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Started by Blackguard25, August 19, 2007, 05:22:21 AM

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Blackguard25

Hero Muncher Game System Rules

For all games in general it is wise to have the follow items

Paper to make the character sheets and other assorted items
Graph Paper: Use to make the dungeons
Pens and Pencils
Paper
6 sided dice
Rulebooks

Expanded Rules

Tile Making
Tile Name
Tile Level X is this variable
Tile Cost 100x2X
Tile Maximum Flaw Points 2X

Merit/Flaws When making merits and flaws a point can take specific dice roll down by 2

Dungeon Keeper Class
You start with 10,000 Gold
Each normal tile (i.e. a graph paper square) cost 100 gold
Can take a strategic location option 1000 gold per World of Darkness background point
Starting food Cost 50 gold per month of food for each creature
Each Square is roughly 20 feet by 20 feet
Each creature you hire is 100 gp and doubles with each challenge level
Each creature is 100 gp per month to keep in the fold
Each Hero Creature is Double the points to hire

After Each Game Session
R and D
1000 to get a monster of an additional challenge level
500 to design a creature
Same with tiles, traps, etc

Blackguard25

Trapt Game System Rules

Trapt Class Description: A trapist is someone who uses a magic system that automatically sets magical systems in a given radius. Basically this means they can keep triggering a trap or magic spell somewhere for all eternity if they want if the trap is "set" their. Now theives cannot disable a Trapist abilities because the trap appears and disappears out of nowhere in the exact location it is made in. However Trap Pros can though it would be a special power.

Trapt Rules: Traps can be triggered anytime even during an enemies round.

If Trapt is triggered period you can't take it back.

Seeing Range is the range for a trap. Also to place a trap inside a building you are not in you need to see the buildings walls, ceilings, floors, etc. Note the etc.

Cannot create complex life or objects

Can only start with level 1 traps



Game Sheet Modifications

Max Traps: The Amount of traps that can be deployed in a 3x3 square radius
Ark: Exp gained from soul sucking
Trap Set: Amount of Traps that can be triggered at a time

Player Character
Character Name:
Player Name:
Miscellaneous Information:
Experience:
Gold/Cash:

Attributes( 5 Points)
Physical
Mental
Social
HP 10+10X (X=X point invested)
Max Traps: X
Ark:
Trap Set 3+X


Skills (10 points)







Special/Ark Powers(16 points)





Inventory






Merits/Flaws (0 points)

Trap Sheet

Name:
Description:





Attributes: (5+ 5X per Ark Point)
Damage:
Frequency: 8 Rounds - X (Can only go to 2 rounds)
Optional for really disillusioned Gm's: Duration
Radius: 3X points per square radiuses


Special Effect (1 effect + ½X per Ark Point)




Merit/Flaws: (Must be Invested in before taking power)



Blackguard25

I needed to add this as a an addition to the trap system in the game here is how you make traps.


Trap Sheet Description
Attributes: General Strengths of a Trap
Damage: HP reduction if it hit's the character, monster, etc.
Frequency: Amount of times a trap can be used per day
Duration: Lasting effects of a trap usually having to do with its special effects

Special Effects: Status ailments that a trap can inflict

Merits/ Flaws: Advantages/ Disadvantages of a trap

Trap Sheet

Name:
Description:





Attributes: (5+ 5X per Level)
Damage
Range
Frequency (per Day)
Duration:
Radius: 2X points


Special Effect (1 effect + ½X per Power Level)(No points can be invested to increase)




Merit/Flaws: (Must be Invested in before taking power)


Blackguard25

Examples of Play

Alright here are some examples of play within this system. Note the system uses six-sided dice.

Non Combat Actions: All rolls are resolved automatically that are non combatative in the system. Lets say your trying to judge whether a person is lying or not. Your attributes and skill dots combine to form whether you do good at the rolls or not. Lets say for the sake of argument the game that is included with the rule system has the skill lie detection. There are two possibilities a good outcome and a bad outcome because in my system the more dice one has the better just like generally in every system.  A bad outcome for a non-combative action would be if the player had less than 3 dots and a good or better outcome happens if the player has 4 or more dots. Lets say this is what the DM declares is needed to get a good  outcome. The player simply checks his character sheet  (lets assume they use mental as the attribute). The player has 2 dots in Mental and 3 in lie detection which gives 5 dots which yields a positive outcome. Now if the player has something different lets say the player has a mental of one and a lie detection skill of one.  He has two dots total and that's a failure. Note ( An optional rule is to either fail a person at a certain action or make the action less successful for an action that requires a certain skill).

Combat Actions: The same process is involved except that unless there is an appropriate merit . A 4 or better is considered a success.

brainwipe

I don't quite understand. Are you saying that they do not need to roll any dice?

Mental: * * * (three dots)
Lie: * * (two dots)

Therefore, they have 5 dots without rolling dice. Where does the random element come in? Is there no random element?

Also it's not a good idea to say it's like generally every other system because I know people who come from very odd playing background where their group only ever played diceless or using a deck of cards or the like.