Sheet RPG: Difference between revisions

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Weapon: _______________<br />
Weapon: _______________<br />
Choose one of the following and name it:<br />
Choose one of the following and name it:<br />
__ Simple: Melee, 1d6-1 damage.<br />
__ Simple: Melee, 1d6-1+Level damage.<br />
__ Light: Melee, 1d6+1 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 for +1 AC.<br />
__ Heavy: Melee, 2d6-1 damage, Warriors Only.<br />
__ Heavy: Melee, 1d6+3+Level damage, Warriors Only.<br />
__ Ranged: Ranged, 1d6 damage, No Mages.
__ Ranged: Ranged, 1d6+Level damage, No Mages.


Armor: _______________<br />
Armor: _______________<br />
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__ Acrobatics: Climbing, jumping, balancing, swimming, etc.<br />
__ Acrobatics: Climbing, jumping, balancing, swimming, etc.<br />
__ Noticing: Seeing and hearing things others might miss.<br />
__ Noticing: Seeing and hearing things others might miss.<br />
__ Charisma: Negotating, convincing, deceiving, etc.<br />
__ Charisma: Negotiating, convincing, deceiving, etc.<br />
__ Mechanics: Picking locks and disarming traps.<br />
__ Mechanics: Picking locks and disarming traps.<br />
__ Lore: Knowing things and applying knowledge.
__ Lore: Knowing things and applying knowledge.
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Spells: Mages choose 3; can cast chosen spells.<br />
Spells: Mages choose 3; can cast chosen spells.<br />
__ Flame Blast: Target within 100' takes 2d6 damage.<br />
__ Flame Blast: Target within 100' takes 1d6+4+Level damage.<br />
__ Shock Sphere: Everyone within 10' of caster take 1d6 damage.<br />
__ Shock Sphere: Everyone within 10' of caster take 1d6 damage.<br />
__ Healing Light: Target within 10' regains 1d6+2 hit points.<br />
__ Healing Light: Target within 10' regains 1d6+2+Level hit points.<br />
__ Wings of Air: Target within 10' can fly for 5 minutes.<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 />
__ Ice Armor: Target within 10' gets +4 AC for 5 minutes.<br />
__ Stone Fist: Target within 10' gets +4 Combat for 5 minutes.
__ Stone Fist: Target within 10' gets +4 Combat for 5 minutes.
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Accuracy: Level +4.<br />
Accuracy: Level +4.<br />
AC: Level +4.<br />
AC: Level +4.<br />
Damage: 2d6-1.<br />
Damage: 1d6+3+Level.<br />
HP: 6*Level+6.
HP: 6*Level+6.


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Accuracy: Level +4.<br />
Accuracy: Level +4.<br />
AC: Level +3.<br />
AC: Level +3.<br />
Damage: 1d6+1.<br />
Damage: 1d6+1+Level.<br />
HP: 6*Level+6.
HP: 6*Level+6.


Line 118: Line 118:
Accuracy: Level +2.<br />
Accuracy: Level +2.<br />
AC: Level +2.<br />
AC: Level +2.<br />
Damage: 1d6 (ranged).<br />
Damage: 1d6+Level.<br />
Uses ranged weapon.<br />
HP: 4*Level+4.
HP: 4*Level+4.


Line 125: Line 126:
Accuracy: Level +2.<br />
Accuracy: Level +2.<br />
AC: Level +1.<br />
AC: Level +1.<br />
Damage: 1d6+1.<br />
Damage: 1d6+1+Level.<br />
HP: 4*Level+4.
HP: 4*Level+4.


Line 132: Line 133:
Accuracy: Level +0.<br />
Accuracy: Level +0.<br />
AC: Level +0.<br />
AC: Level +0.<br />
Damage: 1d6-1.<br />
Damage: 1d6-1+Level.<br />
Choose 3 Spells.<br />
Choose 3 Spells.<br />
HP: 4*Level+4.<br />
HP: 4*Level+4.<br />

Revision as of 21:14, 5 November 2016

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

Sheet RPG:
By Nicholas Fletcher (qwertyu63)

Name: __________________

Level: _____
Start at level 1.
Class: _________
Choose Warrior, Rogue or Mage.

Accuracy: _____
Level+Combat
Combat: Warrior: 4, Rogue: 2, Mage: 0.
When attacking, roll 1d20+Accuracy.
If higher than the target's AC, the attack hits and the target takes the weapon's damage.

Armor Class (AC): _____
10+Level+Armor

Hit Points (HP): _____
Max: (4*Level)+4; (6*Level)+6 for Warriors.
Taking damage takes away HP.
Resting for 4 hours restores HP to max.

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 for +1 AC.
__ Heavy: Melee, 1d6+3+Level damage, Warriors Only.
__ Ranged: Ranged, 1d6+Level damage, No Mages.

Armor: _______________
Choose one of the following:
__ Cloth Armor: +0 AC, 0 Weight.
__ Leather Armor: +1 AC, 0 Weight, 5% Spell Failure.
__ Chain Mail: +2 AC, 2 Weight, No Mages.
__ Plate Mail: +4 AC, 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.

Spells: Mages choose 3; can cast chosen spells.
__ Flame Blast: Target within 100' takes 1d6+4+Level damage.
__ Shock Sphere: Everyone within 10' of caster take 1d6 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.
If wearing Leather Armor, roll 1d20 when casting.
If the roll is 1, the spell fails; the Mana is spent.

Other Gear: ____________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
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:
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.

Change and Advancement:
1 hour shopping can swap Weapon, Armor or Gear.
1 hour shopping can refill Rations to 7 days.
1 week training can swap Skills or Spells.

Whenever a character completes a major goal, their Level increases by 1.

Quick NPCs:
Fighter:
Choose NPC's Level.
Accuracy: Level +4.
AC: Level +4.
Damage: 1d6+3+Level.
HP: 6*Level+6.

Soldier:
Choose NPC's Level.
Accuracy: Level +4.
AC: Level +3.
Damage: 1d6+1+Level.
HP: 6*Level+6.

Sniper (rogue):
Choose NPC's Level.
Accuracy: Level +2.
AC: Level +2.
Damage: 1d6+Level.
Uses ranged weapon.
HP: 4*Level+4.

Assassian (rogue):
Choose NPC's Level.
Accuracy: Level +2.
AC: Level +1.
Damage: 1d6+1+Level.
HP: 4*Level+4.

Caster:
Choose NPC's Level.
Accuracy: Level +0.
AC: Level +0.
Damage: 1d6-1+Level.
Choose 3 Spells.
HP: 4*Level+4.
Mana: 2*Level+2.