Simple Reality RPG Rules2
Simple Reality RPG Rules2
Simple Reality RPG Rules2
INTRODUCTION
Epic Fantasy: Lord of the Rings, Dragonlance, and Future’s End: Past’s Beginning. These are but a few of the classic titles that epitomize the Genre of Epic Fantasy. Epic Fantasy consists of the following commonalities: medieval
technical development, antediluvian setting when the Earth was full of Elves, Dwarves, Goblins and Dragons, good and powerful Wizards wielding spells, evil Sorcerers embrace by darkness that are determined to rule the world,
and epic battles. Epic Fantasy usually builds on a single plot line. Each adventure adds to the conclusion of a great goal: to stop the forces of darkness from controlling the world. Heroes start off inexperienced and often young. As
they continue to fight for the salvation of the world, often under the direction of an immensely powerful and good Wizard, they grow in character, in toughness and in morality. The final end of a campaign is the bloodiest of all of
their battles with the entire planet as the prize. Fire balls, Elfish arrows, Dwarfish Axes and magical swords from both sides create an orchestra of destruction as pure good and pure evil meet to ultimately decide the fate of
mankind, elfkind, dwarfkind and Magic itself!
At last there is a generic RPG System with precise and realistic combat and skill resolution rules (which still allow a GM and Player to advance their characters skills to add a cinematic touch) which are neither burdensome nor
reliant on tables. And that RPG System is UNIVERSAL!
Physical (Combat)
Physical (Non-Combat)
Acrobat
Thief
Runner
Equestrian
Mariner (Sailor)
Mental (Combat)
Wizard
Sorcerer
*Elf (Innate ability to cast Magic Spells)
Mental (Non-Combat)
Alchemist
Philosopher
Physician
Artist
Leader
Theologian
*Hobbit (natural ability to resist evil)
*Dwarfs (detect secret passages and appraise treasure)
*Only one of these three skills can be chosen since they also indicate a non-human race.
MONSTERS
While often the big bad guy is a powerful Sorcerer, his magical might is concentrated on summoning and creating monsters to serve as his minions. Monsters are often twisted versions of other species in Epic Fantasy. Following
JRR Tolkien’s example:
Orcs (Goblins) are twisted versions of elves.
Trolls, Ents;
Flying Dragons, Giant Eagles.
Here is a list of Monsters that are common to the Epic Fantasy Genre. Only the Monster Level and any additional Mental Skills (Combat) are listed, as these are all that is pertinent to Epic Fantasy Battles:
MAGICAL TREASURE
Gold means little to intrepid heroes and wizards. However magical treasure aids them in their quest to defeat evil. When a successful Magical Treasure Roll is made after defeating the monster(s) then roll on the table below to
determine what the treasure is:
1. Magical Sword- Roll 1d6. This is the number of bonus Swordsman Levels that it gives the Hero when he is using it. (For Role Playing Purposes you can make it an Axe is a Dwarf is to use it);
2. Magical Staff- Roll 1d6. This is the number of bonus Wizard Levels it gives the Wizard when he is using it.
3. Magical Bow- Roll 1d6. This is the number of bonus Archer Levels it gives the Hero when he is using it.
4. Healing Draught- Roll 1d6. This is the number of doses it provides. For each time a character partakes in a dose he heals 1 hit.
5. Magical Armor- Roll 1d6. This is the number of bonus hits that a Hero or Wizard receives when he is in Physical Combat. For instance, if he has a combined Physical Skills (Combat) of 3 levels and he is wearing Magical
Armor 2, then it takes five hits instead of 3 to defeat him. This is figured into the entire battle, not just one turn, of course. But each battle, regardless of how many hits he had received during the previous one, that armor
always provides the predetermine amount of bonus hits he can take before being defeated.
6. Magical Ring- When this ring is donned the character is immune to all Physical Attacks except by Wraiths and Demons and may still participate in Physical and/or Mental Combat while he is ethereal. However for each turn
that the character has the ring on he receives 1 Evil Point (See Allegiances below).
EXPERIENCE POINTS
While realistic combat and task resolutions are great for a starting Hero or Wizard, Epic Fantasy by its nature is very cinematic. So Experience Point awards should take a more accelerated for. When playing in an Epic Fantasy
Campaign, characters should receive 1 Experience Point for each:
Monster Level and Sorcerer Level of a Monster or Sorcerer defeated
Bonus Level a magical Treasure Item bestows (With a Magical Ring counting a 6 Experience Points)
MAGICAL NON-COMBAT
A Time will arrive when a Wizard, Elf or Sorcerer will wish to cast a spell to obtain a particular event, instead of simply shooting magical bolts in combat, hoping for a fire ball (Spell Complexity 3) or meteor swarm (Spell
Complexity 9). In order to do this the Game Master must determine what Spell Complexity Level the conceived spell result is. Here are some basic examples:
In order to successfully cast that specified spell the Wizard, Elf or Sorcerer must roll a number of sixes equal to the spell’s complexity level.
Keep an eye out for more products for UNIVERSAL: Simple Reality RPG Rules:
ALLEGIENCES
Epic Fantasy is quite simply Good against Evil with the protagonists universally being those of Good Allegiance. Each character has two Allegiance Scores: Good and Evil. Each time a character does something good (according to
the list below) he receives a Good Point (or Points). Likewise happens if he does something Evil, but then that Point is and Evil Point. Characters must keep themselves as pure as possible when questing to save the earth, especially
when the world does not need anymore evil in it. Thus, any character whose Evil Points exceed their Good Points they become embraced by darkness and are retired from the game.