Story Driven RPG

The Story Driven RPG system is designed to be light assisting roleplaying games played over the internet.

Basic Concept

The basic concept is around rolling typical size sided dice.

A check will focus on four things:
  • Dice Number: Number of dice to roll. Note that if you need to roll more than one dice for a check then are not added up together.
  • Dice Target: Target number to meet or beat. There will be a number that the dice rolls needs to meet or beat. Dice rolled below this number are ignored.
  • Success Value: Value of a success. Every dice that is rolled as a success counts as a certain amount toward a goal. Most often the value is 1 and if not stated the value is assumed to be one. Multiplying the number of dice that successed by the Success Value results in the Roll Value.
  • Depending on the type of check the success value is applied:
    • Check Test: Success verses a set number. The Roll Value needs to meet or exeed the number provided.
    • Life Point Test: The amount of Roll Value needed to defeat an enemy in combat. The total Roll Value to deducted from an enemy's Life Points. If their Life Points are brought to zero they are defeated.
    • Chart Test: The Roll Value is compared against a provided chart. Similar to a Check Test, a Chart Test is used when the check is more complicated than pass or fail.
For example: A player needs to make a check: 3 5.
  1. The Player will rolls three dice due to seeing the 3. Maybe she rolls a 2, 5, and 6.
  2. The Player will check the rolls against the target, in this case 5, meaning only the dice 5 or higher succeed. The 2 is ignored and the 5 and 6 are successes.
  3. The Player looks for the success value. Since there is no listed, the success value is 1, meaning the player has a roll value of 2. Alternativly had 2 been listed, then the roll value would have been 2 times the number of dice successed, or 4.
  4. The Player will apply the success value against the check.

Game Stats

Iconograpghy

  • Ammo or Mana Cost If not listed then 0.
  • Duel Wielding Also 1. If dual wielding, +1.
  • Enemy Damage
  • Hands required
  • Length of Time
  • Life Points
  • Loot
  • Speed
  • Strategy
  • Waves: Amount in a Waves
  • Waves: Amount of Waves
  • Waves: Length of rounds before next wave
  • Weapon or Attack Range
    • 0: Self Only: Can only be used on oneself. 0 to cross. Example: self only spell
    • 1: Adjacent: Can be used on anyone standing adjacient. 0 to cross. Example: sword
    • 2: Reach: Can be used on anyone reachable with a reach weapon. 0 to cross. Example: Polearm, whip
    • 3: Short: Can be used on anyone within throwing distance. 1 to cross. Example: rock, spear
    • 4: Medium: Can be used on anyone within ranged distance. 1 to cross. Example: Short Bow
    • 5: Long: Can be used on anyone within advanced ranged distance. 1 to cross. Example: Long Bow
    • 6: Extra Long: Can be used on anyone within modern ranged distance. ? to cross. Example: Gun
    • 7: Far: Can be used on anyone within skilled ranged distance. ? to cross. Example Sniper Rifle
    • : Infinity. ? to cross. No Range limit
  • Weapon Types:
    • Melee Weapon
    • Melee & Ranged Weapon Counts as either or per attack.
    • Ranged Weapon
  • Weapon Skill

Enemies

  • Human - Miner: 1 1 1 3 3 5
      • If 1 remaining, flee. Return with next wave if possible.
      • If not in 1, attempts to move to 1.
      • If in 1, apply to any character.
    • 1
      • 1: No Loot
      • 2-5: Mining Tool
      • 6: Mining Tool, 1 Material from zone with the Mining keyword
  • Mimic - Cave: 1 1 .5 4 5 4
    • Appears at 1
    • If with another monster: Use that monster's and . Change this monster to 2. Appears when partner monster reaches 1.
      • If not in 1, attempts to move to 1.
      • If in 1, apply to any character.
    • 1 1 Material from the zone with the Mining Keyword.

Weapons

Common Weapon Stats

  • Bow, Short: 2 2 4 1 5
  • Club, simple: 1 1 1 1 5
  • Club, spiked: 1 2 1 1 5 2
  • Mining Tool: 2 1 1 1 5 Special: -1 to Gathering attempts with the Mining keyword.
  • Sword, Short: 1 1 1 5
  • Spear: 1 1 3 1 5 Special: If : 2. If : Weapon lost. Weapon added as additional of target as 1 2 1.

Bound Weapon Stats

  • Blood Sythe: 2 1 2 4 6 Special: Can only be wielded by Bloodreaper.

Armor

Common Armor Stats

  • Chainmail, Shirt: 2 -2 Special: +1 when Sneaking
  • Clothing, Aztec: 1 0 Special: -1 when Intimidating
  • Hide, Armor: 1 -1 Special: -1 when Intimidating
  • Hide, Bikini: 1 0 Special: -1 when Intimidating
  • Leather, Armor: 1 -1
  • Shield, Light: 2 -1

Skill Trees

Defense Tree

  • Armor Use I: - basic skill - Grants Armor Skill 1.
  • Armor Use II: - requires Armor Use I - Grants Armor Skill 2.
  • Bodyguard I: - requires Armor Use I - At the start of the enemy round, choose 1 target within Range 1. Redirect 1 point of damage that is allocated to that target to self.

Magic Tree

  • Mana Researve: - basic skill Grants 5 Mana.
  • Air Magic I: - requires Mana Researve - Grants the first level of Air Magic.
  • Earth Magic I: - requires Mana Researve - Grants the first level of Earth Magic.
  • Fire Magic I: - requires Mana Researve - Grants the first level of Fire Magic.
  • Ice Magic I: - requires Mana Researve - Grants the first level of Ice Magic.
  • Support Magic I: - requires Mana Researve - Grants the first level of Support Magic.
  • White Magic I: - requires Mana Researve - Grants the first level of White Magic.
  • Dual Caster: - requires Mana Researve - removes the -1 penalty for dual wielding magic attacks.

Melee Combat Tree

  • Melee Weapons I: - basic skill - Grants Melee Weapon Skill 1.
  • Melee Weapons II: - requires Melee Weapons I - Grants Melee Weapon Skill 2.
  • Dual Wielder: - requires Melee Weapons I - removes the -1 penalty for dual wielding melee weapons.

Elements

  • No Element
  • Air
  • Earth
  • Fire
  • Ice
  • White

Magic

Air Magic

  • Wind I: - Level I - 1 3 1 5
  • Gust I: - Level I - 1 1 3 1 3

Earth Magic

  • Rock Throw I: - Level I - 1 3 1 5
  • Boulder I: - Level I - 1 1 3 1 3

Fire Magic

  • Fireball I: - Level I - 1 3 1 5
  • Comet I: - Level I - 1 1 3 1 3

Ice Magic

  • Iceblast I: - Level I - 1 3 1 5
  • Icicle I: - Level I - 1 1 3 1 3

Support Magic

  • Shield I: - Level I - 1 1 3 5m Grants -1 armor to target
  • Bless I: - Level I - 1 1 3 5m Grants -1 to target weapon

White Magic

  • Mend I: - Level I - 1 3 1 5 -1
  • Heal I: - Level I - 1 1 3 1 3 -1

Version 0.0.0.1

The Story Driven RPG system is designed to be a "living" rule set meaning that there will be updates that include role changes, game balancing, and new content.