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An anime VRMMO Tabletop

RPG, utilising 2d10s

By

Bull Moose Gaming

Created for the One Page


RPG Jam 2023

[Images created by Bull Moose Gaming using Anime Diffusion/getimg.ai, licensed under the CreativeML Open RAIL-M license]
Endless Worlds is a game engine that utilizes a full VR Skills, Equipment & Quest Rewards Advancing
headset to bring players into dozens of worlds, created by Every Skill has an equipment slot associated with it, these There are four segments of mastery ('Tiers') for skills, from
dozens of companies. Create your own setting and get are included in the dice roll. There are 5 Core Skills, 1 Simple to Deadly. These show how strong a player
creative with the typical anime cliches: Everyone takes the Character Real Life Skill (in italics) and you include 1-3 character is and when you gain skill advances. You need to
game way too serious, information is bartered for, not Setting Specific Skills that help define your setting succeed at three skill rolls to gain another 5% in that skill.
found on the internet and maybe the game will kill you. (Flying, Hacking, Casting, Leading Guilds...). Skills up to 30% are Simple, 35-50% are Normal, 55-65%
Gather 1-4 players; a GM and start solving quests, fulfill Serious and 70-75% are Deadly. To level skills, you need
Core Skill Equipment Specialisation Examples
storylines, participate in PvP or change the world with to succeed in skill rolls of at least the same level.
guilds or conquering cities. It all depends on your group! Defending Armour Parry, Evade, Taunt
Fighting Melee Weapon Axes, Brawl, Swords Combat
Character Creation
Shooting Ranged Weapon Bows, Guns, Throw Combat consist of consecutive rounds and differentiates
Characters begin play with 120 points in all skills, but they between Player vs Environment (PvE) and Player vs Player
always need to put points in a multitude of five (5,10,15..) Adventuring Gear Climb, Sneak, Initiative (PvP). In PvE, PCs act and fight against NPC monsters and
into their skills. One skill can reach a maximum of 35% humans. These use a track of boxes as their health. The
and the other skills have a maximum of 25%. Remember Crafting Tools Brew, Gather, Smith
number of these increases with Challenge Level. With 1 or
that at 25% a Character gets a Specialisation for that skill. Expertises +10% bonus Courage, Wisdom, Social 2 players, a Pushover enemy has one box, a Deadly enemy
Choose one Equipment slot that starts Serious, the rest is has five. With 3+ players, boxes are doubled. Each
Skills range between 0 and 75% proficiency. When a skill
Normal challenge rating. They start with 100% health. successful attack fills one box (Casual) or half a box
reaches 25%, 50% and 75% you gain a Specialisation in
They have no special abilities or Real Life skills since (Hardcore). If a PC misses, they roll Defending. If they
that skill which grants an additional 5% if you fulfill their
these are optional. Races have no gameplay effects. fail, they suffer the Challenge Levels' Damage. In PvP,
requirements (like using an Axe). Equipment uses
Challenge Levels and adds its effect as a bonus to the players fight against characters played in the VRMMO by
Challenge System & Difficulty corresponding Skill. If a Skill is increased by 5%, the other human beings, controlled by the GM. These use their
The Challenge system modifies your skill rolls, determines effect is degraded by one level. To Craft, you need to own character sheet and you alternate in rounds. In PvP,
equipment bonus, enemy damage & heals. You get a bonus acquire materials of the appropriate level and then make a enemies start all rounds, except for PCs that succeed an
or a penalty to these according to the table. Take note that skill roll. So, crafting a Normal healing potion after initiative check. For every attack PCs roll Defending. The
bad equipment gives a penalty! This table is the standard, gathering Normal ingredients with +0% on your skill roll. damage you deal or get dealt is the difference between your
'Casual' difficulty. If this is too easy you can modify all of This potion would heal 15% health. Expertises is a roll and your TP of the attack roll, rounded down to the
them by 10% for a 'Hardcore' difficulty (so a Deadly representation of your players skills from Real Life and next multitude of 5. So, if you roll a 31 with a Total
Enemy does 40% Damage). Also choose a death penalty: has no equipment associated with it but a permanent +10% Proficiency of 50 you deal 15 damage. In PvP your rolls
Character deletion, lose 10% of a skill or all current skill bonus, and levels up as normal. Quests can reward better are modified by your enemies' skill. If an enemy has
advances. Choose one or be creative and create your own! Equipment or crafting materials and equipment can also Normal Defending, you get a bonus of +10% to attack, for
Level Skill Roll Equipment Heal/Damage PvP be looted from Normal or higher enemies. example. Players are never Pushover.

