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ATTRIBUTES LEVELING UP

20 +5 Level Fast Medium Slow


19 +4 1 End of Session 0 End of Session 0 End of Session 0
18
16 - 17
13 - 15
9 - 12
+3
+2
+1
0
2
3
4
5
End of Session 1
End of Session 3
End of Session 6
End of Session 9
End of Session 2
End of Session 5
End of Session 8
End of Session 12
End of Session 2
End of Session 6
End of Session 12
End of Session 20
Player Rules
6-8 -1 6 End of Session 12 End of Session 18 End of Session 30
4-5 -2 7 End of Session 15 End of Session 24 End of Session 42 Bad-Ass Basic RPG
3 -3 8 End of Session 18 End of Session 32 End of Session 56
2 -4 9 End of Session 21 End of Session 40 End of Session 72
1 -5 10 End of Session 24 End of Session 48 End of Session 90

Inspiration Dice
As a free action, you can roll an Inspiration Die (1d6) and choose one:
Add the result to a nearby ally's Attack roll or Saving Throw.
Add [the result + your CHA] to a nearby ally's Damage Roll.
A nearby conscious ally who can hear you heals [the result x your BAB] lost Hit Points.
You regain all used Inspiration Dice back when you Rest.
You can only use one Inspiration Die per roll.

Casting Spells
You must use an Action to cast a spell.
You must have one hand free, be able to speak, and not be wearing armor to cast a spell.
Mystic Knights may ignore the armor restriction on spellcasting.
You may learn and cast spells of a level up to your BAB. You must acquire new spells by adventuring.
When you cast a spell, you spend Spell Points equal to the level of the Spell.
Once you have cast a particular spell, you cannot cast it again until you Rest.
You regain all your Spell Points after you Make Camp.

