Title: Diceless Storyteller RPG Author: qinop Pastebin link: http://pastebin.com/gBL30P8J First Edit: Monday 8th of February 2016 08:57:51 PM CDT Last Edit: Last edit on: Saturday 6th of August 2016 10:09:19 PM CDT Diceless Storyteller RPG (DSRPG) is a game that can be played, and for good times even, but was designed by a nerd as a challenge to himself to balance out a group of characters for a story he was writing.   This is DSRPG   Foreword This isn't for people who are new to roleplaying games. So there will be no helpful hints about rping or such. But the actual mechanics will be explained with examples as best that they can be   CHARACTER CREATION   Pick a class Expert, Priest, Scholar, Wanderer, or Warrior Experts are rogues, or thieves, or pirates. They know how to deal with bad situations Experts also have an easier time finding and disabling traps. Expert gets lockpicking and sneak attack with high stealth Expert gets contacts and merchant bonuses with high persuasion Expert gets uncanny dodge and fast movement with high gymnastics   Priests are healers, or prophets, or doctors. They make life easier for others, in some way. Priests can perform a spirit aided divination every so often. Priest gets conjuration spells with high supernatural and ritual Priest gets necromancy spells with high supernatural and exorcise Priest gets healing spells with high supernatural and medicine Priest gets a helper from their deity with high supernatural and special   Scholars are wizards, or professors, or artists. They change how things work through thinking Scholars have no difficulty solving most riddles and puzzles. Scholar gets illusion spells with high supernatural and crafting Scholar gets divination spells with high supernatural and investigation Scholar gets transmutation spells with high supernatural and knowledge Scholar gets destructive spells with high supernatural and special   Wanderers are vagabonds, or NEETs, or hobos with shotguns. They live life as best they can. Wanderers move twice as fast as others, as long as they're rested. They can get really good at almost every skill, but learn only learn [Basic] abilities from high skill totals. Wanderer gets no abilities from high skills Wanderer gets 7 skill points per level 1-5 Wanderer gets 12 skill points per level 6-10 Wanderer gets 20 skill points per level 11+   Warriors are soldiers, or thugs, or survivalists. They fight life to come out on top. Warriors get a straight +1 to Fight or Defend every level. Warrior gets spirit totem with high instinct and special Warrior gets psionic totem with high instinct and supernatural Warrior gets martial arts techniques with high athletics and special Warrior gets ki with high athletics and supernatural Warrior gets knight's techniques with high presence and special Warrior gets templar's techniques with high presence and supernatural   After you choose a class, distribute your skill points among the 16 skills. Every level, you get 5 skill points to spend. Unless you are a Wanderer.   SKILLS and SPECIAL ABILITIES   There are 16 skills   No-Type skills -Fight -Defend -Supernatural -Special Expert-type Skills -Persuasion -Stealth -Gymnastics Priest-type Skills -Medicine -Ritual -Exorcise Scholar-type Skills -Crafting -Knowledge -Investigation Warrior-type Skills -Athletics -Presense -Instinct   Every level up, and at level 1, you get 5 points to spend on the 16 skills Wanderer gets 7 points You can pick any skill regardless of your class, but you can only increase a skill to double your level. Can't be level 5 with an 11 Knowledge Spending a skill point on Special lets you choose a [BASIC] special ability Spending a skill point on Fight or Defend increases your Fighting or Defense by 1. Fighting starts at 7 and Defense starts at 8.   Using skills Each skill total becomes a pool of points you can spend to attempt an action. Your GM will tell you how much to spend, or you can guess, but risk getting it wrong and spending too much/too little. Regardless, a task can be completed by spending 2/4/6/8 points. Nothing costs more, nothing costs less, nothing costs an odd amount. However, you can spend any additional amount you want over the initial 2/4/6/8, even an odd amount. If you succeed, these extra points will let you perform exceptionally well, earning whatever bonuses seem fit for overachieving. Once you spend these points, they refill to half maximum after a long rest, or to full if you take a day off from using that skill. For reference, here are a few examples of costs and tasks that incur them 2: juggling, algebraic equations, writing a research paper 4: tight rope walking, computer assembly, interpreting tarot 6: catching an arrow, coding, fighting addiction 8: pulling a car, balancing on paper, shooting a fly   Special abilities come from skills. Putting a point into Special, for example, gives you any [Basic] Special Ability you can take. Putting 5, 10, 15, etc points into a pair of class skills gives you a [Exp] [Mge] [Pst] or [War] ability, if you are a member of that class For example, a Priest with 5 Medicine can learn a special ability dealing with non-magical healing, like poison extraction, or mixing up a drug to relieve a hangover   Special Abilities can be anything you imagine, as long as they are appropriate for your level. Some examples of abilities are here:   Endurance Training [Basic]: Ignore 1 [Light] damage from extended physical activity, and gain immunity to [Light Fatigue] Counter Attack [Basic Level 10] or [Basic War]: Trade damage for a reactionary attack of any kind Inner Tranquility [Basic]: Take a