Blanc Box RPG

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Character Stats Warrior

Blanc Box RPG


Combat: Attacking and Hit Points: 6. +4 per level.
This is a medieval fantasy dodging. Feats of strength
adventure game/hack Combat: 9. +1 per level.
and general physical ability.
created under the creative Magic: 7. +1 uneven levels.
commons CC license. Magic: Use of and innate
resilience against magic. Features: Can use any
It requires a referee, at least weapon, armor, and shield.
two players, and a playset of Creating a Character Adds level to any healing
twenty-sided and six-sided gained. Knows the human
Roll 1d6 for class. Class
dice. tongue.
includes initial hit points,
Core Mechanic stats, stat growths, Equipment: Sword and
features, restrictions, and shield or longbow + 10
The referee narrates the equipment.
world. The players interact arrows and quiver, chain
with it. The referee narrates All new player characters mail armor, clothes.
the reaction of the world. begin at the first level. Priest
If an uncertain situation All player characters are Hit Points: 5. +3 per level.
arises, the referee may human by default.
adjudicate results by their Combat: 8. +1 even levels.
The maximum for any stat is
best judgment or ask the 18. Magic: 8. +1 even levels.
player for a 1d20 roll
referring to one of the two 1d6 Class Features: Can use any
stats of their character. 1 Mage weapon, armor, and shield.
2 Priest Can use innate holy magic.
If the result is lower than 3-6 Warrior Knows the human and holy
the stat, the player must Classes tongues.
state the result is a success Mage
so the referee may narrate. Restrictions: Cannot use
Hit Points: 4. +2 per level. arcane magic items.
If the result is equal to the
stat, the player must state Combat: 7. +1 uneven Equipment: Melee weapon,
the result is a success with levels. chain mail armor, shield,
consequence so the clothes, and holy symbol.
Magic: 9. +1 per level.
referee may narrate.
Roll for Qualities
Features: Can use any light
If the result is higher than weapon and light armor. Roll 1d6 for innate character
the stat, the player must Can use innate arcane physique and spirit.
state the result is a failure magic. Knows the human
so the referee may narrate. and arcane tongues. 1d6 Phys. Spirit
1 Strong Adept
If the roll lands on 1, a Restrictions: Cannot use 2-5 Average Average
critical success occurs. If holy magic items. 6 Slight Adverse
the roll lands on a 20, a Only write down the effects
critical failure occurs. Equipment: Staff, dagger,
of notable cases (Strong,
spellbook with 1st level spell,
Advantage/Disadvantage Slight, Adept, and Adverse)
clothes.
may apply to the roll at on the character sheet.
referee discretion (roll 2d20,
pick lowest or highest,
respectively).
Strong characters add 1 to Finishing Details Armor
initial hit points and
Combat, and gain 1 extra hit Write down the character’s Armor reduces any physical
point per level up. age (minimum adult age), (weapons, tangible sources)
their sex, a short history, source of damage by a fixed
Strong characters count as and a short set of objectives amount depending on its
one class higher for carrying (if any). size.
capacity.
Players should always have Size Reduction
Slight characters lower at least two character Light -1
initial hit points and Combat sheets ready for each Medium -2
by 1, and reduce their hit session. One for their Heavy -3
point increase per level by 1. current character and one Shield -1
for their replacement Light armor includes
Slight characters count as leather, medium chain mail,
character.
one class lower for carrying
and heavy plate mail.
capacity. Weapons
Characters can only gain the
Adept characters increase Character-wielded weapons reduction of one set of
initial magic by 1. come in light, medium, and armor and/or shield at a
Adverse characters lower heavy sizes, each with time (the one with the
initial Magic by 1. distinct damage rolls. highest reduction, unless
stated otherwise).
Size Damage Roll
Assign 1st-level spells
Light 1d6-1 Characters donning armor
If the character is a Priest or Medium 1d6 they cannot use properly
Mage, assign their initial 1st- Heavy 1d6+1 have disadvantage on all
level spell. Light weapons include rolls.
examples like daggers and
Character Growth slings, medium one-handed Magic armor and shields
swords and short bows, and have quality, which goes
Characters require X
heavy two-handed swords, from 1 to 3. The quality
experience points times
halberds, and longbows. increases the reduction of
current level to gain a level
the armor as per its size.
depending on their class. Characters wielding
weapons they cannot use Most, if not all, quality 2 and
Characters can go up to the
properly roll with 3 magic armors are at least
10th level.
disadvantage to battle with medium-sized and arcane-
Class X the weapon and inflict powered.
Mage 25 halved damage with it.
Most, if not all, quality 2 and
Priest 20
Magic weapons have a 3 magic armor and shields
Warrior 15
Levels only reflect statistical quality, which goes from 1 are extremely rare, more so
growth. Characters must to 3. The quality adds to the than weapons and other
grow further through range of critical success with magic items.
diegetic world elements. the weapon and adds to the
Magic armor and shields
damage roll.
may also reduce magical,
Gaining Experience
Most, if not all, quality 2 and mystical, and intangible
At the end of each session, 3 magic weapons are forms of damage, on top of
the referee may award each medium or heavy weapons, the possibility of possessing
attending player’s character very rare, and arcane- other magical powers.
1 to 5 experience points. powered.
Using Spells Critical Spell Failure Group initiative is 1d6, 1-
3 players go first, 4-6
While there are no spell For every failure or success enemies go first, re-rolling
