Simple Reality RPG Rules3
Simple Reality RPG Rules3
Simple Reality RPG Rules3
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!
Physical (Combat)
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
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:
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:
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.
NOW AVAIABLE: