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RPG Laboratory

Mechanics

JP's Test Book

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This is sort of a laundry list of charts I just tiredly came up with, trying to find out a way to provide some extra but universal (ly adaptable) background for PCs to potentially be able to "be involved with the paranormal" for players who might want their characters to begin play with prior experience with the paranormal. Obviously the dice rolls are for people who just like dice rolls or can't decide, otherwise you'd pick your desired options. Does any of this seem plausible or usable or am I so tired I can't tell what I'm writing?

Paranormal History

3D6 Number of Paranormal Experiences

Open Material Fighting Game "OMFG"

hey all, It's been about half of forever since I posted a multi-player game, weird huh? So anyway I was going through a folder with the games I've written and now that I know how to make PDF's I figure what the heck eh? all you need is a D6 some players and a creative GM! Enjoy n.n

Fourth World

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This partial draft contains background information for the player, character generation mechanics, and combat

how say goodbye to skills and a short example

hey i wanted to role play but i had no system i wanted to use because of the skills take so long to chose and so does leveling up. so i said no skills. instead you start with 10 points that are considered instant success, and for whatever action you use it for you now get a bonus 10% to do that action again. or if the player wants, they could save up the points and each point is worth 1% of a stat, but you need to raise 10 at a time to impact stat. (based on percentile dice a very easy way to play)

something I did a while ago

My first one player RPG that never had a name but I managed to write 2 stories for it. Its more like a series of battles stringed together by a story than a normal role playing game but theres a bit of customizations when it comes to how you make your hero.

One Player Adventures
Rules
The player starts by picking one weapon and one skill. Each player starts with 4 health and 4 mana.
Once the player had given their character a weapon and a skill they are free to give the character a name and make up a history for them. The player then follows the story line and battles a monster; if they defeat the monster they gain a victory reward.

new game idea thing maybe?

seems I'm back again, my but i do come and go eh? anyway this fine morning I come to you with a new game i thought up as i was going over the pocket RPG kit i made (its bad ass feel free to ask about it cuz I'm QUITE proud!).

anyway the game works like this, you start with an army of maybe about 5 soldiers, each one has 3 stats, an hit number, a damage score and health points (HP). now what do you do with this limited amount of nothing? go to war! roll 1d6 for each member of your army. when fighting roll to determine if a soldier is successful in combat, if the roll is higher than the soldiers hit number then the attack is a success and you earn points equal to the soldiers damage score, if a characters roll is lower than their hit number then they lose one health point. if a soldier runs out of hit points they die and can no longer fight alongside you in battle! you can use the points you earn to hire more soldiers and maybe if I'm up to it a way to upgrade soldiers

Monstrous Qualities

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Okay, finally. I don't know what took so long, but this has been the most difficult thing to do. It'll all be cake from here on out. So, monstrous and redeeming qualities.

First, there are levels of how monstrous a being can be. Here they are.

Starting at the bottom, you have the character as a full fledged monster. Here anytime you roll an action that corresponds with your monstrous trait you get a are able to bring the target number down by five. Essentially, only ridiculously hard stuff requires effort if it feeds your need to act monstrously. Also, people recoil from you, and any interaction with a non-monstrous person is at a -3 on all rolls you make. You have two extra expert skills that have to do with your monstrous abilities. On the downside, the Judge gets five attempts per session to make your vice control you.

New Mechanic

This is just an idea for a mechanic that i might be using in a future RPG. Split the deck into two separate decks, one that has most of the number cards(A-9 of every suit) and one deck that has one joker, one king, two queens, three jacks, and all four tens. When you attack, you draw one card from the larger number deck, and add the weapons modifier to find damage delt. Each class would have certain cards in that deck that let you draw from the "special moves" deck, the smaller one. Each class would then have one move for each of the cards in that deck, getting more powerful the higher the card.

Eternal Rhapsody

I wrote this game today and wondered what people thought. It's an abstract RPG with a focus on storytelling. You take on the role of an abstract noun or 'Opus' like Beauty or Hatred. You begin at level 1, an idea and your goal is to reach level 5, manifestation. As an Opus you take on a persona, i.e. a real human and you must gradually work your way to level 5 by making the persona act like your Opus.

Wierd, I know, but check it out, it's not done yet.

Checks

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The premise

There are three things that count when trying to determine if a certain task is done:

+ The skill on such area
+ The difficulty of the task
+ The degree of success

While making a Dice/Cards/Whatever mechanic to settle the result of an attempt, what we do is assigning this 3 values as the numeric variables of the draw/roll/whatever.

For example:

d20:

+ Skill: a numeric bonus (higher = better).
+ Difficulty: a numeric threshold (higher = more difficult).
+ Degree of success: difference between 1d20+skill and difficulty.

WoD (pre Requiem):

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