This is the current state of the Iroas RPG - I will update it as I make changes to it. Any feedback would be welcome, just e-mail me at Micorku@gmail.com or follow me on Google+.
Attributes
Represent raw ability. Rated on a 1-8 scale, with 1 being dismal, 3 average, 7 normal human maximum, and 8 legendary. Cannot go lower than 1.
Strength: Pure physical power, the Thirians are well known for their might.
Dexterity: Agility, this aids the Enkavmans in their raids, allowing them to get in and out quickly.
Stamina: Physical toughness, those without a nation depend on their durability to survive.
Charisma: Sheer force of personality, allowing you to impose your will on the world, much like the Aspidans do.
Manipulation: The ability to make others believe things that aren’t true, this is an important skills for the diplomats of the Eirini Guild.
Intelligence: Represents the extent of your knowledge, this is core to the Nazarian beliefs.
Wits: The ability to think on your feet is vital to the clever Alitheians.
Skills
Martial
Archery
Blunt Weapons
Edged Weapons
Heavy Weapons
Polearms
Small Weapons
Thrown
Unarmed
Physical
Acrobatics
Athletics
Ride
Sleight of Hand
Stealth
Thievery
Social
Art
Charm
Etiquette
Forgery
Haggling
Intimidate
Performance
Underworld
Mental
Craft (there is a separate skill for each type of ravdos which covers a corresponding regular craft)
Herbalism
Lore
Medicine
Navigation
Tracking
Secondary Stats
Defense: 3xDex + Weapon Skill or Acrobatics
Speed: Dex
Health: Double Strength + Stamina
Wealth: Special skill test; Charisma + (Etiquette or Underworld or Haggling) + Background modifiers
Rules
Basic die role: (Attribute)d6 + (Skill) + (Modifiers)
Combat:
To hit: Dex + Weapon Skill + Weapon Accuracy - Defense
Damage: Weapon Damage d6 + Strength(as if it is the skill) + (To hit roll - Defense)
Two types of damage: Bruising and Lethal. Bruising can’t kill, but will become Lethal when enough is dealt. Example: I have 6 Health. You hit me with 2 Lethal. You then hit me with 5 Bashing - afterwards I have 3 Lethal and 3 Bruising damage.
Armor: Downgrades damage; Lethal becomes Bruising, Bruising is prevented. Example: I have armor 5. You hit me with 5 Lethal damage. Because of the armor, I take 5 Bruising. If you hit me with 5 Bruising damage, I wouldn’t take any damage at all. If you hit me with 4 Lethal, I would only take 3 Bruising (Convert damage to Bruising, then take away one point because of left over armor rating.) If you hit with 6 Lethal damage, I would take 5 Bruising and 1 Lethal.
Character Creation
Start with one in every attribute.
Nation (7 options, each corresponding to an attribute)
Gender (Male or Female)
Size (Small, Average, Large, Huge)
Age (Youth, Adult, Middle Age, Elderly)
Early Life (Depends on Nation)
Environment (Not Thirian: City, Coast, Country, Wilderness)
Tribe (Thirian only: Bear, Crocodile, Eagle, Wolf)
Current Life (Depends on Nation)
Bonus
Calculation
Gear
Step One: Nation
Thirio: +1 Strength, +1 Herbalism, +1 Blunt Weapons
Enkavma: +1 Dexterity, +1 Underworld, +1 Heavy Weapons
Aspida: +1 Charisma, +1 Athletics, +1 Edged Weapons
Eirini Guild: +1 Manipulation, +1 Etiquette, +1 Forgery
Nazarian Alliance: +1 Intelligence, +1 Lore, +1 Stealth
Alitheia: +1 Wits, +1 Craft (Any), +1 Art
Unaligned: +1 Stamina, +1 Underworld, +1 Thievery or Medicine or Performance
Example: Corky decides he wants to create someone from the orderly nation of Aspida, so he writes this down and notes his starting stats:
Attributes: Strength 1, Dexterity 1, Charisma 2, Manipulation 1, Intelligence 1, Wits 1.
Skills: Athletics 1, Edged Weapons 1
Step Two: Gender
Male: +1 any Physical attribute
Female: +1 any Social or Mental attribute
Example: As a dude himself, Corky decides he’ll make a male character. He decides that his character is quite strong, so he chooses +1 Strength for his bonus
Attributes: Strength 2, Dexterity 1, Charisma 2, Manipulation 1, Intelligence 1, Wits 1.
