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Sheet RPG is a simple, d20-based RPG where the entire rules are in the character sheet. Designed by Nicholas Fletcher. [[Image:SheetRPG.png|200px|thumb|right|The Character Sheet]] == Transcribed Rules == Sheet RPG:<br /> By Nicholas Fletcher (qwertyu63)<br /> Name: __________________ Level: _____<br /> Start at level 1.<br /> Whenever a character completes a major goal, their Level increases by 1.<br /> Class: _________<br /> Choose Warrior, Rogue or Mage. Prowess: _____<br /> Level+Combat<br /> Combat: Warrior: 4, Rogue: 2, Mage: 0.<br /> When attacking, roll 1d20+Prowess.<br /> If higher than the target's AC, the attack hits and the target takes the weapon's Damage minus the Guard of the target's Armor. Evasion: _____<br /> Level+Combat+8 Hit Points (HP): _____<br /> Max: 4*(Level+1); 6*(Level+1) for Warriors.<br /> Taking damage takes away HP.<br /> Resting for 4 hours restores HP to max.<br /> A character with 0 HP is knocked out.<br /> A character with -5 HP is dead. Weapon: _______________<br /> Choose one of the following and name it:<br /> __ Simple: Melee, 1d6-1+Level damage.<br /> __ Light: Melee, 1d6+1+Level damage, No Mages.<br /> Warriors with a light weapon also get a shield (+1 Evasion).<br /> __ Heavy: Melee, 1d6+3+Level damage, Warriors Only.<br /> __ Ranged: Ranged, 1d6+Level damage, No Mages. Armor: _______________<br /> Choose one of the following:<br /> __ Cloth: 0 Guard, 0 Weight.<br /> __ Leather: 1 Guard, 0 Weight, No Mages.<br /> __ Chain: 2 Guard, 2 Weight, No Mages.<br /> __ Plate: 3 Guard, 4 Weight, Warriors Only. Skills: Mark 1 skill; Rogues mark 2 + double-mark 1 more.<br /> __ Stealth: Sneaking around and picking pockets.<br /> __ Acrobatics: Climbing, jumping, balancing, swimming, etc.<br /> __ Noticing: Seeing and hearing things others might miss.<br /> __ Charisma: Negotiating, convincing, deceiving, etc.<br /> __ Mechanics: Picking locks and disarming traps.<br /> __ Lore: Knowing things and applying knowledge. When trying to use a skill, roll 1d20+Level;<br /> +3 if the skill is marked; +5 if double-marked.<br /> Subtract Armor Weight if using Stealth/Acrobatics.<br /> If higher than Target Value, the action succeeds.<br /> GM chooses the Target Value from this scale:<br /> 10 is Easy, 15 is Difficult, 20 is Hard, 25 is Very Hard, 30 is Legendary Spells: Mages choose 3; can cast chosen spells.<br /> __ Flame Blast: Target within 100' takes 1d6+4+Level damage.<br /> __ Shock Sphere: Everyone within 10' of mage take 1d6+Level damage.<br /> __ Healing Light: Target within 10' regains 1d6+2+Level hit points.<br /> __ Focus Mind: Target within 10' gets +4 to Skills for 5 minutes.<br /> __ Ice Armor: Target within 10' gets +4 AC for 5 minutes.<br /> __ Stone Fist: Target within 10' gets +4 Combat for 5 minutes. Mana: _____<br /> Max: (2*Level)+2; 0 for non-Mages.<br /> Casting a spell costs 1 Mana.<br /> Resting for 4 hours restores Mana to max.<br /> Mages can cast spells at any time.<br /> In combat, casting a spell replaces attacking. Out of combat, Mages can move light objects from 15 feet away and create light from their hand like a torch. These "minor magics" cost no Mana to cast. Items: Start with dotted items; choose 2 more.<br /> _. Backpack<br /> _. Bedroll<br /> _. Waterskin<br /> _. _ _ _ Rations (1 week)<br /> _. Clothes<br /> _. Torches<br /> _ 50' rope<br /> _ Flint and Steel<br /> _ Lockpicks<br /> _ Crowbar<br /> _ Hammer<br /> _ Spyglass<br /> Other Items: ___________________<br /> ________________________________<br /> ________________________________<br /> ________________________________ Combat Rules:<br /> In combat, all characters take turns in a random order.<br /> Once every character takes a turn, 6 seconds have passed.<br /> On their turn, characters can move 30' and attack once.<br /> Melee weapons have a range of 5'; ranged weapons 100'.<br /> Instead of attacking, a character can move an extra 30'.<br /> Rogues deal 1d6 extra damage to unaware foes. Coins: ____<br /> Each enemy defeated drops 1d6 silver coins.<br /> 4 coins buys any 1 item (not weapons/armor).<br /> 20 coins buys any 1 weapon or armor.<br /> 7 coins buys training to swap Spells or Skills.<br /> Switching weapon/armor takes 1 minute. Quick NPCs:<br /> Just choose the NPC's Level and you're ready to go. Fighter:<br /> Prowess: Level+4<br /> Evasion: 12+Level<br /> Damage: 1d6+3+Level<br /> HP: 6*(Level+1)<br /> Guard: 3 Soldier:<br /> Prowess: Level+4<br /> Evasion: 13+Level<br /> Damage: 1d6+1+Level<br /> HP: 6*(Level+1)<br /> Guard: 2 Sniper (rogue):<br /> Prowess: Level+2<br /> Evasion: 10+Level<br /> Damage: 1d6+Level<br /> Ranged weapon.<br /> HP: 4*(Level+1)<br /> Guard: 1 Assassian (rogue):<br /> Prowess: Level+2<br /> Evasion: 10+Level<br /> Damage: 1d6+1+Level<br /> HP: 4*(Level+1)<br /> Guard: 2 Caster:<br /> Prowess: Level<br /> Evasion: 8+Level<br /> Damage: 1d6-1+Level<br /> HP: 4*(Level+1)<br /> Guard: 0<br /> Mana: 2*Level+2<br /> Choose 3 spells [[Category:One-page Games]] [[Category:Roleplaying]] [[Category:Homebrew Rules]]
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