RolePlay onLine RPoL Logo

, welcome to My Game Notes and Ideas

03:47, 17th May 2024 (GMT+0)

level zero.

Posted by The GMFor group 0
The GM
GM, 91 posts
Tue 8 Feb 2022
at 01:45
  • msg #1

level zero

Rural

----Fighter
Farmer (fighter or paladin (deity of agriculture))
Guard (fighter or paladin (deity of protection))
Sailor/fisherman (fighter or paladin (deity of water/the sea))
Blacksmith (fighter or paladin (deity of the forge))
Noble (fighter or sorcerer or paladin or cleric (deity of rulership))
Miner (fighter or paladin (deity of earth))

----Ranger/druid
Drifter or Poacher

----Rogue
Criminal or Poacher

----Bard 
Storyteller chanter singer performer

----Other/sorcerer/cleric/witch
Artisan/artist (sorcerer/cleric (deity of art/craft))
Healer (cleric (deity of healing))
Merchant (sorcerer)
Old man or Old woman (cleric (deity of your choice))
Servant/laundress (cleric (deity of your choice))


Urban
----Fighter
Farmer (fighter or paladin (deity of agriculture))
Guard (fighter or paladin (deity of protection))
Sailor/fisherman (fighter or paladin (deity of water/the sea))
Gladiator (fighter or paladin (deity of battle))
Blacksmith (fighter or paladin (deity of the forge))
Noble (fighter or sorcerer or paladin or cleric (deity of rulership))


----Ranger/druid
Drifter (ranger)
Poacher (ranger or druid)

----Rogue
Criminal
Locksmith

----Bard 
Storyteller chanter singer performer

----Other/sorcerer/cleric/witch
Artisan/artist (sorcerer/cleric (deity of art/craft))
Healer (cleric (deity of healing))
Merchant (sorcerer)
Old man or Old woman (cleric (deity of your choice))
Servant/laundress (cleric (deity of your choice))

</quote>



RULE ONE: When you have to make a roll to do something, roll 2d6.

RULE TWO: If you're going to attempt to do something particularly easy or hard, you must tell the GM what sort of thing it is you're trying to do. The GM has the right to give you extra bonus points if there's some reason it might be easier for you than normal, or, if it seems hard, a penalty to what you're trying to do. The biggest penalty the GM can give you is to cancel all your extra points and give you a -2 modifier.

--EXAMPLE OF EASY: You tell the GM that your thief character wants to try to sneak into the office and steal something off of someone's desk, but you also point out that your teammates have just started making a lot of noise outside the window of the office. The GM agrees that this will make it more easy, and tells you to go ahead and add 2 extra points to your roll.

--EXAMPLE OF HARD: You tell the GM that your sorcerer character is trying to try to cast a spell and make the dragon just explode. The GM says "Okay, you can try that, but you don't get to use any of your extra points, and your roll will have a -2 penalty."

RULE THREE: the harder the thing you attempt, the worse your failure or partial success must be! The easier the thing you attempt, the more harmless your failure or partial success will be!





Fighter: When you have to make a roll to do something, roll 2d6. If it involves you fighting or intimidating someone or something, add 1 extra point to the result.

--if the final result is 6 or lower: you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).



Paladin: When you have to make a roll to do something, roll 2d6. If it involves you fighting or attempting to do some sort of holy miracle in keeping with your deity's domain, add 1 extra point to the result. (WHEN PRAYING FOR A HOLY MIRACLE, REMEMBER RULE TWO AND RULE THREE!)

--if the final result is 6 or lower: you fail! you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).




Cleric: When you have to make a roll to do something, roll 2d6. If it involves you attempting to do some sort of holy miracle in keeping with your deity's domain, add 2 extra points to the result.

(WHEN PRAYING FOR A HOLY MIRACLE, REMEMBER RULE TWO AND RULE THREE!)

--if the final result is 6 or lower: you fail! you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll that does NOT involve trying to do some sort of holy miracle.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll that does NOT involve trying to do some sort of holy miracle.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).



Sorcerer: When you have to make a roll to do something, roll 2d6. If it involves you attempting to do some sort of magical thing, add 2 extra points to the result.

(WHEN ATTEMPTING TO DO MAGIC, REMEMBER RULE TWO AND RULE THREE!)


--if the final result is 6 or lower: you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).




Ranger: When you have to make a roll to do something, roll 2d6. If it involves you fighting or doing something cool involving nature (EXAMPLES: tracking someone, making friends with an animal, asking a friendly animal to help you, using nature to help you hide and/or sneak around, setting up a trap out in nature) add 1 extra point to the result.


--if the final result is 6 or lower: you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).



Druid: When you have to make a roll to do something, roll 2d6. If it involves you doing some cool mystical thing involving nature (EXAMPLES: making friends with an animal, asking a friendly animal to help you, turning yourself into an animal (or a tree), making plants grow really fast, making plants grab someone or something) add 2 extra points to the result.

(WHEN ATTEMPTING TO DO MYSTICAL NATURE STUFF, REMEMBER RULE TWO AND RULE THREE!)


(NOTE: before you attempt to do some sort of mystical nature thing, you must tell the GM what sort of thing it is you're trying to do. The GM has the right to give you extra bonus points or a penalty to what you're trying to do. The biggest penalty the GM can give you is to cancel all your extra points and give you a -2 modifier.

(EXAMPLE: You say that your druid will try to summon a pack of wolves to help the party fight whatever they're fighting. The GM says "okay, you can try that, but you don't get to use your extra points, and your roll will be at -2.)

ALSO NOTE: the bigger the mystical thing you attempt, the worse your failure or partial success must be! The smaller the spell you attempt, the more harmless your failure or partial success will be!))

--if the final result is 6 or lower: you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).




Rogue: When you have to make a roll to do something, roll 2d6. Add 2 extra points to the result IF what you're attempting to do involves you doing something sneaky, such as:
--picking a lock
--hiding in shadows (but not just in trees nor bushes nor other natural settings)
--moving somewhere without anyone nor anything spotting you
--searching for something hidden
--finding, disarming, or setting a trap
--attacking someone when they don't expect it
--stealing something
--escaping

--if the final result is 6 or lower: you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).



Bard: When you have to make a roll to do something, roll 2d6. Add 2 extra points to the result IF what you're attempting to do involves you remembering something useful about a legendary subject, or giving a performance, such as:
--distracting from what your teammates might be doing
--inspiring your teammates (or anyone, really) to do better during battle
--helping someone break the effects of an enchantment
--soothing someone to sleep

--if the final result is 6 or lower: you fail! The GM will tell you what happens, and will give you the opportunity to narrate it. If you spend at least three complete sentences narrating what goes wrong, take an extra +2 on your next roll.

--if the final result is 7, 8, or 9: a partial success. If you spend at least three complete sentences narrating the partial success, take an extra +1 on your next roll.

--if the final result is 10, 11, or 12: An unqualified success! If you spend at least three complete sentences narrating the success, take an extra +1 on your next roll.

--if the final result is higher than 12: A super huge success! If you spend at least three complete sentences narrating the super-awesome success, take an extra +1 on your next roll, AND ALSO give another player and extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).
This message was last edited by the GM at 23:57, Tue 08 Feb 2022.
Sign In