Difference between revisions of "Asmythe RPG"
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Recommended Character Creation Process | Recommended Character Creation Process | ||
# First get a piece of scratch paper and use this to make notes during this process. | |||
# Decide on a character concept and archetype. Create your Core Concept. | |||
# Allocate 15 points to attributes, rated 1-5. | |||
# Allocate 15 points to skills, rated 0-5. | |||
What is your character background; how do they function in society? | What is your character background; how do they function in society? | ||
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Attributes are rated 1-5, "human average" is 2-3. Heroic characters allocate 15 points among attributes. | Attributes are rated 1-5, "human average" is 2-3. Heroic characters allocate 15 points among attributes. | ||
: '''Strength''' | : '''Strength''' -- Strength is physical power. It is might, vitality, brawn, and gross motor skills. | ||
Strength is physical power. It is might, vitality, brawn, and gross motor skills. | : '''Agility''' -- Agility is physical speed. It represents dexterity, nimbleness, and fine motor skills. | ||
: '''Intellect''' -- Intellect is mental power. It is wisdom, intelligence, reasoning, and logic. It is the ability to think through a problem or puzzle. | |||
: '''Wit''' -- Wit is mental speed. It is intuition, charisma, and the ability to react quickly to new situations. | |||
: '''Tenacity''' -- Tenacity is health, resistance, and fortitude. It is the ability to keep working when affected by stress and pain. | |||
: ''' | ===Skills=== | ||
While attributes are natural ability, skills represent learned abilities. Skills are intentionally generic, representing a wide range of related activities; character will often have a skill specialty representing focused training in one aspects of a skill. | |||
Skills are rated 0-5 with 0 representing no training and 5 is a master with a lifetime of experience. | |||
A specialty give +3 to any action related to that specialty. | |||
Heroic characters have 15 points to allocate to skills; each skill level costs one point and each specialty costs 1 point. | |||
* '''Academics''' Knowledge gained from advanced schooling. | |||
** Specialties: math, science, engineering, chemistry, research, etc. | |||
* '''Arcana''' The ability to speak and understanding the language of magic. Recognize and operate magical devices. | |||
** Specialties: | |||
* '''Archery''' The ability to hit a target with a ranged weapon. This includes all thrown weapons and device propelled munitions such as a bow or trebuchet. | |||
** Specialties: daggers, bow, crossbow, trebuchet, etc. | |||
* '''Athletics''' Track and field type physical activities that involve physical exertion or coordination. | |||
** Specialties: running, Swimming, Jumping, Climbing, etc. | |||
* '''Boating''' Handling and maintaining water craft and air-boats. | |||
** Specialties: sailing, fishing, dirigibles, navigation, weather, etc. | |||
* '''Crafting''' Creating and repairing equipment and construction. | |||
** Specialties: leatherwork, ironsmith, cooper, jeweler, shipwright, etc. | |||
* '''Driving''' Handling and maintaining ground craft. | |||
** Specialties: riding, cart driving, sledding, etc. | |||
* '''Evade''' The ability to get out of the way of attacks and "accidents". | |||
** Specialties: avoid traps, take cover, witty retort, etc. | |||
* '''Fighting''' The ability to engage in melee combat without dying, includes parry and block. | |||
** Specialties: sword and shield, two-handed, duel weapon, spear, etc. | |||
* '''Healing''' Knowledge of human biology, disease, poison, and how to remedy ailments. | |||
** Specialties: field medicine, biology, poisons, etc. | |||
* '''Husbandry''' The ability to handle and understand animals. | |||
** Specialties: taming, empathy, etc. | |||
* '''Leadership''' directing, managing, and motivating a group of people. | |||
** Specialties: battle strategy, battle tactics, encourage, demoralize, etc. | |||
* '''Lore''' Practical, local knowledge that most people have. Common knowledge. | |||
** Specialties: history, geography, commerce, politics, etc. | |||
* '''Mythology''' Ancient history, knowledge of the other cultures and the wild things beyond the walls. | |||
** Specialties: Delvers, Sylvani, magical monsters, etc. | |||
* '''Perception''' Alertness, awareness, and the skill of noticing the usual and unusual. | |||
** Specialties: | |||
* '''Performance''' Putting on an act and pretending to be something or someone else. | |||
** Specialties: disguise, busking, dancing, music, etc. | |||
* '''Persuasion''' The ability to convince somebody to do what you want them to do. | |||
