Explore The Game System
Realms of Adventures is built using a completely original and new points-based attribute and statistics rules set. Developed through the collaboration of Andrew Jackson, J.D. Honore, Andy Novocin, and their role playing gamer groups. The system has been built from the ground up, and rigorously game tested for your enjoyment.
The unique points-based system is a versatile and lightweight game mechanic that lends itself to any style of game play. The system works best with fast paced and exciting games that demand continuous action and imaginative game play! More importantly - Realms of Adventures ultimately is bound only by your imagination! If you can conceive of a character, creature, item, skill, spell, or scenario - Realms of Adventures was built to handle it. Character Creation
Character Creation is done on a points-buy system
Level 1 (starting Characters) have an initial pool of 2,500 Experience Points which equates to a total of 25 Attribute Points on average, that is about three +1 Skill Ranks These Experience Points will be applied to the Attributes of the Player's choice - Strength - 1,050 = 10.5 (placed in Strength Points and Strength Pool to begin) - Dexterity - 0 = 0 - Constitution - 700 = 7 - Intelligence - 500 = 5 - Wisdom - 0 = 0 - Charisma - 250 = 2.5 Example: These Attribute points will be used to purchase the first wave of Skills of the Player's choice - Fast Run +1 - Costs 10 points from Strength Pool ... so the Strength Points remain 10.5, but the specific Attribute Strength Pool is reduced to 0.5 - Bar Bending +1 - Costs 5 points from Strength Pool ... so the Character has to PASS in the beginning ... now 0.5 points of Strength remain in the specific Attribute Strength Pool - Resist Poison (Drinks) +1 - Costs 5 points Constitution ... so the Constitution Points remain 7, ... and the specific Attribute Constitution Pool is reduced to 2 - Reading (Latin) +1 - Costs 5 points Intelligence ... so the Intelligence Points remain 5, but the Intelligence Pool is reduced to 0 - Negotiation +1 - Costs 5 points Charisma ... so the Character has to PASS in the beginning ... the Charisma Points total 2.5 ... and the Charisma Pool remains 2.5 Race - Some enhancements and limitations are placed on Races This should provide variety and interesting character combinations by players certain Races have +1 to specific Attributes - Example: Elves +1 Willpower, Giants +1 Strength certain Races have +2 to any Attribute of their choice - Example: Humans +2 to player choice certain Races have -2 to any Attribute of their choice - Example: Lizard -2 to player choice certain Races have -1 to specific Attributes - Example: Dwarf -1 Charisma, Troll -1 Intelligence Class - Some enhancements and limitations are placed on Classes This should provide variety and interesting character combinations by players certain Classes have +1 to specific Skill Ranks - Example: Thief +1 Stealth certain Classes have +1 to any Skill Rank of their choice - Example: Merchant +1 to player choice certain Classes have -1 to any Skill Rank of their choice - Example: Alchemist -1 to player choice certain Classes have -1 to specific Skill Rank - Example: Farmer/Serf -1 Charisma Equipment & Inventory
Level 1 (starting Characters) begin with an initial equipment and inventory suited to their Class and Race. Players should consult the Class and Race tables to explore the combination of equipment and inventory available.
Character may equip or carry up to seven (7) items in each of the following body parts or regions. HEAD & NECK, CHEST, BACK, RIGHT ARM & HAND, LEFT ARM & HAND, LEGS & FEET Some items may require two hands to yield or equip. In this case, the player should mark off one slots on each hand. Items may also have individual restrictions which do not permit players to use all seven slots on a body part or region. In addition, there are a maximum of three (3) additional container positions available to players equipped with the proper items. Backpacks, pouches, and other containers have a maximum capacity of seven (7) slots per container. No additional stacking of containers within containers is permitted. Equipped items may have an Action Point modifier associated with the item. The player may choose to use these modifiers when performing a Declared Action, and the modifier on the item is never reduced or altered. (* unless the item is enchanted or otherwise altered through the storyline of the adventure!) Character Advancement
Experience Points (XP) -