Deadly -20% +15% +/- 30% +0% Healing and Death


Rolling the Dice
Serious -10% +10% +/- 20% +5% If you need to roll the dice, you roll a d100 by using 2d10s You heal to 100% in Non-PvP Zones if you stay there for
one hour of gametime. These are more abundant in Casual
Normal +0% +5% +/- 15% +10% of different colours. Determine one of them to be the ten
digit and one of them to be the single digit. Your Total than in Hardcore. Otherwise you only heal to 70%. The rest
Simple +10% +0% +/- 10% +15% Proficiency (TP) in the skill you're rolling is Skill can be healed with spells or crafted potions. If you drop to
Pushover +20% -5% +/- 5% / Proficiency + Specialisation +/- Equipment Bonus +/- 0% health, you die, respawn at a town and incur the chosen
Challenge Level. If you roll below that, you succeed! penalty.
GM Section Special Abilities Primordial Hunting Grounds – An Endless
All of these are optional rules and information – you can As said above, these allow players to perform tasks not Worlds Game
play the game without any or just some of these specifics! covered under their skills. These always have a limiting
factor or a negative side effect. A player might learn a An example setting
Safety Tools healing spell that heals every member by 10%, but it can
only be used once per session of play or he might have a In Primordial Hunting Grounds, the players are part of one
Since you are managing a video game, the game can be as of several spaceship crews that crashed on an unknown
brutal as you want – or as little. Maybe enemies die into a pet raven that gathers information and whispers it into the
ear of the player – but you need to feed it by gathering planet that resembles Earth when Dinosaurs still roamed
fountain of blood, maybe they just disintegrate into pixels. the land. The technological level is a wild mix of science
Be sure to communicate with your players beforehand and food first. Be creative, but allow Players to create Special
Abilities, if they have good ideas. These are great to let fiction, like computers, as well as steel-forged weapons or
hand them safety tools, like the X-Card or Lines & Veils. improvised equipment made with vines, wood and stones.
your setting shine or create unique racial abilities!
The modern equipment is slowly but surely breaking down
Quest Rewards and different factions are fighting over the more valuable
Real Life (RL) Skills
You should award the players rewards depending on the pieces of tech.
If you want to include the daily life of the PCs at school,
difficulty of the Quest. You should try to tailor the rewards Meanwhile, the crashed humans have to fight off deadly
work or elsewhere, you can introduce four new skills:
to your group and the individual players, but not too much. flora and fauna – or make it their own by taming Dinosaurs
Get them into difficulties by handing the PC with axe Skill Applications & Specialisations: to use them for all kinds of work!
specialisation a sword that is better than his axe, or give the Social Persuading, Intimidating, Flirting Specific Skill Equipment Specialisations
damage dealer a healing ability. Shake the group dynamic
up! Mental Calculating, Knowledge, Intelligence Taming Utensils Riding, Attacking, Taming,
Gathering
Equipment Always be specific with these, don't just Psychological Courage, Willpower, Daring
hand out “Serious Armour”, but a helmet Players can tame a dinosaur to use them for actions like
Physical Strength, Stamina, Constitution riding, attacking with them, or have them help gather
that bumps Armour up to “Serious”.
These don't have associated Equipment but get modified materials for crafting. Examples for taming utensils include
Wealth This is the simplest. Increase Player by Challenge Level and Specialisations at 35% and 70%. dinosaur feed, whips, collars or cattle prods.
Wealth by a certain percentage. They replace the Expertises Skill. Physical is only used in
Skill Increases Increase a specific skill by 5%, this might Real Life. You roll exclusively on these while the players PvE Enemies (Adjusted for 3+ players)
lower the Equipment level! are outside the game, since the other Skills are fixed to the Name: Procompsognathus (Compy)
VRMMO. These skills advance like all other skills. Challenge Rating: Pushover
Special These make it possible for the players to Players start with a total of 100 points with a maximum of
Abilities perform tasks not covered by skills. Health: □ □
50% in one of them, allocated in multitudes of 5. The
th
Specialisation A 4 Specialisation for a skill. maximum for RL Skills is 75%.
Name: Velociraptor
Crafting Serious or Deadly, other levels can be
Materials gathered. Interesting for Crafter PCs.
Wealth Challenge Rating: Normal
For a monetary aspect, introduce Wealth, ranging from 0- Health: □ □□□□□
Be sure to tie the skill increases to something, like a magic 100% to your game. Players can sell old equipment to
amulet or a piece of cybertech. These can be traded increase their wealth by the equipments' effect level or buy
between Players (actual PCs as well as GM controlled Name: Tyrannosaurus Rex
equipment for the price of its effect level (eg +/-15% for
players) or even lost or stolen. These do not count against Challenge Rating: Serious
Deadly). Wealth can also be used to pay players by
the maximum of 75% in a skill, or for reaching a higher spending 10% to decrease their next Social roll by one. Health: □□□□□□
level of mastery.
Character Sheet
Character Name: Real Life Name: Player Name: Wealth: %
Description: Health: % Real Life Skill Proficiency Advances Specialisations
Social % □ □ □
Skill Proficiency Advances Specialisations Equipment Challenge Level Total
Mental % □ □ □
Defending % □ □ □ Armour %
Tier: Psychological % □ □ □
Physical % □ □ □
Fighting % □ □ □ Melee %
Tier: Weapon
Special Ability Effect:
Shooting % □ □ □ Ranged %
Tier: Weapon

Adventuring % □ □ □ Gear %
Tier:

Crafting % □ □ □ Tools %
Tier:

Expertises % □ □ □ Permanent %
Tier: +10%
Bonus Inventory & Notes:
% □ □ □ %
Tier:

% □ □ □ %
Tier:

% □ □ □
Tier:

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