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Sheet RPG:<br />
Sheet RPG:<br />
By Nicholas Fletcher (qwertyu63)
By Nicholas Fletcher (qwertyu63)<br />
 
Name: __________________
Name: __________________


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


Accuracy: _____<br />
Prowess: _____<br />
Level+Combat<br />
Level+Combat<br />
Combat: Warrior: 4, Rogue: 2, Mage: 0.<br />
Combat: Warrior: 4, Rogue: 2, Mage: 0.<br />
When attacking, roll 1d20+Accuracy.<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.
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.


Armor Class (AC): _____<br />
Evasion: _____<br />
10+Level+Armor
Level+Combat+8


Hit Points (HP): _____<br />
Hit Points (HP): _____<br />
Max: (4*Level)+4; (6*Level)+6 for Warriors.<br />
Max: 4*(Level+1); 6*(Level+1) for Warriors.<br />
Taking damage takes away HP.<br />
Taking damage takes away HP.<br />
Resting for 4 hours restores HP to max.
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 />
Weapon: _______________<br />
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__ Simple: Melee, 1d6-1+Level damage.<br />
__ Simple: Melee, 1d6-1+Level damage.<br />
__ Light: Melee, 1d6+1+Level damage, No Mages.<br />
__ Light: Melee, 1d6+1+Level damage, No Mages.<br />
Warriors with a light weapon also get a shield for +1 AC.<br />
Warriors with a light weapon also get a shield (+1 Evasion).<br />
__ Heavy: Melee, 1d6+3+Level damage, Warriors Only.<br />
__ Heavy: Melee, 1d6+3+Level damage, Warriors Only.<br />
__ Ranged: Ranged, 1d6+Level damage, No Mages.
__ Ranged: Ranged, 1d6+Level damage, No Mages.
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Armor: _______________<br />
Armor: _______________<br />
Choose one of the following:<br />
Choose one of the following:<br />
__ Cloth Armor: +0 AC, 0 Weight.<br />
__ Cloth: 0 Guard, 0 Weight.<br />
__ Leather Armor: +1 AC, 0 Weight, 5% Spell Failure.<br />
__ Leather: 1 Guard, 0 Weight, No Mages.<br />
__ Chain Mail: +2 AC, 2 Weight, No Mages.<br />
__ Chain: 2 Guard, 2 Weight, No Mages.<br />
__ Plate Mail: +4 AC, 4 Weight, Warriors Only.
__ Plate: 3 Guard, 4 Weight, Warriors Only.


Skills: Mark 1 skill; Rogues mark 2 + double-mark 1 more.<br />
Skills: Mark 1 skill; Rogues mark 2 + double-mark 1 more.<br />
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If higher than Target Value, the action succeeds.<br />
If higher than Target Value, the action succeeds.<br />
GM chooses the Target Value from this scale:<br />
GM chooses the Target Value from this scale:<br />
10 is easy; 15 is difficult; 20 is hard; 25 is very hard.
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 />
Spells: Mages choose 3; can cast chosen spells.<br />
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Resting for 4 hours restores Mana to max.<br />
Resting for 4 hours restores Mana to max.<br />
Mages can cast spells at any time.<br />
Mages can cast spells at any time.<br />
In combat, casting a spell replaces attacking.<br />
In combat, casting a spell replaces attacking.
If wearing Leather Armor, roll 1d20 when casting.<br />
 
If the roll is 1, the spell fails; the Mana is spent.
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 Gear: ____________________________<br />
Other Items: ___________________<br />
________________________________________<br />
________________________________<br />
________________________________________<br />
________________________________<br />
________________________________________<br />
________________________________
________________________________________<br />
________________________________________<br />
________________________________________<br />
Start with a Backpack, a Bedroll, a Waterskin, 7 days of Rations, Torches, Clothes, and two of the following: Spyglass, 50' rope, Lockpicks, Flint & Steel, Crowbar or Hammer.


Combat Rules:<br />
Combat Rules:<br />
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Rogues deal 1d6 extra damage to unaware foes.
Rogues deal 1d6 extra damage to unaware foes.


Change and Advancement:<br />
Coins: ____<br />
1 hour shopping can swap Weapon, Armor or Gear.<br />
Each enemy defeated drops 1d6 silver coins.<br />
1 hour shopping can refill Rations to 7 days.<br />
4 coins buys any 1 item (not weapons/armor).<br />
1 week training can swap Skills or Spells.<br /><br />
20 coins buys any 1 weapon or armor.<br />
Whenever a character completes a major goal, their Level increases by 1.
7 coins buys training to swap Spells or Skills.<br />
Switching weapon/armor takes 1 minute.


Quick NPCs:<br />
Quick NPCs:<br />
Just choose the NPC's Level and you're ready to go.
Fighter:<br />
Fighter:<br />
Choose NPC's Level.<br />
Prowess: Level+4<br />
Accuracy: Level +4.<br />
Evasion: 12+Level<br />
AC: Level +4.<br />
Damage: 1d6+3+Level<br />
Damage: 1d6+3+Level.<br />
HP: 6*(Level+1)<br />
HP: 6*Level+6.
Guard: 3


Soldier:<br />
Soldier:<br />
Choose NPC's Level.<br />
Prowess: Level+4<br />
Accuracy: Level +4.<br />
Evasion: 13+Level<br />
AC: Level +3.<br />
Damage: 1d6+1+Level<br />
Damage: 1d6+1+Level.<br />
HP: 6*(Level+1)<br />
HP: 6*Level+6.
Guard: 2


Sniper (rogue):<br />
Sniper (rogue):<br />
Choose NPC's Level.<br />
Prowess: Level+2<br />
Accuracy: Level +2.<br />
Evasion: 10+Level<br />
AC: Level +2.<br />
Damage: 1d6+Level<br />
Damage: 1d6+Level.<br />
Ranged weapon.<br />
Uses ranged weapon.<br />
HP: 4*(Level+1)<br />
HP: 4*Level+4.
Guard: 1


Assassian (rogue):<br />
Assassian (rogue):<br />
Choose NPC's Level.<br />
Prowess: Level+2<br />
Accuracy: Level +2.<br />
Evasion: 10+Level<br />
AC: Level +1.<br />
Damage: 1d6+1+Level<br />
Damage: 1d6+1+Level.<br />
HP: 4*(Level+1)<br />
HP: 4*Level+4.
Guard: 2


Caster:<br />
Caster:<br />
Choose NPC's Level.<br />
Prowess: Level<br />
Accuracy: Level +0.<br />
Evasion: 8+Level<br />
AC: Level +0.<br />
Damage: 1d6-1+Level<br />
Damage: 1d6-1+Level.<br />
HP: 4*(Level+1)<br />
Choose 3 Spells.<br />
Guard: 0<br />
HP: 4*Level+4.<br />
Mana: 2*Level+2<br />
Mana: 2*Level+2.
Choose 3 spells


[[Category:One-page Games]]
[[Category:One-page Games]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]
[[Category:Homebrew Rules]]
[[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