Homemade RPGs.
PostPosted: Thu Sep 28, 2006 3:03 pm
Homemade RPGs are welcome to be posted. They only need Rules, Player Characters, and Starting Equipment.
I'm sorry, I can't put up a link for a game board. Instead, use four chess boards, or I can try and e-mail the board design.
Scenarios, additional items, and enemy stats will soon be available at this [url=http//blaynemccoy.tripod.com]LINK[/url].
Triune.
Required to play:
4 players and 1 Game Master (GM)
A table (or any flat surface)
1 20 sided die. (Don’t have one? You can find them at your local hobbies store)
1 game board
Miniature figurines or anything that would identify the players.
Counters to keep track of turns (chips, coins, anything you can use)
Pen notebooks for each player
Number of Players
2-4 players
Ranges of attack
Knight and Spy can attack any one square in front of them. (The square in front, and the ones digaonally to his left or right)
Monk and Alchemist both carry staffs, so they can attack one square in any direction, except the square directly behind them.
Movement
Each square equals 5 feet. Each player has a designated move count. Turning to look in any direction without intent to move will use 1 movement point. Players can move forward, backward, left and right. Never diagonally.
A player can declare his/her turn to be over, even if he/she didn’t use all his/her movement points.
Dice rolls.
Attack: Strength + strength modifiers + die roll
Defense: Dexterity + dexterity modifiers + die roll
The same also applies when using your other skills.
Using Spirit Abilities
Using spirit abilities drains your Spirit Points (SP). Your SP recharges automatically 2 point every 2 turns. (Use counters to keep track of your turns)
Players
Paladin
Starting Stats
Movement-3
Hit Points-100
Spirit Points-30
Strength-20
Dexterity-18
Intellegence-19
Stealth-13
Awareness-15
Starting Equipment
Weapon-Paladin’s Sword (+5 Str)
Armor-Paladin’s Heavy Battle Suit
(+10 HP/+4 Dex)
Spirit Abilities-
Heal
(+6 lost HP to self or any party member. -3 SP),
Concentrate Sword
(+4 to Str for 3 turns. -5 SP),
Paladin Speed
(+5 to Dex for 4 turns. -4 SP)
Monk
Starting Stats
Movement-5
Hit Points-100
Spirit Points-40
Strength-15
Dexterity-20
Intellegence-20
Stealth-18
Awareness-19
Starting Equipment
Weapon-Monk’s Staff (+3 Str)
Armor-Monk’s Robe
(+3 HP/+6 Dex)
Spirit Abilities-
Heaven’s Mercy
(+10 lost HP to self or any party member. -9 SP)
Holy Strike
(+7 to Str for 4 turns. -6 SP)
Lord’s Grace
(+6 to Dex for 3 turns. -4 SP)
Alchemist
Starting Stats
Movement-4
Hit Points-100
Spirit Points-50
Strength-19
Dexterity-20
Intellegence-24
Stealth-17
Awareness-19
Starting Equipment
Weapon-Metal Staff (+4 Str)
Armor-Leather cloak
(+4 HP/+5 Dex)
Spirit Abilities-
Tissue Rebuild
(+5 lost HP to self or any party member and +6 dexterity for 4 turns. -5 SP)
Gold Staff
(+6 to Str for 3 turns. -6 SP)
Alchemist Agility
(+5 to Dex for 4 turns. -4 SP)
Spy
Starting Stats
Movement-6
Hit Points-100
Spirit Points-25
Strength-18
Dexterity-25
Intellegence-21
Stealth-27
Awareness-21
Starting Equipment
Weapon-Chain Daggers (+5 Str)
Armor-Black Hood and Light Armor (+2 HP/+9 Dex)
Spirit Abilities-
Heal
(+6 lost HP to self or any party member. -3 SP)
Silent Strike
(+5 to Str for 4 turns. -3 SP)
Swift Shadow
(+4 Dex for 3 turns. -4 SP)
I'm sorry, I can't put up a link for a game board. Instead, use four chess boards, or I can try and e-mail the board design.
Scenarios, additional items, and enemy stats will soon be available at this [url=http//blaynemccoy.tripod.com]LINK[/url].
Triune.
Required to play:
4 players and 1 Game Master (GM)
A table (or any flat surface)
1 20 sided die. (Don’t have one? You can find them at your local hobbies store)
1 game board
Miniature figurines or anything that would identify the players.
Counters to keep track of turns (chips, coins, anything you can use)
Pen notebooks for each player
Number of Players
2-4 players
Ranges of attack
Knight and Spy can attack any one square in front of them. (The square in front, and the ones digaonally to his left or right)
Monk and Alchemist both carry staffs, so they can attack one square in any direction, except the square directly behind them.
Movement
Each square equals 5 feet. Each player has a designated move count. Turning to look in any direction without intent to move will use 1 movement point. Players can move forward, backward, left and right. Never diagonally.
A player can declare his/her turn to be over, even if he/she didn’t use all his/her movement points.
Dice rolls.
Attack: Strength + strength modifiers + die roll
Defense: Dexterity + dexterity modifiers + die roll
The same also applies when using your other skills.
Using Spirit Abilities
Using spirit abilities drains your Spirit Points (SP). Your SP recharges automatically 2 point every 2 turns. (Use counters to keep track of your turns)
Players
Paladin
Starting Stats
Movement-3
Hit Points-100
Spirit Points-30
Strength-20
Dexterity-18
Intellegence-19
Stealth-13
Awareness-15
Starting Equipment
Weapon-Paladin’s Sword (+5 Str)
Armor-Paladin’s Heavy Battle Suit
(+10 HP/+4 Dex)
Spirit Abilities-
Heal
(+6 lost HP to self or any party member. -3 SP),
Concentrate Sword
(+4 to Str for 3 turns. -5 SP),
Paladin Speed
(+5 to Dex for 4 turns. -4 SP)
Monk
Starting Stats
Movement-5
Hit Points-100
Spirit Points-40
Strength-15
Dexterity-20
Intellegence-20
Stealth-18
Awareness-19
Starting Equipment
Weapon-Monk’s Staff (+3 Str)
Armor-Monk’s Robe
(+3 HP/+6 Dex)
Spirit Abilities-
Heaven’s Mercy
(+10 lost HP to self or any party member. -9 SP)
Holy Strike
(+7 to Str for 4 turns. -6 SP)
Lord’s Grace
(+6 to Dex for 3 turns. -4 SP)
Alchemist
Starting Stats
Movement-4
Hit Points-100
Spirit Points-50
Strength-19
Dexterity-20
Intellegence-24
Stealth-17
Awareness-19
Starting Equipment
Weapon-Metal Staff (+4 Str)
Armor-Leather cloak
(+4 HP/+5 Dex)
Spirit Abilities-
Tissue Rebuild
(+5 lost HP to self or any party member and +6 dexterity for 4 turns. -5 SP)
Gold Staff
(+6 to Str for 3 turns. -6 SP)
Alchemist Agility
(+5 to Dex for 4 turns. -4 SP)
Spy
Starting Stats
Movement-6
Hit Points-100
Spirit Points-25
Strength-18
Dexterity-25
Intellegence-21
Stealth-27
Awareness-21
Starting Equipment
Weapon-Chain Daggers (+5 Str)
Armor-Black Hood and Light Armor (+2 HP/+9 Dex)
Spirit Abilities-
Heal
(+6 lost HP to self or any party member. -3 SP)
Silent Strike
(+5 to Str for 4 turns. -3 SP)
Swift Shadow
(+4 Dex for 3 turns. -4 SP)