A Certain Role-playing Game

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Revision as of 21:46, 21 August 2010 by 1d4chan>Aegelward
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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.

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)
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

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/