usage resources, like slots with consequence when at the beginning of each new
or points, players must rolling for a spell, the critical round.
always roll for spells. failure range of the user
increases by the level of the Characters can move, do a
If the roll lands on a critical attempted spell. major thing (swing a sword,
failure, something terrible use a spell), and a minor
happens. This increased range thing (unsheathe a sword,
reduces by 1 for every 24 grab a potion) each round in
In the case of an arcane hours the user spends any order.
spell, the Mage causes a without using any magic
dangerous backfire. The whatsoever. Critical successes with
higher the level of the spell, combat rolls inflict double
the more powerful the Spell Level and Effect the maximum possible
backfire. damage of the employed
If a spell would roll dice for weapon (if any) and add a
In the case of a holy healing or damage, roll Xd6 possible, beneficial result
spell, the Priest loses the where X equals the level of adjudicated by the referee.
favor of their deity and their the attempted spell.
innate powers for 1d6 days Carrying Capacity
(1st to 2nd-level spells) or Using Magic Items
1d6 weeks (3rd to 5th). Characters can carry as
Magic items possess either a much as logic would dictate
The Priest must repent and passive effect, an activation based on their class. This in
perform whatever mission power, or both. order of Warrior, Priest, and
the deity asks of them Mage.
within the time limit. Passive effects require no
Otherwise, said deity will magic rolls. However, they Death
forsake them forever. may require specific in world
conditions to work. If a player character reaches
Spells and Conversion 0 hit points, the player must
Activation powers always state this to the referee.
Priests and Mages can require a magic roll.
attempt to use spells of a The referee will then
level equal to or lower than Combat adjudicate what happens to
half their level rounded up. the character. Like death,
As such, spell levels go from Combat occurs through dismemberment, bleeding
1st to 5th level in this hack. theater of the mind or grid out, unconsciousness, etc.
less terrain, using
Priests and Mages can also approximate distances. Recovery
attempt to use spells of a
higher level, but their critical Combat can apply either Characters recover hit
failure range when without initiative or with points equal to their level
attempting it increases by group initiative. every day, provided sleep is
the level of the attempted possible.
spell. Non-initiative combat is
live fiction. The referee will All healing potions and non-
simply narrate, ask for rolls, magical healing methods
and manage perspective as heal 1d6 unless stated
it best fits the context of the otherwise.
fiction.
NPCs Other For example, after three
months, a character learns
Non-player characters only Other involves special the mastery of the rapier
need the following stats: Hit features beyond what the and fencing.
Dice, Attacks, and Other. fiction already implies. This
may include magic, a The referee adjudicates the
Hit Dice biological ability like a training as quality 2. This
poisonous stinger, a poison- means the character, a level
For each hit dice, a laced weapon, etc. 2 Warrior, will have a 13
humanoid or mundane NPC Combat stat and 1-3 critical
rolls 1d6 hit points. More NPC Difficulty Options success chance while using
monstrous or empowered the rapier.
If the NPC has a number of
NPCs may roll 2d6 hit points
per hit dice instead. Hit Dice equal to or greater Magical Skillset and
than the character’s Developing Powers
Optionally, the referee may level+2, apply disadvantage
choose to use average hit on all the character’s rolls While the use of leveled
points for an NPC per Hit involving the NPC. spells is restricted to Priests
Dice based on threat instead and Mages, characters can
of rolling. 2-3 for mild, 3-4 If the NPC has a number of still gain magical benefits
for considerable, 4-5 for Hit Dice equal to or greater and powers by finding them
tough, and 6 for the than the character’s level, in the game world. For
toughest. add the difference to all the example:
character’s rolls involving
When an NPC reaches zero the NPC. A character sells their soul in
hit points, the referee a blood ritual, gaining the
adjudicates what happens Training ability to regain hit points
based on context and intent. Training can occur through every time they inflict
the course of play, taking in- damage (or draw blood).
Attacks game world time and
resources to accomplish. A non-Priest/Mage learning
Attacks involve the method the holy or arcane tongue
of attack and the number of This training can benefit and receiving training to
attacks. characters both generally wield holy or arcane magic
and, at times, stat-wise. items better (specialized
As a baseline, an NPC can stat).
Combat Skillset
inflict 1d6, 1d6+1-5, 2d6, or
2d6+1-5 damage with their This includes specific Like other skill sets, any
attacks. training on a type of weapon specialized stats increases
or a style of combat. can range from 1 to 3
1d6 and 1d6+1-5 refer to depending on the quality of
most humanoid and beast After training properly, this training.
attacks. 2d6 and 2d6+1-5 grants an equal increased
refer to powerful methods of combat stat and critical General Skillset
attack, ala giants, success range when using
empowered weapons, This includes learning how
said weapon/style. to play an instrument, a new
dragon breath, etc.
This increase can range language, how to
This is only a baseline. The from 1 to 3 depending on manufacture a poison, how
referee may add dice or the quality of training. to pickpocket properly, etc.
modifiers to enemy attacks
as it best fits the situation.
Burglar Class Demi-Human Races Halfling

