Saturday, April 6, 2013

Olde Realm Update


The
Olde Realm
OR 10 Revamp
2013

Introduction
The Old Realm is a game that promises quick leveless character creation and fast and understandable rules. You can create a character in less than 5 minutes and be on your way playing in a fantastic world.

Character Creation
Age

Kid
Your a young early teen to pre-teen kid (10-15) who has no reason to be adventuring. You only start out with 25 points to spend.

Academic, Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition 30 (+5), Looks 30 (+5), Lore, Melee 20 (-5), Might 20 (-5), Occupation, Perception, Rural, Social, Stamina 20 (-5), Status 10 (-15), Stealth, Streets, Thievery, Wealth 10 (-15), Wilderness, Will 15 (-10) (-45 Total)

Youth
Your in your late teens to middle 20’s (15-25) your just now beginning to figure out the world. You start out with 50 points to spend. Your abilities are all 25%.

Academic, Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition, Looks, Lore, Melee, Might, Occupation, Perception, Rural, Social, Stamina, Status, Stealth, Streets, Thievery, Wealth, Wilderness, Will

Adult
Your in your late middle 20’s to middle 40’s. (25-45) You have some skills and abilities but some of your physical body is going down hill. You have 75 points to spend.

Academic, Accuracy, Action 20 (-5), Brawling 20 (-5), Entertain, Equestrian, Healer, Intuition 30 (+5), Looks 20 (-5), Lore, Melee, Might, Occupation, Perception 20 (-5), Rural, Social, Stamina, Status, Stealth 20 (-5), Streets, Thievery, Wealth, Wilderness, Will (-20 Total)

Mature
You are in your late middle 40’s to your early middle 60’s. (45-65) You have 100 points to spend.
Academic, Accuracy 20 (-5), Action 15 (-10), Brawling 20 (-5), Entertain, Equestrian, Healer, Intuition 30 (+5), Looks 15 (-10), Lore, Melee 20 (-5), Might 20 (-5), Occupation, Perception 15 (-10), Rural, Social, Stamina, Status, Stealth, Streets, Thievery, Wealth, Wilderness, Will (-45 Total)

Old
You are in your late 60’s to middle 90’s. (65-95) You have 150 points to spend.

Academic, Accuracy 15 (-10), Action 15 (-10), Brawling 15 (-10), Entertain, Equestrian, Healer, Intuition 35 (+10), Looks 15 (-10), Lore, Melee 15 (-10), Might 15 (-10), Occupation, Perception 15 (-10), Rural, Social, Stamina 15 (-10), Status, Stealth 20 (-5), Streets, Thievery, Wealth, Wilderness, Will (-75 Total)

Ancient
You are in you late 90’s or older. (95-up)You have 200 points to spend. 10% chance of being very ancient adds another 50 skill points and another 10-30 years to your age. Keep rolling until you fail.

Academic, Accuracy 10 (-15), Action 10 (-15), Brawling 10 (-15), Entertain, Equestrian, Healer, Intuition 40 (+15), Looks 10 (-15), Lore, Melee 10 (-15), Might 10 (-15), Occupation, Perception 10 (-15), Rural, Social, Stamina 10 (-15), Status, Stealth 10 (-15), Streets, Thievery, Wealth, Wilderness, Will (-120 Total)

These scores are averages IF one lets age and time take it's natural course. What one does with their life (Skill Points) is what makes the Ancient 95 year old man still be able to swing a sword.

At this stage of creation it is easy to min-max a character. Try and make the character a “character” and not some idiot savant. Game Masters are to help guide the players through character creation.

Starting characters get an additional +100 points to spend. More Experienced/Powerful PCs/NPCs will have +200 points for a somewhat experienced, +400 for a veteran of many adventures. A master will have +600 points. An average character is based on 500 points divided 20 times with an average of 25.


