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