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RPG Laboratory

Mechanics

Basic Mechanics

Categories
As characters take action, they roll dice and place the die rolls into three categories. Low rolls are bad, while high rolls are good. Commands provide bonuses to the rolls in these categories, while Challenges

Battle - This category represents destroying and evading monsters. A 1-2 in this category means you lose a Life or a Power Up, while a 6 means you gain a Power Up. You gain your roll x 100 points each round, even if you lose a Life.

Platform - This category represents moving from platform to platform, making progress and avoiding pitfalls. A 1 in this category means you lose a Life outright (even with Power Ups), a 2-3 means you take -1 to your Stage roll, while a 6 means you gain +1 to your Battle and Stage rolls.

Nevercast: More combat examples

((Inquire for further detail of mechanics))

Kanu Gon
6 strength
9 speed
6 endurance
7 agility
7 dexterity
8 reflex
4 awareness
6 focus
7 logic
5 charisma
6 insight

7 power
2 concentration
6 stamina

Meh Kada
10 strength
6 speed
8 endurance
5 agility
6 dexterity
6 reflex
6 awareness
8 focus
8 logic
4 charisma
8 insight

8 power
3 concentration
8 stamina

Round 1

1. Kanu Gon poises himself and waits for Meh Kada.

2. Meh Kada moves a 1 combat step forward, and then another (Kanu Gon responds by backing up 1). Meh Kada feints, but Kanu Gon reacts minutely (feint failed).

Nevercast: rough draft stealth mechanics (scenario added)

The system takes 2 major factors heavily into consideration: line of sight and sound. Thus, there are two checks made to determine success when sneaking: one for sight and another for sound. If any of these checks fail, then you are noticed. How much you are noticed is dependent upon the gradient of success by the target’s awareness check. For example, a minor success might convince the target that what he noticed was inconsequential.

1. Line of Sight (awareness vs. cover)
A direct line of sight is a base +10 modifier to the target's awareness, 0 modifier in the target's periphery. If behind the target, then you do not need to make an attribute check for sight.

Nevercast - More on ranged combat

My rough-draft ideas for gunfire/projectile response options. (All responses require that you are actually aware of the attacker. For example, if a sniper is shooting at you, you may not use a response.)

1. Response attack - the same speed vs. speed comparison to see who attacks first. However, since ranged attacks are based upon the focus attribute, compare focus vs. passive defense once it is determined when opponents attack. You may also use a strike to respond if you are within range.

2. Dash - based on reflex, use the dash combat movement to hastily jump out of the way as your opponent is about to attack.

Spells

Spells

Spells are all unique throughout the land. Each person has their own way of creating a spell but typically there are some common elements to it. Throughout history mages, wizards, warlocks, and other magic users have written their knowledge into tomes and books and finding these can contain amazing knowledge of how to manipulate the world.

/* This list only contains some of the spells that will be possible. Updated 16 Jan 2010*/
Spell: Fireball
Manipulation of heat to cause a ball of earth to become super heated and begin flaming. Thrust the ball with a force of wind to throw at a target. Adding in elements of pitch or tar can make the flaming mass stay light for longer.

In a system without hit-points: Effects (updated)

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Rationale - To imbue gameplay with exciting physicality; to enforce a qualitative mechanics style over a quantitative one; to emulate the chaotic nature of combat.

Stun
Instant effect. Subtract 1 action from your remaining actions. If the combatant is out of actions, -1 penalty (non-cumulative) to his passive defense score until the end of the round. A stun represents a superficial injury or blow that phases you for a short moment. Category 1

Hurt
Lasting effect: 1 round. Sustain the "stun" effect and your remaining concentration is reduced to zero (not lasting). If you get hurt again within the round, this effect is replaced with the "damaged" effect. Being hurt represents a sharp blow that does superficial damage (for example, a bullet stopped by your headgear), but can accumulate into real damage. Category 2

Notes on Nevercast skill development

1. You may develop your skills after x amount of time provided that:
* you can afford it
* the training is available by profession (doesn't require money) or
* you have access to a trainer; great distance from trainers/facilities or trainers/facilities that cannot be readily accessed or discovered or are otherwise exclusive are unavailable.
Therefore, GM-allowed training time increments must be spent as well as money in order to improve a skill.

2. You may develop a technique or ability after a gaming session provided you have earned enough GM-awarded experience in the appropriate skill discipline. Instead of experience points, you earn experience hours, days, or weeks when you appropriately use a skill in-game. For example, you defeat your enemies in a firefight and the GM awards you with 1 week firearms experience to allocate to any available technique or ability within the firearms skill discipline.

The People of Sherwood forest 2nd Edition

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OK, so this is my first upload.
Please give me comments, i have been work on this game for a while, using spare time and working in the summer. Most idea's and chapters of the rule book are in my head because i am a slow typist. Another good chunk of information is on note book paper handwritten. The more support i get on this project the the more i will work at trans forming handwritten into typed.Also if you are interested in my setting or genre please feel free to help me out. I am trying to make thing a some what simple but accurate game. Finally all my missions or sessions are handwrttin and i could also type those up to give a good idea of what i am thinking about.

coming up with a game system SUCKS

want to run this thing over IRC. 24/7 freeform with intermittent GM run quests. cyberpunk/fantasy, like if you threw neuromancer, buffy the vampire slayer, escape from new york, supernatural and deus ex in a big blender. got the setting, history, races, classes, groups, roleplaying rules. got the room all set up and everything.

hell if i can get the mechanics sorted out.

i need something simple. it takes ages to run stuff over irc. need it quick, quick, quick, easy to understand, cinematic, room for advancement (everyone wants their character to level up and get new toys, yeah?), and most of all balanced. it's the internet with random people. there's always gonna be the ones who try and break the system. gotta be balanced.

Burst Fire

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Burst Fire Options

1. Short Burst - Fire 1d4+1 rounds (2-5; may be different for other weapons), or 3 if the weapon has a 3-round burst option. Your attribute comparison is for the entire burst and is not compared for each individual shot. You receive a bonus of +2 to hit with a short burst. This shot is also more deadly because the bonus will make it more likely that you will score the maximum gradient of success.

2. Medium Burst - Fire 1d4+3 rounds, for a +3 bonus but a penalty (-1) to the actual effect. Therefore, you are more likely to score a hit, but because it's harder to control larger bursts, the quality of your hit will be poorer.

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