Backgrounds
Skills

These are the 24 skill categories listed below. The most important rule to remember about skills is the average score is 25%. If someone has put no points in a skill it defaults to 25%. To use a skill you roll a % dice the score or lower to succeed. The points that you get are dependent on your age and skill level. There may be modifiers directly to the Skill. For simplicity they are always in the 10s. For example you will never have a +8 or a –12 modifier. You would only have a +10 or minus –30 for example. If you roll higher than your score you fail to do the action you desired. The higher your roll without going over the score is how successful you are. This does not count on combat skills as the roll of damage determines how much “good” a hit is. A critical failure is twice your skill. For example a skill of 35 a critical failure would be a 70 or more. A 100 is a horrible failure. It is up to the GM to prescribe what happens.

A character can choose to specialize in an individual skill after his score goes past 35%. A specialty only works for the one skill only not for the whole category. Example would be a specialty in dagger under Melee. A skill of 55(30 plus the base of 25%) would cost 30 points and now is a separate skill altogether but must be within 25 points of the Base Skill. If melee would go up or down it would not effect the specialized dagger skill as long as it was within 20 points. A specialty allows the player with the game master's permission to do incredible feats of daring. What these are are up to the game master and the players. Multiple actions per round are at -10 and double for every additional attack.

Action
Modifier
1st
0
2nd
-10
3rd
-20
4th
-40
5th
-80
6th
-160
7th
-320


01-20 Low 10
21-35 Average 25
36-50 Skilled 45
51-75 Expert 65
76-00 Master 85

Academic-This skill deals with all things scholarly and learned. This covers reading and writing at the skilled level. Example specialties: law, ancient history, ancient, foreign, and modern languages, science, and any others that you can think of.
Accuracy-This is your natural ability to aim, shoot and throw. Specialties would be a specific type of ranged weapon such as bow, crossbow, musket pistol, daggers, etc… et…
01-20 Low 10 May fire every other turn
21-35 Average 25 One action a round
36-50 Skilled 45 Two actions a round
51-75 Expert 65 Three actions a round
76-00 Master 85 Four actions a round
Specialization adds on additional action a round to using a weapon.
Action-This is you speed, coordination, and dexterity. Example specialties climbing, acrobatics, running, combat speed (Initiative) etc. etc. This number is VERY important, as it is the number used to determine who goes first in close combat! If you are of average speed the only way to attack first is to sneak up on the quicker person or attack him/her from a distance.
Brawling-This is your raw hand to hand ability. Example specialties would be punch, brawling parry, kick, etc…etc…
Entertain-This skill is you raw ability to sing, act, and play an instrument. Specialties could be specific musical instrument, opera singer, thespian, etc… etc…
Equestrian- The ability to ride and control a mount. This also covers driving a wagon.
Healer-This is the knowledge of healing wounds and curing maladies. Example specialties could be surgeon, barber, etc… etc… A successful roll on healing provides 1-5 hit points of healing. If you have a proper medical kit or healing herbs you can heal 1-10 hit points.
Intuition- The gut feeling you have when something is about to happen. Specialties would be sense danger, magic, curses, evil, good, purity, feelings, or whatever.
Looks-This is you physical attractiveness. Some specialties would be cuteness, ruggedly handsome, sexy, etc… etc…
Lore- Knowledge of the mysterious and the Occult.
Melee- This is your raw skill with melee weapons such as swords, daggers, maces, and others. You may specialize by choosing a specific weapon.
01-20 Low 10 May Attack OR Parry
21-35 Average 25 Can Attack AND Parry
36-50 Skilled 45 Can Attack AND Parry Twice
51-75 Expert 65 Can Attack Twice and Parry Twice
76-00 Master 85 Can Attack Thrice and Parry Twice
These actions are without Multiple Action penalty. Specialization can give even better benefits.
01-20 Low 10 May Attack AND Parry
