Sheet RPG: Difference between revisions
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[[Image:SheetRPG.png|200px|thumb|right|The Character Sheet]] | [[Image:SheetRPG.png|200px|thumb|right|The Character Sheet]] | ||
== Transcribed Rules == | |||
Sheet RPG:<br /> | |||
By Nicholas Fletcher (qwertyu63) | |||
Name: __________________ | |||
Level: _____<br /> | |||
Start at level 1.<br /> | |||
Class: _________<br /> | |||
Choose Warrior, Rogue or Mage. | |||
Accuracy: _____<br /> | |||
Level+Combat<br /> | |||
Combat: Warrior: 4, Rogue: 2, Mage: 0.<br /> | |||
When attacking, roll 1d20+Accuracy.<br /> | |||
If higher than the target's AC, the attack hits and the target takes the weapon's damage. | |||
Armor Class (AC): _____<br /> | |||
10+Level+Armor | |||
Hit Points (HP): _____<br /> | |||
Max: (4*Level)+4; (6*Level)+6 for Warriors.<br /> | |||
Taking damage takes away HP.<br /> | |||
Resting for 4 hours restores HP to max. | |||
Weapon: _______________<br /> | |||
Choose one of the following and name it:<br /> | |||
__ Simple: Melee, 1d6-1 damage.<br /> | |||
__ Light: Melee, 1d6+1 damage, No Mages.<br /> | |||
Warriors with a light weapon also get a shield for +1 AC.<br /> | |||
__ Heavy: Melee, 2d6-1 damage, Warriors Only.<br /> | |||
__ Ranged: Ranged, 1d6 damage, No Mages. | |||
Armor: _______________<br /> | |||
Choose one of the following:<br /> | |||
__ Cloth Armor: +0 AC, 0 Weight.<br /> | |||
__ Leather Armor: +1 AC, 0 Weight, 5% Spell Failure.<br /> | |||
__ Chain Mail: +2 AC, 2 Weight, No Mages.<br /> | |||
__ Plate Mail: +4 AC, 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: Negotating, 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. | |||
Spells: Mages choose 3; can cast chosen spells.<br /> | |||
__ Flame Blast: Target within 100' takes 2d6 damage.<br /> | |||
__ Shock Sphere: Everyone within 10' of caster take 1d6 damage.<br /> | |||
__ Healing Light: Target within 10' regains 1d6+2 hit points.<br /> | |||
__ Wings of Air: Target within 10' can fly 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.<br /> | |||
If wearing Leather Armor, roll 1d20 when casting.<br /> | |||
If the roll is 1, the spell fails; the Mana is spent. | |||
Other Gear: ____________________________<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 /> | |||
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. | |||
Change and Advancement:<br /> | |||
1 hour shopping can swap Weapon, Armor or Gear.<br /> | |||
1 hour shopping can refill Rations to 7 days.<br /> | |||
1 week training can swap Skills or Spells.<br /><br /> | |||
Whenever a character completes a major goal, their Level increases by 1. | |||
Quick NPCs:<br /> | |||
Fighter:<br /> | |||
Choose NPC's Level.<br /> | |||
Accuracy: Level +4.<br /> | |||
AC: Level +4.<br /> | |||
Damage: 2d6-1.<br /> | |||
HP: 6*Level+6. | |||
Soldier:<br /> | |||
Choose NPC's Level.<br /> | |||
Accuracy: Level +4.<br /> | |||
AC: Level +3.<br /> | |||
Damage: 1d6+1.<br /> | |||
HP: 6*Level+6. | |||
Sniper (rogue):<br /> | |||
Choose NPC's Level.<br /> | |||
Accuracy: Level +2.<br /> | |||
AC: Level +2.<br /> | |||
Damage: 1d6 (ranged).<br /> | |||
HP: 4*Level+4. | |||
Assassian (rogue):<br /> | |||
Choose NPC's Level.<br /> | |||
Accuracy: Level +2.<br /> | |||
AC: Level +1.<br /> | |||
Damage: 1d6+1.<br /> | |||
HP: 4*Level+4. | |||
Caster:<br /> | |||
Choose NPC's Level.<br /> | |||
Accuracy: Level +0.<br /> | |||
AC: Level +0.<br /> | |||
Damage: 1d6-1.<br /> | |||
Choose 3 Spells.<br /> | |||
HP: 4*Level+4.<br /> | |||
Mana: 2*Level+2. | |||
[[Category:One-page Games]] | [[Category:One-page Games]] | ||
[[Category:Roleplaying]] | [[Category:Roleplaying]] | ||
[[Category:Homebrew Rules]] | [[Category:Homebrew Rules]] | ||
Revision as of 23:35, 17 September 2016
Sheet RPG is a simple, d20-based RPG where the entire rules are in the character sheet. Designed by Nicholas Fletcher.

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 damage.
__ Light: Melee, 1d6+1 damage, No Mages.
Warriors with a light weapon also get a shield for +1 AC.
__ Heavy: Melee, 2d6-1 damage, Warriors Only.
__ Ranged: Ranged, 1d6 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: Negotating, 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 2d6 damage.
__ Shock Sphere: Everyone within 10' of caster take 1d6 damage.
__ Healing Light: Target within 10' regains 1d6+2 hit points.
__ Wings of Air: Target within 10' can fly 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: 2d6-1.
HP: 6*Level+6.
Soldier:
Choose NPC's Level.
Accuracy: Level +4.
AC: Level +3.
Damage: 1d6+1.
HP: 6*Level+6.
Sniper (rogue):
Choose NPC's Level.
Accuracy: Level +2.
AC: Level +2.
Damage: 1d6 (ranged).
HP: 4*Level+4.
Assassian (rogue):
Choose NPC's Level.
Accuracy: Level +2.
AC: Level +1.
Damage: 1d6+1.
HP: 4*Level+4.
Caster:
Choose NPC's Level.
Accuracy: Level +0.
AC: Level +0.
Damage: 1d6-1.
Choose 3 Spells.
HP: 4*Level+4.
Mana: 2*Level+2.