[Rules]   Posted by Game Master.Group: archive public
Game Master
 GM, 1 post
Fri 14 Oct 2016
at 01:52
The Crossroads RPG is a mechanically heavy game and requires d6, d10, d20 and d100 dices for the game to be played. The good amount of players for to start a new game is around 4 to 6 people including the game master. Players could be added in the middle of the game with some narrative aid from the Game master. The system gives opportunity for the player to build a unique character who could be build through out your experience in the game. The game is heavily depended on the imagination of the game master due to its more random character building and the because that in most narratives the story is told through backflashes and visions.

Difficulty tests and Acts:

The Difficulty test is the basic test you perform in the game to do something which would require skill or perils. There are 5 difficulty types of test. The Game master gives the test and a stat by which the test will judged when the player attempts a action, The player passes these test by rolling the test die and if the die is lower or equal to your Stat the player passes the test and Game master tells to what degree did the player succeed. 1-3 is critical success, the max of dice is a critical fail. Your rewards or punishments are declared by the Game master :
  • For a easy Test Roll 1d10(if the stat using is above 10 you pass automatically)- This is rolled with a single D10 dice on both *digital or physical dice . Its the basic and most simple acts which higher level or stats characters will outright ignore.
  • For a Normal Test Roll 1d20-This is rolled with a single d20 dice  on both *digital or physical dice. This is the basic test for task which would need some challenge but is easily passed by a character who is dumping all his stat points into 1 stat.
  • For a Hard Test Roll 1d30-This is rolled with a single d20 and a d10 with physical dice and single d30 with a *digital dice. This is a hard challange which will require to the player to think about it very hard before even attempting it. The game master could slightly punish the player if they Critically fail.
  • For a  Very Hard(VH) Test Roll 1d40- This is rolled with a two d20 dice  on both *digital or physical dice. Players must push their character to the limit in passing in this test. The Game master could reward the player for Critical success, but as well could punish the player for critical fail.
  • For a  Impossible test Roll 1d50- This is rolled with 2 d20 and 1d10 dice with physical dice and with a d50 with a *Digital dice. You may ask your players "Are you a god?" which attempt this test. If the player fails he will be heavily bashed by the Game master, but if he succeed he will be granted a unique reward for daring the fates and succeeding.

There is also the Memory, Vision and Luck tests. For all three test you roll d100(physical dice are 5 times d20 or higher if you have, *digital is 2d50) . The higher result of the die, the higher the reward is.

  • Memory Jog is given by the Game Master when a player comes a across a Item, person or place which might have a connection with their past. The player if he rolls higher die could be rewarded with Skills he remembered from his past. This mechanic is mainly used in the Underground city start Setting or when the game master has made pre-made characters for his players.
  • Vision is roll on to players with higher Magic stats. They come across horrid vistas of the future of present. This test is roll during sleep, meditation or when being knocked out. If you try to get a vision through meditation you must roll a Magic Hard Test.
  • Luck you roll when gaining treasure or loot after a battle with a foe.

Your character is build around these stats. You don't have classes , but you can gain titles given to you by Game master. The title does not give you anything. The player could tell the game master before the start of the game what would he like to play and this will give the game master a idea what kind of challenges and aids so he can guide the player's character towards the wanted class.

Xp and Levelling:

Xp is the Experience given to the player after test success and battles. The player can spend Xp on Levels and Stat points.
The player start with 0 Xp. (0/100xXP). Player can't gain more Xp after the player reaches his Xp max Pool.
The player's starting Xp max pool is 100 and is doubled by each next level. The player's characters start at Level 1 . For to level up the player's character he must spend your current Xp max pool.


The character's Hp is his health points. His Hp is equal to STRx2+STRxLVL(example:if the character has 6 STR at lvl 2 he gets 6x2+6x2=24 and so the his hp is 24/24). The player do this calculation every time you level up.

If the player's character Hp drops bellow 0, Roll d20 + the damage the character took after his Hp dropped to 0.(example: The character got hit for 5 dmg, his current hp is 3, the player need to add 2 to the roll)

The result of dice will be:
1-5: The character get a scratch, No penalties. The character hp returns to Half his max hp.
6-10: The character got a nasty scar on the character's body(depending where you were hit). The character's Max Hp is halved. The character's Hp returns to Half of his max hp.
11-17: The character has gotten his leg or arm chopped off. His STR and Dex are Halved, the character gain Perk "One leg in the grave", he can not use Two handed weapons or stance, bows if he had lost his arm. The character's Hp returns to Half his max hp.
18-20: The character are dead.