Skills: Athletics 1, Edged Weapons 1
Step Three: Size
Small: +1 Dexterity, +1 Wits, -1 Health
Average: +1 Charisma, +1 Haggling
Large: +1 Strength, +1 Stamina, -1 Speed
Huge: +1 Strength, +1 Stamina, -1 Defense
Example: Corky’s character is gigantic, so he decides he’s Huge.
Attributes: Strength 3, Dexterity 1, Stamina 2, Charisma 2, Manipulation 1, Intelligence 1, Wits 1.
Skills: Athletics 1, Edged Weapons 1
Other: -1 Defense
Step Four: Age
Youth: +1 Dexterity, +1 Wits
Adult: +1 Strength, +1 Charisma
Middle Age: +1 Stamina, +1 Manipulation
Elderly: +1 Intelligence, +1 choose one of (Lore, Art, Etiquette, Archery, Herbalism, Medicine), +1 Ravdoi
Example: To make it interesting, Corky decides that his character is relatively young, not yet doing his mandatory military service. Therefore, he is still considered a Youth.
Attributes: Strength 3, Dexterity 2, Stamina 2, Charisma 2, Manipulation 1, Intelligence 1, Wits 2.
Skills: Athletics 1, Edged Weapons 1
Other: -1 Defense
Step Five: Early Life
Noble: +1 Charisma, +1 any Martial Skill, +1 Etiquette, +1 Ride, +2 Wealth
Peasant +1 Strength, +1 any Physical Skill, +1 Herbalism, +1 Tracking, +1 Archery or Blunt Weapons
Street Rat: +1 Stamina, +1 any Social Skill, +1 Stealth, +1 Underworld, +1 Sleight of Hand
Example: The reason he’s adventuring before he begins his military service? He was born on the streets, and thus wasn’t conscripted yet. Street Rat! In keeping with his size, Corky’s chooses Intimidate for his social skill.
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 1, Intelligence 1, Wits 2.
Skills: Athletics 1, Edged Weapons 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense
Step Six: Environment
City: +1 Intelligence, +1 Etiquette
Coast: +1 Manipulation, +1 Haggling
Country: +1 Strength, +1 Craft (Any)
Wilderness: +1 Stamina, +1 Tracking
Thirian Step Six: Tribe
Bear: +1 Strength, +1 Blunt Weapons
Crocodile: +1 Stamina, +1 Unarmed
Eagle: +1 Wits, +1 Archery or Thrown
Wolf: +1 Dexterity, +1 Small Weapons
Example: Because Corky is playing an Aspidan, he chooses from the Environment options instead of the Tribes. While his early life generally suggests a City environment, Corky decides that his character lived in a Coastal region.
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 2, Intelligence 1, Wits 2.
Skills: Athletics 1, Edged Weapons 1, Haggling 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense
Step Seven: Current Life
Thirian
Champion: +1 Strength, +1 Charisma, +1 Edged or Heavy Weapons, +1 Ravdoi, +1 any Social skill
Hunter: +1 Dexterity, +1 Wits, +1 Athletics or Tracking, +1 Archery, +1 any Physical skill
Shaman: +1 Intelligence, +1 Manipulation, +1 Herbalism, +1 Intimidate or Charm, +1 any Mental skill
Enkavman
Dorean: +1 Stamina, +1 Charisma or Wits, +1 Edged Weapon, +1 Ride, +1 any Physical skill
Ethros: +1 Manipulation, +1 Intelligence or Dexterity, +1 Stealth, +1 Underworld, +1 Social skill
Thanatos: +1 Strength,, +1 Wits or Dexterity, +1 Intimidate, +1 Heavy Weapons, +1 any Martial Skill
Aspidan
Engineer: +1 Intelligence, +1 Wits, +1 Craft (Aspidan), +1 Medicine, +1 any Mental skill
Infantry: +1 Stamina, +1 Strength, +1 Edged Weapons, +1 Athletics, +1 any Martial skill
Officer: +1 Charisma, +1 Manipulation, +1 Charm, +1 Ride, +1 any Social skill
Eirini
Advisor: +1 Manipulation, +1 Intelligence, +1 Medicine, +1 Herbalism, +1 any Social skill
Diplomat: +1 Wits, +1 Charisma, +1 Etiquette, +1 Lore, +1 any Mental skill
Batsos: +1 Strength, +1 Stamina, +1 Tracking, +1 Ravdoi +1 any Martial skill
Nazarian
