100 324000
81 8200 332100
82 8300 340300
83 8400 348600
84 8500 357000
85 8600 365500
86 8700 374100
87 8800 382800
88 8900 391600
89 9000 400500
90 9100 409500
91 9200 418600
92 9300 427800
93 9400 437100
94 9500 446500
95 9600 456000
96 9700 465600
97 9800 475300
98 9900 485100
99 10000 495000
100 10100 505000

MONSTERS
Monsters are expressed as a collection of health; target number; fight skill; experience value; and loot level. Some monsters are rare and may have special actions they can perform and special loot.

INVENTORY
Items you are not wearing on your character go into your inventory. You can carry a number of items equal to your total number of levels. Some items may have multiple charges. These charges do not count against your inventory limit individually. You can carry an unlimited amount of money. Quest items do not take up inventory space.

ITEMS
Things you pick up in your travels including weapons, armor, ornaments, quest items, or various bits of junk. Some items have special uses and some you can sell for cash.

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