Explore The Game System
Realms of Adventures is built using a completely original and new Focus Time-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 Focus Time-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. Focus Time
Focused Time -
An Attack during a Turn is worth 0:15 Focused Time Minutes to the Player A Skilled Standard Action during a Turn is worth 0:15 Focused Time Minutes to the Player A Skilled Movement Action during a Turn is worth 0:15 Focused Time Minutes to the Player Using Items which require Skill during a Turn is worth 0:15 Focused Time Minutes to the Player Standard Actions, Item Use, and Movement without a Skill begin used are not worth Focused Time Minutes Failure earns the player 0:15 Focused Time Minutes Success earns the player 0:05 Focused Time Minutes (* Based on real life acquisition of knowledge and skill sets - in the beginning a person has more failures while they are learning - and requires more time to master a skill But on mastering a skill - time required and the focused attention learning decreases ) (* NOTE: There are not 'Experience Points' or 'Levels' associated with the player Character. Instead, the values for Attribute and Skill Rank increase organically as the player undertakes tasks and performs specific skills they are focused on learning. Action Score is determined by calculating Attribute Rank, Skill Rank, and Equipment Rank. Action Score versus Difficulty Score determines a Character's Success or Failure for a declared action.) Character Creation & Advancement
During Character Creation players begin with an initial
25 Attribute Rank to spend in the attributes of their choice and FIVE Skills of their choice with a maximum of +1 Skill Rank and ONE basic item of armor, weapon, or equipment in each inventory group (additional Race or Class bonuses to Attribute and Skill Rank may also be applied) Race - Some enhancements and limitations are placed on Races, see the Race List for more details. Class - Some enhancements and limitations are placed on Classes, see the Class List for more details. House - Some enhancements and limitations are placed on Houses, see the House List for more details. Character Statistics
HEALTH POINTS -
HEALTH POINTS = STRENGTH + CONSTITUTION Example: Health Points = 'STR 10' + 'CON 7' totals SEVENTEEN (17) maximum Health Points MOVEMENT - MOVEMENT = DEXTERITY + SKILL RANK + EQUIPMENT RANK Example: Movement = 'DEX 5' + '(No Skills Related)' + '(No Equipment Related)' totals FIVE (5) maximum Movement Points 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! GOLD - Gold is earned through successful questing! A player can acquire gold in many ways. Attribute Rank
Attributes -
STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, CHARISMA Attribute Rank is earned through Focused Time spent performing any Skill in the specific attribute class Attribute Rank is increased when the Focused Time threshold is reached Each increase in Attribute Rank is worth 25:00 Focused Time Hours +1 is worth 25:00 FT Hours +2 is worth 25:00 FT Hours +3 is worth 25:00 FT Hours ... so on ... Example - The player's current Strength Attribute Rank is +4 When the encounter begins he has an accumulated 24:30 Focused Time Hours in the Strength Attribute During the encounter the Player earns an additional 0:30 Focused Time Minutes in the Strength Attribute The Strength Attribute Rank increases by +1 when the players reaches the threshold of 25:00 Focused Time Hours Once he accumulates 50:00 Focused Time Hours, the Strength Attribute Rank will increase to +2 Skill Rank
Skills are specific actions or proficiencies related to a primary Attribute Class
Skill Rank is earned through Focused Time spent performing a specific skill Skill Rank may also be purchased for gold through a Trainer in a specific skill Skill Rank is increased when the Focused Time threshold is reached Each increase in Skill Rank is worth 5:00 Focused Time Hours +1 is worth 5:00 FT Hours +2 is worth 5:00 FT Hours +3 is worth 5:00 FT Hours ... so on ... Example - The player's current Climb (STR) Rank is +2 When the encounter begins he has an accumulated 4:30 Focused Time Hours in the Climb (STR) Skill During the encounter the Player earns an additional 0:30 Focused Time Minutes in the Climb (STR) Skill The Climb (STR) Skill Rank increases by +1 when the players reaches the threshold of 5:00 Focused Time Hours Once he accumulates 10:00 Focused Time Hours, the Climb (STR) Skill Rank will increase to +2 0:30 Focused Time Minutes are earned in the Climb (STR) Skill, and are also applied to the Strength Attribute! Equipment & Inventory
Players begin Character Creation with an initial