Explorer: +1 Stamina, +1 Wits, +1 Tracking, +1 Navigation, +1 any Physical skill
Librarian: +1 Charisma, +1 Intelligence, +1 Lore, +1 Charm, +1 any Mental skill
Spy: +1 Dexterity, +1 Manipulation, +1 Stealth, +1 Forgery, +1 any Social skill
Alitheian
Sailor: +1 Dexterity, +1 Stamina, +1 Navigation, +1 Underworld, +1 any Martial skill
Skafos: +1 Wits, +1 Dexterity, +1 Craft (Alitheian), +1 Craft (Any), +1 any Mental skill
Sofos: +1 Intelligence, +1 Charisma, +1 Lore, +1 Etiquette, +1 any Social skill
Unaligned
Mercenary: +1 Strength, +1 Wits, +1 Ride, +1 Haggling, +1 any Martial skill
Merchant: +1 Manipulation, +1 Intelligence, +1 Charm, +1 Haggling, +1 any Social skill
Pilgrim or Keeper: +1 Stamina, +1 Charisma, +1 Art, +1 Medicine, +1 any Mental skill
Example: Looking at the Aspidan options, it’s fairly clear to Corky that his character is destined to be Infantry. He decides to use his Martial skill point on Edged Weapons, raising it to 3.
Attributes: Strength 4, Dexterity 2, Stamina 4, Charisma 2, Manipulation 2, Intelligence 1, Wits 2.
Skills: Athletics 2, Edged Weapons 3, Haggling 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense
Step Eight: Bonuses
+1 to any attribute, +1 Ravdoi
Example: Corky looks at his character and decides that he wants him to be a smooth talker and gives him +1 Charisma.
Attributes: Strength 4, Dexterity 2, Stamina 4, Charisma 3, Manipulation 2, Intelligence 1, Wits 2.
Skills: Athletics 2, Edged Weapons 3, Haggling 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense, Ravdoi 1
Step Nine: Calculation
Defense (Parry): 3xDex + Weapon Skill
Defense (Dodge): 3xDex + Acrobatics
Speed: Dex
Health: Double Strength + Stamina
Wealth: Special skill test; 1d6 + (Etiquette or Underworld or Haggling) + Background modifiers
Example: A simple step, Corky does the math for his Defense, Speed and Health. He then rolls for Wealth, getting a 2 and adding either his Underworld or Haggling rating, both of which are 1.
Parry Defense: 8 (when wielding an Edged Weapon)
Dodge Defense: 5
Speed: 2
Health: 16
Wealth: 3
Step Ten: Gear
Decide what mundane equipment you have, choosing anything of your wealth or lower. You can also spend your Wealth for additional Ravdoi, spending 2 Wealth for 1 Ravdoi. This can only be done during character creation and is a permanent decrease. Then spend your Ravdoi points.
Example: With only a single dot for Ravdoi, Corky decides on an Eternal Torch.
Ravdoi: Magic Items
Level 1: Various minor magical effects.
Eternal Torch
Everlasting Quill
Privacy Signet
Level 2: Small stat increases
Beast Totem: Minor stat increases
The Wall: Unmovable, +Str +Sta when stationary
Craftsman’s Aide: Little helper robot, bonuses to crafting
Level 3: Minor magical attacks
The Caress: Damages minds
The Third Eye: MIND READING
Level 4: Greater magical attacks
The Rings: Compels obedience to a deal
Lesser Beastmaster’s Crown: Shapeshifting to the totem animal
Level 5:
Claws of the Destroyer: Makes any weapon deadlier
Dire Beastmaster’s Crown: Dire version of totem animal
Armor of the Champion: Ultimate armor
Level 6:
Sword of the Destroyer: Ultimate melee weapon
The General’s Table: Ultimate tactical tool
Skyship: Uh… it’s an airship. Duh
Variable Level:
Warlord’s Mark: Various stat increases
Each level past one can give either 3 points OR 1d6. Level 1 can give 1 point. Level 6 breaks the rules and can only be gained through gameplay, not at character creation.
Equipment
Wealth 1-8
Weapon stat block
Name (type)
Accuracy:
Damage:
Strength:
Special:
Armor stat block
Name
Rating:
Strength:
Penalty: