Bulding a home system
Building a home is a high fantasy role play system built by myself from the 3rd ed D&D system (only the very slightest part of the original remains) it’s an evolving system that I've been working on for about 10 years now. The game is set in a fantasy world after a large war the party are sent out to colonise a recently raised part of a now destroyed kingdom and have to deal with the various problems this causes.
A major part of the system is that each player will have multiple characters, a main hero character, a less important expert character and numerous servant characters which are shared throughout the group (see character creation for more details). Each 'turn' which normally covers 6 months to a year of in game time the players will decided what there hero's want to do, once decided the experts can choose to aid a hero (not owned by the same player) or do something else. Once decided the GM works out how each 'project' will work, some may be adventures where the players without hero's or experts will play servants, others may be pure description and others may be a mixture or involve secret information being provided to one or more players.
For example in a game with 4 players A(bagail), B(ill), C(leo) and D(ave) the turn organisation could go like this: -
The players discuss the plot so far and decide that they need to do something about the bandits that are attacking their supplies, investigate the mysterious tower they have discovered and fortify their city. They decide that of their hero's C's noble and D's Mercenary would be best at dealing with the bandits, while A's mage wants to look at the tower and B's priest will help motivate the builders.
Looking at their experts A decides that her expert mason would be good for fortifying the city and will work with the priest, B decided that his captain will help fight the bandits. C decides that her hunter might held with the bandit problem but he would prefer to try and hunt down the Gryphon which killed his son last week while D decides that her sage can help investigate the tower.
The GM then decides to run the game as follows: - Session 1 - Bandits. Player C and D's heroes, Player B's expert and a servant run by player A will try to track down and destroy the bandits.
Session 2 - Gryphon. Player Cs expert and servants played by A,B and D try to track the beast to its lair.
Session 3 - Fortifications. Player B's hero and Player A's expert. The GM describes the problems with the rebuilding there is a strike and a lack of good stone, the players make some skill tests and replay dealing with the workers, the GM describes to them the state of building and notes that they uncovered something interesting as they cleared the land.
Session 4 - Tower. Player A's hero and player D's expert get given some hand outs describing the tower and its history, there is also a short adventure with B and C playing servants as they breach the first layer.
As the game in on a rather larger scale that most there is no need to keep track of individual money and equipment. Instead a system of money units is used. Each money unit represents a large amount of currency, treasure, credit and favours. A single money unit would pay around a thousand peasants for a year or a few dozen well trained experts. A kingdom probably produces hundreds to thousands of money units a year although most are paid as upkeep of armies and the like a province might see up to 100 money units a year.
Likewise rather than keep track of each man in the player’s army army units are used instead. Each army unit is equal to about 100 average quality and equipped soldiers. The same unit might also represent several hundred untrained cannon fodder or a dozen elite troops. A large army might be made up of 100 army units. Generally if armies of equal size fight there will be few survivors unless one side as some type of tactical advantage.
Skill tests are required whenever a character needs to interact with the world in an unusual or difficult way. Rolls aren’t required to tie your shoe laces or remember your name but may be needed to quickly climb a wall or recall a rare piece of trivia. Skill tests are made against a specific stat (or rarely the average of 2 or more stats). At their most basic a test requires the player to roll less than the stat in question on a D10.
A roll of a 10 is always a fail even if modifiers would make that a success although in that case it is the minimum possible fail with no other penalties. A roll of a 1 is always a success although if this would otherwise be a failure it will be the minimum possible success with no extra effect.
The luck stat can be used to reroll a failed skill or combat test or to make an enemy reroll a succeeded roll. Each use of the luck stat reduces the stat by one. Luck points are renewed once a year on new year’s day.
There are often modifiers to apply to tests depending on the difficulty of a test. The most common modifier are skills which add their level to the stat for the test. Other penalties or bonuses may be applied if the GM wants. Below are some common modifiers: - Injury – If you are below half your maximum hit points there is a -1 penalty to the stat for all tests. If you are below 10% of your maximum hit points there is a -2 penalty to all stats.
Speed – Most skill tests normally take a few minutes to action, if a test is taken quicker a penalty will be applied and if more time is available a bonus may be applied.
Combat Rolls in combat vary somewhat from skill tests instead of trying to roll under a target in order to succeed you need to roll over a target number. In order to hit a target your roll of combat stat (strength for close, dexterity for ranged) must get higher than their armour class (dexterity + 5 minus any penalty for armour) a draw or rolling less means a miss (a roll of a 10 is an automatic hit, a roll of a 1 is an automatic miss).
Once hit a target takes damage equal to your weapons damage dice plus half your combat stat (strength for close, dexterity for ranged) minus their soak based on their armour.
Each character (normally) has two arms and thus can use up to two single handed weapons or one two handed weapons. Using two weapons at once gives you a -1 penalty on the primary weapon and a -2 penalty to attack rolls on the secondary weapon.
Ranged weapons have a set affective range, they can be used at a longer range with a penalty of -2 to the stat per range increment, thus a weapon with a range of 50 meters can shoot 100 meters with a -2 penalty and 150 meters with a -4 penalty.