** Specialties: intimidation, negotiation, diplomacy, etc. | |||
* '''Stealth''' How to become and remain undetected. | |||
** Specialties: hiding, sneaking, etc. | |||
* '''Survival''' The ability to survive in unfamiliar conditions. | |||
** Specialties: hunting, navigation, tracking, streetwise, etc. | |||
* '''Thievery''' The skill of taking what you want without getting caught. | |||
** Specialties: lock picking, pickpocketing, etc. | |||
===Quirks & Feats=== | |||
Quicks and feats are what turns an average joe into a hero. For every quirk a character has to motivate them, they have a feat giving them the power to reach their goals. | |||
Quirks are personality flaws, motivations, and behaviors that set a hero apart from the hum-drum of everyday life. They give purpose and life to a character. | |||
Feats are abilities and powers that surpass the capabilities of any normal person. Feats give characters the ability to work magic, fight beasts bare-handed, perform amazing acrobatics, or take on six foes at once. | |||
=== | ====Example Quirks==== | ||
* | |||
====Example Feats==== | |||
* | |||
==Rules== | ==Rules== |
Revision as of 16:48, 10 June 2025
Asmythe RPG is a system I developed to support the kind of TTRPG that I want to run for my son and his teenage friends. It is rules-lite so the GM can focus on story, but complex enough to enable players to create unique characters.
Asmythe RPG adapts ideas from D&D, Savage Worlds, Cypher, Fate, and many other systems. Most of these systems seem to be evolving in the same direction, but many can't escape their wargame roots. This is my attempt at perfection, used occasionally with mustard.
Characters
Character creation is designed to support archetypes, which are idealized character styles popularized by books and movies. For example, a druid with animal companions, a paladin fighting for great good, a swashbuckling scoundrel, a mysterious wizard, a smash-everything barbarian, and many many more.
All player characters in Asmythe are human and assumed to be from a large and moderately wealthy household. They have too many siblings, or they are an illegitimate child, and have no hope of inheriting wealth or position. They are given a very small grant from their family and sent away. Some people in this position join an organization such as the Soldiers of Asmythe and become adventurers.
Delvers, Sylvani, Goblins, and other sentient races exist but their cultures are very different from humans and they don't mix well. Such people would never join with a human adventurer.
Recommended Character Creation Process
- First get a piece of scratch paper and use this to make notes during this process.
- Decide on a character concept and archetype. Create your Core Concept.
- Allocate 15 points to attributes, rated 1-5.
- Allocate 15 points to skills, rated 0-5.
What is your character background; how do they function in society? What attachments or obligations do you have to family, guild, or lord? What ideals does your character have that helps them decide right from wrong? Character flaws are quirks and shortcoming that give your character depth and personality. Review the list of skills and choose a 4-8 that are important to your character concept. Looking at the linked attribute for these skills, which attributes look like they are the most important? Allocate attribute points according to your character concept and skills from above. You Choose skills and allocate points. You should have 5-10 skills with at least a d6 in your most important skills. Note that skills may not be higher than the linked attribute. Make your character interesting by selecting 4 points in hinderances. Use these points to gain edges and/or improve attributes. If your character uses magic you must gain the appropriate supernatural background edge, see #Supernatural Backgrounds below. All characters begin with basic adventuring gear (see below). If you want any additional gear now is the time to talk to your GM about it. Copy everything to your character sheet.
Core Concept
First, decide what kind of character you want to play. Then refine that into a Core Concept: an "{adjective} {archetype} who {motivation}". This core concept will help you decide which attributes, skills, quirks, and powers to choose.
- Adjective is a short description of the character: handsome, mysterious, brawny, fearful, etc.
- Archetype describes your class, profession, or history: pirate, warrior, priest, sorcerer, engineer, etc.
- Finally motivation is an activity or belief that makes the character unique: hunts monsters, brings justice, explores mysteries, seeks danger, etc.
