DEMONS OF LIGHT
(Immanentization of the GLoG Edition)
BASIC RULES
Attribute Check: Attr (1-19) +/- Modifiers = TN (Target Number)
Roll under TN on 2d10. Attribute Checks are roll under!
Results:
Highest number is a Fumble (“20”). The action fails in a disastrous way.
8+ above the TN is an Impediment. The action fails and the DM either inflicts -1F on the character’s next action or introduces a complication that makes the situation more difficult.
Above the TN is a Failure. The action is unsuccessful.
Equal to or under the TN is a Success. The action works as desired.
Under ½ the Attribute is a Fortunate Success. The action succeeds and you gain +1F on a related action next turn.
Under ¼ the Attribute is a Perfect Success. The action succeeds and you gain +2F on a related action next turn.
Lowest number is a Crit (“2”). The action succeeds spectacularly! This often has special rules depending on the type of action taken. You gain +3F on your next related action.
Spin: The Favor bonuses from Fortunate, Perfect, and Crit results are called Spin. They are useful for building up momentum for a difficult challenge.
Degrees of Success & Failure: The effects of certain abilities are determined by the Degree of Success achieved on the check. A Success counts as one degree. Each tier beyond that counts as another (Fortunate is 2, Perfect is 3, Crit is 4). Degrees of Failure work the same way (Failure is 1, Impediment is 2, and Fumble is 3).
Favor (+xF & -xF): Each level of Favor lets you re-roll one die (of the 2d10 roll) and keep the lower result. Disfavor is the opposite, re-roll one die and keep the higher result. Favor & Disfavor cancel each other out 1-to-1. After the second instance of Favor each additional instance grants a +1 bonus to the TN instead. Disfavor works the same. Each instance after the second applies a -1 penalty to the TN.
Check Modifiers: All modifiers change the TN, they are never applied to the result rolled on the dice.
Pushing your Luck: If you fail at a check, you can always Push your Luck. This allows you to try again and re-roll both dice. However, if you fail you suffer an additional Degree of Failure. A Failure becomes an Impediment and an Impediment becomes a Fumble. [Inspired by: Godkillers].
Opposed Checks: If two characters are actively opposing each other resolve it with an Opposed Check. Both sides make a check and the results are compared. If one succeeds and one fails, the character who succeeded is the winner. If both sides fail, their efforts cancel each other out, or both mess up in different ways. In all other cases compare the degree of success to determine the outcome. A Fortunate Success beats a regular Success. A Perfect Success beats both a Fortunate Success and a regular Success. A Crit beats everything. If both sides achieve the same degree of success, the one who rolled lowest wins. If the rolls are the same the character with the higher Attribute wins. If even that is a tie the result is a temporary stalemate where neither side can gain the edge. They can make another attempt next turn or decide to change their approach and try something else.
Attack Roll: Make a Might Check for a melee attack. Use Agility for ranged attacks. Add your Attack Bonus and subtract the target’s Defense from the TN. A successful roll means you hit!
System Shock Roll: Roll under your Max HP on a d20 to survive a catastrophic experience (being magically aged, petrified, or shape shifted, suffering life drain, being resurrected, seeing the true form of a god, being transported to an alien dimension, etc). A character with 20 Max HP cannot fail a System Shock Roll. [Based on: https://coinsandscrolls.blogspot.com/2018/01/osr-glog-based-homebrew-v01-rat-on.html].
CHARACTER CREATION
Attributes
Roll 4d6, and drop the lowest for each attribute. No attribute can be higher than 19 or lower than 0. Record the Perfect and Fortunate values for each attribute. Find the average of all your attributes (add them together and divide by 5), compare it to the Table of Fate to determine your starting Fate Dice.
Might: Strength, skill-at-arms, constitution, and fortitude. One-Fourth is added to Melee Attacks. Determines HP and Inventory Slots.
Agility: Aim, precision, coordination, and grace. One-Fourth is added to Ranged Attacks, Stealth, Movement, and Initiative.
Wisdom: Insight, spirituality, and inspiration. One-Fourth is added to Saves.
Cunning: Intellect, ingenuity, and knowledge. Half is added to number of starting Skill Slots.
Will: Mental strength, concentration, and resolve. Half is added to MD roll each Attainment Rank.
Perfect and Fortunate Attribute Values
Attribute |
Perfect |
Fortunate |
0-2 |
─ |
─ |
3 |
─ |
2 |
4 |
─ |
2 |
5 |
─ |
3 |
6 |
2 |
3 |
7 |
2 |
4 |
8 |
2 |
4 |
9 |
2 |
5 |
10 |
3 |
5 |
11 |
3 |
6 |
12 |
3 |
6 |
13 |
3 |
7 |
14 |
4 |
7 |
15 |
4 |
8 |
16 |
4 |
8 |
17 |
4 |
9 |
18 |
5 |
9 |
19 |
5 |
10 |
Derived Stats [Based on SpikedGoblin Punch v2 by Skerples]
Defense: Add ¼ of your Agility to your AC. Leather is AC 2, Chain is AC 4, Plate is AC 6, a Small Shield adds +1, a Tower Shield adds +2.
Movement: 12 + ¼ Agility. How fast a character can move. Penalized by armor (-0 for leather, -2 for Chain, -4 for Plate). The Movement Rating equals the number of 5’ increments a character can transverse in one round, so a Movement of 12 equals 60’. This makes tactical combat with a grid-based map simple.
Stealth: 6 + ¼ Agility. Applied as a penalty to opponents Wisdom to see if a character is noticed. Penalized by armor (-0 for leather, -2 for Chain, -4 for Plate).
Save: 6 + ¼ Wisdom. Increases with level. If an effect, attack, or challenge doesn’t fall under any of the other stats or values, roll Save. This represents a character’s luck and determination to resist the cruel hand of fate.
Hit Points (HP): You know what they are. A numerical abstraction of how far your character is from the cold embrace of death. HP is your health meter. When it hits zero you’re unconscious, when it hits negative ten you’re dead. HP is determined by Might and level (see below), a character’s maximum HP can never be higher than 20.
Pre-game Character Death: If a character ends up with zero or negative HP during character creation (because their Might score was too low), they die before the game starts. You may either take Template A of the Discarnate Soul class and play the dead character or play as one of their relatives. If the latter, keep their highest Attribute and re-roll the rest. You inherit one of their starting items as a memento.
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