• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Dice Dice

T
Created at
Index progress
Complete

This story has concluded. For those interested in reading, check out the threadmarks for the list of episodes.
Basics

Zer0

Haiku Hitman
- GAME MECHANICS -

We use a 1d20 for this campaign, and as much as possible, everything is decided by one roll to make the story move along quickly. Also, this custom system isn't polished yet, so you may find your characters undergoing changes to make some abilities more balanced or better as the story goes on.


DIFFICULTY CHECKS (DC):
Difficulty Checks are assigned to tasks and enemies and is the number you need to roll equal or higher than to overcome them. You roll 1d20, and then add the appropriate skill, and other modifiers to the roll.

》Roll 1d20 + Skill + other modifiers from abilities and items

Below are the common DC's and what happens when you roll extremes:
Natural 1 = Failure with a twist.
▪ DC 10 = Easy
▪ DC 14 = Challenging
▪ DC 18 = Hard
Natural 20 = Critical success

Failures with a twist can mean succeeding at a huge cost, or just failing with a complication. Critical successes on the other hand means it goes your way and more. In combat this usually means reducing an opponent's health by 2 levels, or you can afflict them.

Rolling with Advantage or Disadvantage:
Advantage = roll 1d20 twice, pick the highest result.
Disadvantage = roll 1d20 twice, pick the lowest result.

Advantages and disadvantages can happen from circumstance, not just from skills.
POSTING WITH ROLLS:
When posting, please leave your post open ended, and then roll the dice in the Main IC thread. After that, edit your post, or leave it to the GM to state what happened. If you choose the latter, please make your post detailed enough so that I know what you are trying to do, such as mentioning where your character is aiming at the head, if you want a head shot.
BATTLE:
Battles are composed of Rounds. Each round is 6 seconds long in story time. There is no post order, so anyone can post any time. All the Hp deductions and effects occur at the end of the round, so even if your character has been hit 3 times before you could write your post in, your character can still perform actions, since all the damage takes effect at the end of the round. The deductions and effects are mentioned by the GM, so remember to keep your post open ended.

Back to rounds, each character has 1 Minor Action, and 1 Major Action each round. The basic actions to take is use a minor action move to move to your target, and then use a major action to attack.

MINOR ACTIONS:
*You can also perform any minor action using a major action.
  1. Hide or Find | Make a Larceny roll to conceal yourself. This makes you immune to single target attacks. OR make a Knowledge roll to reveal hidden things, or see through illusions.
  2. Move | Travel up to 1 adjacent area. OR stay in the same area and take cover, giving ranged and area-effect attackers -2 to their rolls against you.
  3. Save | Make a Survival roll to save yourself from 1 affliction. You may spend additional +1 Mp for every extra affliction you wish to get rid of. You can do this for an ally in their stead. OR take an attack you are aware of in a nearby ally's place, protecting them. If the attack was lower than your Toughness, you do not take damage.

MAJOR ACTIONS:
  1. Attack | Make a Combat roll to neutralize a target non-lethally or lethally. OR make a Larceny roll from a hidden position. This is a "Sneak Attack" and reveals you to those with a line of sight of your target, but gives you advantage to your roll. When performed at the start of battle, this gives you an "Ambush round" where your opponents don't get a turn.
    1. Afflict | Can be combined with other attacks. -1 hit. Reduce by -2 one of the following: Enemy's rolls, Toughness, or Spell Power OR pick an affliction from the common afflictions list. If you choose to deal damage, make the attack with -2 hit. Reduction can stack twice.
    Duration: 2 rounds
    a. Bleed
    Cannot recover health until this affliction has been cured.
    Resist: Survival
    Cure: Trauma Kit, Short rest
    b. Don't Move
    Cannot move away from place. That includes being stuck on ceilings.
    Resist: Survival
    c. Panicked
    Friendly fire on for area attacks. Missing an opponent with a single target attack has a chance to hit a random ally within range.
    Cure: Ally spends minor action to soothe
    d. Taunted
    You draw the target's aggression on you on the next round. This aggression can be drawn instead towards a willing ally who is in the same area.

    2. Charge
    Mounted/ Driving melee attack. On this round, if you had "Moved" in a straight line to 1 adjacent area before engaging your foes, you can rush them with -3 to hit to strike a number of foes in your path = Combat.

    3. Disarm
    No damage. -1 hit. Send 1 hand-held item flying to a random adjacent area. You may deal damage, but make the disarm roll with -2 hit. You may choose to keep the item instead if you grab it, making the roll with an additional -1 hit.

    4. Grapple
    No damage. Melee attack. -1 hit. Grappled target has -4 to rolls, while attacks against it have +4. Grappled target cannot speak and cannot move away from place, but can be dragged 5 ft. at the moment of grapple. And then dragged at half speed as a minor action. Allies of the grappled target have a chance to hit their friend if they miss the grappler. You may deal damage, but make the grapple roll with -2 accuracy.
    Resist: Survival vs Grappler's last combat roll against grappled target.