21-35 Average 25 Can Attack AND Parry Twice
36-50 Skilled 45 Can Attack Twice and Parry Twice
51-75 Expert 65 Can Attack Thrice and Parry Twice
76-00 Master 85 Can Attack Thrice and Parry Thrice
An extra weapon gives you an extra attack or parry but at -20. Shields work far better.
Might-This is a measure of your raw strength. Specialties in this attribute are break down door, push, pull, and any others you think of. Your bonus to damage is Might /5.
Occupation- This is a catch all skill and knowledge that one would have to make a living. Specialties include blacksmith, locksmith (a favorite of thieves!), stone mason, carpenter, brewer, printer, basket weaver, sailor, trap smith, the list could go on forever.
Perception-This is your ability to notice the world around you. Many a quick warrior has gotten himself killed by not being perceptive. Specialties that some develop are see, hear, taste, touch, etc… etc…
Rural-This is the knowledge of animal care and lore as well as skills of growing crops and tending to the fields. Basically everything that a peasant should know. This skill is somewhat a rank among peasants. Example specialties would be ranching, shepherd, wheat, corn etc… etc…
Social-This is your ability to interact with others. Specialties include leadership, seduction, con, intimidate, bribe as well as any others you could think of.
Stamina-This is you health and endurance. Your Stamina score is your hit points. Specialties include drink, resist cold/heat, resist poisons, the possibilities are endless.
Status-This is you station in society. Specialization in this attribute will be only for a group or guild involved. Specialties include merchant rank, church rank, secret order’s rank etc…
01-20 Low Poor, slaves, foreigners, and scum
21-35 Average Commoners and serfs
36-50 Skilled Craftsmen and merchants
51-75 Expert Guild masters and noblemen
76-00 Master Royalty
Stealth-This is your sneakiness and cunning. With this skill you can sneak around, sneak, hide etc…
Street-This is the working knowledge of lower class life. This skill also works as a social rank in the slums for obtaining goods and contraband. Specialties include thieves’ guild rank, assassin’s guild rank, fence, counterfeiting, prostitution, slavery, drugs, illegal magicks, or any other lowly professions or services.
Thievery- This is the ability to pick locks, palm objects, and notice a mark.
Wealth- This is you starting wealth as well as income.
01-20 Low 1-10P Income 5P Average
21-35 Average 10-100P Income 50P Average
36-50 Skilled 100-1000P (1-10G) Income 5G Average
51-75 Expert 1000-10,000P (10-100G) Income 50G Average
76-00 Master 10,000-100,000P (100-1000G) Income 500G Average
Wilderness-This is working knowledge of the wilderness and how to survive. The specialties in this include forest, wetland, tundra, desert, jungle, fire building, herbalist, hunting, trapping, and any others that you think of.
Will-This is your mental strength. The ability to resist magicks and manipulations. Specialties would include resist specific magick sphere, resist fear, resist torture, resist pain, etc…







Academic, Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition, Looks, Lore, Melee, Might, Occupation, Perception, Rural, Social, Stamina, Status, Stealth, Streets, Thievery, Wealth, Wilderness, Will



Academic
Accuracy
Action
Brawling
Entertain
Equestrian
Healer
Intuition
Looks
Lore
Melee
Might
Occupation
Perception
Rural
Social
Stamina
Status
Stealth
Streets
Thievery
Wealth
Wilderness
Will


There is minor damage and fatal damage. Minor you recover in minutes and fatal you recover in days. If you do half of total hit points of damage in one attack roll Stamina or body part is chopped off!

01-05 Skull x3 Roll a Stamina or stunned for 1d10 rounds.
06-10 Face x2 As Skull but also take damage to Perception as well.
11-15 Neck x3 Roll Stamina or stunned for 1d10 rounds.
16-20 Vitals x2
21-30 Torso
31-40 Abdomen
41-50 Right Arm
51-55 Right Hand
56-65 Left Arm
66-70 Left Hand
71-80 Right Leg
81-85 Right Foot
86-95 Left Leg
96-00 Left Foot

Destiny Points
Destiny Points allow the characters to re-roll and change a bad result to a better one. Only players and important characters have Destiny Points. Each player starts out with 5 Destiny Points.

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