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IV. Rules (icky stuff)
a. Dice Rolls
b. TNR & CNR Quick List
c. Using Skills
d. Resistance and Saving Throws
e. Initiative, Time, Movement, & Encumbrance.
f. Combat Rules
g. Optional Combat Modifications
h. Combat Damage Rules
i. Mokona Drain
a.
Dice Rolls
Neo Lemuria RPG use 2 types of dice: 6 sided (d6), and 10 sided
(d10). There are 2 categories of dice rolls: Target Number Roll
(TNR), and Competitive Number Roll (CNR).
TNR is used for non-competitive situations, where the player
character is attempting to perform an action based on skill, and not
against another character. The
player rolls against a target number assigned by the GM.
CNR is used for competitive situations, where the player character
is attempting to perform an action that competes against another character.
b. TNR & CNR Quick List:
Skill Roll: 1d10 + Statistic + Skill Level.
Resistance Roll: 1d10 + Statistic + Skill Level (if
applicable).
Saving Throw: 1d10 + Momo.
Melee Attack: 1d10 + Beef + Skill Level
Ranged Attack: 1d10 + Neko + Skill
Level
Defense Roll: 1d10 + Neko or Momo +
Modifications (if applicable).
Initiative Roll: 1d10 + Neko
Magic Attack: 1d10 + Guru + Magic Skill Level.
Saving Throw vs. Magic: 1d10 + Momo + Arcane Lore.
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TNR
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Difficulty
Rating
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1
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Automatic Success
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5
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Easy
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7
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Light
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10
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Medium
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12
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Difficult
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15
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Hard
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17
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Very Hard
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18
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Very, Very Hard
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19
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Ridiculously Hard
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20
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Absurd
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21+
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You kidding me?
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c. Using Skills
Our PC (player character), Sakura, is trying to impress
her bother's cute friend Yukito. Using
Sakura's Charm skill, the GM (Game Master) declares a medium
difficulty TNR of 10 is needed. Sakura's TNR must add up to 10 or
above to succeed.
Skill Roll: 1d10 + Statistic + Skill Level.
Each skill has an associated statistic. The associated statistic for
Charm skill is Kawaii. Thus, Sakura's TNR
is 1d10 + Kawaii + Charm Skill Level.
It's not necessary to be in possession of a skill to perform every
action. Even if Sakura does not have Charm Skill, she can still
attempt to make a good impression.
At GM's option, the player can use 1d10 + Statistic for TNR.
d. Resistance and Saving Throws
Suppose if Yukito wants to resist being
charmed by Sakura. Yukito needs to make a
resistance roll versus Sakura's charm attempt. For resistance rolls
to be effective, the result must be equal to, or exceed the opponent's TNR.
Resistance Roll: 1d10 + Statistic + Skill Level (if
applicable).
The GM determines that the appropriate Statistic to use is Guru, since
being smart is a good defense versus Charm attempts. Thus, Yukito's resistance roll is 1d10 + Guru
statistic. If Yukito has Charm Skill, his
skill level can be added as bonus.
Saving Throw: 1d10 + Momo
For situations where defense against an opponent rests with pure luck, use
Saving Throw of 1d10 + Momo statistic for resistance roll. Success
indicates avoidance, or reduction in damage / effects.
Saving Throws vs. Magic Attacks
Magic Attack: 1d10 + Guru + Magic Skill Level.
Saving Throw vs. Magic: 1d10 + Momo + Arcane Lore Skill Level.
The spell caster makes Magic Attack roll, and the defender makes Saving
Throw versus Magic. The Saving Throw must add up to, or exceed the
Magic Attack roll to succeed.
What if I don't have any 10 sided dice?
If your cat ate your d10's, replace all d10's with 2d6's instead.
What if I can't think of the right Statistic to use in my 1d10 +
Statistic roll?
Use Momo, the all purpose "X" Statistic.
What if I can't get used to these weird Statistic names?
For crying out loud, you diehard RPG types need a lobotomy.
Replace Beef with STR, Neko with DEX, Guru with
INT, Kawaii with CHA, Momo with Luck, Ataru with
HP, and Mokona with Spell Points.
Are there any rules against gross (unrealistic, super high) numbers?
The "normal value" range is set at 3 to 22. This
can be applied to skill and combat rolls.
e. Initiative Roll & more icky rules
In situations where multiple PC's and NPC's
(Non-Player Characters, controlled by the GM) are competing for the
initiative (first to act), have everyone make an Initiative Roll:
Initiative Roll: 1d10 + Neko
The one with the highest score will go first. If 2 characters have
equal Initiative Roll, they both move at the same time.
Game Time
Game Time is measured in Rounds and Turns:
1 Round = 6 seconds
1 Turn = 60 seconds (1 minuet).
60 Turns = 1 UWK (Standard) hour
120 Turns = 1 Lemurian Ajja-no
(120 min. hour)
Movement
Movement rate is divided up into 3 categories: Walk, Run, and
Sprint. If you're familiar with miniature rules, we use squares or
hexes for movement. We recommend using either 5 feet (5') or 2 meters
per square.
Walk: 3 Squares / Hexes per round.
Run: 6 Squares per round
Sprint: 9 Squares per round
Keep in mind that a Character cannot sustain running speeds for extended
period of time.
Encumbrance
Light Load: Beef Statistic x 5 lbs
Medium Load: Beef Statistic x 10 lbs.