Armour Type Dexterity modifier Soak Other None 0 0 Light -1 2 Medium -2 4 Heavy -4 6 Shield 0 1 2 soak vs ranged
Weapons Type Damage Hands Other Small D4 1 Short D6 1 Long D8 1 Cannot be used on the off hand 2 handed D10 2 Thrown D4 1 Range 10 meters Ranged D8 2 Range 50 meters
Characters become unconscious hit points and dead at minus 10 hit points. If left at negative hit points for more than an hour a character will die unless she receives medical or magic attention or succeeds on a constitution test at a -2 penalty in which case they will regain consciousness with 1 hit point after a further D6 hours.
Hit points are recovered at the rate of your constitution stat in points per day of rest or low activity. Magic points are recovered at the rate of the Magic point stat at the same rate.
The magic system in building a home is mostly freeform with specific powers being created on the fly. In order to create a spell the following system is used: -
1) The player describes what effect they wish to create and what powers they think they will need. 2) The GM either agrees the effect, states the player cannot do the effect due to not having the required power or suggests how the effect could be modified to make it useable. 3) The number of magic points is calculated (see magic points). 4) Any difficulty modifiers are applied (see modifiers) 5) A skill test is carried out including the modifiers. 6) If the test is failed no magic points are lost (unless a 10 is rolled) and nothing happens. If the test is passed the magic points are lost and the effect takes place (if a 1 is rolled no magic points are lost).
Each spell requires one or more magic points to be used to power the effect. The larger or more damaging the effect the more magic points needed, the maximum magic points that can be used in a spell is equal to the casters casting stat. More than the maximum magic points can be used but this is more difficult (see overcasting). Below are general tables of the number of magic points required for different effects: -
Damage 1D8 1D10 2D6 2D8 2D10 3D6 3D8 3D10 Points 1 2 3 4 5 6 7 8
Number of targets Basic cost of effect multiplied by the number of targets plus one extra point per extra target after the first, there might be extra penalties for widely spaced targets.
Area of effect The caster 0 points Non-caster individual 1 point Line 1 point per 3 metre length Cone 1 point per 2 meter length Sphere 1 point per 1 meter radius
Soak 3 magic points per point of soak vs any damage 1 magic point per point of soak vs specific damage Stat increase 3 points per point of increase, 4 points for a total of 9 and 6 for a total of 10
Duration Instantaneous 0 points 1 point per round on going in combat 1 point per minute on going between combat Permanent = 10 base casting cost, points cannot be regained unless effect is stopped.
Countering The cost of the original spell minus 1, a relevant power will be needed. Reduced casting difficulty 2 points per 1 point reducing in casting difficulty, a roll of a 10 is always a failure. These points are lost if the spell fails.
Overcasting Magic users can in extreme conditions cast over their normal limits and cast spells with a cost of greater than their casting stat. Such spells are dangerous and time consuming. In order to overcast a character must decide how many turns worth of spell points he needs to use for example if a character have a maximum of 5 magic points a turn and wants to cast an 8 magic point spell he must overcast for 2 turns to obtain the necessary points. For the first turn the character does nothing but concentrates, on the next turn the character must make a casting test with a -2 penalty plus potential extra penalties for damage or distraction the character has suffered in the first turn, this penalty stacks of if overcasting for a third term a -4 penalty is required on the third tern. These penalties cannot be overcome by spending magic points. Once enough points are obtained a normal casting test is made with an additional 1 penalty for each turn of overcasting (magic points can be spent to reduce this penalty). If any of the overcasting rolls are failed the points gathered to that point are lost, if the casting roll is failed or an overcasting roll is failed by rolling a 10 then the points are lost and the magical power manifests as a damaging effect on or near the player. If the casting roll is failed by rolling a 10 then the character has a very bad day…
Rituals Outside of combat and stressful situations magic users can produce much more powerful magical effects through the use of rituals. These are powerful spells which consist of a large number of smaller spells and are normally built up over a period of days, weeks or months. These powers are generally created at GM discretion and will involve several casting rolls to determine the size and effect of the ritual. Multiple casters can be involved in a ritual although there are penalties for different types of casters being involved. Examples or rituals would be spells affecting the weather of the whole country or boosting the prowess of a whole army. The effects of such spells going wrong can be just as dramatic and may often seriously injure the caster and anyone near her. Modifiers
Various modifiers can be applied to spells depending on how difficult the effect is and the situation that the spell is being cast in. As a general rule the larger or more damaging an effect is the more magic points it will cost while the more fine control needed over the spell the higher the penalty for example a fireball coving a 30 meter radius will require more magic points than one covering 10 meters but will have the same modifier where as a fireball covering a 10 meter radius but not effecting a specific person would have a higher modifier, an illusion covering a large area would require many magic points but one that is more detailed would have a higher modifier.
Modifiers are discussed in other sections such as over casting and what types of magic magic users have available. Common modifiers include: -
Target resistance – to overcome a targets resistance to a power the difficulty increases by one per three points the target has in the resistance stat rounded down. For instance mind controlling someone with a wisdom of 4 would be 1 harder than normal.
Skills – Skills can be used to reduce or increase the difficulty of a spell for example a skill in mining would make it easier to use a spell to dig through the ground or to shore up a mine.