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16:37, 27th April 2024 (GMT+0)

Demigod (Simplified RPG)

Posted by ArkrimFor group 0
Arkrim
GM, 389 posts
Sat 29 Oct 2022
at 07:01
  • msg #1

Demigod (Simplified RPG)

This is a simplified RPG for players to play the role of demigods. You make up your own powers on a point scaling system and can use them dynamically and creatively. The GM just determines how difficult something would be and you roll dice to see if you accomplish that task or at least gain some victories towards it.



ATTRIBUTES

You start at level 1, all your attributes start at rank 1, and you have 8 attribute points (AP) to add to them as you see fit. Max is 5 + 1/2 level. You get +1 AP at every level thereafter.

AGILITY (AGI)attack & damage w/ ranged attacks, balance, celerity, dodge, evasion, initiative, mobility, speed
EMINENCE (EMI)attack & damage w/ charms/enchantments, social skills, resistance to charms/enchantments
MIGHT (MIG)attack & damage w/ melee attacks, carrying capacity, destruction, endurance, toughness, vitality
WITS (WIT)attack & damage w/ illusion/mental attacks, knowledge & perception, resistance to illusion/mental attacks


SPECIAL ABILITIES

You make up your own special abilities. That's right, just make them up! Give each a name and write a short description of how it works and how your character uses it.

The GM scales these abilities based on how versatile and powerful each one is:
Tier 0 (Cost 1/3 ranks): Balancing on tippytoes, Throwing rocks, Loading Bows, Flu Resistance, Spellbook writing
Tier 1 (Cost 1/rank): Balance, Weightlifting, Crossbows, Disease Resistance, Fireball spell
Tier 2 (Cost 3/rank): Acrobatics, Athletics, Archery, Health, Fire magic
Tier 3 (Cost 10/rank): Agility, Strength, Dexterity, Constitution, Evocation magic
Tier 4 (Cost 30/rank): Super-speed, I'm a giant, I Never Miss, Invincibility, All Magic

Tier 0 and Tier 4 are generally considered unacceptable. The player creates the abilities, but the GM labels their tier (which determines their ability point cost per rank). A GM can reject an ability if it is too powerful, convoluted or simply doesn't fit the setting.

You begin with 100 points and gain additional points the same way you'd gain XP in any game. Typically 1-3 XP is granted for minor events, 4-10 XP for moderate events, and 11-30 XP for major events. You gain 1 level for every 100 points you SPEND after the first 100.

The maximum rank a character can have in any one ability is equal to 1 + the next highest ranking ability (so there is always a step ladder for abilities). You start with all abilities at rank 0 before you buy any.

You must have at least 1 rank in an ability to perform any actions that a normal adult human being couldn't do.


GAMEPLAY

Any time you would do something that has a chance of failure, you choose which special ability and attribute you're using to do it and roll a number of d10s equal to your rank in the attribute + your rank in the special ability. A 6 or greater gives you +1 success. You need at least 1 success to accomplish a task, though a GM may rule something more difficult upon the following rating scales:

Attribute/Success Ratings
0=subhuman
1=weak mortal
2=average mortal
3=above average mortal
4=top tier mortal
5=pinnacle of mortal achievement
6=superhuman
7=epic
8=legendary
9=godlike
10=mythic
11+=cosmic


Immediate tasks are pass/fail but long-term tasks you can accumulate successes over time so long as you get at least 1 success on every try. If even one attempt gets 0 successes, it restarts the process needed to accomplish the task.

The GM can grant bonuses or penalties to your dice pool based on circumstances.

1 or 2would be minor, 3 or 4 would be moderate, and 5 or 6 would be major. 7 or more would be overwhelming, with -7 or worse typically assumed to be impossible circumstances and +7 or more effectively being something anyone could automatically succeed at (such as opening an unlocked unjammed perfectly functional door or pulling a lever within your reach).



INJURY/VICTORY

Any time you try to injury someone or harm their items, assets, minions, etc. you roll your stats against theirs comparing you results. You get +1 victory point for a tie plus 1 more for every success you get above them. These victory points go towards whatever goal you're trying to accomplish (steal the crown from their head, knock them out, push them over the cliff, trick them into agreeing to the contract, etc.)

Typically the number of victories you need towards a goal to defeat someone is equal to twice their level + the attribute rank and special ability rank they use to resist such efforts. If you're specifically trying to defeat them in a way that is nonlethal or temporary, the GM may reduce this pool to just their level. Once you've been defeated, generally the scene is over for you as you're too injured, demoralized, confused, distraught, etc. to continue. If you attempt to curse someone (be it a magical curse or psyching them out with mental scarring or fatigue or an injury that reminds them of their failure, etc.) you take -1 success to all your rolls but it harder for them to recover.

All these successes go away at the end of a scene if they were nonlethal. If they were lethal or intentionally meant to permanently scar you, you lose half of them (minimum 1) every time you take an extended rest until they are back down to 0. If they were a curse, you immediately lose half of them at the end of the scene but the rest are incurable until the curse is cured.
This message was last edited by the GM at 06:16, Mon 04 Mar.
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