Thursday, December 27, 2012

Fantasy Core RPG--With a Deck of Cards, Part 3


Card Based Fantasy Core RPG
(c) 2012 Jerry Harris

Earning Fate:
Only Characters earn Fate. Major Opponents may have Fate, which refreshes after an Encounter.

1 Fate is earned by everyone in the Group for competing an important Task (DM defined).

Any Character defeating any opponent in combat (by whatever means) with a Face card, Ace, or Joker earns a Fate. Regardless of the number of combatants defeated with any one attack, only 1 Fate is awarded for it. All characters attacking the opponent, including putting them at a Disadvantage, all receive 1 Fate.

1 Fate is also earned by Drawing an Ace or Joker using the Suit Table.

Magic:
There is no Spell list. Whatever the caster wants to cast, they can cast. However, Spells are graded and have different Magic costs. Any spell effect lasts for the Encounter (or 10 minutes for a Utility cast out of combat). Any Gamesmanship or extended rules lawyering by the Player in abusing this system causes the spell to fail immediately.

Utility: Any spell that doesn't cause direct damage or directly hinder any opponent. Costs 1 Magic. If used on a group of people, 2 Magic.

Non-lethal: A spell that directly hinders a single opponent and puts them at a Disadvantage for the rest of the Encounter, but does not directly cause damage. Costs 1 Magic. Against multiple opponents, 2 Magic.

Lethal: A spell that directly causes direct damage to a single opponent, up to 5 Heart. Costs 2 Magic. Against multiple opponents, up to 2 Heart, costs 3 Magic.

The caster marks off the cost and takes a Draw. Each opponent effected takes a Draw to try to attack or avoid the effect. A ranged spell or a melee spell and the targets are simply announced by the caster without any difference in cost. However, Fate may only be used with a Magic attack only if used in direct melee or in an exchange of ranged combat attacks. Fate may not be used with in a sniping type of ranged Magic attack.

Magic on self or the Willing (Buff Spells):
The Caster must take a Draw on the Suit Table (see below) for the spell to take effect. Fate may not be used. Only one effect may be in use at one time. Additional Buffs (or Anti-Buff's cast by opponents) will simply cancel each other out. The effect of any Buff should be no longer than 1 Encounter or 10 minutes.

Magic Armor, Items, and Weapons:
Basically any magic effect can be added to an item. Armor can provide an additional buffer to automatic Heart damage or from certain effects like fire and cold. Weapons can automatically provide an additional Draw and certain effects with Face cards, Aces, and Jokers, like decapitation (or 5 Heart damage) or fire damage (+1 Heart damage). Magic items could be wands with stored Magic of a certain kind (like Fireballs), rings (like Invisibility, damage only taken when losing to a Face card and up), and Crystal Balls (Draw on Suit Table to see something specific) and Flying Broomsticks.

Turn:
This is a special Cleric attack against the Undead or Demons. The Cleric takes 2 Draws. Each creature in the Cleric's presence takes a Draw (see below) to try to beat the Cleric's Draw. Neither side may use Fate for another Draw. If the creature fails, it must flee or cower helplessly for the Encounter (up to 10 minutes). If then attacked, the creature is at a Disadvantage for 1 Round and then attacks as normal.

- Low level Undead, such as Zombies and Skeletons, get 1 Draw.
- Medium level Undead, such as Spectres and Wrights, get 2 Draws.
- Powerful Undead, such as Vampires, or Demons, get 3 Draws.

Suit Table:
This is used to determine success for various tasks. The "Partial" result may be used at the DM's discretion.

- Joker, Any Ace-Success, Add Fate
- Heart Card-Success
- Diamond Card-Success (or Partial Success)
- Club-Fail (or Partial Failure)
- Spade-Fail

Stunts:
These are physical non-combat actions or non-standard combat maneuvers. Typically anything not covered by a specific skill, but requires more than average effort to accomplish, or is done in a very stressful environment.

For a non-combat situation, it requires a Draw on the Suit Table. Thieves may use Fate for additional Draws. The other classes may not.

In combat, a Draw is required on the Suit Table. Fighters may use Fate for additional Draws. The other classes may not. If failed, the attack is only a normal attack. If successful, then a combat Draw is made (Fate may used) and if also successful, then the stunt is successful.

Traps:
Where there is a trap encountered by the Group, a Thief in the Group automatically Draws on the Suit Table. Fate use is not allowed. If successful, the Thief has Detected the trap before it has been set off. The Thief can take another Draw and attempt to Disarm it, if desired. Fate may be used in this case. Failure in either case, sets off the trap.

Other classes may only Detect a trap with an Ace or Joker (no Fate), and may not attempt to Disarm it.

Non-Combat Damage:
Some physical traps may be buffered by Armor, but environmental effects (like fire and ice) and falling, always causes Heart damage (generally 1 to 5). A Draw on the Consequence Table may also be appropriate. Common sense should be applied.

Finding Secret Doors:
If there is a Thief in the Group, a Secret Door is automatically found, if the Group states they are searching the area. Otherwise, make a Draw on the Suit Table for the group. Fate use is not allowed, but multiple searches (Draws) can be made.

Other Skills:
Thief Skills and other, unspecified Skills that a Character may have due to their profession, are resolved on the Suit Table. Fate may be used.

If unskilled, a Character Draws on the Suit Table, with no Fate use. They are only successful with an Ace or Joker.

Knowledge:
A Wizard character may attempt to remember a bit of general knowledge about Arcane/Supernatural matters or any other subject. The Wizard takes a Draw on the Suit Table. They may use Fate only concerning Arcane/Supernatural subjects.

The other classes can attempt to remember a bit of general knowledge if it is within their field (Fighters-Military, Clerics-Religion/Undead/Demons, Thieves-Underworld). The Character gets 1 Draw on the Suit Table. Fate may not be used. On an out of field subjects, they are only successful with an Ace or a Joker.

Social Conflict and Contacts:
While the DM and Players should role-play out any social conflicts, when a quick, impartial resolution is desired, simply Draw on the Suit Table for a resolution. Fate may be used.

A Character may also attempt to make a professional contact within their field when desired (Fighters-Military, Clerics-Church, Thieves-Underworld, Wizard-Arcane). Draw on the Suit Table. Fate may be used. Out of field contacts are only successful with an Ace or a Joker, without Fate.

Part 1
Part 2

Okay, there it is.  If you give this a try, let me know how it works for you.  Next up, Pulp Fantay Core rules.

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