Intro

Character
Creation


Skills

Rules

Equipment

Magic

Spells

Artifacts

GM Stuff

Atlas

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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



dicea.  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.

TNR
 

Difficulty
Rating

1

Automatic Success

5

Easy

7

Light

10

Medium

12

Difficult

15

Hard

17

Very Hard

18

Very, Very Hard

19

Ridiculously Hard

20

Absurd

21+

You kidding me?

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.

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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.

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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.

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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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