I've been creating a little game in some obscure hidden chamber of my brain, just tinkering and twisting, jerking and rocking. Something with the same feeling as Julian May's sci fi fantasy works, of pre earth, teeming with life-giving hot bed jungles, of advanced races from the stars in alien glass armour, of body horror and candle melted flesh.
While slurping down cheap takeout noodles on my lunch break I cooked up the quick and easy rules for the game. I'll add them here for people to test with, I want them stretched, prodded, poked and violated.
Xargon Hop -
The cosmos have opened to humanity long ago, disease like spread throughout stars the human race has reached into every direction throughout the glittering ink blackness. Most longed for a better life, of cultivating planets, finding life and exploring every speck found.
Before long stories told of humans who blinked from planet to planet, system to system like a spark current zig zagging thoughout chain linked fences. These humans became known as "Hoppers" the first of their kind and the first of the first the one known as Xargon. In time the Hoppers became heroes to legends to god.
You are one of these Hoppers, starting on your journey to explore the vast unknown.
- Dice used - D6's.
- No class.
- No race.
- Everyone can use spells.
- Stats are - Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma rolling 3d6 down the line.
- Single saving throw number.
Ability Scores -
- Strength - Gives a bonus for all melee damage.
- Dexterity - Gives a bonus for all ranged damage.
- Constitution - Gives a bonus hit point every level gained.
- Intelligence - Gives a bonus for all magic.
- Wisdom - Gives a bonus to saving throws.
- Charisma - Gives a bonus to morale checks.
- 3 - 6 = -1
- 7 - 14 = 0
- 15 - 18 = +1
Inventory -
Xargon Hop follows a slot inventory system, each Hopper has a head, body, legs, feet and two hand slots for armour and weapons. Hoppers also have a backpack slot which can carry another four to eight slots depending on the size and four belt items.
treasure worth 250 CS counts as a slot (As an example an ancient mold yellowed glass statue worth 1000 CS would be worth 4 slots if put in a backpack.)
Items -
- Light Armour
- Medium Armour
- Heavy Armour
- Light Weapon
- Medium Weapon
- Heavy Weapon
- 50' or rope
- 10' pole
- Small sack
- Large Sack
- Back pack
- Water packs
- Torches
- Lanterns
- Chem sticks
- Rations
- Alchemist kit
- Lockpick set
- Plant sample kit
- Egg incubator
- Lock
- Chain
I encourage judges to come up with their own pricing as each planet and system will have a different approach to trading and resources.
Currency -
Xargon Hop follows the Credit Standard a galactic form of currency mostly taken at all human frontier colonies.
Each Hopper starts with 3D6 X 10 CS.
Armour -
Armour like weapons comes in three different varieties, Heavy, medium and light.Your choice of armour determines the dice pool used for magic and dexterity based checks.
Heavy armour reduces your dice pool by 3 for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Characters wearing heavy armour are hit on a 5 - 6 on a D6
Medium armour reduces your dice pool by 2 for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Characters wearing medium armour are hit on a 4 - 6 on a D6
Light armour reduces your dice pool by 1 for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Characters wearing heavy light are hit on a 3 - 6 on a D6
Being unarmoured does not reduce your dice pool for both magic rolls and any dexterity based checks (Stealth, jumping, climbing, ect). Unarmoured characters are hit on a 2 - 6 on a D6
Shields do exist within Xargon Hop but can only be used alongside medium weapons without incurring a penalty, giving a +1 on the D6 range to be hit. Light weapons can be used with shields but cause a -1D6 of the melee dice pool.
Combat -
Combat within Xargon Hop is quick and easy. To hit an enemy you roll a number of D6's a hit being on a 5 or 6. Armour and weapons come in heavy, medium and light variants and depending on what your choice affects to hit, damage and magic rolls.
Light weapons gives 4D6 to hit on melee or ranged attacks without the use of the ability modifier (STR or DEX). Any dice that came up 5-6 counts as a hit and are re-rolled for damage, the numbers are combined then halved and rounded up for the final damage.
(As as example 4D6 are rolled
to hit, the numbers rolled are 1, 2, 5, 6. The 1 and 2 are discarded
while the 5 and 6 are rolled again to determine damage. Out of the two
numbers we rolled a 3 and 5 equaling 8 which we divide in half to make 4
points of damage.
