Illevar RPCG - Part 5: General Rules, Checks, Statuses, Items

Today we are adding onto a previous blog about the general rules and ideas of Illevar RPCG. 

Checks

Checks and Attacks are made using d10s. Generally, a pass is a roll above a 1 and meeting or exceeding the check score set by the Storyteller. Skill checks are determined by the number rolled on a d10 plus any bonuses.


Example: A Strength Check is determined to be a 15. The players must roll a d10 and add their Strength score to it to determine how well they did. If they get a 15 or higher, they pass. If lower, they fail.




Combat


Before combat begins, determine combat order by having each party roll 1d10 and adding their agility bonus. Highest number goes first with the rest following in descending order. In case of a tie, the highest speed bonus goes first. 


Players will perform their turns following the combat order. 


On Each Turn:

  1. Resolve any status effects that affect the turn, such as Stun

  2. Choose an action

  3. Resolve action

  4. Resolve any end of turn status effects, such as Poison

  5. Pass turn


Actions:

1 Action may be performed each turn. The player will choose the action, spend any points if needed, resolve any pass (d10 to hit or miss) checks, damage checks, status checks, etc.


List of Actions:

  1. Attack

  2. Ability/Spell

  3. Use Item


Players are encouraged to talk and strategize together in order to defeat enemies.


Items


Items are single use cards that can be used as an action. They have a wide range of effects and can be found or bought at stores. Players are only able to hold on to a total of 5-10 items at a time. If they have too many, they may use them or discard them to make room for other items.


*Story or Quest items do not count toward inventory space unless the Storyteller wants them to.


Equipment


Players are allowed to equip equipment to their characters. There are limits on how many a character can have at a time. Players are unable to take extra equipment with them to dungeons, but may take extra back with them. Players are encouraged to store or sell off extra items they no longer use. 


Equipment is broken up into 3 categories

  1. Weapon - 2 per player

  2. Armor - 1 per player

  3. Accessory - 3 per player


Weapons are equipment that provide combat bonuses. They have: damage bonus, effect, type. Weapon type refers to martial, ranged, and magical. The Class card refers to which types that class can equip.


Armors are equipment that provide combat bonuses. They have: damage reduction, effect, type. Armor type refers to light, heavy, and magical. The Class card refers to which types that class can equip.


Accessories are equipment that provide bonuses in and out of combat. They have: effect and type. Accessory types refer to headgear, necklace, bracelet, ring. Only 1 of the headgear and necklace types may be equipped at a time. 


Spells/Abilities

Spells and abilities will level up with the PCs. New abilities are added as the PCs progress, along with older abilities changing at certain levels to “+” form. This Ability+ form will either have a much more powerful effect for the same cost or a reduced cost. This is done for the feeling of the PCs having done the action so many times that it becomes easier to do. 


Spells/Abilities are mostly used in combat. They have a cost that must be paid by the PCs “ability point” pool. They function as an action in combat and in encounters.  

Voice of Cards is the closest thing I have to show how it might look
Spells:


Spells are broken down into 2 types: Balance and Elemental.


Balance magic refers to the magic used to heal or hex individuals. This type of magic is used primarily by Acolytes and functions similar to magic often found with priests, white mages, warlocks, and the like. 


Elemental magic refers to magic that is used to control the common elements of Illevar (earth, wind, fire, water, etc.). This type of magic is used primarily by Mages and functions similar to magic often found with wizards, sorcerers, shamans, druids, etc.


Ability:


Abilities refer to the actions used by the non-magic users of the game. They include special attacks, buffs, debuffs, etc. These abilities will reflect the character class that the PCs have chosen.


Status Effects:


Taking a page from the Pokemon design team for this one. Status Effects are effects that will trigger on each of the afflicted target’s turns until removed or they pass. These effects are simple, but grow stronger as the level increases. Effects are written as Effect #.


The # indicates the number of turns (and checks if negative) that the effect does to the target.

Example: Stun 3. On the afflicted target’s turn, they must roll 3d10 and pass each check. A pass, in this case, is a 4 (1 + 3) or greater on each dice. 


A pass is determined by a 1 + #. Example: Effect 1 passes are calculated by rolling 1d10 and getting above a 2, (1+1).


Effects with a # after them have a turn limit until they pass on their own. The # decreases by 1 after each turn passes. Example: Stun 3 changes to Stun 2 after the afflicted target’s turn.


How this looks in combat:


Situation: NPC is afflicted by Stun 3. On NPC's turn, they role to ignore the effects of Stun 3. They roll 3d10 and need a 4 (1 + #) or greater on each roll. They get a 4, a 3, and a 6. Since they failed to pass all 3 checks, they cannot act on their turn. The round continues and it is once again NPC's turn. It has been 1 turn since Stun 3 was afflicted, so it is now Stun 2. NPC rolls 2d10 and gets a 3 and an 8. They passed both checks and are able to do an action. Once again, the round passes, and it is NPC's turn again. Stun 2 is now a Stun 1. And so on.


Negative Effects List (afflictions/debuffs/hexes?):

  1. Stun # - target must roll and pass # checks or be unable to do an action on their turn

  2. Poison # - target takes poison dmg, determined by ability/spell card, for # turns at the end of their action

  3. Freeze - target is unable to do an action and takes extra dmg until unfrozen by dmg or effect

  4. Silence # - target is unable to use ability/spell cards for # turns or until removed. 

  5. Weak # - target deals less dmg and receives more dmg for # turns


Positive Effects List (buffs/boons/blessings?):

  1. Regen # - target gains back hp equal to effect for # turns

  2. Target # - target must be attacked or targeted for # turns. Can be used for protecting weaker party members. 

  3. Defense # - target receives less dmg equal to effect for # turns

  4. Brawn # - target deals more dmg equal to effect for # turns

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