Stat points:
Your chracter has Stat points which  will build him up. The chracter has got 5 main stats to manage:

Strength-The character's raw physical power and body health.(STR)
Dexterity-The character's agility and eye to hand coordination.(DEX)
Intelligence-The character's logic smarts and perception.(INT)
Magic-The character's connection to the magic streams of the world.(MAG)
Charisma-The character's speaking ability and looks.(CHA)
The Player can spend Xp for Stat points only if your party is resting or during a passage of time(if the Game master wants to write a better narrative he can create chapter start and chapter end of the story in which he will tell the achievements of the group .). The prices go as such:

from 1 to 5 The stat current value: 30 xp
from 6 to 10 The stat current value: 100 xp
from 11 to 14 The stat current value: 250 xp
From 15 to 19 The stat current value 1000 xp

The maximum to all stat points the character can have is 19.

When the player creates a character, his basics stats is 4 for everything and the player pick's the race which will add to The character's stats as so:
Human- 6 points which the player are free to spend as you wish.
Dwarf- +2 STR points,- 2 MAG Points,-2 DEX, 6 free stat points to spend, perk Small.
Lizardman- -2 STR, +2 DEX, 4 free stat points to spend, perk Small.
Elf- -1 STR,+1 DEX,+2 MAG,+1 CHA, 2 free point stats to spend.
Bog Goblin- -2 STR,+2 INT,-1 CHA, 4 free stats points to spend.perk Small.
Tactonic-+5 STR , your INT is at all times 0,+2 free stat points to spend, perk Crystal Born.

Battle Tests:

Battle is performed in rounds with the character with highest Initiative starting first.
All players roll 1d10 +DEX+The character's weapon Reach at the start of the battle. The Player reroll the Initiative only when new enemies show up.

To hit Test/Dodge:
To hit the attacker must roll 20d + the attackers DEX. The player compare this to the same roll rolled by the opposing side. If the attackers rolls is higher then the target, the attacker hits. If the Target's roll is higher then the attack, then the  Target dodges the hit.

if both sides roll the same die, both save a hit. The first one to hit in the next round gets to do two attacks. This does not stack for each round.

For to dodge a ranged(both magic and arrows) the player must roll 10d + the characters DEX. The player compares this to the to the attack rolled by the opposing side . If target roll is higher then the attacker, the target dodges the hit.

Movement and Mobility:

The character's movement is counted in Squares(SQR). Each SQR can be only be occupied by a single character, monster or npc(unless a skill tells otherwise.). The character's move first(unless a skill tells other wise) and then attack or do a action during a combat round. The player's character moves for DEX ,SQRs each round.

The character can roll, jump and do other acrobatic movements, but for all that he must do Difficulty DEX tests. The character can perform one such action along with your attack action per round, but The Game Master has final word on how effective it was.

Battle Stances and Perks:

Battle Stances:

The player can pick a battle stance which the character will take at the start of each round during battle which will affect your battle experience.

  • One handed(OH)- The character's Basic stance.
  • Two Handed(TH)- +5 to hit, -5 to dodge for the entire round if the character misses an attack.
  • Dual Wielding(DH)- -5 to main weapon ,-7 off-hand weapon.


Perks are some Additive or negatives which you can add during character creation or are turned on due to events. Check the  [PERKS] thread.


Skills are things which players are rewarded though succession the difficulty test and battles. They usually are connected with the stats used by succeeding test or actions.

Each skill has 10 levels and are usually awarded by the Game Master or are trained through Trainers and NPCS you meet.

Check the [SKILLS] thread.

Inventory and Items.

A player can wear armour ( can be cover by clothes if the armour is not too large.), gloves, hats or helms,boots up to 3 rings and 2 trinkets.

Trinkets are special items which add to appearance or through  powers on the character through magic or curses. Unlike rings they can take many forms and even prevent the character from wearing certain types of armours.

A player can carry up 4 items(unless a trinket or skill says otherwise.)

Check the [Armoury] Thread for more.