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UNIVERSAL: Sword and Sorcery


SIMPLE REALITY RPG RULES SUPPLEMENT
For Miniature Wargames and Role Playing Games of the Sword and Sorcery Genre

INTRODUCTION

Sword and Sorcery: Conan, Elric, and the Grey Mouser. These are but a few larger than life superheroes, antiheroes and thieves that have dominated the exiting genre of Sword and Sorcery. Sword and Sorcery is dominated by
commonalities: either pre-Atlantian or very early post-Atlantian setting, impossibly powerful barbarians, protagonist antiheroes, gold hungry thieves, demonic sorcerery, snake men and ape men, distrust of magic, ultra rare demon-
possessed weapons, aimless wondering, and alien gods. In the Sword and Sorcery Genre the “heroes” have one goal: collect treasure, survive to enjoy their gold and further their own plans.

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!

These rules are the accumulation of 18 years of research into:


Miniature Wargames
Role Playing Games
Amateur and Professional Marksmanship Statistics
Amateur and Professional Archery Statistics
Amateur and Professional Fencing Statistics
Dice Probability

WHAT YOU NEED TO USE THESE RULES

UNIVERSAL: Simple Reality RPG Basic Rules


As many six-sided dice as you can get your hands on
Miniatures for combat resolution.
Pencil and Paper to record your characters

SWORD AND SORCERY SKILLS

Physical (Combat)

Swordsman (Includes other slashing/ piercing weapons)


Archer
Marksman (Crossbow)
Martial Artist
Wrestler
Brawler
Spearman
Pikeman
Knife Thrower (Includes all small thrown weapons)
Monster

Physical (Non-Combat)

Acrobat
Thief
Runner
Equestrian
Mariner (Sailor)

Mental (Combat)

Wizard (Very, very rare inheritors of Atlantian Magic (No more than 1 per group, if even allowed at all); they do not receive an allegiance penalty for casting their spells)
Sorcerer (for each spell cast the character receives 1 Chaos Point)
Priest
Psychic

Mental (Non-Combat)

Alchemist
Philosopher
Physician
Artist
Leader

Example Sword and Sorcery Fantasy Characters:

Elric the Albino


Physical 9
Swordsman 3
Mental 25 (5 unspent)
Wizard 3
Leader 2

Conan the Barbarian


Physical 134
Swordsman 8
Thief 1
Mental 30
Leader 4

MONSTERS

Here is a list of Monsters that are common to the Sword and Sorcery Genre. Only the Monster Level and any additional Mental Skills (Combat) are listed, as these are all that is pertinent to Epic Fantasy Battles:

Monster Monster Level Mental Skills (Combat) Gold per group


Baboon Demon 11 0
Deep One 2 2000
Elephant Being of Yag 11 Sorcerer 11 15000 (individual)
Mound Dweller 5 0
Man-Serpent 9 2000
Serpent Man 7 4000
Toad Thing 9 0
Wyvern 7 8000 (individual)
Ghoul 2 3000
Lycanthrope 4 400
Elemental 16 0
(either Fire, Air,
Earth or Water)
Vampire 9 Sorcerer 9 12000
Giant 12 13000
Mummy 5 Priest 5 6000
Primordial One 8 Psychic 8 30000
Cthulhu 50 Psychic 20, Sorcerer 20 0
Azathoth 50 Psychic 20 0
Byakhee 10 Psychic 10 0
Cthuga 50 Psychic 10 0
Flame Creature 16 Psychic 8 0
Yithian 8 Psychic 8 0
Hastur 50 Sorcerer 23, Psychic 10 0
Ithaqua 30 Sorcerer 12, Psychic 12 0
Mi-Go 5 Psychic 2 0
Nyarlathotep 25 Sorcerer 13, Psychic 13 0
Shoggoth 20 Psychic 4 400
Shub-Niggurath 50 Psychic 20 0
Yog-Sothoth 50 Psychic 15, Sorcerer 15 0

EXPERIENCE POINTS

Sword and Sorcery is by its very nature very cinematic. So Experience Point awards should take a more accelerated approach. When playing in a Sword and Sorcery Campaign, characters should receive 1 Experience Point for
each:
Monster Level and Sorcerer Level of a Monster or Sorcerer defeated
Level of Physical Skills (Combat) and Mental Skill (Combat) that a non-monster GMC possesses
100 gold pieces received after a battle (50 gold pieces if the character is at least Thief 1)