Heavy Load: Beef Statistic x 20 lbs
A PC carrying Medium Load cannot move at Spring Speed.
A PC carrying Heavy Load cannot move at Run or Sprint Speed.
Cows can carry twice the normal weight allowance.
Kingyo can only carry 1/2 the weight allowance.
The weight allowance assumes even distribution of weight. Equipment
stored in a backpack with shoulder straps would qualify as good and even
distribution of weight. Carrying a big cardboard box, even if it's empty,
would make running very awkward.
If you're playing a PC with natural flying ability, the PC cannot fly
effectively while carrying medium or heavy load.
f. Combat
Combat involves 2 or more characters, trying to hit each other on the
head with something very heavy. Combat rolls are broken down to Melee
Attack, Ranged Attack, and Defense Roll:
Melee Attack: 1d10 + Beef + Skill Level
Ranged Attack: 1d10 + Neko + Skill
Level
Defense Roll: 1d10 + Neko or Momo
Melee Attack covers hand weapons, natural weapons, martial arts, and
improvised weapons (chair, piano, DVD box set). The attacker's roll
must exceed the defender's Defense Roll to succeed. Base damage for
most weapons is 1d6 for one-handed (club) and 1d 10 for two-handed (big
club).
PC's with natural weapons are assumed to have Skill Level 1, for their
natural weapon attack. This skill cannot be improved. Natural
weapons have base damage of 1d6.
Martial Arts attack does base damage of 1d6. The player has
the option of Strike to Wound, or Strike to Subdue. For
Strike to Subdue, record damages separately. If the opponent's
Ataru is reduced to zero, the opponent is considered subdued without any
real physical harm.
Ranged Attack covers bow & arrow, sling shot, and thrown objects
(grenades, college statistics textbook, a coconut). The attacker's
roll must exceed the defender's Defense Roll to succeed. Base damage
for most ranged attacks is 1d6. Advanced or heavy weapons (Rambo
crossbow) do 1d10 damage.
Ranged weapons have 3 distance categories: Short, Medium, and Long.
Medium range targets are at -2 to hit, and Long range targets are at -4 to
hit.
Optional: If advanced firearms are used (AK-47), or the PC is
trying to hit a stationary target, use TNR by range instead. TNR for Short Range
is 5, Medium Range
is 10, and Long
Range is 15.
Defense Roll covers parry, dodge, ducking under a table, and hiding
behind someone's back. Defense Rolls are successful if it's equal to,
or greater than the Attack Roll.
Multiple Attacks: If your PC is being attacked by multiple monsters
or a monster with more than 1 attack, make a separate defense roll for
every incoming attack.
Optional: Martial Arts skill levels can be added, as a bonus
to Defense Roll versus Unarmed (martial arts, fist fight) attacks. If
the attacker is using advanced weapons or magic, use Saving Throws
instead. You can't really dodge a fireball anyway.
g. Complicated and Optional Combat
Modifications:
Melee & Ranged
Combat:
Surprise! +2
Attacking from the side: +2
Attacking from behind / Target unaware: +4
Defense Roll:
Natural Armor: +1 (Some wild beasts and monsters will have
higher rating)
Chain mail Bikini: +1 (Chain
mail shirt if character is male, unless if he cross dress.)
Full suit of Plate Mail: +3
Hiding behind objects (taking cover): +1 to +4
Weapon Skill Bonus - In some cases, the GM may permit
the PC’s to add his/her weapon skill level to the defense
roll. This rule works pretty well for duels with similar
weapons. Be realistic, you can't parry a light saber with a small
knife.
Martial Arts Style Modifications:
Peaceful Martial Arts Style: +2 to attack roll, subdue only.
Not very peaceful Martial Arts Style: +1 attack, no subdue option.
Very violent Martial Arts Style: +1 damage,
no subdue option.
Grossly violent Martial Arts Style: +2 damage, no
subdue option, no defense bonus option.
h. Ouch! Combat Damage Rules
When your PC is hit by a weapon, points are deducted from Ataru (Hit
Points). If the PC's Ataru is reduced to zero, the PC is considered
unconscious. In Fatality Mode, if the PC is reduced to below 0
Ataru, the character will die in 10 turns without medical attention. If the hit reduced PC to -10 Ataru,
the PC is killed instantly.
A wonderful product called the Band Aid can be used to recover your
PC's Ataru. For every Band Aid used, 1 Ataru point is
recovered. It takes 1 turn to apply each Band Aid, and the PC cannot
engage in combat while applying Band Aid.
If you don't have Band-aid's, Ataru points are recovered at the rate of 1
point per day of rest (2 points/day if you have a cute nurse).
Optional: Critical Hit
system. If you rolled a 10 on
1d10 to hit, roll 2d10. If you
get a double number (2-2, 8-8), you’ve scored a critical hit
inflicting double damage. In
game testing, this rule is rarely needed because in this RPG, most
characters only have 3-18 Ataru.
Combat is pretty brutal as is without critical hits.
i. Mokona Drain
For attacks that drain/wound a PC's Psyche, Chi, Mokona, or
Astral-Body, points are deducted from the PC's Mokona instead of
Ataru. If the PC's Mokona falls below zero, the PC falls unconscious.
Mokona points are recovered at the rate of 1 point per hour of rest.
In Fatality Mode, death occurs when Mokona points reach -10.
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