Deadly Constitution
Rolling Attributes
Inspiring Charisma
Once you choose your Type and Role, roll your scores.
Mystic Intelligence
Each class a Prime Attribute (right)
Swift Dexterity
If you roll less than 10 in a Prime Attribute,
Tough Constitution
subtract your roll from 20 and use that score.
Assassin Dexterity
EXAMPLE: A roll of "7" would be a "13". (20 - 7 = 13)
Bard Charisma by Josh Ervin
If you end up only having one Prime Attribute, instead Knight Strength
IRONIC HERO GAMES ©2020
of subtracting from "20", subtract from "21". Mage Intelligence This document is licensed under a Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
https://creativecommons.org/licenses/by-sa/4.0/
EXAMPLE: A roll of "7" would be a "14". (21 - 7 = 14) Ranger Perception
Slayer Strength
Rounds, Movement, and Time Other Combat Considerations
Gameplay occurs in Rounds . The length of time in a Round zooms in and out depending on Mode . Basics
COMBAT MODE INVESTIGATION MODE TRAVEL/DOWNTIME MODE Attack Rolls - Roll 1d20 + your Attack Bonus. If you beat your foe's AC, they take your damage in HP.
A few seconds (about 5) A few minutes (about 5) A few hours (about 5) Saving Throws - Roll 1d20. If you beat your Saving Throw score, you save against the effect.
Areas are divided into Zones . The size of a Zone zooms in and out depending on Mode. Advantage - Roll two dice and take the best. Disadvantage - Roll two dice and take the worst.
COMBAT MODE INVESTIGATION MODE TRAVEL/DOWNTIME MODE Critical Hits
A part of a room - "By the Door " A room or hallway - "The Library " A big area - "The Grey Swamps " A natural "1" on a d20 always misses. A natural "20" always hits, and is considered a Critical Hit.
A Critical Hit does does maximum weapon damage. Assassin extra damage is rolled normally.
DANGER ZONES: A Danger Zone is a zone that contains a threat or foe, or has not yet been explored.
Melee Attacks
Steps in a Round - Each round, go through the following steps in order You can only make a Melee Attack against a foe in your Zone.
ESTABLISH - DM describes scene. Introduce any new complications, monsters, etc. Ranged Attacks
TALK - Everyone talks and roleplays conversation. No actions take place until conversation ends. You can only make a Ranged Attack against a foe that is not in your Zone.
PC TURN - The PCs each take their turn in whatever order - Move and Perform an Action You cannot make a Ranged Attack while you are in a Danger Zone.
DM TURN - NPCs each take their turn in whatever order - Move and Perform an Action. Free Actions
Opening or closing doors, picking up or dropping items, or other minor actions are free.
On Their Turn - Each character can Move and take an Action, in either order. You may change weapons/shield configuration for free, but only once per round on your turn
Move - When you Move, you can go to any Zone that you can see (within the bounds of the fiction).
Dual Wielding (Off-hand weapon must be Light)
Movement automatically stops when you ENTER or LEAVE a Danger Zone.
When attacking while wielding two weapons, roll both damage dice and take the highest.
The Actions available to characters are determined by the current Mode of play:
On a Critical Hit, maximize the damage for both weapons and add them together.
Actions During a Travel/Downtime Round Cover, Hiding, and Invisibility
Make Camp - Injured characters awaken. Everyone Rests. Regain all Spell Points If a foe has cover or you can't see them, you have Disadvantage on your attack.
Perform a Task - Explore an area, hunt for food, research, resupply, etc. If a foe can't see you, you have Advantage on your attacks.
Zoom into Investigation Mode - Investigation is considered to take an entire Travel/Downtime round. Size
When you attempt to Hold or Push a creature that is larger than you, you have Disadvantage.
Actions During an Investigation Round
Rest - Uninjured characters regain all Hit Points. Regain all spent Inspiration Dice. Most spells end. Hitpoints, Injury and Death
Perform a Task - Search a room, pick a lock, disarm a trap, look for clues, etc. Hitpoints are a measure of endurance, luck, and combat skill. They do not represent injury.
Zoom into Combat Mode - A combat is considered to take an entire Investigation round. When you drop to zero Hitpoints, you are Injured and fall unconscious until you Make Camp.
When you are Injured, roll 1d100. You have a [11 - Level] % chance of dying.
Actions During a Combat Round
You can also die automatically if you are reduced to zero HP by certain types of attacks:
Attack - Make a Melee or Ranged attack against a foe you can target.
Examples: Vampire Bite, Dragon Breath, Lava, Fall off a cliff, Dissolved in acid, Poison, etc.
Cast a Spell or Use a Magic Item - Abide by the rules for that spell or item
If you are uninjured, you regain all your lost Hit Points when you Rest.
Defend Other - Until the end of the round, all attacks against one ally in your zone have Disadvantage.
If you are Injured, you don't regain Hit Points or consciousness until you Make Camp.
Dodge/Parry - Until the end of the round, all attacks against you have Disadvantage.
Extra Move - Trade your Action to make another move this round. Leveling Up
Help/HInder - Give Advantage or Disadvantage to the next roll BY or AGAINST a creature in your zone. Your DM will tell you whether you the campaign will be fast, medium, or slow (see back).
Hold - Make a melee attack. On a hit, instead of damage, the foe is unable to move this round. When you increase your level:
Push - Make a melee attack. On a hit, instead of damage, the foe is pushed out of your zone. Roll a 1d20 for each Attribute. If you roll your current score or higher, the Attribute increases by one.
Ready an Action - Name a Trigger and an Action. If the Trigger occurs before the end of the round, you Roll both your Hit Dice, and take the highest roll. That + your CON is added to your Maximum HP.
perform the action as normal. If the trigger doesn't occur, nothing happens.
At Levels 4, 7, and 10, increase your BAB by 1.
Something Else - Use your imagination. If DM says its possible, BAB in 6 chance it works. Recalculate Saves, Attacks, AC, Powers, etc. based on BAB and Attributes

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