MAGICAL NON-COMBAT

A Time will arrive when a 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:

Spell Complexity Example


1 Magically lock a door
2 Become invisible until attacking
3 Dispel a spell
4 Create a wall of fire
5 Teleport
6 Summon an Elemental from its Plane
7 Become Ethereal
8 Project Astral Body into the Astral Plane (Watch
your Silver Cord though; Demons can sever it
with on two 6’s on one attack roll)
9 Create a Gate to another Plane of Existence (like
Heaven, Purgatory, Limbo or Hell)
10 Level an entire city

In order to successfully cast that specified spell the Sorcerer must roll a number of sixes equal to the spell’s complexity level.

ALLEGIANCE

Every Character has three Allegiance Scores: Law, Neutrality and Chaos. Each time a character does something that awards him for following a particular allegiance he receives a point in that score. If one Allegiance (such as Law)
exceeds the combined totals of that character’s other allegiances (Neutrality and Chaos) then he becomes a Champion of the Allegiance (in this example a Champion of Law). That character receives as many points to put towards
his Physical and/or Mental Abilities as he has points in the Allegiance he is a champion of. Each time he acquires more Allegiance points in that chosen Allegiance he receives Points to put to his Abilities (just as if they were
experience points) on a 1:1 basis.

However, should that character’s chosen Allegiance ever fall beneath the combine totals of his other allegiances he looses all of the bonus Ability Points that he had received until he returns that particular allegiance to a Champion
level.

Here is a example of what Allegiance Points are granted to a character:

Gaining Chaos Points


Points Action
3 For each Lawful human converted to Chaos
1 For each human soul slain and dedicated to Patron Lord
=CR Kills an elemental
1D10 For participating in a military attack on a Lawful nation
1D6 For each new shrine of Chaos founded
2D6 For each new temple of Chaos founded
1D4 For each time the adventurer uses a random method to decide its next course of action
in the course of the game
2 For each elemental priest slain
2 For each Lawful priest slain
4 For each Lawful Agent slain
8 For each Lawful Champion slain
1 For each bound demon (Complexity 9 Spell)
1 Frees someone
2 Invocation restores someone’s life
1 Learns magic (per spell level)
1 Murders
1 Rescues someone from danger
2 Invokes a Lord of Chaos
1 For each demon summoned (Complexity 7 Spell)
1 Takes advantage
1 Takes revenge
1 Tells a significant lie
1 Speaks with the dead
1 Steals something important
1 Wounds someone

Gaining Law Points


Points Action
3 For each Chaotic human converted to Law
1 For each Chaotic human slain
=CR Kills an elemental
=CR Kills an demon
1D10 For participating in a military attack on a Chaotic nation
1D6 For each new shrine of Law founded
2D6 For each new temple of Law founded
1 For each elemental slain
2 For each elemental priest slain
3 For each Chaotic priest slain
5 For each Chaotic Agent slain
10 For each Chaotic Champion slain
1 For each Item of Virtue owned
1 Invocation restores someone’s life (Complexity 7 Spell)
1 charity
1 Rescues someone from danger
5 Invokes a Lord of Law
-1 Tells a significant lie
-5 For each demon summoned

Gaining Neutral Points


Points Action
3 For each Chaotic or Lawful human converted to the Balance
1 Frees someone
1 Gives charity
1 Heals someone mortally ill
1 Imprisons some one
3 Loves another
1 Makes something unique and beautiful
2 Rescues someone from danger
1 Tells a significant truth
-1 Speaks with the dead
-2 Invocation restores someone’s life
-5 Object-binds an elemental

NOW AVAIABLE:

UNIVERSAL: Epic Fantasy

COMING SOON TO:


https://www.angelfire.com/games4/doctorwhoeyespy/contents.html

UNIVERSAL: Doctor Who

UNIVERSAL: Weird Fiction

UNIVERSAL: Star Fleet

UNIVERSAL: Hard Science Fiction

UNIVERSAL: Space Opera

UNIVERSAL: Cold Universe

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