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EXTRA RULES FOR 2D10 | designed by nathan j. hill | http://mysticages.

com | ©2016 mystic ages publishing |

Expand your 2D10 RPG game with the particularly by villains who may attempt to gives a hero one bonus die to defensive
following extra rules and ideas below.
shame him in public.
actions. Heavier armor grants the hero two
HEALTH POINTS R e g i n a l d ’s R e p u t a t i o n w i t h h i s bonus dice to defensive actions.

Magnetism of 2 would be 6. When he Keep in mind that this rule change can
If you are looking for a more traditional
saunters into a local tavern to glean tick the game toward an equipment-focused
“hit points” system, use health points.
rumors about recent orc attacks, he story. Heroes might go out of their way to
Calculate your hero’s health points by
decides to use his reputation to help search for upgrades for their defensive
multiplying her Prowess by 3. When your
bolster his search. He subtracts two from capabilities. Instead, make armor part of a
hero takes damage from an enemy, subtract
his reputation, reducing it to 4, and rolls game where most any character, hero or
it from her health points. Once her health
two extra bonus dice to intimidate villain, is expected to have it by default.

points reach 0, she is unconscious. In


villagers into spilling potential clues. RAISING ABILITIES
general, restore your hero’s health points to
its full capacity at the start of a new GROUP ACTIONS In addition to adding occupations and
adventure. Health points can also be healed Heroes rarely battle alone. Groups of feats when the story allows, a hero might
by magic or first aid.
heroes often band together to stand against also grow physically or mentally. During hero
Reginald’s Health Points, with his looming evil. If the heroes work together to creation, abilities are maxed at 5, but if it
Prowess of 5, would be 15. He is hold a door shut from advancing orcs, makes sense in the course of the story, a
slugged in the jaw by an orc teenager for research secrets in a vast library, or trick a hero might train or undergo personal
3 damage. His health points are now 12. panel of doctors that their dubious cure is development in order to raise an attribute
WILL legitimate, they can undertake the group further. There is no maximum cap to an
effort as a single action. First, select the lead attribute, but keep in mind some actions
Like health points, a hero’s will
hero for the action, then, for each additional may become frighteningly easy for such
represents his mental or spiritual fortitude in
hero helping out, grant a bonus die. If the legendary heroes.

the face of horrific events or psionic attacks.


additional heroes have a feat that could be In his last adventure, Reginald dragged a
To calculate his will, multiply his Acuteness
helpful, add another bonus die if used.
ton of orc carcasses around a cavern to
by 3. When your hero receives mental or
Reginald and his trustworthy dog, Rufus, solve a series of elaborate puzzles. His
spiritual damage, subtract it from his will.
are trying to drag a dead orc into a closet player talks with the GM and decides this
Once the hero’s will is reduced to 0 or
so that their infiltration might not be intensive workout paid off for him
below, he falls unconscious or loses grip on
discovered. They decide to work physically. Reginald’s Prowess goes up
reality. Will is restored to full capacity at the
together. Since Rufus is helping, by 1. He will need to recalculate his
beginning of a new adventure, or alternately,
Reginald will get two bonus dice, one for health points (if used).
after a period of specialized treatment.

Rufus’ assistance and another for Rufus’ MAGIC & SUPERNATURAL


Reginald’s Will with his Acuteness of 3
feat, “iron jaw”.
would be 9. Opening a random door in The simplest way to do magic or other
the dank orc cavern, he glimpses an orc COMBAT EXTRAS special powers in your game is to rely on
butcher at work on some poor captives. If you’d like to add more strategy to feats. A feat can encompass a magical spell,
He takes 5 damage to his will, reducing it combat, consider the following quick rules:
innate superhuman ability, or psionic power.
4. Overcome with horror, he pukes, If a hero has higher ground on an During hero creation, a player can choose to
alerting the butcher to his presence. opponent (or vice versa), they get a reserve some ability points rather than
MAGIC POINTS bonus die to that attack.
spend them on his hero’s prowess,
If a hero tries to knock out or stun an acuteness, or magnetism. Instead, for each
If your story involves the use of magic
opponent, the result is the number of point saved, add an additional feat to
or magical abilities, magic points represent
turns the villain out of the action.
represent the new power or spell. The GM
your hero’s capacity to use magical feats
A surprise attack allows the hero or a and player must define how the spell or
throughout the story. Calculate your hero’s
villain one free action before the contest power works. If used with magic points,
magic points by multiplying her Acuteness
begins.
subtract one magic point for each use.

by 3. Each time your hero uses a magical


Implement a simple ranged combat If Reginald’s player wanted to give his
spell or power, subtract one from your hero’s
system. An opponent at a long distance farm boy some cool magical feats, he
magic points. Once it reaches zero, your
range cannot be attacked with a melee could spend 2 less points during hero
hero cannot cast spells or use magic until a
weapon or short distance weapons. An creation. Reginald’s Acuteness would
period of intensive rest.

opponent at a short distance range be 2, and his Magnetism would be 1. In


Reginald’s Magic Points with his
cannot be attacked with a melee weapon return, he gains two additional feats,
Acuteness of 3 would be 9.
or long distance weapon. An opponent both as shamanistic spells - “wolf’s
REPUTATION at a melee range may not be attacked nose (spell)” and “owl vision (spell)”.
Many heroes have a reputation based with a short distance or long distance MOMENTUM
on their attractiveness, suave, and legendary weapon.

To reward heroes who achieve high


deeds. Each hero begins with a reputation If a hero wants to attack two enemies at
successes, momentum represents the
score equal to his Magnetism by 3, though it once, give the enemy a bonus die for
ability for heroes’ bravery and deeds to turn
can rise and fall throughout play. Your hero each opposing action.

the tide of battle or grant boons to their


can “spend” some of his reputation to boost ARMOR cause. If a hero gets a result of 5 or more,
an attempt to persuade or inspire someone.
H e ro e s m i g h t d e s i re a d d i t i o n a l grant them an additional bonus die on their
For each point you subtract from your hero’s
protection when they engage in battle with next action. If they get a result of 10 or
reputation, you get an additional bonus die
axe wielding telepathic slugs. Armor in more, grant them an additional two bonus
to roll for that action. To earn back
fantasy games might include chain mail suits dice on their next action.

reputation points, your hero needs to


or hardened leather vests. In modern Reginald slashes an orc with a result of
perform deeds that spread via story and
stories, they might entail bullet proof riot 7. On his next action, his player will roll
gossip. Your hero’s reputation can also be
gear. In science fiction futures, heroes might an extra bonus die. Finish him!
d a m a g e d b y i n s u l t s a n d d i s h o n o r,
don force field belts. In general, light armor

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