A Classless RPG System
ï—¬ 2023-01-12
This is very much a work in progress. I borrowed heavily from FFG’s Genesys and THAT_OTHER_GAME
but without the funny dice. I’ll just update this post in the future.
Basic ideas
A character has scores
that determine:
- their bodily strength, speed, and general constitution
body
hit points
arebody
score multiplied byadventure level
- in physical combat
body
will also determine how effective their attacks are and how hard they are to hit
- their general intelligence and memory
intellect
- how aware they are of others and their surroundings
senses
- their force of personality and
presence
- their ability to manipulate the
unknown
. This is a catchall score for magic, psychic abilities and the like.
These scores will range from 0
to 5
. A character starts with 0
on each score
and gets an additional 6
points to distribute among them. Starting characters cannot go above 2 in a score
.
Characters gain 1
point to distribute to their scores
per adventure level
above 1
.
Skills
Untrained skill tests
are made with 1 bane
die
There are several levels of training
1 - Trained
2 - Competent
3 - Proficient
4 - Expertise
5 - Mastery
Each level of training adds 1 boon
die to the skill test
The GM will need to determine what skills are available, which score
to use when testing
them.
Characters get 10 skill points per adventure level. With the exception of Magic skills, characters need to spend 1 skill point to get Trained
. To get trained on Magic skills, characters will need to acquire a feat.
Characters can then spend 2 more points to become Competent
, 3 more points to become Proficient
, another 4 points to gain Expertise
, and a final 5 points to gain Mastery
. Feel free to adjust this as you feel fit.
Example of skills and their usual scores
are:
body
- strength
- agility
- endurance
- combat skills
intellect
- know (specific field)
- navigate
- various tools
- calm
senses
- notice
- search
presence
- seduce
- negotiate
- threaten
- banter
unknown
- arcane
- divine
- primal
- psychic
Skill Tests
Players will roll a d20 for each score
point during tests
and pick the highest result. If this is equal to or more than the passing mark
set by the GM then the character passes the test
. The default passing mark is 10.
Each additional d20 that passes the test
awards +1 boon
.
A roll of 20 on a d20 awards +2 boon
.
A roll of 1 on the d20 incurs -2 bane
.
The GM can also add boon
or bane
dice to these tests
as they deem fit. These represent circumstances that do not affect the success of the test
itself but may alter the results either to the characters advantage or detriment.
A boon
die is a d12 where the values are as follows:
1-2 -1 (bane)
3-6 0
7-11 +1 (boon)
12 +3 (boon)
A bane
die is a d12 where the values are as follows:
1 -2 (bane)
2-6 -1 (bane)
7-11 0
12 +1 (boon)
The GM and players will need to work out what the banes
and boons
mean.
The GM can also boost
or hinder
the test, for reasons
boost
means to apply a +1 bonus to thescore
used to make atest
hinder
means to apply a -1 penalty to thescore
used to make atest
If this reduces thescore
to 0 the character rolls 2d20 for thetest
and picks the lowest die. For eachscore
below zero the character adds 1d20 to thetest
roll and picks the lowest die.
1 boon
can be used to either add a bane
die to your opponent’s next test
, or add a boon
die to an ally’s next test
2 boons
can be used to add 1 additional damage to an attack
2 banes
can be used to add 1 general damage reduction to an attack
Simple test example:
Alice (PC) wants to haggle the price of a horse with Bob (NPC). Alice has 1 in prescence
and is not trained in negotiate. Bob has 2 in prescence
and is Competent
at negotiate.
The GM sets the passing mark
as
9 + Bob's prescence + Bob's negotiate skill
= 9 + 2 + 2 = 13
Alice’s player roll 1d20 + 1 bane die because she has 1 **prescence
and is untrained in negotiate.
She gets a 14 and -1 bane.
The GM decides that Alice succeeded in getting a lower price from Bob for the horse but Bob is annoyed with her now. Further interaction with Bob might incur a bane
die.
Contested tests
This is when two or more player characters are competing against each other to do the same thing at the same time. Characters do a test
against a 10 passing mark
. The character who passes the test
with the most boons
wins
Tests affecting multiple targets
The GM might allow tests to affect multiple targets
Determine the number of targets
Determine the skill and score
used to defend
The passing score
= 9 + the highest defensive score + the highest defensive skill tier
For every even number of targets (2, 4, 6,…) add a bane
die
For every odd number of targets (3, 5, 7,…) hinder
the test
Feats
Characters gain 2 feats per adventure level
.
Characters need to get a feat to get trained in Magic skills.
Characters can get a feat to get the medium or heavy armour feats if they meet the body
score
requirement: 2
for medium, 3
for heavy
Characters can get a feat to change the score
used to determine how hard they are to hit
, within GM limits
Characters can get a feat to grant +1 to hit bonus
Characters can get a feat to grant a +1 physical/elemental/arcane/divine/primal damage reduction bonus (one feat for each)
Characters can get a feat to grant a +1 general damage reduction bonus
Characters can get a feat to specialise in a skill and add +2 boon
to that skill’s tests
Equipment
Weapons are categorised by size, each corresponds to a Melee skill:
- Small 1 (darts, daggers, slings, scimitars)
- Medium 2 (longswords, rapiers, shortbows, warhammers)
- Large 3, requires
2 or more
body
score
(greatswords, longbows, pikes, mauls)
Armour provides physical damage reduction
- Light 1, available to everyone
- Medium 2, requires
2
body
score
and medium armour feat - Heavy 3, requires
3
body
score
and heavy armour feat
Specific equipment might have additional features
Combat
Test initiative, either calm, normally, or notice if surprised.
Characters have 3 actions per turn.
Attack (1 action)
Test combat skill to hit against target’s agility (body). Passing mark is 9 + target’s to hit which is usually their body score + their agility skill
Alternatively, the character can spend an extra action to make a called shot. The test’s passing mark increases by 2, but they get 2 additional boon dice
If the attack hits, determine damage which is weapon damage + skill tier + damage from boons - damage reduction
Move (1 action)
The character moves 1 distance unit
Use Item (1 action)
Use an item
Dodge (2 actions)
The character tests agility (body). On a pass, the character hinders
every incoming attack test. For every 3 boons, the character can apply another level of hindrance
Magic
Oooo magic! Mystery~~! Characters need an unknown
score of more than 0 be trained in magic. GM can allow characters to attempt magic untrained because doing so at a disadvantage could be fun