If using the Burglar class, If using demi-human Benefits: Advantage in rolls


apply a third stat known as races, apply the following to evade deadly effects.
Burglary. character creation method. Advantage when hiding by
standing still. Advantage
Everyone can attempt Roll 1d6 for race. On a 1-5, when battling giant-sized
Burglar-like skills, but the character is a human. enemies. Knows the halfling
Burglary refers to On a 6, roll again for demi- tongue.
exceptional cases, like human race.
climbing sheer surfaces and Restrictions: Cannot use
1d6 Race heavy weapons. Can only go
hiding in shadows.
1-2 Dwarf up to the 4th level. Carries as
If using the Burglar class, 3-5 Halfling
one class below.
Mages, Priests, and Warriors 6 Elf
have a 5 Burglary stat, and If the result is a human, roll Experience: Add 5 to
it never grows with level. for class and qualities experience requirement (X).
normally.
If using the Burglar class, Elf
use the following class-roll If the result is a demi-
human, roll 1d6 for class Benefits: Counts as a Mage
method during character
depending on the race first. on top of being a Warrior (or
creation.
Burglar), using the best
1d6 Class Dwarf stats, hit points, and stat
1-2 Burglar 1-2 Burglar growths of both classes and
3 Mage 3-6 Warrior using both their features
4 Priest Elf and restrictions.
5-6 Warrior 1-3 Burglar
Burglar 4-6 Warrior Infravision. Immunity to
Halfling magic sleep, paralysis, and
Hit Points: 4. +2 per level. 1-4 Burglar charm. Can detect hidden
5-6 Warrior doors and traps more easily.
Combat: 8. +1 even levels.
If not using the Burglar Knows the elf tongue.
Magic: 8. +1 even levels. class, demi-humans are
Restrictions: Can only go
always of the Warrior class.
Burglary: 9. +1 per level. up to the 6th level.
Dwarf
Features: Can use any Equipment: Elf characters
weapon and light armor. Benefits: Infravision. use the equipment of their
Knows the human and Advantage in rolls to resist Warrior/Burglar class but
Burglar tongues. Carries magic and poisons. Can add a spellbook with their 1st
more than a Mage but less detect hidden architecture level initial spell to it.
than a Priest. more easily. +1 extra hit
Experience: Add 15 to
point per level. Carries as
Equipment: Dagger, experience requirement (X).
one class above. Knows the
leather armor, Burglar tools,
dwarf tongue.
and clothes.
Restrictions: Cannot use
Experience requirement:
long-reaching weapons and
Burglars require 12 (X)
long bows. Can only go up to
experience points times
the 5th level.
their current level to gain a
level. Experience: Add 5 to
experience requirement (X).

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