Medium weapons give 3D6 to hit on melee or ranged attacks without the use of the ability modifier (STR or DEX). Any dice that came up 5-6 counts as a hit and are re-rolled for damage the final amount is a combination of the second re-rolled numbers.
(As an example 3D6 are rolled to hit, the numbers rolled are 3, 6, 6. The 3 is discarded while the two 6's are re-rolled. The numbers rolled are 3 and 6 combining them the players deals 9 damage.)
Heavy weapons give 2D6 to hit on melee or ranged attacks without the use of the ability modifier (STR or DEX). Any dice that came up as 5-6 counts as a hit and are then re-rolled as 2D6 each plus the ability score modifier.
(As an example 2D6 are rolled to hit, the number 1 and 6. The 1 is discarded while the 6 is re-rolled. 2D6 is rolled and the numbers 3 and 6 come up with the +1 from the strength we have a combined damage total of 10).
Magic -
Magic within the Xargon Hop universe is chaotic and random at best. Using a word pool players should randomly choose two words and then combine to create a spell. Working with your judge the two of you should find an acceptable way for the spell to work. (As an example the spell "Acid Bear" could produce a literal bear of acid, a clawing bear swipe that dissolves matter or possibly to carry an amount of acid within the character themselves).
While most spells will be offensive some could be used to support the caster and their team. In regards to these spells they can only affect the target up to their level. (As an example a healing spell could only affect an first level ally for 1D6 while a third level ally would receive 3D6 points of healing.)
Magic spells can be used repeatedly hitting the target if a 5 - 6 is rolled, however when a 1 is rolled on a D6 (or for half of the D6's used) then an eruption of chaotic energy will happen. The caster will be unable to use the spell for the remainder of the day and will suffer a random corruption of the body and soul.
Saving throws -
At certain times the judge might call for a saving ability throw, such as a dexterity saving throw when a trap is sprung. Or a consitiution saving throw to fight off the effects of poison. The judge will either set a number or roll 3D6 and the player must match or beat the number rolled by the judge.
Corruption and Betting against the gods -
The gods within the Xargon Hop universe were originally Hoppers that attained godhood. Being former adventurers they are treasure magpies at heart, readily accepting material sacrifices for brief bursts of power. Any player willing to donate to these greedy gods will receive a one time D6 per 500CS spent to the die pool.
A path exists for the Hopper insane enough to defy the gods. Any Hopper willing to sacrifice both soul and flesh will receive a one time 2D6 to the die pool but will incur corruption of the flesh. Given enough time the Hopper will go mad with corruption either driving them to insanity or much darker fates.
Morale -
At times the Hopper and their allies will face some of the most bleak, brutal circumstances. When this occurs the Hopper's allies will make a moral check using 2D6. A 1 - 6 will have the target stand ground and fight bitterly to the end, however a 7 - 12 will have the target run as far as possible abandoning both the Hopper and the battle at hand.
The judge should make the decision as to when the Hopper's allies should make the roll. (For example when taking extreme damage, or when losing over half health in a single attack.)
Healing damage -
Apart from spells, artifacts and items, Hoppers can use rest and relaxation to tend wounds. Every day spent doing light activity gives 1D6 health back.
Death -
Death can occur at any time to a group of Hoppers. If a hopper reaches 0 HP they die, that isn't to say the character is gone though. Stories tell of ancient artifacts, illegal experiments and operations or cosmic fortune that can bring the dead back to life.
Level Advancement -
Exp is based on created HD X 10 (For example a HD1 creature would give 10XP) and every single credit secured at a base gives a 1 = 1 exp.
Every level gives a 1D6 increase in hit points (including +1 with Constitution ability modifiers). On levels 2, 4, 6, 8 and 10 a new spell slot is unlocked and on levels 3 and 7 a D6 is added to the attack and magic roll pools.
Level | Exp needed | |
---|---|---|
1 | 1000 | |
2 | 2000 | |
3 | 4000 | |
4 | 8000 | |
5 | 16000 | |
6 | 32000 | |
7 | 64000 | |
8 | 128000 | |
9 | 256000 | |
10 | 512000 |
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