Post by lordofbunnyz on Nov 16, 2012 23:10:40 GMT -5
Hello all, I'm thinking of starting an RP using a variation of Lloyd's gaming system (see below, it's pretty simple) and I wanted to see if anyone wanted to play it. So let me know ;D
"All men dream - but not equally. Those who dream by night, in the dusty recesses of their minds, wake in the day to find that it was vanity... But the dreamers of the day are dangerous men, for they may act their dream with open eyes, to make it possible. This I did." - T. E. Lawrence
What would happen If you played the game of Otokoyo? Would you run and hide, or would you fight? Did you mean to play, or were you just at the wrong place at the wrong time? Would you find the exit and live, or would you die trying? It's time we find out...
Rules
So... Do You Want To Play?
"All men dream - but not equally. Those who dream by night, in the dusty recesses of their minds, wake in the day to find that it was vanity... But the dreamers of the day are dangerous men, for they may act their dream with open eyes, to make it possible. This I did." - T. E. Lawrence
What would happen If you played the game of Otokoyo? Would you run and hide, or would you fight? Did you mean to play, or were you just at the wrong place at the wrong time? Would you find the exit and live, or would you die trying? It's time we find out...
Rules
Ability points
Heroes start a quest with 100 ability points (although it could be any value depending on the difficulty and length of a quest) which they can use to help them with difficulty checks.
Difficulty Checks
The referee sets the difficulty of a task and the hero can see if they achieve the task by rolling d100 and getting a value higher than the difficulty. The difficulty is usually 0-99, but it can be negative or above 99 for very easy or very difficult tasks. Heroes can assign any number of ability points to add to their die roll for a task but only if they have a skill that would help them with that task.
Combat
Combat is basically a difficulty test. If a hero has a combat ability, they can use them in the normal way. They may also gain bonuses from using weapons and armor. Both combatants need to decide on their strategy
–
Defensive, neutral and offensive. Heroes who choose a defensive strategy, get a bonus to their roll (around 10 but it’s up to the referee). Heroes who choose a neutral strategy get no bonus to their roll. Heroes who choose an offensive strategy get a penalty to their roll (around - 10 but it’s up to the referee)
The same applies to the hero’s opponent(s). If they decide to be
defensive, then the difficulty of the combat will be higher by 10 and if they are offensive, then the difficulty of the combat will be lower by 10. Neutral strategies give no modifier.
Wounds status for heros and opponents in combat
The green letters are for when heroes win the combat. The red letters are for when they lose. Although heroes and opponents may be OK if they lose a combat, they will have still clearly lost the combat and this may have implications in the case of competition or losing face.
Wounded status
The heroes’ statuses could be unwounded, wounded and dead. Wounded
heroes need at least a week to recover which involves doing nothing other than light tasks. It will take half the time of complete bed rest.
Sanity status
It may be appropriate in some
settings to measure heroes’ sanity.
In this case, you can measure it as sane, shaken and insane. Shaken heroes have some kind of mental affliction such as obsessive compulsive disorder or paranoia which will give them penalties to certain tests. Shaken heroes can recover given lots of time and help. Insane heroes need some serious help or magic to cure them.
Fate points
A hero can spend a fate point to give themselves a bonus to a roll (around
+10 but it’s up to the referee) or be given a
chance to escape a difficult situation. They can spend a fate point if they would be killed in combat to turn it into a wounded result. Fate points should only be awarded in very rare situations.
Rewards for completing quests
After a quest, a hero can receive rewards in the form of treasure, powerful equipment, a fate point, more ability points per quest or a new skill. The
size of the reward depends on the difficulty of the quest, the hero’s
involvement and roleplaying and how successful they were.
Conclusion
So that’s my system. If you have any comments, please email me at
sl1605@gmail.com or visit my game book blog athttp://virtualfantasies.blogspot.com/ .
Personal changes:
- Nether players nor deamons can be killed in one shot roll, instead players must become heavily wounded (being wounded or 'killed' on the chart twice) or be insane (still thinking on this, but most likely the same) and then lose another encounter before they are eliminated from the game.
- the deamons can't be eliminated under normal circumstances, but by losing three or more encounters in a row will cause them to tire out and retreat for a bit.
- finally, the movement around the city will be randomized by dice rolls with chances of finding the way towards the exit, running into the deamons, nothing happening, ect.
So... Do You Want To Play?