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Sheet RPG is a simple, d20-based RPG where the entire rules are in the character sheet.
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 Sheet]]
[[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]]

Latest revision as of 16:05, 22 June 2023

Sheet RPG is a simple, d20-based RPG where the entire rules are in the character sheet. Designed by Nicholas Fletcher.

The Character Sheet

Transcribed Rules[edit | edit source]

Sheet RPG:
By Nicholas Fletcher (qwertyu63)
Name: __________________

Level: _____
Start at level 1.
Whenever a character completes a major goal, their Level increases by 1.
Class: _________
Choose Warrior, Rogue or Mage.

Prowess: _____
Level+Combat
Combat: Warrior: 4, Rogue: 2, Mage: 0.
When attacking, roll 1d20+Prowess.
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: _____
Level+Combat+8

Hit Points (HP): _____
Max: 4*(Level+1); 6*(Level+1) for Warriors.
Taking damage takes away HP.
Resting for 4 hours restores HP to max.
A character with 0 HP is knocked out.
A character with -5 HP is dead.

Weapon: _______________
Choose one of the following and name it:
__ Simple: Melee, 1d6-1+Level damage.
__ Light: Melee, 1d6+1+Level damage, No Mages.
Warriors with a light weapon also get a shield (+1 Evasion).
__ Heavy: Melee, 1d6+3+Level damage, Warriors Only.
__ Ranged: Ranged, 1d6+Level damage, No Mages.

Armor: _______________
Choose one of the following:
__ Cloth: 0 Guard, 0 Weight.
__ Leather: 1 Guard, 0 Weight, No Mages.
__ Chain: 2 Guard, 2 Weight, No Mages.
__ Plate: 3 Guard, 4 Weight, Warriors Only.

Skills: Mark 1 skill; Rogues mark 2 + double-mark 1 more.
__ Stealth: Sneaking around and picking pockets.
__ Acrobatics: Climbing, jumping, balancing, swimming, etc.
__ Noticing: Seeing and hearing things others might miss.
__ Charisma: Negotiating, convincing, deceiving, etc.
__ Mechanics: Picking locks and disarming traps.
__ Lore: Knowing things and applying knowledge.

When trying to use a skill, roll 1d20+Level;
+3 if the skill is marked; +5 if double-marked.
Subtract Armor Weight if using Stealth/Acrobatics.
If higher than Target Value, the action succeeds.
GM chooses the Target Value from this scale:
10 is Easy, 15 is Difficult, 20 is Hard, 25 is Very Hard, 30 is Legendary

Spells: Mages choose 3; can cast chosen spells.
__ Flame Blast: Target within 100' takes 1d6+4+Level damage.
__ Shock Sphere: Everyone within 10' of mage take 1d6+Level damage.
__ Healing Light: Target within 10' regains 1d6+2+Level hit points.
__ Focus Mind: Target within 10' gets +4 to Skills for 5 minutes.
__ Ice Armor: Target within 10' gets +4 AC for 5 minutes.
__ Stone Fist: Target within 10' gets +4 Combat for 5 minutes.

Mana: _____
Max: (2*Level)+2; 0 for non-Mages.
Casting a spell costs 1 Mana.
Resting for 4 hours restores Mana to max.
Mages can cast spells at any time.
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.
_. Backpack
_. Bedroll
_. Waterskin
_. _ _ _ Rations (1 week)
_. Clothes
_. Torches
_ 50' rope
_ Flint and Steel
_ Lockpicks
_ Crowbar
_ Hammer
_ Spyglass

Other Items: ___________________
________________________________
________________________________
________________________________

Combat Rules:
In combat, all characters take turns in a random order.
Once every character takes a turn, 6 seconds have passed.
On their turn, characters can move 30' and attack once.
Melee weapons have a range of 5'; ranged weapons 100'.
Instead of attacking, a character can move an extra 30'.
Rogues deal 1d6 extra damage to unaware foes.

Coins: ____
Each enemy defeated drops 1d6 silver coins.
4 coins buys any 1 item (not weapons/armor).
20 coins buys any 1 weapon or armor.
7 coins buys training to swap Spells or Skills.
Switching weapon/armor takes 1 minute.

Quick NPCs:
Just choose the NPC's Level and you're ready to go.

Fighter:
Prowess: Level+4
Evasion: 12+Level
Damage: 1d6+3+Level
HP: 6*(Level+1)
Guard: 3

Soldier:
Prowess: Level+4
Evasion: 13+Level
Damage: 1d6+1+Level
HP: 6*(Level+1)
Guard: 2

Sniper (rogue):
Prowess: Level+2
Evasion: 10+Level
Damage: 1d6+Level
Ranged weapon.
HP: 4*(Level+1)
Guard: 1

Assassian (rogue):
Prowess: Level+2
Evasion: 10+Level
Damage: 1d6+1+Level
HP: 4*(Level+1)
Guard: 2

Caster:
Prowess: Level
Evasion: 8+Level
Damage: 1d6-1+Level
HP: 4*(Level+1)
Guard: 0
Mana: 2*Level+2
Choose 3 spells