Experience Points are earned on Successful performance of tasks, actions, solutions to puzzles, killing creatures, and completing missions/encounters/adventures When players earn new Experience Points they are added to the Total Experience Points, and the Experience Point Pool The Experience Point Pool is reduced when the players exchanges the points for Attribute Points Level - Levels are EARNED by completing tasks and building up a pool of experience points (XP) Once XP reaches the minimum required by the next level, the Character will automatically 'level up'! At the point when a Character Levels Up, the Level Multiplier is in effect to Skill Ranks BUT - the Character must meet with a Trainer, or Master, to apply XP Earned to Attributes, and to buy/improve Skill Ranks Hit Points (HP) - CALCULATION - HIT POINTS = STRENGTH + CONSTITUTION Example: Hit Points = 'STR 10' + 'CON 7' totals SEVENTEEN (17) maximum Hit Points Movement (MP) - Calculated as X meters ... meters squared ... X boxes/tiles CALCULATION - MOVEMENT = DEXTERITY + SKILL RANK for special moves + EQUIPMENT RANK for any bonus Example: Movement = 'DEX 5' + '(No Skills Related)' + 'Mercury's Sandals +3' totals EIGHT (8) maximum Movement Points Movement = 'DEX 2' + 'Swift Running +3' + 'Horse +7' totals TWELVE (12) maximum Movement Points - however, a Horse may not be available inside a dungeon, cave, or other inaccessible passage! Action Point Pool (AP) - Each Level has an Action Point Pool and Action Point CAP for the character The CAP is the max action points a Character may spend through the 'day' (fixed set of time, an encounter) Rest and Boosts/Buffs from other Characters can replenish the Action Point Pool for a depleted character Failure - Only burn off 1 point of Action Points Pool on a failure - that's when the player attempts something they know they will fail! Attributes & Skills
Attributes -
STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, CHARISMA Attributes increase in power by using Experience Points (XP) to buy a pool of Attribute Points (AP) Attribute points cost 1/100 of Experience Points A player may purchase Attribute Points from the Experience Points Pool New Attribute Points are added to the specific Attribute Points, and the specific Attribute Point Pool The specific Attribute Point Pool is reduced when the players exchanges the points for Skill Rank Example: After several tasks are complete the player has EARNED NEW XP of '1,500 XP points' which are added to the total Points, and the Pool The Character's Attribute and Skill Rank levels do not go up instantly, but they must choose to visit a Trainer in their Class He trains in the STRENGTH Attribute and converts 1,000 XP points into the Strength Attribute and increases it by '10' Then he also trains in the CHARISMA Attribute and converts 500 XP points into the Charisma Attributed and increases it by '5' His STRENGTH pool is now up to a total of '350 Strength Points' Of these, the Character decides to learn a new SKILL called 'Fast Run +1' which costs 150 Strength Points The remaining 200 Strength points he can hold in reserve - - but instead decides to increase his skill 'Bar Bending +1' up to +2! Certain CAPS exist on Attributes based upon Races - - typically, buy points are unlimited, but some Races, like Hobbits are limited/capped in Strength for example Skill Rank - Skill Ranks are PART OF ATTRIBUTES, they are specific actions or proficiencies related to a Primary Attribute Skill Ranks increase in power by using Attribute Points to buy a higher level of proficiency in specific skills Skill Ranks cost 1/10 of Attribute Points A player may purchase Skill Rank from the related Attribute Points Pool New Skill Rank is added to the specific Skill in which a character is trained Skill Ranks are +1, +2, +3 and so on - perhaps 33 degrees of ability! Skill Ranks are a lot like degrees of mastery in a Middle Ages Guild - with titled levels of mastery You may only buy/purchase a +1 Skill Rank when first obtaining a new Skill! Certain CAPS exist on Skill Ranks based upon Classes - typically 33 Degrees per Skill Rank, but some classes have not unlocked all those skills in their guilds When a Character performs an action using a specific Skill Rank, the value of the Skill Rank is then multiplied by the Character's LEVEL Example: Calculating the Action Points required to perform a task when using the Skill 'Lockpicking +2' X 'Level 3' totals SIX (6) Action Points On success the entire 6 Action Points are 'burned off' from the pool of available action points On failure only 1 Action Point is 'burned off' from the pool of available action points Action Resolution
In the course of scenes, encounters, and adventures the Characters
