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    Table of Contents

    orthcoming...sometime

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    1. Welcome to Academy City!Stu that will go here:-basic intro to o Aru verse-about espers, about Power Curriculum Program, about magic

    -major organizations in academy city-major locales in academy city-schools

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    2. Basic MechanicsA Certain Scientic Roleplaying Game uses

    a d10 roll-under system.

    Base Attributes: Tere are our base stats in thisgame.Physical - physical strength and constitution.Mental - Not only sheer intelligence, its also thespeed o thought and everything thats based in yourhead.Social - How much o a people person you are.Coordination - Agility, speed, and dexterity.

    Skill Checks: Each skill check is done by rst taking

    the base stat or the check, applying anyapporpriate modiers rom skill or the diculty othe check. Tis is the target number or the check.Ten roll 2d10. A result that matches or is under thetarget number is a success.

    On a roll o 19 or 20, the result is a critical ailure.On a roll o 2 or 3, the result is a critical success.

    Example skill checks: Johns character has a 12 orhis Physical stat. He wants to li something heavy

    and rolls 2d10, with a result o 11. He passes thetest, but barely.

    He then decides he wants to climb the side o abuilding. He has a skill o 4 in climbing and addsthat to his Physical stat or a total o 16. He rolls2d10 with a result o 17. Unortunately, this isntenough and he ails to climb the building.

    Skills: Tere is no skill list or the game. Skillsare reeorm and can be whatever the players

    come up with, within reason. When designing askill, players should restrict their skill to a singlebase stat. Te skill can only be applied insituations using that base stat.

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    Guidelines or Freeorm Skills: GMs shouldencourage their players to pick interesting skills andshould allow liberal applications o their skill to amultitude o situations. Tink o skills less as oneparticular activity someone is good at and more likea penumbra o ablities they have categorized under

    one name. GMs should, however, restrict playersrom taking skills that are too vague or too all-en-compassing. Badassery is not a skill. Judo is.

    GMs should also eel ree to apply negativemodiers or using skills in a way that is a stretch.

    Examples: An academic-type character who takes askill in their particular specialization, say, neurosci-ence, could apply their neuroscience skill not onlyto knowledge checks about neuroscience but also to

    identiying equipment in a biology lab orconducting rantic research in a library when pressedor time. However, in a situation where theyre calledupon to address someones reaction to a drug that hassome neurological eects but also a plethora o othereects, they might only be able to add one or twopoints o their skill to the check.

    A character with a gun skill would cover not only theuse o rearms but also their maintenance, knowledgeo laws surrounding their use, etc.

    Diculty Modifers or Skill Checks: Not all skillchecks are born equal. Ofen times, just rolling thebase stat + skill unmodied isnt a good enoughrepresentation o how dicult a task is. Making aphysical check to lif a heavy box is not the same asmaking a check to manually ip a car.

    Examples: When rolling a lockpicking check in totaldarkness, the GM might rule that this is an

    exceptionally difcult task and make the player rollat -5 to the target number.For a lock that is somewhat sophisticated but not toomuch so, the GM may apply a -3 modier.For a lock that the player character is very amiliarwith or is worn down, the GM may give them a +3bonus.

    Opposed Rolls: Tere will come a time whencharacters make rolls against each other. Onecharacter could be trying to blu another, andthe other is trying to discern whether or nottheyre blung.

    In these cases, both players roll to see i theysucceed their check. I one player ails and theother succeeds, the other player wins theopposed check. I both players succeed, comparetheir rolls with the target number. Te playerwho succeeds with a greater dierence betweentheir roll and the target number wins theopposed check. Tis is the margin o success o aroll.

    Example: In the above example, one character has

    their lie skill at 3 and a social stat o 11, making atarget number o 14. Te other has detect lies at 2and a social stat o 10 or a target number o 12.Te rst player rolls a 9 and has a margin o suc-cess o 5. Te second rolls 5 and has a margin osuccess o 7 and thus wins the opposed check..

