Thursday, 25 June 2015
Sunday, 21 June 2015
Rock, Paper, Scissors on samurai fights
Something I just thought; as distilled from that old Usagi Yojimbo manual. The main difference is that this mechanics below do not need any kind of skill values or attributes, or maybe not (I don't remember that rules well; I love Usagi Yojimbo, but I played using the Sanguine/Ironclaw version)
I leave this here in case I want to use it anywhere:
On combat, both fighters play a common rock-scissors-paper game, while on the off-hand they mark their remaining HP by raising that amount of fingers (thats how we did it at my school!). Damage decreases it by one unless noted differently by the GM.
rock = fierce attack, overwhelms focused attacks.
On a success: Deal damage
scissors = focused attack, finds weak spots on defenses.
On a success: Deal damage
paper = defense, can dodge fierce attacks.
On a success: you gain +1 focus against the current enemy. This represents the discovery of weak spots on your opponent's technique.
TIES:
fierce attack vs fierce attack: both challengers deal damage to each other
focused attack vs focused attack: the challenger with more focus deals damage to the opponent.
defense vs defense: both challengers stare into the opponent's eyes among an unconfortable silence.
Monday, 1 June 2015
Gunslinger Knights of the Daylands
Do any more people feel like scratching a deep itch by creating new rpg systems and tables like I feel? I can't help making them; whenever I get a good, or even bad idea while driving, having a shower or washing the dishes I must make something with it, even if it's just a small thing like this. It's like nicotine or something.
I borrowed some inspiration for this one from the Dark Tower by Stephen King, and Finn Mac Cool by Morgan Llywelyn (Providing that Finn Mac Cool and his companions wielded guns instead of swords and spears). Get all this stuff on an One Page PDF HERE: http://www.mediafire.com/view/xd5xqa1s5ximlxs/Gunslinger_Knights_of_the_Daylands.pdf
1 a revolver (ranged, if using two roll 2d6 take best)
I borrowed some inspiration for this one from the Dark Tower by Stephen King, and Finn Mac Cool by Morgan Llywelyn (Providing that Finn Mac Cool and his companions wielded guns instead of swords and spears). Get all this stuff on an One Page PDF HERE: http://www.mediafire.com/view/xd5xqa1s5ximlxs/Gunslinger_Knights_of_the_Daylands.pdf
Roll below
to find the party's starting motivation and/or one for your
character.
1 a revenge concerning...
2 seeking/asking
something from...
3 an oath to
protect/help...
4 a quest to destroy...
5 a drive to
seize/deliver...
6 making fortune
through...
1...a forbidden knowledge / a sage
2...raiders / the
tower at the end of the world
3...the city of Duluth / a beloved
one
4...a strange mist / an ancient relic
5...the crown / a mysterious bard
6...a cursed place / a fey queen
Roll 5d6 at
the start, and assign a point to each matching stat. On a 6, pick
your own:
1- Pump
(melee and athletics). The main stat for young city thugs, brawlers
and giant kin
2- Hunt
(track, stealth and shoot). The main stat for Gunslinger Knights
of the Daylands
3- Precede
(scry kismet or people's hearts, danger sense). The main stat for
traveling gypsies.
4- Tame
(will and persuasion; you can also pay 1 hp to attempt to charm
people or things magically) The main stat for wild fey and
snakecharmers
5- Wander
(resilience, wisdom and first aids; you can pay 1 hp to attempt
to lay a blessing or curse) The main stat for drifters and witches
from all the corners of the Kingdoms of the Day.
Your HP is
1d6+Wander+Pump. You can re-roll yout HP after having a good
rest, but some wounds may need you to receive medical attention
first.
Each adventure you
finish, you roll a new d6 to improve a stat.
Roll 1d6 to get a weapon,
and choose any other:
1 a revolver (ranged, if using two roll 2d6 take best)
2 brass knuckles/knife
3 a shortbow/crossbow
(ranged, silent)
4 a rifle (ranged, roll
2d6 take best)
5 a slingshot (ranged,
roll 2d6 take worst)
6 an axe (roll 2d6, take
best)
Unarmed always deals 2d6,
take worst.
You always roll 1d6 +
your attribute score; and must hit a target number:
1d6 for normal tasks, or
common foes.
+ 1d6 for hard tasks or
tough foes; keep this die hidden under a dice cup ,until the players
have won/been defeated.
+ an additional hidden
die (take the highest result) if you don't want your players to
succeed on a task (and roll with it if they do).
Once the Target Number
has been set, it's immutable; except for combat, where you must
re-roll the revealed die each round.
Fluff the sturdiness of
the door, or the deadliness of the dragon a¢cordingly to its
numbers; if they fail a roll there may be bad consequences.
On a combat, the
difference between the opposed rolls is dealt in damage to the lowest
roller. On a tie, nothing happens. Unaware enemies' rolls are
considered zero on melee combat. Enemies' HP is equal to the value of
all it's hidden dice, or 1.
Shooting behind cover, in
awkward circumstances such as rain or mist, or wearing proper armors
substracts 1 from damage for each that applies.
Should a character die
before their time, roll 1d6; on a six you've gained the attention of
the Raven Guide; and she will give you another chance to live. You
get a point in a random stat as a sign of her blessing.
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