will find items, obstacles, or NPCs with which to interact Declare Action - The Player will describe the Character's action in narrative format Players should also include the Attribute Rank, Skill Rank, and Equipment Rank related to the described action These scores will be used to calculate the Action Points Cost used to attempt the described action The Game Master will compare the Player's Action Point Cost against the Difficulty Rank of the items, obstacle, or NPCs being acted upon If the Player succeeds, then the Action Points are removed from the pool If the Player fails, then only 1 Action Point is removed from the pool Action Point Cost - CALCULATION - DECLARED ACTION = LEVEL * (ATTRIBUTE /OR/ SKILL RANK for special moves + EQUIPMENT RANK for any bonus) Example: Smash Wooden Door = Level 1 * ('STR 10' + 'Iron Gloves +2') totals TWENTY-FOUR (24) Action Point Cost Unlock Chest = Level 2 * ('Lockpicking +2' + 'Apprentice Locksmith Kit +1') totals SIX (6) Action Point Cost Search Room = Level 5 * ('Search +3' + 'None Used') totals FIFTEEN (15) Action Point Cost Decode Runes = Level 10 * ('WIS 10' + 'Dwarven Rosetta Stone +2') totals ONE HUNDRED TWENTY (120) Action Point Cost Barter for Lower Price = Level 6 * ('Barter +7' + 'Deceased Merchant's Scroll +2') totals FIFTY-FOUR (54) Action Point Cost Difficulty Rank - (set by the Game Master) CALCULATION - (* you wish he'd tell!) OBSTACLE = Difficulty Rank (* keep in mind that Players might roleplay a different solution to the challenge than the Game Master originally intended, and that's awesome!) Example: Plain Wooden Door = Level 1 * ('STR 5') totals FIVE (5) Difficulty Challenge Rank -- 25 XP Ornate War Chest = Level 3 * ('Lockpicking +3') totals NINE (9) Difficulty Challenge Rank -- 15 XP Dark Cellar = Level 3 * ('Search +4') totals TWELVE (12) Difficulty Challenge Rank -- 10 XP Dwarven Runes = Level 12 * ('WIS 7' /OR/ 'INT +7' + 'Dwarven Rosetta Stone +1') totals NINETY-SIX (96) Difficulty Challenge Rank -- 75 XP Ship Cost = Level 10 * ('CHA +4' + 'Deceased Merchant's Scroll +2') totals SIXTY (60) Difficulty Challenge Rank -- 120 XP Action Results - Compare Character's Action Point Cost vs. Game Master Difficulty Rank A Successful Action - - Character removes the calculated Action Point Cost from Current Action Points - Results of the action are revealed by the Game Master - Example: Smash Wooden Door = 1*(10+2) (24) vs. Plain Wooden Door = 1*(5) (5) : Action Successful - Results are posted by the Game Master in a new comment post : 25 XP are earned by the Character A Failed Action - - Items, obstacles, or NPCs being acted upon are allowed a FREE (no Action Point cost) automatic, instant Response Action - a Puzzle clicks forward along a timed mechanism increasing urgency - a Booby Trap is tripped and releases fixed amount of damage - Character only uses 1 Action Point on failure Combat Resolution
Attack Action Point Cost -
CALCULATION - MELEE ATTACK = LEVEL * (STRENGTH + SKILL RANK for special moves + WEAPON RANK for any bonus) RANGED ATTACK = LEVEL * (DEXTERITY + SKILL RANK for special moves + WEAPON RANK for any bonus) MAGIC ATTACK = LEVEL * (WISDOM + SPELL RANK for spell effects + EQUIPMENT RANK for any bonus) Example: Melee Attack = Level 2 * ('STR 10' + 'Backstab +1' + 'Jack the Ripper's Dagger +2') totals TWENTY-SIX (26) Attack Action Point Cost Ranged Attack = Level 3 * ('DEX 12' + 'Rapid Shot +2' + 'Poison Tipped Arrows +2') totals FORTY-EIGHT (48) Attack Action Point Cost Magic Attack = Level 9 * ('WIS 14' + 'Fireball +7' + 'Hurlon's Crystal Staff +5') totals TWO HUNDRED THIRTY-FOUR (234) Attack Action Point Cost Armor Rating - (no AP costs) CALCULATION - MELEE DEFENCE = LEVEL * (DEXTERITY + SKILL RANK for special moves + ARMOR RANK for any bonus) RANGED DEFENCE = LEVEL * (DEXTERITY + SKILL RANK for special moves + ARMOR RANK for any bonus) MAGIC DEFENCE = LEVEL * (DEXTERITY + SPELL RANK for defensive effects + ARMOR RANK for any bonus) Example: Melee Defence = Level 2 * ('DEX 4' + 'Dodge +2' + 'Thick Padded Leather +2') totals SIXTEEN (16) Armor Rating Ranged Defence = Level 3 * ('DEX 7' + 'None' + 'Light Cloak +1') totals TWENTY-FOUR (24) Armor Rating Magic Defence = Level 9 * ('DEX 2' + 'Resist Ice +4' + 'Light Robe +2') totals SEVENTY-TWO (72) Armor Rating Combat Results / Damage - Compare Attacker's Action Point Cost/Damage vs. Defender Armor Rating A Successful Attack - Attacker removes the calculated Attack Action Points from Current Action Points - Damage Suffered is calculated as DAMAGE HP = ATTACKER LEVEL * ATTACK ACTION POINTS SPENT - Example: Melee Attack = 2*(10+1+2) (26) vs Melee Defence = 2*(4+2+2) (16) : Attack Successful - Damage HP = 2*26 (52) : 52 HP damage suffered by the Defender A Failed Attack - - Defender allowed a FREE (no Action Point cost) automatic, instant Response Attack - Attacker only uses 1 Action Point on failure |
Great Resources!
|