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This Pocketmod is the basic rules for roleplaying an unusual character in unusual situations using the W20 System.

ALL conflicts use the same mechanics. A Character must defeat a Challenge by reducing it's Hit Points with "attacks" Character Creation before it can reduce the Character's Hit Points. ALL Challenges have Hit Points, Strengths. Characters are defined by their an Attack Strength and an Attack Strengths. Strengths define the Character Damage. If the Challenge goes to zero by giving a bonus to any action that might Hit Points, the Character wins the Action Tokens. Action Tokens (ATs) be affected by that Strength. Players allow a Character to do the extraordinary. conflict. Please Note: Some Non-Combat choose either Combat or Non-Combat Challenges do not have Deep Hit Points ATs give an upshift to the roll. ATs from Strengths to be Prime. A Character may have as many Defined Strengths as makes the same source do not stack but ATs from and cannot affect Deep Hit Points. different sources may. Players start every sense to the group and may be defined in Conflict Resolution works a follows: any way that makes sense to the Player. If session with 1 AT. The GM or any two Roll d20 + Appropriate Strength a Character has two Defined Strengths that Players can give an AT at anytime to another Player as a reward for being bonus for initiative for all Characters might be applicable in a conflict, the entertaining, moving the story along or and Challenges. Highest initiative Player can choose which one to use. good role-playing. ATs can be used at a goes first . GM counts down from rate of one AT from one source per roll, there. Every Character or Challenge Prime Strengths roll base d20+d4. before, during or after a roll. A Player can goes on their initiative and every Defined Prime Strengths roll d20+d6. have up to 3 ATs, of their own, at any 10th initiative after that until Non-Prime Strengths roll base d20. time. Any Player can give their ATs to initiative reaches 0. Defined Prime Strengths roll d20+d4. another Player instead of using them on their own Character.
2009 by Neil Striker under the Creative CommonsAttribution-NoncommercialShare A like 3.0 United States License. http://creativecommons.org/licenses/by-ncsa/3.0/us/ Some rights reserved.

Hit Points are used during conflict resolution. Hit point are determined by rolling the following: Deep Hit Points. 2d6+10 Superficial Hit Points. 2d6 Hit points can be re-rolled after any session for 1 Action Token. Characters with Experience roll 1 more die.

Conflict Resolution
On a Character Initiative the Player rolls d20 + Appropriate Strength bonus for their Characters Attack. If the roll is higher than the target's Defense, the Character hits. The Character then rolls their Damage and adds however much they made the Roll by. On a Challenge Initiative the Player rolls d20 + Appropriate Strength bonus for their Characters Defense. If the roll is higher than the target's Defense, the Character is missed. If the roll is lower the Player rolls the Challenges Damage and adds however much they lost the Roll by. Damage reduces Superficial Hit Points first and then Deep Hit Points. The Base Target Number for MOST Challenges is 13. Character Defenses are equal to 11+1/2 Strength Die value.

If a Character's Superficial Hit Points reach 0, Character is hurt and is -1 to all actions. All further damage goes to Deep Hit Points. If Deep Hit Points go to 0 your Character is incapacitated and you (the Player) can do nothing to influence the game until you regain at least one Hit Point. Incapacitated characters can be killed only if they are out of Action Points. Otherwise they can take a Second Wind and jump back in when appropriate. Base Conflict Damage is 1d6 assuming the Character has an appropriate basic tool or weapon. This may be shifted up (1d8, 1d10, 1d12) or down (d4, d3, d2) or scaled up (x10=(!); x100=(!!), x1000=(!!!)) for a specific superior or inferior tool or weapon. Certain specific armor types and equipment can also give a Character a higher Defense or Attack value than the Characters Strengths as well. A Character can get an upshift to hit or defense (whichever is appropriate during that Initiative) versus an opponent if the opponent is in an inferior position or circumstance in relation to the attacking Character. Character Experience can also be an upshift. Advantage can be lent from any Character to any Character for any reason once per Exchange. The lending character gets to share the Exchange narration based on that loan.

Conflict Advantage

If the Player rolls a Natural 20 on the An upshift increases a die roll. d20 in a Character Initiative or a Example d20+d4 goes to d20+d6. Natural 1 in a Challenge Initiative the Character had a Critical Success. If Second Wind and Healing the Player rolls a Natural 20 on the d20 in a Challenge Initiative or a Natural 1 in a Character Initiative the Character had a Critical Failure. Critical Successes and Failures do double damage.

All Characters can invoke a Second Wind once per day to immediately heal 1d6 Superficial Hit Points and 1d6 Deep Hit Points. An Action Token can also be used, at any time, to invoke a Second Wind. Normal Deep Hit Points heal at 1d4 points per day. Superficial Hit Points heals to full after any short rest (10 or more minutes without a conflict.) if a character is brought to 0 hit points and does not die, then the character will heal 1 Deep Hit Point during the short rest and then heal their Superficial Hit Points normally.

Name: Prime: Secondary: DHP: SHP: Action Tokens: Strengths/Equipment/Notes::

W20 System-V0.9

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