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 a dice-pool system based on the d10.
Base Stats
There are three base stats:
- Physical (Body?) - Covers everything physical, from running to lifting stuff, to shooting pistols.
- Mental (Mind?) - 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, at the moment, generated by rolling 2d10 for each. You may switch places on two.
There's also ideas on making it a point-buy system and thereby evening out the ratio between Level 5 ESPers and Level 0 non-ESPers.
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 still being worked on, this is the current system but will probably be changed to the better one proposed in the latest thread !!! You get a number of dice equal to your level (Level 4 = 4 dice), these are your power dice. The higher you roll, the better the result.
Should how the power itself work be left up to the player, or should that be rolled too? Active/Passive/Environmental/What else?
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)
- 9 - Non-water liquids (oil, acid, alcohol, etc)
- 0 - Plasma
- FORCES
- 1d10
- 1 - Gravity
- 2 - Friction
- 3 - Vector Control (merged with Momentum Control)
- 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
- 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 - ???
- ANOMALY
- 1 - Shield Shard (Needs a better name?)
- 2 - Teleport
- 3 - Precognition (merged with [messing with luck], it is the ability to predict the future and alter it slightly)
- 4 - Psychometry (merged with [find objects])
- 5 - Portals
- 6 - Entropy (and manipulation of entropy [level 5 does not have COMPLETE control])
Other
- Experimental Student Background Table
- 1D6 - Background
- 1 - Regular Student
- 2 - Bad Student
- 3 - Honor Student
- 4 - Agency Connections
- 5 - Experimental Subject
- 6 - Mage infiltrator
(I'd rather see it as a 1d5 table, but I have no idea on what to cut from it.)