Examples:
- Beautiful druid who talks with animals
- Gruff paladin who fights for great good
- Swashbuckling scoundrel always looking for a score
- Mysterious wizard searching for lost history
- Brutal barbarian who smashes everything they don't understand
Attributes
There are five attributes, four representing power and speed of the characters physical and metal self, and one attribute representing their ability to withstand stress and hardship.
Attributes are rated 1-5, "human average" is 2-3. Heroic characters allocate 15 points among attributes.
- Strength -- Strength is physical power. It is might, vitality, brawn, and gross motor skills.
- Agility -- Agility is physical speed. It represents dexterity, nimbleness, and fine motor skills.
- Intellect -- Intellect is mental power. It is wisdom, intelligence, reasoning, and logic. It is the ability to think through a problem or puzzle.
- Wit -- Wit is mental speed. It is intuition, charisma, and the ability to react quickly to new situations.
- Tenacity -- Tenacity is health, resistance, and fortitude. It is the ability to keep working when affected by stress and pain.
Skills
While attributes are natural ability, skills represent learned abilities. Skills are intentionally generic, representing a wide range of related activities; character will often have a skill specialty representing focused training in one aspects of a skill.
Skills are rated 0-5 with 0 representing no training and 5 is a master with a lifetime of experience. A specialty give +3 to any action related to that specialty. Heroic characters have 15 points to allocate to skills; each skill level costs one point and each specialty costs 1 point.
- Academics Knowledge gained from advanced schooling.
- Specialties: math, science, engineering, chemistry, research, etc.
- Arcana The ability to speak and understanding the language of magic. Recognize and operate magical devices.
- Specialties:
- Archery The ability to hit a target with a ranged weapon. This includes all thrown weapons and device propelled munitions such as a bow or trebuchet.
- Specialties: daggers, bow, crossbow, trebuchet, etc.
- Athletics Track and field type physical activities that involve physical exertion or coordination.
- Specialties: running, Swimming, Jumping, Climbing, etc.
- Boating Handling and maintaining water craft and air-boats.
- Specialties: sailing, fishing, dirigibles, navigation, weather, etc.
- Crafting Creating and repairing equipment and construction.
- Specialties: leatherwork, ironsmith, cooper, jeweler, shipwright, etc.
- Driving Handling and maintaining ground craft.
- Specialties: riding, cart driving, sledding, etc.
- Evade The ability to get out of the way of attacks and "accidents".
- Specialties: avoid traps, take cover, witty retort, etc.
- Fighting The ability to engage in melee combat without dying, includes parry and block.
- Specialties: sword and shield, two-handed, duel weapon, spear, etc.
- Healing Knowledge of human biology, disease, poison, and how to remedy ailments.
- Specialties: field medicine, biology, poisons, etc.
- Husbandry The ability to handle and understand animals.
- Specialties: taming, empathy, etc.
- Leadership directing, managing, and motivating a group of people.
- Specialties: battle strategy, battle tactics, encourage, demoralize, etc.
- Lore Practical, local knowledge that most people have. Common knowledge.
- Specialties: history, geography, commerce, politics, etc.
- Mythology Ancient history, knowledge of the other cultures and the wild things beyond the walls.
- Specialties: Delvers, Sylvani, magical monsters, etc.
- Perception Alertness, awareness, and the skill of noticing the usual and unusual.
- Specialties:
- Performance Putting on an act and pretending to be something or someone else.
- Specialties: disguise, busking, dancing, music, etc.
- Persuasion The ability to convince somebody to do what you want them to do.
- Specialties: intimidation, negotiation, diplomacy, etc.
- Stealth How to become and remain undetected.
- Specialties: hiding, sneaking, etc.
- Survival The ability to survive in unfamiliar conditions.
- Specialties: hunting, navigation, tracking, streetwise, etc.
- Thievery The skill of taking what you want without getting caught.
- Specialties: lock picking, pickpocketing, etc.
Quirks & Feats
Quicks and feats are what turns an average joe into a hero. For every quirk a character has to motivate them, they have a feat giving them the power to reach their goals.
Quirks are personality flaws, motivations, and behaviors that set a hero apart from the hum-drum of everyday life. They give purpose and life to a character.
Feats are abilities and powers that surpass the capabilities of any normal person. Feats give characters the ability to work magic, fight beasts bare-handed, perform amazing acrobatics, or take on six foes at once.