short rest to heal all [Light] mental statuses Natural Pugilist [War]: Fists can deal [Moderate] damage, reduce fight to 0 to add half of it's total to Defense Quick Healing [Pst]: Healing spells can be cast on anyone's turn, once per round Merchant [Exp]: Become known as a low profile mover. Every week, gain a little, gain more than a little, or lose a little cash/stuff True Seeing [Mge]: When casting a divination spell, you can see through illusions around you for a few hours Wandering Body [Basic 5] or [Wan]: Sit down as a short rest, take a nap as a long rest     TAGS   Tags are very simple. They are holders for longer, complicated descriptions. They save space but have to remain universal. [Basic] means very simple, learned by anyone. You can't have something be [Basic] and also be accessible to geniuses only. Instead you would put [Basic Knowledge 10] which means "available to anyone with a Knowledge skill of 10 or higher, but no one else", or [Basic Sch] which means "available to any Scholar, but no one else"   Tags save space. Make sure everyone's using the same system.   For my convenience, I have only made a handful of Tags, and I suggest that you also restrain yourself from making too many.   [Basic] average, everyday, not magical, not intense, not exceptional, etc [Exp] Expert exclusive ability requiring sufficient level or skill bonus, if any [Pst] Priest exclusive ability requiring sufficient level or skill bonus, if any [Sch] Scholar exclusive ability requiring sufficient level or skill bonus, if any [Wan] Wanderer exclusive ability requiring sufficient level or skill bonus, if any [Light] Light damage, you need 10 [Light] damage to start taking [Critical] damage [Moderate] Moderate damage, you need 5 [Moderate] damage to start taking [Critical] damage [Critical] Critical damage, you need 3 [Critical] damage to start dying   COMBAT   Combat is just like when you spend points to use a skill, except you and the opponent secretly decide how much to pay, and how much bonus to pay after that, and then reveal at the same time. Higher number is successful. Lower number is refunded half of the base cost, but none of the bonus Each 3 bonus points spent on an attack deals 1 more damage, to a maximum of 9 bonus, and 3 extra damage Spending 5 bonus points on a defense prevents 1 damage, even if the defense fails.   SPELLS   Spellcasting is hard and loose, but here are some expected powers based on your supernatural. Please note, you only get spells and supernatural abilities if you have skill points in supernatural.   Having 2 in supernatural will let you use an at-will parlor trick. Having a 5 in supernatural will let you learn a [Basic] spell of Energy, Protection, or Compulsion. Having a 5 in supernatural and medicine will let you learn a [Basic] spell of Healing You can learn a new trick or [Basic] spell every level.   In general, you can cast your best spells twice per day each, and each consecutive rank below that gets twice as many castings per day. I have it so there's only five ranks of spells, but you can do whatever. Just use the proper tagging. Here's seven suggested ones. Just use them from left to right to figure out what your rankings are. I do suggest using an odd number though. [Basic] [Simple] [Novice] [Intermediate] [Experienced] [Complex] [Final] How many ranks also changes how fast they can be learned. Since there is no hard level cap for this system, you can space it out however you want, but if you're going with the five rank spell system, then I suggest five ranks: [Basic] requires 5 skill points, [Novice] requires 10 points, [Intermediate] requires 15 points, [Complex] requires 20 points, and [Final] requires 25 points. This eases it into approximately 1 new rank per five levels.   On Warriors Warriors don't gain spells, per se, but do gain extraordinary and supernatural abilities that seem like spells. Barbarians, Psi Warriors, Martial Artists, Monks, Knights and Paladins gain special abilities related to combat and warfare. However, Barbarians, Martial Artists, and Knights gain nonmagical abilities, while Psi Warriors, Monks, and Paladins gain mystical abilities.   Treat these special abilities similarly as you would spells for the sake of learning new ones: 5/10/15/20/25 skill points per rank But, some warrior abilities don't run out and/or recharge frequently   The non magical warriors typically don't need a recharge, but just have many stacking and accessible abilities. A barbarian's spirit totem gives him emotional and physical bracing against adversity. It just builds on top of previous layers A martial artist's training gives him the know how and techniques to pull any number of tricks out of his sleeve, leading to a warrior with many specialized moves from a specific fighting style A knight's cavalier practice gives him the skills needed to champion any adversary by using mounted combat, metal arms and equipment, and even with a heated debate.   The magical warriors typically do need a recharge, and possess abilities magical in nature A psi warrior's psychic totem gives her psionic mastery of herself to warp her body to make fighting advantageous. This usually costs supernatural or instinct. A monk's inner peace gives her the power to withstand attacks and rebuff magic, making her into an unyielding rock or a rolling quake at a moment's notice. This usually costs supernatural or athletics A paladin's inner light shines through clearly enough to give her the strength needed to crush any foe who stands in the way of her ideals, be they pure or malign. Using the light in anyway usually costs supernatural or presence.     