A Certain Role-playing Game
Started out as just an idea, then /tg/ picked it up. Basically, it's a game set in the To Aru universe complete with psychic powers and magic. (the word complete is used very loosely) It's not a dice-pool system, it's a d10 roll-under system.
http://en.wikipedia.org/wiki/Toaru_Majutsu_no_Index - Reference to the universe. We can create our own expansion and fluff to the available materials eventually, once the system is in place.
IRC channel: #acertainroleplayinggame @ xen.thisisnotatrueending.com (suptg)
Base Stats
There are three base stats:
- Physical - Covers everything physical, from running to lifting stuff, to shooting pistols.
- Mental - not only sheer intelligence, it's also the speed of thought and everything that's based in your head.
- Social - How much of a people person you are.
These stats are generated by rolling 2d10 for each. You may switch places on two.
The player is then given 30 points to allocate to Level and skills.
- One ESPer level costs 5 points
- A skill costs as many points as it's bonus. (Running 4 costs 4 points)(There's no skill list, skills are completely freeform)
OR you can roll on the Level table, coming up!
- Do we need some sort of secondary stats, like HP and such? Maybe just a Health bar like
- +-0 - You are fine, no penalties.
- -1 - You are mildly shaken or roughed up, -1 to Physical/Mental
- -2 - You are injured or very shaken, -2 to Physical/Mental
- -3 - You are severely injured or shocked, -3 to Physical/Mental
- -4 - You are critically injured or traumatized, -4 to Physical/Mental
- -5 - FUBAR, -5 to Physical/Mental
Any other suggestions?
Base Mechanic
- Skill Rolls: A skill gives a bonus to your base stat (Running 4 gives a +4 bonus to Physical, Knowledge (Trees) 8 gives +8 to Mental if Trees come into play on a theoretical level.), which you then roll 2d10 and try to roll under the resulting number. 19 and 20 are critical failures, 2 and 3 are Spectacular Successes.
- Powers: Powers are determined by rolling on the tables found below. Every combat round, an ESPer rolls a number of dice equal to their level to determine the amount of power points they can spend that turn. Power points are pretty abstract, but the more the more powerful the effect is. The ESPer can also choose to save half of those power points for the next round, thus "charging" their power.
- Powers in Combat: (tentative idea) Each turn in combat, an esper can choose to spend the points they rolled for the turn or save up to half of the unused points. If an esper is ever holding more than the maximum number of points they could roll in a single turn (so 10 for level 1s, 20 for level 2s, 30 for level 3s, etc), then they lose all points over the maximum and take that much damage. When spending points, espers can use them to buy damage dice to make their attack more powerful or to add special effects to their attack. The default attack without modifiers will be a short/melee range use of their powers against one target that deals only damage. The esper can use some of their power points to add range or area effect to their attack instead of buying damage die. For powers that could have additional effects (electrostatic might stun someone for example), these effects could also be purchased using power points.
This probably needs a more fleshed out HP system (the current one is not viable when 1d10 is the weakest damage roll available) before it can be made in more detail. Charts for how many points it costs to increase range and area of effect would need to be made. And someone should start a list of special effects different powers would have.
Obviously, powers like teleportation that don't have direct combat application wouldn't be able to purchase damage dice in these steps. They might also need different distance/range charts for balance.
More to be added, probably
Powers
The current tables:
- 1d5
- 1 - Elemental
- 2 - Forces
- 3 - Mental
- 4 - Biological
- 5 - Anomaly
- ELEMENTAL
- 1d10
- 1 - Air
- 2 - Fire (merged with Heat)
- 3 - Water
- 4 - Ice
- 4 - Earth
- 5 - Metal
- 6 - Electricity
- 7 - Inorganic Synthetic (plastic, glass, ceramics)
- 8 - Organic Synthetic (Cloth, paper, animal products, lumber, Carbon)
- 9 - Non-water liquids (oil, acid, alcohol, etc)
- 0 - Plasma
- FORCES
- 1d10
- 1 - Gravity
- 2 - Friction
- 3 - Pressure
- 4 - Light
- 5 - Telekinesis
- 6 - Mass control (subtly but substantially different from gravity/vector; think portal vs teleport)
- 7 - Heat/Cold
- 8 - Torque (use your power on something and it TWISTS. Level 0: open a stuck jar. Level 2: Wrench a reinforced door off it's hinges. Level 5: Touch a 1,000 ton bank vault, tell it "roll over, Spot. Good, now roll over that house." or "liquify from internal stress; now spray those guys over there with molten steel.")
- 9 - Flight (Like levitation, or what?)(Could be considered a part of gravity control really. just a different application of it)
- 0 - Rigidity
- MENTAL
- 1d10
- 1 - Memory Manipulation (including eidetic memory)
- 2 - Telepathy (mind reading, communication, control)
- 3 - Confusion (ranging from switching one perception for another to causing outright insanity)
- 4 - Hallucination (any/all senses)
- 5 - Sensory Antagonism/Agonism (dull/cause pain, pleasure, etc)
- 6 - Emotion Antagonism/Agonism
- 7 - Dream Manipulation (might include Astral Projection)
- 8 - Power Nullification
- 9 - Power Absorption
- 0 - Mental Enhancement (thought speed, intellect, will, emotion, etc)
- BIOLOGICAL
- 1 - Plant Control
- 2 - Physical Enhancement
- 3 - Sensory Enhancement
- 4 - Regeneration
- 5 - Shape Shifting/doppleganger
- 6 - Animal Empathy
- 7 - Pheromone Control
- 8 - Aging Control
- 9 - Size Shifting (Ability to increase or decrease one's size.)(And maybe others)
- 0 - Phase Walk (The ability to "phase" through solid objects)(consider switching to Anomaly list, possibly replace invisibility.)
- ANOMALY
- 1 - Barrier-field Manipulation
- 2 - Teleport
- 3 - Precognition
- 4 - Psychometry
- 5 - Portals
- 6 - Entropy (and manipulation of entropy [level 5 does not have COMPLETE control])
- 7 - Duplication (Recreate any item touched, seen, or read about... fundamental knowledge of principles behind more advanced creations must be known otherwise it'd go horribly wrong)
- 8 - Particle Control (Complete control of matter at the atomic level - possibly way overpowered)(Maybe it need huge amounts of concentration, and isn't that powerful until Levels 4 & 5?)
- 9 - Switch
- 0 - Invisibility (As with phase walk, swap into bio?, possibly fluff it as chameleon-like ability.. unfortunate implications of nudity to use it however)
Other
- Student Background Table
- 1d10
- 1 - Delinquent
- 2 - Experimental Subject/Child Error
- 3-8 - Regular Student
- 9 - Honor Student
- 0 - Agency Connections (Judgement, Anti-Skill)
Threads on /tg/
- First Thread
- http://suptg.thisisnotatrueending.com/archive/11754164/
- Second Thread
- http://suptg.thisisnotatrueending.com/archive/11765694/