ONE basic item of armor, weapon, or equipment in each inventory group Characters may equip or carry up to seven (7) items in each of the following body parts or inventory groups. 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 Equipment Rank 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!) Action Resolution
Character's action are described in narrative format
Players will include any Attribute Rank, Skill Rank, and Equipment Rank related to the described action Action Score is calculated by adding up the rank values used to attempt the described action The Game Master will compare the Action Score against the Difficulty Score of the item, obstacle, or NPC being acted upon Action Score - DECLARED ACTION = (ATTRIBUTE /OR/ SKILL RANK + EQUIPMENT RANK) Example: Smash Wooden Door = 'STR 10' + 'Iron Gloves +2' totals TWELVE (12) Action Score Unlock Chest = 'Lockpicking +2' + 'Apprentice Locksmith Kit +1' totals THREE (3) Action Score Search Room = 'Search +3' + 'None Used' totals THREE (3) Action Score Decode Runes = 'WIS 10' + 'Dwarven Rosetta Stone +2' totals TWELVE (12) Action Score Barter for Lower Price = 'Barter +7' + 'Deceased Merchant's Scroll +2' totals NINE (9) Action Score Difficulty Score - (set by the Game Master) OBSTACLE = Req'd ATTRIBUTE /OR/ Req'd SKILL RANK for advantage + Req'd EQUIPMENT RANK for advantage (* keep in mind Players might roleplay a different solution than the Game Master intended, and that's awesome!) Example: Plain Wooden Door = 'STR 5' totals FIVE (5) Difficulty Score Ornate War Chest = 'Lockpicking{DEX} +3' totals THREE (3) Difficulty Score Dark Cellar = 'Search{INT} +4' totals FOUR (4) Difficulty Score Dwarven Runes = 'WIS 7' /OR/ 'INT +7' + 'Dwarven Rosetta Stone +1' totals EIGHT (8) Difficulty Score Ship Cost = 'CHA +4' + 'Deceased Merchant's Scroll +2' totals SIX (6) Difficulty Score Action Results - Compare Character's Action Score vs. Game Master Difficulty Score A Successful Action - Character earns Focused Time Minutes toward the Skill and Attribute used in the action - Results of the action are revealed by the Game Master - When Action Score and Difficulty Score tie - the player successfully completes the action - Example: Unlock Chest = 'Lockpicking{DEX} +2' + 'Apprentice Locksmith Kit +1' (3) vs. Ornate War Chest = (3) : Action Successful - Results are posted by the Game Master in a new comment post : 0:05 Focused Time Minutes are earned in Lockpicking Skill, and also the Dexterity Attribute A Failed Action - - Character earns Focused Time Minutes toward the Skill and Attribute used in the action - Items, obstacles, or NPCs acted upon are allowed a FREE (no Action Score) 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 - Example: Search Room = 'Search{INT} +3' + 'None Used' (3) vs. Dark Cellar = (4) : Action Successful - Results are posted by the Game Master in a new comment post : 0:15 Focused Time Minutes are earned by the Character in Search Skill, and also the Intelligence Attribute Combat Resolution
Attack Action Score -
CALCULATION - MELEE ATTACK = STRENGTH + SKILL RANK + WEAPON RANK RANGED ATTACK = DEXTERITY + SKILL RANK + WEAPON RANK MAGIC ATTACK = WISDOM + SPELL RANK + EQUIPMENT RANK Example: Melee Attack = 'STR 10' + 'Backstab +1' + 'Jack the Ripper's Dagger +2' totals THIRTEEN (13) Attack Action Score Ranged Attack = 'DEX 12' + 'Rapid Shot +2' + 'Poison Tipped Arrows +2' totals SIXTEEN (16) Attack Action Score Magic Attack = 'WIS 14' + 'Fireball +7' + 'Hurlon's Crystal Staff +5' totals TWENTY-SIX (26) Attack Action Score Armor Rating - CALCULATION - MELEE DEFENCE = DEXTERITY + SKILL RANK + ARMOR RANK RANGED DEFENCE = DEXTERITY + SKILL RANK + ARMOR RANK MAGIC DEFENCE = DEXTERITY + SPELL RANK + ARMOR RANK Example: Melee Defence = 'DEX 4' + 'Dodge +2' + 'Thick Padded Leather +2' totals EIGHT (8) Armor Rating Ranged Defence = 'DEX 7' + 'None' + 'Light Cloak +1' totals EIGHT (8) Armor Rating Magic Defence = 'DEX 2' + 'Resist Ice +4' + 'Light Robe +2' totals EIGHT (8) Armor Rating Combat Results and Damage - Compare Attacker's Action Score/Damage vs. Defender Armor Rating A Successful Attack - The Attack is successful if the Attacker's Action Score/Damage is greater than the Defender Armor Rating - Character earns 0:05 Focused Time Minutes toward the Skill and Attribute used in the attack action - Damage Suffered is calculated as DAMAGE HP = ATTACK ACTION SCORE - Example: Melee Attack = 10+1+2 (13) vs Melee Defence = 4+2+2 (8) : Attack Successful - Damage HP = (13) : 13 HP damage suffered by the Defender A Failed Attack - - The Attack fails if the Attacker's Action Score/Damage is less than the Defender Armor Rating - Character earns 0:15 Focused Time Minutes toward the Skill and Attribute used in the attack action - Defender allowed an instant Response Attack, evaluated the same as a normal attack |
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