Equipment is pretty important, I guess   EQUIPMENT   Each equipment is either ARMOR or WEAPON or MISC   ARMOR [Lightweight] armor adds to DEFENSE, but -(some) to one skill [Middleweight] armor adds to DEFENSE, but -(some) to two skills or -(a lot) to one skill [Heavyweight] armor adds to DEFENSE, but -(a lot) to two skills   Armor may have extra Tags, instead of pluses or minuses   Leather [Lightweight] +4 DEFENSE -2 Persuasion Silk Wraps [Lightweight] +12 DEFENSE -6 Instinct Chainmail [Middleweight] +8 DEFENSE, -2 Stealth, -2 Athletics Stone Plate [Middleweight] +24 DEFENSE, -12 Gymnastics Full Plate [Heavyweight] +12 DEFENSE, -4 Athletics, -4 Gymnastics Dragon Leather [Heavyweight] +36 DEFENSE, -16 Exorcise, -16 Instinct     WEAPONS [Light] weapons give the user a +(some) to two skills, or +(a lot) to one skill. Consult your GM [Moderate] Weapons give the user a +(some) to one skill. Consult your gm [Critical] Weapons do nothing special. They kill people in three hits.   Weapons may have extra Tags, instead of pluses   Skinny Dagger [Light][Gymnast +2][Sneak +2] Black Dagger [Light][Persuader +4] Shining Sword [Moderate][Presenter +2] Hooked Spear [Moderate][Athlete +2] Warlock Wand [Critical] Gigaton Axe [Critical]   Defending against spells uses Supernatural or Defense To learn a spell, just level up and have high enough Supernatural + Other Skill   Cantrips Open door Boil pot of water Draw for me Throw this softball I want some oatmeal Clean this fresh stain     [Basic] spells Summon Animal [Basic Conjuration] You beckon a regular animal with some elemental/planar mutations. It obeys you as best it can for an hour then vanishes Shadow Eye [Basic Divination] Your eyes extend into a shadow you can see, allowing you to look around as if you were standing on that spot Fire/Electric/Ice Ball [Basic Energy] You toss out a ball of air and energy. Uses supernatural to hit, dealing 1 [Light] damage. Can use Fight to hit, and if you do, it deals 2 [Light] damage   [Simple] spells Mend Wounds [Simple Healing] Recover 3 [Light] damage or 1 [Moderate] damage. Damage healed turns into scars and sealed wounds. Use caution with removed limbs and extremities. Life Siphon [Simple Necromancy] Snuff Out a dying creature to gain +2 to five skills or recover all [Light] damage. Target needs to have 2 [Critical] damage or more   [Inter] Spells Warp Knowledge [Inter Illusion] Change target's mind about a topic. May not work if target suspects you are casting this spell Reveal Potential/Weakness [Inter Trans] Willing target gets +8 to a skill for a day or +2 to three skills. Unwilling target gets -2 to three skills for a day.   [Advanced] Summon Magical Beast [Advanced Conjuration] You call a powerful animal with supernatural abilities From Beyond this world to your aid. It obeys you as best it can for an hour then vanishes Know Desire [Advanced Divination] On hit, you learn target's hidden wants and needs. Uses supernatural or knowledge to hit, avoided using supernatural or defense   [Complex] Spells Regeneration [Complex Healing] Rebuild a lost limb, regrow hair, restore damaged tissue of the target. If used on a powerful undead creature, restores them to living as an average mortal. Can be used to heal all [Light] and [Moderate] or 2 [Critical] damage. Undead resisting can use Presence or Defense to resist Vampirify [Complex Necromancy] Force an unwilling dying or any willing target to become a vampire, who is bound to your control for one night. You may set a contingency to Snuff Out the vampire after the night, but the vampire may pay 5 presence and exorcise to counter the contingency.   [Master] Spells Illusion World [Master Illusion] Change the details of anything you see. Time slows to a stop, giving you a relative 5 second window to analyze and change the world. This effect is permanent, but anyone "harmed" by the illusions, or with definitive proof that the world is a lie gets to snap out by paying 6 Instinct, Supernatural, or Knowledge Rebuild Body [Master Trans] Target's body is reshaped to your design. All matter has to be retained, but new materials can be added if you provide them. This spell cannot rebuild a being into a form that is retarded, disabled, or structurally unable to live.   [Final] Spells All [Final] Spells take 1 hour to complete Most [Final] Spells are called something like Perfect ~, Final ~, Ultimate ~, or something over the top Here are some examples   Perfect Heal [Final Healing] Target is healed completely, restoring all lost body parts, removing all damage, and becoming fully rested and fed.   My Reality [Final Illusion] All that you experience can be changed to your design. No one realizes any differences at first. After a week, the more astute and observant may notice something is different than before.   Final Death [Final Necromancy] Target ever dies again, instead entering a comatose state upon a lethal blow or old age. Can be canceled with a [Master Transmutation] or [Master Necromancy] spell   Ultimate Summons [Final Conjuration] Summon anything you can imagine. Existence bows to create it for you. If living or sentient, it obeys you for an hour before returning. If you summon a thing that already exists, it obeys you for a day   Destined Form [Final Transmutation] Target acquires the form they always wanted, along with physical perfection. Does not reshape the mind or soul.   Clairsentience [Final Divination] You can see, hear, and touch anything you have previously seen or learnt of. If living, you know it's nature, activities, and whereabouts, otherwise, just it's whereabouts.