    5. Quick
    Can be combined with other attacks. -1 hit. Your attack hits first if you rolled higher than your opponent.

    6. Team Up
    Cannot be combined with other attacks. Give up your major action to grant 1 ally who is in the same area as you advantage to their next roll. Ally rolls 2d20 and picks the best result. This can stack up to 3d20 if a second ally gives up their turn for your friend.
  2. Guard | Go on the defensive, doubling your shield's Toughness and adding the hit bonus of your weapon to your Toughness. You may Guard an ally instead of yourself. Cancelled by "Grapple".
  3. Use Item | Use an item in your inventory, or change 2 equipped items except for armor. Changing only 1 item is a minor action.
AFFLICTIONS:
Common:
  1. Bleed/Frostbite
    Cannot recover health until this affliction has been cured.
    Resist: Survival
    Cure: Trauma Kit, Short rest
  2. Don't Move
    Cannot move away from place. That includes being stuck on ceilings.
    Resist: Survival
  3. Panicked
    Friendly fire on for area attacks. Missing an opponent with a single target attack has a chance to hit a random ally within range.
    Cure: Ally spends minor action to soothe
  4. Taunted
    You draw the target's aggression on you on the next round. This aggression can be drawn instead towards a willing ally who is in the same area.
SPECIAL:
  1. Stun
    Lose a turn.
  2. Slow
    In battle, you can only travel up to 1 area at a time. And have only one action, either Minor or Major, but not both.
  3. Encumbered
    In battle, you can only travel up to 1 area at a time, and have only one action, either Minor or Major, but not both. Travel speed is also halved.
    Cure: Drop excess items.
  4. Fracture
    -1 to a random skill. Stacks up to -4 per skill.
    Cure: Trauma Kit and DC18 Knowledge check. Long rest once a day for 1d4 days.
  5. Sick
    Maximum Hp and Mp halved.
    Cure: Long rest once a day for 1d4 days.
  6. Exhausted:
    Level 1: -1 to all rolls.
    Level 2: -2 to all rolls. Travel speed halved. In battle, you can only travel up to 1 area at a time.
    Level 3: -3 to all rolls. Travel speed halved. In battle, you can only travel up to 1 area at a time. You have only one action, either Minor or Major, but not both.
    Level 4: -3 to all rolls. Cannot move away from place. You have only one action, either Minor or Major, but not both.
    Level 5: Death
    Cure: 1 short rest or 1 Condition point reduces exhaustion level by 1. Long rest removes all exhaustion.
  7. Frightened
    -4 to rolls. Cannot willingly move closer towards the source of the fear if you know it's there. Friendly fire on for area attacks. Missing an opponent with a single target attack has a chance to hit a random ally within range.
    Cure: Survival roll vs Opponent's spell power (magic), or Survival roll vs last Combat roll (non-magic). If you fail the first cure roll, you must move away and out of sight to try and resist the fear again. A target that has resisted being frightened, is immune to being frightened by the same thing for the next 24 hours.
  8. Drunk
    Immune to fear. You have -2 to all rolls.
  9. Burn
    Cannot recover health until this affliction has been cured. At the end of your next turn, if you are still Burning, -1 Hp.
    Cure: Spend minor action to jump into water OR stop, drop and roll.
  10. Sleep
    Stunned. When woken, is immediately granted a turn if they hadn't had a turn this round.
    Cure: Attacking, making a loud noise, or shaking the sleeping creature.
  11. Blind
    -1 to -6 to combat and sight related rolls. Darkness gives a -6 penalty.
  12. Allured
    Target is forced to use their next two actions to sprint towards the caster. Upon reaching the caster the allured creature uses its major action to just stare in adoration every round, if the caster moves, the allured creature is forced to follow. After sprinting once, the allured creature can now use its minor actions to roll to resist.
    Resist: Knowledge
    Cure: Attacking, shaking the allured creature
REST & CONDITION:
- REST -

  1. Long Rest
    6 hours of sleeping or just chilling out recovers all Hp, all Manna, and removes all common afflictions. When your character takes more time and effort to take care of themselves, a long rest gives bonus condition points which can be used to recover health and manna out of battle.
  2. Short Rest
    1 hour nap or relaxation. Restores 1 manna, but if your character eats, it restores 2 manna.


- CONDITION -

1 Condition point allows you to do one of the following: Give yourself 1 Manna, or improve your health by 1 after battle. If you were incapacitated, your health improves, but you do not wake up until after a short rest. You gain condition points when you do the following:

+1 Condition Point:
  1. Hot meal cooked with a roll of 12 or higher.
  2. Slept in a tent or comfy shelter outdoors for 6 hours.
  3. Gear maintenance and training.
+2 Condition Points:
  1. Hearty meal cooked with a roll of 14 or higher.
  2. Slept in a Comfortable room for 6 hours.
  3. Rest and relaxation.
+3 Condition Points:
  1. Exquisite meal cooked with a roll of 16 or higher.
  2. Slept in a Luxurious room for 6 hours.
  3. Feasts & Festivals.
x2 Condition Points:
  1. Doing any of the things above together with one or more player characters.

Other things like public baths, hot springs, or using a bathroom kit, give condition bonuses.
 
Last edited:

Users who are viewing this thread

Back
Top