    When to Roll: Not every action requires a skillcheck. Generally rolls dont need to happen orsomething that someone can casually do in reallie and doesnt directly oppose someone elsesaction.

    Tumbing through a book at the library to ndout more about a subject wouldnt require acheck.

    Frantically trying to nd an obscure act aboutsomething while the library is on re and abomb is ticking down somewhere would requirea check.

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    3. Making Your CharacterCharacter Concept: Come up with an idea oryour character rst. Maybe youre the level 5ace or your school. Maybe youre the Judge-ment member who makes lie living hell or theresident level 5. In any case, be thinking o whatyour character is doing in Academy City, whatthey want to accomplish, what their personalityis like. A more well-ormed character conceptwill make it more un to make and play yourcharacter.

    To Roll or Not to Roll: Tis rulebook providesguidelines or rolling up characters with randombackgrounds, esper powers and the like. I youlike having more control over your character,eel ree to simply pick your esper ability orbackground i its okay with the GM and otherplayers.

    Generating Base Stats:

    Roll 2d10 ve times and choose the best ourresults to distribute as you choose among yourPhysical, Mental, Social and Coordination stats.

    In addition, you have an HP stat that is yourPhysical stat multiplied by 5.

    When you are reduced to 0 HP in combat, roll aPhysical check each round to stay conscious. On a

    ailure, you all unconscious.

    When you are reduced to -100% o your HP, rolla Physical check to avoid death. A ailure meansyour character is now dead.

    GMs should eel ree to modiy this to make moreor less lethal campaigns.

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    Skills and ESPer Level: Each character gets 30 character points to spend at the start o the game on skillsand their ESPer level.

    Each point in a skill costs 1 character point. Running 4 costs 4 points or example.

    Each ESPer level costs 5 character points. Tis means it costs 25 points to be a Level 5, leaving only 5points or skills. Tere are tradeos to being a powerul esper.

    GMs should make sure to curb the number o Level 5s in their campaign, or even i a player is allowed tobe a Level 5. Remember, Academy City in the series has only 7 Level 5s.

    Generating Abilities: Use the ollowing charts to rst determine what category o ablity your character hasand then the specic ability.

    Ability Category: Roll 1d6, reroll on a roll o 61 - Elemental

    2 - Forces3 - Mental4 - Biological5 - Anomaly

    ELEMENTAL

    1d10 1 - Air

    2 - Fire3 - Water4 - Earth

    5 - Metal6 - Electricity7 - Synthetic

    Materials8 - Magma/Lava9 - Electromagnetic

    Waves0 - ransmutation

    FORCES

    1d101 - Gravity2 - Friction3 - Pressure4 - Light

    5 - elekinesis6 - Mass control7 - Heat/Cold8 - orque9 - ime

    Manipulation0 - Momentum

    MENTAL

    1d10 1 - MemoryManipulation

    2 - elepathy3 - Conusion

    4 - Hallucination5 - Sensory

    Antagonism andAgonism

    6 - EmotionAntagonism andAgonism

    7 - DreamManipulation

    8 - PowerNullication

    9 - PowerAbsorption

    0 - MentalEnhancement

    BIOLOGICAL

    1d101 - Plant Control2 - Physical

    Enhancement3 - Sensory

    Enhancement4 - Regeneration5 - Shape Shifing/

    doppleganger6 - Animal Control7 - Animation8 - Photoreexive

    Memory9 - Size Shifing0 - Chameleon

    ANOMALY

    1d101 - Barrier-eld Ma-

    nipulation2 - eleport3 - Precognition

    4 - Psychometry5 - Portals6 - echnokineticism7 - Duplication8 - Probability9 - Projection0 - Phase Walk

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    School/Organization Aliation:

    Student Background:

    Roll 1d101 - Experimental Subject/Child Error

    2-3 - Delinquent (Skill-Out)4-7 - Regular Student8-9 - Honor Student0 - Agency Connections (Judgement, Anti-Skill)