SL RPG


[SLRPG] 


1.8.2024

This year has been too short, too quickly. 

So far I did not do much RPG. 

Have been busy on other projects, writing, publishing, networking. 


I did build a cute little roleplaying game system

specially for use in the medium of SecondLife.


I did build a cute little secret roleplaying lair to hang out 

and do live mic games in SecondLife,

here


NOT "roleplaying" like how it usually means in SL; this is OldSchool

Your avi (avatar) will sit in a circle around a table or a camp-fire,

while we actually talk on mic. 

Yeah that scared the crap out of me too at first but its not so bad, 

you soon get used to it as you get over your ego's self-doubts. 


D10 system is simple and the story is improvised live. 


The Tome  is available on marketplace

(interactive book, not a HUD).


The Scrolls are available on marketplace

(textures).


The following is the complete content of The Tome / The Scrolls.



©2024 Ordo Octopia. All Rights Reserved.

Permission to use for personal use, non-for-profit, where fully accredited. 



T H E   T O M E



CHARACTER STATISTIC VALUES 


NIMBLE a measure of speed and athletics

BRAWN a measure of toughness 

GUILE a measure of wits and charisma  

MANNA a measure of magical energy 


At the beginning the game you have 3,4,5,6 points to assign to these four categories. 


RECOMMENDED: 


Scout/Thief: Nimble & Guile 

Wizard: Manna and Guile 

Warrior: Brawn & Nimble 

Monk: Nimble & Manna  


All STATISTICS are tested by rolling 1D10

( one times a Ten-sided dice). 

Scores equal to or less than your Statistic value are successful. 

Scores higher than your Statistic value are fails. 



SPECIALISM

This is your Profession, Occupation, Type.

It describes what Skill Set your character has.


RANK :   Novice +1   Adept +2   Master +3


Skills Test Modifiers; 

add your Rank to the relevant Statistic 

for a Skill which is covered by your characters Specialism.


eg; casting a spell, wielding a weapon, picking a lock, praying for healing, crafting an item, etc. 




Easy, Normal, Hard


Standard Skill Test: 

Specialism Rate plus Relevant Statistic value. This is the target number. 

ie; 0 to 3 + 1 to 10 (between 1 and 13)


x2 If it is Easy: 

Statistic + Rate  x 2  = target number.

ie; ((0 to 3) + (1 to 10)) x 2 

(between 2 and 26)


/2 If it is Hard:

Statistic + Rate  / 2  = target number. 

ie; ((0 to 3) + (1 to 10)) / 2

(between 1 and 7)


To Test: 

In all cases, Roll 1D10. 

Score equal or less than target number to succeed. 


NB effects are cumulative. eg; 

Hard = moving wearing plate armour  = /2

Hard = in a swamp = /2 

Both at the same time = /4 




FIGHTING

Choose if you will Attack or Defend. 

Roll 1D10 add your Nimble or Brawn score 

(ie; Brawn for strike or block, Nimble for melee or dodge).

Highest score wins the Combat Round.


Attack vs Attack; both combatants inflict damage.

Attack vs Defend; Defend wins, Attack fails.*

Defend vs Defend; stand-off, no damage.


Damage is brutal, often decisive. Rule of Realism.

Damage is inflicted numerically by applying Modifiers to Statistics 

(divide by 50% for every Wound) 

and is role-played as story.


*Severity is determined by 

Attackers Score minus Defenders Score

(1 light - 5 heavy)



MAGIC

Magic has five components. 


Intention. 

Element/s. 

Control/s. 

Manna. 

Result. 


The amount of Manna used is how powerful the Result is. 


Imagine it as energy flowing through a grid made of the Runes (element/control). 

The Intention and Result are not always the same.


Manna statistic is tested by rolling a D10,

 scoring equal or less to succeed. 


Your character knows as many Runes as s/he has Manna points. 

You need a Specialist Skill Set to use Magic (safely).



RUNES

There are two sorts of Runes used in combination. 


Elements


1 Air

2 Water

3 Earth

4 Fire

5 Stone

6 Metal

7 Plant

8 Flesh

9 Spirit 

10 Mechanical

11 Time

12 Manna


Controls

1 Grow / Shrink

2 Harden / Soften 

4 Attract / Repel

5 Bind / Free  

6 Harmony / Chaos


Elements; external               Controls; internal

Choice is Responsibility

Accountability for 

Consequences of 

Intent & Result



GEAS & GUILE

Magic attracts Demons.

There are two types of Demon.

Imps and Djin.

Imps are common and relatively low powered.

Imps have a maximum Manna pool of 3.

Djin are more powerful.

Djin have a minimum Manna pool of 5. 


Demons are usually happy to help a magician on condition they receive something in return. 

It can sometimes be a gift of Manna, it is usually to perform a Task on behalf of the Demon. 

Anyone who attempts to trick a Demon may find themselves annihilated, enslaved, cursed or tormented. 

A very common useful story device is Demons Geas. 


A Demon has the power of Geas. 

This is a condition placed upon a person to allow them to access their Manna, 

to be be able to use magic. 

It is a challenge, or a ritual, or a deal, an action to be performed. 

It is usually relative to the desired outcome of whatever Spell the magician was attempting to perform 

which caught the attention of the Demon in the first place.